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	<updated>2026-06-02T13:36:28Z</updated>
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		<id>http://sojourn13.space/w/index.php?title=Cindarite&amp;diff=4646</id>
		<title>Cindarite</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Cindarite&amp;diff=4646"/>
		<updated>2025-09-22T20:23:03Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: Rewrites by Spink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cindarites are a reptilian species prized for hazardous-duty work, shaped by generations of survival on the irradiated world of Cindar, a planet ravaged by an unexplained nuclear war. First contacted by smugglers and later integrated into &#039;&#039;&#039;Sol-Fed&#039;&#039;&#039;, they are known for their unique stoicism and communal tolerances, in addition to a particular pride in demonstrating their work and talents.  &lt;br /&gt;
&lt;br /&gt;
===Quickstart Guide===&lt;br /&gt;
* Cindarites are widely skilled and reasonably tough due to their hard upbringing. They receive +2 to biology, mechanical, cognition, and toughness. An extra +3 can be gained if their homeworld is chosen in character setup.&lt;br /&gt;
* Cindarites become cold much easier than humans but can withstand heat significantly better.&lt;br /&gt;
* Cindarites are adapted to highly toxic and dangerous biomes and are entirely immune to radiation while taking only half the toxin damage a human would.&lt;br /&gt;
* Cindarite scales are quite tough and resilient even to intense heat and take 15% less burn damage than others.&lt;br /&gt;
* Perk: Cindarites gain the perk &amp;quot;Purge Toxins&amp;quot;, which allows them to purge their bloodstream of toxins and remove addictions, though the effect makes them extremely tired and may make them fall asleep as a result. This can be used every fifteen minutes.&lt;br /&gt;
* Perk: Cindarites gain the perk &amp;quot;Uncanny Resiliance&amp;quot;, which allows them to cure their own diseases once every thirty minutes. (Really, they just give themselves a dose of spaceacillin.)&lt;br /&gt;
* Perk: Cindarites gain the perk &amp;quot;Second Skin&amp;quot;, which lets them instantly remove their own clothing and ignore all slowdown normally caused by any clothing they wear.&lt;br /&gt;
&lt;br /&gt;
== Homeworld and Diaspora ==&lt;br /&gt;
&#039;&#039;&#039;Cindar&#039;&#039;&#039; is an irradiated, storm-raked world with orange, fallout-contaminated seas and radioactively charged weather that forced its people underground for generations in fallout shelters and government bunkers. A little known nuclear war rendered much of its surface uninhabitable for any extended length of time, even for the hardiest Cindarite. Analysis of the surface by Sol-Fed scientists suggest that the surface was already quite unfriendly prior to that war. Little information exists to illuminate scientists on its pre-war conditions, however. &lt;br /&gt;
&lt;br /&gt;
Common hazards such as toxic sludge, mutated fauna and flora, deadly weather, prevented long term surface habitation efforts. Accounts from a handful of SolFed Technicians lucky enough to see inside a bunker, suggest they were hastily made, sharing core structural features. However, no two were the same. Many seemed to have extensions or expansions, to accommodate their extended survivability. Sol-Fed personnel on the front line-relations with the Cindarites noted that these differences resulted from the chaotic placement and hasty planning of these bunkers–leading to widely different needs and necessities. Alliances and conflict between surviving bunkers altered this further. &lt;br /&gt;
&lt;br /&gt;
For decades, their star system slowly grew into a waystation for stellar traffic in a mire of resource rich nebulae.  Initially, this activity consisted mostly of smugglers daring enough to brave the region’s hazards.. This activity eventually facilitated a loose first contact.  After some tense, brief exchanges, the insular bunker dwellers saw the opportunity for improved survival, and opened trade to them. It was through this that Sol-Fed learned of the Cindarites and formally opened relations.  &lt;br /&gt;
&lt;br /&gt;
Modern Cindar lacks the sprawling mega cities and urban jungles of contemporary homeworlds. The majority of its population centers consist of habitation domes on the surface, typically located in the smaller southern continents with focused terraforming activity. Orbital stations supplement the existing space, and also houses a local Sol-Fed Occupational Government.&lt;br /&gt;
&lt;br /&gt;
Across the system and abroad, Cindarite communities tend to favor commerce and hard postings over political entanglement. They welcome trade with mercenaries and spacers yet remain wary of becoming military targets, and tend to reflect this in their everyday life.&lt;br /&gt;
&lt;br /&gt;
== Physiology ==&lt;br /&gt;
Cindarites, while largely uniform in terms of their reptilian characteristics, lack a consistent genetic conformity due to generations of insular bunker life and radioactive mutations. Some Cindarites are around 4&#039;9” with two kidneys, while others are up to 7&#039;3” with 4 kidneys. Efforts are being made to correct unhealthy variances, with mixed results. Despite their mutations, they still retain most of their dimorphic characteristics. Male Cindarites are often stockier, with  angular or blocky snouts while females are more lithe with slender figures and rounded snouts. Both seem to have the capacity for horns and feathers. These usually correlate with age and gender, with males possessing larger horns and/or plumage on average. &lt;br /&gt;
&lt;br /&gt;
As expected for most reptiles, Cindarites are cold blooded and most, if not all, of their body is covered in scales or a thick leather-like hide. . Popular depictions of Cindarites show them with green scales, however, collated studies suggest a near equal distribution of tropical greens, reddish golds, and muted woodland browns, among others.. It is still unknown whether these variations are inherited, random mutations, or as one popular theory suggests, generational adaptations.&lt;br /&gt;
&lt;br /&gt;
One surprising facet of their biology is that they are not as agile as they are often believed to be and yet they don&#039;t seem to lose much agility when they wear various hardsuits. One SolFed observer has famously coined the term of calling it their &amp;quot;Second Skin&amp;quot; as they seem to be able to wear and shed the armor with ease just like their own coat of scales. This is undoubtedly because of the generations spent wearing such suits in harsh environments. Though this is not a biological adaptation, it is extremely rare to observe a Cindarite without this capacity.&lt;br /&gt;
&lt;br /&gt;
== Language and Naming ==&lt;br /&gt;
Traditional Cindarite nomenclature is perhaps one of the only things to survive from their pre-war days. Traditional names consist of a given name, a ‘face’ name, and a family name. As with traditional names, the ‘face’ name is the name usually given for general social and work purposes. The family name is also, likewise used for social purposes, albeit on more formal social occasions. Their given name is reserved for more intimate relations with family, spouses, and children. Many Cindarites abroad have adopted Sol-Fed standard names as well, the traditional naming slowly falling out of practice as they expand throughout the galaxy.&lt;br /&gt;
&lt;br /&gt;
Cindarite Voc is a language that emphasizes clear communication with a distinct lack of metaphors and figures of speech to avoid unnecessary misunderstandings. It consists mostly of a combination of various hissing noises and guttural roars. Generations upon generations of living in bunkers on a highly hazardous planet resulted in Cindarite Voc; devolved from a colorful descriptive language to a more rigid and functional tool to relay information.&lt;br /&gt;
&lt;br /&gt;
== Culture: Values &amp;amp; Everyday Practices ==&lt;br /&gt;
Cindarite culture has been irreversibly shaped by bunker life, very little survived the nuclear war that ravaged their planetary surface. Unpleasant necessary tasks, and the knowledge to complete them, became the mark of status, rather than leadership or wealth. Their pride is quiet, recorded in ledgers, logs, and other tangible records-even personal tool markings, rather than spoken word. &lt;br /&gt;
&lt;br /&gt;
Cindarites possess a prevalent, almost obsessive ethos around trade and craft. Demonstration over faith is a marked consistency in their interactions. Merchants and tradesmen in frequent contact with Cindarites all report similar customs: Claims are demonstrated, on site. Tools, garments, and even repairs are studiously given a live trial, often before a witness. Some Cindarites take this to the extreme, and even keep logs of live demonstrations, and their witnesses. Workshops have been seen with stamped workplates or other signage showing such information, being more valued than slogans.&lt;br /&gt;
&lt;br /&gt;
Needless to say, due to their bunker lifestyle, communal living is the standard. Barrack-style quarters are considered a comfort, not a compromise. A report from a group of mining contractors that hired a substantial number of Cindarites, contained an exhaustive analysis of their communal habits. Newcomers are offered a bunk, and assigned a minor task before further conversation or interaction. This initial interaction functions as their formal invitation and social initiation, and they will even ostracize an individual who refuses this initiation. Acceptance and completion of this task usually leads to further communal inclusion to the local social circles and households. Mess halls function more as commons than other designated social areas, another noted influence from their bunker constraints; privacy is found in routine rather than behind doors. Maintenance hours, watch rotations, the calm moments between activities. It would not be uncommon to see a group of Cindarites chatting in mixed voc and common before moving onto their next tasks. &lt;br /&gt;
&lt;br /&gt;
Generations of utilizing hazardous gear for everyday survival has also shaped certain norms throughout their daily life, when frequently utilizing such equipment. Cindarite crews have been observed making time for periodic maintenance throughout their days, during which equipment is cleaned, serviced, and inventoried. This occurs even off-shift. This unusual diligence incidentally has led to them having a reputation for severely repudiating any attempts to steal or compromise their gear. Spacewalk teams have often been observed performing audible seal checks before exposure in hazardous tasks. While many aren’t zealous about enforcing these dedicated routines on others, they do not take lightly to having them disrupted. &lt;br /&gt;
&lt;br /&gt;
Due to their cold blooded nature, seeking sources of heat remains a necessity, basking being the most common. As such, communal warming areas and arrangements have been seen with various configurations, ranging from heat lamps to entire rooms dedicated to the need. Their basking is noted for more rampant socialization, yet is often scheduled like any of their other routines. Secondary methods are utilized to great effect, though many Cindarites still adhere to more traditional arrangements. Heating packs, element-lined clothing and gear. Heated pools also serve as alternatives, increasing in novelty as traditionally resource-conservative Cindarites would have never used so much water for such activities.  &lt;br /&gt;
&lt;br /&gt;
Their language and communications tend to reflect an innate caution, influenced by the limitations of their bunker lifestyle. Preference is given to short-range, low power channels. Substantial Cindarite populations have been observed using so-called ‘hush maps’, so-coined by a Sol-Fed anti-terror unit when discovering a network of Cindarite communications initially suspected to be coordinating smuggling activity for a local group of anarcho-pirates. To their surprise, these networks were merely an efficient hierarchy of communications, to facilitate critical information often related to power and life support systems, personnel requirements, and resources. Tracking with the challenges of severe fallout weather, Cindarites tend to observe radio silence during severe weather or interference. Face-to-face briefings and hand signals are preferred when feasible. It is noted, Cindarites found Jive extremely useful. &lt;br /&gt;
&lt;br /&gt;
Disputes among the more traditional Cindarites employ an almost ritualistic practical trial. “Make the repair last a week”, etc, decides a matter faster than any verbal argument. In factional scale politics, Cindarites tend to avoid taking sides, more to avoid being a target than to avoid any constraining ties, and relying on their value as laborers, tradesfolk, and their desire and pride to work the most unpleasant jobs to maintain that neutrality. &lt;br /&gt;
&lt;br /&gt;
It is noted, Cindarites have been observed departing from many of these traditions and customs, most frequently in the new spacer generations from the quickly growing Cindarite diaspora–their willingness to work harsh conditions and jobs sees them scattered throughout Sol-Fed space. Some tensions have been noted between the habitats, orbital stations, and bunkers; older generations express concerns of the loss of their heritage or cultural identities as younger generations depart from closely held practices.&lt;br /&gt;
&lt;br /&gt;
== Reproduction: Selection, habits, and care ==&lt;br /&gt;
Bunker life shaped Cindarite society into tightly knit communities that valued reliability, conservation, and prudence. Early shelters rationed necessities to preserve resources. Offspring were scheduled against filters, food cycles, and weather patterns. Some of these habits persist among the dome and orbit habitats alike. &lt;br /&gt;
&lt;br /&gt;
In traditional bunker life, pairings were typically proposed by seniors or quartermasters who track work records and lineage. Private choice was common, but a pairing rarely proceeded without approval and a compatibility check to avoid genetic complications. Early observations of Cindarites in the initial Sol-Fed habitats found that this went as far as compatibility ledgers and other practical records. &lt;br /&gt;
&lt;br /&gt;
Shortages in equipment or other necessities could trigger a period of time where no offspring could be conceived. Once the critical event had passed, pairings were once more considered by the designated authorities. In modern domes and abroad, this custom survives as an informal one, in the form of calendars and other scheduled formalities and services, if observed at all.  &lt;br /&gt;
&lt;br /&gt;
Being cold blooded, shared warming rooms and incubation cradles are standard for egg and childcare. Temperature control, care, and tutelage was all treated to the same routine scheduling like all other duties, and shared by the bunker. Abroad, this custom remains among more traditionally minded Cindarite communities. Extended family apartments, barrack-suits with multiple households pool and redistribute resources and work as needed. &lt;br /&gt;
&lt;br /&gt;
Custody is usually practical, a cohort ensures continuity of care throughout any complications the parents face, often resulting in deep familial and community ties. &lt;br /&gt;
&lt;br /&gt;
The Sol-Fed Occupational Government’s ongoing efforts towards genetic standardization usually involves itself through pre-conception and registry consultations.&lt;br /&gt;
&lt;br /&gt;
== Presence on Nadezhda ==&lt;br /&gt;
Cindarite work crews are a routine sight along the colony’s maintenance tunnels, docks, excavations and more. They frequently display manifests or billets that seem to reward and note discipline in Air handling, power distribution, pressure doors, waste reclamation, hazardous cleanup, and more. Barracks-style suites near maintenance and industrial sections remain their preferred quarters much of the time. Logs indicate shared warming rooms and periodic maintenance activities are adhered to even while off-shift. &lt;br /&gt;
&lt;br /&gt;
Common(but not exhaustive) factional presences: &lt;br /&gt;
&lt;br /&gt;
Marshals: Scene security coordination, repair cordons, special care with anything regarding critical infrastructure or Cindarite work crews. Frequently seen in quartermaster roles, maintaining and upkeeping equipment for when it’s needed, and instilling strict gear discipline into the ranks. &lt;br /&gt;
&lt;br /&gt;
Blackshield: Outpost upkeep, fortification, perimeter checks, rapid breach response. Cindarites with military experience often favor this faction for its more defense oriented operations, finding its lack of an outward military impetus attractive to their more conservative views around war and large scale conflict. &lt;br /&gt;
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Soteria: Special care towards life support standards, materials handling, medical clearance and logkeeping. Cindarite doctors are greatly favored by other Cindarites due to genetic complications. Also often embroiled in the politics of gene clinic operations within the lower colony. &lt;br /&gt;
&lt;br /&gt;
Lonestar: Dependable Miners, warehouse operators, and technicians.&lt;br /&gt;
&lt;br /&gt;
Artificers: Especially with more traditional Cindarites, they are often at the forefront of audits around hazard gear, infrastructure, and maintenance cycles. Traditional Cindarite workshops retain ‘live trial’ records. &lt;br /&gt;
&lt;br /&gt;
Prospectors: Found more frequently within the salvager circles, especially for controlled demolition, recovery decon, inventory management and upkeep. Cindarites with military or mercenary experience also find their way into the combat roles more often. It’s very rare to see them filling in as Hogg’s underbosses or Foremen.&lt;br /&gt;
&lt;br /&gt;
Church of the Absolute: Found most often among Factorials, the path aligning heavily with Cindarite maintenance and work culture. They are also found among Tesselates, aligning with their more communal habits. Divisor and Monomial Cindarites are seen, but are rarer due to clashes with their more esoteric practices. Cindarite lemniscates are rarer, the role contradicting their traditionally reticent nature. Cindarite Addends are far rarer, the path counterintuitive to multi-household communal arrangements. Cindarites electing to not disrupt their community related functions often opt to remain Vinculum. &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Early historical accounts of Cindarite civilization are near-impossible to find, as much of the planet remains significantly altered as a result of a nuclear exchange and subsequent war. Significant numbers of Cindarites survived in a myriad of bunkers and shelters with a remarkable degree of success.&lt;br /&gt;
&lt;br /&gt;
These underground habitats often contained just enough to sustain a small population of Cindarites, with many showing evidence of expansion, modification, and repurposing. Many enclaves, as they called them, would raid others in order to sustain their own bunker. Many became dens of Cindarites who existed at odds with each other, controlled only by the strongest, meanest in the crowd. Other enclaves managed shaky alliances, the ones close enough to project any kind of force or influence, often sharing the burden of repair work, surface patrols and scavenging.&lt;br /&gt;
&lt;br /&gt;
Due to this, most bunkers became extremely insular, and ultimately oriented towards pragmatism and utilitarianism. There were exceptions however. Accounts from the initial Sol Fed arrivals spoke of bunkers that were found far later while shuttlecraft mapped the planet. Larger, better fortified bunkers were found, better hidden and better sustained. These held somewhat larger populations of Cindarites, only faring marginally better than others. It is assumed these structures were built in preparation or anticipation of this war, perhaps for the upper classes of Cindarites who could “read the writing on the wall”. These bunkers fare only little better, because they seemed to have been involved in the extended war, after nuclear weapons were employed. Anecdotes suggest that these larger, more fortified bunkers attempted to track and command the lesser ones. &lt;br /&gt;
&lt;br /&gt;
Cultural norms differed only slightly from bunker to bunker, save for the few larger, well supplied bunkers. Communal hatcheries were a notable constant. The raising of young in such an extreme situation forced a delicate care on population growth, becoming heavily controlled. Pairings between Cindarites varied greatly in duration. With the arrival of Sol-Fed, their birth rate increased by several orders of magnitude.    &lt;br /&gt;
&lt;br /&gt;
Today, while much of human civilization thinks of them as primitive for failing to pass the great filter, the Sol Federation values Cindarites quite highly for their eagerness to leave their homeworld and apply for work aboard fuel tankers and transports that navigate the nebulae surrounding their home. This reputation among SolFed officials has largely been cultivated by Rear Admiral Almir Paiva of the Sol Federation Merchant Marines, who began a practice of recruiting Cindarites to reinforce manpower losses aboard military supply ships during the last of the pre-crash wars. Today nearly every SolFed naval Depot and waystation has a dedicated cadre of Cindarites who maintain the facilities with their dedication, going so far as to bring their families with them.&lt;br /&gt;
&lt;br /&gt;
== First Contact and Integration ==&lt;br /&gt;
First contact with the Cindarites departed from the usual glamor holos and historical anecdotes grant such events.  Smuggler groups such as the Delirium Syndicate, who used the storm ravaged surface of Cindar to hide their goods, made first contact with the cautious reptiles.  These reptilians would become known as Cindarites by the smugglers, used as a means of concealing their business dealings from Sol-Fed auditors who were beginning to grow suspicious of the legal and less than legal goods the local ‘traders’ were selling. &lt;br /&gt;
&lt;br /&gt;
Eventually the Sol Federation discovered the smuggling operations and arrested a number of pilots making ‘surface runs’–including the infamous ‘Slipspace Jones’. Most of the pilots kept silent, with Jones being one of the few exceptions. He regaled the local authorities with tales of hidden, populated bunkers, of ‘shy aliens’ that were starting to buy and sell goods with the smugglers who were visiting the surface, all for a reduced sentence and the chance to keep his flying license. &lt;br /&gt;
&lt;br /&gt;
The Delirium Syndicate was quickly dismantled by the Sol Federation, but the discoveries made by those smugglers proved to be a turning point for the system, as SolFed explorers and ambassadors were quick to capitalize on the good relations the smugglers had established with the Cindarites, leading to a full integration of the reptilian people into the Sol Federation with relative ease, and virtually no bloodshed.&lt;br /&gt;
&lt;br /&gt;
== Present Day ==&lt;br /&gt;
-&amp;quot;I have two hearts and the man next to me has one, what does it matter if it&#039;s a room full of xenos and a room full of Cindarites?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Today the occupational governor of Cindar is attempting to pursue a policy of &#039;Genetic Standardization&#039; among Cindarites by increasing the amount of genetic tailoring available to the population. The stated goal of this is to make it easier for medical professionals to treat illnesses without needing to worry about the various mutations each individual Cindarite might have. This has however drawn a large amount of ire from Cindarites currently working aboard various SolFed ships in poor conditions and oftentimes for very little pay compared to their xeno crewmates.&lt;br /&gt;
&lt;br /&gt;
-&amp;quot;Oh yeah, the Buyan will get you wherever you need to go. It&#039;s Cindar–Rated too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cindar is located on one of the primary SolFed trade routes, nestled among a large swath of difficult to navigate nebulae. It is for this reason that it has a well earned reputation for being a hotspot for pilots trying to prove their worth and while being &#039;Cindar–Rated&#039; isn&#039;t an officially recognized qualification for pilots or ships, it&#039;s a rare occasion when a spacer- military, civilian, or criminal, would overlook a pilot that had such a trip in their logbooks.&lt;br /&gt;
&lt;br /&gt;
-&amp;quot;A military shipyard? Here? No, we have had too much war already and refuse to see Cindar destroyed again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
One current issue dividing Cindar currently are SolFed plans to construct a shipyard in the system to be paired with the major supply base. While this has a myriad of logistical benefits for the SolFed Navy and economic benefits for the system, it is meeting a large amount of pushback from the Cindarites who are concerned that such military installations will make them a designated military target. While most Cindarite communities enjoy the benefits of buying and selling mercenaries, they are largely apprehensive about the idea of participating in a large-scale war, and more importantly, being a target in a large-scale war.&lt;br /&gt;
&lt;br /&gt;
== Holidays and Observances ==&lt;br /&gt;
Cindarite ‘holidays’ seem to have emerged from their various practices around their tight resource and life support limitations.&lt;br /&gt;
&lt;br /&gt;
Ledger-Review: Year end management of work and household ledgers. Tools are thoroughly tested and examined for functionality, maintenanced, or replaced.Work rotations are reviewed, and altered if necessary according to maintenance records, fulfilled duty rosters, and other work related documentation. Commendations are noted with their customary subtlety. This is usually followed by a simple communal meal, though the simplicity of it usually contrasts the lively manner in which participants enjoy this meal.  &lt;br /&gt;
&lt;br /&gt;
Bunker Rememberance: A memorial for those lost to the nuclear conflict and subsequent trials. Names are read from surviving registries. Kitchens and households host warming rooms and candle-light vigils. On Amethyne, this is often held in lower galleries, with the Church sometimes assisting with auxiliary services. &lt;br /&gt;
&lt;br /&gt;
Seal Vigil: A sort of rite of discipline. Novices mock out a ritual suit inspection and maintenance. Maintenance crews run extended hours. Failed gaskets, plates, seals and other components are retired and displayed. &lt;br /&gt;
&lt;br /&gt;
Lamp Day: Scheduled maintenance of thermal infrastructure, longer periods scheduled for communal warming spaces. &lt;br /&gt;
&lt;br /&gt;
First Clear: Marks the initial safe passage from bunkers to the first habitats built by the Sol Federation. Among Cindarites abroad, it’s held as a time of remembrance, observed through shared anecdotes and communal maintenance. On Amethyne, there is a growing practice to traverse to the surface of the colony as a symbolic remembrance of that initial safe passage.  {{Species}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Nanogate&amp;diff=4645</id>
		<title>Nanogate</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Nanogate&amp;diff=4645"/>
		<updated>2025-07-08T02:30:22Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: Updates Rig powers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Nanomachines, son =&lt;br /&gt;
Nanogates are machines that function through the power of stored nanites from which a person or synthetic can control via their mind. Nanogates were originally the solely owned product of the Opifex, who currently have the greatest versions available, while lesser versions were made by the Artificer Guild of Nadezhda. Non-opifex nanogates come in the artificer and generic branding, offering a slightly smaller selection of schematics and less stored nanites for shaping your tools. Nanogates schematics often take the form of self improvement through the use of active or passive bonuses, through the use of building and upgrading a rig suit via forming modules through nanite schematics, or by building and upgrading a robot protector and servant.&lt;br /&gt;
&lt;br /&gt;
At the moment, all colonists who have obtained a nanogate must have either bought or bartered one from the Artificer Guild, including the generic brands, or got one directly from their fleet if they were an opifex.&lt;br /&gt;
&lt;br /&gt;
=== How do my stats and body affect my nanogate? ===&lt;br /&gt;
They do not. Nanogates are primarily effected by the type of gate it is and offer a reserved pool of points based on the version. Opifex nanogates, being the most advanced and the progenitor of the other two versions contain a massive pool point of 20 and additional powers that the others lack, but they may only be taken and used by opifex colonists. The artificer guild nanogate is the next best nanogate, having a nanite pool of 15 points from which they can spend on shaping their nanites into various schematics. These nanogates are only available to on duty guild masters and guild adepts. Finally, you have the generic model, available to all colonist capable of taking them, which only offers a pool of 10 from which to use.&lt;br /&gt;
&lt;br /&gt;
Nanite pools are limited and take quite some time to recharge, leaving nanogate users with only their starting storage tanks to use each shift. Due to the difficulty of programming new nanites, it is not currently possible to restore or grant yourself more points during the average work shift. The objects shaped by your schematics can also be lost or destroyed, your nanobot servant isn&#039;t indestructible even with a full suite of combat schematics. Equally, your nanorig can be surgically removed or destroyed via electromagnetic pulses, so one should also take care to safely maintain their equipment. Thankfully, nanobots can be repaired via welding and broken nanorig modules or bad batteries can be replaced, all while your suit remains safely bolted to your spine.&lt;br /&gt;
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&#039;&#039;&#039;Nanogates, however, do come with a cost. While one is installed, the rate at which you gain inspiration is reduced by 60% which means you level up and gain stats at a much slower rate than normal. This makes it harder to increase your stats or gain perks from anomalies.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Nanobot Voice Command Quick-Guide ===&lt;br /&gt;
A quick sheet for how to use your nanobots modules via voice commands. The term [Nanobot name] should be replaced with the nanobots name should it be customized, otherwise it defaults to &amp;quot;Nanobot&amp;quot;. &#039;&#039;&#039;Always remember, if you&#039;re nanobot is ever in the way or you want to keep them extra safe, they can be picked up by dragging and dropping them onto your sprite.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Users and Movement&#039;&#039;&#039;&lt;br /&gt;
* Escort Mode - Activated with &amp;quot;[Nanobot name] follow&amp;quot; and deactivated with &amp;quot;[Nanobot name] stop&amp;quot;.&lt;br /&gt;
* Add and Remove users - Adds users to the list of a nanobots friends, allowing for them to control the nanobot with voice commands or be healed by its medibot mode. Done with &amp;quot;[Nanobot name] add user [name]&amp;quot; or &amp;quot;[Nanobot name] remove user [name]&amp;quot;. Be careful who you allow your bot to take orders from. &#039;&#039;&#039;Adding a user only works on users the nanobot is adjacent too.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modules&#039;&#039;&#039;&lt;br /&gt;
* Radio Module - Activated with the voice command &amp;quot;[Nanobot Name] toggle radio&amp;quot;.&lt;br /&gt;
* Console Module - Deployed with the voice command &amp;quot;[Nanobot name] deploy console&amp;quot; and stored with &amp;quot;[Nanobot name] store console&amp;quot;.&lt;br /&gt;
* Food Module - Used by the voice command &amp;quot;[Nanobot name] dispense food&amp;quot;.&lt;br /&gt;
* Medibot Module - Activated and deactivated with the voice command &amp;quot;[Nanobot name] toggle medibot&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Schematics: How to build yourself better==&lt;br /&gt;
Schematics are the designs your nanogate is capable of creating using its reserved pool of nanites, with each design using up a certain amount of nanites to be implemented. Objects created by your nanogate replicate the exact item perfectly, allowing you to use them to their fullest extent, but much like the real copies, these items can be destroyed or stolen. Schematics come in three flavors: Rig, Augmentation, and Nanobot. Each one effects either your nanite rig, yourself, or a build-able nanobot companion. Nanogates are also capable of communicating with each other, allowing you to send discrete messages through them, but unlike a cruciform, they do not provide mental or mind shielding, so you can still be sent (and affected by) psionic powers.&lt;br /&gt;
&lt;br /&gt;
===Rig Schematics===&lt;br /&gt;
Rig schematics are only available if you first use the &amp;quot;Nanite Rigsuit: Installation&amp;quot; power, which will then install a rig module onto your back. Unlike a regular rig, once its installed you cannot remove it except through surgery or if an EMP destroys it. To successfully use this power, you must first take off any back slot items (backpacks, satchels, rifles, etc.) When you use an upgrade schematic, the module is instantly installed into your nanite rig and can be removed in the same way you modify other rigs (except you do not need to take it off). New modules separate from those produced by your schematics can be installed in the same way.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Schematic (Cost) !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Installation (3) || Install a nanite rigsuit onto your back slot. The nanite rig comes with a built in head light, mag boots, and decent armor padding. It is space worthy and contains an appropriate air tank for the user, along with a suitably sized large cell. || Make sure you remove all back slot items like backpacks, satchels, or rifles, else this power won&#039;t work.&lt;br /&gt;
|-&lt;br /&gt;
| EVA Module (1) || Install an eva module into your rig, allowing you to move and remain stable while in zero gravity. || Handy for the rare times you might go into space, such as in the junk field. Be careful, however, the gas used to move around is taken directly from your air tank, so if you are careless you may run out of air.&lt;br /&gt;
|-&lt;br /&gt;
| Laser Module (2) || Install an energy gun into your rig, allowing it to function as a spider rose that draws from your rig&#039;s power cell. || The energy gun has a lethal, charge, and non-lethal setting and can fire independently of your hands, giving you the ability to fire a gun and your hardsuit gun at the same time.&lt;br /&gt;
|-&lt;br /&gt;
| Autodoc Module (5) || Install an autodoc into your rig, allowing you to have an automated surgery system diagnose and attempt to fix injuries to yourself, from toxins to shrapnel to broken bones. || This isn&#039;t as great as it sounds, it requires you to stand still for lengthy periods of time and can be prone to making mistakes that it will then take longer to fix. A good option if you have no Soteria medical around or anyone capable of surgery.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Nanobot Schematics===&lt;br /&gt;
Nanobots are upgrade-able servants and protectors you can customize and change to suit the needs you require, be they utility or defensive. Nanobots however are limited in scope and have hard coding to prevent themselves from attacking or killing most intelligent life forms. They can be relied on for aiding with dangerous fauna or even vat grown hostiles, but their limits should always be considered. While excellent support, nanobots also have additional benefits that provide utility uses, those being portable modular consoles, ham radios, medibot healing, and can even be taken direct control of by its users for various purposes.&lt;br /&gt;
&lt;br /&gt;
It should be noted that nanobots have limited vision on their own and will generally follow its users, engaging in fights with anything hostile that draws close to it. It is not, however, indestructible and can be destroyed with enough damage. When this happens, a qualified roboticist can spend a lengthy amount of time repairing one to get it working once more. You can easily repair your nanobot using a welder, but only a roboticist can bring a destroyed one back from the dead.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Schematic (Cost) !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Create Nanobot (2) || Create and customize a nanobot companion which comes with no modules, but is somewhat durable and capable of fighting. || This is the base power required to be used to further upgrade your nanobot. The base nanobot isn&#039;t anything special, but you can give them a custom name and choose from a selection of existing models for either large or compact designs.&lt;br /&gt;
|-&lt;br /&gt;
| Damage Upgrade (1) || Upgrade your nanobot to do more damage in melee through empowered hydraulics shaped from your nanites. || This gives an additional +20 damage to your nanobot, making them quite strong.&lt;br /&gt;
|-&lt;br /&gt;
| Health Upgrade (1) || Upgrades your nanobot to double its maximum health, allowing it to endure more punishment before being destroyed. || Grants +150 health to your nanobot, bringing it to a total of 300.&lt;br /&gt;
|-&lt;br /&gt;
| Armor Upgrade (1) || Increases your nanobots internal armor systems with additional plating, enhancing its ability to mitigate damage, in particular damage that is not capable of piercing armor. || Gives +15 to melee and bullet armor types, well only increasing laser armor by 3.&lt;br /&gt;
Highly effective for your nanobots survival when combating hostile fauna, in particular when combined with the health upgrade.&lt;br /&gt;
|-&lt;br /&gt;
| Self-Repair (1) || Upgrade your nanobot to have an auto repair function, allowing it to passively repair brute and burn damage at a decently high rate. || Removes the need to carry a welder to repair your bot, it now repairs 5 brute and burn every tick, letting your bot get back in the action without needing maintenance.&lt;br /&gt;
|-&lt;br /&gt;
| Radio Module (1) || Creates a toggled ham radio inside your nanobot that can be switched on and off with voice commands in the event you are in an area without telecomms. || Activated with the voice command &amp;quot;[Nanobot Name] toggle radio&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| Console Module (1) || Installs a deployable modular console with extensive computer upgrades within your nanobot, allowing you to download, use, and perform all the functions of a usually non-portable console. || The console and its components have no material value.&lt;br /&gt;
Allows the use of a fully upgraded console, making it fantastic for jobs that require paperwork. Deployed with the voice command &amp;quot;[Nanobot name] deploy console&amp;quot; and stored with &amp;quot;[Nanobot name] store console&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| Food Module (1) || Installs a food module that dispense an emergency ration pack at your command. || Used by the voice command &amp;quot;[Nanobot name] dispense food&amp;quot;. &#039;&#039;&#039;Opifex nanogate only.&#039;&#039;&#039; Has no cool-down so you can dispense food for multiple people. &#039;&#039;&#039;Do not abuse this.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Remote Control (1) || Allows you to remotely take control of your nanobot, giving you the ability to speak through it and move around while your body falls asleep. || Has a variety of uses, though you cannot use or activate your modules when directly controlling your nanobot, but your passive upgrades remain. If the nanobot is destroyed while you control it you take brain damage while your mind is shunted back to your body. If your body dies while you are in control of your nanobot, you&#039;ll remain safely housed inside it, at least until you release control.&lt;br /&gt;
|-&lt;br /&gt;
| Medibot Module (4) || Allows you to turn your nanobot into an improve medibot capable of diagnosing and treating specific injuries in your body. They inject targeted chemicals to fix specific damage types at a rate of 15 units per injection whenever your damage goes above 10 in that type. || Essentially makes your nanobot a better medibot but it can be slow and somewhat clunky, so it functions as a lesser source of healing compared to a proper medical player. &#039;&#039;&#039;Nanobots will only heal those added to the nanobots friends/users list, done via voice commands.&#039;&#039;&#039; Activated and deactivated with the voice command &amp;quot;[Nanobot name] toggle medibot&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Augmentation Schematics===&lt;br /&gt;
Augmentation schematics focus entirely on the self, either giving temporary or permanent passive powers which enhance your body. While effective for what they do, augmentation powers &amp;quot;stack&amp;quot; with the effects of other implants and cybernetic modifications, allowing you to combine what places like robotics can upgrade you with in addition to your nanite boosts. If EMP&#039;ed these augmentations will be disabled for some time. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Schematic (Cost) !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Nanite Refabrication (1) || Repurpose some of your nanites into a prepared injection that you can activate at will, even while unconscious, allowing you to give yourself a limited but powerful boost for a temporary amount of time. || Using this grants you a specific perk that can be used at any time, even while unconscious, that gives you an automatic 15 units of a specific nanite type injected in your blood stream. Be careful, more than 30 nanites will cause blood loss and be harmful to your health. &#039;&#039;&#039;These schematics have no effect or bonus on fully synthetic nanogate users, it is for organics only.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Modification Fabrication (1) || Allows you to create a single tool or gun mod taken from a broad and widely produced list that your nanites are capable of making. || Produces a single mod at a time, that has their material values and can be recycled.&lt;br /&gt;
&#039;&#039;&#039;Opifex nanogate only.&#039;&#039;&#039;&lt;br /&gt;
You are heavily limited in mods that you can make:&lt;br /&gt;
&lt;br /&gt;
* AI based mods&lt;br /&gt;
* Bluespace/Bluecross based mods&lt;br /&gt;
* Illegal mods&lt;br /&gt;
* Explosive based mods&lt;br /&gt;
* Church based mods&lt;br /&gt;
* Most trash mods that would be found on a gun&lt;br /&gt;
* Artist Mods&lt;br /&gt;
* Armor Upgrades&lt;br /&gt;
* Guild Exclusive Mods&lt;br /&gt;
|-&lt;br /&gt;
| Munition Fabrication (1) || Allows you to create a single box of any ammunition type available in square cardboard. Does not produce magazines, only boxes of ammo. Requires 60 minutes to recharge. || Can produce &#039;&#039;&#039;almost any&#039;&#039;&#039; ammo type that comes in ammobox form, but has a 30 minute cooldown between uses. &#039;&#039;&#039;Opifex nanogate only&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Nanite Skin-Weave (3) || Installs a nanite weave skin mesh below the epidermis and beneath synthetic body parts, allowing you to better reduce the damage and impact of incoming sources of brute damage. || Increases your max health by a total of 40 points. Does not give you armor but rather shifts how much damage you need in order to reach death.&lt;br /&gt;
|-&lt;br /&gt;
| Nanofiber Muscles (5) || Creates reinforcing nanofiber muscles directly inside your existing muscles in the body even if your legs are cybernetic, enhancing your run speed by a small amount. || Gives a direct stacking speed boost which can be combined with implants like synth muscles.&lt;br /&gt;
|-&lt;br /&gt;
| Nanite Regeneration (7) || Gives a slow passive regeneration that heals the body of brute and burn damage. || The heal is quite slow and only affects external damage, but can be useful to improve your natural healing and recovery.&lt;br /&gt;
|-&lt;br /&gt;
|Metal-Eater (2)&lt;br /&gt;
|Spend some of your nanites to allow you to drink basic metals for nutrition. Does not nullifies any harmful effects of drinking said metal.&lt;br /&gt;
|&#039;&#039;&#039;These schematics have no effect or bonus on fully synthetic nanogate users, it is for organics only.&#039;&#039;&#039;&lt;br /&gt;
Eating metals will also give a small amount of blood clotting.&lt;br /&gt;
These affects are in addition to what the chemical already does.&lt;br /&gt;
|-&lt;br /&gt;
|Food Banking (1)&lt;br /&gt;
|Spend some of your nanites to allow the storage of additional nutrition on your body.&lt;br /&gt;
|&#039;&#039;&#039;These schematics have no effect or bonus on fully synthetic nanogate users, it is for organics only.&#039;&#039;&#039;&lt;br /&gt;
Increases max nutrition by 25.&lt;br /&gt;
|-&lt;br /&gt;
|Mindbanking (2)&lt;br /&gt;
|Spend some of your nanites to increase your knowledge.&lt;br /&gt;
|Increases a selected stat by 5.&lt;br /&gt;
Does not include VIV or ANA.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Nanogate Perks==&lt;br /&gt;
Nanogate perks are passive and mostly active perks that are used in conjunction with your nanogate, the benefit of having them in perk form is they ignore your current status, allowing you to use them while unconscious or otherwise stunned/disabled.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk !! Description !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Nanogate Implant || At some point you chose to have a nanogate installed in your body, the metallic nanite based implant goes directly at the base of your skull right where your spine connects. While quite powerful and widely useful, the effects of having one has made it far more difficult to become inspired. || This is the default perk that all nanogate users get, this is what gives you your sole downside as well and is not removed even if your nanogate is cut out.&lt;br /&gt;
|-&lt;br /&gt;
| Nanite Regeneration || You configure your nanite matrix to begin aiding in your natural healing. || This gives you a passive healing of 1 brute and burn every few ticks, aiding in your recovery.&lt;br /&gt;
|-&lt;br /&gt;
| Nanofiber Muscle Therapy || Through the use of pain killers, implanted nanofibers, and small dispersed drug therapy to critical areas your nanogate has enhanced your physical movement speed and endurance, allowing you to run for longer stretches at a faster pace without tiring. || Gives you a passive movement speed boost that stacks with other movement speed boosts.&lt;br /&gt;
|-&lt;br /&gt;
| Refabricated Nanites (Implantoid, Trauma control system, Control boost utility, Control boost combat, Purger, Oxyrush, Nantidotes) || You programmed and set aside a specific subset of nanites who have a singular purpose that you can call upon at any time to engage their effect, but this only works once. || Injects 15 units a specific chemical nanite structure into your blood which have various effects. Look up the names on the SIRC app to identify what they do in game. 30 or more nanites will cause blood loss, use with caution. &#039;&#039;&#039;Has no effect on fully synthetic individuals.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Munition Fabrication || You programmed and set aside a specific subset of nanites whose singular purpose is to reconstruct themselves into ammunition boxes. The process is quite intensive and requires one hour between uses. || Creates a single box of ammunition of your choice every one hour, allowing you to produce ammo for yourself and others. &#039;&#039;&#039;Opifex nanogate only.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Nanite Metal Drinker&lt;br /&gt;
|Allows the user to drink metals (like Gold/Silver/Iron/Potassium and more) to regain nutrition.&lt;br /&gt;
|Eating metals will also give a small amount of blood clotting.&lt;br /&gt;
These affects are in addition to what the chemical already does.&lt;br /&gt;
&#039;&#039;&#039;Has no effect on fully synthetic individuals.&#039;&#039;&#039;&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>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=List_of_Factions/Blackshield_Departments&amp;diff=4644</id>
		<title>List of Factions/Blackshield Departments</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=List_of_Factions/Blackshield_Departments&amp;diff=4644"/>
		<updated>2025-06-12T18:48:39Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;Blackshield has many sub departments, tasks teams and units ranging from a handful of agents to full offices of workers both military and civilian. - Spokes Person Isadora Welter of the BSCU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== BSCU: Blackshield Communication Office ======&lt;br /&gt;
The BSCU is a smaller office of civilian payed employees typically of all races, this office handles the tasks of speaking on behalf of busy commanders, Ayanda Mwangi and reports. BSCU typically reports based on unbiased facts, reports and interviews with pre-screened questions leading to the representation of a official sterile news burial that the baseline of news sources used by other broadcasters. This office is typically forward facing and confused with the sister team of BSNT.&lt;br /&gt;
&lt;br /&gt;
====== BSNT: Blackshield News Teams ======&lt;br /&gt;
Blackshield News Teams are an office of retired decorated BSET members that help condense down and relay tasks, missions and other operations happenings to surface teams and ensure coverage of events through the unbiased lens of an official office. BSET is mainly used for surface operations and internal information dissemination. This team is offend confused with its sister office of BSCU.&lt;br /&gt;
&lt;br /&gt;
====== BSET: Blackshield Expedition Teams ======&lt;br /&gt;
A large network of teams that handle scouting operations, surveillance gathering and other long term missions that require travel time unfeasible for normal units. A major part of the BSET goals are setting up Points Of Travel to different locations using bluespace flares. Few BSET handle combat and are mostly trained in handling field work before operations are officially undergone.&lt;br /&gt;
&lt;br /&gt;
====== BSAT: Blackshield After Teams ======&lt;br /&gt;
The BSAT teams are a task force that is sent to successfully cleared operations. There work often classified as the teams main goals are often collection of fallen Blackshield personal, equipment and intel that would normally be missed or left behind . These teams are often stationed at locations for prolonged times leading to the areas being stabilized for much longer. Each BSAT mission expires on a fixed timer however of about 28 days do to mental and physical fatigued.&lt;br /&gt;
&lt;br /&gt;
* BSAT-BU: Bio Unit: Also known as BSBU is a contracted small office of the BSAT focusing on collecting dead bodies for SI Medical to use for limb or body regeneration. Do to the mentally stressful tasks and challenges of their work it is entirely lacking in combat training and mostly consists of SI medical personal on N.D.A. Contracts.&lt;br /&gt;
&lt;br /&gt;
====== BOBS: Budgetary Office of Blackshield ======&lt;br /&gt;
The office of BOBS is often filled by contracted subsidiary Lonestar Accounting, the main stated goal and operations of which is to keep finical records, data and maintain of budgets for other Blackshield sub departments. This office work is almost completely classified and often understaffed as its few employees are hand picked by Ayanda Mwangi.&lt;br /&gt;
&lt;br /&gt;
====== BSMO: Blackshield Maintenance Offices ======&lt;br /&gt;
Entirely tasked with the work of keeping gear working, ammo stockpiled and storerooms full of necessary rations. The large office often is audited by BOBS and cracks down on wasteful spending by Surface Commanders. The office can be broken down into sub-offices that all work under the same over heading branch.&lt;br /&gt;
&lt;br /&gt;
* Offices of Rations: A smaller force of civilians task in maintaining and production of MRE&#039;s and other long term food rations for all of Blackshield&lt;br /&gt;
* Production and Maintains of Munitions: A larger branch within BSMO tasked with contracting or making Ammo for all operations and ensure aging ammo is still able to discharged safely.&lt;br /&gt;
* Armaments Maintains Workshop: A task force of teams that is responsible for repairing, repainting and cleaning of all Blackshield clothing, and other gear such as shuttles and even some buildings that are unable to accessed by LSS Cleaning Agency.&lt;br /&gt;
* Maintains Division: The biggest team in BSMO in charge of maintaining, cleaning and production of standard issue gear from medical supplies to rifles.&lt;br /&gt;
&lt;br /&gt;
====== OOBST: Office of Blackshield Training ======&lt;br /&gt;
OOBST is mostly filled with old Sol Fed veterans tasked with transferring the knowledge, of war and combat into new fresh faces for further of higher ranks without risks.&lt;br /&gt;
&lt;br /&gt;
* OOBST-M: The medical corps sub office of Office of Blackshield Training, staffed by contracted SI Medical personnel to teach Corpsmen basic triage, surgery and chemical handling.&lt;br /&gt;
* OOBST-E: The Engineering corps sub office of Office of Blackshield Training, staffed by contracted Guild retainers tasked with teaching basic fortification, wiring practice and how to properly maintain outposts utilities.&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=List_of_Factions/Blackshield_Departments&amp;diff=4643</id>
		<title>List of Factions/Blackshield Departments</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=List_of_Factions/Blackshield_Departments&amp;diff=4643"/>
		<updated>2025-05-27T00:45:39Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: Created page with &amp;quot; &amp;#039;&amp;#039;Blackshield has many sub departments, tasks teams and units ranging from a handful of agents to full offices of workers both military and civilian. - Spokes Person Isadora Welter of the BSCU&amp;#039;&amp;#039;  ====== BSCU: Blackshield Communication Office ====== The BSCU is a smaller office of civilian payed employees typically of all races, this office handles the tasks of speaking on behalf of busy commanders, Ayanda Mwangi and reports. BSCU typically reports based on unbiased fact...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;Blackshield has many sub departments, tasks teams and units ranging from a handful of agents to full offices of workers both military and civilian. - Spokes Person Isadora Welter of the BSCU&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== BSCU: Blackshield Communication Office ======&lt;br /&gt;
The BSCU is a smaller office of civilian payed employees typically of all races, this office handles the tasks of speaking on behalf of busy commanders, Ayanda Mwangi and reports. BSCU typically reports based on unbiased facts, reports and interviews with pre-screened questions leading to the representation of a official sterile news burial that the baseline of news sources used by other broadcasters. This office is typically forward facing and confused with the sister team of BSNT.&lt;br /&gt;
&lt;br /&gt;
====== BSNT: Blackshield News Teams ======&lt;br /&gt;
Blackshield News Teams are an office of retired decorated BSET members that help condense down and relay tasks, missions and other operations happenings to surface teams and ensure coverage of events through the unbiased lens of an official office. BSET is mainly used for surface operations and internal information dissemination. This team is offend confused with its sister office of BSCU.&lt;br /&gt;
&lt;br /&gt;
====== BSET: Blackshield Expedition Teams ======&lt;br /&gt;
A large network of teams that handle scouting operations, surveillance gathering and other long term missions that require travel time unfeasible for normal units. A major part of the BSET goals are setting up Points Of Travel to different locations using bluespace flares. Few BSET handle combat and are mostly trained in handling field work before operations are officially undergone.&lt;br /&gt;
&lt;br /&gt;
====== BSAT: Blackshield After Teams ======&lt;br /&gt;
The BSAT teams are a task force that is sent to successfully cleared operations. There work often classified as the teams main goals are often collection of fallen Blackshield personal, equipment and intel that would normally be missed or left behind . These teams are often stationed at locations for prolonged times leading to the areas being stabilized for much longer. Each BSAT mission expires on a fixed timer however of about 28 days do to mental and physical fatigued.&lt;br /&gt;
&lt;br /&gt;
* BSAT-BU: Bio Unit: Also known as BSBU is a contracted small office of the BSAT focusing on collecting dead bodies for SI Medical to use for limb or body regeneration. Do to the mentally stressful tasks and challenges of their work it is entirely lacking in combat training and mostly consists of SI medical personal on N.D.A. Contracts.&lt;br /&gt;
&lt;br /&gt;
====== BOBS: Budgetary Office of Blackshield ======&lt;br /&gt;
The office of BOBS is often filled by contracted subsidiary LSS-OOA, the main stated goal and operations of which is to keep finical records, data and maintained of budgets for other Blackshield sub departments. This office work is almost completely classified and often understaffed as its few employees are hand picked by Ayanda Mwangi.&lt;br /&gt;
&lt;br /&gt;
====== BSMO: Blackshield Maintenance Offices ======&lt;br /&gt;
Entirely tasked with the work of keeping gear working, ammo stockpiled and storerooms full of necessary rations. The large office often is audited by BOBS and cracks down on wasteful spending by Surface Commanders. The office can be broken down into sub-offices that all work under the same over heading branch.&lt;br /&gt;
&lt;br /&gt;
* Offices of Rations: A smaller force of civilians task in maintaining and production of MRE&#039;s and other long term food rations for all of Blackshield&lt;br /&gt;
* Production and Maintains of Munitions: A larger branch within BSMO tasked with contracting or making Ammo for all operations and ensure aging ammo is still able to discharged safely.&lt;br /&gt;
* Armaments Maintains Workshop: A task force of teams that is responsible for repairing, repainting and cleaning of all Blackshield clothing, and other gear such as shuttles and even some buildings that are unable to accessed by LSS Cleaning Agency.&lt;br /&gt;
* Maintains Division: The biggest team in BSMO in charge of maintaining, cleaning and production of standard issue gear from medical supplies to rifles.&lt;br /&gt;
&lt;br /&gt;
====== OOBST: Office of Blackshield Training ======&lt;br /&gt;
OOBST is mostly filled with new employed or hired colonists, with the view of exceptions being the training team of old Sol Fed veterans tasked with transferring the knowledge  of war and combat into new fresh faces for further of higher ranks without risks.&lt;br /&gt;
&lt;br /&gt;
* OOBST-M: The medical corps sub office of Office of Blackshield Training, staffed by contracted SI Medical personnel to teach Corpsmen basic triage, surgery and chemical handling.&lt;br /&gt;
* OOBST-E: The Engineering corps sub office of Office of Blackshield Training, staffed by contracted Guild retainers tasked with teaching basic fortification, wiring practice and how to properly maintain outposts utilities.&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Perks&amp;diff=4640</id>
		<title>Perks</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Perks&amp;diff=4640"/>
		<updated>2025-03-06T20:15:08Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: /* Background Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039; are special attributes that are gained or lost through your [[Jobs|Job]], your [[Character Creation|background]], or through [[Sanity#Oddities|assorted]] circumstances. Most of these are permanent, so it may be worth your while to decide what type of overall character you&#039;d like before going after some of these.&lt;br /&gt;
&lt;br /&gt;
== Perk Listing ==&lt;br /&gt;
=== Racial Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk !! Description !! Source&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Last Stand&#039;&#039;&#039;&lt;br /&gt;
|On-demand pain relief. 15m cooldown.&lt;br /&gt;
|[[Sablekyne]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bone Plated&#039;&#039;&#039;&lt;br /&gt;
|Higher pain tolerance.&lt;br /&gt;
|[[Sablekyne]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brawny Build&#039;&#039;&#039;&lt;br /&gt;
|Knockdown immunity to all mobs when walking.&lt;br /&gt;
|[[Sablekyne]] Racial&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Sudden Brilliance&#039;&#039;&#039;&lt;br /&gt;
|MEC/COG/BIO boost, 25m cooldown.&lt;br /&gt;
|[[Mar&#039;qua]] Racial&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Inspired Intellect&#039;&#039;&#039;&lt;br /&gt;
|Gain inspiration much faster.&lt;br /&gt;
|[[Mar&#039;qua]] Racial&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Adapted Nervous System&#039;&#039;&#039;&lt;br /&gt;
|Increased NSA and cannot become addicted.&lt;br /&gt;
|[[Mar&#039;qua]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tenacity&#039;&#039;&#039;&lt;br /&gt;
|On-demand mild heal and painkiller, 15m cooldown.&lt;br /&gt;
|[[Humans|Human]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Will to Survive&#039;&#039;&#039;&lt;br /&gt;
|On-demand organ heal, 30m cooldown.&lt;br /&gt;
|[[Humans|Human]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inspiring Battlecry&#039;&#039;&#039;&lt;br /&gt;
|Temporary combat stat boost to everyone within hearing range.&lt;br /&gt;
|[[Humans|Human]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enhance Senses&#039;&#039;&#039;&lt;br /&gt;
|TGH/VIG boost and can see within the darkness for a short amount of time, 15m cooldown.&lt;br /&gt;
|[[Kriosans|Kriosan]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instinctual Skill&#039;&#039;&#039;&lt;br /&gt;
|Can use most ranged weapons in one hand with no penalties.&lt;br /&gt;
|[[Kriosans|Kriosan]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reckless Frenzy&#039;&#039;&#039;&lt;br /&gt;
|Massive TGH/ROB boost, Massive COG/VIG/MCH/BIO decrease, 15m cooldown.&lt;br /&gt;
|[[Akula]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Iron Flesh&#039;&#039;&#039;&lt;br /&gt;
|Will never have bullets or objects embed into your body.&lt;br /&gt;
|[[Akula]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Adrenaline Burst&#039;&#039;&#039;&lt;br /&gt;
|Movement speed boost, 15m cooldown.&lt;br /&gt;
|[[Naramad]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydration Reliance&#039;&#039;&#039;&lt;br /&gt;
|Drinking water heals you slowly over time.&lt;br /&gt;
|[[Naramad]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Born Warrior&#039;&#039;&#039;&lt;br /&gt;
|Proficient with melee weapons, they never embed in a enemy.&lt;br /&gt;
|[[Naramad]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Purge Toxins&#039;&#039;&#039;&lt;br /&gt;
|On-demand toxins and addictions cleanse, 15m cooldown.&lt;br /&gt;
|[[Cindarite]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Uncanny Resilience&#039;&#039;&#039;&amp;lt;!--nameInCode:Uncanny Resiliance--&amp;gt;&lt;br /&gt;
|On-demand infection heal/stabilizer, 30m cooldown.&lt;br /&gt;
|[[Cindarite]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Second Skin&#039;&#039;&#039;&lt;br /&gt;
|No slow down from wearing heavy armor, and can instantly put it on or take it off.&lt;br /&gt;
|[[Cindarite]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Circuit&#039;&#039;&#039;&lt;br /&gt;
|Acquire a turret circuit that then be turned into a turret. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Patch Kit&#039;&#039;&#039;&lt;br /&gt;
|Personnel IFAK. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Tools&#039;&#039;&#039;&lt;br /&gt;
|On-demand filled Tool Belt spawn of power tools. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Medicine&#039;&#039;&#039;&lt;br /&gt;
|On-demand filled Tool Belt spawn of medicine. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Armaments&#039;&#039;&#039;&lt;br /&gt;
|On-demand filled Tool Belt spawn of security items and stun gadgets. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scuttlebug&#039;&#039;&#039;&lt;br /&gt;
|Faster movement speed.&lt;br /&gt;
|[[Cht’mant]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chitin Armor&#039;&#039;&#039;&lt;br /&gt;
|Better physical resistance.&lt;br /&gt;
|[[Cht’mant]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Produce Ichor&#039;&#039;&#039;&lt;br /&gt;
|Can make advanced med kits at the cost of nutrition. &lt;br /&gt;
|[[Cht’mant]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diverse Culture&#039;&#039;&#039;&lt;br /&gt;
|Adds another language to be spoken.&lt;br /&gt;
|Human, Exalt Human&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Produce Repair Goo&#039;&#039;&#039;&lt;br /&gt;
|You can vomit out glue-like goo that functions exceptionally well for tool and general repairs&lt;br /&gt;
|[[Cht&#039;mant]] Ro caste&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Folken Photo-Healing&#039;&#039;&#039;&lt;br /&gt;
|You can use the light to heal wounds, standing in areas of bright light will increase your natural regeneration. Works better on young Folken.&lt;br /&gt;
|[[Folken]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mycus Regeneration&#039;&#039;&#039;&lt;br /&gt;
|You heal as long as you are in the darkness, increasing your natural regeneration&lt;br /&gt;
|[[Mycus]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spawn Shroomling&#039;&#039;&#039;&lt;br /&gt;
|Shroomlings are animal-intelligence mycus capable of following simple orders like &#039;Shroomling &#039;Name&#039; Follow.&#039; and &#039;Shroomling &#039;Name&#039; Stop.&#039; who will stay by you when ordered. While capable of fighting, they are quite weak, the major benefit of having one is they may turn any food you feed into them into useful healing chemicals contained in bottles of resin.&lt;br /&gt;
|[[Mycus]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spawn Slime-Mold&#039;&#039;&#039;&lt;br /&gt;
|Slime-mold shroomlings are animal-intelligence mycus capable of following simple orders like &#039;Slime-Mold &#039;Name&#039; Follow.&#039; and &#039;Slimd-Mold &#039;Name&#039; Stop.&#039; who will stay by you when ordered. Slime-molds are made for combat, being incredibly sturdy and physically strong, able to regenerate even the worst wounds. Unfortunately they suffer from poor eyesight, requiring threats to get close before they notice them.&lt;br /&gt;
|[[Mycus]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Carnivore&#039;&#039;&#039;&lt;br /&gt;
|You are an obligate carnivore. You get very little nutrition from standard nutriment, but gain alot from meat and protein based products.&lt;br /&gt;
|[[Sablekyne]], [[Akula]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Herbivore&#039;&#039;&#039;&lt;br /&gt;
|You are an obligate carnivore. You get very little nutrition from standard nutriment, but gain alot from meat and protein based products.&lt;br /&gt;
|Homeworld Neapolis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hypermytosis&#039;&#039;&#039;&lt;br /&gt;
|You can kick your natural regeneration into high-gear, regenerating limbs and improving healing.&lt;br /&gt;
|[[Aulvae]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Adaptive Anatomy&#039;&#039;&#039;&lt;br /&gt;
|You can burn spare calories to momentarily temper either your physical or mental attributes.&lt;br /&gt;
|[[Aulvae]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Caloric Redline&#039;&#039;&#039;&lt;br /&gt;
|By burning through mass at an excessive rate an Aulvae can push their body to move with surprising swiftness, albeit losing some of the fine control over their movements.&lt;br /&gt;
|[[Aulvae]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gelatinous Biology&#039;&#039;&#039;&lt;br /&gt;
|Your peculiar anatomy afford you a variety of benefits compared to most organics. Toxins will generally heal instead of hurt, whereas anti-toxins will hurt instead of heal. Additionally, you are somewhat resistant to NSA overload, and can slowly regenerate health so long as you have nutrition.&lt;br /&gt;
|[[Aulvae]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Background Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kin to the Spiders&#039;&#039;&#039;&lt;br /&gt;
|Lose Roach faction, gain Spider faction.&lt;br /&gt;
|[[Cht’mant]] Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spin Webs&#039;&#039;&#039;&lt;br /&gt;
|Spawn a web tile centered on yourself. 5s cooldown.&lt;br /&gt;
|Kin to the Spiders&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sol Born&#039;&#039;&#039;&lt;br /&gt;
|Higher addiction chance, lower tolerance for chemicals.&lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Klutz&#039;&#039;&#039;&lt;br /&gt;
|Clumsy trait. Guns/melee backfire on you.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chem Addict&#039;&#039;&#039;&lt;br /&gt;
|Higher addiction chance, higher tolerance for chemicals.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sure Step&#039;&#039;&#039;&lt;br /&gt;
|Lower chance to set off traps/mines, prevents tripping on underplating.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Raider&#039;s Leap&#039;&#039;&#039;&amp;lt;!--nameInCode:Raiders Leap--&amp;gt;&lt;br /&gt;
|Faster climbing. &lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unclean Living&#039;&#039;&#039;&lt;br /&gt;
|Mild healing when smoking.&lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lead Blood&#039;&#039;&#039;&lt;br /&gt;
|Lower damage from toxins.&lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rough Life&#039;&#039;&#039;&lt;br /&gt;
|Defense against explosions and tripping.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nightcrawler&#039;&#039;&#039;&lt;br /&gt;
|Normal walk speed when in darkness.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quiet as a Mouse&#039;&#039;&#039;&lt;br /&gt;
|All sound from actions is quieter. &lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Green Thumb&#039;&#039;&#039;&lt;br /&gt;
|Easier identification and analysis of all plants without device.&lt;br /&gt;
| Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lungs of Iron&#039;&#039;&#039;&lt;br /&gt;
|Lower oxygen requirement.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fast Fingers&#039;&#039;&#039;&lt;br /&gt;
|Silent pickpocketing from certain body slots.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nepotism&#039;&#039;&#039;&lt;br /&gt;
| You receive more credits in paychecks.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Debtor&#039;&#039;&#039;&lt;br /&gt;
|You owe money to someone or something. Unfortunately, your wages have been garnished to make up the difference&lt;br /&gt;
|Exalt Human&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Splicer&#039;&#039;&#039;&lt;br /&gt;
|Your genes are heavily modified already, your base genetic instability is 20%, even if you don&#039;t have any mutations&lt;br /&gt;
|Exalt Human&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lazarus Protocol&#039;&#039;&#039;&lt;br /&gt;
|Chance of revival to unconsciousness on death with mild heal.&lt;br /&gt;
|Augmentation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Holy aura that lightly heals those of the Absolute around you.&lt;br /&gt;
|Admin only&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;True Faith&#039;&#039;&#039;&lt;br /&gt;
| Protects and reduces damage taken as a member of the Absolute.&lt;br /&gt;
|Augmentation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Linguist&#039;&#039;&#039;&lt;br /&gt;
|Can speak one more language than the average person.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nihilist&#039;&#039;&#039;&lt;br /&gt;
|This increases chance of positive breakdowns by 30% and negative breakdowns by 20%. Seeing someone die has a random effect on you: Sometimes you won’t take any sanity loss and you can even gain back sanity, or get a boost to your cognition&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Idealist&#039;&#039;&#039;&lt;br /&gt;
|Your Insight gain is faster when you are around sane people and they will recover sanity when around you. When you are around people that are low on health or sanity, you will take sanity damage&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wealthy Upbringing&#039;&#039;&#039;&lt;br /&gt;
|Start with an heirloom weapon, removed sanity damage cap. Stay clear of filth and danger.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exact Values&#039;&#039;&#039;&lt;br /&gt;
|Unlike most people you can fully visualize your own stats, owing to your greater grasp of the concepts. This is in addition to knowing exactly how likely you were to fail after failing some tasks. This ability does not extend to medical matters, wounds or similar. &lt;br /&gt;
|Settings or Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bloodlust Aura&#039;&#039;&#039;&lt;br /&gt;
|When more simple-minded combatives evaluate you, they will target you immediately&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Natural Style&#039;&#039;&#039;&lt;br /&gt;
|All melee weapons that attack at range have a little bit extra reach when you wield them. Increases max sanity, as well as helps lower sanity damage from environment.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Map Maker&#039;&#039;&#039;&lt;br /&gt;
|When holding paper and a box of crayons (must have at least 1 crayon) or a multi-colour pen you can from time to time create a complex map of the area around you in a 20 range. This map will show humanoids and non-humanoids. With constant work you should be able to increase your range of map making.&lt;br /&gt;
Note: Constantly using the perk will level up a task in Show Tasks, every level gives + 1 range.&lt;br /&gt;
Example: Task level at 4 would mean your map range is 24 tiles.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cannot Be Inspired&#039;&#039;&#039;&lt;br /&gt;
|Disables most inspiration gain or loss mechanics.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Job Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exotic Inspiration&#039;&#039;&#039;&lt;br /&gt;
|MEC/COG boost when drunk.&lt;br /&gt;
|[[Guild Master]], [[Guild Adept]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Handyman&#039;&#039;&#039;&lt;br /&gt;
|Deconning any salvageable object gives refined scrap. Also increased chances of more rare materials.&lt;br /&gt;
|[[Guild Master]], [[Guild Adept]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperzine Injections&#039;&#039;&#039;&lt;br /&gt;
|Hyperzine injection, 15m cooldown.&lt;br /&gt;
|[[Chief Executive Officer]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Market Professional&#039;&#039;&#039;&lt;br /&gt;
|By looking at a item, you can tell what its price is. &lt;br /&gt;
|[[Cargo Technician]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical Expertise&#039;&#039;&#039;&lt;br /&gt;
|Lower addiction chance, higher threshold for chemicals. Also used as a bypass perk for using many health related systems such as sleepers, health scanners, and chemical dispensers.&lt;br /&gt;
|[[Lifeline Technician]], [[Psychologist]], [[Medical Doctor]], [[Chief Biolab Overseer]], &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surgery Training&#039;&#039;&#039;&lt;br /&gt;
|While you may not know the more advanced medical procedures, your mandatory training on surgery for implantation purposes allows you to perform basic surgical procedures with ease.&lt;br /&gt;
|[[Chief Research Overseer]], [[Roboticist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Surgical Techniques&#039;&#039;&#039;&lt;br /&gt;
|Your surgical training and experience have tempered your special techniques for treating patients, enabling you to make more effective and efficient use of your resources when reconstituting their bodies. Also enables the use of more complicated medical equipment.&lt;br /&gt;
|[[Chief Bioloab Overseer]], [[Medical Doctor]], [[Medical Resident]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Robotics Expert&#039;&#039;&#039;&lt;br /&gt;
|Your formal training and experience in advanced mech construction and complex devices has made you more adept at working with them.&lt;br /&gt;
|[[Chief Research Overseer]], [[Roboticist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ear of Quicksilver&#039;&#039;&#039;&lt;br /&gt;
|Larger hearing radius, higher damage from noise.&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expert Scavenger&#039;&#039;&#039;&lt;br /&gt;
|Chance of rare items from trash piles.&lt;br /&gt;
|[[Prospector]], [[Salvager]], [[Expedition Foreman]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anomaly Hunter&#039;&#039;&#039;&lt;br /&gt;
|Hints at the perk that a oddity holds.&lt;br /&gt;
|[[Prospector]], [[Salvager]], [[Expedition Foreman]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immovable Object&#039;&#039;&#039;&lt;br /&gt;
|Knockdown immunity against mobs when walking.&lt;br /&gt;
|[[Blackshield Commander]], [[Warrant Officer]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sommelier&#039;&#039;&#039;&lt;br /&gt;
|Immunity to becoming drunk with the Premier&#039;s super secret booze stash, and gives a TGH boost for ten minutes. &lt;br /&gt;
|[[Premier]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rough and Tumble&#039;&#039;&#039;&lt;br /&gt;
|As a prospector you&#039;ve been through it all. Spider bites, random cuts on rusted metal, animal claws, getting shot and even set on fire. As a result you resist every type of damage just a little bit better than salvagers.&lt;br /&gt;
| [[Prospector]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blackshield Conditioning&#039;&#039;&#039;&lt;br /&gt;
|Thanks to special training received in the course of employment within the Blackshield your body is a bit more resistant to brute force damage and burns due to proper conditioning.&lt;br /&gt;
| [[Trooper]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Key Smith&#039;&#039;&#039;&lt;br /&gt;
|With a massive collection of keys, you can access many areas. However, finding the right key tends to take time... And you haven&#039;t been given all the keys to the place.&lt;br /&gt;
| [[Janitor]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Artist&#039;&#039;&#039;&lt;br /&gt;
|You have a lot of expertise in making works of art. You gain more insight from any and all sources. However, you only improve by creating works of art.&lt;br /&gt;
| [[Artist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Periodic Table&#039;&#039;&#039;&lt;br /&gt;
|You get quarter more NSA than a normal person. You can also see all reagents in beakers.&lt;br /&gt;
|[[Chief Biolab Overseer]], [[Medical Doctor]], [[Medical Resident]], [[Lifeline Technician]], [[Psychologist]], [[Chief Research Overseer]], [[Scientist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bar Menu&#039;&#039;&#039;&lt;br /&gt;
|You can identify common ingredients that went into food or drinks and how much was used.&lt;br /&gt;
|[[Bartender]], [[Chef]], [[Botanist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Illegal Substance Training&#039;&#039;&#039;&lt;br /&gt;
|You know how to easily identify certain kinds of illegal chemical contraband.&lt;br /&gt;
|[[Blackshield Commander]], [[Sergeant]], [[Trooper]], [[Blackshield Cadet]], &#039;Former ganger&#039; [[Akula]] background, &#039;Former Medical Intern&#039; career background&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bolt Action Rifle Training&#039;&#039;&#039;&lt;br /&gt;
|Through intense and repetitive training with bolt-action and lever-action rifles, you will always chamber a new round instantly after firing.&lt;br /&gt;
|[[Blackshield Commander]], [[Sergeant]], [[Trooper]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Master Butcher&#039;&#039;&#039;&lt;br /&gt;
|You can harvest additional valuable parts from animals you cut up.&lt;br /&gt;
|[[Lodge Hunt Master]], [[Lodge Hunter]], [[Lodge Herbalist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Naturalist&#039;&#039;&#039;&lt;br /&gt;
|Make better use of grown plants to harvest more fruit and more properly manage the use of medical supplies like blood tongues or powder pouches. You always harvest with an additional bonus. You are also a capable surgeon.&lt;br /&gt;
|[[Lodge Hunt Master]], [[Lodge Herbalist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SI Science Training&#039;&#039;&#039;&lt;br /&gt;
|You know how to use RnD core consoles and Exosuit Fabs.&lt;br /&gt;
|[[Chief Research Overseer]], [[Scientist]], [[Roboticist]], [[Chief Biolab Overseer]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Humble Cleanser&#039;&#039;&#039;&lt;br /&gt;
|Reduces the total sanity damage you can take from blood and filth. You can regain sanity by cleaning.&lt;br /&gt;
|[[Janitor]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Channeling&#039;&#039;&#039;&lt;br /&gt;
|You know how to channel spiritual energy during rituals. You gain additional skill points during group rituals, and have an increased regeneration of cruciform energy.&lt;br /&gt;
|[[Prime]], [[Vector]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Codespeak&#039;&#039;&#039;&lt;br /&gt;
|You know Marshal codes&lt;br /&gt;
|[[Warrant Officer]], [[Ranger]], [[Officer]], [[Marshal Junior Officer]], [[Supply Specialist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunsmith Master&#039;&#039;&#039;&lt;br /&gt;
|Your knowledge allows to not only repair firearms but expertly craft them. This includes the machines required to do so.&lt;br /&gt;
|[[Supply Specialist]], [[Warrant Officer]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spice up Food&#039;&#039;&#039;&lt;br /&gt;
|Your own special, secret touch in seasoning has anomalous properties that can enhance most food products.&lt;br /&gt;
|[[Chef]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Implant Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Community of the Saints&#039;&#039;&#039;&lt;br /&gt;
|You take 25% longer to complete all tool-based actions that aren&#039;t instantaneous.&lt;br /&gt;
|Cruciform&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nanite Regeneration&#039;&#039;&#039;&lt;br /&gt;
|You configure your nanite matrix to begin aiding in your natural healing.&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nanofiber Muscle Therapy&#039;&#039;&#039;&lt;br /&gt;
|Through the use of pain killers, implanted nanofibers, and small dispersed drug therapy to critical areas your nanogate has enhanced your physical movement speed and endurance, allowing you to run for longer stretches at a faster pace without tiring.&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nanite Skin-Weave&#039;&#039;&#039;&lt;br /&gt;
|Through the use of reactive nanites designed to plate together into a shield your machines can reform at a lightning pace to let you physically resist incoming damage by forming a mesh weave shield just before a strike connects.&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nanite Metal Drinker&#039;&#039;&#039;&lt;br /&gt;
|Allows the user to drink metals (like Gold/Silver/Iron/Potassium and more) to regain nutrition.&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nanite Chemicals&#039;&#039;&#039;&lt;br /&gt;
|You programmed and set aside a specific subset of nanites who have a singular purpose that you can call upon at any time to engage their effect, but this only works once. Available nanites: Symbiotes, Trauma Control System, Control Booster Utility, Control Booster Combat, Purger, Oxyrush, Nantidotes&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Munition Fabrication&#039;&#039;&#039;&lt;br /&gt;
|You programmed and set aside a specific subset of nanites whose singular purpose is to reconstruct themselves into ammunition boxes. The process is quite intensive and requires half an hour between uses.&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psionics ===&lt;br /&gt;
Psions get an additional set of perks. They are described in more detail in [[Psionics#Psionic_Perks|Psionics]].&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Psionic&#039;&#039;&#039;&lt;br /&gt;
|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. Your body is weaker &amp;lt;kbd&amp;gt;&amp;lt;!-- -20 max health --&amp;gt;&amp;lt;/kbd&amp;gt; and require a bit more food to support the specialized organs you&#039;ve developed.&lt;br /&gt;
Additionally, you must always maintain purity of body, any implants, cruciforms, or synthetics will be violently rejected as long as your psionic organ is in your head.&lt;br /&gt;
|[[Psionics|Psionic Implant]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Psionic Psychosis&#039;&#039;&#039;&lt;br /&gt;
|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.&lt;br /&gt;
|Upbringing Bedlam&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Psionic Harmony&#039;&#039;&#039;&lt;br /&gt;
|You retain a higher maximum psi pool than others, increasing your capacity by two.&lt;br /&gt;
|Upbringing Peaceful Life&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Psionic Attunement&#039;&#039;&#039;&lt;br /&gt;
|You have greater control of the negative side effects of your powers. Whenever you use a psionic power that has a negative side effects, you take only half the penalties a psion normally would. Equally, some lesser powers like telepathic projection and telekinetic prowess no longer cost essence to use.&lt;br /&gt;
|Career Former Scholar&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mind Master&#039;&#039;&#039;&lt;br /&gt;
|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.&lt;br /&gt;
|[[Psychologist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Psionic Grace&#039;&#039;&#039;&lt;br /&gt;
|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.&lt;br /&gt;
|Psionic power&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mind over Matter&#039;&#039;&#039;&lt;br /&gt;
|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.&lt;br /&gt;
|Psionic power&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Random Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Revival Sickness&#039;&#039;&#039;&lt;br /&gt;
|Decrease to mental/all stats, reduction in defense against all damage, increasing with times died. 30m cooldown. Rest while in a chair or bed to decrease cooldown.&lt;br /&gt;
|Death&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aulvae Decohesion Syndrome&#039;&#039;&#039;&lt;br /&gt;
|Decrease to ROB, TGH and VIG stats, reduction in defense against brute and burn damage, increasing with times died. 30 min cooldown. Rest while in a chair or bed to decrease cooldown.&lt;br /&gt;
|Death as [[Aulvae]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fungal Host&#039;&#039;&#039;&lt;br /&gt;
|Take toxin damage and inflict toxin damage to those around you at a recurring interval.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunslinger&#039;&#039;&#039;&lt;br /&gt;
|Faster firing speed for one handed weapons.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;True Grit&#039;&#039;&#039;&lt;br /&gt;
|Higher pain tolerance.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Springheel&#039;&#039;&#039;&lt;br /&gt;
|Faster movement speed.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Natural Armor&#039;&#039;&#039;&lt;br /&gt;
|Higher physical damage resistance.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thin Skin&#039;&#039;&#039;&lt;br /&gt;
|Lower physical damage resistance.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toxic Resistance&#039;&#039;&#039;&lt;br /&gt;
|Higher toxic damage resistance from weapons, not chems. &lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shell Shock&#039;&#039;&#039;&lt;br /&gt;
|Lowered ROB/TGH/VIG stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Failing Mind&#039;&#039;&#039;&lt;br /&gt;
|Lowered COG/MCH/BIO stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sharpened Mind&#039;&#039;&#039;&lt;br /&gt;
|Boosted COG/MCH/BIO stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner Strength&#039;&#039;&#039;&lt;br /&gt;
|Boosted ROB/TGH/VIG stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Snackivore&#039;&#039;&#039;&lt;br /&gt;
|Eating trashlike foods turns them into omnizine&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Will to Power&#039;&#039;&#039;&lt;br /&gt;
|Extra health&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Will of Iron&#039;&#039;&#039;&lt;br /&gt;
|Extra NSA and less being able to addicted to chemicals&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Survivor&#039;&#039;&#039;&lt;br /&gt;
|Witnessing death doesn&#039;t give you paranoia as much.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inspiring Presence&#039;&#039;&#039;&lt;br /&gt;
|You know just what to say to people and are able to inspire the best - or even worst - in others. People around you regain their sanity quicker&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Terrible Fate&#039;&#039;&#039;&lt;br /&gt;
|If you die with people around you. Everyone gets a sanity break.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Side Loading&#039;&#039;&#039;&lt;br /&gt;
|When one-handing some guns, you will automatically reload them if you hold additional shells in your off-hand.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bluespace Alignement&#039;&#039;&#039;&lt;br /&gt;
|The Tuning Device is taxing on the mind but rewarding... Along with some other side affects...&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alchemy&#039;&#039;&#039;&lt;br /&gt;
|Gives you the ability to perform alchemy. Your NSA has been slightly improved. You can see all reagents in beakers.&lt;br /&gt;
|Obtained through a spell.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scribe&#039;&#039;&#039;&lt;br /&gt;
|Gives you the ability to write occult scrolls.&lt;br /&gt;
|Obtained through a spell.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blackbox Tinkering&#039;&#039;&#039;&lt;br /&gt;
|Improves Cognition and Mechanics.&lt;br /&gt;
|Matter Nano-Forge Black Box&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultrasurgeon Knowledge&#039;&#039;&#039;&lt;br /&gt;
|Enables performing surgery&lt;br /&gt;
|Ultrasurgeon drug&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Njoy&#039;&#039;&#039;&amp;lt;!--nameInCode:Njoy Active--&amp;gt;&lt;br /&gt;
|No breakdowns&lt;br /&gt;
|Njoy / Suppresital drug&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Celestial Gift&#039;&#039;&#039;&lt;br /&gt;
|The normal limit of the mind has been expanded by 50%&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmic Gazing&#039;&#039;&#039;&lt;br /&gt;
|The normal limit of the mind has been expanded by 30&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peak-A-Boo&#039;&#039;&#039;&amp;lt;!--sic!--&amp;gt;&lt;br /&gt;
|Gives thermal vision for a short time.&lt;br /&gt;
|Obtained through a spell.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forceful Rejection&#039;&#039;&#039;&lt;br /&gt;
|At the cost of a lot of your mental health, and willpower, remove a perk of your choice.&lt;br /&gt;
|Background / [[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Overbreath&#039;&#039;&#039;&lt;br /&gt;
|Notice: &amp;quot;Not-Lasting&amp;quot; means after the attack/armor check is done, any unused Ablative Armor that was gained via the effect does not get added to the player post attack. &lt;br /&gt;
&lt;br /&gt;
* When Acquired, gain 15 Ablative Armor.&lt;br /&gt;
* Based on how damaged you are, gain a speed boost.&lt;br /&gt;
* Based on how damaged you are, gain Ablative Armor (Not-Lasting), when ever hit.&lt;br /&gt;
* Disables pain slowdown.&lt;br /&gt;
* Disabled slowdown from damage.&lt;br /&gt;
* When getting the perk &amp;quot;&#039;&#039;&#039;Revival Sickness&#039;&#039;&#039;&amp;quot; gain an additional speed boost and 5 Ablative Armor, Stacks with higher tiers.&lt;br /&gt;
* If Severe Revival Sickness, gain an additional 5 Ablative Armor, Stacks with lower tiers.&lt;br /&gt;
* If Fatal Revival Sickness, gain an additional10 Ablative Armor, Stacks with lower tiers.&lt;br /&gt;
|Background / [[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resilience&#039;&#039;&#039;&lt;br /&gt;
|Notice: &amp;quot;Not-Lasting&amp;quot; means after the attack/armor check is done, any unused Ablative Armor that was gained via the effect does not get added to the player post attack. &lt;br /&gt;
Gain 3 Ablative Armor (Not-Lasting), when ever hit.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tank Resilience&#039;&#039;&#039;&lt;br /&gt;
|Notice: &amp;quot;Not-Lasting&amp;quot; means after the attack/armor check is done, any unused Ablative Armor that was gained via the effect does not get added to the player post attack. &lt;br /&gt;
Based on Movement Slowdown, gain Ablative Armor (Not-Lasting), when ever hit.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
[[Stats]]&lt;br /&gt;
&lt;br /&gt;
{{Gameplay guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=User:LillyTrilby/Event_Proposal&amp;diff=4635</id>
		<title>User:LillyTrilby/Event Proposal</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=User:LillyTrilby/Event_Proposal&amp;diff=4635"/>
		<updated>2025-03-03T05:44:52Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: troublesome players clause&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mid-Round Small Scale Events ==&lt;br /&gt;
When running a small event mid round with spikes in pop or when requested by the players for something to do, use this checklist for weather or not the event/proposed idea is worth/can run. If your event requires a larger scope that has many players involved request additional event operators to help.&lt;br /&gt;
&lt;br /&gt;
Event planning channels are your friend, as well as in game chats such as Msay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Remember to always log your event and add as much detail as you can so that later review can be conducted without requiring constantly checking logs.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# First and foremost ask a GM for permission and to look over the idea, following that or if the GM is unable to answer in a timely timely-manner* then ask the administration team (Moderator+) if the round is able to be meddled with;  in cases where their is no administration team on the server, ask on the discord. If no relevant staff reply in a timely-manner* the event may be run if voted by the players but the **event runner** will be held accountable solely for all incidents pertaining to the event and may lose their position for even one unacceptable infraction when running events with no oversight.&lt;br /&gt;
# If your event has build mode editing be sure to screen cap and log the edits you have done to the map.&lt;br /&gt;
# If your event requires you to load in a non-merged template, then see about asking a mapper or Code-Staff head if the template that you are producing is good to use. When checking a template the reviewer should be looking out for space tiles, debug items, or other red flags that could ruin a round. If unable to get a map-reviewer in a timely-manner* that ask the same administration (Moderator+) to review it over. If you are running without oversight and require a map template to be used, then ensure the template is saved for review later.&lt;br /&gt;
# If your event has lore implications and does not directly use what is already on wiki pages or past events, ask a lore person or Lore-Staff head for it to be approved. If unable to get a lore-person, or other appropriate staff, in a timely-manner* ask the same administration team (Moderator+) to review it over for any red flags.&lt;br /&gt;
&lt;br /&gt;
===== Out-Of-Hand =====&lt;br /&gt;
Consider scenarios where too many players are dying to be revived in a timely manner by available medical staff, more players than anticipated are getting involved, or colonists begin taking up defensive positions in the colony when the event was supposed to be an offensive front instead.&lt;br /&gt;
&lt;br /&gt;
If the event looks like it&#039;s going to drift Out-Of-Hand that you have prepared to handle, consider easing up on the intensity/scope of the event instead of potentially losing control of the given situation and making a mess for administration to clean up. &lt;br /&gt;
&lt;br /&gt;
Work with the event operators and administration that have agreed to oversee your event, and try your best to avoid needing to ping staff/administration on the discord to help resolve a situation they never agreed to.&lt;br /&gt;
&lt;br /&gt;
===== Some small bullet points to to think about when running smaller scope events =====&lt;br /&gt;
* &#039;&#039;&#039;Does this affect more people then indented and or that I can handle?&#039;&#039;&#039; If so ask for additional event opts to help or limit the scope of your mid-round event.&lt;br /&gt;
* &#039;&#039;&#039;Are players not having fun?&#039;&#039;&#039; If players are clearly not enjoying the event do not ramp it up but rather let it slower peter out.&lt;br /&gt;
* &#039;&#039;&#039;Does this impact players that are going to spawn into the round?&#039;&#039;&#039; If this is the case, use tools to set up OOC announcement on server that the round has an ongoing event or had one.&lt;br /&gt;
* &#039;&#039;&#039;If your event requires antags&#039;&#039;&#039; (Such as placing players into mobs or humanoids) ensure that you ask Event Ops before random players as having access to communication is key when in an event.&lt;br /&gt;
* &#039;&#039;&#039;Mid Round events are not major!&#039;&#039;&#039; Keep it simple! If an event is getting Out-Of-Hand or resulting in a lot more conflict/chaos then indented take a step back and let the event cool down.&lt;br /&gt;
* &#039;&#039;&#039;Troublesome Players!&#039;&#039;&#039; Players acting out of line/breaking rules typically will not be held against the event operator, but keep in mind to report and log issues with such players for future vetting. Though keep in mind picking repeat offenders will attract some questions to your capability as event operator.&lt;br /&gt;
* Many events once done have faxes sent to report what happened or other things, be sure to stick around post-event to help log faxes.&lt;br /&gt;
&lt;br /&gt;
* Timely-manner is typically 5-15 minuets.&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=User:LillyTrilby/Event_Proposal&amp;diff=4634</id>
		<title>User:LillyTrilby/Event Proposal</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=User:LillyTrilby/Event_Proposal&amp;diff=4634"/>
		<updated>2025-03-03T05:32:43Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: wilsons requests&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mid-Round Small Scale Events ==&lt;br /&gt;
When running a small event mid round with spikes in pop or when requested by the players for something to do, use this checklist for weather or not the event/proposed idea is worth/can run. If your event requires a larger scope that has many players involved request additional event operators to help.&lt;br /&gt;
&lt;br /&gt;
Event planning channels are your friend, as well as in game chats such as Msay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Remember to always log your event and add as much detail as you can so that later review can be conducted without requiring constantly checking logs.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# First and foremost ask a GM for permission and to look over the idea, following that or if the GM is unable to answer in a timely timely-manner* then ask the administration team (Moderator+) if the round is able to be meddled with;  in cases where their is no administration team on the server, ask on the discord. If no relevant staff reply in a timely-manner* the event may be run if voted by the players but the **event runner** will be held accountable solely for all incidents pertaining to the event and may lose their position for even one unacceptable infraction when running events with no oversight.&lt;br /&gt;
# If your event has build mode editing be sure to screen cap and log the edits you have done to the map.&lt;br /&gt;
# If your event requires you to load in a non-merged template, then see about asking a mapper or Code-Staff head if the template that you are producing is good to use. When checking a template the reviewer should be looking out for space tiles, debug items, or other red flags that could ruin a round. If unable to get a map-reviewer in a timely-manner* that ask the same administration (Moderator+) to review it over. If you are running without oversight and require a map template to be used, then ensure the template is saved for review later.&lt;br /&gt;
# If your event has lore implications and does not directly use what is already on wiki pages or past events, ask a lore person or Lore-Staff head for it to be approved. If unable to get a lore-person, or other appropriate staff, in a timely-manner* ask the same administration team (Moderator+) to review it over for any red flags.&lt;br /&gt;
&lt;br /&gt;
===== Out-Of-Hand =====&lt;br /&gt;
Consider scenarios where too many players are dying to be revived in a timely manner by available medical staff, more players than anticipated are getting involved, or colonists begin taking up defensive positions in the colony when the event was supposed to be an offensive front instead.&lt;br /&gt;
&lt;br /&gt;
If the event looks like it&#039;s going to drift Out-Of-Hand that you have prepared to handle, consider easing up on the intensity/scope of the event instead of potentially losing control of the given situation and making a mess for administration to clean up. &lt;br /&gt;
&lt;br /&gt;
Work with the event operators and administration that have agreed to oversee your event, and try your best to avoid needing to ping staff/administration on the discord to help resolve a situation they never agreed to.&lt;br /&gt;
&lt;br /&gt;
===== Some small bullet points to to think about when running smaller scope events =====&lt;br /&gt;
* &#039;&#039;&#039;Does this affect more people then indented and or that I can handle?&#039;&#039;&#039; If so ask for additional event opts to help or limit the scope of your mid-round event.&lt;br /&gt;
* &#039;&#039;&#039;Are players not having fun?&#039;&#039;&#039; If players are clearly not enjoying the event do not ramp it up but rather let it slower peter out.&lt;br /&gt;
* &#039;&#039;&#039;Does this impact players that are going to spawn into the round?&#039;&#039;&#039; If this is the case, use tools to set up OOC announcement on server that the round has an ongoing event or had one.&lt;br /&gt;
* &#039;&#039;&#039;If your event requires antags&#039;&#039;&#039; (Such as placing players into mobs or humanoids) ensure that you ask Event Ops before random players as having access to communication is key when in an event.&lt;br /&gt;
* &#039;&#039;&#039;Mid Round events are not major!&#039;&#039;&#039; Keep it simple! If an event is getting Out-Of-Hand or resulting in a lot more conflict/chaos then indented take a step back and let the event cool down.&lt;br /&gt;
* Many events once done have faxes sent to report what happened or other things, be sure to stick around post-event to help log faxes.&lt;br /&gt;
&lt;br /&gt;
* Timely-manner is typically 5-15 minuets.&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Psionics&amp;diff=4624</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Psionics&amp;diff=4624"/>
		<updated>2025-02-07T15:57:46Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: /* Psionics and You */&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. The process of cultivating a psionic organ takes about a fifth of the average body&#039;s vitality (20 max HP) and requires a very slight increase in food intake. Equally, some psionic powers may have draw backs, due to how the effect changes the flesh in a way that is direct and in some ways clumsy.&lt;br /&gt;
&lt;br /&gt;
Yet, despite this, psionics are extremely powerful, more so depending on the physical or mental abilities of the psion. Some psionic abilities rely on the physical robustness or toughness of the user, while others go in line with innate skills such as biology or mechanical depending on the application of its effects. Psionic powers contain equal parts utility and offensive ability. For a detailed list, read further below. Becoming a psion requires visiting Soteria between shifts (or having a psion capable of it making you one) while removing your psionic abilities is but one surgical procedure away to remove the enhanced organ. Beware, your body remains weakened even if the organ is removed.&lt;br /&gt;
&lt;br /&gt;
Psions must also &#039;&#039;&#039;always&#039;&#039;&#039; maintain &#039;&#039;&#039;Purity of Body&#039;&#039;&#039;, what is purity of body? It is keeping all mechanical implants, organs, organ modules, or synthetic limbs out of and outside the body. A psion&#039;s body cannot be connected to machines in such a way, causing any implants to painfully and viciously be rejected in such a way that it greatly damages the psion. For what reason psions must maintain purity of body is presently unknown, but trying to ascend with any augmentation, including cruciforms, will be hazardous to your health. Of course, this &#039;&#039;&#039;does not&#039;&#039;&#039; apply to bio-implants, which contain no machine parts, nor gene mods, genetic tampering, or biological meddling.&lt;br /&gt;
&lt;br /&gt;
Finally, be aware what is expected of you in regards of the colonie&#039;s [[Laws]], as committing a crime with your psionic powers increases the fines and time served. Additionally, be wary of using powers like journey to nowhere, as teleporting an unwilling person is at minimum considered attempted murder.&lt;br /&gt;
&lt;br /&gt;
=== How do my stats effect my psionic power? ===&lt;br /&gt;
In the case of specific powers, read below. For general stat effects, your psionics are used by a resource pool you can find in the &#039;&#039;&#039;status&#039;&#039;&#039; menu which shows your current and total psi essence pool. &lt;br /&gt;
&lt;br /&gt;
Your total essence pool is calculated as thus: (Cognition / 10), Minimum 1, Maximum 30, rounded down.&lt;br /&gt;
So, if you have Cognition 24, you have 2 essence points as 24/10 rounded down is 2. If you have cognition 310, you have essence points 30. If you have -15 cognition, you have essence 1.&lt;br /&gt;
&lt;br /&gt;
Essence points are regained naturally every 10 minutes and can be potentially effected by various perks, stimulants, and items. Your essence will always fill to its maximum capacity without you needing to worry about it. If you wish to increase your psi essence regeneration or maximum psi pool, use of objects such as psi inhalants or chemicals such as cerebrix or drug stims will greatly help you regenerate essence or temporarily increase your maximum psi pool, but come with various side effects.&lt;br /&gt;
&lt;br /&gt;
Your cognition also effects the rate at which you restore your psi essence. For every 20 cognition you have, you reduce the amount of time it takes to restore a psi point by 1 minute, up to a maximum of 5 minutes at 100 cognition. Use of psionic grace can reduce this number even further.&lt;br /&gt;
&lt;br /&gt;
You can make cerebrix by combining 1:1:1 of psilocybin, synaptizine, and cryptobiolin, which creates 3 units. You may further refine the process by combining 40:40:40 cerebrix, water, and silicon to create a cerebrix inhaler, which restores 1 psi point instantly with no side effects and may be recycled for one glass and one plastic sheet.&lt;br /&gt;
&lt;br /&gt;
==Powers: Your guide to being a mind wizard==&lt;br /&gt;
Psionic powers have a description you may view in game at any time under the psionic powers tab. The name of the power and its associated cost are in parenthesis next to it, by mousing over the power in the bottom left corner (below your typing window) you&#039;ll see a full explanation of what the power does. Powers are listed here as well, for quick and easy reference.&lt;br /&gt;
&lt;br /&gt;
=== Basic Powers===&lt;br /&gt;
These powers are available all psions and range from powers that require only a little bit of essence up to powers that require a high cognition to have of an essence pool. Greater powers may come with restrictions or other unusual effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic healing (1) || Heal yourself, but take heavy amounts of agony and become stunned. || Heals 30 brute and 30 burn.&lt;br /&gt;
Toughness may mitigate the effect and allow you to resist the pain damage, painkillers and racial resistance will also help.&lt;br /&gt;
Psionic Attunement halves the stun as well as the agony taken.&lt;br /&gt;
|-&lt;br /&gt;
| Telepathic projection (1) || Project your mind into the thoughts of others, allowing you to send telepathic messages over any distance. This is primarily words, but may include brief, vague snippets of emotions or other sensory information. || This does not work on lesser life forms, people with mind shielding such as cruciforms, or synthetic minds.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Blade (1)|| Create a psionic blade in your hand that functions as a knife, the power of which scales with your robustness per attack. Does not function as a viable tool. || This object is temporary, when it leaves your hand for any reason it disappears. It does not require power and cannot wear down or break. The power of the knife is deceptive, with every attack the damage is actively calculated off your robustness (debuffs mid fight such as flashbangs or defiler venom weaken the weapon). At nine or less, you do the same as a knife. At ten to nineteen you deal the same as a butcher knife. At twenty to twenty nine, you deal the same as a machete. At thirty or higher, you deal the same as a longsword.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Shield (1) &lt;br /&gt;
| Create a psionic shield that can block melee attacks. If already created in hand, upgrades the shield to block bullets and beams at the cost of 10 shield health but increases blocking chances by 10%.&lt;br /&gt;
If already upgraded, heals the shield by 80 health and increases blocking chances by 5%.&lt;br /&gt;
If Psionic Psychosis or Toughness is 60 or higher, automatically upgrades the newly created shield. &lt;br /&gt;
| Functions exactly like a standard shield.&lt;br /&gt;
When upgrading the shield, have it active in hand.&lt;br /&gt;
If using two shields at once, both are upgraded at the same time.&lt;br /&gt;
|-&lt;br /&gt;
| Telekinetic Prowess (1) || You gain telekinesis, allowing you to pick up objects and move them around, as well as interact with some objects at range. Careful, as you can hurt yourself and others using this (unless that&#039;s what you want). || Can be used to do a variety of things and can only be removed by willingly ending it or through scientific methods. Using this power, once activated, does not cost any psi points.&lt;br /&gt;
|-&lt;br /&gt;
| End Telekinesis (0) || End your telekinesis. You may reactivate telekinesis by spending another psi point. || Useful for if you get tired of picking up random objects or pushing walls when randomly clicking your screen to face various directions.&lt;br /&gt;
|-&lt;br /&gt;
| Telekinetic Fist (1) || Create a one hit use psi fist in your hand which deals damage and knock back based on your current robustness when used. || This is a temporary item that will vanish if it leaves your hand. This power vanishes after one attack, but deals damage that scales the same as the psychic blade while dealing 2/4/6 tile knock-back depending on your robustness.&lt;br /&gt;
|-&lt;br /&gt;
| Pyrokinetic Spark (1) || Expend a single point of your psi essence to create a tiny flickering fire in your hand that will shine light and ignite combustible materials, can be thrown but will extinguish quickly&lt;br /&gt;
|This can light cobwebs on fire.&lt;br /&gt;
|-&lt;br /&gt;
|Psychosomatic Fullness (1)&lt;br /&gt;
|Expend a single point of your psi essence to convince your stomach it&#039;s not actually that hungry, burning fat reserves to keep going strong. Taxing on the mind and causes minor burns.&lt;br /&gt;
|If you have the perk Psionic Attunement, you will take only 5 burn damage as apposed to 10.&lt;br /&gt;
|-&lt;br /&gt;
| Telekinetic Omnitool (2)|| Create an omnitool which has tool qualities based on 80% of your biology and mechanical skills, allowing it to function as a mechanical or surgical tool. It works at 80% speed and cannot be upgraded. || This object is temporary, when it leaves your hand for any reason it disappears. It does not require power and cannot wear down or break.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Tool Creation (2) || Using an oddity, you create a permanent tool out of it, sacrificing the oddity to have it randomly become a tool. The oddities stats affect what is most likely to be created, but the choice is still random. || Creates one of six potential tools. The tools are lesser than their high tier counterparts, but have odd qualities and come with themes. Some may be used as weapons but generally are not as effective as actual psi-weapons. These can be modified and upgrade.&lt;br /&gt;
|-&lt;br /&gt;
| Meditative Focus (2) || Expend two psi points of your psi essence to focus your mind and increase your sanity.&lt;br /&gt;
|Heals [5 Sanity + Cog/2].&lt;br /&gt;
If the user has Psionic Attunement, heals an additional 10 Sanity.&lt;br /&gt;
If the user has Psionic Psychosis, heals an additional 5 Sanity.&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Swarm (2)&lt;br /&gt;
|Spend two psionic essence to call forth a psionic energy cloud that will rip at foes and protect you for a short time.&lt;br /&gt;
|Lasts 30 life ticks.&lt;br /&gt;
|-&lt;br /&gt;
|Pain Infliction (2)&lt;br /&gt;
|Expend two psi points to inflict pain upon whatever person you are currently grabbing in a tight hold.&lt;br /&gt;
|Must be aggressively grabbing the person.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Weapon Construction (3) || Using an oddity, you create a permanent weapon out of it, sacrificing the oddity to have it randomly become a range weapon. The oddities stats affect what is most likely to be created, but the choice is still random. Psionic guns &#039;&#039;&#039;do not&#039;&#039;&#039; come loaded. || Creates one six random guns. All guns are 10% to 20% weaker than than their official versions. All weapons come with a specific style, name, and description that makes them more interesting and reveal their nature. These can be modified and upgraded.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Melee Construction (3) || Using an oddity, you create a permanent weapon out of it, sacrificing the oddity to have it randomly become a melee weapon. The oddities stats affect what is most likely to be created, but the choice is still random. || Creates one six random melee weapons. They have unusual but crappy tool qualities and are suited better as decent weapons, though are easily outshone end game weaponry. All weapons come with a specific style, name, and description that makes them more interesting and reveal their nature. These can be modified and upgraded.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Call (2) || You call burrowing creatures from all nearby burrows and cracks. What appears is random. None of the things called are inherently friendly to you, meaning you may call things that are hostile and attack you and your allies. || Useful if you need a distraction, cannon fodder, you&#039;re a cht&#039;mant looking to (hopefully) call roaches or spiders to your location. Use at your own risk.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Banish (4) || You force all burrowing creatures to flee from you, forcing them to go inside their burrows and leave for parts unknown. || Some creatures may actively try to resist the affect. Only works on creatures capable of burrowing and only if a burrow they can reach is nearby. Resisting creatures will still attack if you get close and may give up if they cannot reach the burrow.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Armor (4) || You create a suit of psionic armor which provides decent all-round protection for you. Using this power destroys whatever armor, boots, gloves, and hat you are wearing. The suit enhances your cognition for each piece you&#039;re wearing but they disappear if you remove it for any reason. || Each Psionic Armor piece gives +5 Cognition for a total of 20.&lt;br /&gt;
Each Psionic Armor piece has an armor value of 8.&lt;br /&gt;
Psionic Armor pieces are all space proof.&lt;br /&gt;
Psionic Armor Gloves and Boots are both insulated and the boots prevent slipping. &lt;br /&gt;
The hood provides a mood setting light.&lt;br /&gt;
Psion Robes however do slow down the wearer.&lt;br /&gt;
|-&lt;br /&gt;
| Journey to Nowhere (5) || You teleport yourself, whatever you are holding or wearing, and any person you are grabbing to the nightmare realm known as Deep Maintenance. You are not guaranteed safety and the effect weakens you on arrival. While you will always land in an empty spot, you may be surrounded by traps or possibly hostile life forms that will rip you limb from limb immediately. || &#039;&#039;&#039;Do not use this unless you are heavily armored, carrying lots of supplies, and prepared. Taking yourself and an unwilling subject is considered attempted murder. Keep in mind, as a psion, if you die in deep maintenance it is unlikely you will be found and rescued.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Job Specific Powers===&lt;br /&gt;
Job specific powers are linked to a specific job and cannot normally be obtained without playing that specific job. Unlike standard or greater powers, these are generally thematic and may cost lesser or more points than either.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic Restoration (2) || You heal whoever you are presently grabbing for damage similar to psychosomatic healing, but weaker and a little safer. || Heals 30 brute and 30 burn at the cost of double the psi essence. This power, however, doesn&#039;t cause pain like its lesser variant.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Tranquility (2) || Expend two psi points of your psi essence to calm the mind of another person you are grappling and restore their sanity.&lt;br /&gt;
|Heals [10 Sanity + Cog/2].&lt;br /&gt;
If the user has Psionic Attunement, heals an additional 20 Sanity.&lt;br /&gt;
If the user has Psionic Psychosis, heals an additional 10 Sanity.&lt;br /&gt;
|-&lt;br /&gt;
| Cerebral Regeneration (3) || Heals the mind of whoever you are grappling or yourself if you are currently grabbing nobody. When used on yourself, the power cost is reduced to 0. || This power heals 60 brain damage instantly but does not cure the effect that caused the brain damage so additional healing may be needed. Works on people who are unconscious but not dead. The cost is free if used on yourself.&lt;br /&gt;
|-&lt;br /&gt;
|Peace of Mind (4)&lt;br /&gt;
|Expend four psi points to put whatever person you are currently grabbing to sleep for a short time.&lt;br /&gt;
|Must be aggressively grabbing the person.&lt;br /&gt;
|-&lt;br /&gt;
| Gift of the Psion (4) || You reach into the mind of another you are grappling and attempt to empower them, giving you different effects based on what they are. This power requires massive amounts of essence to use and its highly suggested that you take the time to provide actual psychological help in the mean time. || When grappling someone this power grants different perks based on if the target is a psion or not. In a psion, they gain Psionic Grace and in a non-psion they gain Mind Over Matter. Do keep in mind, using this power &#039;&#039;&#039;logs and messages admins&#039;&#039;&#039;, so be sure to employ actual roleplay and try not to game the benefit too much.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Xenoarchaeology-Aquired Powers === &lt;br /&gt;
Some powers can be learned through the use of artifacts acquired through [[Guide_To_Xenoarchaeology|Xenoarchaeology]], or through crafting.&lt;br /&gt;
&lt;br /&gt;
When inside of psionic catalysts, each power has a resonance that is used in crafting with the E.A.R located in the Soteria Institute.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes !! Recipe !! Resonance                          &lt;br /&gt;
|-&lt;br /&gt;
| Electro-Kinetic Orb (0) &lt;br /&gt;
| 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. &lt;br /&gt;
| Unlike other physical powers, this orb scales off of your cognition. While allowing you to stay at range, it is more costly to use than psychic blade and doesn&#039;t get bonus damage from two handing or having high robustness.&lt;br /&gt;
|WarmColdClimateHealing&lt;br /&gt;
|Electro: Quick&lt;br /&gt;
|-&lt;br /&gt;
| Cryo-Kinetic Orb (0)&lt;br /&gt;
| 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. &lt;br /&gt;
| Unlike other physical powers, this orb scales off of your cognition. While allowing you to stay at range, it is more costly to use than psychic blade and doesn&#039;t get bonus damage from two handing or having high robustness.&lt;br /&gt;
|SuppressionAgeClimate&lt;br /&gt;
|Cold&lt;br /&gt;
|-&lt;br /&gt;
| Pyro-Kinetic Orb (0) &lt;br /&gt;
| 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. &lt;br /&gt;
| Unlike other physical powers, this orb scales off of your cognition. While allowing you to stay at range, it is more costly to use than psychic blade and doesn&#039;t get bonus damage from two handing or having high robustness.&lt;br /&gt;
|SuppressionClimateHealing&lt;br /&gt;
|Warm&lt;br /&gt;
|-&lt;br /&gt;
|Kinetic Barrier (2)&lt;br /&gt;
|Expend two psi points to create a psychic barrier a short distance from where the psion is facing. It blocks all movement and projectiles, but not vision.&lt;br /&gt;
|Lasts for 10 seconds&lt;br /&gt;
|ProtectionWarm&lt;br /&gt;
|Suppression&lt;br /&gt;
|-&lt;br /&gt;
|Psychoactive Manipulation (2)&lt;br /&gt;
|Expend two points of essence to psionically manipulate an oddity. Unlike other, more refined methods, this process is entirely random. The process could make the oddity or anomaly better or worse.&lt;br /&gt;
|Can be used to fish for perks on an oddity.&lt;br /&gt;
|SeekingGreater&lt;br /&gt;
|Greater&lt;br /&gt;
|-&lt;br /&gt;
|Chosen Control (4)&lt;br /&gt;
|Expend four psi points to clear all effects that impede one&#039;s control. Remove stuns, paralysis, pain, agony, restrainments, and clears the users body of all chemicals and addictions.&lt;br /&gt;
|Removes handcuffs and shoecuffs, dropping them on the ground.&lt;br /&gt;
|HealingSuppressionClimateCarbon&lt;br /&gt;
|Suppression&lt;br /&gt;
|-&lt;br /&gt;
|Locate Mind-Essence (5)&lt;br /&gt;
|Expend five points of essence to psionically detect the thoughts and location of another higher life form. Does not work on animals, cruciform bearers, synthetics, or those wearing psionic protection. Can locate lingering echoes of thoughts in the deceased, allowing you to find bodies.&lt;br /&gt;
|Gives coordinates as well as area name&lt;br /&gt;
|ClimateRegicideSuppression&lt;br /&gt;
|Seeking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Maintenance Powers ===&lt;br /&gt;
Deep Maintenance Powers are found when combating Deep Maintenance monsters, typically found after sifting through the ashes, or through crafting. &lt;br /&gt;
&lt;br /&gt;
When inside of psionic catalysts, each power has a resonance that is used in crafting with the E.A.R located in the Soteria Institute.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes !! Recipe !! Resonance&lt;br /&gt;
|-&lt;br /&gt;
| Layered Psychic Shield (1) || Creates a layered shield capable of blocking bullets, energy beams, and melee attacks. || Functions exactly like a standard shield.&lt;br /&gt;
Unlike the Psychic Shield, it does not upgrade in-hand shields.&lt;br /&gt;
&lt;br /&gt;
Shield created is upgrade-able by Psychic Shield.&lt;br /&gt;
|ProtectionProtection&lt;br /&gt;
|Protection&lt;br /&gt;
|-&lt;br /&gt;
|Nightmarish Mind (1)&lt;br /&gt;
|Expend a single psi point to realign your mind to that of nightmare stalkers, causing them to not react to your presence, even when you attack them. May have unforeseen consequences.&lt;br /&gt;
|Sets your faction to the same as stalkers.&lt;br /&gt;
If you are a Cht&#039;Mant, or have genetical changed your faction, then this overrides it.&lt;br /&gt;
|QuickSeeking&lt;br /&gt;
|Night&lt;br /&gt;
|-&lt;br /&gt;
|Rust (1)&lt;br /&gt;
|Expend a single psi point to wither an object, making it rust away and weaken.&lt;br /&gt;
|Only makes the item in your active hand old.&lt;br /&gt;
|QuickQuick&lt;br /&gt;
|Rust&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Suture (1)&lt;br /&gt;
|Expend one of your essence to create a psionic suture in hand, able to stop bleeding. If you are more psionically gifted, it can even help heal wounds.&lt;br /&gt;
|Only dropped by flesh behemoths.&amp;lt;br&amp;gt;&lt;br /&gt;
If you have Psionic Attunement, you gain 1 more additional use on the summoned suture.&amp;lt;br&amp;gt;If you have Psionic Harmony, you gain 1 more additional use on the summoned suture.&amp;lt;br&amp;gt;By default deals 1 damage.&amp;lt;br&amp;gt;If you have Psionic Attunement, it adds 5 healing.&amp;lt;br&amp;gt;If you have Psionic Harmony, it adds 5 healing.&amp;lt;br&amp;gt;If you have Mind over Matter, it adds 5 healing.&amp;lt;br&amp;gt;If you have Mind Master, it multiplies healing by 2.&lt;br /&gt;
|HealingNull&lt;br /&gt;
|Healing&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Purify (1)&lt;br /&gt;
|Expend a psi points of your psi essence to clear out any chemical in your body, helpful or not.&lt;br /&gt;
|Only dropped by flesh behemoths. When inside a psionic catalyst, it&#039;s named Psionic Purify. Clears all chemicals on body, in blood and ingested.&lt;br /&gt;
|QuickNullDark&lt;br /&gt;
|Healing&lt;br /&gt;
|-&lt;br /&gt;
|Discombobulate (1)&lt;br /&gt;
|Spend an essence to violently destroy a pile of trash.&lt;br /&gt;
|Only dropped by the ponderous.&amp;lt;br&amp;gt;When used, it throws rods and glass as well as items inside around. Also makes a small smoke screen.&amp;lt;br&amp;gt;If you have Psionic Attunement, it removes the psionic cost.&lt;br /&gt;
|WarmClimate&lt;br /&gt;
|Warm&lt;br /&gt;
|-&lt;br /&gt;
|Decay (2)&lt;br /&gt;
|Expend two psi points to wither and rust every object a person you are grabbing is holding or wearing, rendering each object worse and weaker.&lt;br /&gt;
|It is able to delete power cells, makes the person wear plasma-infected clothing and deletes ammo inside of boxes or mags.&lt;br /&gt;
|QuickRust&lt;br /&gt;
|Age&lt;br /&gt;
|-&lt;br /&gt;
|Kings Decorum (2)&lt;br /&gt;
|Expend two psi points to expel gore, blood, and smoke to decorate the world as the king desires.&lt;br /&gt;
|Makes a smoke screen and shakes the camera of anyone around you.&lt;br /&gt;
|AgeRustCarbon&lt;br /&gt;
|Regicide&lt;br /&gt;
|-&lt;br /&gt;
|Reorganize (2)&lt;br /&gt;
|Expend a small amount of essence to compress a scrap pile into a condensed cube for easier transportation.&lt;br /&gt;
|Only dropped by the ponderous&lt;br /&gt;
If you have Psionic Attunement, only costs 1 psionic cost.&lt;br /&gt;
|QuickSuppression&lt;br /&gt;
|Suppression&lt;br /&gt;
|-&lt;br /&gt;
|Bring Darkness (3)&lt;br /&gt;
|Expend three psi points to break all the lights connected to the power grid near you. Does not work on independent light sources, sunlight, or grant you sight in darkness.&lt;br /&gt;
|Breaks all lights in the area you are in, also spawns blood messages that drain sanity.&lt;br /&gt;
|AgeNight&lt;br /&gt;
|Dark&lt;br /&gt;
|-&lt;br /&gt;
|Mindjack (3)&lt;br /&gt;
|Expend three psi points to force a lesser creature to ally with you, changing it to not only ally with colonists but to turn on its former friends. Does not work on creatures incapable of proper violence, such as rats.&lt;br /&gt;
|Only dropped by Hound of the Crown. When inside a psionic catalyst, it is named &amp;quot;Enslavement&amp;quot;. Sets faction of the mob to be &amp;quot;mindjacked&amp;quot;. Sets mob to be a colony ally and friendly to colony.&lt;br /&gt;
|RegicideAgeCarbon&lt;br /&gt;
|Greater&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Temperature Regulate (4)&lt;br /&gt;
|Expend four psi points to eather heat or cool your body.&lt;br /&gt;
|Only dropped by flesh behemoths&lt;br /&gt;
|ColdWarm&lt;br /&gt;
|Climate&lt;br /&gt;
|-&lt;br /&gt;
|Scrap Together (4)&lt;br /&gt;
|Expend some essence to collect trash from deepmaints and pile it in front of you.&lt;br /&gt;
|Only dropped by the ponderous&lt;br /&gt;
If you have Psionic Attunement, only costs 3 psionic cost.&lt;br /&gt;
|QuickSinking&lt;br /&gt;
|Seeking&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Ascension (5)&lt;br /&gt;
|Expend five psi points to ascend someone standing in front of you, making them a psion. The process is extremely damaging to the mind and you must stand still during it.&lt;br /&gt;
|Does not force the person to become a Psion. Deals brain damage to the person that uses the Power, not the newly ascended person.&lt;br /&gt;
|SteelRustAgeQuick&lt;br /&gt;
|Carbon&lt;br /&gt;
|-&lt;br /&gt;
|Cerebral Hemorrhage (5)&lt;br /&gt;
|Expend five psi points to destroy the brain of anyone you are grappling. Lesser creatures will be instantly slain in a messy fashion, unless they are harmless.&lt;br /&gt;
|Only dropped by The Dreaming King. Deals 60 brain damage to any human type mob. Directly proc calls gib on mobs that are not human type.&lt;br /&gt;
|CarbonRegicideNight&lt;br /&gt;
|Sinking&lt;br /&gt;
|-&lt;br /&gt;
|Seek the Dream (5)&lt;br /&gt;
|Expend five psi points and wither your body and mind to call three dreaming daemons from somewhere else. They are not inherently allied to you.&lt;br /&gt;
|When inside a psionic catalyst named &amp;quot;Dream Seeker&amp;quot;. Removes 20 stats other then Viv and Ana. Makes everyone within 10 tiles of you have screen shake.&lt;br /&gt;
|SeekingNight&lt;br /&gt;
|Seeking&lt;br /&gt;
|-&lt;br /&gt;
| Void robe (6) || When applied, it creates an ultra-light protected cloak, spurring the wearer to new adventures in the kingdom of the king of dreams! Each part of the kit enhances the psion&#039;s thinking abilities and accelerates his step. || Each Void robe piece gives +5 Cognition for a total of 20.&lt;br /&gt;
Each Void robe piece has a variation in armor level.&lt;br /&gt;
Void robe pieces are all space proof.&lt;br /&gt;
Void robe gloves and boots are both insulated and the boots prevent slipping. &lt;br /&gt;
The hood provides a mood setting light.&lt;br /&gt;
Void robe set speeds up the wearer&lt;br /&gt;
|ProtectionSuppression&lt;br /&gt;
|Protection&lt;br /&gt;
|-&lt;br /&gt;
| Durable shell (8) || Creates a set of very strong armor, using your mind and the environment as the material. Each piece of armor replaces the clothes you are already wearing, and provides additional strength to your body, in exchange for your psionic abilities. || Each Durable shell piece gives +5 Toughness for a total of 20.&lt;br /&gt;
Durable shell robe piece has an armor value of 15 as well as a 100 bomb armor.&lt;br /&gt;
Durable shell pieces are all space proof.&lt;br /&gt;
Durable shell gloves and boots are both insulated.&lt;br /&gt;
The helmet provides a powerful light.&lt;br /&gt;
Durable shell robes however slow down the wearer.&lt;br /&gt;
|SuppressionProtectionProtectionProtection&lt;br /&gt;
|Protection&lt;br /&gt;
|-&lt;br /&gt;
|Merge Flesh and Steel (10)&lt;br /&gt;
|Expend a massive pool of ten psi points and your own body to become something greater. To grasp at perfection, one must make sacrifices...&lt;br /&gt;
|When inside a psionic catalyst, it&#039;s named &amp;quot;Heretical Ascension&amp;quot;. Does not allow you to play/control the greater being.&lt;br /&gt;
|CarbonRustAgeQuick&lt;br /&gt;
|Steel&lt;br /&gt;
|}&lt;br /&gt;
==Psionic Perks==&lt;br /&gt;
Psionic powers may be effected by perks, which can be gained by background character options, oddities, or other effects in round. Psionic perks are usually pretty limited towards what they effect, but can drastically change your play style depending on what they do and what you have. Below is a list of perks that psions may potentially have.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Psion || You have, through some method you may or may not understand, delved into the secrets of psionic ascension and gained powers beyond your understanding. While your mind has become far stronger, your body has weakened slightly. You require a bit more food to support the specialized organ you&#039;ve developed. &lt;br /&gt;
Additionally, you must always maintain purity of body, any implants, cruciforms, or synthetics will be violently rejected as long as your psionic organ is in your head.&lt;br /&gt;
| Given by your psion organ. -20 Max Health, very minuscule hunger increase, an additional organ in your head, and all non-organic implants, modules, or body parts are forcefully and painfully ejected from the body.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Psychosis|| You lived a life of unsettled violence. Maybe it was circumstance, maybe it was necessity, or maybe you just liked hurting people. No matter the reason, your mind is attuned to bloody violence and your potential as a psion reflects that. No matter your stats or physical body, you always deal maximum damage when using scaling psionic weaponry you create.|| Any temporary psionic item that scales off of any stat deals its maximum damage regardless of your abilities. (Telekinetic fist always deals 33 damage and has 6 tile knock-back, psychic blade deals 33 damage per hit, etc. etc.)&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Harmony || You have achieved inner harmony, your balance of emotion giving you peace of mind and thus expanding your potential as a psion. With this frame of mind, you retain a higher maximum psi pool than others, increasing your capacity by two.|| Your maximum psi points increases by 2. This effect stacks.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Attunement || You have, through practice or innate talent, mastered your psionic abilities to such a degree that you have greater control of the negative side effects of your powers. Whenever you use a psionic power that has negative side effects, you take only half the penalties a psion normally would. || You take 50% less penalty when using abilities like psychosomatic healing, psychosomatic transference. etc. etc. You also remove the cost of using telepathy and telekinetic prowess. &lt;br /&gt;
|-&lt;br /&gt;
| Mind Master || Your training as a Soteria psychologist and understanding of psychiatry has given you a deep understanding of how the mind works. As a result, if you became a psion, you have an expanded set of powers that aid you in your work, with additional essence to use your abilities.|| Your maximum psi points increases by 5. This effect stacks.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Grace || The latent effects of a fellow psion with mastery over the mind has enhanced your abilities. The gifted enhancement allows you to recover your psi essence twice as fast. || The time it takes to recover psi essence is halved.&lt;br /&gt;
|-&lt;br /&gt;
| Mind over Matter || You felt the grace of a psion touching your mind and bringing about a level of peace and perfection you never quite considered. Now, as a result, your body and mind work beyond any potential they once had. || You gain a +10 to most stats for the remainder of the shift. This perk is only available to non-psions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= E.A.R =&lt;br /&gt;
The EGO: E.A.R. T-01-92beta S-23 (aka E.A.R) is dark marble machinery that is used to craft different psionic catalysts. &lt;br /&gt;
&lt;br /&gt;
Crafting is based off different &amp;quot;Resonances&amp;quot; found inside a non-used powered psionic catalyst. To see recipes in game you can look to the EGO: E.A.R Music Sheet or use the tables found on this wiki page.&lt;br /&gt;
&lt;br /&gt;
E.A.R has a maximum of four psionic catalysts, if a recipe overlaps, it will create more then one psionic catalyst.&lt;br /&gt;
&lt;br /&gt;
When adding psionic catalysts, Pillar slot order matters, as when the E.A.R is activated it will go in order from 1st to 4th and grab the Resonance. If a Pillar is unused, it will add nothing. Note that you can skip slots and still have successful crafting. &lt;br /&gt;
&lt;br /&gt;
Note that used psionic catalysts turn the resonance to &amp;quot;Null&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== How to use the E.A.R ==&lt;br /&gt;
&lt;br /&gt;
# Gather many different psionic catalysts. More different types the better&lt;br /&gt;
# Click the psionic catalysts onto the E.A.R and slot them.&lt;br /&gt;
# Once you&#039;re done slotting in psionic catalysts, click the E.A.R with a open hand and activate it.&lt;br /&gt;
&lt;br /&gt;
Once done you&#039;re hopefully rewarded with new psionic catalysts. &lt;br /&gt;
&lt;br /&gt;
== E.A.R Trivia ==&lt;br /&gt;
* E.A.R has a hidden description that reads as the following &amp;quot;Design and prototyped by a non psionic CRO, many personal touches are engraved in runes, fractal patterns and small engraving of a name starting with a stylized T.&amp;quot;&lt;br /&gt;
* T in T-01 stands for Tech, S in S-23 stands for Sanity.&lt;br /&gt;
* E.A.R stands for Eternal Ascension Resonances.&lt;br /&gt;
* The E.A.R as well as Music Sheet names are inspired by a few different manga, while the mechanics are inspired by a gacha game. &lt;br /&gt;
&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Perks&amp;diff=4622</id>
		<title>Perks</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Perks&amp;diff=4622"/>
		<updated>2025-02-03T22:12:12Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: /* Random Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039; are special attributes that are gained or lost through your [[Jobs|Job]], your [[Character Creation|background]], or through [[Sanity#Oddities|assorted]] circumstances. Most of these are permanent, so it may be worth your while to decide what type of overall character you&#039;d like before going after some of these.&lt;br /&gt;
&lt;br /&gt;
== Perk Listing ==&lt;br /&gt;
=== Racial Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk !! Description !! Source&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Last Stand&#039;&#039;&#039;&lt;br /&gt;
|On-demand pain relief. 15m cooldown.&lt;br /&gt;
|[[Sablekyne]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bone Plated&#039;&#039;&#039;&lt;br /&gt;
|Higher pain tolerance.&lt;br /&gt;
|[[Sablekyne]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brawny Build&#039;&#039;&#039;&lt;br /&gt;
|Knockdown immunity to all mobs when walking.&lt;br /&gt;
|[[Sablekyne]] Racial&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Sudden Brilliance&#039;&#039;&#039;&lt;br /&gt;
|MEC/COG/BIO boost, 25m cooldown.&lt;br /&gt;
|[[Mar&#039;qua]] Racial&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Inspired Intellect&#039;&#039;&#039;&lt;br /&gt;
|Gain inspiration much faster.&lt;br /&gt;
|[[Mar&#039;qua]] Racial&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Adapted Nervous System&#039;&#039;&#039;&lt;br /&gt;
|Increased NSA and cannot become addicted.&lt;br /&gt;
|[[Mar&#039;qua]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tenacity&#039;&#039;&#039;&lt;br /&gt;
|On-demand mild heal and painkiller, 15m cooldown.&lt;br /&gt;
|[[Humans|Human]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Will to Survive&#039;&#039;&#039;&lt;br /&gt;
|On-demand organ heal, 30m cooldown.&lt;br /&gt;
|[[Humans|Human]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inspiring Battlecry&#039;&#039;&#039;&lt;br /&gt;
|Temporary combat stat boost to everyone within hearing range.&lt;br /&gt;
|[[Humans|Human]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enhance Senses&#039;&#039;&#039;&lt;br /&gt;
|TGH/VIG boost and can see within the darkness for a short amount of time, 15m cooldown.&lt;br /&gt;
|[[Kriosans|Kriosan]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instinctual Skill&#039;&#039;&#039;&lt;br /&gt;
|Can use most ranged weapons in one hand with no penalties.&lt;br /&gt;
|[[Kriosans|Kriosan]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reckless Frenzy&#039;&#039;&#039;&lt;br /&gt;
|Massive TGH/ROB boost, Massive COG/VIG/MCH/BIO decrease, 15m cooldown.&lt;br /&gt;
|[[Akula]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Iron Flesh&#039;&#039;&#039;&lt;br /&gt;
|Will never have bullets or objects embed into your body.&lt;br /&gt;
|[[Akula]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Adrenaline Burst&#039;&#039;&#039;&lt;br /&gt;
|Movement speed boost, 15m cooldown.&lt;br /&gt;
|[[Naramad]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydration Reliance&#039;&#039;&#039;&lt;br /&gt;
|Drinking water heals you slowly over time.&lt;br /&gt;
|[[Naramad]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Born Warrior&#039;&#039;&#039;&lt;br /&gt;
|Proficient with melee weapons, they never embed in a enemy.&lt;br /&gt;
|[[Naramad]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Purge Toxins&#039;&#039;&#039;&lt;br /&gt;
|On-demand toxins and addictions cleanse, 15m cooldown.&lt;br /&gt;
|[[Cindarite]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Uncanny Resilience&#039;&#039;&#039;&amp;lt;!--nameInCode:Uncanny Resiliance--&amp;gt;&lt;br /&gt;
|On-demand infection heal/stabilizer, 30m cooldown.&lt;br /&gt;
|[[Cindarite]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Second Skin&#039;&#039;&#039;&lt;br /&gt;
|No slow down from wearing heavy armor, and can instantly put it on or take it off.&lt;br /&gt;
|[[Cindarite]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Circuit&#039;&#039;&#039;&lt;br /&gt;
|Acquire a turret circuit that then be turned into a turret. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Patch Kit&#039;&#039;&#039;&lt;br /&gt;
|Personnel IFAK. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Tools&#039;&#039;&#039;&lt;br /&gt;
|On-demand filled Tool Belt spawn of power tools. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Medicine&#039;&#039;&#039;&lt;br /&gt;
|On-demand filled Tool Belt spawn of medicine. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Armaments&#039;&#039;&#039;&lt;br /&gt;
|On-demand filled Tool Belt spawn of security items and stun gadgets. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scuttlebug&#039;&#039;&#039;&lt;br /&gt;
|Faster movement speed.&lt;br /&gt;
|[[Cht’mant]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chitin Armor&#039;&#039;&#039;&lt;br /&gt;
|Better physical resistance.&lt;br /&gt;
|[[Cht’mant]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Produce Ichor&#039;&#039;&#039;&lt;br /&gt;
|Can make advanced med kits at the cost of nutrition. &lt;br /&gt;
|[[Cht’mant]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diverse Culture&#039;&#039;&#039;&lt;br /&gt;
|Adds another language to be spoken.&lt;br /&gt;
|Human, Exalt Human&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Produce Repair Goo&#039;&#039;&#039;&lt;br /&gt;
|You can vomit out glue-like goo that functions exceptionally well for tool and general repairs&lt;br /&gt;
|[[Cht&#039;mant]] Ro caste&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Folken Photo-Healing&#039;&#039;&#039;&lt;br /&gt;
|You can use the light to heal wounds, standing in areas of bright light will increase your natural regeneration. Works better on young Folken.&lt;br /&gt;
|[[Folken]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mycus Regeneration&#039;&#039;&#039;&lt;br /&gt;
|You heal as long as you are in the darkness, increasing your natural regeneration&lt;br /&gt;
|[[Mycus]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spawn Shroomling&#039;&#039;&#039;&lt;br /&gt;
|Shroomlings are animal-intelligence mycus capable of following simple orders like &#039;Shroomling &#039;Name&#039; Follow.&#039; and &#039;Shroomling &#039;Name&#039; Stop.&#039; who will stay by you when ordered. While capable of fighting, they are quite weak, the major benefit of having one is they may turn any food you feed into them into useful healing chemicals contained in bottles of resin.&lt;br /&gt;
|[[Mycus]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spawn Slime-Mold&#039;&#039;&#039;&lt;br /&gt;
|Slime-mold shroomlings are animal-intelligence mycus capable of following simple orders like &#039;Slime-Mold &#039;Name&#039; Follow.&#039; and &#039;Slimd-Mold &#039;Name&#039; Stop.&#039; who will stay by you when ordered. Slime-molds are made for combat, being incredibly sturdy and physically strong, able to regenerate even the worst wounds. Unfortunately they suffer from poor eyesight, requiring threats to get close before they notice them.&lt;br /&gt;
|[[Mycus]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Carnivore&#039;&#039;&#039;&lt;br /&gt;
|You are an obligate carnivore. You get very little nutrition from standard nutriment, but gain alot from meat and protein based products.&lt;br /&gt;
|[[Sablekyne]], [[Akula]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Herbivore&#039;&#039;&#039;&lt;br /&gt;
|You are an obligate carnivore. You get very little nutrition from standard nutriment, but gain alot from meat and protein based products.&lt;br /&gt;
|Homeworld Neapolis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hypermytosis&#039;&#039;&#039;&lt;br /&gt;
|You can kick your natural regeneration into high-gear, regenerating limbs and improving healing.&lt;br /&gt;
|[[Aulvae]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Adaptive Anatomy&#039;&#039;&#039;&lt;br /&gt;
|You can burn spare calories to momentarily temper either your physical or mental attributes.&lt;br /&gt;
|[[Aulvae]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Caloric Redline&#039;&#039;&#039;&lt;br /&gt;
|By burning through mass at an excessive rate an Aulvae can push their body to move with surprising swiftness, albeit losing some of the fine control over their movements.&lt;br /&gt;
|[[Aulvae]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gelatinous Biology&#039;&#039;&#039;&lt;br /&gt;
|Your peculiar anatomy afford you a variety of benefits compared to most organics. Toxins will generally heal instead of hurt, whereas anti-toxins will hurt instead of heal. Additionally, you are somewhat resistant to NSA overload, and can slowly regenerate health so long as you have nutrition.&lt;br /&gt;
|[[Aulvae]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Background Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kin to the Spiders&#039;&#039;&#039;&lt;br /&gt;
|Lose Roach faction, gain Spider faction.&lt;br /&gt;
|[[Cht’mant]] Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spin Webs&#039;&#039;&#039;&lt;br /&gt;
|Spawn a web tile centered on yourself. 5s cooldown.&lt;br /&gt;
|Kin to the Spiders&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sol Born&#039;&#039;&#039;&lt;br /&gt;
|Higher addiction chance, lower tolerance for chemicals.&lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Klutz&#039;&#039;&#039;&lt;br /&gt;
|Clumsy trait. Guns/melee backfire on you.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chem Addict&#039;&#039;&#039;&lt;br /&gt;
|Higher addiction chance, higher tolerance for chemicals.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sure Step&#039;&#039;&#039;&lt;br /&gt;
|Lower chance to set off traps/mines, prevents tripping on underplating.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Raider&#039;s Leap&#039;&#039;&#039;&amp;lt;!--nameInCode:Raiders Leap--&amp;gt;&lt;br /&gt;
|Faster climbing. &lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unclean Living&#039;&#039;&#039;&lt;br /&gt;
|Mild healing when smoking.&lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lead Blood&#039;&#039;&#039;&lt;br /&gt;
|Lower damage from toxins.&lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rough Life&#039;&#039;&#039;&lt;br /&gt;
|Defense against explosions and tripping.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nightcrawler&#039;&#039;&#039;&lt;br /&gt;
|Normal walk speed when in darkness.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quiet as a Mouse&#039;&#039;&#039;&lt;br /&gt;
|All sound from actions is quieter. &lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Green Thumb&#039;&#039;&#039;&lt;br /&gt;
|Easier identification and analysis of all plants without device.&lt;br /&gt;
| Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lungs of Iron&#039;&#039;&#039;&lt;br /&gt;
|Lower oxygen requirement.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fast Fingers&#039;&#039;&#039;&lt;br /&gt;
|Silent pickpocketing from certain body slots.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nepotism&#039;&#039;&#039;&lt;br /&gt;
| You receive more credits in paychecks.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Debtor&#039;&#039;&#039;&lt;br /&gt;
|You owe money to someone or something. Unfortunately, your wages have been garnished to make up the difference&lt;br /&gt;
|Exalt Human&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Splicer&#039;&#039;&#039;&lt;br /&gt;
|Your genes are heavily modified already, your base genetic instability is 20%, even if you don&#039;t have any mutations&lt;br /&gt;
|Exalt Human&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lazarus Protocol&#039;&#039;&#039;&lt;br /&gt;
|Chance of revival to unconsciousness on death with mild heal.&lt;br /&gt;
|Augmentation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Holy aura that lightly heals those of the Absolute around you.&lt;br /&gt;
|Admin only&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;True Faith&#039;&#039;&#039;&lt;br /&gt;
| Protects and reduces damage taken as a member of the Absolute.&lt;br /&gt;
|Augmentation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Linguist&#039;&#039;&#039;&lt;br /&gt;
|Can speak one more language than the average person.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nihilist&#039;&#039;&#039;&lt;br /&gt;
|This increases chance of positive breakdowns by 30% and negative breakdowns by 20%. Seeing someone die has a random effect on you: Sometimes you won’t take any sanity loss and you can even gain back sanity, or get a boost to your cognition&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Idealist&#039;&#039;&#039;&lt;br /&gt;
|Your Insight gain is faster when you are around sane people and they will recover sanity when around you. When you are around people that are low on health or sanity, you will take sanity damage&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wealthy Upbringing&#039;&#039;&#039;&lt;br /&gt;
|Start with an heirloom weapon, removed sanity damage cap. Stay clear of filth and danger.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exact Values&#039;&#039;&#039;&lt;br /&gt;
|Unlike most people you can fully visualize your own stats, owing to your greater grasp of the concepts. This is in addition to knowing exactly how likely you were to fail after failing some tasks. This ability does not extend to medical matters, wounds or similar. &lt;br /&gt;
|Settings or Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bloodlust Aura&#039;&#039;&#039;&lt;br /&gt;
|When more simple-minded combatives evaluate you, they will target you immediately&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Natural Style&#039;&#039;&#039;&lt;br /&gt;
|All melee weapons that attack at range have a little bit extra reach when you wield them. Increases max sanity, as well as helps lower sanity damage from environment.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Map Maker&#039;&#039;&#039;&lt;br /&gt;
|When holding paper and a box of crayons (must have at least 1 crayon) or a multi-colour pen you can from time to time create a complex map of the area around you in a 20 range. This map will show humanoids and non-humanoids. With constant work you should be able to increase your range of map making.&lt;br /&gt;
Note: Constantly using the perk will level up a task in Show Tasks, every level gives + 1 range.&lt;br /&gt;
Example: Task level at 4 would mean your map range is 24 tiles.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Job Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exotic Inspiration&#039;&#039;&#039;&lt;br /&gt;
|MEC/COG boost when drunk.&lt;br /&gt;
|[[Guild Master]], [[Guild Adept]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Handyman&#039;&#039;&#039;&lt;br /&gt;
|Deconning any salvageable object gives refined scrap. Also increased chances of more rare materials.&lt;br /&gt;
|[[Guild Master]], [[Guild Adept]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperzine Injections&#039;&#039;&#039;&lt;br /&gt;
|Hyperzine injection, 15m cooldown.&lt;br /&gt;
|[[Chief Executive Officer]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Market Professional&#039;&#039;&#039;&lt;br /&gt;
|By looking at a item, you can tell what its price is. &lt;br /&gt;
|[[Cargo Technician]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical Expertise&#039;&#039;&#039;&lt;br /&gt;
|Lower addiction chance, higher threshold for chemicals. Also used as a bypass perk for using many health related systems such as sleepers, health scanners, and chemical dispensers.&lt;br /&gt;
|[[Lifeline Technician]], [[Psychologist]], [[Medical Doctor]], [[Chief Biolab Overseer]], &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surgery Training&#039;&#039;&#039;&lt;br /&gt;
|While you may not know the more advanced medical procedures, your mandatory training on surgery for implantation purposes allows you to perform basic surgical procedures with ease.&lt;br /&gt;
|[[Chief Research Overseer]], [[Roboticist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Surgical Techniques&#039;&#039;&#039;&lt;br /&gt;
|Your surgical training and experience have tempered your special techniques for treating patients, enabling you to make more effective and efficient use of your resources when reconstituting their bodies. Also enables the use of more complicated medical equipment.&lt;br /&gt;
|[[Chief Bioloab Overseer]], [[Medical Doctor]], [[Medical Resident]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Robotics Expert&#039;&#039;&#039;&lt;br /&gt;
|Your formal training and experience in advanced mech construction and complex devices has made you more adept at working with them.&lt;br /&gt;
|[[Chief Research Overseer]], [[Roboticist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ear of Quicksilver&#039;&#039;&#039;&lt;br /&gt;
|Larger hearing radius, higher damage from noise.&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expert Scavenger&#039;&#039;&#039;&lt;br /&gt;
|Chance of rare items from trash piles.&lt;br /&gt;
|[[Prospector]], [[Salvager]], [[Expedition Foreman]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anomaly Hunter&#039;&#039;&#039;&lt;br /&gt;
|Hints at the perk that a oddity holds.&lt;br /&gt;
|[[Prospector]], [[Salvager]], [[Expedition Foreman]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immovable Object&#039;&#039;&#039;&lt;br /&gt;
|Knockdown immunity against mobs when walking.&lt;br /&gt;
|[[Blackshield Commander]], [[Warrant Officer]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sommelier&#039;&#039;&#039;&lt;br /&gt;
|Immunity to becoming drunk with the Premier&#039;s super secret booze stash, and gives a TGH boost for ten minutes. &lt;br /&gt;
|[[Premier]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rough and Tumble&#039;&#039;&#039;&lt;br /&gt;
|As a prospector you&#039;ve been through it all. Spider bites, random cuts on rusted metal, animal claws, getting shot and even set on fire. As a result you resist every type of damage just a little bit better than salvagers.&lt;br /&gt;
| [[Prospector]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blackshield Conditioning&#039;&#039;&#039;&lt;br /&gt;
|Thanks to special training received in the course of employment within the Blackshield your body is a bit more resistant to brute force damage and burns due to proper conditioning.&lt;br /&gt;
| [[Trooper]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Key Smith&#039;&#039;&#039;&lt;br /&gt;
|With a massive collection of keys, you can access many areas. However, finding the right key tends to take time... And you haven&#039;t been given all the keys to the place.&lt;br /&gt;
| [[Janitor]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Artist&#039;&#039;&#039;&lt;br /&gt;
|You have a lot of expertise in making works of art. You gain more insight from any and all sources. However, you only improve by creating works of art.&lt;br /&gt;
| [[Artist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Periodic Table&#039;&#039;&#039;&lt;br /&gt;
|You get quarter more NSA than a normal person. You can also see all reagents in beakers.&lt;br /&gt;
|[[Chief Biolab Overseer]], [[Medical Doctor]], [[Medical Resident]], [[Lifeline Technician]], [[Psychologist]], [[Chief Research Overseer]], [[Scientist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bar Menu&#039;&#039;&#039;&lt;br /&gt;
|You can identify common ingredients that went into food or drinks and how much was used.&lt;br /&gt;
|[[Bartender]], [[Chef]], [[Botanist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Illegal Substance Training&#039;&#039;&#039;&lt;br /&gt;
|You know how to easily identify certain kinds of illegal chemical contraband.&lt;br /&gt;
|[[Blackshield Commander]], [[Sergeant]], [[Trooper]], [[Blackshield Cadet]], &#039;Former ganger&#039; [[Akula]] background, &#039;Former Medical Intern&#039; career background&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bolt Action Rifle Training&#039;&#039;&#039;&lt;br /&gt;
|Through intense and repetitive training with bolt-action and lever-action rifles, you will always chamber a new round instantly after firing.&lt;br /&gt;
|[[Blackshield Commander]], [[Sergeant]], [[Trooper]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Master Butcher&#039;&#039;&#039;&lt;br /&gt;
|You can harvest additional valuable parts from animals you cut up.&lt;br /&gt;
|[[Lodge Hunt Master]], [[Lodge Hunter]], [[Lodge Herbalist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Naturalist&#039;&#039;&#039;&lt;br /&gt;
|Make better use of grown plants to harvest more fruit and more properly manage the use of medical supplies like blood tongues or powder pouches. You always harvest with an additional bonus. You are also a capable surgeon.&lt;br /&gt;
|[[Lodge Hunt Master]], [[Lodge Herbalist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SI Science Training&#039;&#039;&#039;&lt;br /&gt;
|You know how to use RnD core consoles and Exosuit Fabs.&lt;br /&gt;
|[[Chief Research Overseer]], [[Scientist]], [[Roboticist]], [[Chief Biolab Overseer]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Humble Cleanser&#039;&#039;&#039;&lt;br /&gt;
|Reduces the total sanity damage you can take from blood and filth. You can regain sanity by cleaning.&lt;br /&gt;
|[[Janitor]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Channeling&#039;&#039;&#039;&lt;br /&gt;
|You know how to channel spiritual energy during rituals. You gain additional skill points during group rituals, and have an increased regeneration of cruciform energy.&lt;br /&gt;
|[[Prime]], [[Vector]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Codespeak&#039;&#039;&#039;&lt;br /&gt;
|You know Marshal codes&lt;br /&gt;
|[[Warrant Officer]], [[Ranger]], [[Officer]], [[Marshal Junior Officer]], [[Supply Specialist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunsmith Master&#039;&#039;&#039;&lt;br /&gt;
|Your knowledge allows to not only repair firearms but expertly craft them. This includes the machines required to do so.&lt;br /&gt;
|[[Supply Specialist]], [[Warrant Officer]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spice up Food&#039;&#039;&#039;&lt;br /&gt;
|Your own special, secret touch in seasoning has anomalous properties that can enhance most food products.&lt;br /&gt;
|[[Chef]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Implant Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Community of the Saints&#039;&#039;&#039;&lt;br /&gt;
|You take 25% longer to complete all tool-based actions that aren&#039;t instantaneous.&lt;br /&gt;
|Cruciform&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nanite Regeneration&#039;&#039;&#039;&lt;br /&gt;
|You configure your nanite matrix to begin aiding in your natural healing.&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nanofiber Muscle Therapy&#039;&#039;&#039;&lt;br /&gt;
|Through the use of pain killers, implanted nanofibers, and small dispersed drug therapy to critical areas your nanogate has enhanced your physical movement speed and endurance, allowing you to run for longer stretches at a faster pace without tiring.&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nanite Skin-Weave&#039;&#039;&#039;&lt;br /&gt;
|Through the use of reactive nanites designed to plate together into a shield your machines can reform at a lightning pace to let you physically resist incoming damage by forming a mesh weave shield just before a strike connects.&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nanite Metal Drinker&#039;&#039;&#039;&lt;br /&gt;
|Allows the user to drink metals (like Gold/Silver/Iron/Potassium and more) to regain nutrition.&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nanite Chemicals&#039;&#039;&#039;&lt;br /&gt;
|You programmed and set aside a specific subset of nanites who have a singular purpose that you can call upon at any time to engage their effect, but this only works once. Available nanites: Symbiotes, Trauma Control System, Control Booster Utility, Control Booster Combat, Purger, Oxyrush, Nantidotes&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Munition Fabrication&#039;&#039;&#039;&lt;br /&gt;
|You programmed and set aside a specific subset of nanites whose singular purpose is to reconstruct themselves into ammunition boxes. The process is quite intensive and requires half an hour between uses.&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psionics ===&lt;br /&gt;
Psions get an additional set of perks. They are described in more detail in [[Psionics#Psionic_Perks|Psionics]].&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Psionic&#039;&#039;&#039;&lt;br /&gt;
|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. Your body is weaker &amp;lt;kbd&amp;gt;&amp;lt;!-- -20 max health --&amp;gt;&amp;lt;/kbd&amp;gt; and require a bit more food to support the specialized organs you&#039;ve developed.&lt;br /&gt;
Additionally, you must always maintain purity of body, any implants, cruciforms, or synthetics will be violently rejected as long as your psionic organ is in your head.&lt;br /&gt;
|[[Psionics|Psionic Implant]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Psionic Psychosis&#039;&#039;&#039;&lt;br /&gt;
|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.&lt;br /&gt;
|Upbringing Bedlam&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Psionic Harmony&#039;&#039;&#039;&lt;br /&gt;
|You retain a higher maximum psi pool than others, increasing your capacity by two.&lt;br /&gt;
|Upbringing Peaceful Life&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Psionic Attunement&#039;&#039;&#039;&lt;br /&gt;
|You have greater control of the negative side effects of your powers. Whenever you use a psionic power that has a negative side effects, you take only half the penalties a psion normally would. Equally, some lesser powers like telepathic projection and telekinetic prowess no longer cost essence to use.&lt;br /&gt;
|Career Former Scholar&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mind Master&#039;&#039;&#039;&lt;br /&gt;
|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.&lt;br /&gt;
|[[Psychologist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Psionic Grace&#039;&#039;&#039;&lt;br /&gt;
|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.&lt;br /&gt;
|Psionic power&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mind over Matter&#039;&#039;&#039;&lt;br /&gt;
|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.&lt;br /&gt;
|Psionic power&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Random Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Revival Sickness&#039;&#039;&#039;&lt;br /&gt;
|Decrease to mental/all stats, reduction in defense against all damage, increasing with times died. 30m cooldown. Rest while in a chair or bed to decrease cooldown.&lt;br /&gt;
|Death&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aulvae Decohesion Syndrome&#039;&#039;&#039;&lt;br /&gt;
|Decrease to ROB, TGH and VIG stats, reduction in defense against brute and burn damage, increasing with times died. 30 min cooldown. Rest while in a chair or bed to decrease cooldown.&lt;br /&gt;
|Death as [[Aulvae]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fungal Host&#039;&#039;&#039;&lt;br /&gt;
|Take toxin damage and inflict toxin damage to those around you at a recurring interval.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunslinger&#039;&#039;&#039;&lt;br /&gt;
|Faster firing speed for one handed weapons.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;True Grit&#039;&#039;&#039;&lt;br /&gt;
|Higher pain tolerance.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Springheel&#039;&#039;&#039;&lt;br /&gt;
|Faster movement speed.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Natural Armor&#039;&#039;&#039;&lt;br /&gt;
|Higher physical damage resistance.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thin Skin&#039;&#039;&#039;&lt;br /&gt;
|Lower physical damage resistance.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toxic Resistance&#039;&#039;&#039;&lt;br /&gt;
|Higher toxic damage resistance from weapons, not chems. &lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shell Shock&#039;&#039;&#039;&lt;br /&gt;
|Lowered ROB/TGH/VIG stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Failing Mind&#039;&#039;&#039;&lt;br /&gt;
|Lowered COG/MCH/BIO stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sharpened Mind&#039;&#039;&#039;&lt;br /&gt;
|Boosted COG/MCH/BIO stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner Strength&#039;&#039;&#039;&lt;br /&gt;
|Boosted ROB/TGH/VIG stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Snackivore&#039;&#039;&#039;&lt;br /&gt;
|Eating trashlike foods turns them into omnizine&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Will to Power&#039;&#039;&#039;&lt;br /&gt;
|Extra health&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Will of Iron&#039;&#039;&#039;&lt;br /&gt;
|Extra NSA and less being able to addicted to chemicals&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Survivor&#039;&#039;&#039;&lt;br /&gt;
|Witnessing death doesn&#039;t give you paranoia as much.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inspiring Presence&#039;&#039;&#039;&lt;br /&gt;
|You know just what to say to people and are able to inspire the best - or even worst - in others. People around you regain their sanity quicker&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Terrible Fate&#039;&#039;&#039;&lt;br /&gt;
|If you die with people around you. Everyone gets a sanity break.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Side Loading&#039;&#039;&#039;&lt;br /&gt;
|When one-handing some guns, you will automatically reload them if you hold additional shells in your off-hand.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bluespace Alignement&#039;&#039;&#039;&lt;br /&gt;
|The Tuning Device is taxing on the mind but rewarding... Along with some other side affects...&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alchemy&#039;&#039;&#039;&lt;br /&gt;
|Gives you the ability to perform alchemy. Your NSA has been slightly improved. You can see all reagents in beakers.&lt;br /&gt;
|Obtained through a spell.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scribe&#039;&#039;&#039;&lt;br /&gt;
|Gives you the ability to write occult scrolls.&lt;br /&gt;
|Obtained through a spell.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blackbox Tinkering&#039;&#039;&#039;&lt;br /&gt;
|Improves Cognition and Mechanics.&lt;br /&gt;
|Matter Nano-Forge Black Box&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultrasurgeon Knowledge&#039;&#039;&#039;&lt;br /&gt;
|Enables performing surgery&lt;br /&gt;
|Ultrasurgeon drug&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Njoy&#039;&#039;&#039;&amp;lt;!--nameInCode:Njoy Active--&amp;gt;&lt;br /&gt;
|No breakdowns&lt;br /&gt;
|Njoy / Suppresital drug&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Celestial Gift&#039;&#039;&#039;&lt;br /&gt;
|The normal limit of the mind has been expanded by 50%&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmic Gazing&#039;&#039;&#039;&lt;br /&gt;
|The normal limit of the mind has been expanded by 30&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peak-A-Boo&#039;&#039;&#039;&amp;lt;!--sic!--&amp;gt;&lt;br /&gt;
|Gives thermal vision for a short time.&lt;br /&gt;
|Obtained through a spell.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forceful Rejection&#039;&#039;&#039;&lt;br /&gt;
|At the cost of a lot of your mental health, and willpower, remove a perk of your choice.&lt;br /&gt;
|Background / [[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Overbreath&#039;&#039;&#039;&lt;br /&gt;
|Notice: &amp;quot;Not-Lasting&amp;quot; means after the attack/armor check is done, any unused Ablative Armor that was gained via the effect does not get added to the player post attack. &lt;br /&gt;
&lt;br /&gt;
* When Acquired, gain 15 Ablative Armor.&lt;br /&gt;
* Based on how damaged you are, gain a speed boost.&lt;br /&gt;
* Based on how damaged you are, gain Ablative Armor (Not-Lasting), when ever hit.&lt;br /&gt;
* Disables pain slowdown.&lt;br /&gt;
* Disabled slowdown from damage.&lt;br /&gt;
* When getting the perk &amp;quot;&#039;&#039;&#039;Revival Sickness&#039;&#039;&#039;&amp;quot; gain an additional speed boost and 5 Ablative Armor, Stacks with higher tiers.&lt;br /&gt;
* If Severe Revival Sickness, gain an additional 5 Ablative Armor, Stacks with lower tiers.&lt;br /&gt;
* If Fatal Revival Sickness, gain an additional10 Ablative Armor, Stacks with lower tiers.&lt;br /&gt;
|Background / [[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resilience&#039;&#039;&#039;&lt;br /&gt;
|Notice: &amp;quot;Not-Lasting&amp;quot; means after the attack/armor check is done, any unused Ablative Armor that was gained via the effect does not get added to the player post attack. &lt;br /&gt;
Gain 3 Ablative Armor (Not-Lasting), when ever hit.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tank Resilience&#039;&#039;&#039;&lt;br /&gt;
|Notice: &amp;quot;Not-Lasting&amp;quot; means after the attack/armor check is done, any unused Ablative Armor that was gained via the effect does not get added to the player post attack. &lt;br /&gt;
Based on Movement Slowdown, gain Ablative Armor (Not-Lasting), when ever hit.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
[[Stats]]&lt;br /&gt;
&lt;br /&gt;
{{Gameplay guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Perks&amp;diff=4621</id>
		<title>Perks</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Perks&amp;diff=4621"/>
		<updated>2025-02-03T22:06:40Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: /* Random Perks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039; are special attributes that are gained or lost through your [[Jobs|Job]], your [[Character Creation|background]], or through [[Sanity#Oddities|assorted]] circumstances. Most of these are permanent, so it may be worth your while to decide what type of overall character you&#039;d like before going after some of these.&lt;br /&gt;
&lt;br /&gt;
== Perk Listing ==&lt;br /&gt;
=== Racial Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk !! Description !! Source&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Last Stand&#039;&#039;&#039;&lt;br /&gt;
|On-demand pain relief. 15m cooldown.&lt;br /&gt;
|[[Sablekyne]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bone Plated&#039;&#039;&#039;&lt;br /&gt;
|Higher pain tolerance.&lt;br /&gt;
|[[Sablekyne]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brawny Build&#039;&#039;&#039;&lt;br /&gt;
|Knockdown immunity to all mobs when walking.&lt;br /&gt;
|[[Sablekyne]] Racial&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Sudden Brilliance&#039;&#039;&#039;&lt;br /&gt;
|MEC/COG/BIO boost, 25m cooldown.&lt;br /&gt;
|[[Mar&#039;qua]] Racial&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Inspired Intellect&#039;&#039;&#039;&lt;br /&gt;
|Gain inspiration much faster.&lt;br /&gt;
|[[Mar&#039;qua]] Racial&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Adapted Nervous System&#039;&#039;&#039;&lt;br /&gt;
|Increased NSA and cannot become addicted.&lt;br /&gt;
|[[Mar&#039;qua]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tenacity&#039;&#039;&#039;&lt;br /&gt;
|On-demand mild heal and painkiller, 15m cooldown.&lt;br /&gt;
|[[Humans|Human]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Will to Survive&#039;&#039;&#039;&lt;br /&gt;
|On-demand organ heal, 30m cooldown.&lt;br /&gt;
|[[Humans|Human]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inspiring Battlecry&#039;&#039;&#039;&lt;br /&gt;
|Temporary combat stat boost to everyone within hearing range.&lt;br /&gt;
|[[Humans|Human]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enhance Senses&#039;&#039;&#039;&lt;br /&gt;
|TGH/VIG boost and can see within the darkness for a short amount of time, 15m cooldown.&lt;br /&gt;
|[[Kriosans|Kriosan]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instinctual Skill&#039;&#039;&#039;&lt;br /&gt;
|Can use most ranged weapons in one hand with no penalties.&lt;br /&gt;
|[[Kriosans|Kriosan]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reckless Frenzy&#039;&#039;&#039;&lt;br /&gt;
|Massive TGH/ROB boost, Massive COG/VIG/MCH/BIO decrease, 15m cooldown.&lt;br /&gt;
|[[Akula]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Iron Flesh&#039;&#039;&#039;&lt;br /&gt;
|Will never have bullets or objects embed into your body.&lt;br /&gt;
|[[Akula]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Adrenaline Burst&#039;&#039;&#039;&lt;br /&gt;
|Movement speed boost, 15m cooldown.&lt;br /&gt;
|[[Naramad]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydration Reliance&#039;&#039;&#039;&lt;br /&gt;
|Drinking water heals you slowly over time.&lt;br /&gt;
|[[Naramad]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Born Warrior&#039;&#039;&#039;&lt;br /&gt;
|Proficient with melee weapons, they never embed in a enemy.&lt;br /&gt;
|[[Naramad]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Purge Toxins&#039;&#039;&#039;&lt;br /&gt;
|On-demand toxins and addictions cleanse, 15m cooldown.&lt;br /&gt;
|[[Cindarite]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Uncanny Resilience&#039;&#039;&#039;&amp;lt;!--nameInCode:Uncanny Resiliance--&amp;gt;&lt;br /&gt;
|On-demand infection heal/stabilizer, 30m cooldown.&lt;br /&gt;
|[[Cindarite]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Second Skin&#039;&#039;&#039;&lt;br /&gt;
|No slow down from wearing heavy armor, and can instantly put it on or take it off.&lt;br /&gt;
|[[Cindarite]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Circuit&#039;&#039;&#039;&lt;br /&gt;
|Acquire a turret circuit that then be turned into a turret. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Patch Kit&#039;&#039;&#039;&lt;br /&gt;
|Personnel IFAK. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Tools&#039;&#039;&#039;&lt;br /&gt;
|On-demand filled Tool Belt spawn of power tools. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Medicine&#039;&#039;&#039;&lt;br /&gt;
|On-demand filled Tool Belt spawn of medicine. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Armaments&#039;&#039;&#039;&lt;br /&gt;
|On-demand filled Tool Belt spawn of security items and stun gadgets. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scuttlebug&#039;&#039;&#039;&lt;br /&gt;
|Faster movement speed.&lt;br /&gt;
|[[Cht’mant]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chitin Armor&#039;&#039;&#039;&lt;br /&gt;
|Better physical resistance.&lt;br /&gt;
|[[Cht’mant]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Produce Ichor&#039;&#039;&#039;&lt;br /&gt;
|Can make advanced med kits at the cost of nutrition. &lt;br /&gt;
|[[Cht’mant]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diverse Culture&#039;&#039;&#039;&lt;br /&gt;
|Adds another language to be spoken.&lt;br /&gt;
|Human, Exalt Human&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Produce Repair Goo&#039;&#039;&#039;&lt;br /&gt;
|You can vomit out glue-like goo that functions exceptionally well for tool and general repairs&lt;br /&gt;
|[[Cht&#039;mant]] Ro caste&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Folken Photo-Healing&#039;&#039;&#039;&lt;br /&gt;
|You can use the light to heal wounds, standing in areas of bright light will increase your natural regeneration. Works better on young Folken.&lt;br /&gt;
|[[Folken]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mycus Regeneration&#039;&#039;&#039;&lt;br /&gt;
|You heal as long as you are in the darkness, increasing your natural regeneration&lt;br /&gt;
|[[Mycus]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spawn Shroomling&#039;&#039;&#039;&lt;br /&gt;
|Shroomlings are animal-intelligence mycus capable of following simple orders like &#039;Shroomling &#039;Name&#039; Follow.&#039; and &#039;Shroomling &#039;Name&#039; Stop.&#039; who will stay by you when ordered. While capable of fighting, they are quite weak, the major benefit of having one is they may turn any food you feed into them into useful healing chemicals contained in bottles of resin.&lt;br /&gt;
|[[Mycus]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spawn Slime-Mold&#039;&#039;&#039;&lt;br /&gt;
|Slime-mold shroomlings are animal-intelligence mycus capable of following simple orders like &#039;Slime-Mold &#039;Name&#039; Follow.&#039; and &#039;Slimd-Mold &#039;Name&#039; Stop.&#039; who will stay by you when ordered. Slime-molds are made for combat, being incredibly sturdy and physically strong, able to regenerate even the worst wounds. Unfortunately they suffer from poor eyesight, requiring threats to get close before they notice them.&lt;br /&gt;
|[[Mycus]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Carnivore&#039;&#039;&#039;&lt;br /&gt;
|You are an obligate carnivore. You get very little nutrition from standard nutriment, but gain alot from meat and protein based products.&lt;br /&gt;
|[[Sablekyne]], [[Akula]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Herbivore&#039;&#039;&#039;&lt;br /&gt;
|You are an obligate carnivore. You get very little nutrition from standard nutriment, but gain alot from meat and protein based products.&lt;br /&gt;
|Homeworld Neapolis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hypermytosis&#039;&#039;&#039;&lt;br /&gt;
|You can kick your natural regeneration into high-gear, regenerating limbs and improving healing.&lt;br /&gt;
|[[Aulvae]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Adaptive Anatomy&#039;&#039;&#039;&lt;br /&gt;
|You can burn spare calories to momentarily temper either your physical or mental attributes.&lt;br /&gt;
|[[Aulvae]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Caloric Redline&#039;&#039;&#039;&lt;br /&gt;
|By burning through mass at an excessive rate an Aulvae can push their body to move with surprising swiftness, albeit losing some of the fine control over their movements.&lt;br /&gt;
|[[Aulvae]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gelatinous Biology&#039;&#039;&#039;&lt;br /&gt;
|Your peculiar anatomy afford you a variety of benefits compared to most organics. Toxins will generally heal instead of hurt, whereas anti-toxins will hurt instead of heal. Additionally, you are somewhat resistant to NSA overload, and can slowly regenerate health so long as you have nutrition.&lt;br /&gt;
|[[Aulvae]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Background Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kin to the Spiders&#039;&#039;&#039;&lt;br /&gt;
|Lose Roach faction, gain Spider faction.&lt;br /&gt;
|[[Cht’mant]] Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spin Webs&#039;&#039;&#039;&lt;br /&gt;
|Spawn a web tile centered on yourself. 5s cooldown.&lt;br /&gt;
|Kin to the Spiders&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sol Born&#039;&#039;&#039;&lt;br /&gt;
|Higher addiction chance, lower tolerance for chemicals.&lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Klutz&#039;&#039;&#039;&lt;br /&gt;
|Clumsy trait. Guns/melee backfire on you.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chem Addict&#039;&#039;&#039;&lt;br /&gt;
|Higher addiction chance, higher tolerance for chemicals.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sure Step&#039;&#039;&#039;&lt;br /&gt;
|Lower chance to set off traps/mines, prevents tripping on underplating.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Raider&#039;s Leap&#039;&#039;&#039;&amp;lt;!--nameInCode:Raiders Leap--&amp;gt;&lt;br /&gt;
|Faster climbing. &lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unclean Living&#039;&#039;&#039;&lt;br /&gt;
|Mild healing when smoking.&lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lead Blood&#039;&#039;&#039;&lt;br /&gt;
|Lower damage from toxins.&lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rough Life&#039;&#039;&#039;&lt;br /&gt;
|Defense against explosions and tripping.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nightcrawler&#039;&#039;&#039;&lt;br /&gt;
|Normal walk speed when in darkness.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quiet as a Mouse&#039;&#039;&#039;&lt;br /&gt;
|All sound from actions is quieter. &lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Green Thumb&#039;&#039;&#039;&lt;br /&gt;
|Easier identification and analysis of all plants without device.&lt;br /&gt;
| Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lungs of Iron&#039;&#039;&#039;&lt;br /&gt;
|Lower oxygen requirement.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fast Fingers&#039;&#039;&#039;&lt;br /&gt;
|Silent pickpocketing from certain body slots.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nepotism&#039;&#039;&#039;&lt;br /&gt;
| You receive more credits in paychecks.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Debtor&#039;&#039;&#039;&lt;br /&gt;
|You owe money to someone or something. Unfortunately, your wages have been garnished to make up the difference&lt;br /&gt;
|Exalt Human&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Splicer&#039;&#039;&#039;&lt;br /&gt;
|Your genes are heavily modified already, your base genetic instability is 20%, even if you don&#039;t have any mutations&lt;br /&gt;
|Exalt Human&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lazarus Protocol&#039;&#039;&#039;&lt;br /&gt;
|Chance of revival to unconsciousness on death with mild heal.&lt;br /&gt;
|Augmentation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Holy aura that lightly heals those of the Absolute around you.&lt;br /&gt;
|Admin only&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;True Faith&#039;&#039;&#039;&lt;br /&gt;
| Protects and reduces damage taken as a member of the Absolute.&lt;br /&gt;
|Augmentation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Linguist&#039;&#039;&#039;&lt;br /&gt;
|Can speak one more language than the average person.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nihilist&#039;&#039;&#039;&lt;br /&gt;
|This increases chance of positive breakdowns by 30% and negative breakdowns by 20%. Seeing someone die has a random effect on you: Sometimes you won’t take any sanity loss and you can even gain back sanity, or get a boost to your cognition&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Idealist&#039;&#039;&#039;&lt;br /&gt;
|Your Insight gain is faster when you are around sane people and they will recover sanity when around you. When you are around people that are low on health or sanity, you will take sanity damage&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wealthy Upbringing&#039;&#039;&#039;&lt;br /&gt;
|Start with an heirloom weapon, removed sanity damage cap. Stay clear of filth and danger.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exact Values&#039;&#039;&#039;&lt;br /&gt;
|Unlike most people you can fully visualize your own stats, owing to your greater grasp of the concepts. This is in addition to knowing exactly how likely you were to fail after failing some tasks. This ability does not extend to medical matters, wounds or similar. &lt;br /&gt;
|Settings or Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bloodlust Aura&#039;&#039;&#039;&lt;br /&gt;
|When more simple-minded combatives evaluate you, they will target you immediately&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Natural Style&#039;&#039;&#039;&lt;br /&gt;
|All melee weapons that attack at range have a little bit extra reach when you wield them. Increases max sanity, as well as helps lower sanity damage from environment.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Map Maker&#039;&#039;&#039;&lt;br /&gt;
|When holding paper and a box of crayons (must have at least 1 crayon) or a multi-colour pen you can from time to time create a complex map of the area around you in a 20 range. This map will show humanoids and non-humanoids. With constant work you should be able to increase your range of map making.&lt;br /&gt;
Note: Constantly using the perk will level up a task in Show Tasks, every level gives + 1 range.&lt;br /&gt;
Example: Task level at 4 would mean your map range is 24 tiles.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Job Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exotic Inspiration&#039;&#039;&#039;&lt;br /&gt;
|MEC/COG boost when drunk.&lt;br /&gt;
|[[Guild Master]], [[Guild Adept]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Handyman&#039;&#039;&#039;&lt;br /&gt;
|Deconning any salvageable object gives refined scrap. Also increased chances of more rare materials.&lt;br /&gt;
|[[Guild Master]], [[Guild Adept]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperzine Injections&#039;&#039;&#039;&lt;br /&gt;
|Hyperzine injection, 15m cooldown.&lt;br /&gt;
|[[Chief Executive Officer]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Market Professional&#039;&#039;&#039;&lt;br /&gt;
|By looking at a item, you can tell what its price is. &lt;br /&gt;
|[[Cargo Technician]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical Expertise&#039;&#039;&#039;&lt;br /&gt;
|Lower addiction chance, higher threshold for chemicals. Also used as a bypass perk for using many health related systems such as sleepers, health scanners, and chemical dispensers.&lt;br /&gt;
|[[Lifeline Technician]], [[Psychologist]], [[Medical Doctor]], [[Chief Biolab Overseer]], &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surgery Training&#039;&#039;&#039;&lt;br /&gt;
|While you may not know the more advanced medical procedures, your mandatory training on surgery for implantation purposes allows you to perform basic surgical procedures with ease.&lt;br /&gt;
|[[Chief Research Overseer]], [[Roboticist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Surgical Techniques&#039;&#039;&#039;&lt;br /&gt;
|Your surgical training and experience have tempered your special techniques for treating patients, enabling you to make more effective and efficient use of your resources when reconstituting their bodies. Also enables the use of more complicated medical equipment.&lt;br /&gt;
|[[Chief Bioloab Overseer]], [[Medical Doctor]], [[Medical Resident]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Robotics Expert&#039;&#039;&#039;&lt;br /&gt;
|Your formal training and experience in advanced mech construction and complex devices has made you more adept at working with them.&lt;br /&gt;
|[[Chief Research Overseer]], [[Roboticist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ear of Quicksilver&#039;&#039;&#039;&lt;br /&gt;
|Larger hearing radius, higher damage from noise.&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expert Scavenger&#039;&#039;&#039;&lt;br /&gt;
|Chance of rare items from trash piles.&lt;br /&gt;
|[[Prospector]], [[Salvager]], [[Expedition Foreman]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anomaly Hunter&#039;&#039;&#039;&lt;br /&gt;
|Hints at the perk that a oddity holds.&lt;br /&gt;
|[[Prospector]], [[Salvager]], [[Expedition Foreman]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immovable Object&#039;&#039;&#039;&lt;br /&gt;
|Knockdown immunity against mobs when walking.&lt;br /&gt;
|[[Blackshield Commander]], [[Warrant Officer]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sommelier&#039;&#039;&#039;&lt;br /&gt;
|Immunity to becoming drunk with the Premier&#039;s super secret booze stash, and gives a TGH boost for ten minutes. &lt;br /&gt;
|[[Premier]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rough and Tumble&#039;&#039;&#039;&lt;br /&gt;
|As a prospector you&#039;ve been through it all. Spider bites, random cuts on rusted metal, animal claws, getting shot and even set on fire. As a result you resist every type of damage just a little bit better than salvagers.&lt;br /&gt;
| [[Prospector]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blackshield Conditioning&#039;&#039;&#039;&lt;br /&gt;
|Thanks to special training received in the course of employment within the Blackshield your body is a bit more resistant to brute force damage and burns due to proper conditioning.&lt;br /&gt;
| [[Trooper]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Key Smith&#039;&#039;&#039;&lt;br /&gt;
|With a massive collection of keys, you can access many areas. However, finding the right key tends to take time... And you haven&#039;t been given all the keys to the place.&lt;br /&gt;
| [[Janitor]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Artist&#039;&#039;&#039;&lt;br /&gt;
|You have a lot of expertise in making works of art. You gain more insight from any and all sources. However, you only improve by creating works of art.&lt;br /&gt;
| [[Artist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Periodic Table&#039;&#039;&#039;&lt;br /&gt;
|You get quarter more NSA than a normal person. You can also see all reagents in beakers.&lt;br /&gt;
|[[Chief Biolab Overseer]], [[Medical Doctor]], [[Medical Resident]], [[Lifeline Technician]], [[Psychologist]], [[Chief Research Overseer]], [[Scientist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bar Menu&#039;&#039;&#039;&lt;br /&gt;
|You can identify common ingredients that went into food or drinks and how much was used.&lt;br /&gt;
|[[Bartender]], [[Chef]], [[Botanist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Illegal Substance Training&#039;&#039;&#039;&lt;br /&gt;
|You know how to easily identify certain kinds of illegal chemical contraband.&lt;br /&gt;
|[[Blackshield Commander]], [[Sergeant]], [[Trooper]], [[Blackshield Cadet]], &#039;Former ganger&#039; [[Akula]] background, &#039;Former Medical Intern&#039; career background&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bolt Action Rifle Training&#039;&#039;&#039;&lt;br /&gt;
|Through intense and repetitive training with bolt-action and lever-action rifles, you will always chamber a new round instantly after firing.&lt;br /&gt;
|[[Blackshield Commander]], [[Sergeant]], [[Trooper]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Master Butcher&#039;&#039;&#039;&lt;br /&gt;
|You can harvest additional valuable parts from animals you cut up.&lt;br /&gt;
|[[Lodge Hunt Master]], [[Lodge Hunter]], [[Lodge Herbalist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Naturalist&#039;&#039;&#039;&lt;br /&gt;
|Make better use of grown plants to harvest more fruit and more properly manage the use of medical supplies like blood tongues or powder pouches. You always harvest with an additional bonus. You are also a capable surgeon.&lt;br /&gt;
|[[Lodge Hunt Master]], [[Lodge Herbalist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SI Science Training&#039;&#039;&#039;&lt;br /&gt;
|You know how to use RnD core consoles and Exosuit Fabs.&lt;br /&gt;
|[[Chief Research Overseer]], [[Scientist]], [[Roboticist]], [[Chief Biolab Overseer]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Humble Cleanser&#039;&#039;&#039;&lt;br /&gt;
|Reduces the total sanity damage you can take from blood and filth. You can regain sanity by cleaning.&lt;br /&gt;
|[[Janitor]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Channeling&#039;&#039;&#039;&lt;br /&gt;
|You know how to channel spiritual energy during rituals. You gain additional skill points during group rituals, and have an increased regeneration of cruciform energy.&lt;br /&gt;
|[[Prime]], [[Vector]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Codespeak&#039;&#039;&#039;&lt;br /&gt;
|You know Marshal codes&lt;br /&gt;
|[[Warrant Officer]], [[Ranger]], [[Officer]], [[Marshal Junior Officer]], [[Supply Specialist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunsmith Master&#039;&#039;&#039;&lt;br /&gt;
|Your knowledge allows to not only repair firearms but expertly craft them. This includes the machines required to do so.&lt;br /&gt;
|[[Supply Specialist]], [[Warrant Officer]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spice up Food&#039;&#039;&#039;&lt;br /&gt;
|Your own special, secret touch in seasoning has anomalous properties that can enhance most food products.&lt;br /&gt;
|[[Chef]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Implant Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Community of the Saints&#039;&#039;&#039;&lt;br /&gt;
|You take 25% longer to complete all tool-based actions that aren&#039;t instantaneous.&lt;br /&gt;
|Cruciform&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nanite Regeneration&#039;&#039;&#039;&lt;br /&gt;
|You configure your nanite matrix to begin aiding in your natural healing.&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nanofiber Muscle Therapy&#039;&#039;&#039;&lt;br /&gt;
|Through the use of pain killers, implanted nanofibers, and small dispersed drug therapy to critical areas your nanogate has enhanced your physical movement speed and endurance, allowing you to run for longer stretches at a faster pace without tiring.&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nanite Skin-Weave&#039;&#039;&#039;&lt;br /&gt;
|Through the use of reactive nanites designed to plate together into a shield your machines can reform at a lightning pace to let you physically resist incoming damage by forming a mesh weave shield just before a strike connects.&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nanite Metal Drinker&#039;&#039;&#039;&lt;br /&gt;
|Allows the user to drink metals (like Gold/Silver/Iron/Potassium and more) to regain nutrition.&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nanite Chemicals&#039;&#039;&#039;&lt;br /&gt;
|You programmed and set aside a specific subset of nanites who have a singular purpose that you can call upon at any time to engage their effect, but this only works once. Available nanites: Symbiotes, Trauma Control System, Control Booster Utility, Control Booster Combat, Purger, Oxyrush, Nantidotes&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Munition Fabrication&#039;&#039;&#039;&lt;br /&gt;
|You programmed and set aside a specific subset of nanites whose singular purpose is to reconstruct themselves into ammunition boxes. The process is quite intensive and requires half an hour between uses.&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psionics ===&lt;br /&gt;
Psions get an additional set of perks. They are described in more detail in [[Psionics#Psionic_Perks|Psionics]].&lt;br /&gt;
&lt;br /&gt;
{| class =&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Psionic&#039;&#039;&#039;&lt;br /&gt;
|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. Your body is weaker &amp;lt;kbd&amp;gt;&amp;lt;!-- -20 max health --&amp;gt;&amp;lt;/kbd&amp;gt; and require a bit more food to support the specialized organs you&#039;ve developed.&lt;br /&gt;
Additionally, you must always maintain purity of body, any implants, cruciforms, or synthetics will be violently rejected as long as your psionic organ is in your head.&lt;br /&gt;
|[[Psionics|Psionic Implant]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Psionic Psychosis&#039;&#039;&#039;&lt;br /&gt;
|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.&lt;br /&gt;
|Upbringing Bedlam&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Psionic Harmony&#039;&#039;&#039;&lt;br /&gt;
|You retain a higher maximum psi pool than others, increasing your capacity by two.&lt;br /&gt;
|Upbringing Peaceful Life&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Psionic Attunement&#039;&#039;&#039;&lt;br /&gt;
|You have greater control of the negative side effects of your powers. Whenever you use a psionic power that has a negative side effects, you take only half the penalties a psion normally would. Equally, some lesser powers like telepathic projection and telekinetic prowess no longer cost essence to use.&lt;br /&gt;
|Career Former Scholar&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mind Master&#039;&#039;&#039;&lt;br /&gt;
|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.&lt;br /&gt;
|[[Psychologist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Psionic Grace&#039;&#039;&#039;&lt;br /&gt;
|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.&lt;br /&gt;
|Psionic power&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mind over Matter&#039;&#039;&#039;&lt;br /&gt;
|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.&lt;br /&gt;
|Psionic power&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Random Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Revival Sickness&#039;&#039;&#039;&lt;br /&gt;
|Decrease to mental/all stats, reduction in defense against all damage, increasing with times died. 30m cooldown. Rest while in a chair or bed to decrease cooldown.&lt;br /&gt;
|Death&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aulvae Decohesion Syndrome&#039;&#039;&#039;&lt;br /&gt;
|Decrease to ROB, TGH and VIG stats, reduction in defense against brute and burn damage, increasing with times died. 30 min cooldown. Rest while in a chair or bed to decrease cooldown.&lt;br /&gt;
|Death as [[Aulvae]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fungal Host&#039;&#039;&#039;&lt;br /&gt;
|Take toxin damage and inflict toxin damage to those around you at a recurring interval.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunslinger&#039;&#039;&#039;&lt;br /&gt;
|Faster firing speed for one handed weapons.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;True Grit&#039;&#039;&#039;&lt;br /&gt;
|Higher pain tolerance.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Springheel&#039;&#039;&#039;&lt;br /&gt;
|Faster movement speed.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Natural Armor&#039;&#039;&#039;&lt;br /&gt;
|Higher physical damage resistance.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thin Skin&#039;&#039;&#039;&lt;br /&gt;
|Lower physical damage resistance.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toxic Resistance&#039;&#039;&#039;&lt;br /&gt;
|Higher toxic damage resistance from weapons, not chems. &lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shell Shock&#039;&#039;&#039;&lt;br /&gt;
|Lowered ROB/TGH/VIG stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Failing Mind&#039;&#039;&#039;&lt;br /&gt;
|Lowered COG/MCH/BIO stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sharpened Mind&#039;&#039;&#039;&lt;br /&gt;
|Boosted COG/MCH/BIO stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner Strength&#039;&#039;&#039;&lt;br /&gt;
|Boosted ROB/TGH/VIG stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Snackivore&#039;&#039;&#039;&lt;br /&gt;
|Eating trashlike foods turns them into omnizine&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Will to Power&#039;&#039;&#039;&lt;br /&gt;
|Extra health&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Will of Iron&#039;&#039;&#039;&lt;br /&gt;
|Extra NSA and less being able to addicted to chemicals&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Survivor&#039;&#039;&#039;&lt;br /&gt;
|Witnessing death doesn&#039;t give you paranoia as much.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inspiring Presence&#039;&#039;&#039;&lt;br /&gt;
|You know just what to say to people and are able to inspire the best - or even worst - in others. People around you regain their sanity quicker&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Terrible Fate&#039;&#039;&#039;&lt;br /&gt;
|If you die with people around you. Everyone gets a sanity break.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Side Loading&#039;&#039;&#039;&lt;br /&gt;
|When one-handing some guns, you will automatically reload them if you hold additional shells in your off-hand.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bluespace Alignement&#039;&#039;&#039;&lt;br /&gt;
|The Tuning Device is taxing on the mind but rewarding... Along with some other side affects...&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alchemy&#039;&#039;&#039;&lt;br /&gt;
|Gives you the ability to perform alchemy. Your NSA has been slightly improved. You can see all reagents in beakers.&lt;br /&gt;
|Obtained through a spell.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scribe&#039;&#039;&#039;&lt;br /&gt;
|Gives you the ability to write occult scrolls.&lt;br /&gt;
|Obtained through a spell.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blackbox Tinkering&#039;&#039;&#039;&lt;br /&gt;
|Improves Cognition and Mechanics.&lt;br /&gt;
|Matter Nano-Forge Black Box&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultrasurgeon Knowledge&#039;&#039;&#039;&lt;br /&gt;
|Enables performing surgery&lt;br /&gt;
|Ultrasurgeon drug&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Njoy&#039;&#039;&#039;&amp;lt;!--nameInCode:Njoy Active--&amp;gt;&lt;br /&gt;
|No breakdowns&lt;br /&gt;
|Njoy / Suppresital drug&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Celestial Gift&#039;&#039;&#039;&lt;br /&gt;
|The normal limit of the mind has been expanded by 50%&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmic Gazing&#039;&#039;&#039;&lt;br /&gt;
|The normal limit of the mind has been expanded by 30&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peak-A-Boo&#039;&#039;&#039;&amp;lt;!--sic!--&amp;gt;&lt;br /&gt;
|Gives thermal vision for a short time.&lt;br /&gt;
|Obtained through a spell.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forceful Rejection&#039;&#039;&#039;&lt;br /&gt;
|At the cost of a lot of your mental health, and willpower, remove a perk of your choice.&lt;br /&gt;
|Background / [[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Overbreath&#039;&#039;&#039;&lt;br /&gt;
|When Acquired, gain 15 Ablative Armor&lt;br /&gt;
Based on how damaged you are, gain a speed boost.&lt;br /&gt;
Based on how damaged you are, gain Ablative Armor (Not-Lasting), when ever hit.&lt;br /&gt;
Disables pain slowdown.&lt;br /&gt;
Disabled slowdown from damage.&lt;br /&gt;
When getting the perk &amp;quot;&#039;&#039;&#039;Revival Sickness&#039;&#039;&#039;&amp;quot; gain an additional speed boost and 5 Ablative Armor, Stacks with higher tiers&lt;br /&gt;
If Severe Revival Sickness, gain an additional 5 Ablative Armor, Stacks with lower tiers&lt;br /&gt;
If Fatal Revival Sickness, gain an additional10 Ablative Armor, Stacks with lower tiers&lt;br /&gt;
|Background / [[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resilience&#039;&#039;&#039;&lt;br /&gt;
|Gain 3 Ablative Armor (Not-Lasting), when ever hit.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tank Resilience&#039;&#039;&#039;&lt;br /&gt;
|Based on Movement Slowdown, gain Ablative Armor (Not-Lasting), when ever hit.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
[[Stats]]&lt;br /&gt;
&lt;br /&gt;
{{Gameplay guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Mar%27qua&amp;diff=4618</id>
		<title>Mar&#039;qua</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Mar%27qua&amp;diff=4618"/>
		<updated>2025-01-24T04:48:02Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: Reverted edit by DrFarson (talk) to last revision by Tyler1&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;
* 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.&amp;lt;br /&amp;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. &lt;br /&gt;
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;
==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;
==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;
* 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;
==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;
==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;
==History of the Maq&#039;Qua==&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;
===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;
* 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;
{{Species}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=User:LillyTrilby/Event_Proposal&amp;diff=4616</id>
		<title>User:LillyTrilby/Event Proposal</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=User:LillyTrilby/Event_Proposal&amp;diff=4616"/>
		<updated>2025-01-04T00:32:48Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: Created page with &amp;quot;== Mid-Round Small Scale Events == When running a small event mid round with spikes in pop or when requested by the players for something to do, use this checklist for weather or not the event/proposed idea is worth/can run. If your event requires a larger scope that has many players involved request additional event operators to help.  Event planning channels are your friend, as well as in game chats such as Msay.  &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;big&amp;gt;Remember to always log your event and add as...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mid-Round Small Scale Events ==&lt;br /&gt;
When running a small event mid round with spikes in pop or when requested by the players for something to do, use this checklist for weather or not the event/proposed idea is worth/can run. If your event requires a larger scope that has many players involved request additional event operators to help.&lt;br /&gt;
&lt;br /&gt;
Event planning channels are your friend, as well as in game chats such as Msay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;lt;big&amp;gt;Remember to always log your event and add as much detail as you can so that later review can be conducted without requiring constantly checking logs.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Ask the administration team (Moderator+) if the round is able to be meddled with, if their is no administration team online, ask on the discord. If no relevant staff reply in a timely-manner* the event may be run if voted by the players but the &#039;&#039;&#039;event runner&#039;&#039;&#039; will be held accountable solely for all incidents pertaining to the event and may lose their position for even one unacceptable infraction when running events with no oversight.&lt;br /&gt;
# If your event has build mode editing be sure to screen cap and log the edits you have done to the map.&lt;br /&gt;
# If your event requires you to load in a non-merged template, then see about asking a mapper or Code-Staff head if the template that you are producing is good to use. When checking a template the reviewer should be looking out for space tiles, debug items, or other red flags that could ruin a round. If unable to get a map-reviewer in a timely-manner* that ask the same administration (Moderator+) to review it over. If you are running without oversight and require a map template to be used, then ensure the template is saved for review later.&lt;br /&gt;
# If your event has lore implications and does not directly use what is already on wiki pages or past events, ask a lore person or Lore-Staff head for it to be approved. If unable to get a lore-person, or other appropriate staff, in a timely-manner* ask the same administration team (Moderator+) to review it over for any red flags.&lt;br /&gt;
&lt;br /&gt;
Some small bullet points to to think about when running smaller scope events&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Does this affect more people then indented and or that I can handle?&#039;&#039;&#039; If so ask for additional event opts to help or limit the scope of your mid-round event.&lt;br /&gt;
* &#039;&#039;&#039;Are players not having fun?&#039;&#039;&#039; If players are clearly not enjoying the event do not ramp it up but rather let it slower peter out.&lt;br /&gt;
* &#039;&#039;&#039;Does this impact players that are going to spawn into the round?&#039;&#039;&#039; If this is the case, use tools to set up OOC announcement on server that the round has an ongoing event or had one.&lt;br /&gt;
* &#039;&#039;&#039;If your event requires antags&#039;&#039;&#039; (Such as placing players into mobs or humanoids) ensure that you ask Event Ops before random players as having access to communication is key when in an event.&lt;br /&gt;
* &#039;&#039;&#039;Mid Round events are not major!&#039;&#039;&#039; Keep it simple! If an event is getting out of hand or resulting in a lot more conflict/chaos then indented take a step back and let the event cool down.&lt;br /&gt;
* Many events once done have faxes sent to report what happened or other things, be sure to stick around post-event to help log faxes.&lt;br /&gt;
&lt;br /&gt;
* Timely-manner is typically 5-15 minuets.&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Psionics&amp;diff=4610</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Psionics&amp;diff=4610"/>
		<updated>2024-12-22T02:47:53Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: better headings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Psionics and You =&lt;br /&gt;
Psionics are a recent development &#039;&#039;&#039;(as in they first came to be publicly on August 18th, 2650)&#039;&#039;&#039; from Soteria research that has pushed the boundaries of what the human, alien, and abhuman mind is capable of. This expansion of the power is done through a process that grows a muscle-like brain in the head that contains the power and abilities a psion may use. However, this is not without its drawbacks. While the ability to manipulate objects, project your mind, or create kinetic objects may seem like a straight boon, the act of being a psion does strain the body. A psion&#039;s body takes more damage from all sources (about 20% more) and requires a very slight increase in food intake. Equally, some psionic powers may have draw backs, due to how the effect changes the flesh in a way that is direct and in some ways clumsy.&lt;br /&gt;
&lt;br /&gt;
Yet, despite this, psionics are extremely powerful, more so depending on the physical or mental abilities of the psion. Some psionic abilities rely on the physical robustness or toughness of the user, while others go in line with innate skills such as biology or mechanical depending on the application of its effects. Psionic powers contain equal parts utility and offensive ability. For a detailed list, read further below. Becoming a psion requires visiting Soteria between shifts (or having a psion capable of it making you one) while removing your psionic abilities is but one surgical procedure away to remove the enhanced organ. Beware, your body remains weakened even if the organ is removed.&lt;br /&gt;
&lt;br /&gt;
Psions must also &#039;&#039;&#039;always&#039;&#039;&#039; maintain &#039;&#039;&#039;Purity of Body&#039;&#039;&#039;, what is purity of body? It is keeping all mechanical implants, organs, organ modules, or synthetic limbs out of and outside the body. A psion&#039;s body cannot be connected to machines in such a way, causing any implants to painfully and viciously be rejected in such a way that it greatly damages the psion. For what reason psions must maintain purity of body is presently unknown, but trying to ascend with any augmentation, including cruciforms, will be hazardous to your health. Of course, this &#039;&#039;&#039;does not&#039;&#039;&#039; apply to bio-implants, which contain no machine parts, nor gene mods, genetic tampering, or biological meddling.&lt;br /&gt;
&lt;br /&gt;
Finally, be aware what is expected of you in regards of the colonie&#039;s [[Laws]], as committing a crime with your psionic powers increases the fines and time served. Additionally, be wary of using powers like journey to nowhere, as teleporting an unwilling person is at minimum considered attempted murder.&lt;br /&gt;
&lt;br /&gt;
=== How do my stats effect my psionic power? ===&lt;br /&gt;
In the case of specific powers, read below. For general stat effects, your psionics are used by a resource pool you can find in the &#039;&#039;&#039;status&#039;&#039;&#039; menu which shows your current and total psi essence pool. &lt;br /&gt;
&lt;br /&gt;
Your total essence pool is calculated as thus: (Cognition / 10), Minimum 1, Maximum 30, rounded down.&lt;br /&gt;
So, if you have Cognition 24, you have 2 essence points as 24/10 rounded down is 2. If you have cognition 310, you have essence points 30. If you have -15 cognition, you have essence 1.&lt;br /&gt;
&lt;br /&gt;
Essence points are regained naturally every 10 minutes and can be potentially effected by various perks, stimulants, and items. Your essence will always fill to its maximum capacity without you needing to worry about it. If you wish to increase your psi essence regeneration or maximum psi pool, use of objects such as psi inhalants or chemicals such as cerebrix or drug stims will greatly help you regenerate essence or temporarily increase your maximum psi pool, but come with various side effects.&lt;br /&gt;
&lt;br /&gt;
Your cognition also effects the rate at which you restore your psi essence. For every 20 cognition you have, you reduce the amount of time it takes to restore a psi point by 1 minute, up to a maximum of 5 minutes at 100 cognition. Use of psionic grace can reduce this number even further.&lt;br /&gt;
&lt;br /&gt;
You can make cerebrix by combining 1:1:1 of psilocybin, synaptizine, and cryptobiolin, which creates 3 units. You may further refine the process by combining 40:40:40 cerebrix, water, and silicon to create a cerebrix inhaler, which restores 1 psi point instantly with no side effects and may be recycled for one glass and one plastic sheet.&lt;br /&gt;
&lt;br /&gt;
==Powers: Your guide to being a mind wizard==&lt;br /&gt;
Psionic powers have a description you may view in game at any time under the psionic powers tab. The name of the power and its associated cost are in parenthesis next to it, by mousing over the power in the bottom left corner (below your typing window) you&#039;ll see a full explanation of what the power does. Powers are listed here as well, for quick and easy reference.&lt;br /&gt;
&lt;br /&gt;
=== Basic Powers===&lt;br /&gt;
These powers are available all psions and range from powers that require only a little bit of essence up to powers that require a high cognition to have of an essence pool. Greater powers may come with restrictions or other unusual effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic healing (1) || Heal yourself, but take heavy amounts of agony and become stunned. || Heals 30 brute and 30 burn.&lt;br /&gt;
Toughness may mitigate the effect and allow you to resist the pain damage, painkillers and racial resistance will also help.&lt;br /&gt;
Psionic Attunement halves the stun as well as the agony taken.&lt;br /&gt;
|-&lt;br /&gt;
| Telepathic projection (1) || Project your mind into the thoughts of others, allowing you to send telepathic messages over any distance. This is primarily words, but may include brief, vague snippets of emotions or other sensory information. || This does not work on lesser life forms, people with mind shielding such as cruciforms, or synthetic minds.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Blade (1)|| Create a psionic blade in your hand that functions as a knife, the power of which scales with your robustness per attack. Does not function as a viable tool. || This object is temporary, when it leaves your hand for any reason it disappears. It does not require power and cannot wear down or break. The power of the knife is deceptive, with every attack the damage is actively calculated off your robustness (debuffs mid fight such as flashbangs or defiler venom weaken the weapon). At nine or less, you do the same as a knife. At ten to nineteen you deal the same as a butcher knife. At twenty to twenty nine, you deal the same as a machete. At thirty or higher, you deal the same as a longsword.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Shield (1) || Create a psionic shield that can block melee attacks.&lt;br /&gt;
If already created in hand, upgrades the shield to block bullets and beams at the cost of 10 shield health but increases blocking chances by 10%.&lt;br /&gt;
If already upgraded, heals the shield by 80 health and increases blocking chances by 5%.&lt;br /&gt;
If Psionic Psychosis or Toughness is 60 or higher, automatically upgrades the newly created shield. || Functions exactly like a standard shield.&lt;br /&gt;
When upgrading the shield, have it active in hand.&lt;br /&gt;
If using two shields at once, both are upgraded at the same time.&lt;br /&gt;
|-&lt;br /&gt;
| Telekinetic Prowess (1) || You gain telekinesis, allowing you to pick up objects and move them around, as well as interact with some objects at range. Careful, as you can hurt yourself and others using this (unless that&#039;s what you want). || Can be used to do a variety of things and can only be removed by willingly ending it or through scientific methods. Using this power, once activated, does not cost any psi points.&lt;br /&gt;
|-&lt;br /&gt;
| End Telekinesis (0) || End your telekinesis. You may reactivate telekinesis by spending another psi point. || Useful for if you get tired of picking up random objects or pushing walls when randomly clicking your screen to face various directions.&lt;br /&gt;
|-&lt;br /&gt;
| Telekinetic Fist (1) || Create a one hit use psi fist in your hand which deals damage and knock back based on your current robustness when used. || This is a temporary item that will vanish if it leaves your hand. This power vanishes after one attack, but deals damage that scales the same as the psychic blade while dealing 2/4/6 tile knock-back depending on your robustness.&lt;br /&gt;
|-&lt;br /&gt;
| Pyrokinetic Spark (1) || Expend a single point of your psi essence to create a tiny flickering fire in your hand that will shine light and ignite combustible materials, can be thrown but will extinguish quickly&lt;br /&gt;
|This can light cobwebs on fire.&lt;br /&gt;
|-&lt;br /&gt;
|Psychosomatic Fullness (1)&lt;br /&gt;
|Expend a single point of your psi essence to convince your stomach it&#039;s not actually that hungry, burning fat reserves to keep going strong. Taxing on the mind and causes minor burns.&lt;br /&gt;
|If you have the perk Psionic Attunement take only 5 burn damage as apposed to 10.&lt;br /&gt;
|-&lt;br /&gt;
| Telekinetic Omnitool (2)|| Create an omnitool which has tool qualities based on 80% of your biology and mechanical skills, allowing it to function as a mechanical or surgical tool. It works at 80% speed and cannot be upgraded. || This object is temporary, when it leaves your hand for any reason it disappears. It does not require power and cannot wear down or break.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Tool Creation (2) || Using an oddity, you create a permanent tool out of it, sacrificing the oddity to have it randomly become a tool. The oddities stats affect what is most likely to be created, but the choice is still random. || Creates one of six potential tools. The tools are lesser than their high tier counterparts, but have odd qualities and come with themes. Some may be used as weapons but generally are not as effective as actual psi-weapons. These can be modified and upgrade.&lt;br /&gt;
|-&lt;br /&gt;
| Meditative Focus (2) || Expend two psi points of your psi essence to focus your mind and increase your sanity.&lt;br /&gt;
|Heals [5 Sanity + Cog/2].&lt;br /&gt;
If the user has Psionic Attunement, heals an additional 10 Sanity.&lt;br /&gt;
If the user has Psionic Psychosis, heals an additional 5 Sanity.&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Swarm (2)&lt;br /&gt;
|Spend two psionic essence to call forth a psionic energy cloud that will rip at foes and protect you for a short time.&lt;br /&gt;
|Lasts 30 life ticks.&lt;br /&gt;
|-&lt;br /&gt;
|Pain Infliction (2)&lt;br /&gt;
|Expend two psi points to inflict pain upon whatever person you are currently grabbing in a tight hold.&lt;br /&gt;
|Must be aggressively grabbing the person.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Weapon Construction (3) || Using an oddity, you create a permanent weapon out of it, sacrificing the oddity to have it randomly become a range weapon. The oddities stats affect what is most likely to be created, but the choice is still random. Psionic guns &#039;&#039;&#039;do not&#039;&#039;&#039; come loaded. || Creates one six random guns. All guns are 10% to 20% weaker than than their official versions. All weapons come with a specific style, name, and description that makes them more interesting and reveal their nature. These can be modified and upgraded.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Melee Construction (3) || Using an oddity, you create a permanent weapon out of it, sacrificing the oddity to have it randomly become a melee weapon. The oddities stats affect what is most likely to be created, but the choice is still random. || Creates one six random melee weapons. They have unusual but crappy tool qualities and are suited better as decent weapons, though are easily outshone end game weaponry. All weapons come with a specific style, name, and description that makes them more interesting and reveal their nature. These can be modified and upgraded.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Call (2) || You call burrowing creatures from all nearby burrows and cracks. What appears is random. None of the things called are inherently friendly to you, meaning you may call things that are hostile and attack you and your allies. || Useful if you need a distraction, cannon fodder, you&#039;re a cht&#039;mant looking to (hopefully) call roaches or spiders to your location. Use at your own risk.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Banish (4) || You force all burrowing creatures to flee from you, forcing them to go inside their burrows and leave for parts unknown. || Some creatures may actively try to resist the affect. Only works on creatures capable of burrowing and only if a burrow they can reach is nearby. Resisting creatures will still attack if you get close and may give up if they cannot reach the burrow.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Armor (4) || You create a suit of psionic armor which provides decent all-round protection for you. Using this power destroys whatever armor, boots, gloves, and hat you are wearing. The suit enhances your cognition for each piece you&#039;re wearing but they disappear if you remove it for any reason. || Each Psionic Armor piece gives +5 Cognition for a total of 20.&lt;br /&gt;
Each Psionic Armor piece has an armor value of 8.&lt;br /&gt;
Psionic Armor pieces are all space proof.&lt;br /&gt;
Psionic Armor Gloves and Boots are both insulated and the boots prevent slipping. &lt;br /&gt;
The hood provides a mood setting light.&lt;br /&gt;
Psion Robes however do slow down the wearer.&lt;br /&gt;
|-&lt;br /&gt;
| Journey to Nowhere (5) || You teleport yourself, whatever you are holding or wearing, and any person you are grabbing to the nightmare realm known as Deep Maintenance. You are not guaranteed safety and the effect weakens you on arrival. While you will always land in an empty spot, you may be surrounded by traps or possibly hostile life forms that will rip you limb from limb immediately. || &#039;&#039;&#039;Do not use this unless you are heavily armored, carrying lots of supplies, and prepared. Taking yourself and an unwilling subject is considered attempted murder. Keep in mind, as a psion, if you die in deep maintenance it is unlikely you will be found and rescued.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Job Specific Powers===&lt;br /&gt;
Job specific powers are linked to a specific job and cannot normally be obtained without playing that specific job. Unlike standard or greater powers, these are generally thematic and may cost lesser or more points than either.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic Restoration (2) || You heal whoever you are presently grabbing for damage similar to psychosomatic healing, but weaker and a little safer. || Heals 30 brute and 30 burn at the cost of double the psi essence. This power, however, doesn&#039;t cause pain like its lesser variant.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Tranquility (2) || Expend two psi points of your psi essence to calm the mind of another person you are grappling and restore their sanity.&lt;br /&gt;
|Heals [10 Sanity + Cog/2].&lt;br /&gt;
If the user has Psionic Attunement, heals an additional 20 Sanity.&lt;br /&gt;
If the user has Psionic Psychosis, heals an additional 10 Sanity.&lt;br /&gt;
|-&lt;br /&gt;
| Cerebral Regeneration (3) || Heals the mind of whoever you are grappling or yourself if you are currently grabbing nobody. When used on yourself, the power cost is reduced to 0. || This power heals 60 brain damage instantly but does not cure the effect that caused the brain damage so additional healing may be needed. Works on people who are unconscious but not dead. The cost is free if used on yourself.&lt;br /&gt;
|-&lt;br /&gt;
|Peace of Mind (4)&lt;br /&gt;
|Expend four psi points to put whatever person you are currently grabbing to sleep for a short time.&lt;br /&gt;
|Must be aggressively grabbing the person.&lt;br /&gt;
|-&lt;br /&gt;
| Gift of the Psion (4) || You reach into the mind of another you are grappling and attempt to empower them, giving you different effects based on what they are. This power requires massive amounts of essence to use and its highly suggested that you take the time to provide actual psychological help in the mean time. || When grappling someone this power grants different perks based on if the target is a psion or not. In a psion, they gain Psionic Grace and in a non-psion they gain Mind Over Matter. Do keep in mind, using this power &#039;&#039;&#039;logs and messages admins&#039;&#039;&#039;, so be sure to employ actual roleplay and try not to game the benefit too much.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Xenoarchaeology-Aquired Powers === &lt;br /&gt;
Some powers can be learned through the use of artifacts acquired through [[Guide_To_Xenoarchaeology|Xenoarchaeology]], or though crafting.&lt;br /&gt;
&lt;br /&gt;
When inside of a psionic catalysts each power has a resonances that is used in crafting with the E.A.R in S.I.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
!Recipe                                                                                              &lt;br /&gt;
!Residence                          &lt;br /&gt;
|-&lt;br /&gt;
| Kinetic Orb (0) || Creates a kinetic orb in hand that functions like a projectile weapon, expending a single psi point per shot to deliver a potentially lethal ranged blast. || Unlike other physical powers, this orb scales off of your cognition. While allowing you to stay at range, it is most costly to use than psychic blade and doesn&#039;t get bonus damage from two handing or having high robustness. Comes in cryo-, pyro- and electro-kinetic variant&lt;br /&gt;
|Cryo: SuppressionAgeClimate&lt;br /&gt;
Pyro: SuppressionClimateHealing&lt;br /&gt;
Eletro: WarmColdClimateHealing&lt;br /&gt;
|Cryo: Cold&lt;br /&gt;
Pyro: Warm&lt;br /&gt;
Electro: Quick&lt;br /&gt;
|-&lt;br /&gt;
|Kinetic Barrier (2)&lt;br /&gt;
|Expend two psi points to create a psychic barrier a short distance from where the psion is facing. It blocks all movement and projectiles, but not vision.&lt;br /&gt;
|Lasts for 10 seconds&lt;br /&gt;
|ProtectionWarm&lt;br /&gt;
|Suppression&lt;br /&gt;
|-&lt;br /&gt;
|Psychoactive Manipulation (2)&lt;br /&gt;
|Expend two points of essence to psionically manipulate an oddity. Unlike other, more refined methods, this process is entirely random. The process could make the oddity or anomaly better or worse.&lt;br /&gt;
|Can be used to fish for perks on an oddity.&lt;br /&gt;
|SeekingGreater&lt;br /&gt;
|Greater&lt;br /&gt;
|-&lt;br /&gt;
|Chosen Control (4)&lt;br /&gt;
|Expend four psi points to clear all effects that impede one&#039;s control. Remove stuns, paralysis, pain, agony, restrainments, and clears the users body of all chemicals and addictions.&lt;br /&gt;
|Removes handcruffs and shoecuffs dropping them on the ground.&lt;br /&gt;
|HealingSuppressionClimateCarbon&lt;br /&gt;
|Suppression&lt;br /&gt;
|-&lt;br /&gt;
|Locate Mind-Essence (5)&lt;br /&gt;
|Expend five points of essence to psionically detect the thoughts and location of another higher life form. Does not work on animals, cruciform bearers, synthetics, or those wearing psionic protection. Can locate lingering echoes of thoughts in the deceased, allowing you to find bodies.&lt;br /&gt;
|Gives coordinates as well as area name&lt;br /&gt;
|ClimateRegicideSuppression&lt;br /&gt;
|Seeking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Maintenance Powers ===&lt;br /&gt;
Deep Maintenance Powers are found when combating Deep Maintenance monsters, typically found after sifting through the ashes, or though crafting. &lt;br /&gt;
&lt;br /&gt;
When inside of a psionic catalysts each power has a resonances that is used in crafting with the E.A.R in S.I.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
!Recipe&lt;br /&gt;
!Residence&lt;br /&gt;
|-&lt;br /&gt;
| Layered Psychic Shield (1) || Creates a layered shield capable of blocking bullets, energy beams, and melee attacks. || Functions exactly like a standard shield.&lt;br /&gt;
Unlike the Psychic Shield, it does not upgrade in-hand shields.&lt;br /&gt;
&lt;br /&gt;
Shield created is upgrade-able by Psychic Shield.&lt;br /&gt;
|ProtectionProtection&lt;br /&gt;
|Protection&lt;br /&gt;
|-&lt;br /&gt;
|Nightmarish Mind (1)&lt;br /&gt;
|Expend a single psi point to realign your mind to that of nightmare stalkers, causing them to not react to your presence, even when you attack them. May have unforeseen consequences.&lt;br /&gt;
|Sets your faction to the same as stalkers.&lt;br /&gt;
If you are a chtmant, or have genetical changed your faction, then this over-rides it.&lt;br /&gt;
|QuickSeeking&lt;br /&gt;
|Night&lt;br /&gt;
|-&lt;br /&gt;
|Rust (1)&lt;br /&gt;
|Expend a single psi point to wither an object, making it rust away and weaken.&lt;br /&gt;
|Only makes the item in your active hand old.&lt;br /&gt;
|QuickQuick&lt;br /&gt;
|Rust&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Suture (1)&lt;br /&gt;
|Expend one of your essence to create a psionic suture in hand, able to stop bleeding. If you are more psionically gifted, it can even help heal wounds.&lt;br /&gt;
|Only dropped by flesh behemoths&lt;br /&gt;
If you have Psionic Attunement, gain 1 more additional use on the summoned suture&lt;br /&gt;
If you have Psionic Harmony, gain 1 more additional use on the summoned suture&lt;br /&gt;
By default deals 1 damage.&lt;br /&gt;
If you have Psionic Attunement, add 5 healing&lt;br /&gt;
If you have Psionic Harmony, add 5 healing&lt;br /&gt;
If you have Mind over Matter, add 5 healing&lt;br /&gt;
If you have Mind Master, multiply healing by 2&lt;br /&gt;
|HealingNull&lt;br /&gt;
|Healing&lt;br /&gt;
|-&lt;br /&gt;
|Meditative Focus (1)&lt;br /&gt;
|Expend a psi points of your psi essence clear out any chemical in your body, helpful or not.&lt;br /&gt;
|Only dropped by flesh behemoths&lt;br /&gt;
When inside a psionic catalyst named Psionic Purify.&lt;br /&gt;
Clears all chemicals on body, in blood and ingested.&lt;br /&gt;
|QuickNullDark&lt;br /&gt;
|Healing&lt;br /&gt;
|-&lt;br /&gt;
|Discombobulate (1)&lt;br /&gt;
|Spend an essence to violently destroy a pile of trash.&lt;br /&gt;
|Only dropped by the ponderous&lt;br /&gt;
When used throws rods and glass as well as items inside around.&lt;br /&gt;
Also makes a small smoke screen.&lt;br /&gt;
If you have Psionic Attunement, removes the psionic cost.&lt;br /&gt;
|WarmClimate&lt;br /&gt;
|Warm&lt;br /&gt;
|-&lt;br /&gt;
|Decay (2)&lt;br /&gt;
|Expend two psi points to wither and rust every object a person you are grabbing is holding or wearing, rendering each object worse and weaker.&lt;br /&gt;
|Is able to delete power cells, make the person ware plasma infected clothing and delete ammo inside of boxes or mags.&lt;br /&gt;
|QuickRust&lt;br /&gt;
|Age&lt;br /&gt;
|-&lt;br /&gt;
|Kings Decorum (2)&lt;br /&gt;
|Expend two psi points to expel gore, blood, and smoke to decorate the world as the king desires.&lt;br /&gt;
|Makes a smoke screen and shakes the camera of anyone around you.&lt;br /&gt;
|AgeRustCarbon&lt;br /&gt;
|Regicide&lt;br /&gt;
|-&lt;br /&gt;
|Reorganize (2)&lt;br /&gt;
|Expend a small amount of essence to compress a scrap pile into a condensed cube for easier transportation.&lt;br /&gt;
|Only dropped by the ponderous&lt;br /&gt;
If you have Psionic Attunement, only costs 1 psionic cost.&lt;br /&gt;
|QuickSuppression&lt;br /&gt;
|Suppression&lt;br /&gt;
|-&lt;br /&gt;
|Bring Darkness (3)&lt;br /&gt;
|Expend three psi points to break all the lights connected to the power grid near you. Does not work on independent light sources, sunlight, or grant you sight in darkness.&lt;br /&gt;
|Breaks all lights in the area you are in as well as spawns blood messages that drain sanity.&lt;br /&gt;
|AgeNight&lt;br /&gt;
|Dark&lt;br /&gt;
|-&lt;br /&gt;
|Mindjack (3)&lt;br /&gt;
|Expend three psi points to force a lesser creature to ally with you, changing it to not only ally with colonists but to turn on its former friends. Does not work on creatures incapable of proper violence, such as rats.&lt;br /&gt;
|Only dropped by Hound of the Crown&lt;br /&gt;
When inside a psionic catalyst named &amp;quot;Enslavement&amp;quot;&lt;br /&gt;
Sets faction of the mob to be &amp;quot;mindjacked&amp;quot;&lt;br /&gt;
Sets mob to be a colony ally and friendly to colony.&lt;br /&gt;
|RegicideAgeCarbon&lt;br /&gt;
|Greater&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Temperature Regulate (4)&lt;br /&gt;
|Expend four psi points to eather heat or cool your body.&lt;br /&gt;
|Only dropped by flesh behemoths&lt;br /&gt;
|ColdWarm&lt;br /&gt;
|Climate&lt;br /&gt;
|-&lt;br /&gt;
|Scrap Together (4)&lt;br /&gt;
|Expend some essence to collect trash from deepmaints and pile it in front of you.&lt;br /&gt;
|Only dropped by the ponderous&lt;br /&gt;
If you have Psionic Attunement, only costs 3 psionic cost.&lt;br /&gt;
|QuickSinking&lt;br /&gt;
|Seeking&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Ascension (5)&lt;br /&gt;
|Expend five psi points to ascend someone standing in front of you, making them a psion. The process is extremely damaging to the mind and you must stand still during it.&lt;br /&gt;
|Does not force the person to become a Psion.&lt;br /&gt;
Deals brain damage to the person that uses the Power, not the newly ascended person.&lt;br /&gt;
|SteelRustAgeQuick&lt;br /&gt;
|Carbon&lt;br /&gt;
|-&lt;br /&gt;
|Cerebral Hemorrhage (5)&lt;br /&gt;
|Expend five psi points to destroy the brain of anyone you are grappling. Lesser creatures will be instantly slain in a messy fashion, unless they are harmless.&lt;br /&gt;
|Only dropped by The Dreaming King&lt;br /&gt;
Deals 60 brain damage to any human type mob.&lt;br /&gt;
Directly proc calls gib on mobs that are not human type.&lt;br /&gt;
|CarbonRegicideNight&lt;br /&gt;
|Sinking&lt;br /&gt;
|-&lt;br /&gt;
|Seek the Dream (5)&lt;br /&gt;
|Expend five psi points and wither your body and mind to call three dreaming daemons from somewhere else. They are not inherently allied to you.&lt;br /&gt;
|When inside a psionic catalyst named &amp;quot;Dream Seeker&amp;quot;&lt;br /&gt;
Removes 20 stats other then Viv and Ana.&lt;br /&gt;
Makes everyone within 10 tiles of you have screen shake.&lt;br /&gt;
|SeekingNight&lt;br /&gt;
|Seeking&lt;br /&gt;
|-&lt;br /&gt;
| Void robe (6) || When applied, it creates an ultra-light protected cloak, spurring the wearer to new adventures in the kingdom of the king of dreams! Each part of the kit enhances the psion&#039;s thinking abilities and accelerates his step. || Each Void robe piece gives +5 Cognition for a total of 20.&lt;br /&gt;
Each Void robe piece has a variation in armor level.&lt;br /&gt;
Void robe pieces are all space proof.&lt;br /&gt;
Void robe gloves and boots are both insulated and the boots prevent slipping. &lt;br /&gt;
The hood provides a mood setting light.&lt;br /&gt;
Void robe set speeds up the wearer&lt;br /&gt;
|ProtectionSuppression&lt;br /&gt;
|Protection&lt;br /&gt;
|-&lt;br /&gt;
| Durable shell (8) || Creates a set of very strong armor, using your mind and the environment as the material. Each piece of armor replaces the clothes you are already wearing, and provides additional strength to your body, in exchange for your psionic abilities. || Each Durable shell piece gives +5 Toughness for a total of 20.&lt;br /&gt;
Durable shell robe piece has an armor value of 15 as well as a 100 bomb armor.&lt;br /&gt;
Durable shell pieces are all space proof.&lt;br /&gt;
Durable shell gloves and boots are both insulated.&lt;br /&gt;
The helmet provides a powerful light.&lt;br /&gt;
Durable shell robes however slow down the wearer.&lt;br /&gt;
|SuppressionProtectionProtectionProtection&lt;br /&gt;
|Protection&lt;br /&gt;
|-&lt;br /&gt;
|Merge Flesh and Steel (10)&lt;br /&gt;
|Expend a massive pool of ten psi points and your own body to become something greater. To grasp at perfection, one must make sacrifices...&lt;br /&gt;
|When inside a psionic catalyst named &amp;quot;Heretical Ascension&amp;quot;&lt;br /&gt;
Does not allow you to play/control the greater being.&lt;br /&gt;
|CarbonRustAgeQuick&lt;br /&gt;
|Steel&lt;br /&gt;
|}&lt;br /&gt;
==Psionic Perks==&lt;br /&gt;
Psionic powers may be effected by perks, which can be gained by background character options, oddities, or other effects in round. Psionic perks are usually pretty limited towards what they effect, but can drastically change your play style depending on what they do and what you have. Below is a list of perks that psions may potentially have.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Psion || You have, through some method you may or may not understand, delved into the secrets of psionic ascension and gained powers beyond your understanding. While your mind has become far stronger, your body has weakened slightly. You require a bit more food to support the specialized organ you&#039;ve developed. &lt;br /&gt;
Additionally, you must always maintain purity of body, any implants, cruciforms, or synthetics will be violently rejected as long as your psionic organ is in your head.&lt;br /&gt;
| Given by your psion organ. -20 Max Health, very minuscule hunger increase, an additional organ in your head, and all non-organic implants, modules, or body parts are forcefully and painfully ejected from the body.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Psychosis|| You lived a life of unsettled violence. Maybe it was circumstance, maybe it was necessity, or maybe you just liked hurting people. No matter the reason, your mind is attuned to bloody violence and your potential as a psion reflects that. No matter your stats or physical body, you always deal maximum damage when using scaling psionic weaponry you create.|| Any temporary psionic item that scales off of any stat deals its maximum damage regardless of your abilities. (Telekinetic fist always deals 33 damage and has 6 tile knock-back, psychic blade deals 33 damage per hit, etc. etc.)&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Harmony || You have achieved inner harmony, your balance of emotion giving you peace of mind and thus expanding your potential as a psion. With this frame of mind, you retain a higher maximum psi pool than others, increasing your capacity by two.|| Your maximum psi points increases by 2. This effect stacks.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Attunement || You have, through practice or innate talent, mastered your psionic abilities to such a degree that you have greater control of the negative side effects of your powers. Whenever you use a psionic power that has negative side effects, you take only half the penalties a psion normally would. || You take 50% less penalty when using abilities like psychosomatic healing, psychosomatic transference. etc. etc. You also remove the cost of using telepathy and telekinetic prowess. &lt;br /&gt;
|-&lt;br /&gt;
| Mind Master || Your training as a Soteria psychologist and understanding of psychiatry has given you a deep understanding of how the mind works. As a result, if you became a psion, you have an expanded set of powers that aid you in your work, with additional essence to use your abilities.|| Your maximum psi points increases by 5. This effect stacks.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Grace || The latent effects of a fellow psion with mastery over the mind has enhanced your abilities. The gifted enhancement allows you to recover your psi essence twice as fast. || The time it takes to recover psi essence is halved.&lt;br /&gt;
|-&lt;br /&gt;
| Mind over Matter || You felt the grace of a psion touching your mind and bringing about a level of peace and perfection you never quite considered. Now, as a result, your body and mind work beyond any potential they once had. || You gain a +10 to most stats for the remainder of the shift. This perk is only available to non-psions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= E.A.R =&lt;br /&gt;
The EGO: E.A.R. T-01-92beta S-23 (aka E.A.R) is dark marble machinery that is used to craft different psionic catalysts. &lt;br /&gt;
&lt;br /&gt;
Crafting is based off different &amp;quot;Residence&amp;quot; found inside a non-used powered psionic catalyst. To see recipes in game you can look to the EGO: E.A.R Music Sheet or use the tables found on this wiki page.&lt;br /&gt;
&lt;br /&gt;
E.A.R has a maximum of four psionic catalysts, if a recipe overlaps it will create more then one psionic catalysts.&lt;br /&gt;
&lt;br /&gt;
When adding psionic catalysts Pillar slot order matters, as when the E.A.R is activated it will go in order from 1st to 4th and grab the Residence. If a Pillar is unused it will add nothing. Note that you can skip slots and still have successful crafting. &lt;br /&gt;
&lt;br /&gt;
Note that used psionic catalysts turns the residence to &amp;quot;Null&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== How to use the E.A.R ===&lt;br /&gt;
&lt;br /&gt;
# Gather many different psionic catalysts. More different types the better, you can see &lt;br /&gt;
# Click the psionic catalysts onto the E.A.R and slot them.&lt;br /&gt;
# Once your done slotting in psionic catalysts click the E.A.R with a open hand and activate it.&lt;br /&gt;
&lt;br /&gt;
Once done your hopefully rewarded with new psionic catalysts. &lt;br /&gt;
&lt;br /&gt;
E.A.R Trivia&lt;br /&gt;
* E.A.R has a hidden description that reads as the following &amp;quot;Design and prototyped by a non psionic CRO, many personal touches are engraved in runes, fractal patterns and small engraving of a name starting with a stylized T.&amp;quot;&lt;br /&gt;
* T in T-01 stands for Tech, S in S-23 stands for Sanity.&lt;br /&gt;
* E.A.R stands for Eternal Ascension Resonances.&lt;br /&gt;
* The E.A.R as well as Music Sheet names are inspired by a few different manga. Well the mechanics are inspired by a gacha game. &lt;br /&gt;
&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Psionics&amp;diff=4609</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Psionics&amp;diff=4609"/>
		<updated>2024-12-22T02:36:24Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: /* E.A.R Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Psionics and You =&lt;br /&gt;
Psionics are a recent development &#039;&#039;&#039;(as in they first came to be publicly on August 18th, 2650)&#039;&#039;&#039; from Soteria research that has pushed the boundaries of what the human, alien, and abhuman mind is capable of. This expansion of the power is done through a process that grows a muscle-like brain in the head that contains the power and abilities a psion may use. However, this is not without its drawbacks. While the ability to manipulate objects, project your mind, or create kinetic objects may seem like a straight boon, the act of being a psion does strain the body. A psion&#039;s body takes more damage from all sources (about 20% more) and requires a very slight increase in food intake. Equally, some psionic powers may have draw backs, due to how the effect changes the flesh in a way that is direct and in some ways clumsy.&lt;br /&gt;
&lt;br /&gt;
Yet, despite this, psionics are extremely powerful, more so depending on the physical or mental abilities of the psion. Some psionic abilities rely on the physical robustness or toughness of the user, while others go in line with innate skills such as biology or mechanical depending on the application of its effects. Psionic powers contain equal parts utility and offensive ability. For a detailed list, read further below. Becoming a psion requires visiting Soteria between shifts (or having a psion capable of it making you one) while removing your psionic abilities is but one surgical procedure away to remove the enhanced organ. Beware, your body remains weakened even if the organ is removed.&lt;br /&gt;
&lt;br /&gt;
Psions must also &#039;&#039;&#039;always&#039;&#039;&#039; maintain &#039;&#039;&#039;Purity of Body&#039;&#039;&#039;, what is purity of body? It is keeping all mechanical implants, organs, organ modules, or synthetic limbs out of and outside the body. A psion&#039;s body cannot be connected to machines in such a way, causing any implants to painfully and viciously be rejected in such a way that it greatly damages the psion. For what reason psions must maintain purity of body is presently unknown, but trying to ascend with any augmentation, including cruciforms, will be hazardous to your health. Of course, this &#039;&#039;&#039;does not&#039;&#039;&#039; apply to bio-implants, which contain no machine parts, nor gene mods, genetic tampering, or biological meddling.&lt;br /&gt;
&lt;br /&gt;
Finally, be aware what is expected of you in regards of the colonie&#039;s [[Laws]], as committing a crime with your psionic powers increases the fines and time served. Additionally, be wary of using powers like journey to nowhere, as teleporting an unwilling person is at minimum considered attempted murder.&lt;br /&gt;
&lt;br /&gt;
=== How do my stats effect my psionic power? ===&lt;br /&gt;
In the case of specific powers, read below. For general stat effects, your psionics are used by a resource pool you can find in the &#039;&#039;&#039;status&#039;&#039;&#039; menu which shows your current and total psi essence pool. &lt;br /&gt;
&lt;br /&gt;
Your total essence pool is calculated as thus: (Cognition / 10), Minimum 1, Maximum 30, rounded down.&lt;br /&gt;
So, if you have Cognition 24, you have 2 essence points as 24/10 rounded down is 2. If you have cognition 310, you have essence points 30. If you have -15 cognition, you have essence 1.&lt;br /&gt;
&lt;br /&gt;
Essence points are regained naturally every 10 minutes and can be potentially effected by various perks, stimulants, and items. Your essence will always fill to its maximum capacity without you needing to worry about it. If you wish to increase your psi essence regeneration or maximum psi pool, use of objects such as psi inhalants or chemicals such as cerebrix or drug stims will greatly help you regenerate essence or temporarily increase your maximum psi pool, but come with various side effects.&lt;br /&gt;
&lt;br /&gt;
Your cognition also effects the rate at which you restore your psi essence. For every 20 cognition you have, you reduce the amount of time it takes to restore a psi point by 1 minute, up to a maximum of 5 minutes at 100 cognition. Use of psionic grace can reduce this number even further.&lt;br /&gt;
&lt;br /&gt;
You can make cerebrix by combining 1:1:1 of psilocybin, synaptizine, and cryptobiolin, which creates 3 units. You may further refine the process by combining 40:40:40 cerebrix, water, and silicon to create a cerebrix inhaler, which restores 1 psi point instantly with no side effects and may be recycled for one glass and one plastic sheet.&lt;br /&gt;
&lt;br /&gt;
==Powers: Your guide to being a mind wizard==&lt;br /&gt;
Psionic powers have a description you may view in game at any time under the psionic powers tab. The name of the power and its associated cost are in parenthesis next to it, by mousing over the power in the bottom left corner (below your typing window) you&#039;ll see a full explanation of what the power does. Powers are listed here as well, for quick and easy reference.&lt;br /&gt;
&lt;br /&gt;
=== Basic Powers===&lt;br /&gt;
These powers are available all psions and range from powers that require only a little bit of essence up to powers that require a high cognition to have of an essence pool. Greater powers may come with restrictions or other unusual effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic healing (1) || Heal yourself, but take heavy amounts of agony and become stunned. || Heals 30 brute and 30 burn.&lt;br /&gt;
Toughness may mitigate the effect and allow you to resist the pain damage, painkillers and racial resistance will also help.&lt;br /&gt;
Psionic Attunement halves the stun as well as the agony taken.&lt;br /&gt;
|-&lt;br /&gt;
| Telepathic projection (1) || Project your mind into the thoughts of others, allowing you to send telepathic messages over any distance. This is primarily words, but may include brief, vague snippets of emotions or other sensory information. || This does not work on lesser life forms, people with mind shielding such as cruciforms, or synthetic minds.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Blade (1)|| Create a psionic blade in your hand that functions as a knife, the power of which scales with your robustness per attack. Does not function as a viable tool. || This object is temporary, when it leaves your hand for any reason it disappears. It does not require power and cannot wear down or break. The power of the knife is deceptive, with every attack the damage is actively calculated off your robustness (debuffs mid fight such as flashbangs or defiler venom weaken the weapon). At nine or less, you do the same as a knife. At ten to nineteen you deal the same as a butcher knife. At twenty to twenty nine, you deal the same as a machete. At thirty or higher, you deal the same as a longsword.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Shield (1) || Create a psionic shield that can block melee attacks.&lt;br /&gt;
If already created in hand, upgrades the shield to block bullets and beams at the cost of 10 shield health but increases blocking chances by 10%.&lt;br /&gt;
If already upgraded, heals the shield by 80 health and increases blocking chances by 5%.&lt;br /&gt;
If Psionic Psychosis or Toughness is 60 or higher, automatically upgrades the newly created shield. || Functions exactly like a standard shield.&lt;br /&gt;
When upgrading the shield, have it active in hand.&lt;br /&gt;
If using two shields at once, both are upgraded at the same time.&lt;br /&gt;
|-&lt;br /&gt;
| Telekinetic Prowess (1) || You gain telekinesis, allowing you to pick up objects and move them around, as well as interact with some objects at range. Careful, as you can hurt yourself and others using this (unless that&#039;s what you want). || Can be used to do a variety of things and can only be removed by willingly ending it or through scientific methods. Using this power, once activated, does not cost any psi points.&lt;br /&gt;
|-&lt;br /&gt;
| End Telekinesis (0) || End your telekinesis. You may reactivate telekinesis by spending another psi point. || Useful for if you get tired of picking up random objects or pushing walls when randomly clicking your screen to face various directions.&lt;br /&gt;
|-&lt;br /&gt;
| Telekinetic Fist (1) || Create a one hit use psi fist in your hand which deals damage and knock back based on your current robustness when used. || This is a temporary item that will vanish if it leaves your hand. This power vanishes after one attack, but deals damage that scales the same as the psychic blade while dealing 2/4/6 tile knock-back depending on your robustness.&lt;br /&gt;
|-&lt;br /&gt;
| Pyrokinetic Spark (1) || Expend a single point of your psi essence to create a tiny flickering fire in your hand that will shine light and ignite combustible materials, can be thrown but will extinguish quickly&lt;br /&gt;
|This can light cobwebs on fire.&lt;br /&gt;
|-&lt;br /&gt;
|Psychosomatic Fullness (1)&lt;br /&gt;
|Expend a single point of your psi essence to convince your stomach it&#039;s not actually that hungry, burning fat reserves to keep going strong. Taxing on the mind and causes minor burns.&lt;br /&gt;
|If you have the perk Psionic Attunement take only 5 burn damage as apposed to 10.&lt;br /&gt;
|-&lt;br /&gt;
| Telekinetic Omnitool (2)|| Create an omnitool which has tool qualities based on 80% of your biology and mechanical skills, allowing it to function as a mechanical or surgical tool. It works at 80% speed and cannot be upgraded. || This object is temporary, when it leaves your hand for any reason it disappears. It does not require power and cannot wear down or break.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Tool Creation (2) || Using an oddity, you create a permanent tool out of it, sacrificing the oddity to have it randomly become a tool. The oddities stats affect what is most likely to be created, but the choice is still random. || Creates one of six potential tools. The tools are lesser than their high tier counterparts, but have odd qualities and come with themes. Some may be used as weapons but generally are not as effective as actual psi-weapons. These can be modified and upgrade.&lt;br /&gt;
|-&lt;br /&gt;
| Meditative Focus (2) || Expend two psi points of your psi essence to focus your mind and increase your sanity.&lt;br /&gt;
|Heals [5 Sanity + Cog/2].&lt;br /&gt;
If the user has Psionic Attunement, heals an additional 10 Sanity.&lt;br /&gt;
If the user has Psionic Psychosis, heals an additional 5 Sanity.&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Swarm (2)&lt;br /&gt;
|Spend two psionic essence to call forth a psionic energy cloud that will rip at foes and protect you for a short time.&lt;br /&gt;
|Lasts 30 life ticks.&lt;br /&gt;
|-&lt;br /&gt;
|Pain Infliction (2)&lt;br /&gt;
|Expend two psi points to inflict pain upon whatever person you are currently grabbing in a tight hold.&lt;br /&gt;
|Must be aggressively grabbing the person.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Weapon Construction (3) || Using an oddity, you create a permanent weapon out of it, sacrificing the oddity to have it randomly become a range weapon. The oddities stats affect what is most likely to be created, but the choice is still random. Psionic guns &#039;&#039;&#039;do not&#039;&#039;&#039; come loaded. || Creates one six random guns. All guns are 10% to 20% weaker than than their official versions. All weapons come with a specific style, name, and description that makes them more interesting and reveal their nature. These can be modified and upgraded.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Melee Construction (3) || Using an oddity, you create a permanent weapon out of it, sacrificing the oddity to have it randomly become a melee weapon. The oddities stats affect what is most likely to be created, but the choice is still random. || Creates one six random melee weapons. They have unusual but crappy tool qualities and are suited better as decent weapons, though are easily outshone end game weaponry. All weapons come with a specific style, name, and description that makes them more interesting and reveal their nature. These can be modified and upgraded.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Call (2) || You call burrowing creatures from all nearby burrows and cracks. What appears is random. None of the things called are inherently friendly to you, meaning you may call things that are hostile and attack you and your allies. || Useful if you need a distraction, cannon fodder, you&#039;re a cht&#039;mant looking to (hopefully) call roaches or spiders to your location. Use at your own risk.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Banish (4) || You force all burrowing creatures to flee from you, forcing them to go inside their burrows and leave for parts unknown. || Some creatures may actively try to resist the affect. Only works on creatures capable of burrowing and only if a burrow they can reach is nearby. Resisting creatures will still attack if you get close and may give up if they cannot reach the burrow.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Armor (4) || You create a suit of psionic armor which provides decent all-round protection for you. Using this power destroys whatever armor, boots, gloves, and hat you are wearing. The suit enhances your cognition for each piece you&#039;re wearing but they disappear if you remove it for any reason. || Each Psionic Armor piece gives +5 Cognition for a total of 20.&lt;br /&gt;
Each Psionic Armor piece has an armor value of 8.&lt;br /&gt;
Psionic Armor pieces are all space proof.&lt;br /&gt;
Psionic Armor Gloves and Boots are both insulated and the boots prevent slipping. &lt;br /&gt;
The hood provides a mood setting light.&lt;br /&gt;
Psion Robes however do slow down the wearer.&lt;br /&gt;
|-&lt;br /&gt;
| Journey to Nowhere (5) || You teleport yourself, whatever you are holding or wearing, and any person you are grabbing to the nightmare realm known as Deep Maintenance. You are not guaranteed safety and the effect weakens you on arrival. While you will always land in an empty spot, you may be surrounded by traps or possibly hostile life forms that will rip you limb from limb immediately. || &#039;&#039;&#039;Do not use this unless you are heavily armored, carrying lots of supplies, and prepared. Taking yourself and an unwilling subject is considered attempted murder. Keep in mind, as a psion, if you die in deep maintenance it is unlikely you will be found and rescued.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Job Specific Powers===&lt;br /&gt;
Job specific powers are linked to a specific job and cannot normally be obtained without playing that specific job. Unlike standard or greater powers, these are generally thematic and may cost lesser or more points than either.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic Restoration (2) || You heal whoever you are presently grabbing for damage similar to psychosomatic healing, but weaker and a little safer. || Heals 30 brute and 30 burn at the cost of double the psi essence. This power, however, doesn&#039;t cause pain like its lesser variant.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Tranquility (2) || Expend two psi points of your psi essence to calm the mind of another person you are grappling and restore their sanity.&lt;br /&gt;
|Heals [10 Sanity + Cog/2].&lt;br /&gt;
If the user has Psionic Attunement, heals an additional 20 Sanity.&lt;br /&gt;
If the user has Psionic Psychosis, heals an additional 10 Sanity.&lt;br /&gt;
|-&lt;br /&gt;
| Cerebral Regeneration (3) || Heals the mind of whoever you are grappling or yourself if you are currently grabbing nobody. When used on yourself, the power cost is reduced to 0. || This power heals 60 brain damage instantly but does not cure the effect that caused the brain damage so additional healing may be needed. Works on people who are unconscious but not dead. The cost is free if used on yourself.&lt;br /&gt;
|-&lt;br /&gt;
|Peace of Mind (4)&lt;br /&gt;
|Expend four psi points to put whatever person you are currently grabbing to sleep for a short time.&lt;br /&gt;
|Must be aggressively grabbing the person.&lt;br /&gt;
|-&lt;br /&gt;
| Gift of the Psion (4) || You reach into the mind of another you are grappling and attempt to empower them, giving you different effects based on what they are. This power requires massive amounts of essence to use and its highly suggested that you take the time to provide actual psychological help in the mean time. || When grappling someone this power grants different perks based on if the target is a psion or not. In a psion, they gain Psionic Grace and in a non-psion they gain Mind Over Matter. Do keep in mind, using this power &#039;&#039;&#039;logs and messages admins&#039;&#039;&#039;, so be sure to employ actual roleplay and try not to game the benefit too much.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Xenoarchaeology-Aquired Powers === &lt;br /&gt;
Some powers can be learned through the use of artifacts acquired through [[Guide_To_Xenoarchaeology|Xenoarchaeology]], or though crafting.&lt;br /&gt;
&lt;br /&gt;
When inside of a psionic catalysts each power has a resonances that is used in crafting with the E.A.R in S.I.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
!Recipe                                                                                              &lt;br /&gt;
!Residence                          &lt;br /&gt;
|-&lt;br /&gt;
| Kinetic Orb (0) || Creates a kinetic orb in hand that functions like a projectile weapon, expending a single psi point per shot to deliver a potentially lethal ranged blast. || Unlike other physical powers, this orb scales off of your cognition. While allowing you to stay at range, it is most costly to use than psychic blade and doesn&#039;t get bonus damage from two handing or having high robustness. Comes in cryo-, pyro- and electro-kinetic variant&lt;br /&gt;
|Cryo: SuppressionAgeClimate&lt;br /&gt;
Pyro: SuppressionClimateHealing&lt;br /&gt;
Eletro: WarmColdClimateHealing&lt;br /&gt;
|Cryo: Cold&lt;br /&gt;
Pyro: Warm&lt;br /&gt;
Electro: Quick&lt;br /&gt;
|-&lt;br /&gt;
|Kinetic Barrier (2)&lt;br /&gt;
|Expend two psi points to create a psychic barrier a short distance from where the psion is facing. It blocks all movement and projectiles, but not vision.&lt;br /&gt;
|Lasts for 10 seconds&lt;br /&gt;
|ProtectionWarm&lt;br /&gt;
|Suppression&lt;br /&gt;
|-&lt;br /&gt;
|Psychoactive Manipulation (2)&lt;br /&gt;
|Expend two points of essence to psionically manipulate an oddity. Unlike other, more refined methods, this process is entirely random. The process could make the oddity or anomaly better or worse.&lt;br /&gt;
|Can be used to fish for perks on an oddity.&lt;br /&gt;
|SeekingGreater&lt;br /&gt;
|Greater&lt;br /&gt;
|-&lt;br /&gt;
|Chosen Control (4)&lt;br /&gt;
|Expend four psi points to clear all effects that impede one&#039;s control. Remove stuns, paralysis, pain, agony, restrainments, and clears the users body of all chemicals and addictions.&lt;br /&gt;
|Removes handcruffs and shoecuffs dropping them on the ground.&lt;br /&gt;
|HealingSuppressionClimateCarbon&lt;br /&gt;
|Suppression&lt;br /&gt;
|-&lt;br /&gt;
|Locate Mind-Essence (5)&lt;br /&gt;
|Expend five points of essence to psionically detect the thoughts and location of another higher life form. Does not work on animals, cruciform bearers, synthetics, or those wearing psionic protection. Can locate lingering echoes of thoughts in the deceased, allowing you to find bodies.&lt;br /&gt;
|Gives coordinates as well as area name&lt;br /&gt;
|ClimateRegicideSuppression&lt;br /&gt;
|Seeking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Maintenance Powers ===&lt;br /&gt;
Deep Maintenance Powers are found when combating Deep Maintenance monsters, typically found after sifting through the ashes, or though crafting. &lt;br /&gt;
&lt;br /&gt;
When inside of a psionic catalysts each power has a resonances that is used in crafting with the E.A.R in S.I.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
!Recipe&lt;br /&gt;
!Residence&lt;br /&gt;
|-&lt;br /&gt;
| Layered Psychic Shield (1) || Creates a layered shield capable of blocking bullets, energy beams, and melee attacks. || Functions exactly like a standard shield.&lt;br /&gt;
Unlike the Psychic Shield, it does not upgrade in-hand shields.&lt;br /&gt;
&lt;br /&gt;
Shield created is upgrade-able by Psychic Shield.&lt;br /&gt;
|ProtectionProtection&lt;br /&gt;
|Protection&lt;br /&gt;
|-&lt;br /&gt;
|Nightmarish Mind (1)&lt;br /&gt;
|Expend a single psi point to realign your mind to that of nightmare stalkers, causing them to not react to your presence, even when you attack them. May have unforeseen consequences.&lt;br /&gt;
|Sets your faction to the same as stalkers.&lt;br /&gt;
If you are a chtmant, or have genetical changed your faction, then this over-rides it.&lt;br /&gt;
|QuickSeeking&lt;br /&gt;
|Night&lt;br /&gt;
|-&lt;br /&gt;
|Rust (1)&lt;br /&gt;
|Expend a single psi point to wither an object, making it rust away and weaken.&lt;br /&gt;
|Only makes the item in your active hand old.&lt;br /&gt;
|QuickQuick&lt;br /&gt;
|Rust&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Suture (1)&lt;br /&gt;
|Expend one of your essence to create a psionic suture in hand, able to stop bleeding. If you are more psionically gifted, it can even help heal wounds.&lt;br /&gt;
|Only dropped by flesh behemoths&lt;br /&gt;
If you have Psionic Attunement, gain 1 more additional use on the summoned suture&lt;br /&gt;
If you have Psionic Harmony, gain 1 more additional use on the summoned suture&lt;br /&gt;
By default deals 1 damage.&lt;br /&gt;
If you have Psionic Attunement, add 5 healing&lt;br /&gt;
If you have Psionic Harmony, add 5 healing&lt;br /&gt;
If you have Mind over Matter, add 5 healing&lt;br /&gt;
If you have Mind Master, multiply healing by 2&lt;br /&gt;
|HealingNull&lt;br /&gt;
|Healing&lt;br /&gt;
|-&lt;br /&gt;
|Meditative Focus (1)&lt;br /&gt;
|Expend a psi points of your psi essence clear out any chemical in your body, helpful or not.&lt;br /&gt;
|Only dropped by flesh behemoths&lt;br /&gt;
When inside a psionic catalyst named Psionic Purify.&lt;br /&gt;
Clears all chemicals on body, in blood and ingested.&lt;br /&gt;
|QuickNullDark&lt;br /&gt;
|Healing&lt;br /&gt;
|-&lt;br /&gt;
|Discombobulate (1)&lt;br /&gt;
|Spend an essence to violently destroy a pile of trash.&lt;br /&gt;
|Only dropped by the ponderous&lt;br /&gt;
When used throws rods and glass as well as items inside around.&lt;br /&gt;
Also makes a small smoke screen.&lt;br /&gt;
If you have Psionic Attunement, removes the psionic cost.&lt;br /&gt;
|WarmClimate&lt;br /&gt;
|Warm&lt;br /&gt;
|-&lt;br /&gt;
|Decay (2)&lt;br /&gt;
|Expend two psi points to wither and rust every object a person you are grabbing is holding or wearing, rendering each object worse and weaker.&lt;br /&gt;
|Is able to delete power cells, make the person ware plasma infected clothing and delete ammo inside of boxes or mags.&lt;br /&gt;
|QuickRust&lt;br /&gt;
|Age&lt;br /&gt;
|-&lt;br /&gt;
|Kings Decorum (2)&lt;br /&gt;
|Expend two psi points to expel gore, blood, and smoke to decorate the world as the king desires.&lt;br /&gt;
|Makes a smoke screen and shakes the camera of anyone around you.&lt;br /&gt;
|AgeRustCarbon&lt;br /&gt;
|Regicide&lt;br /&gt;
|-&lt;br /&gt;
|Reorganize (2)&lt;br /&gt;
|Expend a small amount of essence to compress a scrap pile into a condensed cube for easier transportation.&lt;br /&gt;
|Only dropped by the ponderous&lt;br /&gt;
If you have Psionic Attunement, only costs 1 psionic cost.&lt;br /&gt;
|QuickSuppression&lt;br /&gt;
|Suppression&lt;br /&gt;
|-&lt;br /&gt;
|Bring Darkness (3)&lt;br /&gt;
|Expend three psi points to break all the lights connected to the power grid near you. Does not work on independent light sources, sunlight, or grant you sight in darkness.&lt;br /&gt;
|Breaks all lights in the area you are in as well as spawns blood messages that drain sanity.&lt;br /&gt;
|AgeNight&lt;br /&gt;
|Dark&lt;br /&gt;
|-&lt;br /&gt;
|Mindjack (3)&lt;br /&gt;
|Expend three psi points to force a lesser creature to ally with you, changing it to not only ally with colonists but to turn on its former friends. Does not work on creatures incapable of proper violence, such as rats.&lt;br /&gt;
|Only dropped by Hound of the Crown&lt;br /&gt;
When inside a psionic catalyst named &amp;quot;Enslavement&amp;quot;&lt;br /&gt;
Sets faction of the mob to be &amp;quot;mindjacked&amp;quot;&lt;br /&gt;
Sets mob to be a colony ally and friendly to colony.&lt;br /&gt;
|RegicideAgeCarbon&lt;br /&gt;
|Greater&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Temperature Regulate (4)&lt;br /&gt;
|Expend four psi points to eather heat or cool your body.&lt;br /&gt;
|Only dropped by flesh behemoths&lt;br /&gt;
|ColdWarm&lt;br /&gt;
|Climate&lt;br /&gt;
|-&lt;br /&gt;
|Scrap Together (4)&lt;br /&gt;
|Expend some essence to collect trash from deepmaints and pile it in front of you.&lt;br /&gt;
|Only dropped by the ponderous&lt;br /&gt;
If you have Psionic Attunement, only costs 3 psionic cost.&lt;br /&gt;
|QuickSinking&lt;br /&gt;
|Seeking&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Ascension (5)&lt;br /&gt;
|Expend five psi points to ascend someone standing in front of you, making them a psion. The process is extremely damaging to the mind and you must stand still during it.&lt;br /&gt;
|Does not force the person to become a Psion.&lt;br /&gt;
Deals brain damage to the person that uses the Power, not the newly ascended person.&lt;br /&gt;
|SteelRustAgeQuick&lt;br /&gt;
|Carbon&lt;br /&gt;
|-&lt;br /&gt;
|Cerebral Hemorrhage (5)&lt;br /&gt;
|Expend five psi points to destroy the brain of anyone you are grappling. Lesser creatures will be instantly slain in a messy fashion, unless they are harmless.&lt;br /&gt;
|Only dropped by The Dreaming King&lt;br /&gt;
Deals 60 brain damage to any human type mob.&lt;br /&gt;
Directly proc calls gib on mobs that are not human type.&lt;br /&gt;
|CarbonRegicideNight&lt;br /&gt;
|Sinking&lt;br /&gt;
|-&lt;br /&gt;
|Seek the Dream (5)&lt;br /&gt;
|Expend five psi points and wither your body and mind to call three dreaming daemons from somewhere else. They are not inherently allied to you.&lt;br /&gt;
|When inside a psionic catalyst named &amp;quot;Dream Seeker&amp;quot;&lt;br /&gt;
Removes 20 stats other then Viv and Ana.&lt;br /&gt;
Makes everyone within 10 tiles of you have screen shake.&lt;br /&gt;
|SeekingNight&lt;br /&gt;
|Seeking&lt;br /&gt;
|-&lt;br /&gt;
| Void robe (6) || When applied, it creates an ultra-light protected cloak, spurring the wearer to new adventures in the kingdom of the king of dreams! Each part of the kit enhances the psion&#039;s thinking abilities and accelerates his step. || Each Void robe piece gives +5 Cognition for a total of 20.&lt;br /&gt;
Each Void robe piece has a variation in armor level.&lt;br /&gt;
Void robe pieces are all space proof.&lt;br /&gt;
Void robe gloves and boots are both insulated and the boots prevent slipping. &lt;br /&gt;
The hood provides a mood setting light.&lt;br /&gt;
Void robe set speeds up the wearer&lt;br /&gt;
|ProtectionSuppression&lt;br /&gt;
|Protection&lt;br /&gt;
|-&lt;br /&gt;
| Durable shell (8) || Creates a set of very strong armor, using your mind and the environment as the material. Each piece of armor replaces the clothes you are already wearing, and provides additional strength to your body, in exchange for your psionic abilities. || Each Durable shell piece gives +5 Toughness for a total of 20.&lt;br /&gt;
Durable shell robe piece has an armor value of 15 as well as a 100 bomb armor.&lt;br /&gt;
Durable shell pieces are all space proof.&lt;br /&gt;
Durable shell gloves and boots are both insulated.&lt;br /&gt;
The helmet provides a powerful light.&lt;br /&gt;
Durable shell robes however slow down the wearer.&lt;br /&gt;
|SuppressionProtectionProtectionProtection&lt;br /&gt;
|Protection&lt;br /&gt;
|-&lt;br /&gt;
|Merge Flesh and Steel (10)&lt;br /&gt;
|Expend a massive pool of ten psi points and your own body to become something greater. To grasp at perfection, one must make sacrifices...&lt;br /&gt;
|When inside a psionic catalyst named &amp;quot;Heretical Ascension&amp;quot;&lt;br /&gt;
Does not allow you to play/control the greater being.&lt;br /&gt;
|CarbonRustAgeQuick&lt;br /&gt;
|Steel&lt;br /&gt;
|}&lt;br /&gt;
==Psionic Perks==&lt;br /&gt;
Psionic powers may be effected by perks, which can be gained by background character options, oddities, or other effects in round. Psionic perks are usually pretty limited towards what they effect, but can drastically change your play style depending on what they do and what you have. Below is a list of perks that psions may potentially have.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Psion || You have, through some method you may or may not understand, delved into the secrets of psionic ascension and gained powers beyond your understanding. While your mind has become far stronger, your body has weakened slightly. You require a bit more food to support the specialized organ you&#039;ve developed. &lt;br /&gt;
Additionally, you must always maintain purity of body, any implants, cruciforms, or synthetics will be violently rejected as long as your psionic organ is in your head.&lt;br /&gt;
| Given by your psion organ. -20 Max Health, very minuscule hunger increase, an additional organ in your head, and all non-organic implants, modules, or body parts are forcefully and painfully ejected from the body.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Psychosis|| You lived a life of unsettled violence. Maybe it was circumstance, maybe it was necessity, or maybe you just liked hurting people. No matter the reason, your mind is attuned to bloody violence and your potential as a psion reflects that. No matter your stats or physical body, you always deal maximum damage when using scaling psionic weaponry you create.|| Any temporary psionic item that scales off of any stat deals its maximum damage regardless of your abilities. (Telekinetic fist always deals 33 damage and has 6 tile knock-back, psychic blade deals 33 damage per hit, etc. etc.)&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Harmony || You have achieved inner harmony, your balance of emotion giving you peace of mind and thus expanding your potential as a psion. With this frame of mind, you retain a higher maximum psi pool than others, increasing your capacity by two.|| Your maximum psi points increases by 2. This effect stacks.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Attunement || You have, through practice or innate talent, mastered your psionic abilities to such a degree that you have greater control of the negative side effects of your powers. Whenever you use a psionic power that has negative side effects, you take only half the penalties a psion normally would. || You take 50% less penalty when using abilities like psychosomatic healing, psychosomatic transference. etc. etc. You also remove the cost of using telepathy and telekinetic prowess. &lt;br /&gt;
|-&lt;br /&gt;
| Mind Master || Your training as a Soteria psychologist and understanding of psychiatry has given you a deep understanding of how the mind works. As a result, if you became a psion, you have an expanded set of powers that aid you in your work, with additional essence to use your abilities.|| Your maximum psi points increases by 5. This effect stacks.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Grace || The latent effects of a fellow psion with mastery over the mind has enhanced your abilities. The gifted enhancement allows you to recover your psi essence twice as fast. || The time it takes to recover psi essence is halved.&lt;br /&gt;
|-&lt;br /&gt;
| Mind over Matter || You felt the grace of a psion touching your mind and bringing about a level of peace and perfection you never quite considered. Now, as a result, your body and mind work beyond any potential they once had. || You gain a +10 to most stats for the remainder of the shift. This perk is only available to non-psions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E.A.R ==&lt;br /&gt;
The EGO: E.A.R. T-01-92beta S-23 (aka E.A.R) is dark marble machinery that is used to craft different psionic catalysts. &lt;br /&gt;
&lt;br /&gt;
Crafting is based off different &amp;quot;Residence&amp;quot; found inside a non-used powered psionic catalyst. To see recipes in game you can look to the EGO: E.A.R Music Sheet or use the tables found on this wiki page.&lt;br /&gt;
&lt;br /&gt;
E.A.R has a maximum of four psionic catalysts, if a recipe overlaps it will create more then one psionic catalysts.&lt;br /&gt;
&lt;br /&gt;
When adding psionic catalysts Pillar slot order matters, as when the E.A.R is activated it will go in order from 1st to 4th and grab the Residence. If a Pillar is unused it will add nothing. Note that you can skip slots and still have successful crafting. &lt;br /&gt;
&lt;br /&gt;
Note that used psionic catalysts turns the residence to &amp;quot;Null&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===== How to use the E.A.R =====&lt;br /&gt;
&lt;br /&gt;
# Gather many different psionic catalysts. More different types the better, you can see &lt;br /&gt;
# Click the psionic catalysts onto the E.A.R and slot them.&lt;br /&gt;
# Once your done slotting in psionic catalysts click the E.A.R with a open hand and activate it.&lt;br /&gt;
&lt;br /&gt;
Once done your hopefully rewarded with new psionic catalysts. &lt;br /&gt;
&lt;br /&gt;
E.A.R Trivia&lt;br /&gt;
* E.A.R has a hidden description that reads as the following &amp;quot;Design and prototyped by a non psionic CRO, many personal touches are engraved in runes, fractal patterns and small engraving of a name starting with a stylized T.&amp;quot;&lt;br /&gt;
* T in T-01 stands for Tech, S in S-23 stands for Sanity.&lt;br /&gt;
* E.A.R stands for Eternal Ascension Resonances.&lt;br /&gt;
* The E.A.R as well as Music Sheet names are inspired by a few different manga. Well the mechanics are inspired by a gacha game. &lt;br /&gt;
&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Psionics&amp;diff=4608</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Psionics&amp;diff=4608"/>
		<updated>2024-12-22T02:36:08Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: /* Deep Maintenance Powers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Psionics and You =&lt;br /&gt;
Psionics are a recent development &#039;&#039;&#039;(as in they first came to be publicly on August 18th, 2650)&#039;&#039;&#039; from Soteria research that has pushed the boundaries of what the human, alien, and abhuman mind is capable of. This expansion of the power is done through a process that grows a muscle-like brain in the head that contains the power and abilities a psion may use. However, this is not without its drawbacks. While the ability to manipulate objects, project your mind, or create kinetic objects may seem like a straight boon, the act of being a psion does strain the body. A psion&#039;s body takes more damage from all sources (about 20% more) and requires a very slight increase in food intake. Equally, some psionic powers may have draw backs, due to how the effect changes the flesh in a way that is direct and in some ways clumsy.&lt;br /&gt;
&lt;br /&gt;
Yet, despite this, psionics are extremely powerful, more so depending on the physical or mental abilities of the psion. Some psionic abilities rely on the physical robustness or toughness of the user, while others go in line with innate skills such as biology or mechanical depending on the application of its effects. Psionic powers contain equal parts utility and offensive ability. For a detailed list, read further below. Becoming a psion requires visiting Soteria between shifts (or having a psion capable of it making you one) while removing your psionic abilities is but one surgical procedure away to remove the enhanced organ. Beware, your body remains weakened even if the organ is removed.&lt;br /&gt;
&lt;br /&gt;
Psions must also &#039;&#039;&#039;always&#039;&#039;&#039; maintain &#039;&#039;&#039;Purity of Body&#039;&#039;&#039;, what is purity of body? It is keeping all mechanical implants, organs, organ modules, or synthetic limbs out of and outside the body. A psion&#039;s body cannot be connected to machines in such a way, causing any implants to painfully and viciously be rejected in such a way that it greatly damages the psion. For what reason psions must maintain purity of body is presently unknown, but trying to ascend with any augmentation, including cruciforms, will be hazardous to your health. Of course, this &#039;&#039;&#039;does not&#039;&#039;&#039; apply to bio-implants, which contain no machine parts, nor gene mods, genetic tampering, or biological meddling.&lt;br /&gt;
&lt;br /&gt;
Finally, be aware what is expected of you in regards of the colonie&#039;s [[Laws]], as committing a crime with your psionic powers increases the fines and time served. Additionally, be wary of using powers like journey to nowhere, as teleporting an unwilling person is at minimum considered attempted murder.&lt;br /&gt;
&lt;br /&gt;
=== How do my stats effect my psionic power? ===&lt;br /&gt;
In the case of specific powers, read below. For general stat effects, your psionics are used by a resource pool you can find in the &#039;&#039;&#039;status&#039;&#039;&#039; menu which shows your current and total psi essence pool. &lt;br /&gt;
&lt;br /&gt;
Your total essence pool is calculated as thus: (Cognition / 10), Minimum 1, Maximum 30, rounded down.&lt;br /&gt;
So, if you have Cognition 24, you have 2 essence points as 24/10 rounded down is 2. If you have cognition 310, you have essence points 30. If you have -15 cognition, you have essence 1.&lt;br /&gt;
&lt;br /&gt;
Essence points are regained naturally every 10 minutes and can be potentially effected by various perks, stimulants, and items. Your essence will always fill to its maximum capacity without you needing to worry about it. If you wish to increase your psi essence regeneration or maximum psi pool, use of objects such as psi inhalants or chemicals such as cerebrix or drug stims will greatly help you regenerate essence or temporarily increase your maximum psi pool, but come with various side effects.&lt;br /&gt;
&lt;br /&gt;
Your cognition also effects the rate at which you restore your psi essence. For every 20 cognition you have, you reduce the amount of time it takes to restore a psi point by 1 minute, up to a maximum of 5 minutes at 100 cognition. Use of psionic grace can reduce this number even further.&lt;br /&gt;
&lt;br /&gt;
You can make cerebrix by combining 1:1:1 of psilocybin, synaptizine, and cryptobiolin, which creates 3 units. You may further refine the process by combining 40:40:40 cerebrix, water, and silicon to create a cerebrix inhaler, which restores 1 psi point instantly with no side effects and may be recycled for one glass and one plastic sheet.&lt;br /&gt;
&lt;br /&gt;
==Powers: Your guide to being a mind wizard==&lt;br /&gt;
Psionic powers have a description you may view in game at any time under the psionic powers tab. The name of the power and its associated cost are in parenthesis next to it, by mousing over the power in the bottom left corner (below your typing window) you&#039;ll see a full explanation of what the power does. Powers are listed here as well, for quick and easy reference.&lt;br /&gt;
&lt;br /&gt;
=== Basic Powers===&lt;br /&gt;
These powers are available all psions and range from powers that require only a little bit of essence up to powers that require a high cognition to have of an essence pool. Greater powers may come with restrictions or other unusual effects.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic healing (1) || Heal yourself, but take heavy amounts of agony and become stunned. || Heals 30 brute and 30 burn.&lt;br /&gt;
Toughness may mitigate the effect and allow you to resist the pain damage, painkillers and racial resistance will also help.&lt;br /&gt;
Psionic Attunement halves the stun as well as the agony taken.&lt;br /&gt;
|-&lt;br /&gt;
| Telepathic projection (1) || Project your mind into the thoughts of others, allowing you to send telepathic messages over any distance. This is primarily words, but may include brief, vague snippets of emotions or other sensory information. || This does not work on lesser life forms, people with mind shielding such as cruciforms, or synthetic minds.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Blade (1)|| Create a psionic blade in your hand that functions as a knife, the power of which scales with your robustness per attack. Does not function as a viable tool. || This object is temporary, when it leaves your hand for any reason it disappears. It does not require power and cannot wear down or break. The power of the knife is deceptive, with every attack the damage is actively calculated off your robustness (debuffs mid fight such as flashbangs or defiler venom weaken the weapon). At nine or less, you do the same as a knife. At ten to nineteen you deal the same as a butcher knife. At twenty to twenty nine, you deal the same as a machete. At thirty or higher, you deal the same as a longsword.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Shield (1) || Create a psionic shield that can block melee attacks.&lt;br /&gt;
If already created in hand, upgrades the shield to block bullets and beams at the cost of 10 shield health but increases blocking chances by 10%.&lt;br /&gt;
If already upgraded, heals the shield by 80 health and increases blocking chances by 5%.&lt;br /&gt;
If Psionic Psychosis or Toughness is 60 or higher, automatically upgrades the newly created shield. || Functions exactly like a standard shield.&lt;br /&gt;
When upgrading the shield, have it active in hand.&lt;br /&gt;
If using two shields at once, both are upgraded at the same time.&lt;br /&gt;
|-&lt;br /&gt;
| Telekinetic Prowess (1) || You gain telekinesis, allowing you to pick up objects and move them around, as well as interact with some objects at range. Careful, as you can hurt yourself and others using this (unless that&#039;s what you want). || Can be used to do a variety of things and can only be removed by willingly ending it or through scientific methods. Using this power, once activated, does not cost any psi points.&lt;br /&gt;
|-&lt;br /&gt;
| End Telekinesis (0) || End your telekinesis. You may reactivate telekinesis by spending another psi point. || Useful for if you get tired of picking up random objects or pushing walls when randomly clicking your screen to face various directions.&lt;br /&gt;
|-&lt;br /&gt;
| Telekinetic Fist (1) || Create a one hit use psi fist in your hand which deals damage and knock back based on your current robustness when used. || This is a temporary item that will vanish if it leaves your hand. This power vanishes after one attack, but deals damage that scales the same as the psychic blade while dealing 2/4/6 tile knock-back depending on your robustness.&lt;br /&gt;
|-&lt;br /&gt;
| Pyrokinetic Spark (1) || Expend a single point of your psi essence to create a tiny flickering fire in your hand that will shine light and ignite combustible materials, can be thrown but will extinguish quickly&lt;br /&gt;
|This can light cobwebs on fire.&lt;br /&gt;
|-&lt;br /&gt;
|Psychosomatic Fullness (1)&lt;br /&gt;
|Expend a single point of your psi essence to convince your stomach it&#039;s not actually that hungry, burning fat reserves to keep going strong. Taxing on the mind and causes minor burns.&lt;br /&gt;
|If you have the perk Psionic Attunement take only 5 burn damage as apposed to 10.&lt;br /&gt;
|-&lt;br /&gt;
| Telekinetic Omnitool (2)|| Create an omnitool which has tool qualities based on 80% of your biology and mechanical skills, allowing it to function as a mechanical or surgical tool. It works at 80% speed and cannot be upgraded. || This object is temporary, when it leaves your hand for any reason it disappears. It does not require power and cannot wear down or break.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Tool Creation (2) || Using an oddity, you create a permanent tool out of it, sacrificing the oddity to have it randomly become a tool. The oddities stats affect what is most likely to be created, but the choice is still random. || Creates one of six potential tools. The tools are lesser than their high tier counterparts, but have odd qualities and come with themes. Some may be used as weapons but generally are not as effective as actual psi-weapons. These can be modified and upgrade.&lt;br /&gt;
|-&lt;br /&gt;
| Meditative Focus (2) || Expend two psi points of your psi essence to focus your mind and increase your sanity.&lt;br /&gt;
|Heals [5 Sanity + Cog/2].&lt;br /&gt;
If the user has Psionic Attunement, heals an additional 10 Sanity.&lt;br /&gt;
If the user has Psionic Psychosis, heals an additional 5 Sanity.&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Swarm (2)&lt;br /&gt;
|Spend two psionic essence to call forth a psionic energy cloud that will rip at foes and protect you for a short time.&lt;br /&gt;
|Lasts 30 life ticks.&lt;br /&gt;
|-&lt;br /&gt;
|Pain Infliction (2)&lt;br /&gt;
|Expend two psi points to inflict pain upon whatever person you are currently grabbing in a tight hold.&lt;br /&gt;
|Must be aggressively grabbing the person.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Weapon Construction (3) || Using an oddity, you create a permanent weapon out of it, sacrificing the oddity to have it randomly become a range weapon. The oddities stats affect what is most likely to be created, but the choice is still random. Psionic guns &#039;&#039;&#039;do not&#039;&#039;&#039; come loaded. || Creates one six random guns. All guns are 10% to 20% weaker than than their official versions. All weapons come with a specific style, name, and description that makes them more interesting and reveal their nature. These can be modified and upgraded.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Melee Construction (3) || Using an oddity, you create a permanent weapon out of it, sacrificing the oddity to have it randomly become a melee weapon. The oddities stats affect what is most likely to be created, but the choice is still random. || Creates one six random melee weapons. They have unusual but crappy tool qualities and are suited better as decent weapons, though are easily outshone end game weaponry. All weapons come with a specific style, name, and description that makes them more interesting and reveal their nature. These can be modified and upgraded.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Call (2) || You call burrowing creatures from all nearby burrows and cracks. What appears is random. None of the things called are inherently friendly to you, meaning you may call things that are hostile and attack you and your allies. || Useful if you need a distraction, cannon fodder, you&#039;re a cht&#039;mant looking to (hopefully) call roaches or spiders to your location. Use at your own risk.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Banish (4) || You force all burrowing creatures to flee from you, forcing them to go inside their burrows and leave for parts unknown. || Some creatures may actively try to resist the affect. Only works on creatures capable of burrowing and only if a burrow they can reach is nearby. Resisting creatures will still attack if you get close and may give up if they cannot reach the burrow.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Armor (4) || You create a suit of psionic armor which provides decent all-round protection for you. Using this power destroys whatever armor, boots, gloves, and hat you are wearing. The suit enhances your cognition for each piece you&#039;re wearing but they disappear if you remove it for any reason. || Each Psionic Armor piece gives +5 Cognition for a total of 20.&lt;br /&gt;
Each Psionic Armor piece has an armor value of 8.&lt;br /&gt;
Psionic Armor pieces are all space proof.&lt;br /&gt;
Psionic Armor Gloves and Boots are both insulated and the boots prevent slipping. &lt;br /&gt;
The hood provides a mood setting light.&lt;br /&gt;
Psion Robes however do slow down the wearer.&lt;br /&gt;
|-&lt;br /&gt;
| Journey to Nowhere (5) || You teleport yourself, whatever you are holding or wearing, and any person you are grabbing to the nightmare realm known as Deep Maintenance. You are not guaranteed safety and the effect weakens you on arrival. While you will always land in an empty spot, you may be surrounded by traps or possibly hostile life forms that will rip you limb from limb immediately. || &#039;&#039;&#039;Do not use this unless you are heavily armored, carrying lots of supplies, and prepared. Taking yourself and an unwilling subject is considered attempted murder. Keep in mind, as a psion, if you die in deep maintenance it is unlikely you will be found and rescued.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Job Specific Powers===&lt;br /&gt;
Job specific powers are linked to a specific job and cannot normally be obtained without playing that specific job. Unlike standard or greater powers, these are generally thematic and may cost lesser or more points than either.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Psychosomatic Restoration (2) || You heal whoever you are presently grabbing for damage similar to psychosomatic healing, but weaker and a little safer. || Heals 30 brute and 30 burn at the cost of double the psi essence. This power, however, doesn&#039;t cause pain like its lesser variant.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Tranquility (2) || Expend two psi points of your psi essence to calm the mind of another person you are grappling and restore their sanity.&lt;br /&gt;
|Heals [10 Sanity + Cog/2].&lt;br /&gt;
If the user has Psionic Attunement, heals an additional 20 Sanity.&lt;br /&gt;
If the user has Psionic Psychosis, heals an additional 10 Sanity.&lt;br /&gt;
|-&lt;br /&gt;
| Cerebral Regeneration (3) || Heals the mind of whoever you are grappling or yourself if you are currently grabbing nobody. When used on yourself, the power cost is reduced to 0. || This power heals 60 brain damage instantly but does not cure the effect that caused the brain damage so additional healing may be needed. Works on people who are unconscious but not dead. The cost is free if used on yourself.&lt;br /&gt;
|-&lt;br /&gt;
|Peace of Mind (4)&lt;br /&gt;
|Expend four psi points to put whatever person you are currently grabbing to sleep for a short time.&lt;br /&gt;
|Must be aggressively grabbing the person.&lt;br /&gt;
|-&lt;br /&gt;
| Gift of the Psion (4) || You reach into the mind of another you are grappling and attempt to empower them, giving you different effects based on what they are. This power requires massive amounts of essence to use and its highly suggested that you take the time to provide actual psychological help in the mean time. || When grappling someone this power grants different perks based on if the target is a psion or not. In a psion, they gain Psionic Grace and in a non-psion they gain Mind Over Matter. Do keep in mind, using this power &#039;&#039;&#039;logs and messages admins&#039;&#039;&#039;, so be sure to employ actual roleplay and try not to game the benefit too much.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Xenoarchaeology-Aquired Powers === &lt;br /&gt;
Some powers can be learned through the use of artifacts acquired through [[Guide_To_Xenoarchaeology|Xenoarchaeology]], or though crafting.&lt;br /&gt;
&lt;br /&gt;
When inside of a psionic catalysts each power has a resonances that is used in crafting with the E.A.R in S.I.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
!Recipe                                                                                              &lt;br /&gt;
!Residence                          &lt;br /&gt;
|-&lt;br /&gt;
| Kinetic Orb (0) || Creates a kinetic orb in hand that functions like a projectile weapon, expending a single psi point per shot to deliver a potentially lethal ranged blast. || Unlike other physical powers, this orb scales off of your cognition. While allowing you to stay at range, it is most costly to use than psychic blade and doesn&#039;t get bonus damage from two handing or having high robustness. Comes in cryo-, pyro- and electro-kinetic variant&lt;br /&gt;
|Cryo: SuppressionAgeClimate&lt;br /&gt;
Pyro: SuppressionClimateHealing&lt;br /&gt;
Eletro: WarmColdClimateHealing&lt;br /&gt;
|Cryo: Cold&lt;br /&gt;
Pyro: Warm&lt;br /&gt;
Electro: Quick&lt;br /&gt;
|-&lt;br /&gt;
|Kinetic Barrier (2)&lt;br /&gt;
|Expend two psi points to create a psychic barrier a short distance from where the psion is facing. It blocks all movement and projectiles, but not vision.&lt;br /&gt;
|Lasts for 10 seconds&lt;br /&gt;
|ProtectionWarm&lt;br /&gt;
|Suppression&lt;br /&gt;
|-&lt;br /&gt;
|Psychoactive Manipulation (2)&lt;br /&gt;
|Expend two points of essence to psionically manipulate an oddity. Unlike other, more refined methods, this process is entirely random. The process could make the oddity or anomaly better or worse.&lt;br /&gt;
|Can be used to fish for perks on an oddity.&lt;br /&gt;
|SeekingGreater&lt;br /&gt;
|Greater&lt;br /&gt;
|-&lt;br /&gt;
|Chosen Control (4)&lt;br /&gt;
|Expend four psi points to clear all effects that impede one&#039;s control. Remove stuns, paralysis, pain, agony, restrainments, and clears the users body of all chemicals and addictions.&lt;br /&gt;
|Removes handcruffs and shoecuffs dropping them on the ground.&lt;br /&gt;
|HealingSuppressionClimateCarbon&lt;br /&gt;
|Suppression&lt;br /&gt;
|-&lt;br /&gt;
|Locate Mind-Essence (5)&lt;br /&gt;
|Expend five points of essence to psionically detect the thoughts and location of another higher life form. Does not work on animals, cruciform bearers, synthetics, or those wearing psionic protection. Can locate lingering echoes of thoughts in the deceased, allowing you to find bodies.&lt;br /&gt;
|Gives coordinates as well as area name&lt;br /&gt;
|ClimateRegicideSuppression&lt;br /&gt;
|Seeking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Deep Maintenance Powers ===&lt;br /&gt;
Deep Maintenance Powers are found when combating Deep Maintenance monsters, typically found after sifting through the ashes, or though crafting. &lt;br /&gt;
&lt;br /&gt;
When inside of a psionic catalysts each power has a resonances that is used in crafting with the E.A.R in S.I.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
!Recipe&lt;br /&gt;
!Residence&lt;br /&gt;
|-&lt;br /&gt;
| Layered Psychic Shield (1) || Creates a layered shield capable of blocking bullets, energy beams, and melee attacks. || Functions exactly like a standard shield.&lt;br /&gt;
Unlike the Psychic Shield, it does not upgrade in-hand shields.&lt;br /&gt;
&lt;br /&gt;
Shield created is upgrade-able by Psychic Shield.&lt;br /&gt;
|ProtectionProtection&lt;br /&gt;
|Protection&lt;br /&gt;
|-&lt;br /&gt;
|Nightmarish Mind (1)&lt;br /&gt;
|Expend a single psi point to realign your mind to that of nightmare stalkers, causing them to not react to your presence, even when you attack them. May have unforeseen consequences.&lt;br /&gt;
|Sets your faction to the same as stalkers.&lt;br /&gt;
If you are a chtmant, or have genetical changed your faction, then this over-rides it.&lt;br /&gt;
|QuickSeeking&lt;br /&gt;
|Night&lt;br /&gt;
|-&lt;br /&gt;
|Rust (1)&lt;br /&gt;
|Expend a single psi point to wither an object, making it rust away and weaken.&lt;br /&gt;
|Only makes the item in your active hand old.&lt;br /&gt;
|QuickQuick&lt;br /&gt;
|Rust&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Suture (1)&lt;br /&gt;
|Expend one of your essence to create a psionic suture in hand, able to stop bleeding. If you are more psionically gifted, it can even help heal wounds.&lt;br /&gt;
|Only dropped by flesh behemoths&lt;br /&gt;
If you have Psionic Attunement, gain 1 more additional use on the summoned suture&lt;br /&gt;
If you have Psionic Harmony, gain 1 more additional use on the summoned suture&lt;br /&gt;
By default deals 1 damage.&lt;br /&gt;
If you have Psionic Attunement, add 5 healing&lt;br /&gt;
If you have Psionic Harmony, add 5 healing&lt;br /&gt;
If you have Mind over Matter, add 5 healing&lt;br /&gt;
If you have Mind Master, multiply healing by 2&lt;br /&gt;
|HealingNull&lt;br /&gt;
|Healing&lt;br /&gt;
|-&lt;br /&gt;
|Meditative Focus (1)&lt;br /&gt;
|Expend a psi points of your psi essence clear out any chemical in your body, helpful or not.&lt;br /&gt;
|Only dropped by flesh behemoths&lt;br /&gt;
When inside a psionic catalyst named Psionic Purify.&lt;br /&gt;
Clears all chemicals on body, in blood and ingested.&lt;br /&gt;
|QuickNullDark&lt;br /&gt;
|Healing&lt;br /&gt;
|-&lt;br /&gt;
|Discombobulate (1)&lt;br /&gt;
|Spend an essence to violently destroy a pile of trash.&lt;br /&gt;
|Only dropped by the ponderous&lt;br /&gt;
When used throws rods and glass as well as items inside around.&lt;br /&gt;
Also makes a small smoke screen.&lt;br /&gt;
If you have Psionic Attunement, removes the psionic cost.&lt;br /&gt;
|WarmClimate&lt;br /&gt;
|Warm&lt;br /&gt;
|-&lt;br /&gt;
|Decay (2)&lt;br /&gt;
|Expend two psi points to wither and rust every object a person you are grabbing is holding or wearing, rendering each object worse and weaker.&lt;br /&gt;
|Is able to delete power cells, make the person ware plasma infected clothing and delete ammo inside of boxes or mags.&lt;br /&gt;
|QuickRust&lt;br /&gt;
|Age&lt;br /&gt;
|-&lt;br /&gt;
|Kings Decorum (2)&lt;br /&gt;
|Expend two psi points to expel gore, blood, and smoke to decorate the world as the king desires.&lt;br /&gt;
|Makes a smoke screen and shakes the camera of anyone around you.&lt;br /&gt;
|AgeRustCarbon&lt;br /&gt;
|Regicide&lt;br /&gt;
|-&lt;br /&gt;
|Reorganize (2)&lt;br /&gt;
|Expend a small amount of essence to compress a scrap pile into a condensed cube for easier transportation.&lt;br /&gt;
|Only dropped by the ponderous&lt;br /&gt;
If you have Psionic Attunement, only costs 1 psionic cost.&lt;br /&gt;
|QuickSuppression&lt;br /&gt;
|Suppression&lt;br /&gt;
|-&lt;br /&gt;
|Bring Darkness (3)&lt;br /&gt;
|Expend three psi points to break all the lights connected to the power grid near you. Does not work on independent light sources, sunlight, or grant you sight in darkness.&lt;br /&gt;
|Breaks all lights in the area you are in as well as spawns blood messages that drain sanity.&lt;br /&gt;
|AgeNight&lt;br /&gt;
|Dark&lt;br /&gt;
|-&lt;br /&gt;
|Mindjack (3)&lt;br /&gt;
|Expend three psi points to force a lesser creature to ally with you, changing it to not only ally with colonists but to turn on its former friends. Does not work on creatures incapable of proper violence, such as rats.&lt;br /&gt;
|Only dropped by Hound of the Crown&lt;br /&gt;
When inside a psionic catalyst named &amp;quot;Enslavement&amp;quot;&lt;br /&gt;
Sets faction of the mob to be &amp;quot;mindjacked&amp;quot;&lt;br /&gt;
Sets mob to be a colony ally and friendly to colony.&lt;br /&gt;
|RegicideAgeCarbon&lt;br /&gt;
|Greater&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Temperature Regulate (4)&lt;br /&gt;
|Expend four psi points to eather heat or cool your body.&lt;br /&gt;
|Only dropped by flesh behemoths&lt;br /&gt;
|ColdWarm&lt;br /&gt;
|Climate&lt;br /&gt;
|-&lt;br /&gt;
|Scrap Together (4)&lt;br /&gt;
|Expend some essence to collect trash from deepmaints and pile it in front of you.&lt;br /&gt;
|Only dropped by the ponderous&lt;br /&gt;
If you have Psionic Attunement, only costs 3 psionic cost.&lt;br /&gt;
|QuickSinking&lt;br /&gt;
|Seeking&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Ascension (5)&lt;br /&gt;
|Expend five psi points to ascend someone standing in front of you, making them a psion. The process is extremely damaging to the mind and you must stand still during it.&lt;br /&gt;
|Does not force the person to become a Psion.&lt;br /&gt;
Deals brain damage to the person that uses the Power, not the newly ascended person.&lt;br /&gt;
|SteelRustAgeQuick&lt;br /&gt;
|Carbon&lt;br /&gt;
|-&lt;br /&gt;
|Cerebral Hemorrhage (5)&lt;br /&gt;
|Expend five psi points to destroy the brain of anyone you are grappling. Lesser creatures will be instantly slain in a messy fashion, unless they are harmless.&lt;br /&gt;
|Only dropped by The Dreaming King&lt;br /&gt;
Deals 60 brain damage to any human type mob.&lt;br /&gt;
Directly proc calls gib on mobs that are not human type.&lt;br /&gt;
|CarbonRegicideNight&lt;br /&gt;
|Sinking&lt;br /&gt;
|-&lt;br /&gt;
|Seek the Dream (5)&lt;br /&gt;
|Expend five psi points and wither your body and mind to call three dreaming daemons from somewhere else. They are not inherently allied to you.&lt;br /&gt;
|When inside a psionic catalyst named &amp;quot;Dream Seeker&amp;quot;&lt;br /&gt;
Removes 20 stats other then Viv and Ana.&lt;br /&gt;
Makes everyone within 10 tiles of you have screen shake.&lt;br /&gt;
|SeekingNight&lt;br /&gt;
|Seeking&lt;br /&gt;
|-&lt;br /&gt;
| Void robe (6) || When applied, it creates an ultra-light protected cloak, spurring the wearer to new adventures in the kingdom of the king of dreams! Each part of the kit enhances the psion&#039;s thinking abilities and accelerates his step. || Each Void robe piece gives +5 Cognition for a total of 20.&lt;br /&gt;
Each Void robe piece has a variation in armor level.&lt;br /&gt;
Void robe pieces are all space proof.&lt;br /&gt;
Void robe gloves and boots are both insulated and the boots prevent slipping. &lt;br /&gt;
The hood provides a mood setting light.&lt;br /&gt;
Void robe set speeds up the wearer&lt;br /&gt;
|ProtectionSuppression&lt;br /&gt;
|Protection&lt;br /&gt;
|-&lt;br /&gt;
| Durable shell (8) || Creates a set of very strong armor, using your mind and the environment as the material. Each piece of armor replaces the clothes you are already wearing, and provides additional strength to your body, in exchange for your psionic abilities. || Each Durable shell piece gives +5 Toughness for a total of 20.&lt;br /&gt;
Durable shell robe piece has an armor value of 15 as well as a 100 bomb armor.&lt;br /&gt;
Durable shell pieces are all space proof.&lt;br /&gt;
Durable shell gloves and boots are both insulated.&lt;br /&gt;
The helmet provides a powerful light.&lt;br /&gt;
Durable shell robes however slow down the wearer.&lt;br /&gt;
|SuppressionProtectionProtectionProtection&lt;br /&gt;
|Protection&lt;br /&gt;
|-&lt;br /&gt;
|Merge Flesh and Steel (10)&lt;br /&gt;
|Expend a massive pool of ten psi points and your own body to become something greater. To grasp at perfection, one must make sacrifices...&lt;br /&gt;
|When inside a psionic catalyst named &amp;quot;Heretical Ascension&amp;quot;&lt;br /&gt;
Does not allow you to play/control the greater being.&lt;br /&gt;
|CarbonRustAgeQuick&lt;br /&gt;
|Steel&lt;br /&gt;
|}&lt;br /&gt;
==Psionic Perks==&lt;br /&gt;
Psionic powers may be effected by perks, which can be gained by background character options, oddities, or other effects in round. Psionic perks are usually pretty limited towards what they effect, but can drastically change your play style depending on what they do and what you have. Below is a list of perks that psions may potentially have.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Psion || You have, through some method you may or may not understand, delved into the secrets of psionic ascension and gained powers beyond your understanding. While your mind has become far stronger, your body has weakened slightly. You require a bit more food to support the specialized organ you&#039;ve developed. &lt;br /&gt;
Additionally, you must always maintain purity of body, any implants, cruciforms, or synthetics will be violently rejected as long as your psionic organ is in your head.&lt;br /&gt;
| Given by your psion organ. -20 Max Health, very minuscule hunger increase, an additional organ in your head, and all non-organic implants, modules, or body parts are forcefully and painfully ejected from the body.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Psychosis|| You lived a life of unsettled violence. Maybe it was circumstance, maybe it was necessity, or maybe you just liked hurting people. No matter the reason, your mind is attuned to bloody violence and your potential as a psion reflects that. No matter your stats or physical body, you always deal maximum damage when using scaling psionic weaponry you create.|| Any temporary psionic item that scales off of any stat deals its maximum damage regardless of your abilities. (Telekinetic fist always deals 33 damage and has 6 tile knock-back, psychic blade deals 33 damage per hit, etc. etc.)&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Harmony || You have achieved inner harmony, your balance of emotion giving you peace of mind and thus expanding your potential as a psion. With this frame of mind, you retain a higher maximum psi pool than others, increasing your capacity by two.|| Your maximum psi points increases by 2. This effect stacks.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Attunement || You have, through practice or innate talent, mastered your psionic abilities to such a degree that you have greater control of the negative side effects of your powers. Whenever you use a psionic power that has negative side effects, you take only half the penalties a psion normally would. || You take 50% less penalty when using abilities like psychosomatic healing, psychosomatic transference. etc. etc. You also remove the cost of using telepathy and telekinetic prowess. &lt;br /&gt;
|-&lt;br /&gt;
| Mind Master || Your training as a Soteria psychologist and understanding of psychiatry has given you a deep understanding of how the mind works. As a result, if you became a psion, you have an expanded set of powers that aid you in your work, with additional essence to use your abilities.|| Your maximum psi points increases by 5. This effect stacks.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Grace || The latent effects of a fellow psion with mastery over the mind has enhanced your abilities. The gifted enhancement allows you to recover your psi essence twice as fast. || The time it takes to recover psi essence is halved.&lt;br /&gt;
|-&lt;br /&gt;
| Mind over Matter || You felt the grace of a psion touching your mind and bringing about a level of peace and perfection you never quite considered. Now, as a result, your body and mind work beyond any potential they once had. || You gain a +10 to most stats for the remainder of the shift. This perk is only available to non-psions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== E.A.R ==&lt;br /&gt;
The EGO: E.A.R. T-01-92beta S-23 (aka E.A.R) is dark marble machinery that is used to craft different psionic catalysts. &lt;br /&gt;
&lt;br /&gt;
Crafting is based off different &amp;quot;Residence&amp;quot; found inside a non-used powered psionic catalyst. To see recipes in game you can look to the EGO: E.A.R Music Sheet or use the tables found on this wiki page.&lt;br /&gt;
&lt;br /&gt;
E.A.R has a maximum of four psionic catalysts, if a recipe overlaps it will create more then one psionic catalysts.&lt;br /&gt;
&lt;br /&gt;
When adding psionic catalysts Pillar slot order matters, as when the E.A.R is activated it will go in order from 1st to 4th and grab the Residence. If a Pillar is unused it will add nothing. Note that you can skip slots and still have successful crafting. &lt;br /&gt;
&lt;br /&gt;
Note that used psionic catalysts turns the residence to &amp;quot;Null&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===== How to use the E.A.R =====&lt;br /&gt;
&lt;br /&gt;
# Gather many different psionic catalysts. More different types the better, you can see &lt;br /&gt;
# Click the psionic catalysts onto the E.A.R and slot them.&lt;br /&gt;
# Once your done slotting in psionic catalysts click the E.A.R with a open hand and activate it.&lt;br /&gt;
&lt;br /&gt;
Once done your hopefully rewarded with new psionic catalysts. &lt;br /&gt;
&lt;br /&gt;
====== E.A.R Trivia ======&lt;br /&gt;
&lt;br /&gt;
* E.A.R has a hidden description that reads as the following &amp;quot;Design and prototyped by a non psionic CRO, many personal touches are engraved in runes, fractal patterns and small engraving of a name starting with a stylized T.&amp;quot;&lt;br /&gt;
* T in T-01 stands for Tech, S in S-23 stands for Sanity.&lt;br /&gt;
* E.A.R stands for Eternal Ascension Resonances.&lt;br /&gt;
* The E.A.R as well as Music Sheet names are inspired by a few different manga. Well the mechanics are inspired by a gacha game. &lt;br /&gt;
&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Psionics&amp;diff=4592</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Psionics&amp;diff=4592"/>
		<updated>2024-12-12T21:38:52Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Psionics and You =&lt;br /&gt;
Psionics are a recent development &#039;&#039;&#039;(as in they first came to be publicly on August 18th, 2650)&#039;&#039;&#039; from Soteria research that has pushed the boundaries of what the human, alien, and abhuman mind is capable of. This expansion of the power is done through a process that grows a muscle-like brain in the head that contains the power and abilities a psion may use. However, this is not without its drawbacks. While the ability to manipulate objects, project your mind, or create kinetic objects may seem like a straight boon, the act of being a psion does strain the body. A psion&#039;s body takes more damage from all sources (about 20% more) and requires a very slight increase in food intake. Equally, some psionic powers may have draw backs, due to how the effect changes the flesh in a way that is direct and in some ways clumsy.&lt;br /&gt;
&lt;br /&gt;
Yet, despite this, psionics are extremely powerful, more so depending on the physical or mental abilities of the psion. Some psionic abilities rely on the physical robustness or toughness of the user, while others go in line with innate skills such as biology or mechanical depending on the application of its effects. Psionic powers contain equal parts utility and offensive ability. For a detailed list, read further below. Becoming a psion requires visiting Soteria between shifts (or having a psion capable of it making you one) while removing your psionic abilities is but one surgical procedure away to remove the enhanced organ. Beware, your body remains weakened even if the organ is removed.&lt;br /&gt;
&lt;br /&gt;
Psions must also &#039;&#039;&#039;always&#039;&#039;&#039; maintain &#039;&#039;&#039;Purity of Body&#039;&#039;&#039;, what is purity of body? It is keeping all mechanical implants, organs, organ modules, or synthetic limbs out of and outside the body. A psion&#039;s body cannot be connected to machines in such a way, causing any implants to painfully and viciously be rejected in such a way that it greatly damages the psion. For what reason psions must maintain purity of body is presently unknown, but trying to ascend with any augmentation, including cruciforms, will be hazardous to your health. Of course, this &#039;&#039;&#039;does not&#039;&#039;&#039; apply to bio-implants, which contain no machine parts, nor gene mods, genetic tampering, or biological meddling.&lt;br /&gt;
&lt;br /&gt;
Finally, be aware what is expected of you in regards of the colonie&#039;s [[Laws]], as committing a crime with your psionic powers increases the fines and time served. Additionally, be wary of using powers like journey to nowhere, as teleporting an unwilling person is at minimum considered attempted murder.&lt;br /&gt;
&lt;br /&gt;
=== How do my stats effect my psionic power? ===&lt;br /&gt;
In the case of specific powers, read below. For general stat effects, your psionics are used by a resource pool you can find in the &#039;&#039;&#039;status&#039;&#039;&#039; menu which shows your current and total psi essence pool. &lt;br /&gt;
&lt;br /&gt;
Your total essence pool is calculated as thus: (Cognition / 10), Minimum 1, Maximum 30, rounded down.&lt;br /&gt;
So, if you have Cognition 24, you have 2 essence points as 24/10 rounded down is 2. If you have cognition 310, you have essence points 30. If you have -15 cognition, you have essence 1.&lt;br /&gt;
&lt;br /&gt;
Essence points are regained naturally every 10 minutes and can be potentially effected by various perks, stimulants, and items. Your essence will always fill to its maximum capacity without you needing to worry about it. If you wish to increase your psi essence regeneration or maximum psi pool, use of objects such as psi inhalants or chemicals such as cerebrix or drug stims will greatly help you regenerate essence or temporarily increase your maximum psi pool, but come with various side effects.&lt;br /&gt;
&lt;br /&gt;
Your cognition also effects the rate at which you restore your psi essence. For every 20 cognition you have, you reduce the amount of time it takes to restore a psi point by 1 minute, up to a maximum of 5 minutes at 100 cognition. Use of psionic grace can reduce this number even further.&lt;br /&gt;
&lt;br /&gt;
You can make cerebrix by combining 1:1:1 of psilocybin, synaptizine, and cryptobiolin, which creates 3 units. You may further refine the process by combining 40:40:40 cerebrix, water, and silicon to create a cerebrix inhaler, which restores 1 psi point instantly with no side effects and may be recycled for one glass and one plastic sheet.&lt;br /&gt;
&lt;br /&gt;
==Powers: Your guide to being a mind wizard==&lt;br /&gt;
Psionic powers have a description you may view in game at any time under the psionic powers tab. The name of the power and its associated cost are in parenthesis next to it, by mousing over the power in the bottom left corner (below your typing window) you&#039;ll see a full explanation of what the power does. Powers are listed here as well, for quick and easy reference.&lt;br /&gt;
&lt;br /&gt;
===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, but take heavy amounts of agony and become stunned. || Heals 30 brute and 30 burn.&lt;br /&gt;
Toughness may mitigate the effect and allow you to resist the pain damage, painkillers and racial resistance will also help.&lt;br /&gt;
Psionic Attunement halves the stun as well as the agony taken.&lt;br /&gt;
|-&lt;br /&gt;
| Telepathic projection (1) || Project your mind into the thoughts of others, allowing you to send telepathic messages over any distance. This is primarily words, but may include brief, vague snippets of emotions or other sensory information. || This does not work on lesser life forms, people with mind shielding such as cruciforms, or synthetic minds.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Blade (1)|| Create a psionic blade in your hand that functions as a knife, the power of which scales with your robustness per attack. Does not function as a viable tool. || This object is temporary, when it leaves your hand for any reason it disappears. It does not require power and cannot wear down or break. The power of the knife is deceptive, with every attack the damage is actively calculated off your robustness (debuffs mid fight such as flashbangs or defiler venom weaken the weapon). At nine or less, you do the same as a knife. At ten to nineteen you deal the same as a butcher knife. At twenty to twenty nine, you deal the same as a machete. At thirty or higher, you deal the same as a longsword.&lt;br /&gt;
|-&lt;br /&gt;
| Psychic Shield (1) || Create a psionic shield that can block melee attack.&lt;br /&gt;
If already created in hand, upgrades the shield to block bullets and beams at the cost of 10 shield health but increases blocking chances by 10%&lt;br /&gt;
If already upgraded, heal the shield by 80 health and increases blocking chances by 5%.&lt;br /&gt;
If Psionic Psychosis or Toughness is 60 or higher, automatically upgrade the newly created. || Functions exactly like a standard shield.&lt;br /&gt;
When upgrading the shield, have it active in hand.&lt;br /&gt;
If using two shields at once, both are upgraded at the same time.&lt;br /&gt;
|-&lt;br /&gt;
| 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;
&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;
|Heals [5 Sanity + Cog/2].&lt;br /&gt;
If the user has Psionic Attunement, heal an additional 10 Sanity.&lt;br /&gt;
If the user has Psionic Psychosis, heal an additional 5 Sanity.&lt;br /&gt;
|-&lt;br /&gt;
|Psionic Swarm(2)&lt;br /&gt;
|Spend two psionic essence to call forth a psionic energy cloud that will rip at foes and protect you for a short time.&lt;br /&gt;
|Lasts 30 life ticks.&lt;br /&gt;
|-&lt;br /&gt;
| 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. || Each Psionic Armor piece gives +5 Cognition for a total of 20.&lt;br /&gt;
Each Psionic Armor piece has an armor value of 8.&lt;br /&gt;
Psionic Armor pieces are all space proof.&lt;br /&gt;
Psionic Armor Gloves and Boots are both insulated and the boots prevent slipping. &lt;br /&gt;
The hood provides a mood setting light.&lt;br /&gt;
Psion Robes however do slow down the wearer&lt;br /&gt;
|-&lt;br /&gt;
| Journey to Nowhere (5) || You teleport yourself, whatever you are holding or wearing, and any person you are grabbing to the nightmare realm known as Deep Maintenance. You are not guaranteed safety and the effect weakens you on arrival. While you will always land in an empty spot, you may be surrounded by traps or possibly hostile life forms that will rip you limb from limb immediately. || &#039;&#039;&#039;Do not use this unless you are heavily armored, carrying lots of supplies, and prepared. Taking yourself and an unwilling subject is considered attempted murder. Keep in mind, as a psion, if you die in deep maintenance it is unlikely you will be found and rescued.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Job Specific Powers===&lt;br /&gt;
Job specific powers are linked to a specific job and cannot normally be obtained without playing that specific job. Unlike standard or greater powers, these are generally thematic and may cost lesser or more points than either.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Power Name (Cost) !! Effect !! Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| Psychosomatic Restoration (2) || You heal whoever you are presently grabbing for damage similar to psychosomatic healing, but weaker and a little safer. || Heals 30 brute and 30 burn at the cost of double the psi essence. This power, however, doesn&#039;t cause pain like its lesser variant.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Tranquility(2) || Expend two psi points of your psi essence to calm the mind of another person you are grappling and restore their sanity.&lt;br /&gt;
|Heals [10 Sanity + Cog/2].&lt;br /&gt;
If the user has Psionic Attunement, heal an additional 20 Sanity.&lt;br /&gt;
If the user has Psionic Psychosis, heal an additional 10 Sanity.&lt;br /&gt;
|-&lt;br /&gt;
| Cerebral Regeneration (3) || Heals the mind of whoever you are grappling or yourself if you are currently grabbing nobody. When used on yourself, the power cost is reduced to 0. || This power heals 60 brain damage instantly but does not cure the effect that caused the brain damage so additional healing may be needed. Works on people who are unconscious but not dead. The cost is free if used on yourself.&lt;br /&gt;
|-&lt;br /&gt;
| 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;
=== Deep Maintenance Powers ===&lt;br /&gt;
Deep Maintenance Powers are found when combating Deep Maintenance monsters, typically found after sifting through the ashes. &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;
| Layered Psychic Shield (1) || Creates a layered shield capable of blocking bullets, energy beams, and melee attacks. || Functions exactly like a standard shield.&lt;br /&gt;
Unlike Psychic Shield does not upgrade inhand shields.&lt;br /&gt;
Shield created is upgradeable by Psychic Shield.&lt;br /&gt;
|-&lt;br /&gt;
| Void robe (6) || When applied, it creates an ultra-light protected cloak, spurring the wearer to new adventures in the kingdom of the king of dreams! Each part of the kit enhances the psion&#039;s thinking abilities and accelerates his step. || Each Void robe piece gives +5 Cognition for a total of 20.&lt;br /&gt;
Each Void robe piece has a variation in armor level.&lt;br /&gt;
Void robe pieces are all space proof.&lt;br /&gt;
Void robe Gloves and Boots are both insulated and the boots prevent slipping. &lt;br /&gt;
The hood provides a mood setting light.&lt;br /&gt;
Void robe set speeds up the wearer&lt;br /&gt;
|-&lt;br /&gt;
| Durable shell (8) || Creates a set of very strong armor, using your mind and the environment as the material. Each piece of armor replaces the clothes you are already wearing, and provides additional strength to your body, in exchange for your psionic abilities. || Each Durable shell piece gives +5 Toughness for a total of 20.&lt;br /&gt;
Durable shell robe piece has an armor value of 15 as well as a 100 bomb armor.&lt;br /&gt;
Durable shell pieces are all space proof.&lt;br /&gt;
Durable shell Gloves and Boots are both insulated.&lt;br /&gt;
The helmet provides a powerful light&lt;br /&gt;
Durable shell robes however slow down the wearer.&lt;br /&gt;
|}&lt;br /&gt;
==Psionic Perks==&lt;br /&gt;
Psionic powers may be effected by perks, which can be gained by background character options, oddities, or other effects in round. Psionic perks are usually pretty limited towards what they effect, but can drastically change your play style depending on what they do and what you have. Below is a list of perks that psions may potentially have.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| Psion || You have, through some method you may or may not understand, delved into the secrets of psionic ascension and gained powers beyond your understanding. While your mind has become far stronger, your body has weakened slightly. You require a bit more food to support the specialized organ you&#039;ve developed. &lt;br /&gt;
Additionally, you must always maintain purity of body, any implants, cruciforms, or synthetics will be violently rejected as long as your psionic organ is in your head.&lt;br /&gt;
| Given by your psion organ. -20 Max Health, very minuscule hunger increase, an additional organ in your head, and all non-organic implants, modules, or body parts are forcefully and painfully ejected from the body.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Psychosis|| You lived a life of unsettled violence. Maybe it was circumstance, maybe it was necessity, or maybe you just liked hurting people. No matter the reason, your mind is attuned to bloody violence and your potential as a psion reflects that. No matter your stats or physical body, you always deal maximum damage when using scaling psionic weaponry you create.|| Any temporary psionic item that scales off of any stat deals its maximum damage regardless of your abilities. (Telekinetic fist always deals 33 damage and has 6 tile knock-back, psychic blade deals 33 damage per hit, etc. etc.)&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Harmony || You have achieved inner harmony, your balance of emotion giving you peace of mind and thus expanding your potential as a psion. With this frame of mind, you retain a higher maximum psi pool than others, increasing your capacity by two.|| Your maximum psi points increases by 2. This effect stacks.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Attunement || You have, through practice or innate talent, mastered your psionic abilities to such a degree that you have greater control of the negative side effects of your powers. Whenever you use a psionic power that has negative side effects, you take only half the penalties a psion normally would. || You take 50% less penalty when using abilities like psychosomatic healing, psychosomatic transference. etc. etc. You also remove the cost of using telepathy and telekinetic prowess. &lt;br /&gt;
|-&lt;br /&gt;
| Mind Master || Your training as a Soteria psychologist and understanding of psychiatry has given you a deep understanding of how the mind works. As a result, if you became a psion, you have an expanded set of powers that aid you in your work, with additional essence to use your abilities.|| Your maximum psi points increases by 5. This effect stacks.&lt;br /&gt;
|-&lt;br /&gt;
| Psionic Grace || The latent effects of a fellow psion with mastery over the mind has enhanced your abilities. The gifted enhancement allows you to recover your psi essence twice as fast. || The time it takes to recover psi essence is halved.&lt;br /&gt;
|-&lt;br /&gt;
| Mind over Matter || You felt the grace of a psion touching your mind and bringing about a level of peace and perfection you never quite considered. Now, as a result, your body and mind work beyond any potential they once had. || You gain a +10 to most stats for the remainder of the shift. This perk is only available to non-psions.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Perks&amp;diff=4591</id>
		<title>Perks</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Perks&amp;diff=4591"/>
		<updated>2024-12-12T20:28:18Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: Links and adds basic psionic perk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039; are special attributes that are gained or lost through your [[Jobs|Job]], your [[Character Creation|background]], or through [[Sanity#Oddities|assorted]] circumstances. Most of these are permanent, so it may be worth your while to decide what type of overall character you&#039;d like before going after some of these.&lt;br /&gt;
&lt;br /&gt;
== Perk Listing ==&lt;br /&gt;
=== Racial Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk !! Description !! Source&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Last Stand&#039;&#039;&#039;&lt;br /&gt;
|On-demand pain relief. 15m cooldown.&lt;br /&gt;
|[[Sablekyne]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bone Plated&#039;&#039;&#039;&lt;br /&gt;
|Higher pain tolerance.&lt;br /&gt;
|[[Sablekyne]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brawny Build&#039;&#039;&#039;&lt;br /&gt;
|Knockdown immunity to all mobs when walking.&lt;br /&gt;
|[[Sablekyne]] Racial&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Sudden Brilliance&#039;&#039;&#039;&lt;br /&gt;
|MEC/COG/BIO boost, 25m cooldown.&lt;br /&gt;
|[[Mar&#039;qua]] Racial&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Inspired Intellect&#039;&#039;&#039;&lt;br /&gt;
|Gain inspiration much faster.&lt;br /&gt;
|[[Mar&#039;qua]] Racial&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Adapted Nervous System&#039;&#039;&#039;&lt;br /&gt;
|Increased NSA and cannot become addicted.&lt;br /&gt;
|[[Mar&#039;qua]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tenacity&#039;&#039;&#039;&lt;br /&gt;
|On-demand mild heal and painkiller, 15m cooldown.&lt;br /&gt;
|[[Humans|Human]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Will to Survive&#039;&#039;&#039;&lt;br /&gt;
|On-demand organ heal, 30m cooldown.&lt;br /&gt;
|[[Humans|Human]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inspiring Battlecry&#039;&#039;&#039;&lt;br /&gt;
|Temporary combat stat boost to everyone within hearing range.&lt;br /&gt;
|[[Humans|Human]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enhance Senses&#039;&#039;&#039;&lt;br /&gt;
|TGH/VIG boost and can see within the darkness for a short amount of time, 15m cooldown.&lt;br /&gt;
|[[Kriosans|Kriosan]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instinctual Skill&#039;&#039;&#039;&lt;br /&gt;
|Can use most ranged weapons in one hand with no penalties.&lt;br /&gt;
|[[Kriosans|Kriosan]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reckless Frenzy&#039;&#039;&#039;&lt;br /&gt;
|Massive TGH/ROB boost, Massive COG/VIG/MCH/BIO decrease, 15m cooldown.&lt;br /&gt;
|[[Akula]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Iron Flesh&#039;&#039;&#039;&lt;br /&gt;
|Will never have bullets or objects embed into your body.&lt;br /&gt;
|[[Akula]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Adrenaline Burst&#039;&#039;&#039;&lt;br /&gt;
|Movement speed boost, 15m cooldown.&lt;br /&gt;
|[[Naramad]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydration Reliance&#039;&#039;&#039;&lt;br /&gt;
|Drinking water heals you slowly over time.&lt;br /&gt;
|[[Naramad]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Born Warrior&#039;&#039;&#039;&lt;br /&gt;
|Proficient with melee weapons, they never embed in a enemy.&lt;br /&gt;
|[[Naramad]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Purge Toxins&#039;&#039;&#039;&lt;br /&gt;
|On-demand toxins and addictions cleanse, 15m cooldown.&lt;br /&gt;
|[[Cindarite]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Uncanny Resilience&#039;&#039;&#039;&amp;lt;!--typo in code: Uncanny Resiliance--&amp;gt;&lt;br /&gt;
|On-demand infection heal/stabilizer, 30m cooldown.&lt;br /&gt;
|[[Cindarite]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Second Skin&#039;&#039;&#039;&lt;br /&gt;
|No slow down from wearing heavy armor, and can instantly put it on or take it off.&lt;br /&gt;
|[[Cindarite]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Circuit&#039;&#039;&#039;&lt;br /&gt;
|Acquire a turret circuit that then be turned into a turret. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Patch Kit&#039;&#039;&#039;&lt;br /&gt;
|Personnel IFAK. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Tools&#039;&#039;&#039;&lt;br /&gt;
|On-demand filled Tool Belt spawn of power tools. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Medicine&#039;&#039;&#039;&lt;br /&gt;
|On-demand filled Tool Belt spawn of medicine. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Armaments&#039;&#039;&#039;&lt;br /&gt;
|On-demand filled Tool Belt spawn of security items and stun gadgets. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scuttlebug&#039;&#039;&#039;&lt;br /&gt;
|Faster movement speed.&lt;br /&gt;
|[[Cht’mant]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chitin Armor&#039;&#039;&#039;&lt;br /&gt;
|Better physical resistance.&lt;br /&gt;
|[[Cht’mant]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Produce Ichor&#039;&#039;&#039;&lt;br /&gt;
|Can make advanced med kits at the cost of nutrition. &lt;br /&gt;
|[[Cht’mant]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diverse Culture&#039;&#039;&#039;&lt;br /&gt;
|Adds another language to be spoken.&lt;br /&gt;
|Human, Exalt Human&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Produce Repair Goo&#039;&#039;&#039;&lt;br /&gt;
|You can vomit out glue-like goo that functions exceptionally well for tool and general repairs&lt;br /&gt;
|[[Cht&#039;mant]] Ro caste&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Folken Photo-Healing&#039;&#039;&#039;&lt;br /&gt;
|You can use the light to heal wounds, standing in areas of bright light will increase your natural regeneration. Works better on young Folken.&lt;br /&gt;
|[[Folken]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mycus Regeneration&#039;&#039;&#039;&lt;br /&gt;
|You heal as long as you are in the darkness, increasing your natural regeneration&lt;br /&gt;
|[[Mycus]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spawn Shroomling&#039;&#039;&#039;&lt;br /&gt;
|Shroomlings are animal-intelligence mycus capable of following simple orders like &#039;Shroomling &#039;Name&#039; Follow.&#039; and &#039;Shroomling &#039;Name&#039; Stop.&#039; who will stay by you when ordered. While capable of fighting, they are quite weak, the major benefit of having one is they may turn any food you feed into them into useful healing chemicals contained in bottles of resin.&lt;br /&gt;
|[[Mycus]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spawn Slime-Mold&#039;&#039;&#039;&lt;br /&gt;
|Slime-mold shroomlings are animal-intelligence mycus capable of following simple orders like &#039;Slime-Mold &#039;Name&#039; Follow.&#039; and &#039;Slimd-Mold &#039;Name&#039; Stop.&#039; who will stay by you when ordered. Slime-molds are made for combat, being incredibly sturdy and physically strong, able to regenerate even the worst wounds. Unfortunately they suffer from poor eyesight, requiring threats to get close before they notice them.&lt;br /&gt;
|[[Mycus]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Carnivore&#039;&#039;&#039;&lt;br /&gt;
|You are an obligate carnivore. You get very little nutrition from standard nutriment, but gain alot from meat and protein based products.&lt;br /&gt;
|[[Sablekyne]], [[Akula]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Herbivore&#039;&#039;&#039;&lt;br /&gt;
|You are an obligate carnivore. You get very little nutrition from standard nutriment, but gain alot from meat and protein based products.&lt;br /&gt;
|Homeworld Neapolis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hypermytosis&#039;&#039;&#039;&lt;br /&gt;
|You can kick your natural regeneration into high-gear, regenerating limbs and improving healing.&lt;br /&gt;
|[[Aulvae]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Adaptive Anatomy&#039;&#039;&#039;&lt;br /&gt;
|You can burn spare calories to momentarily temper either your physical or mental attributes.&lt;br /&gt;
|[[Aulvae]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Caloric Redline&#039;&#039;&#039;&lt;br /&gt;
|By burning through mass at an excessive rate an Aulvae can push their body to move with surprising swiftness, albeit losing some of the fine control over their movements.&lt;br /&gt;
|[[Aulvae]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gelatinous Biology&#039;&#039;&#039;&lt;br /&gt;
|Your peculiar anatomy afford you a variety of benefits compared to most organics. Toxins will generally heal instead of hurt, whereas anti-toxins will hurt instead of heal. Additionally, you are somewhat resistant to NSA overload, and can slowly regenerate health so long as you have nutrition.&lt;br /&gt;
|[[Aulvae]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Background Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kin to the Spiders&#039;&#039;&#039;&lt;br /&gt;
|Lose Roach faction, gain Spider faction.&lt;br /&gt;
|[[Cht’mant]] Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spin Webs&#039;&#039;&#039;&lt;br /&gt;
|Spawn a web tile centered on yourself. 5s cooldown.&lt;br /&gt;
|Kin to the Spiders&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sol Born&#039;&#039;&#039;&lt;br /&gt;
|Higher addiction chance, lower tolerance for chemicals.&lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Klutz&#039;&#039;&#039;&lt;br /&gt;
|Clumsy trait. Guns/melee backfire on you.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chem Addict&#039;&#039;&#039;&lt;br /&gt;
|Higher addiction chance, higher tolerance for chemicals.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sure Step&#039;&#039;&#039;&lt;br /&gt;
|Lower chance to set off traps/mines, prevents tripping on underplating.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Raider&#039;s Leap&#039;&#039;&#039; &amp;lt;!--Name in code: Raiders Leap--&amp;gt;&lt;br /&gt;
|Faster climbing. &lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unclean Living&#039;&#039;&#039;&lt;br /&gt;
|Mild healing when smoking.&lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lead Blood&#039;&#039;&#039;&lt;br /&gt;
|Lower damage from toxins.&lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rough Life&#039;&#039;&#039;&lt;br /&gt;
|Defense against explosions and tripping.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nightcrawler&#039;&#039;&#039;&lt;br /&gt;
|Normal walk speed when in darkness.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quiet as a Mouse&#039;&#039;&#039;&lt;br /&gt;
|All sound from actions is quieter. &lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Green Thumb&#039;&#039;&#039;&lt;br /&gt;
|Easier identification and analysis of all plants without device.&lt;br /&gt;
| Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lungs of Iron&#039;&#039;&#039;&lt;br /&gt;
|Lower oxygen requirement.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fast Fingers&#039;&#039;&#039;&lt;br /&gt;
|Silent pickpocketing from certain body slots.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nepotism&#039;&#039;&#039;&lt;br /&gt;
| You receive more credits in paychecks.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Debtor&#039;&#039;&#039;&lt;br /&gt;
|You owe money to someone or something. Unfortunately, your wages have been garnished to make up the difference&lt;br /&gt;
|Exalt Human&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Splicer&#039;&#039;&#039;&lt;br /&gt;
|Your genes are heavily modified already, your base genetic instability is 20%, even if you don&#039;t have any mutations&lt;br /&gt;
|Exalt Human&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lazarus Protocol&#039;&#039;&#039;&lt;br /&gt;
|Chance of revival to unconsciousness on death with mild heal.&lt;br /&gt;
|Augmentation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Holy aura that lightly heals those of the Absolute around you.&lt;br /&gt;
|Admin only&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;True Faith&#039;&#039;&#039;&lt;br /&gt;
| Protects and reduces damage taken as a member of the Absolute.&lt;br /&gt;
|Augmentation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Linguist&#039;&#039;&#039;&lt;br /&gt;
|Can speak one more language than the average person.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nihilist&#039;&#039;&#039;&lt;br /&gt;
|This increases chance of positive breakdowns by 30% and negative breakdowns by 20%. Seeing someone die has a random effect on you: Sometimes you won’t take any sanity loss and you can even gain back sanity, or get a boost to your cognition&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Idealist&#039;&#039;&#039;&lt;br /&gt;
|Your Insight gain is faster when you are around sane people and they will recover sanity when around you. When you are around people that are low on health or sanity, you will take sanity damage&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wealthy Upbringing&#039;&#039;&#039;&lt;br /&gt;
|Start with an heirloom weapon, removed sanity damage cap. Stay clear of filth and danger.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exact Values&#039;&#039;&#039;&lt;br /&gt;
|Unlike most people you can fully visualize your own stats, owing to your greater grasp of the concepts. This is in addition to knowing exactly how likely you were to fail after failing some tasks. This ability does not extend to medical matters, wounds or similar. &lt;br /&gt;
|Settings or Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bloodlust Aura&#039;&#039;&#039;&lt;br /&gt;
|When more simple-minded combatives evaluate you, they will target you immediately&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Natural Style&#039;&#039;&#039;&lt;br /&gt;
|All melee weapons that attack at range have a little bit extra reach when you wield them. Increases max sanity, as well as helps lower sanity damage from environment.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Map Maker&#039;&#039;&#039;&lt;br /&gt;
|When holding paper and a box of crayons (must have at least 1 crayon) or a multi-colour pen you can from time to time create a complex map of the area around you in a 20 range. This map will show humanoids and non-humanoids. With constant work you should be able to increase your range of map making.&lt;br /&gt;
Note: Constantly using the perk will level up a task in Show Tasks, every level gives + 1 range.&lt;br /&gt;
Example: Task level at 4 would mean your map range is 24 tiles.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Job Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exotic Inspiration&#039;&#039;&#039;&lt;br /&gt;
|MEC/COG boost when drunk.&lt;br /&gt;
|[[Guild Master]], [[Guild Adept]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Handyman&#039;&#039;&#039;&lt;br /&gt;
|Deconning any salvageable object gives refined scrap. Also increased chances of more rare materials.&lt;br /&gt;
|[[Guild Master]], [[Guild Adept]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperzine Injections&#039;&#039;&#039;&lt;br /&gt;
|Hyperzine injection, 15m cooldown.&lt;br /&gt;
|[[Chief Executive Officer]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Market Professional&#039;&#039;&#039;&lt;br /&gt;
|By looking at a item, you can tell what its price is. &lt;br /&gt;
|[[Cargo Technician]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical Expertise&#039;&#039;&#039;&lt;br /&gt;
|Lower addiction chance, higher threshold for chemicals. Also used as a bypass perk for using many health related systems such as sleepers, health scanners, and chemical dispensers.&lt;br /&gt;
|[[Lifeline Technician]], [[Psychologist]], [[Medical Doctor]], [[Chief Biolab Overseer]], &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surgery Training&#039;&#039;&#039;&lt;br /&gt;
|While you may not know the more advanced medical procedures, your mandatory training on surgery for implantation purposes allows you to perform basic surgical procedures with ease.&lt;br /&gt;
|[[Chief Research Overseer]], [[Roboticist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Surgical Techniques&#039;&#039;&#039;&lt;br /&gt;
|Your surgical training and experience have tempered your special techniques for treating patients, enabling you to make more effective and efficient use of your resources when reconstituting their bodies. Also enables the use of more complicated medical equipment.&lt;br /&gt;
|[[Chief Bioloab Overseer]], [[Medical Doctor]], [[Medical Resident]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Robotics Expert&#039;&#039;&#039;&lt;br /&gt;
|Your formal training and experience in advanced mech construction and complex devices has made you more adept at working with them.&lt;br /&gt;
|[[Chief Research Overseer]], [[Roboticist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ear of Quicksilver&#039;&#039;&#039;&lt;br /&gt;
|Larger hearing radius, higher damage from noise.&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expert Scavenger&#039;&#039;&#039;&lt;br /&gt;
|Chance of rare items from trash piles.&lt;br /&gt;
|[[Prospector]], [[Salvager]], [[Expedition Foreman]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anomaly Hunter&#039;&#039;&#039;&lt;br /&gt;
|Hints at the perk that a oddity holds.&lt;br /&gt;
|[[Prospector]], [[Salvager]], [[Expedition Foreman]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immovable Object&#039;&#039;&#039;&lt;br /&gt;
|Knockdown immunity against mobs when walking.&lt;br /&gt;
|[[Blackshield Commander]], [[Warrant Officer]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sommelier&#039;&#039;&#039;&lt;br /&gt;
|Immunity to becoming drunk with the Premier&#039;s super secret booze stash, and gives a TGH boost for ten minutes. &lt;br /&gt;
|[[Premier]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rough and Tumble&#039;&#039;&#039;&lt;br /&gt;
|As a prospector you&#039;ve been through it all. Spider bites, random cuts on rusted metal, animal claws, getting shot and even set on fire. As a result you resist every type of damage just a little bit better than salvagers.&lt;br /&gt;
| [[Prospector]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blackshield Conditioning&#039;&#039;&#039;&lt;br /&gt;
|Thanks to special training received in the course of employment within the Blackshield your body is a bit more resistant to brute force damage and burns due to proper conditioning.&lt;br /&gt;
| [[Trooper]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Key Smith&#039;&#039;&#039;&lt;br /&gt;
|With a massive collection of keys, you can access many areas. However, finding the right key tends to take time... And you haven&#039;t been given all the keys to the place.&lt;br /&gt;
| [[Janitor]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Artist&#039;&#039;&#039;&lt;br /&gt;
|You have a lot of expertise in making works of art. You gain more insight from any and all sources. However, you only improve by creating works of art.&lt;br /&gt;
| [[Artist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Periodic Table&#039;&#039;&#039;&lt;br /&gt;
|You get quarter more NSA than a normal person. You can also see all reagents in beakers.&lt;br /&gt;
|[[Chief Biolab Overseer]], [[Medical Doctor]], [[Medical Resident]], [[Lifeline Technician]], [[Psychologist]], [[Chief Research Overseer]], [[Scientist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bar Menu&#039;&#039;&#039;&lt;br /&gt;
|You can identify common ingredients that went into food or drinks and how much was used.&lt;br /&gt;
|[[Bartender]], [[Chef]], [[Botanist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Illegal Substance Training&#039;&#039;&#039;&lt;br /&gt;
|You know how to easily identify certain kinds of illegal chemical contraband.&lt;br /&gt;
|[[Blackshield Commander]], [[Sergeant]], [[Trooper]], [[Blackshield Cadet]], &#039;Former ganger&#039; [[Akula]] background, &#039;Former Medical Intern&#039; career background&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bolt Action Rifle Training&#039;&#039;&#039;&lt;br /&gt;
|Through intense and repetitive training with bolt-action and lever-action rifles, you will always chamber a new round instantly after firing.&lt;br /&gt;
|[[Blackshield Commander]], [[Sergeant]], [[Trooper]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Master Butcher&#039;&#039;&#039;&lt;br /&gt;
|You can harvest additional valuable parts from animals you cut up.&lt;br /&gt;
|[[Lodge Hunt Master]], [[Lodge Hunter]], [[Lodge Herbalist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Naturalist&#039;&#039;&#039;&lt;br /&gt;
|Make better use of grown plants to harvest more fruit and more properly manage the use of medical supplies like blood tongues or powder pouches. You always harvest with an additional bonus. You are also a capable surgeon.&lt;br /&gt;
|[[Lodge Hunt Master]], [[Lodge Herbalist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SI Science Training&#039;&#039;&#039;&lt;br /&gt;
|You know how to use RnD core consoles and Exosuit Fabs.&lt;br /&gt;
|[[Chief Research Overseer]], [[Scientist]], [[Roboticist]], [[Chief Biolab Overseer]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Humble Cleanser&#039;&#039;&#039;&lt;br /&gt;
|Reduces the total sanity damage you can take from blood and filth. You can regain sanity by cleaning.&lt;br /&gt;
|[[Janitor]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Channeling&#039;&#039;&#039;&lt;br /&gt;
|You know how to channel spiritual energy during rituals. You gain additional skill points during group rituals, and have an increased regeneration of cruciform energy.&lt;br /&gt;
|[[Prime]], [[Vector]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Codespeak&#039;&#039;&#039;&lt;br /&gt;
|You know Marshal codes&lt;br /&gt;
|[[Warrant Officer]], [[Ranger]], [[Officer]], [[Marshal Junior Officer]], [[Supply Specialist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunsmith Master&#039;&#039;&#039;&lt;br /&gt;
|Your knowledge allows to not only repair firearms but expertly craft them. This includes the machines required to do so.&lt;br /&gt;
|[[Supply Specialist]], [[Warrant Officer]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spice up Food&#039;&#039;&#039;&lt;br /&gt;
|Your own special, secret touch in seasoning has anomalous properties that can enhance most food products.&lt;br /&gt;
|[[Chef]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Implant Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Community of the Saints&#039;&#039;&#039;&lt;br /&gt;
|You take 25% longer to complete all tool-based actions that aren&#039;t instantaneous.&lt;br /&gt;
|Cruciform&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nanite Regeneration&#039;&#039;&#039;&lt;br /&gt;
|You configure your nanite matrix to begin aiding in your natural healing.&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nanofiber Muscle Therapy&#039;&#039;&#039;&lt;br /&gt;
|Through the use of pain killers, implanted nanofibers, and small dispersed drug therapy to critical areas your nanogate has enhanced your physical movement speed and endurance, allowing you to run for longer stretches at a faster pace without tiring.&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nanite Skin-Weave&#039;&#039;&#039;&lt;br /&gt;
|Through the use of reactive nanites designed to plate together into a shield your machines can reform at a lightning pace to let you physically resist incoming damage by forming a mesh weave shield just before a strike connects.&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nanite Metal Drinker&#039;&#039;&#039;&lt;br /&gt;
|Allows the user to drink metals (like Gold/Silver/Iron/Potassium and more) to regain nutrition.&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nanite Chemicals&#039;&#039;&#039;&lt;br /&gt;
|You programmed and set aside a specific subset of nanites who have a singular purpose that you can call upon at any time to engage their effect, but this only works once. Available nanites: Symbiotes, Trauma Control System, Control Booster Utility, Control Booster Combat, Purger, Oxyrush, Nantidotes&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Munition Fabrication&#039;&#039;&#039;&lt;br /&gt;
|You programmed and set aside a specific subset of nanites whose singular purpose is to reconstruct themselves into ammunition boxes. The process is quite intensive and requires half an hour between uses.&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psionics ===&lt;br /&gt;
{| class =&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Psionic&#039;&#039;&#039;&lt;br /&gt;
|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. Your body is weaker &amp;lt;kbd&amp;gt;&amp;lt;!-- -20 max health --&amp;gt;&amp;lt;/kbd&amp;gt; and require a bit more food to support the specialized organs you&#039;ve developed.&lt;br /&gt;
Additionally, you must always maintain purity of body, any implants, cruciforms, or synthetics will be violently rejected as long as your psionic organ is in your head.&lt;br /&gt;
|[[Psionics|Psionic Implant]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Psionic Psychosis&#039;&#039;&#039;&lt;br /&gt;
|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.&lt;br /&gt;
|Upbringing Bedlam&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Psionic Harmony&#039;&#039;&#039;&lt;br /&gt;
|You retain a higher maximum psi pool than others, increasing your capacity by two.&lt;br /&gt;
|Upbringing Peaceful Life&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Psionic Attunement&#039;&#039;&#039;&lt;br /&gt;
|You have greater control of the negative side effects of your powers. Whenever you use a psionic power that has a negative side effects, you take only half the penalties a psion normally would. Equally, some lesser powers like telepathic projection and telekinetic prowess no longer cost essence to use.&lt;br /&gt;
|Career Former Scholar&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mind Master&#039;&#039;&#039;&lt;br /&gt;
|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.&lt;br /&gt;
|[[Psychologist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Psionic Grace&#039;&#039;&#039;&lt;br /&gt;
|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.&lt;br /&gt;
|Psionic power&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mind over Matter&#039;&#039;&#039;&lt;br /&gt;
|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.&lt;br /&gt;
|Psionic power&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Random Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Revival Sickness&#039;&#039;&#039;&lt;br /&gt;
|Decrease to mental/all stats, reduction in defense against all damage, increasing with times died. 30m cooldown. Rest while in a chair or bed to decrease cooldown.&lt;br /&gt;
|Death&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aulvae Decohesion Syndrome&#039;&#039;&#039;&lt;br /&gt;
|Decrease to ROB, TGH and VIG stats, reduction in defense against brute and burn damage, increasing with times died. 30 min cooldown. Rest while in a chair or bed to decrease cooldown.&lt;br /&gt;
|Death as [[Aulvae]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fungal Host&#039;&#039;&#039;&lt;br /&gt;
|Take toxin damage and inflict toxin damage to those around you at a recurring interval.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunslinger&#039;&#039;&#039;&lt;br /&gt;
|Faster firing speed for one handed weapons.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;True Grit&#039;&#039;&#039;&lt;br /&gt;
|Higher pain tolerance.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Springheel&#039;&#039;&#039;&lt;br /&gt;
|Faster movement speed.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Natural Armor&#039;&#039;&#039;&lt;br /&gt;
|Higher physical damage resistance.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thin Skin&#039;&#039;&#039;&lt;br /&gt;
|Lower physical damage resistance.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toxic Resistance&#039;&#039;&#039;&lt;br /&gt;
|Higher toxic damage resistance from weapons, not chems. &lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shell Shock&#039;&#039;&#039;&lt;br /&gt;
|Lowered ROB/TGH/VIG stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Failing Mind&#039;&#039;&#039;&lt;br /&gt;
|Lowered COG/MCH/BIO stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sharpened Mind&#039;&#039;&#039;&lt;br /&gt;
|Boosted COG/MCH/BIO stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner Strength&#039;&#039;&#039;&lt;br /&gt;
|Boosted ROB/TGH/VIG stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Snackivore&#039;&#039;&#039;&lt;br /&gt;
|Eating trashlike foods turns them into omnizine&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Will to Power&#039;&#039;&#039;&lt;br /&gt;
|Extra health&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Will of Iron&#039;&#039;&#039;&lt;br /&gt;
|Extra NSA and less being able to addicted to chemicals&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Survivor&#039;&#039;&#039;&lt;br /&gt;
|Witnessing death doesn&#039;t give you paranoia as much.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inspiring Presence&#039;&#039;&#039;&lt;br /&gt;
|You know just what to say to people and are able to inspire the best - or even worst - in others. People around you regain their sanity quicker&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Terrible Fate&#039;&#039;&#039;&lt;br /&gt;
|If you die with people around you. Everyone gets a sanity break.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Side Loading&#039;&#039;&#039;&lt;br /&gt;
|When one-handing some guns, you will automatically reload them if you hold additional shells in your off-hand.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bluespace Alignement&#039;&#039;&#039;&lt;br /&gt;
|The Tuning Device is taxing on the mind but rewarding... Along with some other side affects...&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alchemy&#039;&#039;&#039;&lt;br /&gt;
|Gives you the ability to perform alchemy. Your NSA has been slightly improved. You can see all reagents in beakers.&lt;br /&gt;
|Obtained through a spell.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scribe&#039;&#039;&#039;&lt;br /&gt;
|Gives you the ability to write occult scrolls.&lt;br /&gt;
|Obtained through a spell.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blackbox Tinkering&#039;&#039;&#039;&lt;br /&gt;
|Improves Cognition and Mechanics.&lt;br /&gt;
|Matter Nano-Forge Black Box&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultrasurgeon Knowledge&#039;&#039;&#039;&lt;br /&gt;
|Enables performing surgery&lt;br /&gt;
|Ultrasurgeon drug&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Njoy&#039;&#039;&#039;&lt;br /&gt;
|No breakdowns&lt;br /&gt;
|Njoy / Suppresital drug&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Celestial Gift&#039;&#039;&#039;&lt;br /&gt;
|The normal limit of the mind has been expanded by 50%&lt;br /&gt;
|Oddities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmic Gazing&#039;&#039;&#039;&lt;br /&gt;
|The normal limit of the mind has been expanded by 30&lt;br /&gt;
|Oddities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Peak-A-Boo&#039;&#039;&#039;&amp;lt;!--sic!--&amp;gt;&lt;br /&gt;
|Gives thermal vision for a short time.&lt;br /&gt;
|Obtained through a spell.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
[[Stats]]&lt;br /&gt;
&lt;br /&gt;
{{Gameplay guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Talk:Laws&amp;diff=4540</id>
		<title>Talk:Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Talk:Laws&amp;diff=4540"/>
		<updated>2024-11-28T15:00:16Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: &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;br /&gt;
&lt;br /&gt;
[[User:LillyTrilby|LillyTrilby]] ([[User talk:LillyTrilby|talk]]) 15:00, 28 November 2024 (UTC); Code wise guns cant not have a serial number, at lest not hammering them off to make it unseeable. Hammering makes them an Index. You can even reroll Index by hammering again to. Maybe the law should be about hammering off brand firearms. I.e seeing a Saiga without a brand is MC but a hand made revolver isn&#039;t.&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Perks&amp;diff=4501</id>
		<title>Perks</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Perks&amp;diff=4501"/>
		<updated>2024-11-17T18:56:54Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: Adds map maker perk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039; are special attributes that are gained or lost through your [[Jobs|Job]], your [[Character Creation|background]], or through [[Sanity#Oddities|assorted]] circumstances. Most of these are permanent, so it may be worth your while to decide what type of overall character you&#039;d like before going after some of these.&lt;br /&gt;
&lt;br /&gt;
== Perk Listing ==&lt;br /&gt;
=== Racial Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk !! Description !! Source&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Last Stand&#039;&#039;&#039;&lt;br /&gt;
|On-demand pain relief. 15m cooldown.&lt;br /&gt;
|[[Sablekyne]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bone Plated&#039;&#039;&#039;&lt;br /&gt;
|Higher pain tolerance.&lt;br /&gt;
|[[Sablekyne]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brawny Build&#039;&#039;&#039;&lt;br /&gt;
|Knockdown immunity to all mobs when walking.&lt;br /&gt;
|[[Sablekyne]] Racial&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Sudden Brilliance&#039;&#039;&#039;&lt;br /&gt;
|MEC/COG/BIO boost, 25m cooldown.&lt;br /&gt;
|[[Mar&#039;qua]] Racial&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Inspired Intellect&#039;&#039;&#039;&lt;br /&gt;
|Gain inspiration much faster.&lt;br /&gt;
|[[Mar&#039;qua]] Racial&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Adapted Nervous System&#039;&#039;&#039;&lt;br /&gt;
|Increased NSA and cannot become addicted.&lt;br /&gt;
|[[Mar&#039;qua]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tenacity&#039;&#039;&#039;&lt;br /&gt;
|On-demand mild heal and painkiller, 15m cooldown.&lt;br /&gt;
|[[Humans|Human]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Will to Survive&#039;&#039;&#039;&lt;br /&gt;
|On-demand organ heal, 30m cooldown.&lt;br /&gt;
|[[Humans|Human]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inspiring Battlecry&#039;&#039;&#039;&lt;br /&gt;
|Temporary combat stat boost to everyone within hearing range.&lt;br /&gt;
|[[Humans|Human]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enhance Senses&#039;&#039;&#039;&lt;br /&gt;
|TGH/VIG boost and can see within the darkness for a short amount of time, 15m cooldown.&lt;br /&gt;
|[[Kriosans|Kriosan]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instinctual Skill&#039;&#039;&#039;&lt;br /&gt;
|Can use most ranged weapons in one hand with no penalties.&lt;br /&gt;
|[[Kriosans|Kriosan]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reckless Frenzy&#039;&#039;&#039;&lt;br /&gt;
|Massive TGH/ROB boost, Massive COG/VIG/MCH/BIO decrease, 15m cooldown.&lt;br /&gt;
|[[Akula]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Iron Flesh&#039;&#039;&#039;&lt;br /&gt;
|Will never have bullets or objects embed into your body.&lt;br /&gt;
|[[Akula]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Adrenaline Burst&#039;&#039;&#039;&lt;br /&gt;
|Movement speed boost, 15m cooldown.&lt;br /&gt;
|[[Naramad]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydration Reliance&#039;&#039;&#039;&lt;br /&gt;
|Drinking water heals you slowly over time.&lt;br /&gt;
|[[Naramad]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Born Warrior&#039;&#039;&#039;&lt;br /&gt;
|Proficient with melee weapons, they never embed in a enemy.&lt;br /&gt;
|[[Naramad]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Purge Toxins&#039;&#039;&#039;&lt;br /&gt;
|On-demand toxins and addictions cleanse, 15m cooldown.&lt;br /&gt;
|[[Cindarite]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Uncanny Resilience&#039;&#039;&#039;&amp;lt;!--typo in code: Uncanny Resiliance--&amp;gt;&lt;br /&gt;
|On-demand infection heal/stabilizer, 30m cooldown.&lt;br /&gt;
|[[Cindarite]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Second Skin&#039;&#039;&#039;&lt;br /&gt;
|No slow down from wearing heavy armor, and can instantly put it on or take it off.&lt;br /&gt;
|[[Cindarite]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Circuit&#039;&#039;&#039;&lt;br /&gt;
|Acquire a turret circuit that then be turned into a turret. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Patch Kit&#039;&#039;&#039;&lt;br /&gt;
|Personnel IFAK. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Tools&#039;&#039;&#039;&lt;br /&gt;
|On-demand filled Tool Belt spawn of power tools. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Medicine&#039;&#039;&#039;&lt;br /&gt;
|On-demand filled Tool Belt spawn of medicine. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Armaments&#039;&#039;&#039;&lt;br /&gt;
|On-demand filled Tool Belt spawn of security items and stun gadgets. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scuttlebug&#039;&#039;&#039;&lt;br /&gt;
|Faster movement speed.&lt;br /&gt;
|[[Cht’mant]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chitin Armor&#039;&#039;&#039;&lt;br /&gt;
|Better physical resistance.&lt;br /&gt;
|[[Cht’mant]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Produce Ichor&#039;&#039;&#039;&lt;br /&gt;
|Can make advanced med kits at the cost of nutrition. &lt;br /&gt;
|[[Cht’mant]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diverse Culture&#039;&#039;&#039;&lt;br /&gt;
|Adds another language to be spoken.&lt;br /&gt;
|Human, Exalt Human&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Produce Repair Goo&#039;&#039;&#039;&lt;br /&gt;
|You can vomit out glue-like goo that functions exceptionally well for tool and general repairs&lt;br /&gt;
|[[Cht&#039;mant]] Ro caste&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Folken Photo-Healing&#039;&#039;&#039;&lt;br /&gt;
|You can use the light to heal wounds, standing in areas of bright light will increase your natural regeneration. Works better on young Folken.&lt;br /&gt;
|[[Folken]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mycus Regeneration&#039;&#039;&#039;&lt;br /&gt;
|You heal as long as you are in the darkness, increasing your natural regeneration&lt;br /&gt;
|[[Mycus]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spawn Shroomling&#039;&#039;&#039;&lt;br /&gt;
|Shroomlings are animal-intelligence mycus capable of following simple orders like &#039;Shroomling &#039;Name&#039; Follow.&#039; and &#039;Shroomling &#039;Name&#039; Stop.&#039; who will stay by you when ordered. While capable of fighting, they are quite weak, the major benefit of having one is they may turn any food you feed into them into useful healing chemicals contained in bottles of resin.&lt;br /&gt;
|[[Mycus]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spawn Slime-Mold&#039;&#039;&#039;&lt;br /&gt;
|Slime-mold shroomlings are animal-intelligence mycus capable of following simple orders like &#039;Slime-Mold &#039;Name&#039; Follow.&#039; and &#039;Slimd-Mold &#039;Name&#039; Stop.&#039; who will stay by you when ordered. Slime-molds are made for combat, being incredibly sturdy and physically strong, able to regenerate even the worst wounds. Unfortunately they suffer from poor eyesight, requiring threats to get close before they notice them.&lt;br /&gt;
|[[Mycus]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Carnivore&#039;&#039;&#039;&lt;br /&gt;
|You are an obligate carnivore. You get very little nutrition from standard nutriment, but gain alot from meat and protein based products.&lt;br /&gt;
|[[Sablekyne]], [[Akula]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Herbivore&#039;&#039;&#039;&lt;br /&gt;
|You are an obligate carnivore. You get very little nutrition from standard nutriment, but gain alot from meat and protein based products.&lt;br /&gt;
|Homeworld Neapolis&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hypermytosis&#039;&#039;&#039;&lt;br /&gt;
|You can kick your natural regeneration into high-gear, regenerating limbs and improving healing.&lt;br /&gt;
|[[Aulvae]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Adaptive Anatomy&#039;&#039;&#039;&lt;br /&gt;
|You can burn spare calories to momentarily temper either your physical or mental attributes.&lt;br /&gt;
|[[Aulvae]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Caloric Redline&#039;&#039;&#039;&lt;br /&gt;
|By burning through mass at an excessive rate an Aulvae can push their body to move with surprising swiftness, albeit losing some of the fine control over their movements.&lt;br /&gt;
|[[Aulvae]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Background Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kin to the Spiders&#039;&#039;&#039;&lt;br /&gt;
|Lose Roach faction, gain Spider faction.&lt;br /&gt;
|[[Cht’mant]] Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spin Webs&#039;&#039;&#039;&lt;br /&gt;
|Spawn a web tile centered on yourself. 5s cooldown.&lt;br /&gt;
|Kin to the Spiders&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sol Born&#039;&#039;&#039;&lt;br /&gt;
|Higher addiction chance, lower tolerance for chemicals.&lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Klutz&#039;&#039;&#039;&lt;br /&gt;
|Clumsy trait. Guns/melee backfire on you.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chem Addict&#039;&#039;&#039;&lt;br /&gt;
|Higher addiction chance, higher tolerance for chemicals.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sure Step&#039;&#039;&#039;&lt;br /&gt;
|Lower chance to set off traps/mines, prevents tripping on underplating.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Raider&#039;s Leap&#039;&#039;&#039; &amp;lt;!--Name in code: Raiders Leap--&amp;gt;&lt;br /&gt;
|Faster climbing. &lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unclean Living&#039;&#039;&#039;&lt;br /&gt;
|Mild healing when smoking.&lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lead Blood&#039;&#039;&#039;&lt;br /&gt;
|Lower damage from toxins.&lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rough Life&#039;&#039;&#039;&lt;br /&gt;
|Defense against explosions and tripping.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nightcrawler&#039;&#039;&#039;&lt;br /&gt;
|Normal walk speed when in darkness.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quiet as a Mouse&#039;&#039;&#039;&lt;br /&gt;
|All sound from actions is quieter. &lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Green Thumb&#039;&#039;&#039;&lt;br /&gt;
|Easier identification and analysis of all plants without device.&lt;br /&gt;
| Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lungs of Iron&#039;&#039;&#039;&lt;br /&gt;
|Lower oxygen requirement.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fast Fingers&#039;&#039;&#039;&lt;br /&gt;
|Silent pickpocketing from certain body slots.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nepotism&#039;&#039;&#039;&lt;br /&gt;
| You receive more credits in paychecks.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Debtor&#039;&#039;&#039;&lt;br /&gt;
|You owe money to someone or something. Unfortunately, your wages have been garnished to make up the difference&lt;br /&gt;
|Exalt Human&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Splicer&#039;&#039;&#039;&lt;br /&gt;
|Your genes are heavily modified already, your base genetic instability is 20%, even if you don&#039;t have any mutations&lt;br /&gt;
|Exalt Human&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lazarus Protocol&#039;&#039;&#039;&lt;br /&gt;
|Chance of revival to unconsciousness on death with mild heal.&lt;br /&gt;
|Augmentation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Holy aura that lightly heals those of the Absolute around you.&lt;br /&gt;
|Admin only&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;True Faith&#039;&#039;&#039;&lt;br /&gt;
| Protects and reduces damage taken as a member of the Absolute.&lt;br /&gt;
|Augmentation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Linguist&#039;&#039;&#039;&lt;br /&gt;
|Can speak one more language than the average person.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nihilist&#039;&#039;&#039;&lt;br /&gt;
|This increases chance of positive breakdowns by 30% and negative breakdowns by 20%. Seeing someone die has a random effect on you: Sometimes you won’t take any sanity loss and you can even gain back sanity, or get a boost to your cognition&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Idealist&#039;&#039;&#039;&lt;br /&gt;
|Your Insight gain is faster when you are around sane people and they will recover sanity when around you. When you are around people that are low on health or sanity, you will take sanity damage&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wealthy Upbringing&#039;&#039;&#039;&lt;br /&gt;
|Start with an heirloom weapon, removed sanity damage cap. Stay clear of filth and danger.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exact Values&#039;&#039;&#039;&lt;br /&gt;
|Unlike most people you can fully visualize your own stats, owing to your greater grasp of the concepts. This is in addition to knowing exactly how likely you were to fail after failing some tasks. This ability does not extend to medical matters, wounds or similar. &lt;br /&gt;
|Settings or Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bloodlust Aura&#039;&#039;&#039;&lt;br /&gt;
|When more simple-minded combatives evaluate you, they will target you immediately&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Natural Style&#039;&#039;&#039;&lt;br /&gt;
|All melee weapons that attack at range have a little bit extra reach when you wield them. Increases max sanity, as well as helps lower sanity damage from environment.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Map Maker&#039;&#039;&#039;&lt;br /&gt;
|When holding paper and a box of crayons (must have at least 1 crayon) or a multi-colour pen you can from time to time create a complex map of the area around you in a 20 range. This map will show humanoids and non-humanoids. With constant work you should be able to increase your range of map making.&lt;br /&gt;
Note: Constantly using the perk will level up a task in Show Tasks, every level gives + 1 range.&lt;br /&gt;
Example: Task level at 4 would mean your map range is 24 tiles.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Job Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exotic Inspiration&#039;&#039;&#039;&lt;br /&gt;
|MEC/COG boost when drunk.&lt;br /&gt;
|[[Guild Master]], [[Guild Adept]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Handyman&#039;&#039;&#039;&lt;br /&gt;
|Deconning any salvageable object gives refined scrap. Also increased chances of more rare materials.&lt;br /&gt;
|[[Guild Master]], [[Guild Adept]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperzine Injections&#039;&#039;&#039;&lt;br /&gt;
|Hyperzine injection, 15m cooldown.&lt;br /&gt;
|[[Chief Executive Officer]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Market Professional&#039;&#039;&#039;&lt;br /&gt;
|By looking at a item, you can tell what its price is. &lt;br /&gt;
|[[Cargo Technician]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical Expertise&#039;&#039;&#039;&lt;br /&gt;
|Lower addiction chance, higher threshold for chemicals. Also used as a bypass perk for using many health related systems such as sleepers, health scanners, and chemical dispensers.&lt;br /&gt;
|[[Lifeline Technician]], [[Psychologist]], [[Medical Doctor]], [[Chief Biolab Overseer]], &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surgery Training&#039;&#039;&#039;&lt;br /&gt;
|While you may not know the more advanced medical procedures, your mandatory training on surgery for implantation purposes allows you to perform basic surgical procedures with ease.&lt;br /&gt;
|[[Chief Research Overseer]], [[Roboticist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Advanced Surgical Techniques&#039;&#039;&#039;&lt;br /&gt;
|Your surgical training and experience have tempered your special techniques for treating patients, enabling you to make more effective and efficient use of your resources when reconstituting their bodies. Also enables the use of more complicated medical equipment.&lt;br /&gt;
|[[Chief Bioloab Overseer]], [[Medical Doctor]], [[Medical Resident]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Robotics Expert&#039;&#039;&#039;&lt;br /&gt;
|Your formal training and experience in advanced mech construction and complex devices has made you more adept at working with them.&lt;br /&gt;
|[[Chief Research Overseer]], [[Roboticist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ear of Quicksilver&#039;&#039;&#039;&lt;br /&gt;
|Larger hearing radius, higher damage from noise.&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expert Scavenger&#039;&#039;&#039;&lt;br /&gt;
|Chance of rare items from trash piles.&lt;br /&gt;
|[[Prospector]], [[Salvager]], [[Expedition Foreman]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anomaly Hunter&#039;&#039;&#039;&lt;br /&gt;
|Hints at the perk that a oddity holds.&lt;br /&gt;
|[[Prospector]], [[Salvager]], [[Expedition Foreman]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immovable Object&#039;&#039;&#039;&lt;br /&gt;
|Knockdown immunity against mobs when walking.&lt;br /&gt;
|[[Blackshield Commander]], [[Warrant Officer]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sommelier&#039;&#039;&#039;&lt;br /&gt;
|Immunity to becoming drunk with the Premier&#039;s super secret booze stash, and gives a TGH boost for ten minutes. &lt;br /&gt;
|[[Premier]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rough and Tumble&#039;&#039;&#039;&lt;br /&gt;
|As a prospector you&#039;ve been through it all. Spider bites, random cuts on rusted metal, animal claws, getting shot and even set on fire. As a result you resist every type of damage just a little bit better than salvagers.&lt;br /&gt;
| [[Prospector]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blackshield Conditioning&#039;&#039;&#039;&lt;br /&gt;
|Thanks to special training received in the course of employment within the Blackshield your body is a bit more resistant to brute force damage and burns due to proper conditioning.&lt;br /&gt;
| [[Trooper]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Key Smith&#039;&#039;&#039;&lt;br /&gt;
|With a massive collection of keys, you can access many areas. However, finding the right key tends to take time... And you haven&#039;t been given all the keys to the place.&lt;br /&gt;
| [[Janitor]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Artist&#039;&#039;&#039;&lt;br /&gt;
|You have a lot of expertise in making works of art. You gain more insight from any and all sources. However, you only improve by creating works of art.&lt;br /&gt;
| [[Artist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Periodic Table&#039;&#039;&#039;&lt;br /&gt;
|You get quarter more NSA than a normal person. You can also see all reagents in beakers.&lt;br /&gt;
|[[Chief Biolab Overseer]], [[Medical Doctor]], [[Medical Resident]], [[Lifeline Technician]], [[Psychologist]], [[Chief Research Overseer]], [[Scientist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bar Menu&#039;&#039;&#039;&lt;br /&gt;
|You can identify common ingredients that went into food or drinks and how much was used.&lt;br /&gt;
|[[Bartender]], [[Chef]], [[Botanist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Illegal Substance Training&#039;&#039;&#039;&lt;br /&gt;
|You know how to easily identify certain kinds of illegal chemical contraband.&lt;br /&gt;
|[[Blackshield Commander]], [[Sergeant]], [[Trooper]], [[Blackshield Cadet]], &#039;Former ganger&#039; [[Akula]] background, &#039;Former Medical Intern&#039; career background&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bolt Action Rifle Training&#039;&#039;&#039;&lt;br /&gt;
|Through intense and repetitive training with bolt-action and lever-action rifles, you will always chamber a new round instantly after firing.&lt;br /&gt;
|[[Blackshield Commander]], [[Sergeant]], [[Trooper]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Master Butcher&#039;&#039;&#039;&lt;br /&gt;
|You can harvest additional valuable parts from animals you cut up.&lt;br /&gt;
|[[Lodge Hunt Master]], [[Lodge Hunter]], [[Lodge Herbalist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Naturalist&#039;&#039;&#039;&lt;br /&gt;
|Make better use of grown plants to harvest more fruit and more properly manage the use of medical supplies like blood tongues or powder pouches. You always harvest with an additional bonus. You are also a capable surgeon.&lt;br /&gt;
|[[Lodge Hunt Master]], [[Lodge Herbalist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;SI Science Training&#039;&#039;&#039;&lt;br /&gt;
|You know how to use RnD core consoles and Exosuit Fabs.&lt;br /&gt;
|[[Chief Research Overseer]], [[Scientist]], [[Roboticist]], [[Chief Biolab Overseer]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Humble Cleanser&#039;&#039;&#039;&lt;br /&gt;
|Reduces the total sanity damage you can take from blood and filth. You can regain sanity by cleaning.&lt;br /&gt;
|[[Janitor]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Channeling&#039;&#039;&#039;&lt;br /&gt;
|You know how to channel spiritual energy during rituals. You gain additional skill points during group rituals, and have an increased regeneration of cruciform energy.&lt;br /&gt;
|[[Prime]], [[Vector]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Codespeak&#039;&#039;&#039;&lt;br /&gt;
|You know Marshal codes&lt;br /&gt;
|[[Warrant Officer]], [[Ranger]], [[Officer]], [[Marshal Junior Officer]], [[Supply Specialist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunsmith Master&#039;&#039;&#039;&lt;br /&gt;
|Your knowledge allows to not only repair firearms but expertly craft them. This includes the machines required to do so.&lt;br /&gt;
|[[Supply Specialist]], [[Warrant Officer]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spice up Food&#039;&#039;&#039;&lt;br /&gt;
|Your own special, secret touch in seasoning has anomalous properties that can enhance most food products.&lt;br /&gt;
|[[Chef]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Implant Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Community of the Saints&#039;&#039;&#039;&lt;br /&gt;
|You take 25% longer to complete all tool-based actions that aren&#039;t instantaneous.&lt;br /&gt;
|Cruciform&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nanite Regeneration&#039;&#039;&#039;&lt;br /&gt;
|You configure your nanite matrix to begin aiding in your natural healing.&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nanofiber Muscle Therapy&#039;&#039;&#039;&lt;br /&gt;
|Through the use of pain killers, implanted nanofibers, and small dispersed drug therapy to critical areas your nanogate has enhanced your physical movement speed and endurance, allowing you to run for longer stretches at a faster pace without tiring.&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nanite Skin-Weave&#039;&#039;&#039;&lt;br /&gt;
|Through the use of reactive nanites designed to plate together into a shield your machines can reform at a lightning pace to let you physically resist incoming damage by forming a mesh weave shield just before a strike connects.&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nanite Metal Drinker&#039;&#039;&#039;&lt;br /&gt;
|Allows the user to drink metals (like Gold/Silver/Iron/Potassium and more) to regain nutrition.&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nanite Chemicals&#039;&#039;&#039;&lt;br /&gt;
|You programmed and set aside a specific subset of nanites who have a singular purpose that you can call upon at any time to engage their effect, but this only works once. Available nanites: Symbiotes, Trauma Control System, Control Booster Utility, Control Booster Combat, Purger, Oxyrush, Nantidotes&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Munition Fabrication&#039;&#039;&#039;&lt;br /&gt;
|You programmed and set aside a specific subset of nanites whose singular purpose is to reconstruct themselves into ammunition boxes. The process is quite intensive and requires half an hour between uses.&lt;br /&gt;
|Nanogate&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Psionics ===&lt;br /&gt;
{| class =&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Psionic Psychosis&#039;&#039;&#039;&lt;br /&gt;
|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.&lt;br /&gt;
|Upbringing Bedlam&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Psionic Harmony&#039;&#039;&#039;&lt;br /&gt;
|You retain a higher maximum psi pool than others, increasing your capacity by two.&lt;br /&gt;
|Upbringing Peaceful Life&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Psionic Attunement&#039;&#039;&#039;&lt;br /&gt;
|You have greater control of the negative side effects of your powers. Whenever you use a psionic power that has a negative side effects, you take only half the penalties a psion normally would. Equally, some lesser powers like telepathic projection and telekinetic prowess no longer cost essence to use.&lt;br /&gt;
|Career Former Scholar&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mind Master&#039;&#039;&#039;&lt;br /&gt;
|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.&lt;br /&gt;
|[[Psychologist]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Psionic Grace&#039;&#039;&#039;&lt;br /&gt;
|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.&lt;br /&gt;
|Psionic power&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mind over Matter&#039;&#039;&#039;&lt;br /&gt;
|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.&lt;br /&gt;
|Psionic power&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Random Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Revival Sickness&#039;&#039;&#039;&lt;br /&gt;
|Decrease to mental/all stats, reduction in defense against all damage, increasing with times died. 30m cooldown. Rest while in a chair or bed to decrease cooldown.&lt;br /&gt;
|Death&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aulvae Decohesion Syndrome&#039;&#039;&#039;&lt;br /&gt;
|Decrease to ROB, TGH and VIG stats, reduction in defense against brute and burn damage, increasing with times died. 30 min cooldown. Rest while in a chair or bed to decrease cooldown.&lt;br /&gt;
|Death as [[Aulvae]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fungal Host&#039;&#039;&#039;&lt;br /&gt;
|Take toxin damage and inflict toxin damage to those around you at a recurring interval.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunslinger&#039;&#039;&#039;&lt;br /&gt;
|Faster firing speed for one handed weapons.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;True Grit&#039;&#039;&#039;&lt;br /&gt;
|Higher pain tolerance.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Springheel&#039;&#039;&#039;&lt;br /&gt;
|Faster movement speed.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Natural Armor&#039;&#039;&#039;&lt;br /&gt;
|Higher physical damage resistance.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thin Skin&#039;&#039;&#039;&lt;br /&gt;
|Lower physical damage resistance.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toxic Resistance&#039;&#039;&#039;&lt;br /&gt;
|Higher toxic damage resistance from weapons, not chems. &lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shell Shock&#039;&#039;&#039;&lt;br /&gt;
|Lowered ROB/TGH/VIG stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Failing Mind&#039;&#039;&#039;&lt;br /&gt;
|Lowered COG/MCH/BIO stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sharpened Mind&#039;&#039;&#039;&lt;br /&gt;
|Boosted COG/MCH/BIO stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner Strength&#039;&#039;&#039;&lt;br /&gt;
|Boosted ROB/TGH/VIG stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Snackivore&#039;&#039;&#039;&lt;br /&gt;
|Eating trashlike foods turns them into omnizine&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Will to Power&#039;&#039;&#039;&lt;br /&gt;
|Extra health&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Will of Iron&#039;&#039;&#039;&lt;br /&gt;
|Extra NSA and less being able to addicted to chemicals&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Survivor&#039;&#039;&#039;&lt;br /&gt;
|Witnessing death doesn&#039;t give you paranoia as much.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inspiring Presence&#039;&#039;&#039;&lt;br /&gt;
|You know just what to say to people and are able to inspire the best - or even worst - in others. People around you regain their sanity quicker&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Terrible Fate&#039;&#039;&#039;&lt;br /&gt;
|If you die with people around you. Everyone gets a sanity break.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Side Loading&#039;&#039;&#039;&lt;br /&gt;
|When one-handing some guns, you will automatically reload them if you hold additional shells in your off-hand.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bluespace Alignement&#039;&#039;&#039;&lt;br /&gt;
|The Tuning Device is taxing on the mind but rewarding... Along with some other side affects...&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Alchemy&#039;&#039;&#039;&lt;br /&gt;
|Gives you the ability to perform alchemy. Your NSA has been slightly improved. You can see all reagents in beakers.&lt;br /&gt;
|Obtained through a spell.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scribe&#039;&#039;&#039;&lt;br /&gt;
|Gives you the ability to write occult scrolls.&lt;br /&gt;
|Obtained through a spell.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blackbox Tinkering&#039;&#039;&#039;&lt;br /&gt;
|Improves Cognition and Mechanics.&lt;br /&gt;
|Matter Nano-Forge Black Box&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ultrasurgeon Knowledge&#039;&#039;&#039;&lt;br /&gt;
|Enables performing surgery&lt;br /&gt;
|Ultrasurgeon drug&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Njoy&#039;&#039;&#039;&lt;br /&gt;
|No breakdowns&lt;br /&gt;
|Njoy / Suppresital drug&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Celestial Gift&#039;&#039;&#039;&lt;br /&gt;
|The normal limit of the mind has been expanded by 50%&lt;br /&gt;
|Oddities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cosmic Gazing&#039;&#039;&#039;&lt;br /&gt;
|The normal limit of the mind has been expanded by 30&lt;br /&gt;
|Oddities&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
[[Stats]]&lt;br /&gt;
&lt;br /&gt;
{{Gameplay guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=4500</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=4500"/>
		<updated>2024-11-17T16:46:13Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: Reverted edit by K5 (talk) to last revision by Cdb&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Standard Operating Procedure - Master List ==&lt;br /&gt;
The information contained in the article below is written here instead of the individual [[Jobs|manuals]] for each profession because this is all information the entire crew should know, so they may know what to expect, what their rights are, and what other staff should be doing to best service the crew. For those looking for information on the Hunting Lodge, click [[The Hunters Codex|this]].&lt;br /&gt;
&lt;br /&gt;
(( Players reading this page should keep in mind &#039;&#039;&#039;THESE ARE NOT OOC RULES!&#039;&#039;&#039; These are just how the colony, in-character, would have something handled. Whether or not you are following these policies is irrelevant if you break [[Rules|the actual rules]]. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))&lt;br /&gt;
&lt;br /&gt;
=== Departmental Standard Operating Procedures ===&lt;br /&gt;
Along with the guidelines listed below, each and every department has it&#039;s own subset of job-specific Standard Operating Procedure that is to be adhered to whenever possible. &#039;&#039;&#039;General Standard Operating Procedures include colonist rights and legal limitations of where these rights generally end.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*[[Standard_Operating_Procedure_(General)|Standard Operating Procedure (General &amp;amp; Colonist Rights)]]&lt;br /&gt;
&lt;br /&gt;
*[[Standard_Operating_Procedure_(Command)|Standard Operating Procedure (Command)]]&lt;br /&gt;
&lt;br /&gt;
*[[Standard_Operating_Procedure_(Legal)|Standard Operating Procedure (Legal)]]&lt;br /&gt;
&lt;br /&gt;
*[[Standard_Operating_Procedure_(Marshals)|Standard Operating Procedure (Marshals)]]&lt;br /&gt;
&lt;br /&gt;
*[[Standard_Operating_Procedure_(Blackshield)|Standard Operation Procedure (Blackshield)]]&lt;br /&gt;
&lt;br /&gt;
*[[Standard_Operating_Procedure_(Prospectors)|Standard Operation Procedure (Prospectors)]]&lt;br /&gt;
&lt;br /&gt;
*[[Standard_Operating_Procedure_(Soteria_Medical)|Standard Operating Procedure (Soteria Medical)]]&lt;br /&gt;
&lt;br /&gt;
*[[Standard_Operating_Procedure_(Soteria_Research)|Standard Operating Procedure (Soteria Research)]]&lt;br /&gt;
&lt;br /&gt;
*[[Standard_Operating_Procedure_(Guild)|Standard Operating Procedure (Guild)]]&lt;br /&gt;
&lt;br /&gt;
*[https://sojourn13.space/wiki/Standard_Operating_Procedure_(Lonestar_%26_Service) Standard Operating Procedure (Lonestar Cargo &amp;amp; Service)]&lt;br /&gt;
&lt;br /&gt;
*[[Standard_Operating_Procedure_(Church)|Standard Operating Procedure (Church of the Absolute)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Talk:Event_Archetypes&amp;diff=4480</id>
		<title>Talk:Event Archetypes</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Talk:Event_Archetypes&amp;diff=4480"/>
		<updated>2024-11-12T01:21:59Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: /* Mid Round Meddleing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Credit for much of the inspiration for this page goes to SkinkHunt.&lt;br /&gt;
&lt;br /&gt;
[[User:K5|K5]] ([[User talk:K5|talk]]) 06:51, 10 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mid Round Meddleing ==&lt;br /&gt;
&lt;br /&gt;
Stuff that needs to be defined better for mid round like spur of the moment event. Currently this isnt really at all put down and kinda just bottled necked to 1-2 people that cant be dynamic against any other time zone atm.&lt;br /&gt;
&lt;br /&gt;
TL:DR&lt;br /&gt;
Event opt looks at manifest and goes `i wanta run a small thing` &amp;lt; - currently needs GM + admin/mod + Staff head rather then just &amp;quot;If its small get a go ahead from mod/admin staff&amp;quot;&lt;br /&gt;
[[User:LillyTrilby|LillyTrilby]] ([[User talk:LillyTrilby|talk]]) 01:21, 12 November 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Talk:Event_Archetypes&amp;diff=4479</id>
		<title>Talk:Event Archetypes</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Talk:Event_Archetypes&amp;diff=4479"/>
		<updated>2024-11-12T01:19:43Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: /* Mid Round Meddleing */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Credit for much of the inspiration for this page goes to SkinkHunt.&lt;br /&gt;
&lt;br /&gt;
[[User:K5|K5]] ([[User talk:K5|talk]]) 06:51, 10 November 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mid Round Meddleing ==&lt;br /&gt;
&lt;br /&gt;
Stuff that needs to be defined better for mid round like spur of the moment event. Currently this isnt really at all put down and kinda just bottled necked to 1-2 people that cant be dynamic against any other time zone atm.&lt;br /&gt;
&lt;br /&gt;
TL:DR&lt;br /&gt;
Event opt looks at manifest and goes `i wanta run a small thing` &amp;lt; - currently needs GM + admin/mod + Staff head rather then just &amp;quot;If its small get a go ahead from mod/admin staff&amp;quot;&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Command)&amp;diff=4478</id>
		<title>Standard Operating Procedure (Command)</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Command)&amp;diff=4478"/>
		<updated>2024-11-11T05:49:33Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: /* Executing Sanctions */ clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Councilors==&lt;br /&gt;
All Faction Heads and the Premier are Councilors, tasked not only with managing their individual departments but also working together to make the executive decisions that impact the whole colony. Each Councilor has their area of authority and a responsibility to inform the Council of significant happenings within that area of authority.&lt;br /&gt;
&lt;br /&gt;
===Rights and Responsibilities of Councilors===&lt;br /&gt;
* Councilors have the right to run their department and its personnel in the manner they choose, so long as it does not violate SOP or the law.&lt;br /&gt;
* Councilors have the right and responsibility to vote in all Low Council decisions.&lt;br /&gt;
* Councilors have the responsibility to have at least basic proficiency in the [[Laws]], Command SOP, and [[Standard Operating Procedure (Legal)|Legal SOP]], as well as a high level proficiency in their Department SOP.&lt;br /&gt;
* Councilors have the responsibility to have at least medium proficiency in General SOP in regards to employment rights and sanctions.&lt;br /&gt;
* Councilors have the right and responsibility to ensure members of their faction are represented in legal matters, per legal SOP. The Premier has the general duty of providing legal representation, but a Faction Head may choose to represent their own employee if they wish, and they are obligated to do so if there is no Premier.&lt;br /&gt;
* In the absence of both Premier and Faction Head, any other Councilor has the right to represent an unrepresented party with the consent of that individual, but they have no responsibility to do so.&lt;br /&gt;
* Councilors have the responsibility to maintain professional decorum when conducting any official business with the Council, including speaking on the Command channel, or acting in their role as Head of their faction.&lt;br /&gt;
* Councilors have the responsibility to inform the Council of anything their faction encounters that may endanger the colony as a whole.&lt;br /&gt;
* Councilors have the responsibility to have at least basic proficiency in all matters of their Faction’s responsibility.&lt;br /&gt;
* Councilors have the responsibility to prioritize their duties to their faction and the colony over personal interests and other religious, cultural, or familial loyalties.&lt;br /&gt;
&lt;br /&gt;
==Dedicated Council Staff==&lt;br /&gt;
===Premier===&lt;br /&gt;
The Premier is a Councilor, but they are not a department head. Instead, they are a mediator, expected to be impartial and work for the good of the colony as a whole. Their job is to facilitate interdepartmental cooperation, call for meetings, aid heads of staff in ensuring they and their subordinates are following colony law and SOP, and act as an arbitrator in cases of emergency or importance. They are &#039;&#039;&#039;not&#039;&#039;&#039; given a vote in most Council situations, but are tasked with ensuring that the negotiations proceed smoothly. They are, however, given the tie-breaking vote if the Council comes to a deadlock, as well as the power to &#039;&#039;&#039;veto&#039;&#039;&#039; any decision the Council makes, resulting in an automatic “no” result to the whole vote. Such vetoes can only be overridden by a &#039;&#039;&#039;unanimous&#039;&#039;&#039; decision of at least three other Councilors. Additionally, the Premier is the primary point of contact between the High and Low Councils collectively, and may be instructed by the High Council to call votes on matters normally outside the jurisdiction of the Low Council. Finally, the Premier is expected to act as a legal representative for those accused of crimes, as detailed in Legal SOP. The Premier does not have &#039;&#039;&#039;any&#039;&#039;&#039; direct authority over members of any faction, Head or otherwise, and may only lawfully give orders to the Steward. They are given access to the entirety of the upper colony, but may not take items that belong to factions without permission and may be told by a Head to stay out if they are interfering with any faction business. Failure to comply with such an order in the absence of an emergency that necessitates the Premier’s presence is cause for Trespassing charges and a vote on demotion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements&#039;&#039;&#039;&lt;br /&gt;
* High level proficiency in General, Command, and Legal SOP&lt;br /&gt;
* Moderate level proficiency in the colony’s Laws&lt;br /&gt;
* Ability to be professional and mediate disputes in a fair-minded way&lt;br /&gt;
* Ability to speak, read, and write fluently in English Common. Assistance devices are permitted, e.g. a mute individual may use a TTS to communicate&lt;br /&gt;
===Steward===&lt;br /&gt;
The Steward is &#039;&#039;&#039;not&#039;&#039;&#039; a Councilor, holds no vote, and does not count for any quorum, however they are listed here because they work for the Premier and the Council. They fill the dual roles of bodyguard and secretary for the Council. During the normal operation of the colony, they are expected to be familiar with SOP and the law and ensure the Council is aware of the limits to its powers, offering expert legal advice. In times of threat, they are expected to do what they can to ensure the physical security of Councilors, starting with the Premier, followed by the Heads who are not as capable of directly protecting themselves. They are required to follow orders by the Premier, but in lieu of such orders are expected to fulfill requests in line with their duties from other Councilors. Like the Premier, they are given access to the entirety of the upper colony, but may not take items that belong to factions without permission and may be told by a Head to stay out if they are interfering with any faction business. A Head who issues such an order forfeits the right to the Steward’s protection within their department. Failure to comply with such an order is cause for Trespassing charges unless they are escorting a Premier who has necessary business and a specific need for personal security.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements&#039;&#039;&#039;&lt;br /&gt;
* Moderate proficiency in General, Command, and Legal SOP&lt;br /&gt;
* Moderate proficiency in the colony’s Laws&lt;br /&gt;
* Ability to be professional in dealings with fellow colonists, especially Councilors&lt;br /&gt;
* Ability to speak, read, and write fluently in English Common. Assistance devices are permitted, e.g. a mute individual may use a TTS to communicate&lt;br /&gt;
* Ability to combat threats to Councilors with lethal force&lt;br /&gt;
==The Low Council==&lt;br /&gt;
The Low Council is made up of all present Councilors. A decision from the Council has absolute authority and precedence over all other decisions, regulations, and rules except during a code red scenario. Members of the council are given only a small set of rules that apply during any council vote or decision.&lt;br /&gt;
* All colonists must respect a decision made by the council and follow said decision. This includes Councilors who dissented in the vote. Issues with a vote can be taken to the High Council via faxes for an appeal. All low council votes are to be followed, even if contested, unless overruled by the High Council or another Low Council vote. Failure to comply with a Council decision is a crime: §403 - Exceeding Official Powers in the case of a Councilor or the relevant Failure to Execute an Order statute (§102 or §302, depending on the consequences) for other colonists.&lt;br /&gt;
* Heads of staff, with the exception of the Foreman, should stay within comms range of the colony to oversee their department unless circumstances warrant travel outside of it. Examples for when this is acceptable is if departmental employees cannot handle an ongoing situation deeper in the forest, if the colony itself or its inhabitants are in danger, or other issues arise warranting a head of staff leaving the colony. Any departure other than the Foreman must be announced to their department radio and over command channels.&lt;br /&gt;
* All Councilors (including the Foreman) who leave comms range must return for a Council vote as soon as practical if summoned via psionic message, Sending litany, messenger, or other means of long-distance communication.&lt;br /&gt;
* The Blackshield Commander, as well as other Heads who have need to do so, may leave comms range to lead training exercises but must ensure all staff are properly informed and ample notice given. The council may suspend any training operations at their discretion.&lt;br /&gt;
* All heads of staff can use the medivac shuttle in times of crisis if there are no Blackshield or Marshals. When using the shuttle, bring at least two other individuals with you, one to be left behind at least to guard the shuttle. If any Councilor is found to be using the medivac shuttle for personal reasons or reasons that do not qualify the usage of the shuttle, e.g. a Foreman using it to get to locations that they scavenge from, then they should be charged with Exceeding Official Powers.&lt;br /&gt;
===Power of a Vote===&lt;br /&gt;
The Low Council is entrusted with the governance of the Upper Colony. Each Faction Head has power within their own department, and the Low Council collectively can pass a wide variety of edicts through votes.A voted decision by the Low Council can permit or prohibit any action within a shift with the following exceptions:&lt;br /&gt;
* A faction may not be forbidden from performing their primary roles (excepting where their departmental SOP explicitly permits a Council intervention)&lt;br /&gt;
* The guilt or innocence of a colonist can only be determined by the Council through a Tribunal, detailed in Legal SOP&lt;br /&gt;
* Section 400 and 500 laws cannot be changed, nor can new offenses be added to those sections, nor can pardons for offenses of those laws be issued&lt;br /&gt;
* Section 400 and lower laws can be suspended by vote of the Council during times of Red Alert. Such a suspension is automatically lifted upon conclusion of the Red Alert.&lt;br /&gt;
* General, Command, and Legal SOP cannot be changed.&lt;br /&gt;
* Departmental SOP cannot be changed without the assent of the relevant Faction Head. This means that if that Head is absent, the department SOP may not be changed.&lt;br /&gt;
* If the Low Council believes that a long-term change to policy or the law is necessary, they may vote to petition the High Council on the matter. The High Council may decide to change the policy temporarily or permanently, or may send a representative to get more information about whether the change is truly necessary and beneficial.&lt;br /&gt;
&lt;br /&gt;
===Voting Procedures===&lt;br /&gt;
During a Low Council meeting, the councilors are to place their votes on the discussed topic. Every vote is valued, as multiple organizations and corporations are the lifeblood of the colony.&lt;br /&gt;
* All heads of staff are required to vote yes or no during a decision, excluding those absent per the above policy on leaving the colony (though if possible, a vote should be delayed until all Councilors are available). Any head of staff that refuses to make a decision or abstains is to be demoted on the spot. This is not negotiable, you are a leader and expected to make choices, especially hard choices. Any head of staff attempting to abstain or not vote is to be demoted on the spot.&lt;br /&gt;
* The Soteria Overseers may only have a collective vote of one and only if both agree on the decision. This means that when the votes are tallied both overseers count as a singular vote and only if they both arrived at the same vote. If the CRO and CBO cannot come to an agreement on where they vote, they instead lose their vote entirely. The inability for them to agree is not a valid grounds for demotion of either overseer. If there is only one overseer active, they have a single vote. Whenever a quorum is needed for any kind of vote, the two Overseers count as one Councilor.&lt;br /&gt;
* For a vote to be considered valid, a quorum of least three Councilors must be present. In the event there are fewer than three Councilors, including the Premier, a vote will automatically fail.&lt;br /&gt;
* If there isn’t sufficient quorum for a vote, the Councilors who are active may send a requesting fax to the High Council for permission to conduct a vote on their own. In this case, the Councilors should state what the vote is, why they want this vote, what this vote would change, and the votes of all active Councilors.&lt;br /&gt;
** This vote must be approved by the High Council. This means it must be sent to the High Council offices. This method may not be used in any circumstance where there is a valid quorum.&lt;br /&gt;
** An example of a situation that this style of vote may be used for is the allowance of a Foreigner (Outsider) into the colony. This vote MUST be done before allowing the Foreigner entry. In this case, they may be allowed inside without waiting for a reply of approval, so long as this is sent first.&lt;br /&gt;
** In the event of the Foreigner causing issues before a return fax is received, the counselor should be charged with any crimes the Foreigner committed, in addition to 301, &#039;Negligence.&#039; If a reply is received to deny this Foreigner entry into the colony, they should be expelled without consequence to the councilor unless the Foreigner caused problems.&lt;br /&gt;
==Employment Sanctions==&lt;br /&gt;
====== Shift Sanctions: ======&lt;br /&gt;
Shift Sanctions are actions taken for a specific shift; such as when an employee is disruptive to the workplace but still holds value to the company. Shift Sanctions may impact future employment in cases of repetitive behavior.  &lt;br /&gt;
&lt;br /&gt;
Shift Sanctions last for a minimum of three months on one&#039;s Employment Records, failing to do so may lead to [[Rules#You are expected to obey the chain of command (within reason)|administration]] action. &lt;br /&gt;
&lt;br /&gt;
====== Long-Term Sanctions: ======&lt;br /&gt;
Long-Term Sanctions are for long-term dismissals, such as in severe cases of disruption, anti-corporate crime, etc. Unless successfully appealed within the same shift, long term disciplinary action may only be undone by either a successful appeal to the headquarters of their faction or by rehiring/promotion by a Head of their faction at least two weeks after the initial firing. &lt;br /&gt;
&lt;br /&gt;
Long-Term Sanctions last for a minimum of six months on one&#039;s Employment Records after being rehired or repromoted. Failing to keep sanctions in records may lead to [[Rules#You are expected to obey the chain of command (within reason)|administration]] action. &lt;br /&gt;
&lt;br /&gt;
==== Types Of Sanctions ====&lt;br /&gt;
These are the types of formal action that may be taken by a department head on their departmental employee, or lower council against an employee of a department.&lt;br /&gt;
====== Reprimand: ======&lt;br /&gt;
Reprimands are just a formal finding of wrongdoing that is recorded for use in future disciplinary proceedings. Reprimands can be either Shift, or Long-Term Sanction.&lt;br /&gt;
&lt;br /&gt;
====== Demotion: ======&lt;br /&gt;
Demotions are reducing someone to a lower position within the department. Demotion is only possible where the original role includes all skill requirements of the lower role. Head of Staff may be demoted to any rank within the department. Demotions can be either Shift Sanction, or Long-Term Sanction.&lt;br /&gt;
&lt;br /&gt;
====== Dismissal: ======&lt;br /&gt;
Dismissal entails removing someone from the department entirely for the duration of the shift. When done they are to have their ID shredded or modified to no longer have access. Dismissals are always Shift Sanctions&lt;br /&gt;
&lt;br /&gt;
====== Firing: ======&lt;br /&gt;
Firing entails removing someone from the department on a long-term basis. Firing is always Long-Term Sanction.&lt;br /&gt;
&lt;br /&gt;
=== Who can impose a Sanction ===&lt;br /&gt;
* Sanctions can be placed by majority vote of the Low Council against anyone employed in the upper colony, this does not include HC Agents or High Councilors.&lt;br /&gt;
* Sanctions can be placed by a Head of department to their own employees within their own department(s).&lt;br /&gt;
* Sanctions can be placed by the respective department&#039;s High Councilor against their own employees.&lt;br /&gt;
* Sanctions can be placed by an [[High Council Agents|investigatory representative]].&lt;br /&gt;
===Causes for Sanctions===&lt;br /&gt;
Sanctions cannot be issued for no reason. One of the following conditions must be met, and any relevant evidence submitted with the paperwork filing the sanction &lt;br /&gt;
* Criminal activity: If an employee commits a Moderate or higher crime; Certain crimes may permit or require sanctions.&lt;br /&gt;
** If a member of Blackshield or the Marshal commits a minor crime this may result in dismissal or temporary demotion.&lt;br /&gt;
** [[Laws#Minor Charges|Failure to Execute an Order]]: If an employee violates §102 this may result in dismissal or temporary demotion.&lt;br /&gt;
** Councilors, Premier, and Steward may be sanctioned under the [[Laws#Sentencing Modifiers|Offense by Colony Command sentencing modifier]], Low Council vote may institute a higher sanction or if no Warrant Officer is present.&lt;br /&gt;
** &amp;lt;u&amp;gt;Low Council vote may repeal a sanction placed by the Warrant Officer.&amp;lt;/u&amp;gt; &lt;br /&gt;
* Failure to fulfill assigned duties: If an employee fails to fulfill duties assigned to them by their job or by a superior, they may be sanctioned.&lt;br /&gt;
* Violation of Standard Operating Procedures: If an employee violates SOP, willfully or accidentally, they may be sanctioned. This applies to both violations of general SOP, such as privacy rights, and departmental SOP unique to each department.&lt;br /&gt;
* Failure to meet non-skill related employment requirements.&lt;br /&gt;
** Only Firing may be applied here, and the individual is ineligible for rehire for as long as the requirement is not met.&lt;br /&gt;
* Actions severely against faction interests: A Head or higher faction representative (but not Low Council vote) may apply sanctions if an employee takes actions that are severely against the interests of the faction at their discretion.&lt;br /&gt;
* Low Council members may be sanctioned for failing in their responsibilities to the Council listed in [[Standard Operating Procedure (Command)|Command SOP]] or actions such as interrupting voting, being disruptive of a council meeting, or other actions such as incompetency.&lt;br /&gt;
** Low Council members may be sanctioned for actions that - interrupt a vote, disruptive in a council meeting, or incompetence.&lt;br /&gt;
* Low Councilor [[Standard Operating Procedure (Command)#Voting Procedures|failing Command Voting Procedures]].&lt;br /&gt;
&lt;br /&gt;
=== Discretion and Severity ===&lt;br /&gt;
&lt;br /&gt;
* The choice to impose or not impose sanctions, and what sanctions to impose, is generally within the discretion of the Heads, however such discretion comes with a responsibility to do so when necessary and be proportional in sanctions imposed. &lt;br /&gt;
* Minor infractions, such as simple failure to follow an order or moderate crimes, should not result in Long-Term Sanction unless repeated over the course of multiple shifts.&lt;br /&gt;
* Major or repeated infractions should not be ignored, especially when they negatively affect other members of the faction. If a Head is found to be abusing their powers of discretion, investigators may be sent to explore possible sanctions against them.&lt;br /&gt;
&lt;br /&gt;
=== Executing Sanctions ===&lt;br /&gt;
All employment sanctions must be documented with paperwork, usually an [[Example Paperwork#Employment Sanctions Form|LC-005]] form but any form that conveys the same information may be used. Evidence and testimony supporting the sanctions, must be faxed to the High Councilor and a [[Example Paperwork#Employment Sanctions Form|LC-005]] copy provided to the sanctioned employee. If the employee plans to contest the sanction indicate it within the form. Attempts at sanctions without submitting the proper paperwork is considered a violation of [[Laws#Exceptional Offenses|§403]] - Exceeding Official Powers. &lt;br /&gt;
&lt;br /&gt;
The employee is to surrender their ID (or have it taken by Marshals if in Marshal custody) and it is to be stripped of all access not granted by their new role.                      Employees that wish to contest the demotion may write an appeal and fax it to the High Councilor so that it may be considered when determining whether the sanction is warranted. &lt;br /&gt;
&lt;br /&gt;
Agents of High Councilors may apply the sanction of Reprimand via faxing the [[Example Paperwork#Employment Sanctions Form|LC-005]] form to the individual being reprimanded and submitting a copy to their headquarters.     The Agent must physically come to the upper colony and investigate the situation to the best of their ability before applying any more serious sanctions.&lt;br /&gt;
&lt;br /&gt;
If sanctions are imposed on a Prime, an Inquisitor should also be requested as part of this fax.&lt;br /&gt;
&lt;br /&gt;
==Faxes==&lt;br /&gt;
As a head of staff and Council member, you are the most responsible person within your department and as such are expected to handle most situations without having to ask the High Council for instructions. Faxes should be sent to the High Council for one of four reasons. Firstly, to inform them of a significant occurrence in the upper colony, such as an attack by outside forces, or to request information previously gathered. These faxes merit a Low priority level, as they are merely informative. Secondly, to have a job request put on the Personnel Request System for expertise the upper colony needs. These faxes usually merit Medium or High priority, depending on how significant and urgent the issue is. Thirdly, if a matter would normally be determined by a Councilor who is not present, the relevant Faction Owner may be faxed instead if a decision is absolutely necessary. And finally, there may still come issues that are beyond a Faction Head’s hands, experience, or capabilities, and a fax may be sent if truly necessary. The High Council may not always respond to a fax sent to them, especially when the fax sent does not warrant a response from the High Council. The High Council will send a response only when it&#039;s truly needed, and faxes that do nothing but waste the High Council’s time may merit a charge of §111 - Sending a Time Wasting Fax.&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=4461</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=4461"/>
		<updated>2024-11-03T15:25:29Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: Removes Attempted Self Unaliving as a crime.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The colony laws are a series of regulations that all interest groups on the High Council have agreed to, applying them broadly to all colonists inside the colony. The colony’s Marshals are expected to uphold and enforce these laws, and all departments are expected to follow them. This is not a general guide to security. All new marshals should review the official [[Guide to Security|Guide to Marshals]]. It is important to know that all offenses listed below should be followed as a ‘guideline’ by law enforcement personnel and do allow for victim rights and alternative solutions to minor offenses. For example, you are not required to give a sentence if the problem can be resolved in an alternative way that the suspect agrees to, such as an agreement with the victim in return for not pressing charges, or peer mediation. To understand how to go about a proper arrest, or other clarifications such as prisoner rights, alert levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is enforced via the head of staff. To be charged with a violation of SOP, a head of staff has to request a relevant charge be levied, such as denial of a reasonable order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to colonists, colony allies and authorized visitors. Individuals and groups unconnected to the colony have no rights and therefore no protections under the law.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;All colony law is subject to the standard of INNOCENT UNTIL PROVEN GUILTY. No one is to ever be assumed guilty, evidence must be presented that reasonably proves guilt.&amp;lt;/big&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A good working knowledge of the law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of the law are required for such positions as the ranger, officer, premier, and the warrant officer. For certain crimes, the accused party&#039;s intent is important. Intent can be the difference between a charge such as, say, manslaughter and murder. One requires purposeful intent, the other is unintentional and typically caused by negligence or workplace accident. It is also important to note that manslaughter and murder are mutually exclusive. This indicates that an individual must be charged with one or the other, not both. Neither could a colonist be charged with both assault and murder on an individual if there is only a single victim, the higher-grade charge must be the charge applied in that case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of this will be explained in detail as you read on, including specialty clauses, cases, guides, and explanations to how a Marshal or servant of the law should think when interpreting legal issues such as criminal acts or disputes.&lt;br /&gt;
&lt;br /&gt;
Here are a few basic to-know bullet points for officers:&lt;br /&gt;
* &#039;&#039;&#039;To ensure you, as an arresting officer, don&#039;t fall into the trap of negligence or misuse of power, always follow procedure where possible as detailed by [[Standard_Operating_Procedure#Marshals|standard operating procedure]].&#039;&#039;&#039;&lt;br /&gt;
* As an arresting officer, follow the [[Guide to Security|Guide to Marshals]] to ensure you don&#039;t fall foul of legal proceedings.&lt;br /&gt;
* In the case of pressed charges being in the same category (i.e Battery, Assault, Murder - or Vandalism, Theft, Grand Theft) take only the most severe charge. Any lesser charges in this case should not be applied.&lt;br /&gt;
* Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
* A single incident has a single sentence, so if, for instance, the prisoner took 3 items off a person, this is a single count of theft. Otherwise this would count as &#039;crime-stacking&#039;, which is against SOP and law.&lt;br /&gt;
* When deciding on a timer for multiple crimes committed, take each crime into consideration separately. Then add the times together to get a final concise timer. This should be the timer issued to an offender when they are put in a cell.&lt;br /&gt;
* &#039;&#039;&#039;The time taken to bring in an offender and the time taken when questioning the offender are NOT to be calculated into their issued timer.&#039;&#039;&#039; Timers begin when plugged in on a cell&#039;s console. However, offenders should be processed as quick as reasonably possible as-per their rights as employees within the colony.&lt;br /&gt;
&lt;br /&gt;
=== Victim Rights ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victims of a crime hold the general right to drop charges.&#039;&#039;&#039; This applies to charges within the 100, 200, and 300 tiers. Victims may also choose to only collect monetary value equal to their losses from the offender in question, such as any incurring medical bills or loss of property. These clauses are there to allow a victim peace of mind and to make sound decisions rather than being forced into court cases.&lt;br /&gt;
&lt;br /&gt;
There are some exceptions, however. 400 and 500-level charges &#039;&#039;&#039;cannot&#039;&#039;&#039; be dropped at any time by a victim, as these acts extend further than creating a victim, but also threatening the lives of others and the order of the colony as a whole. Officers &#039;&#039;may&#039;&#039; take into account an offender’s circumstances and a victim&#039;s testimonial when deciding intent and timers but no dropping of charges may occur.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this section, each individual directly targeted by criminal activity is a victim. If a crime affects a department, such as Trespass, then the Department Head may choose to drop the charge. If there is no Head, the charge can only be dropped by unanimous consent of those who were affected. If the crime affects the colony as a whole or has no specific victim, such as Contraband, Breakout, or Desecrating a Corpse, only the Warrant Officer or Ranger may authorize the waiving of charges, and a decision to waive charges may be overridden by the Warrant Officer (if the decision was made by a Ranger) or a vote of the Low Council.&lt;br /&gt;
&lt;br /&gt;
=== Fines &amp;amp; Timers ===&lt;br /&gt;
&lt;br /&gt;
Some crimes may offer either a fine or a timer, or in some cases, &#039;both&#039; a fine and a timer together. It is ultimately at the discretion of the arresting officer and/or the warrant-filer what the punishment for an offense should be. &lt;br /&gt;
&lt;br /&gt;
Fines are ultimately recommended for most low-level crimes, if they are listed under the ‘timer’ section of the quick reference guide. If, however, an offender is non-cooperative, a repeat offender, or otherwise hindering an investigation a timer should be issued instead. Fines are to be paid to the Marshal department directly, while any compensation, such as to damaged property or medical fees, should be directed to the victim and/or the victim department.&lt;br /&gt;
&lt;br /&gt;
Timers are to be decided by the senior authority, typically either a ranger or warrant officer. If in the case where neither are available then the arresting officer may decide. Timers should not exceed a maximum time allocated to the charge &#039;&#039;&#039;unless&#039;&#039;&#039; modifiers are added on; such as a repeat offender who would receive double the time. Timers &#039;may&#039; be less than the allocated maximum time depending on circumstances and modifiers that would normally subtract time from one’s sentence, such as cooperation with security personnel or in cases of entrapment.&lt;br /&gt;
&lt;br /&gt;
== Heads of Staff &amp;amp; Lower Council Law ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heads of staff are not above the law, and can be arrested by the marshals for breaking it.&#039;&#039;&#039; The &#039;only&#039; time that the law can be overridden is when there is an imminent and overwhelming threat to the colony, such as during a Code Delta scenario. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A determination of no-wrongdoing may result in the dismissal of charges levied or a negating of any brig time served.&#039;&#039;&#039; Determinations of no-wrongdoing must be done by a Warrant Officer after an investigation, which must be faxed to the Office of the Provost Marshal, the Provost Marshal himself, or the colonies High Council. Any Warrant Officer found to abuse their authority to declare improper cases of no-wrongdoing may be demoted and arrested for exceeding their official power alongside other charges, such as falsifying information or providing false testimony.&lt;br /&gt;
&lt;br /&gt;
A vote held by the Lower Council may also be used to indite some charges, such as abuse of power or charges related to disrupting the Low Council. Any crime that requires judgement, such as crimes labeled as &#039;HuJ&#039; / Hold until Judgement, should be decided on in a timely manner by the Lower Council through a tribunal. A tribunal &#039;&#039;&#039;must&#039;&#039;&#039; follow the [[Standard Operating Procedure (Legal)|Legal Standard Operating Procedure]] to be considered legal. A tribunal must properly vote and may only be overturned by the High Council itself.&lt;br /&gt;
&lt;br /&gt;
== Law in Relation to Outsiders, Allies, &amp;amp; Others ==&lt;br /&gt;
&lt;br /&gt;
Colony law is &#039;&#039;&#039;not&#039;&#039;&#039; extended to neutral parties inherently. Outsiders, for example, have no inherant legal rights or protections. However, some laws do apply to protect outsiders as well, including all intelligent, sapient beings. This includes other intelligent races, ranging from Humans to Mycus, to anything of higher intelligence including robots with self awareness.&lt;br /&gt;
&lt;br /&gt;
For simple terminology of colony law:&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Employee&amp;quot; / &amp;quot;Colonist&amp;quot;&#039;&#039;&#039; = A member of the colony or an employee of one of the colony&#039;s various factions. These rights are extended to all members of the colony and all members of departments.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;People&amp;quot; / &amp;quot;Person&amp;quot; / &amp;quot;Someone&amp;quot;&#039;&#039;&#039; = This covers &#039;&#039;&#039;any&#039;&#039;&#039; sapient, intelligent being, regardless of their allegiance. Outsiders, hostiles, allies, etc. This term is used only rarely, but is typically used to refer to crimes such as desecration of a corpse due to the criminal and inhumane act of cannibalism, or in reference to inhumane acts such as the act of enslavement. &lt;br /&gt;
&lt;br /&gt;
Outsiders are only protected under colony law under the term &#039;people&#039;, &#039;person&#039;, &#039;someone&#039;, or if granted entry to the colony via vote for visitation or sale of goods. When an Outsider is granted entry, they have the same rights as a citizen of the colony - until they are ejected or their visitation period ends. At that point legal protection ends.&lt;br /&gt;
&lt;br /&gt;
Outsiders, Neutral parties or visitors that are allowed in generally expected to follow &#039;common sense&#039; colony law. That is, don&#039;t steal, don&#039;t assault and do not take advantage of your hosts. They should also generally remain in the colony common areas, and not take anything belonging to the colony(this includes items kept &#039;for the common good, such as the tech storage tools, lathe, medical supplies, etc). Any who violate these rules may be ejected immediately by colony security, any who breach these rules in a more serious fashion should be detained and the Provost faxed. &lt;br /&gt;
&lt;br /&gt;
Lodge members and other colony-aligned factions have full rights of a normal colonist. For information on this, and neutral parties, this can be found in Standard Operating Procedure. Attacking a non-hostile neutral party can result in a charge of &#039;&#039;&#039;Treason&#039;&#039;&#039; depending on the incident. Neutral party refers to a neutral organization, not individuals such as Outsiders.&lt;br /&gt;
&lt;br /&gt;
Security personnel are to obey these clauses and understand the wording.&lt;br /&gt;
&lt;br /&gt;
==Salvaging Rights==&lt;br /&gt;
&lt;br /&gt;
These laws will attempt to make clear what is, and is not salvage. Who has rights over what claims, the proper handling of claims and so fourth. These laws MUST be enforced by Nadezhda Marshals, or Blackshield, depending on the jurisdiction of the &#039;claim&#039; and apply to all colonists of the Nadezdha Colony as well as Colony Allies and &#039;Neutral&#039; third parties.&lt;br /&gt;
Basic salvage rights entail only the following caveats;&lt;br /&gt;
* Trash piles, unclaimed and clearly unowned items and storage containers are the rightful property of the &#039;first claimant&#039;. A trash pile belongs to the first person to touch it, an abandoned locker to the first one to reach it, et cetera.&lt;br /&gt;
* Clearly owned property must be respected. A labeled cart, a gun who&#039;s serial is registered and thus known - these are considered personal property, and must be respected. &lt;br /&gt;
Additionally the following rules apply to all &#039;claims&#039;&lt;br /&gt;
* If an item is stolen and then rediscovered in an area that would normally count as right-to-loot then it must be returned as it is their rightful property. &lt;br /&gt;
* Crime scenes. Any item taken from a crime scene is chargeable by theft, obstruction of duty, and suspicious conduct. A crime scene&#039;s boundaries will be clearly marked by tape set up by Marshals or Blackshield.&lt;br /&gt;
* Items dropped by colonists or allies due to severe injuries are their rightful property, and MUST be returned. &lt;br /&gt;
* The areas owned by colony allies or factions (such as Voidwolf ally Ships or the Soteria Solar Outpost), and clearly defined departmental zones are barred from allowing salvage claims.&lt;br /&gt;
===Types of Salvage Claims===&lt;br /&gt;
In summary, there are four types of salvage areas. Claimed, Unclaimed, disputed and free&lt;br /&gt;
&lt;br /&gt;
*Claimed areas are those within colony borders(or the borders of colony allies) that have a lawful mandate placed over them, determined typically by the High Council, or at times low council. These locations are the claim-right of a particular faction, ally, et cetera. The FULL contents of these areas is the rightful claim of their respective owners, and any contents taken are effectively treated as their &#039;rightful property&#039;. Though mere presence on a claim is not generally sufficient to result in charges, the removal of property from them(I.E scavving) is cause for charges of trespass, theft, and grand theft. Additionally, a modifier &amp;quot;Breach of salvage rights&amp;quot; should be applied to each of these charges and any items taken returned or, if not possible - their value owed in remediation.&lt;br /&gt;
&lt;br /&gt;
*Unclaimed areas, while still within colony property, have no rightful claim placed on them, such claims may be enacted at the discretion of the High council, foreman and low council(in that order of importance), having to be properly ratified and faxed to be valid.&lt;br /&gt;
&lt;br /&gt;
*Uncontested areas are new zones or uncertain zones that have no current claims. While they may be within the borders of the Colony or its Allies, they are generally free to loot so long as general scavenging rules are observed. Conflicts, theft and similar SHALL be punished by law.&lt;br /&gt;
&lt;br /&gt;
*Free areas are neither within colony territory nor hold any special claim. These areas are typically considered &#039;free&#039; of salvage rights and include but are not limited to; the untamed wilds past the colony border and space(and areas located within that do not fall under the purview of the previous types of claims).&lt;br /&gt;
===Known claims and their status===&lt;br /&gt;
*The Nadezdha colony maintains that the areas in its immediate vicinity, as well as the forest directly south and the crater directly west are &#039;colony property&#039; and not subject to claims by non-colony forces.&lt;br /&gt;
&lt;br /&gt;
*Colony maintenance is &#039;unclaimed&#039;, thus only basic salvage rights must be respected.&lt;br /&gt;
&lt;br /&gt;
*The Prospectors hold exclusive claims over the following areas; Greyson Positronics field offices and attached locations, this include the Greyson Positronics Gantlet. &#039;Preppers&#039; bunker. &#039;Ironhead compound&#039; Smuggler base. &#039;Zoo&#039; research facility. &lt;br /&gt;
&lt;br /&gt;
*The &#039;Scrap haven&#039; is, as of now, a shared claim between the Prospectors and Hunters lodge - However, the Hunters Lodge has abdicated any right to lease their hold on the claim. &lt;br /&gt;
&lt;br /&gt;
*The hunters Lodge holds exclusive claim over the following areas; The lodge itself and land upon which it sits, and the plains in the immediate vicinity of their lodge&lt;br /&gt;
&lt;br /&gt;
*The &#039;Salvage Fields&#039; are &#039;free&#039; claims, though basic salvage rights should be respected.&lt;br /&gt;
&lt;br /&gt;
*The assorted, smaller &#039;Points of Interest&#039; in the immediate vicinity of the colony are &#039;uncontested&#039;(E.G, scorched outpost, lost outpost, etc).&lt;br /&gt;
&lt;br /&gt;
===Enforcement of Claims and Jurisdiction.===&lt;br /&gt;
As previously stated, it is the duty of Marshals and Blackshield to enforce salvaging rights - though they may vary on where their areas of jurisdiction come into play. &amp;lt;br&amp;gt;&lt;br /&gt;
Blackshield are largely expected to handle matters of salvage disputes where exterior forces threaten Nadezdha Colony(or upon request, colony allies) claims. Exterior factions attempted to jump claims owned by Prospectors should result in their dispatching.&amp;lt;br&amp;gt;&lt;br /&gt;
Marshals however are granted jurisdiction over legal matters of enforcement. Colonists jumping claims that are rightfully held should be charged accounting for the details of the matter. &amp;lt;br&amp;gt;&lt;br /&gt;
In the event where jurisdiction may be at question, it is important to remember that while the blackshield holds legal jurisdiction outside the perimeter fence - they are typically less oriented in the minutiae of law, and should they have to step in to enforce claims upon colonists past the walls they must hand over said colonists on return for processing by Marshals.&lt;br /&gt;
&lt;br /&gt;
===Additional Caveats===&lt;br /&gt;
*Salvage rights may, at the determination of their holder - be granted or leased. E.G, The Prospectors may, at the determination of the Foreman or Overboss Hogg grant rights over claims to other factions, allies, etc. &lt;br /&gt;
*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of &#039;equal value&#039; taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences&lt;br /&gt;
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-jumpers to return the stolen salvage and leave before force is used.&lt;br /&gt;
*Areas outside of the planets orbit, such as the nearby asteroid field in space, are not claimed by the colony directly. Salvagers and security forces operating there may salvage, but hold no direct claim over the materials there.&lt;br /&gt;
*Areas within the purview of Colony Salvage Law shall have their mineral resources granted exclusive purview for Lonestar Shipping to exploit, Lease or Manage as they will.&lt;br /&gt;
&lt;br /&gt;
==Intellectual Property==&lt;br /&gt;
&lt;br /&gt;
Nadezhda colony is filled with products produced with propietary designs from factions both within and without the colony. These designs belong exclusively to the company that owns them, however legal license to produce the items is distributed in the form of disks. As a general rule, no faction has any claim on any disk or item salvaged by another, nor any item which was manufactured by them or sold to them by a lawful owner, regardless of whether the design originated with the faction. The exceptions to this rule are as follows:&lt;br /&gt;
&lt;br /&gt;
*Unprotected design files, such as those found on factory disks or made by Soteria Research, are forbidden to leave the control of that faction without the written and stamped permission of the Faction Head. If such a disk is stolen, all items produced from it may be reclaimed. This is considered §505: Misappropriation of Intellectual Property, with the legal liability falling on the individual who stole or distributed the designs.&lt;br /&gt;
*Factions may act to protect the integrity of their uniforms to prevent confusion. Any Faction Head may prohibit those not belonging to their faction from wearing uniforms of that faction. Primes may not restrict non-clergy clothing from anyone who has not been formally excommunicated from the Church. Refusing to comply with the directive of a Faction Head in this matter is considered §102: Failure to Execute an Order.&lt;br /&gt;
&lt;br /&gt;
== Contraband Policy ==&lt;br /&gt;
=== Minor Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Minor Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zoom&lt;br /&gt;
* Mind Breaker&lt;br /&gt;
* Warlock Velvet&lt;br /&gt;
* Slime Jelly&lt;br /&gt;
* Cryptobilin&lt;br /&gt;
* Impedrezene&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Thermal Goggles (this includes implants)&lt;br /&gt;
* Random wave radio (owned by Lonestar, legal so long as procedure is followed as stated in Lonestar SOP)&lt;br /&gt;
* Chameleon devices (gloves, projectors, suits, armor, guns, etc)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Hardsuit Voice Synthesizer&lt;br /&gt;
* Data Jack module&lt;br /&gt;
* Electro Warfare module&lt;br /&gt;
* Thermal Modules (Including built-in thermal helmets &amp;amp; rig-mounts)&lt;br /&gt;
* Chameleon device (clothing forms, projector, etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Minor Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Thermals are considered contraband for all departments. Thermals are however permitted outside the colony or during a declared red alert level. This goes for the augmentations, glasses, helmets or rig-suit modules. The following items are considered thermals: Augmented shades, Thermo-nightvision helmets, Thermal goggles, Thermal augmentations and bioaugmentations. Along with any hardsuit modules that contain thermals.&lt;br /&gt;
** If either Church or Soteria provide to a colonist thermals illegally they are to be charged for minor contraband. If a Soteria staff continues to do so repeatedly, then they are to be demoted immediately. Heads of staff in Soteria or the Church continuing are to be detained, charged with abusing their executive powers, and demoted after a fax has been sent up to the faction leader. &lt;br /&gt;
** Permits can temporarily be issued by a Warrant Officer for their usage or transportation through the colony. Any surgical implantation of thermal augments by Soteria requires a properly written form signed by both the doctor and the Warrant Officer permitting such augments be used under Soteria&#039;s supervision.&lt;br /&gt;
* The shooting range is considered a testing zone for science. Items sent from science to the range for testing must be announced over general comms. In the instance of Soteria testing explosives up at the shooting range, it must be a device capable of small explosives only. Larger explosions are to be tested out in the mines.&lt;br /&gt;
* The chemicals in the list above are considered minor contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* All encryption keys that are not supplied to a colonists workplace are considered minor contraband. If sensitive or private information is gained through the use of encryption keys that a colonist should not have access to they should also be charged with violation of employee privacy. This is applied even if it was not the intent of the person using the encryption key. Legal access to an encryption key can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason. Please note that allies and neutral factions may have their own encryption keys - these are not illegal and should never be taken away.&lt;br /&gt;
* ID cards that are modified to give access to a normal departmental area of the colony without head departmental permissions are considered contrband. If, however, this access is issued either by a relevant head of staff or during the case of an emergency no timer or charge should apply. Legal access may be given by a head of staff to their department to another employee at anytime but may also be revoked at any time at the discression of the issuing head of department.&lt;br /&gt;
&lt;br /&gt;
=== Major Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Major Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zombie Powder&lt;br /&gt;
* Demon Powder&lt;br /&gt;
* Chloral Hydrate&lt;br /&gt;
* Polytrinic Acid&lt;br /&gt;
* Voice Nanites&lt;br /&gt;
* Handy Prints Nanites&lt;br /&gt;
* Napalm&lt;br /&gt;
* Tetraricide (Sweet Death)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Bluespace Harpoon&lt;br /&gt;
* Any explosive device (Must be currently explosive or easily capable of becoming explosive. A plasma tank, valve, and oxygen tank can be considered easily capable even when separated. A shellshock rifle or rail gun is not unless presently rigged to fire explosives.)&lt;br /&gt;
* Any and all Uplink devices.&lt;br /&gt;
* Freedom implant, Compressed matter implant, Explosive implant&lt;br /&gt;
* Chameleon device (Object Chameleon device cloner)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Combat mechs (Durand, Gygax, Phazon)&lt;br /&gt;
* Mechs rigged for combat, such as a ripley or odysseus modified with a jury rigged weapon.&lt;br /&gt;
* Any mind swapping technology.&lt;br /&gt;
* All Teleporters (modules, hand teleporters, etc.)&lt;br /&gt;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Functioning Cryptographic Sequencer (Also known as an Emag)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Major Contraband Exemptions &amp;amp; Stipulations ==== &lt;br /&gt;
* Soteria may test combat mechs at a firing range or outside the colony but &#039;&#039;&#039;must&#039;&#039;&#039; announce any and all movements of where the mech will be moving. Including the starting point to the desired ending point of the travel. These mechs may &#039;&#039;&#039;not&#039;&#039;&#039; be left in public spaces or otherwise operated, apart from moving through, public spaces unless exemptions are provided in the case of an emergency by security personnel.&lt;br /&gt;
** Permits for a combat mech may be temporarily issued by a Warrant Officer or Supply Specialist to non-Soteria personnel. The [[Example_Paperwork#Item_Application|proper forms]] should be filled out and the mech either housed inside of the employee&#039;s designated department or within Soteria&#039;s mech bay when not being used. Transporting any combat mech of any kind must be announced over public comms and cannot be driven freely across the colony. This policy and associated paperwork applies to any mech, including those obtained through salvage.&lt;br /&gt;
** Non-standard combat mechs / Non-combat mechs rigged for combat are not legal to own nor may receive licenses for normal usage. However, during Code Red or Code Delta emergencies they may be utilized by security personnel or otherwise permitted to be used by personnel determined to be fit and trust worthy by security personnel. All jury rigged weapons should be removed after the state of emergency without exception.&lt;br /&gt;
* The chemicals in the list above are considered major contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* Bluespace harpoons, and other teleportation items, may be used for research purposes by Soteria institute personnel. However, this does not mean they can be transported openly nor used or otherwise utilized outside of Soteria research departmental grounds. If transported outside of the department major contraband charges are applicable. If misused to teleport and employee unwillingly, as teleportation can be incredibly dangerous if not life threatening, see §413 - Unwilling Teleportation.&lt;br /&gt;
&lt;br /&gt;
===== Explosive Exemptions =====&lt;br /&gt;
Contraband explosives are considered, but not limited to: any device presently capable of causing wide-spread and reasonably uncontrolled damage. This includes, but is not limited to, frag grenades, incendiary grenades, EMP grenades, tank transfer bombs, explosives grenades, incendiary grenades, land mines, and other similar objects capable of replicating any of the listed items effects. Items such as non-explosive flashbangs, smoke grenades, or cleaning grenades are not considered explosives. An oxygen tank, transfer valve, plasma tank, or scrap rifle with its safety measures enable would not count individually as explosives, only if the devices were within reasonable proximity and had steps taken to allow them to be used as explosives. I.E. a scrap rifle with its safety systems off is contraband, a persons bag containing heated plasma tanks, oxygen tanks, and transfer valves would be reasonably considered an explosive object. This exception only applies if the objects are, viably, capable of causing an explosion, if the plasma tank and oxygen tanks are empty and cannot explode it would not be considered contraband. Best and reasonable judgment applies.&lt;br /&gt;
&lt;br /&gt;
Exceptions to the above clause may only be found in four cases:&lt;br /&gt;
&lt;br /&gt;
1. The Marshals and Blackshield may use whatever explosives they require to perform their duties during a code blue or higher scenario. Responsibility for all damage to persons or property are the sole responsibility of the individual using the explosive devices. Low-yield grenades and small-arms explosive ordinance, such as grenade launcher rounds, may be tested at Marshal or Blackshield ranges with proper notification that explosives will be fired at the specified range.&lt;br /&gt;
&lt;br /&gt;
2. Soteria Research may use any manner of explosives in the pursuit of research, the determination of what is considered ‘research’ is left to the sole discretion of the chief research overseer or, in the event one is not present, the biolab overseer. If neither is present, a low council vote is required to determine if the pursuit of research is considered scientific.&lt;br /&gt;
&lt;br /&gt;
3. Prospectors may carry and use explosives outside colony walls at their discretion, provided the explosive do not damage colony property or other persons from the colony or colony allies. Prospectors must hold all explosives within their department or with security in either the gate house or armory. The transportation of explosives should always be announced publicly.&lt;br /&gt;
In the event a prospectors wishes to sell explosive devices, be it to Soteria or Lonestar, this must be done with a member of the blackshield or marshal present and in the lobby of the respective department. In this scenario the explosive(s) must be stored in the buying department immediately. A form and record of the transaction should be recorded by security and filed with the WO, premier, sergeant, commander, and supply specialist.&lt;br /&gt;
&lt;br /&gt;
4. Permits &#039;&#039;&#039;may&#039;&#039;&#039; be written for temporary explosive usage within determined location at the descression of the Warrant Officer or Supply Specialist. Examples would be the allowance of Lonestar mining personnel to make use of small-yield explosive devices in mining operations, or temporary permits for Church for the transport of grenades for use in Deep Maintenance.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with the above section can and will result in the applicable charges and fines as expected by discretion of security personnel. This may include, but is not directly required to, charges of major contraband or negligence. In the event the explosive device is misused this may be upgraded to additional charges of Sabotage, Manslaughter, Major Sabotage or Murder. &#039;&#039;&#039;Improperly stored explosives that are stolen may confer charges both to the individual who stole and misused them and the individual who failed to properly safe keep the explosive devices, in this event both individuals receive the same charges regardless of fault.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Reasonable storage of an explosive device is determined by security discretion but the following factors should be considered when determining what is reasonable.&lt;br /&gt;
&lt;br /&gt;
Was the device in a locked container such as a secure locker, secure briefcase, safe, secure crate, or wall locker?&lt;br /&gt;
&lt;br /&gt;
Was the device and potential containers holding it secured behind access locked doors?&lt;br /&gt;
&lt;br /&gt;
Was the location of the device(s) kept discrete and related information on a need to know basis?&lt;br /&gt;
&lt;br /&gt;
=== Excelsior Equipment / Excelsior Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Excelsior Equipment&lt;br /&gt;
Note, if it&#039;s marked Excelsior (EXCLUDING SOAP), it&#039;s Excelsior Contraband. If it isn&#039;t, it&#039;s fine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Guns and Armor&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Weaponry (&amp;quot;Excelsior Kalashnikov&amp;quot;, &amp;quot;Excelsior Drozd&amp;quot;, &amp;quot;Excelsior PPSh&amp;quot;, etc.)&lt;br /&gt;
* Excelsior Branded/Colored Armored Voidsuits &amp;amp; Helmets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Technology&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machine Parts (Including Circuit Boards and Stock Parts)&lt;br /&gt;
* Excelsior Branded Implants&lt;br /&gt;
* Excelsior Branded Data-Disks (Such as Means of Production/Revolution, among others for specialized items.)&lt;br /&gt;
* Excelsior Branded Power Cells&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Machinery&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machinery (Including Teleporters, Autolathes, and so on.)&lt;br /&gt;
* Excelsior Branded Defensive Systems (Including Turrets, Shield Generators, and so on.)&lt;br /&gt;
* Excelsior Branded Boom Boxes&lt;br /&gt;
|}&lt;br /&gt;
==== Excelsior Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Excelsior equipment &#039;&#039;&#039;may never&#039;&#039;&#039; be operated by Security personnel, no matter their status within the Church, Psionic-testing or other implant-destroying augments. All Excelsior-branded technology should either be put into evidence by the Marshal department, if it is used in the conduction of a crime, or destroyed. No department may receive permission nor contraband licensing to use or otherwise utilize Excelsior technology unless an exemption is given by the High Council itself.&lt;br /&gt;
** Soteria Science may be handed Excelsior tech as a means of destruction. Soteria Science may not preform experiments with Excelsior tech but they may use it in a destructive analyzer to be used in the production and research of non-Excelsior technology.&lt;br /&gt;
** Guild may be handed Excelsior tech to be deconstructed as a means of useful destruction of Excelsior branded technology. Guild may not use nor utilize Excelsior technology itself but they may break it down in either their department&#039;s industrial autolathe or through their department&#039;s nanoforge machine.&lt;br /&gt;
** Marshals may utilize their Nanite Reconstructor in the armory to break down Excelsior weapons or armor. However tech like Excelsior branded cells or computer-components will not be able to be broken down by said machine. Personnel must find an alternative for those deconstruction methods.&lt;br /&gt;
&lt;br /&gt;
==Criminal Regulations==&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
There are two core types of modifiers: Criminality modifiers and Sentencing modifiers. Criminality modifiers alter whether or not an action is actually criminal in nature and can alter what charges can/should be pressed for a given incident. Sentencing modifiers do not alter the charges but rather the sentence, either upwards or downwards.&lt;br /&gt;
====Criminality Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#fff2cc;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Self Defense&#039;&#039;&#039; || To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others, however they are required to use only necessary force and to call for medical aid for their aggressor if they are in critical condition. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies to &amp;quot;defending&amp;quot; oneself against a lawful arrest, even if the charges are later found to be untrue. || Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense of Property&#039;&#039;&#039;|| To have acted with appropriate force in defense of one&#039;s rightful owned or claimed territory under colony law. Appropriate force is always nonlethal force unless the aggressor pulls out a lethal weapon. Same duties to obtain care for injured individuals that is given with Self Defense apply here. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies when &amp;quot;defending&amp;quot; one&#039;s area against Security acting on a properly authorized warrant. || Immediate Release&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Good Samaritan Clause&#039;&#039;&#039; || To break the law to prevent a greater harm from occurring. The greater harm must be imminent rather than hypothetical, and the law must be broken as little as reasonably possible. For example: breaking into a department to rescue someone whose suit sensors show they are in critical condition or dead. Acts found to be unreasonable will not be protected by this clause. Failure to comply with an investigation is never protected by this modifier. || Dropping of any charges that depend on ill intent.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Entrapment&#039;&#039;&#039; || To be charged with a crime the offender was induced to commit by Security and, without their help, either would not have or could not have committed. || Charges should be either reduced or dropped depending on their own level of indepedent criminal intent. The officers running the operation should be charged with Violation of Employee Rights as well as the charges they intended to entrap the victim with.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accomplice&#039;&#039;&#039; || To knowingly and materially aid another in the commission of a crime. Both elements are important: a merchant who sells a gun to someone with no knowledge it will be used for murder is not liable, nor is someone who simply cheers on someone else comitting a crime. Providing instruction on how to commit a crime does count as material aid, however, e.g. telling someone how to make a bomb. || Apply all charges for the crime that the primary suspect was aided in to the accomplice.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Authorized Use of Force&#039;&#039;&#039; || Use of force that is legally authorized. The primary example is the Marshals using force to bring in resistant suspects in accordance with their SOP. This modifier also applies to Soteria Lifeline Technicians using nonlethal force (including against Marshals or Councilors) to prevent someone from taking their patient, and Vectors using nonlethal force on members of the Absolutist church who are resisting internal discipline. || Charges should not be applied if the use of force was within legal guidelines.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sentencing Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cooperation with Prosecution&#039;&#039;&#039; || To aid members of colony security, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense. || 25% to 50% timer reduction. This only applies if information is provided that leads to bringing in a suspect that was not already apparent with the information security had.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Surrender&#039;&#039;&#039; || To willingly surrender oneself to security staff; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders. || 25% to 50% timer reduction. Execution may not be issued to those who have surrendered. Crimes worth of Holding until Transfer may be reduced to a timed sentence no less than 60 minutes at the discretion of the Warrant Officer.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Offense by Colony Command&#039;&#039;&#039; ||To be a member of the colony&#039;s command structure, including Steward and Premier, and to commit any Severe or higher level crime, or any crime that references this section in its sentence. This does not require formal conviction by a Tribunal, but a Warrant Officer can expect the charges to be overturned and charges to be filed against them if their fax to the High Council does not include sufficient evidence. || The Warrant Officer, at their discretion, may impose a shift-length dismissal on the individual. This sanction may only be overturned by the Faction Owner or the Low Council. Additionally, the Low Council may vote to impose sanctions either without a Warrant Officer/despite their disapproval or if they wish to impose more serious sanctions than a shift-length dismissal.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Repeat Offender&#039;&#039;&#039; || To commit the same crime multiple times in the same shift. This only applies if someone is punished for it and then commits the same crime after release, not for a string of offenses in a row.|| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc. This also goes for fines. Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Immediate Threat to the Prisoner&#039;&#039;&#039; || To be incarcerated when a situation in the Marshal area poses an immediate threat to the health of the prisoner || The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released. If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Use of Powers&#039;&#039;&#039; || To use abilities greater than those normal for a member of one&#039;s species in the commission of a crime. This includes (but is not limited to) psionics, nanogates, cruciforms, and Soteria-created genetic mutations. There must be reasonable belief that powers were used in such a manner; however, due to the nature of these powers being easy to conceal after the fact, hard evidence is not required. Officer discretion is encouraged, and they may choose not to apply this modifier if they believe the evidence is insufficient. || Any crimes given to the person has its fine value or time served automatically doubled. If the empowered person has a HuT sentence, it is highly encouraged to have their powers removed if it can be done safely. A empowered individual using their powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their powers should be removed before revival. In the case of a cruciformed individual killed relating to this section, if a Vector/Prime is available to properly remove the cruciform from the corpse this should be done; otherwise it should remain attached but deactivated.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime by AI/Cyborg&#039;&#039;&#039; || For Colony AI or Cyborg to commit actions that are criminal in the eyes of the law. Marshals are to operate as per normal. Soteria is to cooperate with the Marshals in regards of these matters, to see if the AI or Cyborg are malfunctioning before allowing them to be arrested.A warrant is specifically required for security to enter the AI core, and Soteria personnel should accompany them to ensure matters are handled peacefully. Squads of Marshals or Shields should not be going into the core unless the AI in question is malfunctioning and/or hostile. As a further note, the AI and Cyborgs cannot open high access areas unless in a state of emergency, for example, the Marshal, Blackshield, or Command armory. The only other time they can open such areas is to clear out infestations and nothing more. || Cyborgs can be locked down within their cells or, if this is not possible, have their MMIs removed and tossed into a cell to serve the appropriate amount of time, or Soteria can choose to pay for their fine. Card the AI and toss it into the cell, much like the borgs. Once they have served their time, return them to their proper vessels. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Quick Reference Guide ===&lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge a colonist with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 108 for trespassing into a department, 105 for stealing an item from the department and 204 for attacking an employee trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Property Crimes&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X01)&#039;&#039;&#039;&lt;br /&gt;
|Vandalism&lt;br /&gt;
| -&lt;br /&gt;
|Destruction of Property&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Failing Duty&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;(X02)&#039;&#039;&#039;&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|Negligence&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rights Violations&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X03)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violence&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X04)&#039;&#039;&#039;&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Theft&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;(X05)&#039;&#039;&#039;&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|Violation of Salvage Rights&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X06)&#039;&#039;&#039;&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obstruction&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X07)&#039;&#039;&#039;&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|Treason&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trespass&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X08)&#039;&#039;&#039;&lt;br /&gt;
|Trespass&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resisting Lawful Authority&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X09)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Injunction&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Escaping from Confinement&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abuse of Lawful Authority&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X10)&#039;&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Disrupting Command&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X11)&#039;&#039;&#039;&lt;br /&gt;
|Sending a Time Wasting Fax&lt;br /&gt;
|Forgery&lt;br /&gt;
|False Testimony&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unconscionable Behavior&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X12)&#039;&#039;&#039;&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Desecrating a Corpse&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
Cannibalism&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bodily Autonomy Violations&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X13)&#039;&#039;&#039;&lt;br /&gt;
|Harassment&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|}&lt;br /&gt;
===Specialty Charges===&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an officer or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty colonist, a mediation should occur with the victim. The debtor&#039;s personal items may be forcefully liquidated to cover their debt, or an agreement reached to repay the debt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the colony or it’s security team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 1,000 credits may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 500 credits. Injuries such as fractures or injuries that leave a patient in codification condition should be 1,000 credits.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Blackshield committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
|-&lt;br /&gt;
|003 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a colonist or department without provocation, stalking a colonist or refusing to leave a department, yelling over ones headset, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 1,000 credits may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Lack of Security, Medical, or Employment Records&lt;br /&gt;
|To be a registered member of the colony without any form of qualified records.&lt;br /&gt;
|This does not apply to outsiders visiting the colony nor members of the Hunters Lodge. &lt;br /&gt;
&lt;br /&gt;
All members of the colony are required to meet the minimum requirements highlighted [[Example_Paperwork#Character_Records|within the Character Records Section of Example Paperwork]].&lt;br /&gt;
&lt;br /&gt;
If a colonist does not meet this requirement, Security personnel should interview the colonist and aid them in setting up required records, providing a format sheet for them to fill out and put on file.&lt;br /&gt;
&lt;br /&gt;
If the colonist is not willing to file paperwork, they are to be released and High Council is to be notified. (Fax or A-help - records are a rule issue.) High Council will advise on actions to take, if any, regarding the issue.&lt;br /&gt;
&lt;br /&gt;
An offender who actively lies about their implant status - such as not reporting their nanogate, psionic, or church implant within their records is to receive a &#039;&#039;&#039;Providing False Testimony&#039;&#039;&#039; charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Data/Information Breach&lt;br /&gt;
|To knowingly and willfully communicate information, gained in confidence through private or departmental channels, to personnel without legal access. Department Heads have authority to communicate information from their respective channels.&lt;br /&gt;
&lt;br /&gt;
|A timer of no more than 30 minutes but no less than 10 and/or a minimum fine of 250 credits, up to 1,000, may be issued depending on severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Minor Charges===&lt;br /&gt;
{| style=&amp;quot;background-color:#aaffaa; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately deface or minorly damage colonial or departmental property without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, to littering in a public or departmental area, to minorly damaging a Soteria cyborg&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 500 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 250 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|To deliberately deny an employee certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically security or medical staff for a major SoP violation due to it going against another colonist’s rights. The colonist or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from Security using thermals without reason, Medical sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 1,000 credits to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with a colonist, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching a colonist when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 500 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another department and/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a department or owned by a person. This includes people taking items from their own department they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 500 credits with the addition of the item(s) being returned.&lt;br /&gt;
&lt;br /&gt;
If the stolen item(s) cannot be recovered then the offender may be forced to pay the item(s) cost to the victim. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Table.&#039;&#039;&#039;&lt;br /&gt;
|For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the chief biolab officer.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as a chameleon weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Marshals, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area. Detainment until the situation in question has been resolved.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a department lobby, the bar, or the kitchen also apply if asked to vacate the area by relevant department staff. Those with access typically should not be in those areas unless they have a good reason or permission from the department&#039;s relevant staff. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security personnel with an authorized warrant and council members conducting investigations authorized by an LC vote may not be asked or made to leave.&#039;&#039;&#039;&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as a Property Crime if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, colony control room or the outer perimeter see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the marshal or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the warrant officer only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Sending a time wasting fax See [[Faxes]]&lt;br /&gt;
|To send a fax to a faction leader of the colony or its allies that is considered unnecessary or unneeded. Do note that in [[Faxes]] it outlines what is and isn&#039;t a time wasting fax.&lt;br /&gt;
|This charge can only be given by a faction owner or faction ally, not by heads of staff or marshals.&lt;br /&gt;
|15 minute in a cell or a 750 credit fine.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms to seriously hurt or kill a colonist, previous violent convictions approaching while threatening a colonist, or if a colonist was to chase another colony member or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, charge &#039;&#039;&#039;Assault&#039;&#039;&#039; instead. If the offender stalks the victim also charge &#039;&#039;&#039;Harassment/Stalking&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Harassment or Stalking&lt;br /&gt;
|To take repeated actions for the purpose of harassing an individual, or to continue following them after being asked to stop.&lt;br /&gt;
|This crime does not apply if there is a lawful reason for the conduct, such as Marshals pursuing an investigation or a Head trying to get their employee to do their job.&lt;br /&gt;
|Timer of no more than 5 minutes or a 250 credit fine paid to the victim.&lt;br /&gt;
&lt;br /&gt;
Injunction placed at discretion of the WO&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Moderate Charges===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|To fail to complete the core functions of your job when they are necessary&lt;br /&gt;
|This is intended to handle situations where a job is required but the individual who should handle it is doing non-job related things or taking a break. For example, doctors not responding to calls for medical assistance, the Marshals not investigating a crime, the Prospectors not looting areas or not setting up their shop afterwards, or the chef not preparing any food. Providing products is not considered a core function of the Science department or the Guild unless there is an emergency and supplies are needed to aid with it. &lt;br /&gt;
&lt;br /&gt;
If there is more than one person in the relevant job and none respond to a call, all are to be punished unless they were occupied with other job-critical activities. If there is uncertainty about whether something a core function, the Faction Head and other professionals should be consulted but the final judgement rests with the Marshal handling the case.&lt;br /&gt;
|Forfeiture of 1 hour&#039;s pay to the corporate account. Timer of no more than 15 minutes. Dismissal at the discretion of the Head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish an employee without proper cause or reason, or in violation of due process rights such as Habeas Corpus.&lt;br /&gt;
|This is mainly for marshal officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause physical harm or mild injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it. This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition, or other less-than-lethal means, without just cause counts as assault.&lt;br /&gt;
&lt;br /&gt;
See ‘’’Aggravated Assault’’’ if any lethal ammunition are used, or if the victim suffers a broken bone or notable life-threatening hospitalization. See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill. See ‘’’Threat of Murder or Serious Injury``` as a secondary charge to any threats made while brandishing a weapon with a stated threat to murder.&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking an employees pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or credits takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the department head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Major Contraband &lt;br /&gt;
|To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
|See &#039;&#039;&#039;Contraband Table&#039;&#039;&#039; for what applies to this charge.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Supply Specialist, Brigadier, or the provost Marshal to override this law. &lt;br /&gt;
&lt;br /&gt;
The Chief Biolab Overseer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess any contraband so long as they comply with their &#039;&#039;Contraband Policy&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes and the confiscation of contraband items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is injured because of this, also charge &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, also charge the relevant Property Crimes charge. If a colonist dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;208&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
|Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge Manslaughter.&lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
| Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the officer trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An officer should take into account their reason for not reporting to security immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in security has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force.&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that do not require medical treatment beyond first aid but are still unwarranted. If the suspect required more than basic first aid, charge instead &#039;&#039;&#039;Severe Excessive Use of Force&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 2,000 credits paid to the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;211&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a fax to issue orders posing as the High Council or a superior, falsifying a medical prescription or falsifying ones records to pose as either more certified or to fake eligibility for job positions.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
|Desecrating a Corpse &lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
Cannibalism&lt;br /&gt;
|To abuse bodies of dead or previously dead people. Acts may range from non-medical to scientific desecration.&lt;br /&gt;
Cannibalistic acts are the consumption of any &#039;&#039;&#039;Person&#039;&#039;&#039;, Voidwolf, Colony Recognized higher-intelligence lifeform.&lt;br /&gt;
|Examples include, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039; without consent. Preventing a body from being repaired or cyborged also falls under this. Bodies rendered incapable of wound repair count as &#039;&#039;&#039;Murder&#039;&#039;&#039; instead. &lt;br /&gt;
If the body is made into any edible product, or any severed limb/organ of the &#039;&#039;&#039;Person&#039;&#039;&#039; is consumed, instead charge &#039;&#039;&#039;Cannibalism&#039;&#039;&#039; in Notes.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
In cases of &#039;&#039;&#039;Cannibalism&#039;&#039;&#039;, this crime is to be classified as a 5XX level crime. The offender is to be held HuJ.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;213&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where colonists are roaming around Nadezhda, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. A marshal can request a male colonist to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 20 minutes, alongside a fine of 500 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Major Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Destruction of Property &lt;br /&gt;
|To destroy the property of a colonist, a colony faction, or the colony itself without valid reason, either deliberately or through negligence&lt;br /&gt;
|The property in question can belong to another individual, to a faction, or the colony at large. This crime includes destroying normal doors or walls, recycling or disassembling equipment, or damaging a cyborg to the point it needs internal repairs. Valid reasons include (but are not limited to) normal recycling and research activities. If an item is stolen and destroyed, charge either the relevant Theft level or this, whichever is more severe.&lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Negligence&lt;br /&gt;
|To cause notable damage to a colonist by failing at one&#039;s duty, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest mistakes, laziness, or deliberate disregard. This is usually because an employee ignored Standard Operating Procedure or failed to follow an order, but may also be applied if they failed to do something that a reasonable and competent professional in their role would do. It also applies any time any SOP explicitly calls for it, regardless of actual harm (e.g. engaging in human experimentation without a waiver). If a colonist is killed because of it, instead charge Manslaughter; if equipment is destroyed, charge Destruction of Property. This crime cannot be charged alongside Destruction of Property if the damage is the only significant result of the negligent conduct.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|To punish a crew member in excess for their crime, to give a crew member incorrect punishment, or to give fraudulent charges that are not valid.&lt;br /&gt;
|This includes stacking charges improperly, planting evidence, confiscating contraband if it is being used in a legal manner under the Contraband Policy, or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion/Dismissal at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §304&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|To cause severe injury to another employee or colonist, typically requiring invasive surgery or resulting in life-threatening physical harm.&lt;br /&gt;
|This is in reference to any form of assault that causes shrapnel, broken bones, severe bleeding, or otherwise rendering a victim into a state of critical condition. Shrapnel left in one’s body may count if the rounds are not LTL rounds. For LTL round usage that do ‘not’ result in broken bones or cause a life threatening injury, but may still embed, see ```Assault```.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;305&lt;br /&gt;
|Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039;, or otherwise taking undue action against a rightful claimant.&lt;br /&gt;
|The consideration of the stolen item(s) value should be taken into account when issuing this charge.&lt;br /&gt;
|Any stolen items should be returned to the proper salvage-claim holder. If the items are non-recoverable, or have been sold off, the offender is to repay that market-price of the stolen items to the victim. If the offender is not able to pay, apply specialty charge ```001 - Defaulting on Debt```.&lt;br /&gt;
&lt;br /&gt;
A timer of no more than 20 minutes may be issued on the offender alongside a 250 credit fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by security, even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room,toxin storage or other essential high-security areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as a convict who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 30 minutes for escaping.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force which results in the victim requiring more than basic first aid&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that require surgery or other advanced medical treatment beyond first aid. If a victim dies and the use of force was not warranted, also charge Manslaughter.&lt;br /&gt;
|Dismissal which can only be overturned by the Faction Owner, who must be faxed in all cases of Severe Use of Excessive Force. Timer of no more than 30 minutes. Payment of all medical bills of the victim&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §311&lt;br /&gt;
|Providing False Testimony&lt;br /&gt;
|To provide false or deliberately misleading testimony to colony officials&lt;br /&gt;
|This can be applied in relation to interviews with investigators or to the interviews had with colony officials to create records (see §004).&lt;br /&gt;
&lt;br /&gt;
This crime requires intent to mislead, as judged by the Marshal handling the case.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
In cases of false/incomplete records, they should be permitted one chance to get them corrected unless evidence of deliberate deception is found. If such evidence exists or the records remain false, apply sentence as above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;312&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or crew well-being (e.g genetics,weapon testing, etc.) don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but monkey cubes and the like probably aren&#039;t. &lt;br /&gt;
&lt;br /&gt;
Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms, or are fully tamed by a colonist. Tamed in this case means that they will not attack other colonists, or damage colony infrastructure.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 750 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If any named Colony Pet (Ian, Tea, Graves, Lisa, PunPun, and other pets that spawn in the colony with a roundstart name (this does not include ones made in-round unless specific by the High Council through fax/announcement) was targeted, it is an automatic 90 minute sentence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;313&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards a person or silicon unit.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exceptional Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To deliberately destroy colony equipment without valid reason.&lt;br /&gt;
|This includes destroying secured doors or reinforced walls, unauthorized destruction of cyborgs, breaking of machinery, etc. Valid reasons include (but are not limited to) destruction needed to prevent a greater loss of life or destruction of the colony&lt;br /&gt;
|Timer of no more than 45 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;403&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for anyone who abuses the power given to them, such as the premier acting like a security officer in a non-emergency, the warrant officer acting as if he is above the law, etc. Heads of staff trying to order a different department or ignoring a council vote also comes under this, as does security staff attempting to give orders to non-security without legal justification.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the department head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a fax should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill a colonist without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are of a dangerous, of high value, or of sensitive nature.&lt;br /&gt;
|This means high-value weapons or explosives, and also includes items of singular importance such as the station blueprints, chief biolab overseers hypospray, or items not easily replaced / are not replicable.&lt;br /&gt;
&lt;br /&gt;
important items produced solely by the Church, such as Cruciforms, Absolutist Constructs, and other Absolutist artifacts are property of the Church and may at any time for any reason be demanded back. Refusal to return the items shall be considered &#039;&#039;&#039;grand theft&#039;&#039;&#039; and &#039;&#039;&#039;failure to execute an order&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
&lt;br /&gt;
|To be in illegal possession of or to actively operate Excelsior equipment. &lt;br /&gt;
|This applies to Excelsior batteries, guns or armor. Their lack of safety features, shoddily made structure and use in operation can endanger oneself or other colonists.&lt;br /&gt;
&lt;br /&gt;
The usage of Excelsior tech also is a tell-tale sign of an Excelsior agent or collaborator.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Provost Marshal or the Brigadier to override this law. No lesser official can override this law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Policy&#039;&#039;&#039;&lt;br /&gt;
|Immediate medical examination and confiscation of equipment.&lt;br /&gt;
&lt;br /&gt;
If Excelsior implant is found and removed the subject should be placed under psychiatric evaluation until deemed fit. If deemed fit the offender should be released.&lt;br /&gt;
&lt;br /&gt;
If Excelsior equipment is operated or sold but no implant is found see &#039;&#039;&#039;Treason&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;407&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
|An exception would be a law reset when obviously harmful laws have been uploaded. Only the council or two Soteria overseers together can authorize a law change outside of this situation.&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;410&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, also charge &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §413&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|To teleport a person, with either psionic powers or bluespace technology, who is unwilling or does not consent to the testing of such equipment on themself.&lt;br /&gt;
|Teleportation devices used by non-sicence members count as &#039;&#039;&#039;Major Contraband&#039;&#039;&#039;, charge both crimes in such cases. If a person does not consent actively to be teleported by another person, such as through a harpoon or portal-throwing, etc - this charge applies.&lt;br /&gt;
|A timer of no more than 90 minutes may be issued. If the victim dies as a means of this teleportation, see &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
If the victim is hurt during the teleportation, or in result of it, see &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The offender is to be demoted upon sentencing for the crime.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Capital Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
|To engage in Sabotage on a large scale or on important infrastructure.&lt;br /&gt;
|This includes actions that either affect a large area or which deprive the colony or a faction the use of critical equipment such as the Church&#039;s bioreactor, the Soteria AI, or critical infrastructure. Applicable to unsuccessful attempts, if intent can be reasonably proved.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If an employee is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the colony through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;503&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force a colonist to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see §203 (Illegal Detention, Arrest or Holding).&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To willfully and intentionally kill or attempt to kill a colony member or an ally of the colony. Or to prevent a rightful revival or else render a colonist unrevivable through clear action. &lt;br /&gt;
|Clear intent is needed to prove a case of murder over manslaughter. While Manslaughter is unintentionally causing death through accident, or unintended consequences, Murder is a purposeful act with the intent to take the life of another.&lt;br /&gt;
&lt;br /&gt;
Attempts to cover up an incident of Manslaughter may necessitate a charge of murder due to pre/post meditative evidence. &lt;br /&gt;
Additionally, should proof positive be obtained that indicates premeditation the penalty should be automatically adjusted to H.U.T and the low council should convene to determine if more extreme penalties are warranted, up to and including execution.&lt;br /&gt;
&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;505&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
|To gain access to in-house or proprietary Designs, Documents, Programs, or otherwise vital assets of a Colony Faction or one of the Colony&#039;s allies.&lt;br /&gt;
|Whether by theft, trespass, or buying such items without the departmental head&#039;s explicitly written and shown permission. &lt;br /&gt;
&lt;br /&gt;
Note that this does &#039;&#039;&#039;NOT&#039;&#039;&#039; include stealing items themselves, such as constructed Guild items or items purchased through the Lonestar Trade System -- only the theft of the program itself or the designs to make more of the Guild&#039;s items, or otherwise.&lt;br /&gt;
&lt;br /&gt;
|Hold until Transfer. The stolen proprietary assets should be returned to the faction or ally they were stolen from immediately unless they are directly required to be used as evidence in a tribunal. Any items gathered or created with the proprietary assets should be given to the faction or ally as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;507&lt;br /&gt;
|Treason&lt;br /&gt;
|To deliberately undermine the efforts and interests of the colony at large, or to deliberately and willfully aid the efforts of hostile factions.&lt;br /&gt;
|This includes possessing or distributing Excelsior armor or weapons for purposes other than lawful destruction, attacking neutral factions without provocation or justifiable reason, giving a hostile faction information about the colony or its defenses, or taking up arms in support of a hostile faction against the colony. In cases of the Low Council voting to temporarily work with a normally hostile faction, Treason does not apply.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an AI upload or the Marshal armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a staff member may not be active. In rare cases, such as a code red incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as from a rogue AI or hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;509&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution unless the convict surrenders peacefully. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;510&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a colonist who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute a colonist or an ally based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having less than a unanimous sentencing vote, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The warrant officer is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact provost marshal Boris Kilmeade if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Provost Marshal Boris Kilmeade may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;513&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
|This charge exists as a means to handle non-con scenes ICly when they do happen.&#039;&#039;&#039;Noncon RP is not permitted on this server. Ahelp staff when dealing with these charges.&#039;&#039;&#039;&lt;br /&gt;
|Permanent removal from the colony or execution.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Common Areas&#039;&#039;&#039;: Generally understood to be publicly accessible areas of the colony that are owned and maintained &amp;lt;i&amp;gt;by&amp;lt;/i&amp;gt; the colony rather than as part of an individual department.&lt;br /&gt;
* &#039;&#039;&#039;Lethal Firearm&#039;&#039;&#039;: A gun loaded or set to a fire mode that&#039;s main purpose is to inflict damage to put a person into a critical conduction and or kill. Rubbers when shot out of a gun that has mods to inflict additional damage onto the bullet itself automatically count as lethal.&lt;br /&gt;
* &#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires following the sanction process in [[Standard Operating Procedure (Command)#Employment Sanctions|Command SOP]] to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including Assistant position. Requires following the sanction process in [[Standard Operating Procedure (Command)#Employment Sanctions|Command SOP]] to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation at admin discretion))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying an on-shift general leadership position within a faction.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases at Warrant Officer discretion.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgment.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Marshal Officers. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
* Laws do NOT protect outsiders unless specified via Low Council vote, High Council decree, or in the case of colony allies. The only time laws may protect a neutral person or Outsider is in the case of the wording being &#039;Someone&#039;, &#039;Person&#039;, or &#039;People&#039; - implying this would cover non-colony members as well due to its wording.&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Command)&amp;diff=4432</id>
		<title>Standard Operating Procedure (Command)</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Command)&amp;diff=4432"/>
		<updated>2024-11-01T20:31:44Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: Minor spelling misstake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Councilors==&lt;br /&gt;
All Faction Heads and the Premier are Councilors, tasked not only with managing their individual departments but also working together to make the executive decisions that impact the whole colony. Each Councilor has their area of authority and a responsibility to inform the Council of significant happenings within that area of authority.&lt;br /&gt;
&lt;br /&gt;
===Rights and Responsibilities of Councilors===&lt;br /&gt;
* Councilors have the right to run their department and its personnel in the manner they choose, so long as it does not violate SOP or the law.&lt;br /&gt;
* Councilors have the right and responsibility to vote in all Low Council decisions.&lt;br /&gt;
* Councilors have the responsibility to have at least basic proficiency in the [[Laws]], Command SOP, and [[Standard Operating Procedure (Legal)|Legal SOP]], as well as a high level proficiency in their Department SOP.&lt;br /&gt;
* Councilors have the responsibility to have at least medium proficiency in General SOP in regards to employment rights and sanctions.&lt;br /&gt;
* Councilors have the right and responsibility to ensure members of their faction are represented in legal matters, per legal SOP. The Premier has the general duty of providing legal representation, but a Faction Head may choose to represent their own employee if they wish, and they are obligated to do so if there is no Premier.&lt;br /&gt;
* In the absence of both Premier and Faction Head, any other Councilor has the right to represent an unrepresented party with the consent of that individual, but they have no responsibility to do so.&lt;br /&gt;
* Councilors have the responsibility to maintain professional decorum when conducting any official business with the Council, including speaking on the Command channel, or acting in their role as Head of their faction.&lt;br /&gt;
* Councilors have the responsibility to inform the Council of anything their faction encounters that may endanger the colony as a whole.&lt;br /&gt;
* Councilors have the responsibility to have at least basic proficiency in all matters of their Faction’s responsibility.&lt;br /&gt;
* Councilors have the responsibility to prioritize their duties to their faction and the colony over personal interests and other religious, cultural, or familial loyalties.&lt;br /&gt;
&lt;br /&gt;
==Dedicated Council Staff==&lt;br /&gt;
===Premier===&lt;br /&gt;
The Premier is a Councilor, but they are not a department head. Instead, they are a mediator, expected to be impartial and work for the good of the colony as a whole. Their job is to facilitate interdepartmental cooperation, call for meetings, aid heads of staff in ensuring they and their subordinates are following colony law and SOP, and act as an arbitrator in cases of emergency or importance. They are &#039;&#039;&#039;not&#039;&#039;&#039; given a vote in most Council situations, but are tasked with ensuring that the negotiations proceed smoothly. They are, however, given the tie-breaking vote if the Council comes to a deadlock, as well as the power to &#039;&#039;&#039;veto&#039;&#039;&#039; any decision the Council makes, resulting in an automatic “no” result to the whole vote. Such vetoes can only be overridden by a &#039;&#039;&#039;unanimous&#039;&#039;&#039; decision of at least three other Councilors. Additionally, the Premier is the primary point of contact between the High and Low Councils collectively, and may be instructed by the High Council to call votes on matters normally outside the jurisdiction of the Low Council. Finally, the Premier is expected to act as a legal representative for those accused of crimes, as detailed in Legal SOP. The Premier does not have &#039;&#039;&#039;any&#039;&#039;&#039; direct authority over members of any faction, Head or otherwise, and may only lawfully give orders to the Steward. They are given access to the entirety of the upper colony, but may not take items that belong to factions without permission and may be told by a Head to stay out if they are interfering with any faction business. Failure to comply with such an order in the absence of an emergency that necessitates the Premier’s presence is cause for Trespassing charges and a vote on demotion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements&#039;&#039;&#039;&lt;br /&gt;
* High level proficiency in General, Command, and Legal SOP&lt;br /&gt;
* Moderate level proficiency in the colony’s Laws&lt;br /&gt;
* Ability to be professional and mediate disputes in a fair-minded way&lt;br /&gt;
* Ability to speak, read, and write fluently in English Common. Assistance devices are permitted, e.g. a mute individual may use a TTS to communicate&lt;br /&gt;
===Steward===&lt;br /&gt;
The Steward is &#039;&#039;&#039;not&#039;&#039;&#039; a Councilor, holds no vote, and does not count for any quorum, however they are listed here because they work for the Premier and the Council. They fill the dual roles of bodyguard and secretary for the Council. During the normal operation of the colony, they are expected to be familiar with SOP and the law and ensure the Council is aware of the limits to its powers, offering expert legal advice. In times of threat, they are expected to do what they can to ensure the physical security of Councilors, starting with the Premier, followed by the Heads who are not as capable of directly protecting themselves. They are required to follow orders by the Premier, but in lieu of such orders are expected to fulfill requests in line with their duties from other Councilors. Like the Premier, they are given access to the entirety of the upper colony, but may not take items that belong to factions without permission and may be told by a Head to stay out if they are interfering with any faction business. A Head who issues such an order forfeits the right to the Steward’s protection within their department. Failure to comply with such an order is cause for Trespassing charges unless they are escorting a Premier who has necessary business and a specific need for personal security.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements&#039;&#039;&#039;&lt;br /&gt;
* Moderate proficiency in General, Command, and Legal SOP&lt;br /&gt;
* Moderate proficiency in the colony’s Laws&lt;br /&gt;
* Ability to be professional in dealings with fellow colonists, especially Councilors&lt;br /&gt;
* Ability to speak, read, and write fluently in English Common. Assistance devices are permitted, e.g. a mute individual may use a TTS to communicate&lt;br /&gt;
* Ability to combat threats to Councilors with lethal force&lt;br /&gt;
==The Low Council==&lt;br /&gt;
The Low Council is made up of all present Councilors. A decision from the Council has absolute authority and precedence over all other decisions, regulations, and rules except during a code red scenario. Members of the council are given only a small set of rules that apply during any council vote or decision.&lt;br /&gt;
* All colonists must respect a decision made by the council and follow said decision. This includes Councilors who dissented in the vote. Issues with a vote can be taken to the High Council via faxes for an appeal. All low council votes are to be followed, even if contested, unless overruled by the High Council or another Low Council vote. Failure to comply with a Council decision is a crime: §403 - Exceeding Official Powers in the case of a Councilor or the relevant Failure to Execute an Order statute (§102 or §302, depending on the consequences) for other colonists.&lt;br /&gt;
* Heads of staff, with the exception of the Foreman, should stay within comms range of the colony to oversee their department unless circumstances warrant travel outside of it. Examples for when this is acceptable is if departmental employees cannot handle an ongoing situation deeper in the forest, if the colony itself or its inhabitants are in danger, or other issues arise warranting a head of staff leaving the colony. Any departure other than the Foreman must be announced to their department radio and over command channels.&lt;br /&gt;
* All Councilors (including the Foreman) who leave comms range must return for a Council vote as soon as practical if summoned via psionic message, Sending litany, messenger, or other means of long-distance communication.&lt;br /&gt;
* The Blackshield Commander, as well as other Heads who have need to do so, may leave comms range to lead training exercises but must ensure all staff are properly informed and ample notice given. The council may suspend any training operations at their discretion.&lt;br /&gt;
* All heads of staff can use the medivac shuttle in times of crisis if there are no Blackshield or Marshals. When using the shuttle, bring at least two other individuals with you, one to be left behind at least to guard the shuttle. If any Councilor is found to be using the medivac shuttle for personal reasons or reasons that do not qualify the usage of the shuttle, e.g. a Foreman using it to get to locations that they scavenge from, then they should be charged with Exceeding Official Powers.&lt;br /&gt;
===Power of a Vote===&lt;br /&gt;
The Low Council is entrusted with the governance of the Upper Colony. Each Faction Head has power within their own department, and the Low Council collectively can pass a wide variety of edicts through votes.A voted decision by the Low Council can permit or prohibit any action within a shift with the following exceptions:&lt;br /&gt;
* A faction may not be forbidden from performing their primary roles (excepting where their departmental SOP explicitly permits a Council intervention)&lt;br /&gt;
* The guilt or innocence of a colonist can only be determined by the Council through a Tribunal, detailed in Legal SOP&lt;br /&gt;
* Section 400 and 500 laws cannot be changed, nor can new offenses be added to those sections, nor can pardons for offenses of those laws be issued&lt;br /&gt;
* Section 400 and lower laws can be suspended by vote of the Council during times of Red Alert. Such a suspension is automatically lifted upon conclusion of the Red Alert.&lt;br /&gt;
* General, Command, and Legal SOP cannot be changed.&lt;br /&gt;
* Departmental SOP cannot be changed without the assent of the relevant Faction Head. This means that if that Head is absent, the department SOP may not be changed.&lt;br /&gt;
* If the Low Council believes that a long-term change to policy or the law is necessary, they may vote to petition the High Council on the matter. The High Council may decide to change the policy temporarily or permanently, or may send a representative to get more information about whether the change is truly necessary and beneficial.&lt;br /&gt;
&lt;br /&gt;
===Voting Procedures===&lt;br /&gt;
During a Low Council meeting, the councilors are to place their votes on the discussed topic. Every vote is valued, as multiple organizations and corporations are the lifeblood of the colony.&lt;br /&gt;
* All heads of staff are required to vote yes or no during a decision, excluding those absent per the above policy on leaving the colony (though if possible, a vote should be delayed until all Councilors are available). Any head of staff that refuses to make a decision or abstains is to be demoted on the spot. This is not negotiable, you are a leader and expected to make choices, especially hard choices. Any head of staff attempting to abstain or not vote is to be demoted on the spot.&lt;br /&gt;
* The Soteria Overseers may only have a collective vote of one and only if both agree on the decision. This means that when the votes are tallied both overseers count as a singular vote and only if they both arrived at the same vote. If the CRO and CBO cannot come to an agreement on where they vote, they instead lose their vote entirely. The inability for them to agree is not a valid grounds for demotion of either overseer. If there is only one overseer active, they have a single vote. Whenever a quorum is needed for any kind of vote, the two Overseers count as one Councilor.&lt;br /&gt;
* For a vote to be considered valid, a quorum of least three Councilors must be present. In the event there are fewer than three Councilors, including the Premier, a vote will automatically fail.&lt;br /&gt;
* If there isn’t sufficient quorum for a vote, the Councilors who are active may send a requesting fax to the High Council for permission to conduct a vote on their own. In this case, the Councilors should state what the vote is, why they want this vote, what this vote would change, and the votes of all active Councilors.&lt;br /&gt;
** This vote must be approved by the High Council. This means it must be sent to the High Council offices. This method may not be used in any circumstance where there is a valid quorum.&lt;br /&gt;
** An example of a situation that this style of vote may be used for is the allowance of a Foreigner (Outsider) into the colony. This vote MUST be done before allowing the Foreigner entry. In this case, they may be allowed inside without waiting for a reply of approval, so long as this is sent first.&lt;br /&gt;
** In the event of the Foreigner causing issues before a return fax is received, the counselor should be charged with any crimes the Foreigner committed, in addition to 301, &#039;Negligence.&#039; If a reply is received to deny this Foreigner entry into the colony, they should be expelled without consequence to the councilor unless the Foreigner caused problems.&lt;br /&gt;
==Employment Sanctions==&lt;br /&gt;
====== Shift Sanctions: ======&lt;br /&gt;
Shift Sanctions are actions taken for a specific shift; such as when an employee is disruptive to the workplace but still holds value to the company. Shift Sanctions may impact future employment in cases of repetitive behavior.  &lt;br /&gt;
&lt;br /&gt;
Shift Sanctions last for a minimum of three months on one&#039;s Employment Records, failing to do so may lead to [[Rules#You are expected to obey the chain of command (within reason)|administration]] action. &lt;br /&gt;
&lt;br /&gt;
====== Long-Term Sanctions: ======&lt;br /&gt;
Long-Term Sanctions are for long-term dismissals, such as in severe cases of disruption, anti-corporate crime, etc. Unless successfully appealed within the same shift, long term disciplinary action may only be undone by either a successful appeal to the headquarters of their faction or by rehiring/promotion by a Head of their faction at least two weeks after the initial firing. &lt;br /&gt;
&lt;br /&gt;
Long-Term Sanctions last for a minimum of six months on one&#039;s Employment Records after being rehired or repromoted. Failing to keep sanctions in records may lead to [[Rules#You are expected to obey the chain of command (within reason)|administration]] action. &lt;br /&gt;
&lt;br /&gt;
==== Types Of Sanctions ====&lt;br /&gt;
These are the types of formal action that may be taken by a department head on their departmental employee, or lower council against an employee of a department.&lt;br /&gt;
====== Reprimand: ======&lt;br /&gt;
Reprimands are just a formal finding of wrongdoing that is recorded for use in future disciplinary proceedings. Reprimands can be either Shift, or Long-Term Sanction.&lt;br /&gt;
&lt;br /&gt;
====== Demotion: ======&lt;br /&gt;
Demotions are reducing someone to a lower position within the department. Demotion is only possible where the original role includes all skill requirements of the lower role. Head of Staff may be demoted to any rank within the department. Demotions can be either Shift Sanction, or Long-Term Sanction.&lt;br /&gt;
&lt;br /&gt;
====== Dismissal: ======&lt;br /&gt;
Dismissal entails removing someone from the department entirely for the duration of the shift. When done they are to have their ID shredded or modified to no longer have access. Dismissals are always Shift Sanctions&lt;br /&gt;
&lt;br /&gt;
====== Firing: ======&lt;br /&gt;
Firing entails removing someone from the department on a long-term basis. Firing is always Long-Term Sanction.&lt;br /&gt;
&lt;br /&gt;
=== Who can impose a Sanction ===&lt;br /&gt;
* Sanctions can be placed by majority vote of the Low Council against anyone employed in the upper colony, this does not include HC Agents or High Councilors.&lt;br /&gt;
* Sanctions can be placed by a Head of department to their own employees within their own department(s).&lt;br /&gt;
* Sanctions can be placed by the respective department&#039;s High Councilor against their own employees.&lt;br /&gt;
* Sanctions can be placed by an [[High Council Agents|investigatory representative]].&lt;br /&gt;
===Causes for Sanctions===&lt;br /&gt;
Sanctions cannot be issued for no reason. One of the following conditions must be met, and any relevant evidence submitted with the paperwork filing the sanction &lt;br /&gt;
* Criminal activity: If an employee commits a Moderate or higher crime; Certain crimes may permit or require sanctions.&lt;br /&gt;
** If a member of Blackshield or the Marshal commits a minor crime this may result in dismissal or temporary demotion.&lt;br /&gt;
** [[Laws#Minor Charges|Failure to Execute an Order]]: If an employee violates §102 this may result in dismissal or temporary demotion.&lt;br /&gt;
** Councilors, Premier, and Steward may be sanctioned under the [[Laws#Sentencing Modifiers|Offense by Colony Command sentencing modifier]], Low Council vote may institute a higher sanction or if no Warrant Officer is present.&lt;br /&gt;
** &amp;lt;u&amp;gt;Low Council vote may repeal a sanction placed by the Warrant Officer.&amp;lt;/u&amp;gt; &lt;br /&gt;
* Failure to fulfill assigned duties: If an employee fails to fulfill duties assigned to them by their job or by a superior, they may be sanctioned.&lt;br /&gt;
* Violation of Standard Operating Procedures: If an employee violates SOP, willfully or accidentally, they may be sanctioned. This applies to both violations of general SOP, such as privacy rights, and departmental SOP unique to each department.&lt;br /&gt;
* Failure to meet non-skill related employment requirements.&lt;br /&gt;
** Only Firing may be applied here, and the individual is ineligible for rehire for as long as the requirement is not met.&lt;br /&gt;
* Actions severely against faction interests: A Head or higher faction representative (but not Low Council vote) may apply sanctions if an employee takes actions that are severely against the interests of the faction at their discretion.&lt;br /&gt;
* Low Council members may be sanctioned for failing in their responsibilities to the Council listed in [[Standard Operating Procedure (Command)|Command SOP]] or actions such as interrupting voting, being disruptive of a council meeting, or other actions such as incompetency.&lt;br /&gt;
** Low Council members may be sanctioned for actions that - interrupt a vote, disruptive in a council meeting, or incompetence.&lt;br /&gt;
* Low Councilor [[Standard Operating Procedure (Command)#Voting Procedures|failing Command Voting Procedures]].&lt;br /&gt;
&lt;br /&gt;
=== Discretion and Severity ===&lt;br /&gt;
&lt;br /&gt;
* The choice to impose or not impose sanctions, and what sanctions to impose, is generally within the discretion of the Heads, however such discretion comes with a responsibility to do so when necessary and be proportional in sanctions imposed. &lt;br /&gt;
* Minor infractions, such as simple failure to follow an order or moderate crimes, should not result in Long-Term Sanction unless repeated over the course of multiple shifts.&lt;br /&gt;
* Major or repeated infractions should not be ignored, especially when they negatively affect other members of the faction. If a Head is found to be abusing their powers of discretion, investigators may be sent to explore possible sanctions against them.&lt;br /&gt;
&lt;br /&gt;
=== Executing Sanctions ===&lt;br /&gt;
All employment sanctions must be documented with paperwork, usually an [[Example Paperwork#Employment Sanctions Form|LC-005]] form but any form that conveys the same information may be used. Evidence and testimony supporting the sanctions, must be faxed to the High Councilor, and a copy provided to the sanctioned employee. If the employee plans to contest the sanction indicate it within the form. Attempts at sanctions without submitting the proper paperwork is considered a violation of [[Laws#Exceptional Offenses|§403]] - Exceeding Official Powers. &lt;br /&gt;
&lt;br /&gt;
The employee is to surrender their ID (or have it taken by Marshals if in Marshal custody) and it is to be stripped of all access not granted by their new role.                      Employees that wish to contest the demotion may write an appeal and fax it to the High Councilor so that it may be considered when determining whether the sanction is warranted. &lt;br /&gt;
&lt;br /&gt;
Agents of High Councilors may apply the sanction of Reprimand via faxing the [[Example Paperwork#Employment Sanctions Form|LC-005]] form to the individual being reprimanded and submitting a copy to their headquarters.     The Agent must physically come to the upper colony and investigate the situation to the best of their ability before applying any more serious sanctions.&lt;br /&gt;
&lt;br /&gt;
If sanctions are imposed on a Prime, an Inquisitor should also be requested as part of this fax.&lt;br /&gt;
&lt;br /&gt;
==Faxes==&lt;br /&gt;
As a head of staff and Council member, you are the most responsible person within your department and as such are expected to handle most situations without having to ask the High Council for instructions. Faxes should be sent to the High Council for one of four reasons. Firstly, to inform them of a significant occurrence in the upper colony, such as an attack by outside forces, or to request information previously gathered. These faxes merit a Low priority level, as they are merely informative. Secondly, to have a job request put on the Personnel Request System for expertise the upper colony needs. These faxes usually merit Medium or High priority, depending on how significant and urgent the issue is. Thirdly, if a matter would normally be determined by a Councilor who is not present, the relevant Faction Owner may be faxed instead if a decision is absolutely necessary. And finally, there may still come issues that are beyond a Faction Head’s hands, experience, or capabilities, and a fax may be sent if truly necessary. The High Council may not always respond to a fax sent to them, especially when the fax sent does not warrant a response from the High Council. The High Council will send a response only when it&#039;s truly needed, and faxes that do nothing but waste the High Council’s time may merit a charge of §111 - Sending a Time Wasting Fax.&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=4431</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=4431"/>
		<updated>2024-11-01T19:41:55Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: Fixes wrong linking and wrong sop section refence&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The colony laws are a series of regulations that all interest groups on the High Council have agreed to, applying them broadly to all colonists inside the colony. The colony’s Marshals are expected to uphold and enforce these laws, and all departments are expected to follow them. This is not a general guide to security. All new marshals should review the official [[Guide to Security|Guide to Marshals]]. It is important to know that all offenses listed below should be followed as a ‘guideline’ by law enforcement personnel and do allow for victim rights and alternative solutions to minor offenses. For example, you are not required to give a sentence if the problem can be resolved in an alternative way that the suspect agrees to, such as an agreement with the victim in return for not pressing charges, or peer mediation. To understand how to go about a proper arrest, or other clarifications such as prisoner rights, alert levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is enforced via the head of staff. To be charged with a violation of SOP, a head of staff has to request a relevant charge be levied, such as denial of a reasonable order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to colonists, colony allies and authorized visitors. Individuals and groups unconnected to the colony have no rights and therefore no protections under the law.&#039;&#039;&#039;&lt;br /&gt;
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== Overview ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;All colony law is subject to the standard of INNOCENT UNTIL PROVEN GUILTY. No one is to ever be assumed guilty, evidence must be presented that reasonably proves guilt.&amp;lt;/big&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
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A good working knowledge of the law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of the law are required for such positions as the ranger, officer, premier, and the warrant officer. For certain crimes, the accused party&#039;s intent is important. Intent can be the difference between a charge such as, say, manslaughter and murder. One requires purposeful intent, the other is unintentional and typically caused by negligence or workplace accident. It is also important to note that manslaughter and murder are mutually exclusive. This indicates that an individual must be charged with one or the other, not both. Neither could a colonist be charged with both assault and murder on an individual if there is only a single victim, the higher-grade charge must be the charge applied in that case.&lt;br /&gt;
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All of this will be explained in detail as you read on, including specialty clauses, cases, guides, and explanations to how a Marshal or servant of the law should think when interpreting legal issues such as criminal acts or disputes.&lt;br /&gt;
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Here are a few basic to-know bullet points for officers:&lt;br /&gt;
* &#039;&#039;&#039;To ensure you, as an arresting officer, don&#039;t fall into the trap of negligence or misuse of power, always follow procedure where possible as detailed by [[Standard_Operating_Procedure#Marshals|standard operating procedure]].&#039;&#039;&#039;&lt;br /&gt;
* As an arresting officer, follow the [[Guide to Security|Guide to Marshals]] to ensure you don&#039;t fall foul of legal proceedings.&lt;br /&gt;
* In the case of pressed charges being in the same category (i.e Battery, Assault, Murder - or Vandalism, Theft, Grand Theft) take only the most severe charge. Any lesser charges in this case should not be applied.&lt;br /&gt;
* Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
* A single incident has a single sentence, so if, for instance, the prisoner took 3 items off a person, this is a single count of theft. Otherwise this would count as &#039;crime-stacking&#039;, which is against SOP and law.&lt;br /&gt;
* When deciding on a timer for multiple crimes committed, take each crime into consideration separately. Then add the times together to get a final concise timer. This should be the timer issued to an offender when they are put in a cell.&lt;br /&gt;
* &#039;&#039;&#039;The time taken to bring in an offender and the time taken when questioning the offender are NOT to be calculated into their issued timer.&#039;&#039;&#039; Timers begin when plugged in on a cell&#039;s console. However, offenders should be processed as quick as reasonably possible as-per their rights as employees within the colony.&lt;br /&gt;
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=== Victim Rights ===&lt;br /&gt;
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&#039;&#039;&#039;Victims of a crime hold the general right to drop charges.&#039;&#039;&#039; This applies to charges within the 100, 200, and 300 tiers. Victims may also choose to only collect monetary value equal to their losses from the offender in question, such as any incurring medical bills or loss of property. These clauses are there to allow a victim peace of mind and to make sound decisions rather than being forced into court cases.&lt;br /&gt;
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There are some exceptions, however. 400 and 500-level charges &#039;&#039;&#039;cannot&#039;&#039;&#039; be dropped at any time by a victim, as these acts extend further than creating a victim, but also threatening the lives of others and the order of the colony as a whole. Officers &#039;&#039;may&#039;&#039; take into account an offender’s circumstances and a victim&#039;s testimonial when deciding intent and timers but no dropping of charges may occur.&lt;br /&gt;
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For the purposes of this section, each individual directly targeted by criminal activity is a victim. If a crime affects a department, such as Trespass, then the Department Head may choose to drop the charge. If there is no Head, the charge can only be dropped by unanimous consent of those who were affected. If the crime affects the colony as a whole or has no specific victim, such as Contraband, Breakout, or Desecrating a Corpse, only the Warrant Officer or Ranger may authorize the waiving of charges, and a decision to waive charges may be overridden by the Warrant Officer (if the decision was made by a Ranger) or a vote of the Low Council.&lt;br /&gt;
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=== Fines &amp;amp; Timers ===&lt;br /&gt;
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Some crimes may offer either a fine or a timer, or in some cases, &#039;both&#039; a fine and a timer together. It is ultimately at the discretion of the arresting officer and/or the warrant-filer what the punishment for an offense should be. &lt;br /&gt;
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Fines are ultimately recommended for most low-level crimes, if they are listed under the ‘timer’ section of the quick reference guide. If, however, an offender is non-cooperative, a repeat offender, or otherwise hindering an investigation a timer should be issued instead. Fines are to be paid to the Marshal department directly, while any compensation, such as to damaged property or medical fees, should be directed to the victim and/or the victim department.&lt;br /&gt;
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Timers are to be decided by the senior authority, typically either a ranger or warrant officer. If in the case where neither are available then the arresting officer may decide. Timers should not exceed a maximum time allocated to the charge &#039;&#039;&#039;unless&#039;&#039;&#039; modifiers are added on; such as a repeat offender who would receive double the time. Timers &#039;may&#039; be less than the allocated maximum time depending on circumstances and modifiers that would normally subtract time from one’s sentence, such as cooperation with security personnel or in cases of entrapment.&lt;br /&gt;
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== Heads of Staff &amp;amp; Lower Council Law ==&lt;br /&gt;
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&#039;&#039;&#039;Heads of staff are not above the law, and can be arrested by the marshals for breaking it.&#039;&#039;&#039; The &#039;only&#039; time that the law can be overridden is when there is an imminent and overwhelming threat to the colony, such as during a Code Delta scenario. &lt;br /&gt;
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&#039;&#039;&#039;A determination of no-wrongdoing may result in the dismissal of charges levied or a negating of any brig time served.&#039;&#039;&#039; Determinations of no-wrongdoing must be done by a Warrant Officer after an investigation, which must be faxed to the Office of the Provost Marshal, the Provost Marshal himself, or the colonies High Council. Any Warrant Officer found to abuse their authority to declare improper cases of no-wrongdoing may be demoted and arrested for exceeding their official power alongside other charges, such as falsifying information or providing false testimony.&lt;br /&gt;
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A vote held by the Lower Council may also be used to indite some charges, such as abuse of power or charges related to disrupting the Low Council. Any crime that requires judgement, such as crimes labeled as &#039;HuJ&#039; / Hold until Judgement, should be decided on in a timely manner by the Lower Council through a tribunal. A tribunal &#039;&#039;&#039;must&#039;&#039;&#039; follow the [[Standard Operating Procedure (Legal)|Legal Standard Operating Procedure]] to be considered legal. A tribunal must properly vote and may only be overturned by the High Council itself.&lt;br /&gt;
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== Law in Relation to Outsiders, Allies, &amp;amp; Others ==&lt;br /&gt;
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Colony law is &#039;&#039;&#039;not&#039;&#039;&#039; extended to neutral parties inherently. Outsiders, for example, have no inherant legal rights or protections. However, some laws do apply to protect outsiders as well, including all intelligent, sapient beings. This includes other intelligent races, ranging from Humans to Mycus, to anything of higher intelligence including robots with self awareness.&lt;br /&gt;
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For simple terminology of colony law:&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Employee&amp;quot; / &amp;quot;Colonist&amp;quot;&#039;&#039;&#039; = A member of the colony or an employee of one of the colony&#039;s various factions. These rights are extended to all members of the colony and all members of departments.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;People&amp;quot; / &amp;quot;Person&amp;quot; / &amp;quot;Someone&amp;quot;&#039;&#039;&#039; = This covers &#039;&#039;&#039;any&#039;&#039;&#039; sapient, intelligent being, regardless of their allegiance. Outsiders, hostiles, allies, etc. This term is used only rarely, but is typically used to refer to crimes such as desecration of a corpse due to the criminal and inhumane act of cannibalism, or in reference to inhumane acts such as the act of enslavement. &lt;br /&gt;
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Outsiders are only protected under colony law under the term &#039;people&#039;, &#039;person&#039;, &#039;someone&#039;, or if granted entry to the colony via vote for visitation or sale of goods. When an Outsider is granted entry, they have the same rights as a citizen of the colony - until they are ejected or their visitation period ends. At that point legal protection ends.&lt;br /&gt;
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Outsiders, Neutral parties or visitors that are allowed in generally expected to follow &#039;common sense&#039; colony law. That is, don&#039;t steal, don&#039;t assault and do not take advantage of your hosts. They should also generally remain in the colony common areas, and not take anything belonging to the colony(this includes items kept &#039;for the common good, such as the tech storage tools, lathe, medical supplies, etc). Any who violate these rules may be ejected immediately by colony security, any who breach these rules in a more serious fashion should be detained and the Provost faxed. &lt;br /&gt;
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Lodge members and other colony-aligned factions have full rights of a normal colonist. For information on this, and neutral parties, this can be found in Standard Operating Procedure. Attacking a non-hostile neutral party can result in a charge of &#039;&#039;&#039;Treason&#039;&#039;&#039; depending on the incident. Neutral party refers to a neutral organization, not individuals such as Outsiders.&lt;br /&gt;
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Security personnel are to obey these clauses and understand the wording.&lt;br /&gt;
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==Salvaging Rights==&lt;br /&gt;
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These laws will attempt to make clear what is, and is not salvage. Who has rights over what claims, the proper handling of claims and so fourth. These laws MUST be enforced by Nadezhda Marshals, or Blackshield, depending on the jurisdiction of the &#039;claim&#039; and apply to all colonists of the Nadezdha Colony as well as Colony Allies and &#039;Neutral&#039; third parties.&lt;br /&gt;
Basic salvage rights entail only the following caveats;&lt;br /&gt;
* Trash piles, unclaimed and clearly unowned items and storage containers are the rightful property of the &#039;first claimant&#039;. A trash pile belongs to the first person to touch it, an abandoned locker to the first one to reach it, et cetera.&lt;br /&gt;
* Clearly owned property must be respected. A labeled cart, a gun who&#039;s serial is registered and thus known - these are considered personal property, and must be respected. &lt;br /&gt;
Additionally the following rules apply to all &#039;claims&#039;&lt;br /&gt;
* If an item is stolen and then rediscovered in an area that would normally count as right-to-loot then it must be returned as it is their rightful property. &lt;br /&gt;
* Crime scenes. Any item taken from a crime scene is chargeable by theft, obstruction of duty, and suspicious conduct. A crime scene&#039;s boundaries will be clearly marked by tape set up by Marshals or Blackshield.&lt;br /&gt;
* Items dropped by colonists or allies due to severe injuries are their rightful property, and MUST be returned. &lt;br /&gt;
* The areas owned by colony allies or factions (such as Voidwolf ally Ships or the Soteria Solar Outpost), and clearly defined departmental zones are barred from allowing salvage claims.&lt;br /&gt;
===Types of Salvage Claims===&lt;br /&gt;
In summary, there are four types of salvage areas. Claimed, Unclaimed, disputed and free&lt;br /&gt;
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*Claimed areas are those within colony borders(or the borders of colony allies) that have a lawful mandate placed over them, determined typically by the High Council, or at times low council. These locations are the claim-right of a particular faction, ally, et cetera. The FULL contents of these areas is the rightful claim of their respective owners, and any contents taken are effectively treated as their &#039;rightful property&#039;. Though mere presence on a claim is not generally sufficient to result in charges, the removal of property from them(I.E scavving) is cause for charges of trespass, theft, and grand theft. Additionally, a modifier &amp;quot;Breach of salvage rights&amp;quot; should be applied to each of these charges and any items taken returned or, if not possible - their value owed in remediation.&lt;br /&gt;
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*Unclaimed areas, while still within colony property, have no rightful claim placed on them, such claims may be enacted at the discretion of the High council, foreman and low council(in that order of importance), having to be properly ratified and faxed to be valid.&lt;br /&gt;
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*Uncontested areas are new zones or uncertain zones that have no current claims. While they may be within the borders of the Colony or its Allies, they are generally free to loot so long as general scavenging rules are observed. Conflicts, theft and similar SHALL be punished by law.&lt;br /&gt;
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*Free areas are neither within colony territory nor hold any special claim. These areas are typically considered &#039;free&#039; of salvage rights and include but are not limited to; the untamed wilds past the colony border and space(and areas located within that do not fall under the purview of the previous types of claims).&lt;br /&gt;
===Known claims and their status===&lt;br /&gt;
*The Nadezdha colony maintains that the areas in its immediate vicinity, as well as the forest directly south and the crater directly west are &#039;colony property&#039; and not subject to claims by non-colony forces.&lt;br /&gt;
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*Colony maintenance is &#039;unclaimed&#039;, thus only basic salvage rights must be respected.&lt;br /&gt;
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*The Prospectors hold exclusive claims over the following areas; Greyson Positronics field offices and attached locations, this include the Greyson Positronics Gantlet. &#039;Preppers&#039; bunker. &#039;Ironhead compound&#039; Smuggler base. &#039;Zoo&#039; research facility. &lt;br /&gt;
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*The &#039;Scrap haven&#039; is, as of now, a shared claim between the Prospectors and Hunters lodge - However, the Hunters Lodge has abdicated any right to lease their hold on the claim. &lt;br /&gt;
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*The hunters Lodge holds exclusive claim over the following areas; The lodge itself and land upon which it sits, and the plains in the immediate vicinity of their lodge&lt;br /&gt;
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*The &#039;Salvage Fields&#039; are &#039;free&#039; claims, though basic salvage rights should be respected.&lt;br /&gt;
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*The assorted, smaller &#039;Points of Interest&#039; in the immediate vicinity of the colony are &#039;uncontested&#039;(E.G, scorched outpost, lost outpost, etc).&lt;br /&gt;
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===Enforcement of Claims and Jurisdiction.===&lt;br /&gt;
As previously stated, it is the duty of Marshals and Blackshield to enforce salvaging rights - though they may vary on where their areas of jurisdiction come into play. &amp;lt;br&amp;gt;&lt;br /&gt;
Blackshield are largely expected to handle matters of salvage disputes where exterior forces threaten Nadezdha Colony(or upon request, colony allies) claims. Exterior factions attempted to jump claims owned by Prospectors should result in their dispatching.&amp;lt;br&amp;gt;&lt;br /&gt;
Marshals however are granted jurisdiction over legal matters of enforcement. Colonists jumping claims that are rightfully held should be charged accounting for the details of the matter. &amp;lt;br&amp;gt;&lt;br /&gt;
In the event where jurisdiction may be at question, it is important to remember that while the blackshield holds legal jurisdiction outside the perimeter fence - they are typically less oriented in the minutiae of law, and should they have to step in to enforce claims upon colonists past the walls they must hand over said colonists on return for processing by Marshals.&lt;br /&gt;
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===Additional Caveats===&lt;br /&gt;
*Salvage rights may, at the determination of their holder - be granted or leased. E.G, The Prospectors may, at the determination of the Foreman or Overboss Hogg grant rights over claims to other factions, allies, etc. &lt;br /&gt;
*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of &#039;equal value&#039; taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences&lt;br /&gt;
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-jumpers to return the stolen salvage and leave before force is used.&lt;br /&gt;
*Areas outside of the planets orbit, such as the nearby asteroid field in space, are not claimed by the colony directly. Salvagers and security forces operating there may salvage, but hold no direct claim over the materials there.&lt;br /&gt;
*Areas within the purview of Colony Salvage Law shall have their mineral resources granted exclusive purview for Lonestar Shipping to exploit, Lease or Manage as they will.&lt;br /&gt;
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==Intellectual Property==&lt;br /&gt;
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Nadezhda colony is filled with products produced with propietary designs from factions both within and without the colony. These designs belong exclusively to the company that owns them, however legal license to produce the items is distributed in the form of disks. As a general rule, no faction has any claim on any disk or item salvaged by another, nor any item which was manufactured by them or sold to them by a lawful owner, regardless of whether the design originated with the faction. The exceptions to this rule are as follows:&lt;br /&gt;
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*Unprotected design files, such as those found on factory disks or made by Soteria Research, are forbidden to leave the control of that faction without the written and stamped permission of the Faction Head. If such a disk is stolen, all items produced from it may be reclaimed. This is considered §505: Misappropriation of Intellectual Property, with the legal liability falling on the individual who stole or distributed the designs.&lt;br /&gt;
*Factions may act to protect the integrity of their uniforms to prevent confusion. Any Faction Head may prohibit those not belonging to their faction from wearing uniforms of that faction. Primes may not restrict non-clergy clothing from anyone who has not been formally excommunicated from the Church. Refusing to comply with the directive of a Faction Head in this matter is considered §102: Failure to Execute an Order.&lt;br /&gt;
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== Contraband Policy ==&lt;br /&gt;
=== Minor Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Minor Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zoom&lt;br /&gt;
* Mind Breaker&lt;br /&gt;
* Warlock Velvet&lt;br /&gt;
* Slime Jelly&lt;br /&gt;
* Cryptobilin&lt;br /&gt;
* Impedrezene&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Thermal Goggles (this includes implants)&lt;br /&gt;
* Random wave radio (owned by Lonestar, legal so long as procedure is followed as stated in Lonestar SOP)&lt;br /&gt;
* Chameleon devices (gloves, projectors, suits, armor, guns, etc)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Hardsuit Voice Synthesizer&lt;br /&gt;
* Data Jack module&lt;br /&gt;
* Electro Warfare module&lt;br /&gt;
* Thermal Modules (Including built-in thermal helmets &amp;amp; rig-mounts)&lt;br /&gt;
* Chameleon device (clothing forms, projector, etc)&lt;br /&gt;
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==== Minor Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Thermals are considered contraband for all departments. Thermals are however permitted outside the colony or during a declared red alert level. This goes for the augmentations, glasses, helmets or rig-suit modules. The following items are considered thermals: Augmented shades, Thermo-nightvision helmets, Thermal goggles, Thermal augmentations and bioaugmentations. Along with any hardsuit modules that contain thermals.&lt;br /&gt;
** If either Church or Soteria provide to a colonist thermals illegally they are to be charged for minor contraband. If a Soteria staff continues to do so repeatedly, then they are to be demoted immediately. Heads of staff in Soteria or the Church continuing are to be detained, charged with abusing their executive powers, and demoted after a fax has been sent up to the faction leader. &lt;br /&gt;
** Permits can temporarily be issued by a Warrant Officer for their usage or transportation through the colony. Any surgical implantation of thermal augments by Soteria requires a properly written form signed by both the doctor and the Warrant Officer permitting such augments be used under Soteria&#039;s supervision.&lt;br /&gt;
* The shooting range is considered a testing zone for science. Items sent from science to the range for testing must be announced over general comms. In the instance of Soteria testing explosives up at the shooting range, it must be a device capable of small explosives only. Larger explosions are to be tested out in the mines.&lt;br /&gt;
* The chemicals in the list above are considered minor contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* All encryption keys that are not supplied to a colonists workplace are considered minor contraband. If sensitive or private information is gained through the use of encryption keys that a colonist should not have access to they should also be charged with violation of employee privacy. This is applied even if it was not the intent of the person using the encryption key. Legal access to an encryption key can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason. Please note that allies and neutral factions may have their own encryption keys - these are not illegal and should never be taken away.&lt;br /&gt;
* ID cards that are modified to give access to a normal departmental area of the colony without head departmental permissions are considered contrband. If, however, this access is issued either by a relevant head of staff or during the case of an emergency no timer or charge should apply. Legal access may be given by a head of staff to their department to another employee at anytime but may also be revoked at any time at the discression of the issuing head of department.&lt;br /&gt;
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=== Major Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Major Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zombie Powder&lt;br /&gt;
* Demon Powder&lt;br /&gt;
* Chloral Hydrate&lt;br /&gt;
* Polytrinic Acid&lt;br /&gt;
* Voice Nanites&lt;br /&gt;
* Handy Prints Nanites&lt;br /&gt;
* Napalm&lt;br /&gt;
* Tetraricide (Sweet Death)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Bluespace Harpoon&lt;br /&gt;
* Any explosive device (Must be currently explosive or easily capable of becoming explosive. A plasma tank, valve, and oxygen tank can be considered easily capable even when separated. A shellshock rifle or rail gun is not unless presently rigged to fire explosives.)&lt;br /&gt;
* Any and all Uplink devices.&lt;br /&gt;
* Freedom implant, Compressed matter implant, Explosive implant&lt;br /&gt;
* Chameleon device (Object Chameleon device cloner)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Combat mechs (Durand, Gygax, Phazon)&lt;br /&gt;
* Mechs rigged for combat, such as a ripley or odysseus modified with a jury rigged weapon.&lt;br /&gt;
* Any mind swapping technology.&lt;br /&gt;
* All Teleporters (modules, hand teleporters, etc.)&lt;br /&gt;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Functioning Cryptographic Sequencer (Also known as an Emag)&lt;br /&gt;
|}&lt;br /&gt;
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==== Major Contraband Exemptions &amp;amp; Stipulations ==== &lt;br /&gt;
* Soteria may test combat mechs at a firing range or outside the colony but &#039;&#039;&#039;must&#039;&#039;&#039; announce any and all movements of where the mech will be moving. Including the starting point to the desired ending point of the travel. These mechs may &#039;&#039;&#039;not&#039;&#039;&#039; be left in public spaces or otherwise operated, apart from moving through, public spaces unless exemptions are provided in the case of an emergency by security personnel.&lt;br /&gt;
** Permits for a combat mech may be temporarily issued by a Warrant Officer or Supply Specialist to non-Soteria personnel. The [[Example_Paperwork#Item_Application|proper forms]] should be filled out and the mech either housed inside of the employee&#039;s designated department or within Soteria&#039;s mech bay when not being used. Transporting any combat mech of any kind must be announced over public comms and cannot be driven freely across the colony. This policy and associated paperwork applies to any mech, including those obtained through salvage.&lt;br /&gt;
** Non-standard combat mechs / Non-combat mechs rigged for combat are not legal to own nor may receive licenses for normal usage. However, during Code Red or Code Delta emergencies they may be utilized by security personnel or otherwise permitted to be used by personnel determined to be fit and trust worthy by security personnel. All jury rigged weapons should be removed after the state of emergency without exception.&lt;br /&gt;
* The chemicals in the list above are considered major contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* Bluespace harpoons, and other teleportation items, may be used for research purposes by Soteria institute personnel. However, this does not mean they can be transported openly nor used or otherwise utilized outside of Soteria research departmental grounds. If transported outside of the department major contraband charges are applicable. If misused to teleport and employee unwillingly, as teleportation can be incredibly dangerous if not life threatening, see §413 - Unwilling Teleportation.&lt;br /&gt;
&lt;br /&gt;
===== Explosive Exemptions =====&lt;br /&gt;
Contraband explosives are considered, but not limited to: any device presently capable of causing wide-spread and reasonably uncontrolled damage. This includes, but is not limited to, frag grenades, incendiary grenades, EMP grenades, tank transfer bombs, explosives grenades, incendiary grenades, land mines, and other similar objects capable of replicating any of the listed items effects. Items such as non-explosive flashbangs, smoke grenades, or cleaning grenades are not considered explosives. An oxygen tank, transfer valve, plasma tank, or scrap rifle with its safety measures enable would not count individually as explosives, only if the devices were within reasonable proximity and had steps taken to allow them to be used as explosives. I.E. a scrap rifle with its safety systems off is contraband, a persons bag containing heated plasma tanks, oxygen tanks, and transfer valves would be reasonably considered an explosive object. This exception only applies if the objects are, viably, capable of causing an explosion, if the plasma tank and oxygen tanks are empty and cannot explode it would not be considered contraband. Best and reasonable judgment applies.&lt;br /&gt;
&lt;br /&gt;
Exceptions to the above clause may only be found in four cases:&lt;br /&gt;
&lt;br /&gt;
1. The Marshals and Blackshield may use whatever explosives they require to perform their duties during a code blue or higher scenario. Responsibility for all damage to persons or property are the sole responsibility of the individual using the explosive devices. Low-yield grenades and small-arms explosive ordinance, such as grenade launcher rounds, may be tested at Marshal or Blackshield ranges with proper notification that explosives will be fired at the specified range.&lt;br /&gt;
&lt;br /&gt;
2. Soteria Research may use any manner of explosives in the pursuit of research, the determination of what is considered ‘research’ is left to the sole discretion of the chief research overseer or, in the event one is not present, the biolab overseer. If neither is present, a low council vote is required to determine if the pursuit of research is considered scientific.&lt;br /&gt;
&lt;br /&gt;
3. Prospectors may carry and use explosives outside colony walls at their discretion, provided the explosive do not damage colony property or other persons from the colony or colony allies. Prospectors must hold all explosives within their department or with security in either the gate house or armory. The transportation of explosives should always be announced publicly.&lt;br /&gt;
In the event a prospectors wishes to sell explosive devices, be it to Soteria or Lonestar, this must be done with a member of the blackshield or marshal present and in the lobby of the respective department. In this scenario the explosive(s) must be stored in the buying department immediately. A form and record of the transaction should be recorded by security and filed with the WO, premier, sergeant, commander, and supply specialist.&lt;br /&gt;
&lt;br /&gt;
4. Permits &#039;&#039;&#039;may&#039;&#039;&#039; be written for temporary explosive usage within determined location at the descression of the Warrant Officer or Supply Specialist. Examples would be the allowance of Lonestar mining personnel to make use of small-yield explosive devices in mining operations, or temporary permits for Church for the transport of grenades for use in Deep Maintenance.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with the above section can and will result in the applicable charges and fines as expected by discretion of security personnel. This may include, but is not directly required to, charges of major contraband or negligence. In the event the explosive device is misused this may be upgraded to additional charges of Sabotage, Manslaughter, Major Sabotage or Murder. &#039;&#039;&#039;Improperly stored explosives that are stolen may confer charges both to the individual who stole and misused them and the individual who failed to properly safe keep the explosive devices, in this event both individuals receive the same charges regardless of fault.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Reasonable storage of an explosive device is determined by security discretion but the following factors should be considered when determining what is reasonable.&lt;br /&gt;
&lt;br /&gt;
Was the device in a locked container such as a secure locker, secure briefcase, safe, secure crate, or wall locker?&lt;br /&gt;
&lt;br /&gt;
Was the device and potential containers holding it secured behind access locked doors?&lt;br /&gt;
&lt;br /&gt;
Was the location of the device(s) kept discrete and related information on a need to know basis?&lt;br /&gt;
&lt;br /&gt;
=== Excelsior Equipment / Excelsior Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Excelsior Equipment&lt;br /&gt;
Note, if it&#039;s marked Excelsior (EXCLUDING SOAP), it&#039;s Excelsior Contraband. If it isn&#039;t, it&#039;s fine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Guns and Armor&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Weaponry (&amp;quot;Excelsior Kalashnikov&amp;quot;, &amp;quot;Excelsior Drozd&amp;quot;, &amp;quot;Excelsior PPSh&amp;quot;, etc.)&lt;br /&gt;
* Excelsior Branded/Colored Armored Voidsuits &amp;amp; Helmets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Technology&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machine Parts (Including Circuit Boards and Stock Parts)&lt;br /&gt;
* Excelsior Branded Implants&lt;br /&gt;
* Excelsior Branded Data-Disks (Such as Means of Production/Revolution, among others for specialized items.)&lt;br /&gt;
* Excelsior Branded Power Cells&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Machinery&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machinery (Including Teleporters, Autolathes, and so on.)&lt;br /&gt;
* Excelsior Branded Defensive Systems (Including Turrets, Shield Generators, and so on.)&lt;br /&gt;
* Excelsior Branded Boom Boxes&lt;br /&gt;
|}&lt;br /&gt;
==== Excelsior Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Excelsior equipment &#039;&#039;&#039;may never&#039;&#039;&#039; be operated by Security personnel, no matter their status within the Church, Psionic-testing or other implant-destroying augments. All Excelsior-branded technology should either be put into evidence by the Marshal department, if it is used in the conduction of a crime, or destroyed. No department may receive permission nor contraband licensing to use or otherwise utilize Excelsior technology unless an exemption is given by the High Council itself.&lt;br /&gt;
** Soteria Science may be handed Excelsior tech as a means of destruction. Soteria Science may not preform experiments with Excelsior tech but they may use it in a destructive analyzer to be used in the production and research of non-Excelsior technology.&lt;br /&gt;
** Guild may be handed Excelsior tech to be deconstructed as a means of useful destruction of Excelsior branded technology. Guild may not use nor utilize Excelsior technology itself but they may break it down in either their department&#039;s industrial autolathe or through their department&#039;s nanoforge machine.&lt;br /&gt;
** Marshals may utilize their Nanite Reconstructor in the armory to break down Excelsior weapons or armor. However tech like Excelsior branded cells or computer-components will not be able to be broken down by said machine. Personnel must find an alternative for those deconstruction methods.&lt;br /&gt;
&lt;br /&gt;
==Criminal Regulations==&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
There are two core types of modifiers: Criminality modifiers and Sentencing modifiers. Criminality modifiers alter whether or not an action is actually criminal in nature and can alter what charges can/should be pressed for a given incident. Sentencing modifiers do not alter the charges but rather the sentence, either upwards or downwards.&lt;br /&gt;
====Criminality Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#fff2cc;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Self Defense&#039;&#039;&#039; || To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others, however they are required to use only necessary force and to call for medical aid for their aggressor if they are in critical condition. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies to &amp;quot;defending&amp;quot; oneself against a lawful arrest, even if the charges are later found to be untrue. || Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense of Property&#039;&#039;&#039;|| To have acted with appropriate force in defense of one&#039;s rightful owned or claimed territory under colony law. Appropriate force is always nonlethal force unless the aggressor pulls out a lethal weapon. Same duties to obtain care for injured individuals that is given with Self Defense apply here. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies when &amp;quot;defending&amp;quot; one&#039;s area against Security acting on a properly authorized warrant. || Immediate Release&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Good Samaritan Clause&#039;&#039;&#039; || To break the law to prevent a greater harm from occurring. The greater harm must be imminent rather than hypothetical, and the law must be broken as little as reasonably possible. For example: breaking into a department to rescue someone whose suit sensors show they are in critical condition or dead. Acts found to be unreasonable will not be protected by this clause. Failure to comply with an investigation is never protected by this modifier. || Dropping of any charges that depend on ill intent.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Entrapment&#039;&#039;&#039; || To be charged with a crime the offender was induced to commit by Security and, without their help, either would not have or could not have committed. || Charges should be either reduced or dropped depending on their own level of indepedent criminal intent. The officers running the operation should be charged with Violation of Employee Rights as well as the charges they intended to entrap the victim with.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accomplice&#039;&#039;&#039; || To knowingly and materially aid another in the commission of a crime. Both elements are important: a merchant who sells a gun to someone with no knowledge it will be used for murder is not liable, nor is someone who simply cheers on someone else comitting a crime. Providing instruction on how to commit a crime does count as material aid, however, e.g. telling someone how to make a bomb. || Apply all charges for the crime that the primary suspect was aided in to the accomplice.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Authorized Use of Force&#039;&#039;&#039; || Use of force that is legally authorized. The primary example is the Marshals using force to bring in resistant suspects in accordance with their SOP. This modifier also applies to Soteria Lifeline Technicians using nonlethal force (including against Marshals or Councilors) to prevent someone from taking their patient, and Vectors using nonlethal force on members of the Absolutist church who are resisting internal discipline. || Charges should not be applied if the use of force was within legal guidelines.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sentencing Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cooperation with Prosecution&#039;&#039;&#039; || To aid members of colony security, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense. || 25% to 50% timer reduction. This only applies if information is provided that leads to bringing in a suspect that was not already apparent with the information security had.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Surrender&#039;&#039;&#039; || To willingly surrender oneself to security staff; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders. || 25% to 50% timer reduction. Execution may not be issued to those who have surrendered. Crimes worth of Holding until Transfer may be reduced to a timed sentence no less than 60 minutes at the discretion of the Warrant Officer.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Offense by Colony Command&#039;&#039;&#039; ||To be a member of the colony&#039;s command structure, including Steward and Premier, and to commit any Severe or higher level crime, or any crime that references this section in its sentence. This does not require formal conviction by a Tribunal, but a Warrant Officer can expect the charges to be overturned and charges to be filed against them if their fax to the High Council does not include sufficient evidence. || The Warrant Officer, at their discretion, may impose a shift-length dismissal on the individual. This sanction may only be overturned by the Faction Owner or the Low Council. Additionally, the Low Council may vote to impose sanctions either without a Warrant Officer/despite their disapproval or if they wish to impose more serious sanctions than a shift-length dismissal.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Repeat Offender&#039;&#039;&#039; || To commit the same crime multiple times in the same shift. This only applies if someone is punished for it and then commits the same crime after release, not for a string of offenses in a row.|| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc. This also goes for fines. Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Immediate Threat to the Prisoner&#039;&#039;&#039; || To be incarcerated when a situation in the Marshal area poses an immediate threat to the health of the prisoner || The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released. If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Use of Powers&#039;&#039;&#039; || To use abilities greater than those normal for a member of one&#039;s species in the commission of a crime. This includes (but is not limited to) psionics, nanogates, cruciforms, and Soteria-created genetic mutations. There must be reasonable belief that powers were used in such a manner; however, due to the nature of these powers being easy to conceal after the fact, hard evidence is not required. Officer discretion is encouraged, and they may choose not to apply this modifier if they believe the evidence is insufficient. || Any crimes given to the person has its fine value or time served automatically doubled. If the empowered person has a HuT sentence, it is highly encouraged to have their powers removed if it can be done safely. A empowered individual using their powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their powers should be removed before revival. In the case of a cruciformed individual killed relating to this section, if a Vector/Prime is available to properly remove the cruciform from the corpse this should be done; otherwise it should remain attached but deactivated.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime by AI/Cyborg&#039;&#039;&#039; || For Colony AI or Cyborg to commit actions that are criminal in the eyes of the law. Marshals are to operate as per normal. Soteria is to cooperate with the Marshals in regards of these matters, to see if the AI or Cyborg are malfunctioning before allowing them to be arrested.A warrant is specifically required for security to enter the AI core, and Soteria personnel should accompany them to ensure matters are handled peacefully. Squads of Marshals or Shields should not be going into the core unless the AI in question is malfunctioning and/or hostile. As a further note, the AI and Cyborgs cannot open high access areas unless in a state of emergency, for example, the Marshal, Blackshield, or Command armory. The only other time they can open such areas is to clear out infestations and nothing more. || Cyborgs can be locked down within their cells or, if this is not possible, have their MMIs removed and tossed into a cell to serve the appropriate amount of time, or Soteria can choose to pay for their fine. Card the AI and toss it into the cell, much like the borgs. Once they have served their time, return them to their proper vessels. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Quick Reference Guide ===&lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge a colonist with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 108 for trespassing into a department, 105 for stealing an item from the department and 204 for attacking an employee trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Property Crimes&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X01)&#039;&#039;&#039;&lt;br /&gt;
|Vandalism&lt;br /&gt;
| -&lt;br /&gt;
|Destruction of Property&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Failing Duty&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;(X02)&#039;&#039;&#039;&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|Negligence&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rights Violations&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X03)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violence&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X04)&#039;&#039;&#039;&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Theft&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;(X05)&#039;&#039;&#039;&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|Violation of Salvage Rights&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X06)&#039;&#039;&#039;&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obstruction&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X07)&#039;&#039;&#039;&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|Treason&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trespass&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X08)&#039;&#039;&#039;&lt;br /&gt;
|Trespass&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resisting Lawful Authority&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X09)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Injunction&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Escaping from Confinement&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abuse of Lawful Authority&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X10)&#039;&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Disrupting Command&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X11)&#039;&#039;&#039;&lt;br /&gt;
|Sending a Time Wasting Fax&lt;br /&gt;
|Forgery&lt;br /&gt;
|False Testimony&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unconscionable Behavior&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X12)&#039;&#039;&#039;&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Desecrating a Corpse&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
Cannibalism&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bodily Autonomy Violations&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X13)&#039;&#039;&#039;&lt;br /&gt;
|Harassment&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|}&lt;br /&gt;
===Specialty Charges===&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an officer or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty colonist, a mediation should occur with the victim. The debtor&#039;s personal items may be forcefully liquidated to cover their debt, or an agreement reached to repay the debt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the colony or it’s security team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 1,000 credits may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 500 credits. Injuries such as fractures or injuries that leave a patient in codification condition should be 1,000 credits.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Blackshield committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|003 - Suicide Attempt &lt;br /&gt;
|To physically attempt to or credibly threaten to end one&#039;s own life either through radio communications or while in brig.&lt;br /&gt;
|Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.&lt;br /&gt;
&lt;br /&gt;
Upon their timer ending the prisoner should be held until medical personnel can arrive to escort them for psychiatric examination. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a colonist or department without provocation, stalking a colonist or refusing to leave a department, yelling over ones headset, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 1,000 credits may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Lack of Security, Medical, or Employment Records&lt;br /&gt;
|To be a registered member of the colony without any form of qualified records.&lt;br /&gt;
|This does not apply to outsiders visiting the colony nor members of the Hunters Lodge. &lt;br /&gt;
&lt;br /&gt;
All members of the colony are required to meet the minimum requirements highlighted [[Example_Paperwork#Character_Records|within the Character Records Section of Example Paperwork]].&lt;br /&gt;
&lt;br /&gt;
If a colonist does not meet this requirement, Security personnel should interview the colonist and aid them in setting up required records, providing a format sheet for them to fill out and put on file.&lt;br /&gt;
&lt;br /&gt;
If the colonist is not willing to file paperwork, they are to be released and High Council is to be notified. (Fax or A-help - records are a rule issue.) High Council will advise on actions to take, if any, regarding the issue.&lt;br /&gt;
&lt;br /&gt;
An offender who actively lies about their implant status - such as not reporting their nanogate, psionic, or church implant within their records is to receive a &#039;&#039;&#039;Providing False Testimony&#039;&#039;&#039; charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|006 - Data/Information Breach&lt;br /&gt;
|To knowingly and willfully communicate information, gained in confidence through private or departmental channels, to personnel without legal access. Department Heads have authority to communicate information from their respective channels.&lt;br /&gt;
&lt;br /&gt;
|A timer of no more than 30 minutes but no less than 10 and/or a minimum fine of 250 credits, up to 1,000, may be issued depending on severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Minor Charges===&lt;br /&gt;
{| style=&amp;quot;background-color:#aaffaa; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately deface or minorly damage colonial or departmental property without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, to littering in a public or departmental area, to minorly damaging a Soteria cyborg&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 500 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 250 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|To deliberately deny an employee certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically security or medical staff for a major SoP violation due to it going against another colonist’s rights. The colonist or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from Security using thermals without reason, Medical sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 1,000 credits to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with a colonist, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching a colonist when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 500 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another department and/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a department or owned by a person. This includes people taking items from their own department they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 500 credits with the addition of the item(s) being returned.&lt;br /&gt;
&lt;br /&gt;
If the stolen item(s) cannot be recovered then the offender may be forced to pay the item(s) cost to the victim. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Table.&#039;&#039;&#039;&lt;br /&gt;
|For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the chief biolab officer.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as a chameleon weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Marshals, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area. Detainment until the situation in question has been resolved.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a department lobby, the bar, or the kitchen also apply if asked to vacate the area by relevant department staff. Those with access typically should not be in those areas unless they have a good reason or permission from the department&#039;s relevant staff. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security personnel with an authorized warrant and council members conducting investigations authorized by an LC vote may not be asked or made to leave.&#039;&#039;&#039;&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as a Property Crime if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, colony control room or the outer perimeter see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the marshal or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the warrant officer only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Sending a time wasting fax See [[Faxes]]&lt;br /&gt;
|To send a fax to a faction leader of the colony or its allies that is considered unnecessary or unneeded. Do note that in [[Faxes]] it outlines what is and isn&#039;t a time wasting fax.&lt;br /&gt;
|This charge can only be given by a faction owner or faction ally, not by heads of staff or marshals.&lt;br /&gt;
|15 minute in a cell or a 750 credit fine.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms to seriously hurt or kill a colonist, previous violent convictions approaching while threatening a colonist, or if a colonist was to chase another colony member or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, charge &#039;&#039;&#039;Assault&#039;&#039;&#039; instead. If the offender stalks the victim also charge &#039;&#039;&#039;Harassment/Stalking&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Harassment or Stalking&lt;br /&gt;
|To take repeated actions for the purpose of harassing an individual, or to continue following them after being asked to stop.&lt;br /&gt;
|This crime does not apply if there is a lawful reason for the conduct, such as Marshals pursuing an investigation or a Head trying to get their employee to do their job.&lt;br /&gt;
|Timer of no more than 5 minutes or a 250 credit fine paid to the victim.&lt;br /&gt;
&lt;br /&gt;
Injunction placed at discretion of the WO&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Moderate Charges===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|To fail to complete the core functions of your job when they are necessary&lt;br /&gt;
|This is intended to handle situations where a job is required but the individual who should handle it is doing non-job related things or taking a break. For example, doctors not responding to calls for medical assistance, the Marshals not investigating a crime, the Prospectors not looting areas or not setting up their shop afterwards, or the chef not preparing any food. Providing products is not considered a core function of the Science department or the Guild unless there is an emergency and supplies are needed to aid with it. &lt;br /&gt;
&lt;br /&gt;
If there is more than one person in the relevant job and none respond to a call, all are to be punished unless they were occupied with other job-critical activities. If there is uncertainty about whether something a core function, the Faction Head and other professionals should be consulted but the final judgement rests with the Marshal handling the case.&lt;br /&gt;
|Forfeiture of 1 hour&#039;s pay to the corporate account. Timer of no more than 15 minutes. Dismissal at the discretion of the Head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish an employee without proper cause or reason, or in violation of due process rights such as Habeas Corpus.&lt;br /&gt;
|This is mainly for marshal officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause physical harm or mild injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it. This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition, or other less-than-lethal means, without just cause counts as assault.&lt;br /&gt;
&lt;br /&gt;
See ‘’’Aggravated Assault’’’ if any lethal ammunition are used, or if the victim suffers a broken bone or notable life-threatening hospitalization. See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill. See ‘’’Threat of Murder or Serious Injury``` as a secondary charge to any threats made while brandishing a weapon with a stated threat to murder.&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking an employees pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or credits takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the department head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Major Contraband &lt;br /&gt;
|To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
|See &#039;&#039;&#039;Contraband Table&#039;&#039;&#039; for what applies to this charge.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Supply Specialist, Brigadier, or the provost Marshal to override this law. &lt;br /&gt;
&lt;br /&gt;
The Chief Biolab Overseer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess any contraband so long as they comply with their &#039;&#039;Contraband Policy&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes and the confiscation of contraband items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is injured because of this, also charge &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, also charge the relevant Property Crimes charge. If a colonist dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;208&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
|Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge Manslaughter.&lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
| Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the officer trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An officer should take into account their reason for not reporting to security immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in security has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force.&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that do not require medical treatment beyond first aid but are still unwarranted. If the suspect required more than basic first aid, charge instead &#039;&#039;&#039;Severe Excessive Use of Force&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 2,000 credits paid to the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;211&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a fax to issue orders posing as the High Council or a superior, falsifying a medical prescription or falsifying ones records to pose as either more certified or to fake eligibility for job positions.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
|Desecrating a Corpse &lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
Cannibalism&lt;br /&gt;
|To abuse bodies of dead or previously dead people. Acts may range from non-medical to scientific desecration.&lt;br /&gt;
Cannibalistic acts are the consumption of any &#039;&#039;&#039;Person&#039;&#039;&#039;, Voidwolf, Colony Recognized higher-intelligence lifeform.&lt;br /&gt;
|Examples include, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039; without consent. Preventing a body from being repaired or cyborged also falls under this. Bodies rendered incapable of wound repair count as &#039;&#039;&#039;Murder&#039;&#039;&#039; instead. &lt;br /&gt;
If the body is made into any edible product, or any severed limb/organ of the &#039;&#039;&#039;Person&#039;&#039;&#039; is consumed, instead charge &#039;&#039;&#039;Cannibalism&#039;&#039;&#039; in Notes.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
In cases of &#039;&#039;&#039;Cannibalism&#039;&#039;&#039;, this crime is to be classified as a 5XX level crime. The offender is to be held HuJ.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;213&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where colonists are roaming around Nadezhda, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. A marshal can request a male colonist to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 20 minutes, alongside a fine of 500 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Major Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Destruction of Property &lt;br /&gt;
|To destroy the property of a colonist, a colony faction, or the colony itself without valid reason, either deliberately or through negligence&lt;br /&gt;
|The property in question can belong to another individual, to a faction, or the colony at large. This crime includes destroying normal doors or walls, recycling or disassembling equipment, or damaging a cyborg to the point it needs internal repairs. Valid reasons include (but are not limited to) normal recycling and research activities. If an item is stolen and destroyed, charge either the relevant Theft level or this, whichever is more severe.&lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Negligence&lt;br /&gt;
|To cause notable damage to a colonist by failing at one&#039;s duty, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest mistakes, laziness, or deliberate disregard. This is usually because an employee ignored Standard Operating Procedure or failed to follow an order, but may also be applied if they failed to do something that a reasonable and competent professional in their role would do. It also applies any time any SOP explicitly calls for it, regardless of actual harm (e.g. engaging in human experimentation without a waiver). If a colonist is killed because of it, instead charge Manslaughter; if equipment is destroyed, charge Destruction of Property. This crime cannot be charged alongside Destruction of Property if the damage is the only significant result of the negligent conduct.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|To punish a crew member in excess for their crime, to give a crew member incorrect punishment, or to give fraudulent charges that are not valid.&lt;br /&gt;
|This includes stacking charges improperly, planting evidence, confiscating contraband if it is being used in a legal manner under the Contraband Policy, or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion/Dismissal at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §304&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|To cause severe injury to another employee or colonist, typically requiring invasive surgery or resulting in life-threatening physical harm.&lt;br /&gt;
|This is in reference to any form of assault that causes shrapnel, broken bones, severe bleeding, or otherwise rendering a victim into a state of critical condition. Shrapnel left in one’s body may count if the rounds are not LTL rounds. For LTL round usage that do ‘not’ result in broken bones or cause a life threatening injury, but may still embed, see ```Assault```.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;305&lt;br /&gt;
|Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039;, or otherwise taking undue action against a rightful claimant.&lt;br /&gt;
|The consideration of the stolen item(s) value should be taken into account when issuing this charge.&lt;br /&gt;
|Any stolen items should be returned to the proper salvage-claim holder. If the items are non-recoverable, or have been sold off, the offender is to repay that market-price of the stolen items to the victim. If the offender is not able to pay, apply specialty charge ```001 - Defaulting on Debt```.&lt;br /&gt;
&lt;br /&gt;
A timer of no more than 20 minutes may be issued on the offender alongside a 250 credit fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by security, even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room,toxin storage or other essential high-security areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as a convict who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 30 minutes for escaping.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force which results in the victim requiring more than basic first aid&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that require surgery or other advanced medical treatment beyond first aid. If a victim dies and the use of force was not warranted, also charge Manslaughter.&lt;br /&gt;
|Dismissal which can only be overturned by the Faction Owner, who must be faxed in all cases of Severe Use of Excessive Force. Timer of no more than 30 minutes. Payment of all medical bills of the victim&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §311&lt;br /&gt;
|Providing False Testimony&lt;br /&gt;
|To provide false or deliberately misleading testimony to colony officials&lt;br /&gt;
|This can be applied in relation to interviews with investigators or to the interviews had with colony officials to create records (see §005).&lt;br /&gt;
&lt;br /&gt;
This crime requires intent to mislead, as judged by the Marshal handling the case.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
In cases of false/incomplete records, they should be permitted one chance to get them corrected unless evidence of deliberate deception is found. If such evidence exists or the records remain false, apply sentence as above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;312&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or crew well-being (e.g genetics,weapon testing, etc.) don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but monkey cubes and the like probably aren&#039;t. &lt;br /&gt;
&lt;br /&gt;
Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms, or are fully tamed by a colonist. Tamed in this case means that they will not attack other colonists, or damage colony infrastructure.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 750 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If any named Colony Pet (Ian, Tea, Graves, Lisa, PunPun, and other pets that spawn in the colony with a roundstart name (this does not include ones made in-round unless specific by the High Council through fax/announcement) was targeted, it is an automatic 90 minute sentence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;313&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards a person or silicon unit.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exceptional Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To deliberately destroy colony equipment without valid reason.&lt;br /&gt;
|This includes destroying secured doors or reinforced walls, unauthorized destruction of cyborgs, breaking of machinery, etc. Valid reasons include (but are not limited to) destruction needed to prevent a greater loss of life or destruction of the colony&lt;br /&gt;
|Timer of no more than 45 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;403&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for anyone who abuses the power given to them, such as the premier acting like a security officer in a non-emergency, the warrant officer acting as if he is above the law, etc. Heads of staff trying to order a different department or ignoring a council vote also comes under this, as does security staff attempting to give orders to non-security without legal justification.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the department head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a fax should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill a colonist without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are of a dangerous, of high value, or of sensitive nature.&lt;br /&gt;
|This means high-value weapons or explosives, and also includes items of singular importance such as the station blueprints, chief biolab overseers hypospray, or items not easily replaced / are not replicable.&lt;br /&gt;
&lt;br /&gt;
important items produced solely by the Church, such as Cruciforms, Absolutist Constructs, and other Absolutist artifacts are property of the Church and may at any time for any reason be demanded back. Refusal to return the items shall be considered &#039;&#039;&#039;grand theft&#039;&#039;&#039; and &#039;&#039;&#039;failure to execute an order&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
&lt;br /&gt;
|To be in illegal possession of or to actively operate Excelsior equipment. &lt;br /&gt;
|This applies to Excelsior batteries, guns or armor. Their lack of safety features, shoddily made structure and use in operation can endanger oneself or other colonists.&lt;br /&gt;
&lt;br /&gt;
The usage of Excelsior tech also is a tell-tale sign of an Excelsior agent or collaborator.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Provost Marshal or the Brigadier to override this law. No lesser official can override this law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Policy&#039;&#039;&#039;&lt;br /&gt;
|Immediate medical examination and confiscation of equipment.&lt;br /&gt;
&lt;br /&gt;
If Excelsior implant is found and removed the subject should be placed under psychiatric evaluation until deemed fit. If deemed fit the offender should be released.&lt;br /&gt;
&lt;br /&gt;
If Excelsior equipment is operated or sold but no implant is found see &#039;&#039;&#039;Treason&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;407&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
|An exception would be a law reset when obviously harmful laws have been uploaded. Only the council or two Soteria overseers together can authorize a law change outside of this situation.&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;410&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, also charge &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §413&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|To teleport a person, with either psionic powers or bluespace technology, who is unwilling or does not consent to the testing of such equipment on themself.&lt;br /&gt;
|Teleportation devices used by non-sicence members count as &#039;&#039;&#039;Major Contraband&#039;&#039;&#039;, charge both crimes in such cases. If a person does not consent actively to be teleported by another person, such as through a harpoon or portal-throwing, etc - this charge applies.&lt;br /&gt;
|A timer of no more than 90 minutes may be issued. If the victim dies as a means of this teleportation, see &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
If the victim is hurt during the teleportation, or in result of it, see &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The offender is to be demoted upon sentencing for the crime.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Capital Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
|To engage in Sabotage on a large scale or on important infrastructure.&lt;br /&gt;
|This includes actions that either affect a large area or which deprive the colony or a faction the use of critical equipment such as the Church&#039;s bioreactor, the Soteria AI, or critical infrastructure. Applicable to unsuccessful attempts, if intent can be reasonably proved.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If an employee is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the colony through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;503&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force a colonist to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see §203 (Illegal Detention, Arrest or Holding).&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To willfully and intentionally kill or attempt to kill a colony member or an ally of the colony. Or to prevent a rightful revival or else render a colonist unrevivable through clear action. &lt;br /&gt;
|Clear intent is needed to prove a case of murder over manslaughter. While Manslaughter is unintentionally causing death through accident, or unintended consequences, Murder is a purposeful act with the intent to take the life of another.&lt;br /&gt;
&lt;br /&gt;
Attempts to cover up an incident of Manslaughter may necessitate a charge of murder due to pre/post meditative evidence. &lt;br /&gt;
Additionally, should proof positive be obtained that indicates premeditation the penalty should be automatically adjusted to H.U.T and the low council should convene to determine if more extreme penalties are warranted, up to and including execution.&lt;br /&gt;
&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;505&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
|To gain access to in-house or proprietary Designs, Documents, Programs, or otherwise vital assets of a Colony Faction or one of the Colony&#039;s allies.&lt;br /&gt;
|Whether by theft, trespass, or buying such items without the departmental head&#039;s explicitly written and shown permission. &lt;br /&gt;
&lt;br /&gt;
Note that this does &#039;&#039;&#039;NOT&#039;&#039;&#039; include stealing items themselves, such as constructed Guild items or items purchased through the Lonestar Trade System -- only the theft of the program itself or the designs to make more of the Guild&#039;s items, or otherwise.&lt;br /&gt;
&lt;br /&gt;
|Hold until Transfer. The stolen proprietary assets should be returned to the faction or ally they were stolen from immediately unless they are directly required to be used as evidence in a tribunal. Any items gathered or created with the proprietary assets should be given to the faction or ally as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;507&lt;br /&gt;
|Treason&lt;br /&gt;
|To deliberately undermine the efforts and interests of the colony at large, or to deliberately and willfully aid the efforts of hostile factions.&lt;br /&gt;
|This includes possessing or distributing Excelsior armor or weapons for purposes other than lawful destruction, attacking neutral factions without provocation or justifiable reason, giving a hostile faction information about the colony or its defenses, or taking up arms in support of a hostile faction against the colony. In cases of the Low Council voting to temporarily work with a normally hostile faction, Treason does not apply.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an AI upload or the Marshal armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a staff member may not be active. In rare cases, such as a code red incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as from a rogue AI or hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;509&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution unless the convict surrenders peacefully. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;510&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a colonist who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute a colonist or an ally based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having less than a unanimous sentencing vote, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The warrant officer is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact provost marshal Boris Kilmeade if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Provost Marshal Boris Kilmeade may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;513&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
|This charge exists as a means to handle non-con scenes ICly when they do happen.&#039;&#039;&#039;Noncon RP is not permitted on this server. Ahelp staff when dealing with these charges.&#039;&#039;&#039;&lt;br /&gt;
|Permanent removal from the colony or execution.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Common Areas&#039;&#039;&#039;: Generally understood to be publicly accessible areas of the colony that are owned and maintained &amp;lt;i&amp;gt;by&amp;lt;/i&amp;gt; the colony rather than as part of an individual department.&lt;br /&gt;
* &#039;&#039;&#039;Lethal Firearm&#039;&#039;&#039;: A gun loaded or set to a fire mode that&#039;s main purpose is to inflict damage to put a person into a critical conduction and or kill. Rubbers when shot out of a gun that has mods to inflict additional damage onto the bullet itself automatically count as lethal.&lt;br /&gt;
* &#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires following the sanction process in [[Standard Operating Procedure (Command)#Employment Sanctions|Command SOP]] to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including Assistant position. Requires following the sanction process in [[Standard Operating Procedure (Command)#Employment Sanctions|Command SOP]] to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation at admin discretion))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying an on-shift general leadership position within a faction.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases at Warrant Officer discretion.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgment.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Marshal Officers. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
* Laws do NOT protect outsiders unless specified via Low Council vote, High Council decree, or in the case of colony allies. The only time laws may protect a neutral person or Outsider is in the case of the wording being &#039;Someone&#039;, &#039;Person&#039;, or &#039;People&#039; - implying this would cover non-colony members as well due to its wording.&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Command)&amp;diff=4430</id>
		<title>Standard Operating Procedure (Command)</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Command)&amp;diff=4430"/>
		<updated>2024-11-01T19:39:19Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: Rewords Sanctions titles to be accurate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Councilors==&lt;br /&gt;
All Faction Heads and the Premier are Councilors, tasked not only with managing their individual departments but also working together to make the executive decisions that impact the whole colony. Each Councilor has their area of authority and a responsibility to inform the Council of significant happenings within that area of authority.&lt;br /&gt;
&lt;br /&gt;
===Rights and Responsibilities of Councilors===&lt;br /&gt;
* Councilors have the right to run their department and its personnel in the manner they choose, so long as it does not violate SOP or the law.&lt;br /&gt;
* Councilors have the right and responsibility to vote in all Low Council decisions.&lt;br /&gt;
* Councilors have the responsibility to have at least basic proficiency in the [[Laws]], Command SOP, and [[Standard Operating Procedure (Legal)|Legal SOP]], as well as a high level proficiency in their Department SOP.&lt;br /&gt;
* Councilors have the responsibility to have at least medium proficiency in General SOP in regards to employment rights and sanctions.&lt;br /&gt;
* Councilors have the right and responsibility to ensure members of their faction are represented in legal matters, per legal SOP. The Premier has the general duty of providing legal representation, but a Faction Head may choose to represent their own employee if they wish, and they are obligated to do so if there is no Premier.&lt;br /&gt;
* In the absence of both Premier and Faction Head, any other Councilor has the right to represent an unrepresented party with the consent of that individual, but they have no responsibility to do so.&lt;br /&gt;
* Councilors have the responsibility to maintain professional decorum when conducting any official business with the Council, including speaking on the Command channel, or acting in their role as Head of their faction.&lt;br /&gt;
* Councilors have the responsibility to inform the Council of anything their faction encounters that may endanger the colony as a whole.&lt;br /&gt;
* Councilors have the responsibility to have at least basic proficiency in all matters of their Faction’s responsibility.&lt;br /&gt;
* Councilors have the responsibility to prioritize their duties to their faction and the colony over personal interests and other religious, cultural, or familial loyalties.&lt;br /&gt;
&lt;br /&gt;
==Dedicated Council Staff==&lt;br /&gt;
===Premier===&lt;br /&gt;
The Premier is a Councilor, but they are not a department head. Instead, they are a mediator, expected to be impartial and work for the good of the colony as a whole. Their job is to facilitate interdepartmental cooperation, call for meetings, aid heads of staff in ensuring they and their subordinates are following colony law and SOP, and act as an arbitrator in cases of emergency or importance. They are &#039;&#039;&#039;not&#039;&#039;&#039; given a vote in most Council situations, but are tasked with ensuring that the negotiations proceed smoothly. They are, however, given the tie-breaking vote if the Council comes to a deadlock, as well as the power to &#039;&#039;&#039;veto&#039;&#039;&#039; any decision the Council makes, resulting in an automatic “no” result to the whole vote. Such vetoes can only be overridden by a &#039;&#039;&#039;unanimous&#039;&#039;&#039; decision of at least three other Councilors. Additionally, the Premier is the primary point of contact between the High and Low Councils collectively, and may be instructed by the High Council to call votes on matters normally outside the jurisdiction of the Low Council. Finally, the Premier is expected to act as a legal representative for those accused of crimes, as detailed in Legal SOP. The Premier does not have &#039;&#039;&#039;any&#039;&#039;&#039; direct authority over members of any faction, Head or otherwise, and may only lawfully give orders to the Steward. They are given access to the entirety of the upper colony, but may not take items that belong to factions without permission and may be told by a Head to stay out if they are interfering with any faction business. Failure to comply with such an order in the absence of an emergency that necessitates the Premier’s presence is cause for Trespassing charges and a vote on demotion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements&#039;&#039;&#039;&lt;br /&gt;
* High level proficiency in General, Command, and Legal SOP&lt;br /&gt;
* Moderate level proficiency in the colony’s Laws&lt;br /&gt;
* Ability to be professional and mediate disputes in a fair-minded way&lt;br /&gt;
* Ability to speak, read, and write fluently in English Common. Assistance devices are permitted, e.g. a mute individual may use a TTS to communicate&lt;br /&gt;
===Steward===&lt;br /&gt;
The Steward is &#039;&#039;&#039;not&#039;&#039;&#039; a Councilor, holds no vote, and does not count for any quorum, however they are listed here because they work for the Premier and the Council. They fill the dual roles of bodyguard and secretary for the Council. During the normal operation of the colony, they are expected to be familiar with SOP and the law and ensure the Council is aware of the limits to its powers, offering expert legal advice. In times of threat, they are expected to do what they can to ensure the physical security of Councilors, starting with the Premier, followed by the Heads who are not as capable of directly protecting themselves. They are required to follow orders by the Premier, but in lieu of such orders are expected to fulfill requests in line with their duties from other Councilors. Like the Premier, they are given access to the entirety of the upper colony, but may not take items that belong to factions without permission and may be told by a Head to stay out if they are interfering with any faction business. A Head who issues such an order forfeits the right to the Steward’s protection within their department. Failure to comply with such an order is cause for Trespassing charges unless they are escorting a Premier who has necessary business and a specific need for personal security.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements&#039;&#039;&#039;&lt;br /&gt;
* Moderate proficiency in General, Command, and Legal SOP&lt;br /&gt;
* Moderate proficiency in the colony’s Laws&lt;br /&gt;
* Ability to be professional in dealings with fellow colonists, especially Councilors&lt;br /&gt;
* Ability to speak, read, and write fluently in English Common. Assistance devices are permitted, e.g. a mute individual may use a TTS to communicate&lt;br /&gt;
* Ability to combat threats to Councilors with lethal force&lt;br /&gt;
==The Low Council==&lt;br /&gt;
The Low Council is made up of all present Councilors. A decision from the Council has absolute authority and precedence over all other decisions, regulations, and rules except during a code red scenario. Members of the council are given only a small set of rules that apply during any council vote or decision.&lt;br /&gt;
* All colonists must respect a decision made by the council and follow said decision. This includes Councilors who dissented in the vote. Issues with a vote can be taken to the High Council via faxes for an appeal. All low council votes are to be followed, even if contested, unless overruled by the High Council or another Low Council vote. Failure to comply with a Council decision is a crime: §403 - Exceeding Official Powers in the case of a Councilor or the relevant Failure to Execute an Order statute (§102 or §302, depending on the consequences) for other colonists.&lt;br /&gt;
* Heads of staff, with the exception of the Foreman, should stay within comms range of the colony to oversee their department unless circumstances warrant travel outside of it. Examples for when this is acceptable is if departmental employees cannot handle an ongoing situation deeper in the forest, if the colony itself or its inhabitants are in danger, or other issues arise warranting a head of staff leaving the colony. Any departure other than the Foreman must be announced to their department radio and over command channels.&lt;br /&gt;
* All Councilors (including the Foreman) who leave comms range must return for a Council vote as soon as practical if summoned via psionic message, Sending litany, messenger, or other means of long-distance communication.&lt;br /&gt;
* The Blackshield Commander, as well as other Heads who have need to do so, may leave comms range to lead training exercises but must ensure all staff are properly informed and ample notice given. The council may suspend any training operations at their discretion.&lt;br /&gt;
* All heads of staff can use the medivac shuttle in times of crisis if there are no Blackshield or Marshals. When using the shuttle, bring at least two other individuals with you, one to be left behind at least to guard the shuttle. If any Councilor is found to be using the medivac shuttle for personal reasons or reasons that do not qualify the usage of the shuttle, e.g. a Foreman using it to get to locations that they scavenge from, then they should be charged with Exceeding Official Powers.&lt;br /&gt;
===Power of a Vote===&lt;br /&gt;
The Low Council is entrusted with the governance of the Upper Colony. Each Faction Head has power within their own department, and the Low Council collectively can pass a wide variety of edicts through votes.A voted decision by the Low Council can permit or prohibit any action within a shift with the following exceptions:&lt;br /&gt;
* A faction may not be forbidden from performing their primary roles (excepting where their departmental SOP explicitly permits a Council intervention)&lt;br /&gt;
* The guilt or innocence of a colonist can only be determined by the Council through a Tribunal, detailed in Legal SOP&lt;br /&gt;
* Section 400 and 500 laws cannot be changed, nor can new offenses be added to those sections, nor can pardons for offenses of those laws be issued&lt;br /&gt;
* Section 400 and lower laws can be suspended by vote of the Council during times of Red Alert. Such a suspension is automatically lifted upon conclusion of the Red Alert.&lt;br /&gt;
* General, Command, and Legal SOP cannot be changed.&lt;br /&gt;
* Departmental SOP cannot be changed without the assent of the relevant Faction Head. This means that if that Head is absent, the department SOP may not be changed.&lt;br /&gt;
* If the Low Council believes that a long-term change to policy or the law is necessary, they may vote to petition the High Council on the matter. The High Council may decide to change the policy temporarily or permanently, or may send a representative to get more information about whether the change is truly necessary and beneficial.&lt;br /&gt;
&lt;br /&gt;
===Voting Procedures===&lt;br /&gt;
During a Low Council meeting, the councilors are to place their votes on the discussed topic. Every vote is valued, as multiple organizations and corporations are the lifeblood of the colony.&lt;br /&gt;
* All heads of staff are required to vote yes or no during a decision, excluding those absent per the above policy on leaving the colony (though if possible, a vote should be delayed until all Councilors are available). Any head of staff that refuses to make a decision or abstains is to be demoted on the spot. This is not negotiable, you are a leader and expected to make choices, especially hard choices. Any head of staff attempting to abstain or not vote is to be demoted on the spot.&lt;br /&gt;
* The Soteria Overseers may only have a collective vote of one and only if both agree on the decision. This means that when the votes are tallied both overseers count as a singular vote and only if they both arrived at the same vote. If the CRO and CBO cannot come to an agreement on where they vote, they instead lose their vote entirely. The inability for them to agree is not a valid grounds for demotion of either overseer. If there is only one overseer active, they have a single vote. Whenever a quorum is needed for any kind of vote, the two Overseers count as one Councilor.&lt;br /&gt;
* For a vote to be considered valid, a quorum of least three Councilors must be present. In the event there are fewer than three Councilors, including the Premier, a vote will automatically fail.&lt;br /&gt;
* If there isn’t sufficient quorum for a vote, the Councilors who are active may send a requesting fax to the High Council for permission to conduct a vote on their own. In this case, the Councilors should state what the vote is, why they want this vote, what this vote would change, and the votes of all active Councilors.&lt;br /&gt;
** This vote must be approved by the High Council. This means it must be sent to the High Council offices. This method may not be used in any circumstance where there is a valid quorum.&lt;br /&gt;
** An example of a situation that this style of vote may be used for is the allowance of a Foreigner (Outsider) into the colony. This vote MUST be done before allowing the Foreigner entry. In this case, they may be allowed inside without waiting for a reply of approval, so long as this is sent first.&lt;br /&gt;
** In the event of the Foreigner causing issues before a return fax is received, the counselor should be charged with any crimes the Foreigner committed, in addition to 301, &#039;Negligence.&#039; If a reply is received to deny this Foreigner entry into the colony, they should be expelled without consequence to the councilor unless the Foreigner caused problems.&lt;br /&gt;
==Employment Sanctions==&lt;br /&gt;
====== Shift Sanctions: ======&lt;br /&gt;
Shift Sanctions are actions taken for a specific shift; such as when an employee is disruptive to the workplace but still holds value to the company. Shift Sanctions may impact future employment in cases of repetitive behavior.  &lt;br /&gt;
&lt;br /&gt;
Shift Sanctions last for a minimum of three months on one&#039;s Employment Records, failing to do so may lead to [[Rules#You are expected to obey the chain of command (within reason)|administration]] action. &lt;br /&gt;
&lt;br /&gt;
====== Long-Term Sanctions: ======&lt;br /&gt;
Long-Term Sanctions are for long-term dismissals, such as in severe cases of distribution, anti-corporate crime, etc. Unless successfully appealed within the same shift, long term disciplinary action may only be undone by either a successful appeal to the headquarters of their faction or by rehiring/promotion by a Head of their faction at least two weeks after the initial firing. &lt;br /&gt;
&lt;br /&gt;
Long-Term Sanctions last for a minimum of six months on one&#039;s Employment Records after being rehired or repromoted. Failing to keep sanctions in records may lead to [[Rules#You are expected to obey the chain of command (within reason)|administration]] action. &lt;br /&gt;
&lt;br /&gt;
==== Types Of Sanctions ====&lt;br /&gt;
These are the types of formal action that may be taken by a department head on their departmental employee, or lower council against an employee of a department.&lt;br /&gt;
====== Reprimand: ======&lt;br /&gt;
Reprimands are just a formal finding of wrongdoing that is recorded for use in future disciplinary proceedings. Reprimands can be either Shift, or Long-Term Sanction.&lt;br /&gt;
&lt;br /&gt;
====== Demotion: ======&lt;br /&gt;
Demotions are reducing someone to a lower position within the department. Demotion is only possible where the original role includes all skill requirements of the lower role. Head of Staff may be demoted to any rank within the department. Demotions can be either Shift Sanction, or Long-Term Sanction.&lt;br /&gt;
&lt;br /&gt;
====== Dismissal: ======&lt;br /&gt;
Dismissal entails removing someone from the department entirely for the duration of the shift. When done they are to have their ID shredded or modified to no longer have access. Dismissals are always Shift Sanctions&lt;br /&gt;
&lt;br /&gt;
====== Firing: ======&lt;br /&gt;
Firing entails removing someone from the department on a long-term basis. Firing is always Long-Term Sanction.&lt;br /&gt;
&lt;br /&gt;
=== Who can impose a Sanction ===&lt;br /&gt;
* Sanctions can be placed by majority vote of the Low Council against anyone employed in the upper colony, this does not include HC Agents or High Councilors.&lt;br /&gt;
* Sanctions can be placed by a Head of department to their own employees within their own department(s).&lt;br /&gt;
* Sanctions can be placed by the respective department&#039;s High Councilor against their own employees.&lt;br /&gt;
* Sanctions can be placed by an [[High Council Agents|investigatory representative]].&lt;br /&gt;
===Causes for Sanctions===&lt;br /&gt;
Sanctions cannot be issued for no reason. One of the following conditions must be met, and any relevant evidence submitted with the paperwork filing the sanction &lt;br /&gt;
* Criminal activity: If an employee commits a Moderate or higher crime; Certain crimes may permit or require sanctions.&lt;br /&gt;
** If a member of Blackshield or the Marshal commits a minor crime this may result in dismissal or temporary demotion.&lt;br /&gt;
** [[Laws#Minor Charges|Failure to Execute an Order]]: If an employee violates §102 this may result in dismissal or temporary demotion.&lt;br /&gt;
** Councilors, Premier, and Steward may be sanctioned under the [[Laws#Sentencing Modifiers|Offense by Colony Command sentencing modifier]], Low Council vote may institute a higher sanction or if no Warrant Officer is present.&lt;br /&gt;
** &amp;lt;u&amp;gt;Low Council vote may repeal a sanction placed by the Warrant Officer.&amp;lt;/u&amp;gt; &lt;br /&gt;
* Failure to fulfill assigned duties: If an employee fails to fulfill duties assigned to them by their job or by a superior, they may be sanctioned.&lt;br /&gt;
* Violation of Standard Operating Procedures: If an employee violates SOP, willfully or accidentally, they may be sanctioned. This applies to both violations of general SOP, such as privacy rights, and departmental SOP unique to each department.&lt;br /&gt;
* Failure to meet non-skill related employment requirements.&lt;br /&gt;
** Only Firing may be applied here, and the individual is ineligible for rehire for as long as the requirement is not met.&lt;br /&gt;
* Actions severely against faction interests: A Head or higher faction representative (but not Low Council vote) may apply sanctions if an employee takes actions that are severely against the interests of the faction at their discretion.&lt;br /&gt;
* Low Council members may be sanctioned for failing in their responsibilities to the Council listed in [[Standard Operating Procedure (Command)|Command SOP]] or actions such as interrupting voting, being disruptive of a council meeting, or other actions such as incompetency.&lt;br /&gt;
** Low Council members may be sanctioned for actions that - interrupt a vote, disruptive in a council meeting, or incompetence.&lt;br /&gt;
* Low Councilor [[Standard Operating Procedure (Command)#Voting Procedures|failing Command Voting Procedures]].&lt;br /&gt;
&lt;br /&gt;
=== Discretion and Severity ===&lt;br /&gt;
&lt;br /&gt;
* The choice to impose or not impose sanctions, and what sanctions to impose, is generally within the discretion of the Heads, however such discretion comes with a responsibility to do so when necessary and be proportional in sanctions imposed. &lt;br /&gt;
* Minor infractions, such as simple failure to follow an order or moderate crimes, should not result in Long-Term Sanction unless repeated over the course of multiple shifts.&lt;br /&gt;
* Major or repeated infractions should not be ignored, especially when they negatively affect other members of the faction. If a Head is found to be abusing their powers of discretion, investigators may be sent to explore possible sanctions against them.&lt;br /&gt;
&lt;br /&gt;
=== Executing Sanctions ===&lt;br /&gt;
All employment sanctions must be documented with paperwork, usually an [[Example Paperwork#Employment Sanctions Form|LC-005]] form but any form that conveys the same information may be used. Evidence and testimony supporting the sanctions, must be faxed to the High Councilor, and a copy provided to the sanctioned employee. If the employee plans to contest the sanction indicate it within the form. Attempts at sanctions without submitting the proper paperwork is considered a violation of [[Laws#Exceptional Offenses|§403]] - Exceeding Official Powers. &lt;br /&gt;
&lt;br /&gt;
The employee is to surrender their ID (or have it taken by Marshals if in Marshal custody) and it is to be stripped of all access not granted by their new role.                      Employees that wish to contest the demotion may write an appeal and fax it to the High Councilor so that it may be considered when determining whether the sanction is warranted. &lt;br /&gt;
&lt;br /&gt;
Agents of High Councilors may apply the sanction of Reprimand via faxing the [[Example Paperwork#Employment Sanctions Form|LC-005]] form to the individual being reprimanded and submitting a copy to their headquarters.     The Agent must physically come to the upper colony and investigate the situation to the best of their ability before applying any more serious sanctions.&lt;br /&gt;
&lt;br /&gt;
If sanctions are imposed on a Prime, an Inquisitor should also be requested as part of this fax.&lt;br /&gt;
&lt;br /&gt;
==Faxes==&lt;br /&gt;
As a head of staff and Council member, you are the most responsible person within your department and as such are expected to handle most situations without having to ask the High Council for instructions. Faxes should be sent to the High Council for one of four reasons. Firstly, to inform them of a significant occurrence in the upper colony, such as an attack by outside forces, or to request information previously gathered. These faxes merit a Low priority level, as they are merely informative. Secondly, to have a job request put on the Personnel Request System for expertise the upper colony needs. These faxes usually merit Medium or High priority, depending on how significant and urgent the issue is. Thirdly, if a matter would normally be determined by a Councilor who is not present, the relevant Faction Owner may be faxed instead if a decision is absolutely necessary. And finally, there may still come issues that are beyond a Faction Head’s hands, experience, or capabilities, and a fax may be sent if truly necessary. The High Council may not always respond to a fax sent to them, especially when the fax sent does not warrant a response from the High Council. The High Council will send a response only when it&#039;s truly needed, and faxes that do nothing but waste the High Council’s time may merit a charge of §111 - Sending a Time Wasting Fax.&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=4429</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=4429"/>
		<updated>2024-11-01T17:47:22Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: &amp;amp; -&amp;gt; or&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The colony laws are a series of regulations that all interest groups on the High Council have agreed to, applying them broadly to all colonists inside the colony. The colony’s Marshals are expected to uphold and enforce these laws, and all departments are expected to follow them. This is not a general guide to security. All new marshals should review the official [[Guide to Security|Guide to Marshals]]. It is important to know that all offenses listed below should be followed as a ‘guideline’ by law enforcement personnel and do allow for victim rights and alternative solutions to minor offenses. For example, you are not required to give a sentence if the problem can be resolved in an alternative way that the suspect agrees to, such as an agreement with the victim in return for not pressing charges, or peer mediation. To understand how to go about a proper arrest, or other clarifications such as prisoner rights, alert levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is enforced via the head of staff. To be charged with a violation of SOP, a head of staff has to request a relevant charge be levied, such as denial of a reasonable order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to colonists, colony allies and authorized visitors. Individuals and groups unconnected to the colony have no rights and therefore no protections under the law.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;All colony law is subject to the standard of INNOCENT UNTIL PROVEN GUILTY. No one is to ever be assumed guilty, evidence must be presented that reasonably proves guilt.&amp;lt;/big&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A good working knowledge of the law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of the law are required for such positions as the ranger, officer, premier, and the warrant officer. For certain crimes, the accused party&#039;s intent is important. Intent can be the difference between a charge such as, say, manslaughter and murder. One requires purposeful intent, the other is unintentional and typically caused by negligence or workplace accident. It is also important to note that manslaughter and murder are mutually exclusive. This indicates that an individual must be charged with one or the other, not both. Neither could a colonist be charged with both assault and murder on an individual if there is only a single victim, the higher-grade charge must be the charge applied in that case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of this will be explained in detail as you read on, including specialty clauses, cases, guides, and explanations to how a Marshal or servant of the law should think when interpreting legal issues such as criminal acts or disputes.&lt;br /&gt;
&lt;br /&gt;
Here are a few basic to-know bullet points for officers:&lt;br /&gt;
* &#039;&#039;&#039;To ensure you, as an arresting officer, don&#039;t fall into the trap of negligence or misuse of power, always follow procedure where possible as detailed by [[Standard_Operating_Procedure#Marshals|standard operating procedure]].&#039;&#039;&#039;&lt;br /&gt;
* As an arresting officer, follow the [[Guide to Security|Guide to Marshals]] to ensure you don&#039;t fall foul of legal proceedings.&lt;br /&gt;
* In the case of pressed charges being in the same category (i.e Battery, Assault, Murder - or Vandalism, Theft, Grand Theft) take only the most severe charge. Any lesser charges in this case should not be applied.&lt;br /&gt;
* Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
* A single incident has a single sentence, so if, for instance, the prisoner took 3 items off a person, this is a single count of theft. Otherwise this would count as &#039;crime-stacking&#039;, which is against SOP and law.&lt;br /&gt;
* When deciding on a timer for multiple crimes committed, take each crime into consideration separately. Then add the times together to get a final concise timer. This should be the timer issued to an offender when they are put in a cell.&lt;br /&gt;
* &#039;&#039;&#039;The time taken to bring in an offender and the time taken when questioning the offender are NOT to be calculated into their issued timer.&#039;&#039;&#039; Timers begin when plugged in on a cell&#039;s console. However, offenders should be processed as quick as reasonably possible as-per their rights as employees within the colony.&lt;br /&gt;
&lt;br /&gt;
=== Victim Rights ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victims of a crime hold the general right to drop charges.&#039;&#039;&#039; This applies to charges within the 100, 200, and 300 tiers. Victims may also choose to only collect monetary value equal to their losses from the offender in question, such as any incurring medical bills or loss of property. These clauses are there to allow a victim peace of mind and to make sound decisions rather than being forced into court cases.&lt;br /&gt;
&lt;br /&gt;
There are some exceptions, however. 400 and 500-level charges &#039;&#039;&#039;cannot&#039;&#039;&#039; be dropped at any time by a victim, as these acts extend further than creating a victim, but also threatening the lives of others and the order of the colony as a whole. Officers &#039;&#039;may&#039;&#039; take into account an offender’s circumstances and a victim&#039;s testimonial when deciding intent and timers but no dropping of charges may occur.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this section, each individual directly targeted by criminal activity is a victim. If a crime affects a department, such as Trespass, then the Department Head may choose to drop the charge. If there is no Head, the charge can only be dropped by unanimous consent of those who were affected. If the crime affects the colony as a whole or has no specific victim, such as Contraband, Breakout, or Desecrating a Corpse, only the Warrant Officer or Ranger may authorize the waiving of charges, and a decision to waive charges may be overridden by the Warrant Officer (if the decision was made by a Ranger) or a vote of the Low Council.&lt;br /&gt;
&lt;br /&gt;
=== Fines &amp;amp; Timers ===&lt;br /&gt;
&lt;br /&gt;
Some crimes may offer either a fine or a timer, or in some cases, &#039;both&#039; a fine and a timer together. It is ultimately at the discretion of the arresting officer and/or the warrant-filer what the punishment for an offense should be. &lt;br /&gt;
&lt;br /&gt;
Fines are ultimately recommended for most low-level crimes, if they are listed under the ‘timer’ section of the quick reference guide. If, however, an offender is non-cooperative, a repeat offender, or otherwise hindering an investigation a timer should be issued instead. Fines are to be paid to the Marshal department directly, while any compensation, such as to damaged property or medical fees, should be directed to the victim and/or the victim department.&lt;br /&gt;
&lt;br /&gt;
Timers are to be decided by the senior authority, typically either a ranger or warrant officer. If in the case where neither are available then the arresting officer may decide. Timers should not exceed a maximum time allocated to the charge &#039;&#039;&#039;unless&#039;&#039;&#039; modifiers are added on; such as a repeat offender who would receive double the time. Timers &#039;may&#039; be less than the allocated maximum time depending on circumstances and modifiers that would normally subtract time from one’s sentence, such as cooperation with security personnel or in cases of entrapment.&lt;br /&gt;
&lt;br /&gt;
== Heads of Staff &amp;amp; Lower Council Law ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heads of staff are not above the law, and can be arrested by the marshals for breaking it.&#039;&#039;&#039; The &#039;only&#039; time that the law can be overridden is when there is an imminent and overwhelming threat to the colony, such as during a Code Delta scenario. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A determination of no-wrongdoing may result in the dismissal of charges levied or a negating of any brig time served.&#039;&#039;&#039; Determinations of no-wrongdoing must be done by a Warrant Officer after an investigation, which must be faxed to the Office of the Provost Marshal, the Provost Marshal himself, or the colonies High Council. Any Warrant Officer found to abuse their authority to declare improper cases of no-wrongdoing may be demoted and arrested for exceeding their official power alongside other charges, such as falsifying information or providing false testimony.&lt;br /&gt;
&lt;br /&gt;
A vote held by the Lower Council may also be used to indite some charges, such as abuse of power or charges related to disrupting the Low Council. Any crime that requires judgement, such as crimes labeled as &#039;HuJ&#039; / Hold until Judgement, should be decided on in a timely manner by the Lower Council through a tribunal. A tribunal &#039;&#039;&#039;must&#039;&#039;&#039; follow the [[Standard Operating Procedure (Legal)|Legal Standard Operating Procedure]] to be considered legal. A tribunal must properly vote and may only be overturned by the High Council itself.&lt;br /&gt;
&lt;br /&gt;
== Law in Relation to Outsiders, Allies, &amp;amp; Others ==&lt;br /&gt;
&lt;br /&gt;
Colony law is &#039;&#039;&#039;not&#039;&#039;&#039; extended to neutral parties inherently. Outsiders, for example, have no inherant legal rights or protections. However, some laws do apply to protect outsiders as well, including all intelligent, sapient beings. This includes other intelligent races, ranging from Humans to Mycus, to anything of higher intelligence including robots with self awareness.&lt;br /&gt;
&lt;br /&gt;
For simple terminology of colony law:&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Employee&amp;quot; / &amp;quot;Colonist&amp;quot;&#039;&#039;&#039; = A member of the colony or an employee of one of the colony&#039;s various factions. These rights are extended to all members of the colony and all members of departments.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;People&amp;quot; / &amp;quot;Person&amp;quot; / &amp;quot;Someone&amp;quot;&#039;&#039;&#039; = This covers &#039;&#039;&#039;any&#039;&#039;&#039; sapient, intelligent being, regardless of their allegiance. Outsiders, hostiles, allies, etc. This term is used only rarely, but is typically used to refer to crimes such as desecration of a corpse due to the criminal and inhumane act of cannibalism, or in reference to inhumane acts such as the act of enslavement. &lt;br /&gt;
&lt;br /&gt;
Outsiders are only protected under colony law under the term &#039;people&#039;, &#039;person&#039;, &#039;someone&#039;, or if granted entry to the colony via vote for visitation or sale of goods. When an Outsider is granted entry, they have the same rights as a citizen of the colony - until they are ejected or their visitation period ends. At that point legal protection ends.&lt;br /&gt;
&lt;br /&gt;
Outsiders, Neutral parties or visitors that are allowed in generally expected to follow &#039;common sense&#039; colony law. That is, don&#039;t steal, don&#039;t assault and do not take advantage of your hosts. They should also generally remain in the colony common areas, and not take anything belonging to the colony(this includes items kept &#039;for the common good, such as the tech storage tools, lathe, medical supplies, etc). Any who violate these rules may be ejected immediately by colony security, any who breach these rules in a more serious fashion should be detained and the Provost faxed. &lt;br /&gt;
&lt;br /&gt;
Lodge members and other colony-aligned factions have full rights of a normal colonist. For information on this, and neutral parties, this can be found in Standard Operating Procedure. Attacking a non-hostile neutral party can result in a charge of &#039;&#039;&#039;Treason&#039;&#039;&#039; depending on the incident. Neutral party refers to a neutral organization, not individuals such as Outsiders.&lt;br /&gt;
&lt;br /&gt;
Security personnel are to obey these clauses and understand the wording.&lt;br /&gt;
&lt;br /&gt;
==Salvaging Rights==&lt;br /&gt;
&lt;br /&gt;
These laws will attempt to make clear what is, and is not salvage. Who has rights over what claims, the proper handling of claims and so fourth. These laws MUST be enforced by Nadezhda Marshals, or Blackshield, depending on the jurisdiction of the &#039;claim&#039; and apply to all colonists of the Nadezdha Colony as well as Colony Allies and &#039;Neutral&#039; third parties.&lt;br /&gt;
Basic salvage rights entail only the following caveats;&lt;br /&gt;
* Trash piles, unclaimed and clearly unowned items and storage containers are the rightful property of the &#039;first claimant&#039;. A trash pile belongs to the first person to touch it, an abandoned locker to the first one to reach it, et cetera.&lt;br /&gt;
* Clearly owned property must be respected. A labeled cart, a gun who&#039;s serial is registered and thus known - these are considered personal property, and must be respected. &lt;br /&gt;
Additionally the following rules apply to all &#039;claims&#039;&lt;br /&gt;
* If an item is stolen and then rediscovered in an area that would normally count as right-to-loot then it must be returned as it is their rightful property. &lt;br /&gt;
* Crime scenes. Any item taken from a crime scene is chargeable by theft, obstruction of duty, and suspicious conduct. A crime scene&#039;s boundaries will be clearly marked by tape set up by Marshals or Blackshield.&lt;br /&gt;
* Items dropped by colonists or allies due to severe injuries are their rightful property, and MUST be returned. &lt;br /&gt;
* The areas owned by colony allies or factions (such as Voidwolf ally Ships or the Soteria Solar Outpost), and clearly defined departmental zones are barred from allowing salvage claims.&lt;br /&gt;
===Types of Salvage Claims===&lt;br /&gt;
In summary, there are four types of salvage areas. Claimed, Unclaimed, disputed and free&lt;br /&gt;
&lt;br /&gt;
*Claimed areas are those within colony borders(or the borders of colony allies) that have a lawful mandate placed over them, determined typically by the High Council, or at times low council. These locations are the claim-right of a particular faction, ally, et cetera. The FULL contents of these areas is the rightful claim of their respective owners, and any contents taken are effectively treated as their &#039;rightful property&#039;. Though mere presence on a claim is not generally sufficient to result in charges, the removal of property from them(I.E scavving) is cause for charges of trespass, theft, and grand theft. Additionally, a modifier &amp;quot;Breach of salvage rights&amp;quot; should be applied to each of these charges and any items taken returned or, if not possible - their value owed in remediation.&lt;br /&gt;
&lt;br /&gt;
*Unclaimed areas, while still within colony property, have no rightful claim placed on them, such claims may be enacted at the discretion of the High council, foreman and low council(in that order of importance), having to be properly ratified and faxed to be valid.&lt;br /&gt;
&lt;br /&gt;
*Uncontested areas are new zones or uncertain zones that have no current claims. While they may be within the borders of the Colony or its Allies, they are generally free to loot so long as general scavenging rules are observed. Conflicts, theft and similar SHALL be punished by law.&lt;br /&gt;
&lt;br /&gt;
*Free areas are neither within colony territory nor hold any special claim. These areas are typically considered &#039;free&#039; of salvage rights and include but are not limited to; the untamed wilds past the colony border and space(and areas located within that do not fall under the purview of the previous types of claims).&lt;br /&gt;
===Known claims and their status===&lt;br /&gt;
*The Nadezdha colony maintains that the areas in its immediate vicinity, as well as the forest directly south and the crater directly west are &#039;colony property&#039; and not subject to claims by non-colony forces.&lt;br /&gt;
&lt;br /&gt;
*Colony maintenance is &#039;unclaimed&#039;, thus only basic salvage rights must be respected.&lt;br /&gt;
&lt;br /&gt;
*The Prospectors hold exclusive claims over the following areas; Greyson Positronics field offices and attached locations, this include the Greyson Positronics Gantlet. &#039;Preppers&#039; bunker. &#039;Ironhead compound&#039; Smuggler base. &#039;Zoo&#039; research facility. &lt;br /&gt;
&lt;br /&gt;
*The &#039;Scrap haven&#039; is, as of now, a shared claim between the Prospectors and Hunters lodge - However, the Hunters Lodge has abdicated any right to lease their hold on the claim. &lt;br /&gt;
&lt;br /&gt;
*The hunters Lodge holds exclusive claim over the following areas; The lodge itself and land upon which it sits, and the plains in the immediate vicinity of their lodge&lt;br /&gt;
&lt;br /&gt;
*The &#039;Salvage Fields&#039; are &#039;free&#039; claims, though basic salvage rights should be respected.&lt;br /&gt;
&lt;br /&gt;
*The assorted, smaller &#039;Points of Interest&#039; in the immediate vicinity of the colony are &#039;uncontested&#039;(E.G, scorched outpost, lost outpost, etc).&lt;br /&gt;
&lt;br /&gt;
===Enforcement of Claims and Jurisdiction.===&lt;br /&gt;
As previously stated, it is the duty of Marshals and Blackshield to enforce salvaging rights - though they may vary on where their areas of jurisdiction come into play. &amp;lt;br&amp;gt;&lt;br /&gt;
Blackshield are largely expected to handle matters of salvage disputes where exterior forces threaten Nadezdha Colony(or upon request, colony allies) claims. Exterior factions attempted to jump claims owned by Prospectors should result in their dispatching.&amp;lt;br&amp;gt;&lt;br /&gt;
Marshals however are granted jurisdiction over legal matters of enforcement. Colonists jumping claims that are rightfully held should be charged accounting for the details of the matter. &amp;lt;br&amp;gt;&lt;br /&gt;
In the event where jurisdiction may be at question, it is important to remember that while the blackshield holds legal jurisdiction outside the perimeter fence - they are typically less oriented in the minutiae of law, and should they have to step in to enforce claims upon colonists past the walls they must hand over said colonists on return for processing by Marshals.&lt;br /&gt;
&lt;br /&gt;
===Additional Caveats===&lt;br /&gt;
*Salvage rights may, at the determination of their holder - be granted or leased. E.G, The Prospectors may, at the determination of the Foreman or Overboss Hogg grant rights over claims to other factions, allies, etc. &lt;br /&gt;
*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of &#039;equal value&#039; taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences&lt;br /&gt;
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-jumpers to return the stolen salvage and leave before force is used.&lt;br /&gt;
*Areas outside of the planets orbit, such as the nearby asteroid field in space, are not claimed by the colony directly. Salvagers and security forces operating there may salvage, but hold no direct claim over the materials there.&lt;br /&gt;
*Areas within the purview of Colony Salvage Law shall have their mineral resources granted exclusive purview for Lonestar Shipping to exploit, Lease or Manage as they will.&lt;br /&gt;
&lt;br /&gt;
==Intellectual Property==&lt;br /&gt;
&lt;br /&gt;
Nadezhda colony is filled with products produced with propietary designs from factions both within and without the colony. These designs belong exclusively to the company that owns them, however legal license to produce the items is distributed in the form of disks. As a general rule, no faction has any claim on any disk or item salvaged by another, nor any item which was manufactured by them or sold to them by a lawful owner, regardless of whether the design originated with the faction. The exceptions to this rule are as follows:&lt;br /&gt;
&lt;br /&gt;
*Unprotected design files, such as those found on factory disks or made by Soteria Research, are forbidden to leave the control of that faction without the written and stamped permission of the Faction Head. If such a disk is stolen, all items produced from it may be reclaimed. This is considered §505: Misappropriation of Intellectual Property, with the legal liability falling on the individual who stole or distributed the designs.&lt;br /&gt;
*Factions may act to protect the integrity of their uniforms to prevent confusion. Any Faction Head may prohibit those not belonging to their faction from wearing uniforms of that faction. Primes may not restrict non-clergy clothing from anyone who has not been formally excommunicated from the Church. Refusing to comply with the directive of a Faction Head in this matter is considered §102: Failure to Execute an Order.&lt;br /&gt;
&lt;br /&gt;
== Contraband Policy ==&lt;br /&gt;
=== Minor Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Minor Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zoom&lt;br /&gt;
* Mind Breaker&lt;br /&gt;
* Warlock Velvet&lt;br /&gt;
* Slime Jelly&lt;br /&gt;
* Cryptobilin&lt;br /&gt;
* Impedrezene&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Thermal Goggles (this includes implants)&lt;br /&gt;
* Random wave radio (owned by Lonestar, legal so long as procedure is followed as stated in Lonestar SOP)&lt;br /&gt;
* Chameleon devices (gloves, projectors, suits, armor, guns, etc)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Hardsuit Voice Synthesizer&lt;br /&gt;
* Data Jack module&lt;br /&gt;
* Electro Warfare module&lt;br /&gt;
* Thermal Modules (Including built-in thermal helmets &amp;amp; rig-mounts)&lt;br /&gt;
* Chameleon device (clothing forms, projector, etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Minor Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Thermals are considered contraband for all departments. Thermals are however permitted outside the colony or during a declared red alert level. This goes for the augmentations, glasses, helmets or rig-suit modules. The following items are considered thermals: Augmented shades, Thermo-nightvision helmets, Thermal goggles, Thermal augmentations and bioaugmentations. Along with any hardsuit modules that contain thermals.&lt;br /&gt;
** If either Church or Soteria provide to a colonist thermals illegally they are to be charged for minor contraband. If a Soteria staff continues to do so repeatedly, then they are to be demoted immediately. Heads of staff in Soteria or the Church continuing are to be detained, charged with abusing their executive powers, and demoted after a fax has been sent up to the faction leader. &lt;br /&gt;
** Permits can temporarily be issued by a Warrant Officer for their usage or transportation through the colony. Any surgical implantation of thermal augments by Soteria requires a properly written form signed by both the doctor and the Warrant Officer permitting such augments be used under Soteria&#039;s supervision.&lt;br /&gt;
* The shooting range is considered a testing zone for science. Items sent from science to the range for testing must be announced over general comms. In the instance of Soteria testing explosives up at the shooting range, it must be a device capable of small explosives only. Larger explosions are to be tested out in the mines.&lt;br /&gt;
* The chemicals in the list above are considered minor contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* All encryption keys that are not supplied to a colonists workplace are considered minor contraband. If sensitive or private information is gained through the use of encryption keys that a colonist should not have access to they should also be charged with violation of employee privacy. This is applied even if it was not the intent of the person using the encryption key. Legal access to an encryption key can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason. Please note that allies and neutral factions may have their own encryption keys - these are not illegal and should never be taken away.&lt;br /&gt;
* ID cards that are modified to give access to a normal departmental area of the colony without head departmental permissions are considered contrband. If, however, this access is issued either by a relevant head of staff or during the case of an emergency no timer or charge should apply. Legal access may be given by a head of staff to their department to another employee at anytime but may also be revoked at any time at the discression of the issuing head of department.&lt;br /&gt;
&lt;br /&gt;
=== Major Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Major Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zombie Powder&lt;br /&gt;
* Demon Powder&lt;br /&gt;
* Chloral Hydrate&lt;br /&gt;
* Polytrinic Acid&lt;br /&gt;
* Voice Nanites&lt;br /&gt;
* Handy Prints Nanites&lt;br /&gt;
* Napalm&lt;br /&gt;
* Tetraricide (Sweet Death)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Bluespace Harpoon&lt;br /&gt;
* Any explosive device (Must be currently explosive or easily capable of becoming explosive. A plasma tank, valve, and oxygen tank can be considered easily capable even when separated. A shellshock rifle or rail gun is not unless presently rigged to fire explosives.)&lt;br /&gt;
* Any and all Uplink devices.&lt;br /&gt;
* Freedom implant, Compressed matter implant, Explosive implant&lt;br /&gt;
* Chameleon device (Object Chameleon device cloner)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Combat mechs (Durand, Gygax, Phazon)&lt;br /&gt;
* Mechs rigged for combat, such as a ripley or odysseus modified with a jury rigged weapon.&lt;br /&gt;
* Any mind swapping technology.&lt;br /&gt;
* All Teleporters (modules, hand teleporters, etc.)&lt;br /&gt;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Functioning Cryptographic Sequencer (Also known as an Emag)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Major Contraband Exemptions &amp;amp; Stipulations ==== &lt;br /&gt;
* Soteria may test combat mechs at a firing range or outside the colony but &#039;&#039;&#039;must&#039;&#039;&#039; announce any and all movements of where the mech will be moving. Including the starting point to the desired ending point of the travel. These mechs may &#039;&#039;&#039;not&#039;&#039;&#039; be left in public spaces or otherwise operated, apart from moving through, public spaces unless exemptions are provided in the case of an emergency by security personnel.&lt;br /&gt;
** Permits for a combat mech may be temporarily issued by a Warrant Officer or Supply Specialist to non-Soteria personnel. The [[Example_Paperwork#Item_Application|proper forms]] should be filled out and the mech either housed inside of the employee&#039;s designated department or within Soteria&#039;s mech bay when not being used. Transporting any combat mech of any kind must be announced over public comms and cannot be driven freely across the colony. This policy and associated paperwork applies to any mech, including those obtained through salvage.&lt;br /&gt;
** Non-standard combat mechs / Non-combat mechs rigged for combat are not legal to own nor may receive licenses for normal usage. However, during Code Red or Code Delta emergencies they may be utilized by security personnel or otherwise permitted to be used by personnel determined to be fit and trust worthy by security personnel. All jury rigged weapons should be removed after the state of emergency without exception.&lt;br /&gt;
* The chemicals in the list above are considered major contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* Bluespace harpoons, and other teleportation items, may be used for research purposes by Soteria institute personnel. However, this does not mean they can be transported openly nor used or otherwise utilized outside of Soteria research departmental grounds. If transported outside of the department major contraband charges are applicable. If misused to teleport and employee unwillingly, as teleportation can be incredibly dangerous if not life threatening, see §413 - Unwilling Teleportation.&lt;br /&gt;
&lt;br /&gt;
===== Explosive Exemptions =====&lt;br /&gt;
Contraband explosives are considered, but not limited to: any device presently capable of causing wide-spread and reasonably uncontrolled damage. This includes, but is not limited to, frag grenades, incendiary grenades, EMP grenades, tank transfer bombs, explosives grenades, incendiary grenades, land mines, and other similar objects capable of replicating any of the listed items effects. Items such as non-explosive flashbangs, smoke grenades, or cleaning grenades are not considered explosives. An oxygen tank, transfer valve, plasma tank, or scrap rifle with its safety measures enable would not count individually as explosives, only if the devices were within reasonable proximity and had steps taken to allow them to be used as explosives. I.E. a scrap rifle with its safety systems off is contraband, a persons bag containing heated plasma tanks, oxygen tanks, and transfer valves would be reasonably considered an explosive object. This exception only applies if the objects are, viably, capable of causing an explosion, if the plasma tank and oxygen tanks are empty and cannot explode it would not be considered contraband. Best and reasonable judgment applies.&lt;br /&gt;
&lt;br /&gt;
Exceptions to the above clause may only be found in four cases:&lt;br /&gt;
&lt;br /&gt;
1. The Marshals and Blackshield may use whatever explosives they require to perform their duties during a code blue or higher scenario. Responsibility for all damage to persons or property are the sole responsibility of the individual using the explosive devices. Low-yield grenades and small-arms explosive ordinance, such as grenade launcher rounds, may be tested at Marshal or Blackshield ranges with proper notification that explosives will be fired at the specified range.&lt;br /&gt;
&lt;br /&gt;
2. Soteria Research may use any manner of explosives in the pursuit of research, the determination of what is considered ‘research’ is left to the sole discretion of the chief research overseer or, in the event one is not present, the biolab overseer. If neither is present, a low council vote is required to determine if the pursuit of research is considered scientific.&lt;br /&gt;
&lt;br /&gt;
3. Prospectors may carry and use explosives outside colony walls at their discretion, provided the explosive do not damage colony property or other persons from the colony or colony allies. Prospectors must hold all explosives within their department or with security in either the gate house or armory. The transportation of explosives should always be announced publicly.&lt;br /&gt;
In the event a prospectors wishes to sell explosive devices, be it to Soteria or Lonestar, this must be done with a member of the blackshield or marshal present and in the lobby of the respective department. In this scenario the explosive(s) must be stored in the buying department immediately. A form and record of the transaction should be recorded by security and filed with the WO, premier, sergeant, commander, and supply specialist.&lt;br /&gt;
&lt;br /&gt;
4. Permits &#039;&#039;&#039;may&#039;&#039;&#039; be written for temporary explosive usage within determined location at the descression of the Warrant Officer or Supply Specialist. Examples would be the allowance of Lonestar mining personnel to make use of small-yield explosive devices in mining operations, or temporary permits for Church for the transport of grenades for use in Deep Maintenance.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with the above section can and will result in the applicable charges and fines as expected by discretion of security personnel. This may include, but is not directly required to, charges of major contraband or negligence. In the event the explosive device is misused this may be upgraded to additional charges of Sabotage, Manslaughter, Major Sabotage or Murder. &#039;&#039;&#039;Improperly stored explosives that are stolen may confer charges both to the individual who stole and misused them and the individual who failed to properly safe keep the explosive devices, in this event both individuals receive the same charges regardless of fault.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Reasonable storage of an explosive device is determined by security discretion but the following factors should be considered when determining what is reasonable.&lt;br /&gt;
&lt;br /&gt;
Was the device in a locked container such as a secure locker, secure briefcase, safe, secure crate, or wall locker?&lt;br /&gt;
&lt;br /&gt;
Was the device and potential containers holding it secured behind access locked doors?&lt;br /&gt;
&lt;br /&gt;
Was the location of the device(s) kept discrete and related information on a need to know basis?&lt;br /&gt;
&lt;br /&gt;
=== Excelsior Equipment / Excelsior Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Excelsior Equipment&lt;br /&gt;
Note, if it&#039;s marked Excelsior (EXCLUDING SOAP), it&#039;s Excelsior Contraband. If it isn&#039;t, it&#039;s fine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Guns and Armor&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Weaponry (&amp;quot;Excelsior Kalashnikov&amp;quot;, &amp;quot;Excelsior Drozd&amp;quot;, &amp;quot;Excelsior PPSh&amp;quot;, etc.)&lt;br /&gt;
* Excelsior Branded/Colored Armored Voidsuits &amp;amp; Helmets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Technology&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machine Parts (Including Circuit Boards and Stock Parts)&lt;br /&gt;
* Excelsior Branded Implants&lt;br /&gt;
* Excelsior Branded Data-Disks (Such as Means of Production/Revolution, among others for specialized items.)&lt;br /&gt;
* Excelsior Branded Power Cells&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Machinery&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machinery (Including Teleporters, Autolathes, and so on.)&lt;br /&gt;
* Excelsior Branded Defensive Systems (Including Turrets, Shield Generators, and so on.)&lt;br /&gt;
* Excelsior Branded Boom Boxes&lt;br /&gt;
|}&lt;br /&gt;
==== Excelsior Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Excelsior equipment &#039;&#039;&#039;may never&#039;&#039;&#039; be operated by Security personnel, no matter their status within the Church, Psionic-testing or other implant-destroying augments. All Excelsior-branded technology should either be put into evidence by the Marshal department, if it is used in the conduction of a crime, or destroyed. No department may receive permission nor contraband licensing to use or otherwise utilize Excelsior technology unless an exemption is given by the High Council itself.&lt;br /&gt;
** Soteria Science may be handed Excelsior tech as a means of destruction. Soteria Science may not preform experiments with Excelsior tech but they may use it in a destructive analyzer to be used in the production and research of non-Excelsior technology.&lt;br /&gt;
** Guild may be handed Excelsior tech to be deconstructed as a means of useful destruction of Excelsior branded technology. Guild may not use nor utilize Excelsior technology itself but they may break it down in either their department&#039;s industrial autolathe or through their department&#039;s nanoforge machine.&lt;br /&gt;
** Marshals may utilize their Nanite Reconstructor in the armory to break down Excelsior weapons or armor. However tech like Excelsior branded cells or computer-components will not be able to be broken down by said machine. Personnel must find an alternative for those deconstruction methods.&lt;br /&gt;
&lt;br /&gt;
==Criminal Regulations==&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
There are two core types of modifiers: Criminality modifiers and Sentencing modifiers. Criminality modifiers alter whether or not an action is actually criminal in nature and can alter what charges can/should be pressed for a given incident. Sentencing modifiers do not alter the charges but rather the sentence, either upwards or downwards.&lt;br /&gt;
====Criminality Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#fff2cc;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Self Defense&#039;&#039;&#039; || To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others, however they are required to use only necessary force and to call for medical aid for their aggressor if they are in critical condition. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies to &amp;quot;defending&amp;quot; oneself against a lawful arrest, even if the charges are later found to be untrue. || Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense of Property&#039;&#039;&#039;|| To have acted with appropriate force in defense of one&#039;s rightful owned or claimed territory under colony law. Appropriate force is always nonlethal force unless the aggressor pulls out a lethal weapon. Same duties to obtain care for injured individuals that is given with Self Defense apply here. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies when &amp;quot;defending&amp;quot; one&#039;s area against Security acting on a properly authorized warrant. || Immediate Release&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Good Samaritan Clause&#039;&#039;&#039; || To break the law to prevent a greater harm from occurring. The greater harm must be imminent rather than hypothetical, and the law must be broken as little as reasonably possible. For example: breaking into a department to rescue someone whose suit sensors show they are in critical condition or dead. Acts found to be unreasonable will not be protected by this clause. Failure to comply with an investigation is never protected by this modifier. || Dropping of any charges that depend on ill intent.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Entrapment&#039;&#039;&#039; || To be charged with a crime the offender was induced to commit by Security and, without their help, either would not have or could not have committed. || Charges should be either reduced or dropped depending on their own level of indepedent criminal intent. The officers running the operation should be charged with Violation of Employee Rights as well as the charges they intended to entrap the victim with.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accomplice&#039;&#039;&#039; || To knowingly and materially aid another in the commission of a crime. Both elements are important: a merchant who sells a gun to someone with no knowledge it will be used for murder is not liable, nor is someone who simply cheers on someone else comitting a crime. Providing instruction on how to commit a crime does count as material aid, however, e.g. telling someone how to make a bomb. || Apply all charges for the crime that the primary suspect was aided in to the accomplice.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Authorized Use of Force&#039;&#039;&#039; || Use of force that is legally authorized. The primary example is the Marshals using force to bring in resistant suspects in accordance with their SOP. This modifier also applies to Soteria Lifeline Technicians using nonlethal force (including against Marshals or Councilors) to prevent someone from taking their patient, and Vectors using nonlethal force on members of the Absolutist church who are resisting internal discipline. || Charges should not be applied if the use of force was within legal guidelines.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sentencing Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cooperation with Prosecution&#039;&#039;&#039; || To aid members of colony security, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense. || 25% to 50% timer reduction. This only applies if information is provided that leads to bringing in a suspect that was not already apparent with the information security had.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Surrender&#039;&#039;&#039; || To willingly surrender oneself to security staff; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders. || 25% to 50% timer reduction. Execution may not be issued to those who have surrendered. Crimes worth of Holding until Transfer may be reduced to a timed sentence no less than 60 minutes at the discretion of the Warrant Officer.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Offense by Colony Command&#039;&#039;&#039; ||To be a member of the colony&#039;s command structure, including Steward and Premier, and to commit any Severe or higher level crime, or any crime that references this section in its sentence. This does not require formal conviction by a Tribunal, but a Warrant Officer can expect the charges to be overturned and charges to be filed against them if their fax to the High Council does not include sufficient evidence. || The Warrant Officer, at their discretion, may impose a shift-length dismissal on the individual. This sanction may only be overturned by the Faction Owner or the Low Council. Additionally, the Low Council may vote to impose sanctions either without a Warrant Officer/despite their disapproval or if they wish to impose more serious sanctions than a shift-length dismissal.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Repeat Offender&#039;&#039;&#039; || To commit the same crime multiple times in the same shift. This only applies if someone is punished for it and then commits the same crime after release, not for a string of offenses in a row.|| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc. This also goes for fines. Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Immediate Threat to the Prisoner&#039;&#039;&#039; || To be incarcerated when a situation in the Marshal area poses an immediate threat to the health of the prisoner || The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released. If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Use of Powers&#039;&#039;&#039; || To use abilities greater than those normal for a member of one&#039;s species in the commission of a crime. This includes (but is not limited to) psionics, nanogates, cruciforms, and Soteria-created genetic mutations. There must be reasonable belief that powers were used in such a manner; however, due to the nature of these powers being easy to conceal after the fact, hard evidence is not required. Officer discretion is encouraged, and they may choose not to apply this modifier if they believe the evidence is insufficient. || Any crimes given to the person has its fine value or time served automatically doubled. If the empowered person has a HuT sentence, it is highly encouraged to have their powers removed if it can be done safely. A empowered individual using their powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their powers should be removed before revival. In the case of a cruciformed individual killed relating to this section, if a Vector/Prime is available to properly remove the cruciform from the corpse this should be done; otherwise it should remain attached but deactivated.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime by AI/Cyborg&#039;&#039;&#039; || For Colony AI or Cyborg to commit actions that are criminal in the eyes of the law. Marshals are to operate as per normal. Soteria is to cooperate with the Marshals in regards of these matters, to see if the AI or Cyborg are malfunctioning before allowing them to be arrested.A warrant is specifically required for security to enter the AI core, and Soteria personnel should accompany them to ensure matters are handled peacefully. Squads of Marshals or Shields should not be going into the core unless the AI in question is malfunctioning and/or hostile. As a further note, the AI and Cyborgs cannot open high access areas unless in a state of emergency, for example, the Marshal, Blackshield, or Command armory. The only other time they can open such areas is to clear out infestations and nothing more. || Cyborgs can be locked down within their cells or, if this is not possible, have their MMIs removed and tossed into a cell to serve the appropriate amount of time, or Soteria can choose to pay for their fine. Card the AI and toss it into the cell, much like the borgs. Once they have served their time, return them to their proper vessels. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Quick Reference Guide ===&lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge a colonist with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 108 for trespassing into a department, 105 for stealing an item from the department and 204 for attacking an employee trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Property Crimes&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X01)&#039;&#039;&#039;&lt;br /&gt;
|Vandalism&lt;br /&gt;
| -&lt;br /&gt;
|Destruction of Property&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Failing Duty&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;(X02)&#039;&#039;&#039;&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|Negligence&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rights Violations&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X03)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violence&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X04)&#039;&#039;&#039;&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Theft&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;(X05)&#039;&#039;&#039;&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|Violation of Salvage Rights&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X06)&#039;&#039;&#039;&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obstruction&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X07)&#039;&#039;&#039;&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|Treason&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trespass&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X08)&#039;&#039;&#039;&lt;br /&gt;
|Trespass&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resisting Lawful Authority&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X09)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Injunction&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Escaping from Confinement&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abuse of Lawful Authority&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X10)&#039;&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Disrupting Command&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X11)&#039;&#039;&#039;&lt;br /&gt;
|Sending a Time Wasting Fax&lt;br /&gt;
|Forgery&lt;br /&gt;
|False Testimony&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unconscionable Behavior&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X12)&#039;&#039;&#039;&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Desecrating a Corpse&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
Cannibalism&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bodily Autonomy Violations&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X13)&#039;&#039;&#039;&lt;br /&gt;
|Harassment&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|}&lt;br /&gt;
===Specialty Charges===&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an officer or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty colonist, a mediation should occur with the victim. The debtor&#039;s personal items may be forcefully liquidated to cover their debt, or an agreement reached to repay the debt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the colony or it’s security team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 1,000 credits may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 500 credits. Injuries such as fractures or injuries that leave a patient in codification condition should be 1,000 credits.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Blackshield committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|003 - Suicide Attempt &lt;br /&gt;
|To physically attempt to or credibly threaten to end one&#039;s own life either through radio communications or while in brig.&lt;br /&gt;
|Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.&lt;br /&gt;
&lt;br /&gt;
Upon their timer ending the prisoner should be held until medical personnel can arrive to escort them for psychiatric examination. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a colonist or department without provocation, stalking a colonist or refusing to leave a department, yelling over ones headset, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 1,000 credits may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Lack of Security, Medical, or Employment Records&lt;br /&gt;
|To be a registered member of the colony without any form of qualified records.&lt;br /&gt;
|This does not apply to outsiders visiting the colony nor members of the Hunters Lodge. &lt;br /&gt;
&lt;br /&gt;
All members of the colony are required to meet the minimum requirements highlighted [[Example_Paperwork#Character_Records|within the Character Records Section of Example Paperwork]].&lt;br /&gt;
&lt;br /&gt;
If a colonist does not meet this requirement, Security personnel should interview the colonist and aid them in setting up required records, providing a format sheet for them to fill out and put on file.&lt;br /&gt;
&lt;br /&gt;
If the colonist is not willing to file paperwork, they are to be released and High Council is to be notified. (Fax or A-help - records are a rule issue.) High Council will advise on actions to take, if any, regarding the issue.&lt;br /&gt;
&lt;br /&gt;
An offender who actively lies about their implant status - such as not reporting their nanogate, psionic, or church implant within their records is to receive a &#039;&#039;&#039;Providing False Testimony&#039;&#039;&#039; charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|006 - Data/Information Breach&lt;br /&gt;
|To knowingly and willfully communicate information, gained in confidence through private or departmental channels, to personnel without legal access. Department Heads have authority to communicate information from their respective channels.&lt;br /&gt;
&lt;br /&gt;
|A timer of no more than 30 minutes but no less than 10 and/or a minimum fine of 250 credits, up to 1,000, may be issued depending on severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Minor Charges===&lt;br /&gt;
{| style=&amp;quot;background-color:#aaffaa; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately deface or minorly damage colonial or departmental property without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, to littering in a public or departmental area, to minorly damaging a Soteria cyborg&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 500 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 250 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|To deliberately deny an employee certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically security or medical staff for a major SoP violation due to it going against another colonist’s rights. The colonist or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from Security using thermals without reason, Medical sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 1,000 credits to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with a colonist, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching a colonist when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 500 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another department and/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a department or owned by a person. This includes people taking items from their own department they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 500 credits with the addition of the item(s) being returned.&lt;br /&gt;
&lt;br /&gt;
If the stolen item(s) cannot be recovered then the offender may be forced to pay the item(s) cost to the victim. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Table.&#039;&#039;&#039;&lt;br /&gt;
|For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the chief biolab officer.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as a chameleon weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Marshals, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area. Detainment until the situation in question has been resolved.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a department lobby, the bar, or the kitchen also apply if asked to vacate the area by relevant department staff. Those with access typically should not be in those areas unless they have a good reason or permission from the department&#039;s relevant staff. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security personnel with an authorized warrant and council members conducting investigations authorized by an LC vote may not be asked or made to leave.&#039;&#039;&#039;&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as a Property Crime if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, colony control room or the outer perimeter see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the marshal or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the warrant officer only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Sending a time wasting fax See [[Faxes]]&lt;br /&gt;
|To send a fax to a faction leader of the colony or its allies that is considered unnecessary or unneeded. Do note that in [[Faxes]] it outlines what is and isn&#039;t a time wasting fax.&lt;br /&gt;
|This charge can only be given by a faction owner or faction ally, not by heads of staff or marshals.&lt;br /&gt;
|15 minute in a cell or a 750 credit fine.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms to seriously hurt or kill a colonist, previous violent convictions approaching while threatening a colonist, or if a colonist was to chase another colony member or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, charge &#039;&#039;&#039;Assault&#039;&#039;&#039; instead. If the offender stalks the victim also charge &#039;&#039;&#039;Harassment/Stalking&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Harassment or Stalking&lt;br /&gt;
|To take repeated actions for the purpose of harassing an individual, or to continue following them after being asked to stop.&lt;br /&gt;
|This crime does not apply if there is a lawful reason for the conduct, such as Marshals pursuing an investigation or a Head trying to get their employee to do their job.&lt;br /&gt;
|Timer of no more than 5 minutes or a 250 credit fine paid to the victim.&lt;br /&gt;
&lt;br /&gt;
Injunction placed at discretion of the WO&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Moderate Charges===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|To fail to complete the core functions of your job when they are necessary&lt;br /&gt;
|This is intended to handle situations where a job is required but the individual who should handle it is doing non-job related things or taking a break. For example, doctors not responding to calls for medical assistance, the Marshals not investigating a crime, the Prospectors not looting areas or not setting up their shop afterwards, or the chef not preparing any food. Providing products is not considered a core function of the Science department or the Guild unless there is an emergency and supplies are needed to aid with it. &lt;br /&gt;
&lt;br /&gt;
If there is more than one person in the relevant job and none respond to a call, all are to be punished unless they were occupied with other job-critical activities. If there is uncertainty about whether something a core function, the Faction Head and other professionals should be consulted but the final judgement rests with the Marshal handling the case.&lt;br /&gt;
|Forfeiture of 1 hour&#039;s pay to the corporate account. Timer of no more than 15 minutes. Dismissal at the discretion of the Head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish an employee without proper cause or reason, or in violation of due process rights such as Habeas Corpus.&lt;br /&gt;
|This is mainly for marshal officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause physical harm or mild injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it. This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition, or other less-than-lethal means, without just cause counts as assault.&lt;br /&gt;
&lt;br /&gt;
See ‘’’Aggravated Assault’’’ if any lethal ammunition are used, or if the victim suffers a broken bone or notable life-threatening hospitalization. See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill. See ‘’’Threat of Murder or Serious Injury``` as a secondary charge to any threats made while brandishing a weapon with a stated threat to murder.&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking an employees pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or credits takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the department head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Major Contraband &lt;br /&gt;
|To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
|See &#039;&#039;&#039;Contraband Table&#039;&#039;&#039; for what applies to this charge.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Supply Specialist, Brigadier, or the provost Marshal to override this law. &lt;br /&gt;
&lt;br /&gt;
The Chief Biolab Overseer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess any contraband so long as they comply with their &#039;&#039;Contraband Policy&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes and the confiscation of contraband items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is injured because of this, also charge &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, also charge the relevant Property Crimes charge. If a colonist dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;208&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
|Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge Manslaughter.&lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
| Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the officer trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An officer should take into account their reason for not reporting to security immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in security has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force.&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that do not require medical treatment beyond first aid but are still unwarranted. If the suspect required more than basic first aid, charge instead &#039;&#039;&#039;Severe Excessive Use of Force&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 2,000 credits paid to the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;211&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a fax to issue orders posing as the High Council or a superior, falsifying a medical prescription or falsifying ones records to pose as either more certified or to fake eligibility for job positions.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
|Desecrating a Corpse &lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
Cannibalism&lt;br /&gt;
|To abuse bodies of dead or previously dead people. Acts may range from non-medical to scientific desecration.&lt;br /&gt;
Cannibalistic acts are the consumption of any &#039;&#039;&#039;Person&#039;&#039;&#039;, Voidwolf, Colony Recognized higher-intelligence lifeform.&lt;br /&gt;
|Examples include, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039; without consent. Preventing a body from being repaired or cyborged also falls under this. Bodies rendered incapable of wound repair count as &#039;&#039;&#039;Murder&#039;&#039;&#039; instead. &lt;br /&gt;
If the body is made into any edible product, or any severed limb/organ of the &#039;&#039;&#039;Person&#039;&#039;&#039; is consumed, instead charge &#039;&#039;&#039;Cannibalism&#039;&#039;&#039; in Notes.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
In cases of &#039;&#039;&#039;Cannibalism&#039;&#039;&#039;, this crime is to be classified as a 5XX level crime. The offender is to be held HuJ.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;213&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where colonists are roaming around Nadezhda, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. A marshal can request a male colonist to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 20 minutes, alongside a fine of 500 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Major Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Destruction of Property &lt;br /&gt;
|To destroy the property of a colonist, a colony faction, or the colony itself without valid reason, either deliberately or through negligence&lt;br /&gt;
|The property in question can belong to another individual, to a faction, or the colony at large. This crime includes destroying normal doors or walls, recycling or disassembling equipment, or damaging a cyborg to the point it needs internal repairs. Valid reasons include (but are not limited to) normal recycling and research activities. If an item is stolen and destroyed, charge either the relevant Theft level or this, whichever is more severe.&lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Negligence&lt;br /&gt;
|To cause notable damage to a colonist by failing at one&#039;s duty, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest mistakes, laziness, or deliberate disregard. This is usually because an employee ignored Standard Operating Procedure or failed to follow an order, but may also be applied if they failed to do something that a reasonable and competent professional in their role would do. It also applies any time any SOP explicitly calls for it, regardless of actual harm (e.g. engaging in human experimentation without a waiver). If a colonist is killed because of it, instead charge Manslaughter; if equipment is destroyed, charge Destruction of Property. This crime cannot be charged alongside Destruction of Property if the damage is the only significant result of the negligent conduct.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|To punish a crew member in excess for their crime, to give a crew member incorrect punishment, or to give fraudulent charges that are not valid.&lt;br /&gt;
|This includes stacking charges improperly, planting evidence, confiscating contraband if it is being used in a legal manner under the Contraband Policy, or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion/Dismissal at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §304&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|To cause severe injury to another employee or colonist, typically requiring invasive surgery or resulting in life-threatening physical harm.&lt;br /&gt;
|This is in reference to any form of assault that causes shrapnel, broken bones, severe bleeding, or otherwise rendering a victim into a state of critical condition. Shrapnel left in one’s body may count if the rounds are not LTL rounds. For LTL round usage that do ‘not’ result in broken bones or cause a life threatening injury, but may still embed, see ```Assault```.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;305&lt;br /&gt;
|Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039;, or otherwise taking undue action against a rightful claimant.&lt;br /&gt;
|The consideration of the stolen item(s) value should be taken into account when issuing this charge.&lt;br /&gt;
|Any stolen items should be returned to the proper salvage-claim holder. If the items are non-recoverable, or have been sold off, the offender is to repay that market-price of the stolen items to the victim. If the offender is not able to pay, apply specialty charge ```001 - Defaulting on Debt```.&lt;br /&gt;
&lt;br /&gt;
A timer of no more than 20 minutes may be issued on the offender alongside a 250 credit fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by security, even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room,toxin storage or other essential high-security areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as a convict who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 30 minutes for escaping.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force which results in the victim requiring more than basic first aid&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that require surgery or other advanced medical treatment beyond first aid. If a victim dies and the use of force was not warranted, also charge Manslaughter.&lt;br /&gt;
|Dismissal which can only be overturned by the Faction Owner, who must be faxed in all cases of Severe Use of Excessive Force. Timer of no more than 30 minutes. Payment of all medical bills of the victim&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §311&lt;br /&gt;
|Providing False Testimony&lt;br /&gt;
|To provide false or deliberately misleading testimony to colony officials&lt;br /&gt;
|This can be applied in relation to interviews with investigators or to the interviews had with colony officials to create records (see §005).&lt;br /&gt;
&lt;br /&gt;
This crime requires intent to mislead, as judged by the Marshal handling the case.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
In cases of false/incomplete records, they should be permitted one chance to get them corrected unless evidence of deliberate deception is found. If such evidence exists or the records remain false, apply sentence as above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;312&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or crew well-being (e.g genetics,weapon testing, etc.) don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but monkey cubes and the like probably aren&#039;t. &lt;br /&gt;
&lt;br /&gt;
Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms, or are fully tamed by a colonist. Tamed in this case means that they will not attack other colonists, or damage colony infrastructure.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 750 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If any named Colony Pet (Ian, Tea, Graves, Lisa, PunPun, and other pets that spawn in the colony with a roundstart name (this does not include ones made in-round unless specific by the High Council through fax/announcement) was targeted, it is an automatic 90 minute sentence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;313&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards a person or silicon unit.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exceptional Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To deliberately destroy colony equipment without valid reason.&lt;br /&gt;
|This includes destroying secured doors or reinforced walls, unauthorized destruction of cyborgs, breaking of machinery, etc. Valid reasons include (but are not limited to) destruction needed to prevent a greater loss of life or destruction of the colony&lt;br /&gt;
|Timer of no more than 45 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;403&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for anyone who abuses the power given to them, such as the premier acting like a security officer in a non-emergency, the warrant officer acting as if he is above the law, etc. Heads of staff trying to order a different department or ignoring a council vote also comes under this, as does security staff attempting to give orders to non-security without legal justification.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the department head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a fax should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill a colonist without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are of a dangerous, of high value, or of sensitive nature.&lt;br /&gt;
|This means high-value weapons or explosives, and also includes items of singular importance such as the station blueprints, chief biolab overseers hypospray, or items not easily replaced / are not replicable.&lt;br /&gt;
&lt;br /&gt;
important items produced solely by the Church, such as Cruciforms, Absolutist Constructs, and other Absolutist artifacts are property of the Church and may at any time for any reason be demanded back. Refusal to return the items shall be considered &#039;&#039;&#039;grand theft&#039;&#039;&#039; and &#039;&#039;&#039;failure to execute an order&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
&lt;br /&gt;
|To be in illegal possession of or to actively operate Excelsior equipment. &lt;br /&gt;
|This applies to Excelsior batteries, guns or armor. Their lack of safety features, shoddily made structure and use in operation can endanger oneself or other colonists.&lt;br /&gt;
&lt;br /&gt;
The usage of Excelsior tech also is a tell-tale sign of an Excelsior agent or collaborator.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Provost Marshal or the Brigadier to override this law. No lesser official can override this law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Policy&#039;&#039;&#039;&lt;br /&gt;
|Immediate medical examination and confiscation of equipment.&lt;br /&gt;
&lt;br /&gt;
If Excelsior implant is found and removed the subject should be placed under psychiatric evaluation until deemed fit. If deemed fit the offender should be released.&lt;br /&gt;
&lt;br /&gt;
If Excelsior equipment is operated or sold but no implant is found see &#039;&#039;&#039;Treason&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;407&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
|An exception would be a law reset when obviously harmful laws have been uploaded. Only the council or two Soteria overseers together can authorize a law change outside of this situation.&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;410&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, also charge &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §413&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|To teleport a person, with either psionic powers or bluespace technology, who is unwilling or does not consent to the testing of such equipment on themself.&lt;br /&gt;
|Teleportation devices used by non-sicence members count as &#039;&#039;&#039;Major Contraband&#039;&#039;&#039;, charge both crimes in such cases. If a person does not consent actively to be teleported by another person, such as through a harpoon or portal-throwing, etc - this charge applies.&lt;br /&gt;
|A timer of no more than 90 minutes may be issued. If the victim dies as a means of this teleportation, see &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
If the victim is hurt during the teleportation, or in result of it, see &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The offender is to be demoted upon sentencing for the crime.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Capital Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
|To engage in Sabotage on a large scale or on important infrastructure.&lt;br /&gt;
|This includes actions that either affect a large area or which deprive the colony or a faction the use of critical equipment such as the Church&#039;s bioreactor, the Soteria AI, or critical infrastructure. Applicable to unsuccessful attempts, if intent can be reasonably proved.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If an employee is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the colony through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;503&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force a colonist to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see §203 (Illegal Detention, Arrest or Holding).&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To willfully and intentionally kill or attempt to kill a colony member or an ally of the colony. Or to prevent a rightful revival or else render a colonist unrevivable through clear action. &lt;br /&gt;
|Clear intent is needed to prove a case of murder over manslaughter. While Manslaughter is unintentionally causing death through accident, or unintended consequences, Murder is a purposeful act with the intent to take the life of another.&lt;br /&gt;
&lt;br /&gt;
Attempts to cover up an incident of Manslaughter may necessitate a charge of murder due to pre/post meditative evidence. &lt;br /&gt;
Additionally, should proof positive be obtained that indicates premeditation the penalty should be automatically adjusted to H.U.T and the low council should convene to determine if more extreme penalties are warranted, up to and including execution.&lt;br /&gt;
&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;505&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
|To gain access to in-house or proprietary Designs, Documents, Programs, or otherwise vital assets of a Colony Faction or one of the Colony&#039;s allies.&lt;br /&gt;
|Whether by theft, trespass, or buying such items without the departmental head&#039;s explicitly written and shown permission. &lt;br /&gt;
&lt;br /&gt;
Note that this does &#039;&#039;&#039;NOT&#039;&#039;&#039; include stealing items themselves, such as constructed Guild items or items purchased through the Lonestar Trade System -- only the theft of the program itself or the designs to make more of the Guild&#039;s items, or otherwise.&lt;br /&gt;
&lt;br /&gt;
|Hold until Transfer. The stolen proprietary assets should be returned to the faction or ally they were stolen from immediately unless they are directly required to be used as evidence in a tribunal. Any items gathered or created with the proprietary assets should be given to the faction or ally as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;507&lt;br /&gt;
|Treason&lt;br /&gt;
|To deliberately undermine the efforts and interests of the colony at large, or to deliberately and willfully aid the efforts of hostile factions.&lt;br /&gt;
|This includes possessing or distributing Excelsior armor or weapons for purposes other than lawful destruction, attacking neutral factions without provocation or justifiable reason, giving a hostile faction information about the colony or its defenses, or taking up arms in support of a hostile faction against the colony. In cases of the Low Council voting to temporarily work with a normally hostile faction, Treason does not apply.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an AI upload or the Marshal armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a staff member may not be active. In rare cases, such as a code red incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as from a rogue AI or hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;509&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution unless the convict surrenders peacefully. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;510&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a colonist who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute a colonist or an ally based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having less than a unanimous sentencing vote, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The warrant officer is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact provost marshal Boris Kilmeade if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Provost Marshal Boris Kilmeade may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;513&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
|This charge exists as a means to handle non-con scenes ICly when they do happen.&#039;&#039;&#039;Noncon RP is not permitted on this server. Ahelp staff when dealing with these charges.&#039;&#039;&#039;&lt;br /&gt;
|Permanent removal from the colony or execution.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Common Areas&#039;&#039;&#039;: Generally understood to be publicly accessible areas of the colony that are owned and maintained &amp;lt;i&amp;gt;by&amp;lt;/i&amp;gt; the colony rather than as part of an individual department.&lt;br /&gt;
* &#039;&#039;&#039;Lethal Firearm&#039;&#039;&#039;: A gun loaded or set to a fire mode that&#039;s main purpose is to inflict damage to put a person into a critical conduction and or kill. Rubbers when shot out of a gun that has mods to inflict additional damage onto the bullet itself automatically count as lethal.&lt;br /&gt;
* &#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires following the sanction process in general SOP to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including Assistant position. Requires following the sanction process in general SOP to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation at admin discretion))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying an on-shift general leadership position within a faction.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases at Warrant Officer discretion.&lt;br /&gt;
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In cases where the final sentence is more than 90 minutes, it is changed to holding until judgment.&lt;br /&gt;
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The standard penalty can be applied without a tribunal by Marshal Officers. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
* Laws do NOT protect outsiders unless specified via Low Council vote, High Council decree, or in the case of colony allies. The only time laws may protect a neutral person or Outsider is in the case of the wording being &#039;Someone&#039;, &#039;Person&#039;, or &#039;People&#039; - implying this would cover non-colony members as well due to its wording.&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=4428</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=4428"/>
		<updated>2024-11-01T17:46:41Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: &amp;amp; -&amp;gt; or&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The colony laws are a series of regulations that all interest groups on the High Council have agreed to, applying them broadly to all colonists inside the colony. The colony’s Marshals are expected to uphold and enforce these laws, and all departments are expected to follow them. This is not a general guide to security. All new marshals should review the official [[Guide to Security|Guide to Marshals]]. It is important to know that all offenses listed below should be followed as a ‘guideline’ by law enforcement personnel and do allow for victim rights and alternative solutions to minor offenses. For example, you are not required to give a sentence if the problem can be resolved in an alternative way that the suspect agrees to, such as an agreement with the victim in return for not pressing charges, or peer mediation. To understand how to go about a proper arrest, or other clarifications such as prisoner rights, alert levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is enforced via the head of staff. To be charged with a violation of SOP, a head of staff has to request a relevant charge be levied, such as denial of a reasonable order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to colonists, colony allies and authorized visitors. Individuals and groups unconnected to the colony have no rights and therefore no protections under the law.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;All colony law is subject to the standard of INNOCENT UNTIL PROVEN GUILTY. No one is to ever be assumed guilty, evidence must be presented that reasonably proves guilt.&amp;lt;/big&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A good working knowledge of the law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of the law are required for such positions as the ranger, officer, premier, and the warrant officer. For certain crimes, the accused party&#039;s intent is important. Intent can be the difference between a charge such as, say, manslaughter and murder. One requires purposeful intent, the other is unintentional and typically caused by negligence or workplace accident. It is also important to note that manslaughter and murder are mutually exclusive. This indicates that an individual must be charged with one or the other, not both. Neither could a colonist be charged with both assault and murder on an individual if there is only a single victim, the higher-grade charge must be the charge applied in that case.&lt;br /&gt;
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&lt;br /&gt;
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All of this will be explained in detail as you read on, including specialty clauses, cases, guides, and explanations to how a Marshal or servant of the law should think when interpreting legal issues such as criminal acts or disputes.&lt;br /&gt;
&lt;br /&gt;
Here are a few basic to-know bullet points for officers:&lt;br /&gt;
* &#039;&#039;&#039;To ensure you, as an arresting officer, don&#039;t fall into the trap of negligence or misuse of power, always follow procedure where possible as detailed by [[Standard_Operating_Procedure#Marshals|standard operating procedure]].&#039;&#039;&#039;&lt;br /&gt;
* As an arresting officer, follow the [[Guide to Security|Guide to Marshals]] to ensure you don&#039;t fall foul of legal proceedings.&lt;br /&gt;
* In the case of pressed charges being in the same category (i.e Battery, Assault, Murder - or Vandalism, Theft, Grand Theft) take only the most severe charge. Any lesser charges in this case should not be applied.&lt;br /&gt;
* Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
* A single incident has a single sentence, so if, for instance, the prisoner took 3 items off a person, this is a single count of theft. Otherwise this would count as &#039;crime-stacking&#039;, which is against SOP and law.&lt;br /&gt;
* When deciding on a timer for multiple crimes committed, take each crime into consideration separately. Then add the times together to get a final concise timer. This should be the timer issued to an offender when they are put in a cell.&lt;br /&gt;
* &#039;&#039;&#039;The time taken to bring in an offender and the time taken when questioning the offender are NOT to be calculated into their issued timer.&#039;&#039;&#039; Timers begin when plugged in on a cell&#039;s console. However, offenders should be processed as quick as reasonably possible as-per their rights as employees within the colony.&lt;br /&gt;
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=== Victim Rights ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victims of a crime hold the general right to drop charges.&#039;&#039;&#039; This applies to charges within the 100, 200, and 300 tiers. Victims may also choose to only collect monetary value equal to their losses from the offender in question, such as any incurring medical bills or loss of property. These clauses are there to allow a victim peace of mind and to make sound decisions rather than being forced into court cases.&lt;br /&gt;
&lt;br /&gt;
There are some exceptions, however. 400 and 500-level charges &#039;&#039;&#039;cannot&#039;&#039;&#039; be dropped at any time by a victim, as these acts extend further than creating a victim, but also threatening the lives of others and the order of the colony as a whole. Officers &#039;&#039;may&#039;&#039; take into account an offender’s circumstances and a victim&#039;s testimonial when deciding intent and timers but no dropping of charges may occur.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this section, each individual directly targeted by criminal activity is a victim. If a crime affects a department, such as Trespass, then the Department Head may choose to drop the charge. If there is no Head, the charge can only be dropped by unanimous consent of those who were affected. If the crime affects the colony as a whole or has no specific victim, such as Contraband, Breakout, or Desecrating a Corpse, only the Warrant Officer or Ranger may authorize the waiving of charges, and a decision to waive charges may be overridden by the Warrant Officer (if the decision was made by a Ranger) or a vote of the Low Council.&lt;br /&gt;
&lt;br /&gt;
=== Fines &amp;amp; Timers ===&lt;br /&gt;
&lt;br /&gt;
Some crimes may offer either a fine or a timer, or in some cases, &#039;both&#039; a fine and a timer together. It is ultimately at the discretion of the arresting officer and/or the warrant-filer what the punishment for an offense should be. &lt;br /&gt;
&lt;br /&gt;
Fines are ultimately recommended for most low-level crimes, if they are listed under the ‘timer’ section of the quick reference guide. If, however, an offender is non-cooperative, a repeat offender, or otherwise hindering an investigation a timer should be issued instead. Fines are to be paid to the Marshal department directly, while any compensation, such as to damaged property or medical fees, should be directed to the victim and/or the victim department.&lt;br /&gt;
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Timers are to be decided by the senior authority, typically either a ranger or warrant officer. If in the case where neither are available then the arresting officer may decide. Timers should not exceed a maximum time allocated to the charge &#039;&#039;&#039;unless&#039;&#039;&#039; modifiers are added on; such as a repeat offender who would receive double the time. Timers &#039;may&#039; be less than the allocated maximum time depending on circumstances and modifiers that would normally subtract time from one’s sentence, such as cooperation with security personnel or in cases of entrapment.&lt;br /&gt;
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== Heads of Staff &amp;amp; Lower Council Law ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heads of staff are not above the law, and can be arrested by the marshals for breaking it.&#039;&#039;&#039; The &#039;only&#039; time that the law can be overridden is when there is an imminent and overwhelming threat to the colony, such as during a Code Delta scenario. &lt;br /&gt;
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&#039;&#039;&#039;A determination of no-wrongdoing may result in the dismissal of charges levied or a negating of any brig time served.&#039;&#039;&#039; Determinations of no-wrongdoing must be done by a Warrant Officer after an investigation, which must be faxed to the Office of the Provost Marshal, the Provost Marshal himself, or the colonies High Council. Any Warrant Officer found to abuse their authority to declare improper cases of no-wrongdoing may be demoted and arrested for exceeding their official power alongside other charges, such as falsifying information or providing false testimony.&lt;br /&gt;
&lt;br /&gt;
A vote held by the Lower Council may also be used to indite some charges, such as abuse of power or charges related to disrupting the Low Council. Any crime that requires judgement, such as crimes labeled as &#039;HuJ&#039; / Hold until Judgement, should be decided on in a timely manner by the Lower Council through a tribunal. A tribunal &#039;&#039;&#039;must&#039;&#039;&#039; follow the [[Standard Operating Procedure (Legal)|Legal Standard Operating Procedure]] to be considered legal. A tribunal must properly vote and may only be overturned by the High Council itself.&lt;br /&gt;
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== Law in Relation to Outsiders, Allies, &amp;amp; Others ==&lt;br /&gt;
&lt;br /&gt;
Colony law is &#039;&#039;&#039;not&#039;&#039;&#039; extended to neutral parties inherently. Outsiders, for example, have no inherant legal rights or protections. However, some laws do apply to protect outsiders as well, including all intelligent, sapient beings. This includes other intelligent races, ranging from Humans to Mycus, to anything of higher intelligence including robots with self awareness.&lt;br /&gt;
&lt;br /&gt;
For simple terminology of colony law:&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Employee&amp;quot; / &amp;quot;Colonist&amp;quot;&#039;&#039;&#039; = A member of the colony or an employee of one of the colony&#039;s various factions. These rights are extended to all members of the colony and all members of departments.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;People&amp;quot; / &amp;quot;Person&amp;quot; / &amp;quot;Someone&amp;quot;&#039;&#039;&#039; = This covers &#039;&#039;&#039;any&#039;&#039;&#039; sapient, intelligent being, regardless of their allegiance. Outsiders, hostiles, allies, etc. This term is used only rarely, but is typically used to refer to crimes such as desecration of a corpse due to the criminal and inhumane act of cannibalism, or in reference to inhumane acts such as the act of enslavement. &lt;br /&gt;
&lt;br /&gt;
Outsiders are only protected under colony law under the term &#039;people&#039;, &#039;person&#039;, &#039;someone&#039;, or if granted entry to the colony via vote for visitation or sale of goods. When an Outsider is granted entry, they have the same rights as a citizen of the colony - until they are ejected or their visitation period ends. At that point legal protection ends.&lt;br /&gt;
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Outsiders, Neutral parties or visitors that are allowed in generally expected to follow &#039;common sense&#039; colony law. That is, don&#039;t steal, don&#039;t assault and do not take advantage of your hosts. They should also generally remain in the colony common areas, and not take anything belonging to the colony(this includes items kept &#039;for the common good, such as the tech storage tools, lathe, medical supplies, etc). Any who violate these rules may be ejected immediately by colony security, any who breach these rules in a more serious fashion should be detained and the Provost faxed. &lt;br /&gt;
&lt;br /&gt;
Lodge members and other colony-aligned factions have full rights of a normal colonist. For information on this, and neutral parties, this can be found in Standard Operating Procedure. Attacking a non-hostile neutral party can result in a charge of &#039;&#039;&#039;Treason&#039;&#039;&#039; depending on the incident. Neutral party refers to a neutral organization, not individuals such as Outsiders.&lt;br /&gt;
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Security personnel are to obey these clauses and understand the wording.&lt;br /&gt;
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==Salvaging Rights==&lt;br /&gt;
&lt;br /&gt;
These laws will attempt to make clear what is, and is not salvage. Who has rights over what claims, the proper handling of claims and so fourth. These laws MUST be enforced by Nadezhda Marshals, or Blackshield, depending on the jurisdiction of the &#039;claim&#039; and apply to all colonists of the Nadezdha Colony as well as Colony Allies and &#039;Neutral&#039; third parties.&lt;br /&gt;
Basic salvage rights entail only the following caveats;&lt;br /&gt;
* Trash piles, unclaimed and clearly unowned items and storage containers are the rightful property of the &#039;first claimant&#039;. A trash pile belongs to the first person to touch it, an abandoned locker to the first one to reach it, et cetera.&lt;br /&gt;
* Clearly owned property must be respected. A labeled cart, a gun who&#039;s serial is registered and thus known - these are considered personal property, and must be respected. &lt;br /&gt;
Additionally the following rules apply to all &#039;claims&#039;&lt;br /&gt;
* If an item is stolen and then rediscovered in an area that would normally count as right-to-loot then it must be returned as it is their rightful property. &lt;br /&gt;
* Crime scenes. Any item taken from a crime scene is chargeable by theft, obstruction of duty, and suspicious conduct. A crime scene&#039;s boundaries will be clearly marked by tape set up by Marshals or Blackshield.&lt;br /&gt;
* Items dropped by colonists or allies due to severe injuries are their rightful property, and MUST be returned. &lt;br /&gt;
* The areas owned by colony allies or factions (such as Voidwolf ally Ships or the Soteria Solar Outpost), and clearly defined departmental zones are barred from allowing salvage claims.&lt;br /&gt;
===Types of Salvage Claims===&lt;br /&gt;
In summary, there are four types of salvage areas. Claimed, Unclaimed, disputed and free&lt;br /&gt;
&lt;br /&gt;
*Claimed areas are those within colony borders(or the borders of colony allies) that have a lawful mandate placed over them, determined typically by the High Council, or at times low council. These locations are the claim-right of a particular faction, ally, et cetera. The FULL contents of these areas is the rightful claim of their respective owners, and any contents taken are effectively treated as their &#039;rightful property&#039;. Though mere presence on a claim is not generally sufficient to result in charges, the removal of property from them(I.E scavving) is cause for charges of trespass, theft, and grand theft. Additionally, a modifier &amp;quot;Breach of salvage rights&amp;quot; should be applied to each of these charges and any items taken returned or, if not possible - their value owed in remediation.&lt;br /&gt;
&lt;br /&gt;
*Unclaimed areas, while still within colony property, have no rightful claim placed on them, such claims may be enacted at the discretion of the High council, foreman and low council(in that order of importance), having to be properly ratified and faxed to be valid.&lt;br /&gt;
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*Uncontested areas are new zones or uncertain zones that have no current claims. While they may be within the borders of the Colony or its Allies, they are generally free to loot so long as general scavenging rules are observed. Conflicts, theft and similar SHALL be punished by law.&lt;br /&gt;
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*Free areas are neither within colony territory nor hold any special claim. These areas are typically considered &#039;free&#039; of salvage rights and include but are not limited to; the untamed wilds past the colony border and space(and areas located within that do not fall under the purview of the previous types of claims).&lt;br /&gt;
===Known claims and their status===&lt;br /&gt;
*The Nadezdha colony maintains that the areas in its immediate vicinity, as well as the forest directly south and the crater directly west are &#039;colony property&#039; and not subject to claims by non-colony forces.&lt;br /&gt;
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*Colony maintenance is &#039;unclaimed&#039;, thus only basic salvage rights must be respected.&lt;br /&gt;
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*The Prospectors hold exclusive claims over the following areas; Greyson Positronics field offices and attached locations, this include the Greyson Positronics Gantlet. &#039;Preppers&#039; bunker. &#039;Ironhead compound&#039; Smuggler base. &#039;Zoo&#039; research facility. &lt;br /&gt;
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*The &#039;Scrap haven&#039; is, as of now, a shared claim between the Prospectors and Hunters lodge - However, the Hunters Lodge has abdicated any right to lease their hold on the claim. &lt;br /&gt;
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*The hunters Lodge holds exclusive claim over the following areas; The lodge itself and land upon which it sits, and the plains in the immediate vicinity of their lodge&lt;br /&gt;
&lt;br /&gt;
*The &#039;Salvage Fields&#039; are &#039;free&#039; claims, though basic salvage rights should be respected.&lt;br /&gt;
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*The assorted, smaller &#039;Points of Interest&#039; in the immediate vicinity of the colony are &#039;uncontested&#039;(E.G, scorched outpost, lost outpost, etc).&lt;br /&gt;
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===Enforcement of Claims and Jurisdiction.===&lt;br /&gt;
As previously stated, it is the duty of Marshals and Blackshield to enforce salvaging rights - though they may vary on where their areas of jurisdiction come into play. &amp;lt;br&amp;gt;&lt;br /&gt;
Blackshield are largely expected to handle matters of salvage disputes where exterior forces threaten Nadezdha Colony(or upon request, colony allies) claims. Exterior factions attempted to jump claims owned by Prospectors should result in their dispatching.&amp;lt;br&amp;gt;&lt;br /&gt;
Marshals however are granted jurisdiction over legal matters of enforcement. Colonists jumping claims that are rightfully held should be charged accounting for the details of the matter. &amp;lt;br&amp;gt;&lt;br /&gt;
In the event where jurisdiction may be at question, it is important to remember that while the blackshield holds legal jurisdiction outside the perimeter fence - they are typically less oriented in the minutiae of law, and should they have to step in to enforce claims upon colonists past the walls they must hand over said colonists on return for processing by Marshals.&lt;br /&gt;
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===Additional Caveats===&lt;br /&gt;
*Salvage rights may, at the determination of their holder - be granted or leased. E.G, The Prospectors may, at the determination of the Foreman or Overboss Hogg grant rights over claims to other factions, allies, etc. &lt;br /&gt;
*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of &#039;equal value&#039; taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences&lt;br /&gt;
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-jumpers to return the stolen salvage and leave before force is used.&lt;br /&gt;
*Areas outside of the planets orbit, such as the nearby asteroid field in space, are not claimed by the colony directly. Salvagers and security forces operating there may salvage, but hold no direct claim over the materials there.&lt;br /&gt;
*Areas within the purview of Colony Salvage Law shall have their mineral resources granted exclusive purview for Lonestar Shipping to exploit, Lease or Manage as they will.&lt;br /&gt;
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==Intellectual Property==&lt;br /&gt;
&lt;br /&gt;
Nadezhda colony is filled with products produced with propietary designs from factions both within and without the colony. These designs belong exclusively to the company that owns them, however legal license to produce the items is distributed in the form of disks. As a general rule, no faction has any claim on any disk or item salvaged by another, nor any item which was manufactured by them or sold to them by a lawful owner, regardless of whether the design originated with the faction. The exceptions to this rule are as follows:&lt;br /&gt;
&lt;br /&gt;
*Unprotected design files, such as those found on factory disks or made by Soteria Research, are forbidden to leave the control of that faction without the written and stamped permission of the Faction Head. If such a disk is stolen, all items produced from it may be reclaimed. This is considered §505: Misappropriation of Intellectual Property, with the legal liability falling on the individual who stole or distributed the designs.&lt;br /&gt;
*Factions may act to protect the integrity of their uniforms to prevent confusion. Any Faction Head may prohibit those not belonging to their faction from wearing uniforms of that faction. Primes may not restrict non-clergy clothing from anyone who has not been formally excommunicated from the Church. Refusing to comply with the directive of a Faction Head in this matter is considered §102: Failure to Execute an Order.&lt;br /&gt;
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== Contraband Policy ==&lt;br /&gt;
=== Minor Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Minor Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zoom&lt;br /&gt;
* Mind Breaker&lt;br /&gt;
* Warlock Velvet&lt;br /&gt;
* Slime Jelly&lt;br /&gt;
* Cryptobilin&lt;br /&gt;
* Impedrezene&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Thermal Goggles (this includes implants)&lt;br /&gt;
* Random wave radio (owned by Lonestar, legal so long as procedure is followed as stated in Lonestar SOP)&lt;br /&gt;
* Chameleon devices (gloves, projectors, suits, armor, guns, etc)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Hardsuit Voice Synthesizer&lt;br /&gt;
* Data Jack module&lt;br /&gt;
* Electro Warfare module&lt;br /&gt;
* Thermal Modules (Including built-in thermal helmets &amp;amp; rig-mounts)&lt;br /&gt;
* Chameleon device (clothing forms, projector, etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Minor Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Thermals are considered contraband for all departments. Thermals are however permitted outside the colony or during a declared red alert level. This goes for the augmentations, glasses, helmets or rig-suit modules. The following items are considered thermals: Augmented shades, Thermo-nightvision helmets, Thermal goggles, Thermal augmentations and bioaugmentations. Along with any hardsuit modules that contain thermals.&lt;br /&gt;
** If either Church or Soteria provide to a colonist thermals illegally they are to be charged for minor contraband. If a Soteria staff continues to do so repeatedly, then they are to be demoted immediately. Heads of staff in Soteria or the Church continuing are to be detained, charged with abusing their executive powers, and demoted after a fax has been sent up to the faction leader. &lt;br /&gt;
** Permits can temporarily be issued by a Warrant Officer for their usage or transportation through the colony. Any surgical implantation of thermal augments by Soteria requires a properly written form signed by both the doctor and the Warrant Officer permitting such augments be used under Soteria&#039;s supervision.&lt;br /&gt;
* The shooting range is considered a testing zone for science. Items sent from science to the range for testing must be announced over general comms. In the instance of Soteria testing explosives up at the shooting range, it must be a device capable of small explosives only. Larger explosions are to be tested out in the mines.&lt;br /&gt;
* The chemicals in the list above are considered minor contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* All encryption keys that are not supplied to a colonists workplace are considered minor contraband. If sensitive or private information is gained through the use of encryption keys that a colonist should not have access to they should also be charged with violation of employee privacy. This is applied even if it was not the intent of the person using the encryption key. Legal access to an encryption key can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason. Please note that allies and neutral factions may have their own encryption keys - these are not illegal and should never be taken away.&lt;br /&gt;
* ID cards that are modified to give access to a normal departmental area of the colony without head departmental permissions are considered contrband. If, however, this access is issued either by a relevant head of staff or during the case of an emergency no timer or charge should apply. Legal access may be given by a head of staff to their department to another employee at anytime but may also be revoked at any time at the discression of the issuing head of department.&lt;br /&gt;
&lt;br /&gt;
=== Major Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Major Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zombie Powder&lt;br /&gt;
* Demon Powder&lt;br /&gt;
* Chloral Hydrate&lt;br /&gt;
* Polytrinic Acid&lt;br /&gt;
* Voice Nanites&lt;br /&gt;
* Handy Prints Nanites&lt;br /&gt;
* Napalm&lt;br /&gt;
* Tetraricide (Sweet Death)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Bluespace Harpoon&lt;br /&gt;
* Any explosive device (Must be currently explosive or easily capable of becoming explosive. A plasma tank, valve, and oxygen tank can be considered easily capable even when separated. A shellshock rifle or rail gun is not unless presently rigged to fire explosives.)&lt;br /&gt;
* Any and all Uplink devices.&lt;br /&gt;
* Freedom implant, Compressed matter implant, Explosive implant&lt;br /&gt;
* Chameleon device (Object Chameleon device cloner)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Combat mechs (Durand, Gygax, Phazon)&lt;br /&gt;
* Mechs rigged for combat, such as a ripley or odysseus modified with a jury rigged weapon.&lt;br /&gt;
* Any mind swapping technology.&lt;br /&gt;
* All Teleporters (modules, hand teleporters, etc.)&lt;br /&gt;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Functioning Cryptographic Sequencer (Also known as an Emag)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Major Contraband Exemptions &amp;amp; Stipulations ==== &lt;br /&gt;
* Soteria may test combat mechs at a firing range or outside the colony but &#039;&#039;&#039;must&#039;&#039;&#039; announce any and all movements of where the mech will be moving. Including the starting point to the desired ending point of the travel. These mechs may &#039;&#039;&#039;not&#039;&#039;&#039; be left in public spaces or otherwise operated, apart from moving through, public spaces unless exemptions are provided in the case of an emergency by security personnel.&lt;br /&gt;
** Permits for a combat mech may be temporarily issued by a Warrant Officer or Supply Specialist to non-Soteria personnel. The [[Example_Paperwork#Item_Application|proper forms]] should be filled out and the mech either housed inside of the employee&#039;s designated department or within Soteria&#039;s mech bay when not being used. Transporting any combat mech of any kind must be announced over public comms and cannot be driven freely across the colony. This policy and associated paperwork applies to any mech, including those obtained through salvage.&lt;br /&gt;
** Non-standard combat mechs / Non-combat mechs rigged for combat are not legal to own nor may receive licenses for normal usage. However, during Code Red or Code Delta emergencies they may be utilized by security personnel or otherwise permitted to be used by personnel determined to be fit and trust worthy by security personnel. All jury rigged weapons should be removed after the state of emergency without exception.&lt;br /&gt;
* The chemicals in the list above are considered major contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* Bluespace harpoons, and other teleportation items, may be used for research purposes by Soteria institute personnel. However, this does not mean they can be transported openly nor used or otherwise utilized outside of Soteria research departmental grounds. If transported outside of the department major contraband charges are applicable. If misused to teleport and employee unwillingly, as teleportation can be incredibly dangerous if not life threatening, see §413 - Unwilling Teleportation.&lt;br /&gt;
&lt;br /&gt;
===== Explosive Exemptions =====&lt;br /&gt;
Contraband explosives are considered, but not limited to: any device presently capable of causing wide-spread and reasonably uncontrolled damage. This includes, but is not limited to, frag grenades, incendiary grenades, EMP grenades, tank transfer bombs, explosives grenades, incendiary grenades, land mines, and other similar objects capable of replicating any of the listed items effects. Items such as non-explosive flashbangs, smoke grenades, or cleaning grenades are not considered explosives. An oxygen tank, transfer valve, plasma tank, or scrap rifle with its safety measures enable would not count individually as explosives, only if the devices were within reasonable proximity and had steps taken to allow them to be used as explosives. I.E. a scrap rifle with its safety systems off is contraband, a persons bag containing heated plasma tanks, oxygen tanks, and transfer valves would be reasonably considered an explosive object. This exception only applies if the objects are, viably, capable of causing an explosion, if the plasma tank and oxygen tanks are empty and cannot explode it would not be considered contraband. Best and reasonable judgment applies.&lt;br /&gt;
&lt;br /&gt;
Exceptions to the above clause may only be found in four cases:&lt;br /&gt;
&lt;br /&gt;
1. The Marshals and Blackshield may use whatever explosives they require to perform their duties during a code blue or higher scenario. Responsibility for all damage to persons or property are the sole responsibility of the individual using the explosive devices. Low-yield grenades and small-arms explosive ordinance, such as grenade launcher rounds, may be tested at Marshal or Blackshield ranges with proper notification that explosives will be fired at the specified range.&lt;br /&gt;
&lt;br /&gt;
2. Soteria Research may use any manner of explosives in the pursuit of research, the determination of what is considered ‘research’ is left to the sole discretion of the chief research overseer or, in the event one is not present, the biolab overseer. If neither is present, a low council vote is required to determine if the pursuit of research is considered scientific.&lt;br /&gt;
&lt;br /&gt;
3. Prospectors may carry and use explosives outside colony walls at their discretion, provided the explosive do not damage colony property or other persons from the colony or colony allies. Prospectors must hold all explosives within their department or with security in either the gate house or armory. The transportation of explosives should always be announced publicly.&lt;br /&gt;
In the event a prospectors wishes to sell explosive devices, be it to Soteria or Lonestar, this must be done with a member of the blackshield or marshal present and in the lobby of the respective department. In this scenario the explosive(s) must be stored in the buying department immediately. A form and record of the transaction should be recorded by security and filed with the WO, premier, sergeant, commander, and supply specialist.&lt;br /&gt;
&lt;br /&gt;
4. Permits &#039;&#039;&#039;may&#039;&#039;&#039; be written for temporary explosive usage within determined location at the descression of the Warrant Officer or Supply Specialist. Examples would be the allowance of Lonestar mining personnel to make use of small-yield explosive devices in mining operations, or temporary permits for Church for the transport of grenades for use in Deep Maintenance.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with the above section can and will result in the applicable charges and fines as expected by discretion of security personnel. This may include, but is not directly required to, charges of major contraband or negligence. In the event the explosive device is misused this may be upgraded to additional charges of Sabotage, Manslaughter, Major Sabotage or Murder. &#039;&#039;&#039;Improperly stored explosives that are stolen may confer charges both to the individual who stole and misused them and the individual who failed to properly safe keep the explosive devices, in this event both individuals receive the same charges regardless of fault.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Reasonable storage of an explosive device is determined by security discretion but the following factors should be considered when determining what is reasonable.&lt;br /&gt;
&lt;br /&gt;
Was the device in a locked container such as a secure locker, secure briefcase, safe, secure crate, or wall locker?&lt;br /&gt;
&lt;br /&gt;
Was the device and potential containers holding it secured behind access locked doors?&lt;br /&gt;
&lt;br /&gt;
Was the location of the device(s) kept discrete and related information on a need to know basis?&lt;br /&gt;
&lt;br /&gt;
=== Excelsior Equipment / Excelsior Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Excelsior Equipment&lt;br /&gt;
Note, if it&#039;s marked Excelsior (EXCLUDING SOAP), it&#039;s Excelsior Contraband. If it isn&#039;t, it&#039;s fine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Guns and Armor&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Weaponry (&amp;quot;Excelsior Kalashnikov&amp;quot;, &amp;quot;Excelsior Drozd&amp;quot;, &amp;quot;Excelsior PPSh&amp;quot;, etc.)&lt;br /&gt;
* Excelsior Branded/Colored Armored Voidsuits &amp;amp; Helmets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Technology&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machine Parts (Including Circuit Boards and Stock Parts)&lt;br /&gt;
* Excelsior Branded Implants&lt;br /&gt;
* Excelsior Branded Data-Disks (Such as Means of Production/Revolution, among others for specialized items.)&lt;br /&gt;
* Excelsior Branded Power Cells&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Machinery&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machinery (Including Teleporters, Autolathes, and so on.)&lt;br /&gt;
* Excelsior Branded Defensive Systems (Including Turrets, Shield Generators, and so on.)&lt;br /&gt;
* Excelsior Branded Boom Boxes&lt;br /&gt;
|}&lt;br /&gt;
==== Excelsior Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Excelsior equipment &#039;&#039;&#039;may never&#039;&#039;&#039; be operated by Security personnel, no matter their status within the Church, Psionic-testing or other implant-destroying augments. All Excelsior-branded technology should either be put into evidence by the Marshal department, if it is used in the conduction of a crime, or destroyed. No department may receive permission nor contraband licensing to use or otherwise utilize Excelsior technology unless an exemption is given by the High Council itself.&lt;br /&gt;
** Soteria Science may be handed Excelsior tech as a means of destruction. Soteria Science may not preform experiments with Excelsior tech but they may use it in a destructive analyzer to be used in the production and research of non-Excelsior technology.&lt;br /&gt;
** Guild may be handed Excelsior tech to be deconstructed as a means of useful destruction of Excelsior branded technology. Guild may not use nor utilize Excelsior technology itself but they may break it down in either their department&#039;s industrial autolathe or through their department&#039;s nanoforge machine.&lt;br /&gt;
** Marshals may utilize their Nanite Reconstructor in the armory to break down Excelsior weapons or armor. However tech like Excelsior branded cells or computer-components will not be able to be broken down by said machine. Personnel must find an alternative for those deconstruction methods.&lt;br /&gt;
&lt;br /&gt;
==Criminal Regulations==&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
There are two core types of modifiers: Criminality modifiers and Sentencing modifiers. Criminality modifiers alter whether or not an action is actually criminal in nature and can alter what charges can/should be pressed for a given incident. Sentencing modifiers do not alter the charges but rather the sentence, either upwards or downwards.&lt;br /&gt;
====Criminality Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#fff2cc;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Self Defense&#039;&#039;&#039; || To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others, however they are required to use only necessary force and to call for medical aid for their aggressor if they are in critical condition. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies to &amp;quot;defending&amp;quot; oneself against a lawful arrest, even if the charges are later found to be untrue. || Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense of Property&#039;&#039;&#039;|| To have acted with appropriate force in defense of one&#039;s rightful owned or claimed territory under colony law. Appropriate force is always nonlethal force unless the aggressor pulls out a lethal weapon. Same duties to obtain care for injured individuals that is given with Self Defense apply here. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies when &amp;quot;defending&amp;quot; one&#039;s area against Security acting on a properly authorized warrant. || Immediate Release&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Good Samaritan Clause&#039;&#039;&#039; || To break the law to prevent a greater harm from occurring. The greater harm must be imminent rather than hypothetical, and the law must be broken as little as reasonably possible. For example: breaking into a department to rescue someone whose suit sensors show they are in critical condition or dead. Acts found to be unreasonable will not be protected by this clause. Failure to comply with an investigation is never protected by this modifier. || Dropping of any charges that depend on ill intent.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Entrapment&#039;&#039;&#039; || To be charged with a crime the offender was induced to commit by Security and, without their help, either would not have or could not have committed. || Charges should be either reduced or dropped depending on their own level of indepedent criminal intent. The officers running the operation should be charged with Violation of Employee Rights as well as the charges they intended to entrap the victim with.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accomplice&#039;&#039;&#039; || To knowingly and materially aid another in the commission of a crime. Both elements are important: a merchant who sells a gun to someone with no knowledge it will be used for murder is not liable, nor is someone who simply cheers on someone else comitting a crime. Providing instruction on how to commit a crime does count as material aid, however, e.g. telling someone how to make a bomb. || Apply all charges for the crime that the primary suspect was aided in to the accomplice.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Authorized Use of Force&#039;&#039;&#039; || Use of force that is legally authorized. The primary example is the Marshals using force to bring in resistant suspects in accordance with their SOP. This modifier also applies to Soteria Lifeline Technicians using nonlethal force (including against Marshals or Councilors) to prevent someone from taking their patient, and Vectors using nonlethal force on members of the Absolutist church who are resisting internal discipline. || Charges should not be applied if the use of force was within legal guidelines.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sentencing Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cooperation with Prosecution&#039;&#039;&#039; || To aid members of colony security, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense. || 25% to 50% timer reduction. This only applies if information is provided that leads to bringing in a suspect that was not already apparent with the information security had.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Surrender&#039;&#039;&#039; || To willingly surrender oneself to security staff; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders. || 25% to 50% timer reduction. Execution may not be issued to those who have surrendered. Crimes worth of Holding until Transfer may be reduced to a timed sentence no less than 60 minutes at the discretion of the Warrant Officer.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Offense by Colony Command&#039;&#039;&#039; ||To be a member of the colony&#039;s command structure, including Steward and Premier, and to commit any Severe or higher level crime, or any crime that references this section in its sentence. This does not require formal conviction by a Tribunal, but a Warrant Officer can expect the charges to be overturned and charges to be filed against them if their fax to the High Council does not include sufficient evidence. || The Warrant Officer, at their discretion, may impose a shift-length dismissal on the individual. This sanction may only be overturned by the Faction Owner or the Low Council. Additionally, the Low Council may vote to impose sanctions either without a Warrant Officer/despite their disapproval or if they wish to impose more serious sanctions than a shift-length dismissal.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Repeat Offender&#039;&#039;&#039; || To commit the same crime multiple times in the same shift. This only applies if someone is punished for it and then commits the same crime after release, not for a string of offenses in a row.|| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc. This also goes for fines. Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Immediate Threat to the Prisoner&#039;&#039;&#039; || To be incarcerated when a situation in the Marshal area poses an immediate threat to the health of the prisoner || The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released. If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Use of Powers&#039;&#039;&#039; || To use abilities greater than those normal for a member of one&#039;s species in the commission of a crime. This includes (but is not limited to) psionics, nanogates, cruciforms, and Soteria-created genetic mutations. There must be reasonable belief that powers were used in such a manner; however, due to the nature of these powers being easy to conceal after the fact, hard evidence is not required. Officer discretion is encouraged, and they may choose not to apply this modifier if they believe the evidence is insufficient. || Any crimes given to the person has its fine value or time served automatically doubled. If the empowered person has a HuT sentence, it is highly encouraged to have their powers removed if it can be done safely. A empowered individual using their powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their powers should be removed before revival. In the case of a cruciformed individual killed relating to this section, if a Vector/Prime is available to properly remove the cruciform from the corpse this should be done; otherwise it should remain attached but deactivated.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime by AI/Cyborg&#039;&#039;&#039; || For Colony AI or Cyborg to commit actions that are criminal in the eyes of the law. Marshals are to operate as per normal. Soteria is to cooperate with the Marshals in regards of these matters, to see if the AI or Cyborg are malfunctioning before allowing them to be arrested.A warrant is specifically required for security to enter the AI core, and Soteria personnel should accompany them to ensure matters are handled peacefully. Squads of Marshals or Shields should not be going into the core unless the AI in question is malfunctioning and/or hostile. As a further note, the AI and Cyborgs cannot open high access areas unless in a state of emergency, for example, the Marshal, Blackshield, or Command armory. The only other time they can open such areas is to clear out infestations and nothing more. || Cyborgs can be locked down within their cells or, if this is not possible, have their MMIs removed and tossed into a cell to serve the appropriate amount of time, or Soteria can choose to pay for their fine. Card the AI and toss it into the cell, much like the borgs. Once they have served their time, return them to their proper vessels. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Quick Reference Guide ===&lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge a colonist with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 108 for trespassing into a department, 105 for stealing an item from the department and 204 for attacking an employee trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Property Crimes&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X01)&#039;&#039;&#039;&lt;br /&gt;
|Vandalism&lt;br /&gt;
| -&lt;br /&gt;
|Destruction of Property&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Failing Duty&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;(X02)&#039;&#039;&#039;&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|Negligence&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rights Violations&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X03)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violence&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X04)&#039;&#039;&#039;&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Theft&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;(X05)&#039;&#039;&#039;&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|Violation of Salvage Rights&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X06)&#039;&#039;&#039;&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obstruction&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X07)&#039;&#039;&#039;&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|Treason&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trespass&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X08)&#039;&#039;&#039;&lt;br /&gt;
|Trespass&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resisting Lawful Authority&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X09)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Injunction&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Escaping from Confinement&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abuse of Lawful Authority&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X10)&#039;&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Disrupting Command&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X11)&#039;&#039;&#039;&lt;br /&gt;
|Sending a Time Wasting Fax&lt;br /&gt;
|Forgery&lt;br /&gt;
|False Testimony&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unconscionable Behavior&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X12)&#039;&#039;&#039;&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Desecrating a Corpse&lt;br /&gt;
&amp;amp;&lt;br /&gt;
&lt;br /&gt;
Cannibalism&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bodily Autonomy Violations&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X13)&#039;&#039;&#039;&lt;br /&gt;
|Harassment&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|}&lt;br /&gt;
===Specialty Charges===&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an officer or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty colonist, a mediation should occur with the victim. The debtor&#039;s personal items may be forcefully liquidated to cover their debt, or an agreement reached to repay the debt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the colony or it’s security team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 1,000 credits may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 500 credits. Injuries such as fractures or injuries that leave a patient in codification condition should be 1,000 credits.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Blackshield committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|003 - Suicide Attempt &lt;br /&gt;
|To physically attempt to or credibly threaten to end one&#039;s own life either through radio communications or while in brig.&lt;br /&gt;
|Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.&lt;br /&gt;
&lt;br /&gt;
Upon their timer ending the prisoner should be held until medical personnel can arrive to escort them for psychiatric examination. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a colonist or department without provocation, stalking a colonist or refusing to leave a department, yelling over ones headset, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 1,000 credits may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Lack of Security, Medical, or Employment Records&lt;br /&gt;
|To be a registered member of the colony without any form of qualified records.&lt;br /&gt;
|This does not apply to outsiders visiting the colony nor members of the Hunters Lodge. &lt;br /&gt;
&lt;br /&gt;
All members of the colony are required to meet the minimum requirements highlighted [[Example_Paperwork#Character_Records|within the Character Records Section of Example Paperwork]].&lt;br /&gt;
&lt;br /&gt;
If a colonist does not meet this requirement, Security personnel should interview the colonist and aid them in setting up required records, providing a format sheet for them to fill out and put on file.&lt;br /&gt;
&lt;br /&gt;
If the colonist is not willing to file paperwork, they are to be released and High Council is to be notified. (Fax or A-help - records are a rule issue.) High Council will advise on actions to take, if any, regarding the issue.&lt;br /&gt;
&lt;br /&gt;
An offender who actively lies about their implant status - such as not reporting their nanogate, psionic, or church implant within their records is to receive a &#039;&#039;&#039;Providing False Testimony&#039;&#039;&#039; charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|006 - Data/Information Breach&lt;br /&gt;
|To knowingly and willfully communicate information, gained in confidence through private or departmental channels, to personnel without legal access. Department Heads have authority to communicate information from their respective channels.&lt;br /&gt;
&lt;br /&gt;
|A timer of no more than 30 minutes but no less than 10 and/or a minimum fine of 250 credits, up to 1,000, may be issued depending on severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Minor Charges===&lt;br /&gt;
{| style=&amp;quot;background-color:#aaffaa; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately deface or minorly damage colonial or departmental property without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, to littering in a public or departmental area, to minorly damaging a Soteria cyborg&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 500 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 250 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|To deliberately deny an employee certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically security or medical staff for a major SoP violation due to it going against another colonist’s rights. The colonist or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from Security using thermals without reason, Medical sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 1,000 credits to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with a colonist, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching a colonist when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 500 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another department and/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a department or owned by a person. This includes people taking items from their own department they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 500 credits with the addition of the item(s) being returned.&lt;br /&gt;
&lt;br /&gt;
If the stolen item(s) cannot be recovered then the offender may be forced to pay the item(s) cost to the victim. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Table.&#039;&#039;&#039;&lt;br /&gt;
|For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the chief biolab officer.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as a chameleon weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Marshals, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area. Detainment until the situation in question has been resolved.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a department lobby, the bar, or the kitchen also apply if asked to vacate the area by relevant department staff. Those with access typically should not be in those areas unless they have a good reason or permission from the department&#039;s relevant staff. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security personnel with an authorized warrant and council members conducting investigations authorized by an LC vote may not be asked or made to leave.&#039;&#039;&#039;&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as a Property Crime if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, colony control room or the outer perimeter see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the marshal or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the warrant officer only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Sending a time wasting fax See [[Faxes]]&lt;br /&gt;
|To send a fax to a faction leader of the colony or its allies that is considered unnecessary or unneeded. Do note that in [[Faxes]] it outlines what is and isn&#039;t a time wasting fax.&lt;br /&gt;
|This charge can only be given by a faction owner or faction ally, not by heads of staff or marshals.&lt;br /&gt;
|15 minute in a cell or a 750 credit fine.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms to seriously hurt or kill a colonist, previous violent convictions approaching while threatening a colonist, or if a colonist was to chase another colony member or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, charge &#039;&#039;&#039;Assault&#039;&#039;&#039; instead. If the offender stalks the victim also charge &#039;&#039;&#039;Harassment/Stalking&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Harassment or Stalking&lt;br /&gt;
|To take repeated actions for the purpose of harassing an individual, or to continue following them after being asked to stop.&lt;br /&gt;
|This crime does not apply if there is a lawful reason for the conduct, such as Marshals pursuing an investigation or a Head trying to get their employee to do their job.&lt;br /&gt;
|Timer of no more than 5 minutes or a 250 credit fine paid to the victim.&lt;br /&gt;
&lt;br /&gt;
Injunction placed at discretion of the WO&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Moderate Charges===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|To fail to complete the core functions of your job when they are necessary&lt;br /&gt;
|This is intended to handle situations where a job is required but the individual who should handle it is doing non-job related things or taking a break. For example, doctors not responding to calls for medical assistance, the Marshals not investigating a crime, the Prospectors not looting areas or not setting up their shop afterwards, or the chef not preparing any food. Providing products is not considered a core function of the Science department or the Guild unless there is an emergency and supplies are needed to aid with it. &lt;br /&gt;
&lt;br /&gt;
If there is more than one person in the relevant job and none respond to a call, all are to be punished unless they were occupied with other job-critical activities. If there is uncertainty about whether something a core function, the Faction Head and other professionals should be consulted but the final judgement rests with the Marshal handling the case.&lt;br /&gt;
|Forfeiture of 1 hour&#039;s pay to the corporate account. Timer of no more than 15 minutes. Dismissal at the discretion of the Head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish an employee without proper cause or reason, or in violation of due process rights such as Habeas Corpus.&lt;br /&gt;
|This is mainly for marshal officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause physical harm or mild injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it. This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition, or other less-than-lethal means, without just cause counts as assault.&lt;br /&gt;
&lt;br /&gt;
See ‘’’Aggravated Assault’’’ if any lethal ammunition are used, or if the victim suffers a broken bone or notable life-threatening hospitalization. See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill. See ‘’’Threat of Murder or Serious Injury``` as a secondary charge to any threats made while brandishing a weapon with a stated threat to murder.&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking an employees pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or credits takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the department head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Major Contraband &lt;br /&gt;
|To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
|See &#039;&#039;&#039;Contraband Table&#039;&#039;&#039; for what applies to this charge.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Supply Specialist, Brigadier, or the provost Marshal to override this law. &lt;br /&gt;
&lt;br /&gt;
The Chief Biolab Overseer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess any contraband so long as they comply with their &#039;&#039;Contraband Policy&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes and the confiscation of contraband items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is injured because of this, also charge &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, also charge the relevant Property Crimes charge. If a colonist dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;208&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
|Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge Manslaughter.&lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
| Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the officer trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An officer should take into account their reason for not reporting to security immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in security has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force.&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that do not require medical treatment beyond first aid but are still unwarranted. If the suspect required more than basic first aid, charge instead &#039;&#039;&#039;Severe Excessive Use of Force&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 2,000 credits paid to the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;211&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a fax to issue orders posing as the High Council or a superior, falsifying a medical prescription or falsifying ones records to pose as either more certified or to fake eligibility for job positions.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
|Desecrating a Corpse &lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
Cannibalism&lt;br /&gt;
|To abuse bodies of dead or previously dead people. Acts may range from non-medical to scientific desecration.&lt;br /&gt;
Cannibalistic acts are the consumption of any &#039;&#039;&#039;Person&#039;&#039;&#039;, Voidwolf, Colony Recognized higher-intelligence lifeform.&lt;br /&gt;
|Examples include, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039; without consent. Preventing a body from being repaired or cyborged also falls under this. Bodies rendered incapable of wound repair count as &#039;&#039;&#039;Murder&#039;&#039;&#039; instead. &lt;br /&gt;
If the body is made into any edible product, or any severed limb/organ of the &#039;&#039;&#039;Person&#039;&#039;&#039; is consumed, instead charge &#039;&#039;&#039;Cannibalism&#039;&#039;&#039; in Notes.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
In cases of &#039;&#039;&#039;Cannibalism&#039;&#039;&#039;, this crime is to be classified as a 5XX level crime. The offender is to be held HuJ.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;213&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where colonists are roaming around Nadezhda, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. A marshal can request a male colonist to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 20 minutes, alongside a fine of 500 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Major Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Destruction of Property &lt;br /&gt;
|To destroy the property of a colonist, a colony faction, or the colony itself without valid reason, either deliberately or through negligence&lt;br /&gt;
|The property in question can belong to another individual, to a faction, or the colony at large. This crime includes destroying normal doors or walls, recycling or disassembling equipment, or damaging a cyborg to the point it needs internal repairs. Valid reasons include (but are not limited to) normal recycling and research activities. If an item is stolen and destroyed, charge either the relevant Theft level or this, whichever is more severe.&lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Negligence&lt;br /&gt;
|To cause notable damage to a colonist by failing at one&#039;s duty, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest mistakes, laziness, or deliberate disregard. This is usually because an employee ignored Standard Operating Procedure or failed to follow an order, but may also be applied if they failed to do something that a reasonable and competent professional in their role would do. It also applies any time any SOP explicitly calls for it, regardless of actual harm (e.g. engaging in human experimentation without a waiver). If a colonist is killed because of it, instead charge Manslaughter; if equipment is destroyed, charge Destruction of Property. This crime cannot be charged alongside Destruction of Property if the damage is the only significant result of the negligent conduct.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|To punish a crew member in excess for their crime, to give a crew member incorrect punishment, or to give fraudulent charges that are not valid.&lt;br /&gt;
|This includes stacking charges improperly, planting evidence, confiscating contraband if it is being used in a legal manner under the Contraband Policy, or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion/Dismissal at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §304&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|To cause severe injury to another employee or colonist, typically requiring invasive surgery or resulting in life-threatening physical harm.&lt;br /&gt;
|This is in reference to any form of assault that causes shrapnel, broken bones, severe bleeding, or otherwise rendering a victim into a state of critical condition. Shrapnel left in one’s body may count if the rounds are not LTL rounds. For LTL round usage that do ‘not’ result in broken bones or cause a life threatening injury, but may still embed, see ```Assault```.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;305&lt;br /&gt;
|Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039;, or otherwise taking undue action against a rightful claimant.&lt;br /&gt;
|The consideration of the stolen item(s) value should be taken into account when issuing this charge.&lt;br /&gt;
|Any stolen items should be returned to the proper salvage-claim holder. If the items are non-recoverable, or have been sold off, the offender is to repay that market-price of the stolen items to the victim. If the offender is not able to pay, apply specialty charge ```001 - Defaulting on Debt```.&lt;br /&gt;
&lt;br /&gt;
A timer of no more than 20 minutes may be issued on the offender alongside a 250 credit fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by security, even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room,toxin storage or other essential high-security areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as a convict who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 30 minutes for escaping.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force which results in the victim requiring more than basic first aid&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that require surgery or other advanced medical treatment beyond first aid. If a victim dies and the use of force was not warranted, also charge Manslaughter.&lt;br /&gt;
|Dismissal which can only be overturned by the Faction Owner, who must be faxed in all cases of Severe Use of Excessive Force. Timer of no more than 30 minutes. Payment of all medical bills of the victim&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §311&lt;br /&gt;
|Providing False Testimony&lt;br /&gt;
|To provide false or deliberately misleading testimony to colony officials&lt;br /&gt;
|This can be applied in relation to interviews with investigators or to the interviews had with colony officials to create records (see §005).&lt;br /&gt;
&lt;br /&gt;
This crime requires intent to mislead, as judged by the Marshal handling the case.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
In cases of false/incomplete records, they should be permitted one chance to get them corrected unless evidence of deliberate deception is found. If such evidence exists or the records remain false, apply sentence as above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;312&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or crew well-being (e.g genetics,weapon testing, etc.) don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but monkey cubes and the like probably aren&#039;t. &lt;br /&gt;
&lt;br /&gt;
Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms, or are fully tamed by a colonist. Tamed in this case means that they will not attack other colonists, or damage colony infrastructure.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 750 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If any named Colony Pet (Ian, Tea, Graves, Lisa, PunPun, and other pets that spawn in the colony with a roundstart name (this does not include ones made in-round unless specific by the High Council through fax/announcement) was targeted, it is an automatic 90 minute sentence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;313&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards a person or silicon unit.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exceptional Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To deliberately destroy colony equipment without valid reason.&lt;br /&gt;
|This includes destroying secured doors or reinforced walls, unauthorized destruction of cyborgs, breaking of machinery, etc. Valid reasons include (but are not limited to) destruction needed to prevent a greater loss of life or destruction of the colony&lt;br /&gt;
|Timer of no more than 45 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;403&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for anyone who abuses the power given to them, such as the premier acting like a security officer in a non-emergency, the warrant officer acting as if he is above the law, etc. Heads of staff trying to order a different department or ignoring a council vote also comes under this, as does security staff attempting to give orders to non-security without legal justification.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the department head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a fax should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill a colonist without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are of a dangerous, of high value, or of sensitive nature.&lt;br /&gt;
|This means high-value weapons or explosives, and also includes items of singular importance such as the station blueprints, chief biolab overseers hypospray, or items not easily replaced / are not replicable.&lt;br /&gt;
&lt;br /&gt;
important items produced solely by the Church, such as Cruciforms, Absolutist Constructs, and other Absolutist artifacts are property of the Church and may at any time for any reason be demanded back. Refusal to return the items shall be considered &#039;&#039;&#039;grand theft&#039;&#039;&#039; and &#039;&#039;&#039;failure to execute an order&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
&lt;br /&gt;
|To be in illegal possession of or to actively operate Excelsior equipment. &lt;br /&gt;
|This applies to Excelsior batteries, guns or armor. Their lack of safety features, shoddily made structure and use in operation can endanger oneself or other colonists.&lt;br /&gt;
&lt;br /&gt;
The usage of Excelsior tech also is a tell-tale sign of an Excelsior agent or collaborator.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Provost Marshal or the Brigadier to override this law. No lesser official can override this law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Policy&#039;&#039;&#039;&lt;br /&gt;
|Immediate medical examination and confiscation of equipment.&lt;br /&gt;
&lt;br /&gt;
If Excelsior implant is found and removed the subject should be placed under psychiatric evaluation until deemed fit. If deemed fit the offender should be released.&lt;br /&gt;
&lt;br /&gt;
If Excelsior equipment is operated or sold but no implant is found see &#039;&#039;&#039;Treason&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;407&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
|An exception would be a law reset when obviously harmful laws have been uploaded. Only the council or two Soteria overseers together can authorize a law change outside of this situation.&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;410&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, also charge &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §413&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|To teleport a person, with either psionic powers or bluespace technology, who is unwilling or does not consent to the testing of such equipment on themself.&lt;br /&gt;
|Teleportation devices used by non-sicence members count as &#039;&#039;&#039;Major Contraband&#039;&#039;&#039;, charge both crimes in such cases. If a person does not consent actively to be teleported by another person, such as through a harpoon or portal-throwing, etc - this charge applies.&lt;br /&gt;
|A timer of no more than 90 minutes may be issued. If the victim dies as a means of this teleportation, see &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
If the victim is hurt during the teleportation, or in result of it, see &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The offender is to be demoted upon sentencing for the crime.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Capital Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
|To engage in Sabotage on a large scale or on important infrastructure.&lt;br /&gt;
|This includes actions that either affect a large area or which deprive the colony or a faction the use of critical equipment such as the Church&#039;s bioreactor, the Soteria AI, or critical infrastructure. Applicable to unsuccessful attempts, if intent can be reasonably proved.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If an employee is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the colony through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;503&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force a colonist to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see §203 (Illegal Detention, Arrest or Holding).&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To willfully and intentionally kill or attempt to kill a colony member or an ally of the colony. Or to prevent a rightful revival or else render a colonist unrevivable through clear action. &lt;br /&gt;
|Clear intent is needed to prove a case of murder over manslaughter. While Manslaughter is unintentionally causing death through accident, or unintended consequences, Murder is a purposeful act with the intent to take the life of another.&lt;br /&gt;
&lt;br /&gt;
Attempts to cover up an incident of Manslaughter may necessitate a charge of murder due to pre/post meditative evidence. &lt;br /&gt;
Additionally, should proof positive be obtained that indicates premeditation the penalty should be automatically adjusted to H.U.T and the low council should convene to determine if more extreme penalties are warranted, up to and including execution.&lt;br /&gt;
&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;505&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
|To gain access to in-house or proprietary Designs, Documents, Programs, or otherwise vital assets of a Colony Faction or one of the Colony&#039;s allies.&lt;br /&gt;
|Whether by theft, trespass, or buying such items without the departmental head&#039;s explicitly written and shown permission. &lt;br /&gt;
&lt;br /&gt;
Note that this does &#039;&#039;&#039;NOT&#039;&#039;&#039; include stealing items themselves, such as constructed Guild items or items purchased through the Lonestar Trade System -- only the theft of the program itself or the designs to make more of the Guild&#039;s items, or otherwise.&lt;br /&gt;
&lt;br /&gt;
|Hold until Transfer. The stolen proprietary assets should be returned to the faction or ally they were stolen from immediately unless they are directly required to be used as evidence in a tribunal. Any items gathered or created with the proprietary assets should be given to the faction or ally as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;507&lt;br /&gt;
|Treason&lt;br /&gt;
|To deliberately undermine the efforts and interests of the colony at large, or to deliberately and willfully aid the efforts of hostile factions.&lt;br /&gt;
|This includes possessing or distributing Excelsior armor or weapons for purposes other than lawful destruction, attacking neutral factions without provocation or justifiable reason, giving a hostile faction information about the colony or its defenses, or taking up arms in support of a hostile faction against the colony. In cases of the Low Council voting to temporarily work with a normally hostile faction, Treason does not apply.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an AI upload or the Marshal armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a staff member may not be active. In rare cases, such as a code red incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as from a rogue AI or hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;509&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution unless the convict surrenders peacefully. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;510&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a colonist who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute a colonist or an ally based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having less than a unanimous sentencing vote, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The warrant officer is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact provost marshal Boris Kilmeade if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Provost Marshal Boris Kilmeade may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;513&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
|This charge exists as a means to handle non-con scenes ICly when they do happen.&#039;&#039;&#039;Noncon RP is not permitted on this server. Ahelp staff when dealing with these charges.&#039;&#039;&#039;&lt;br /&gt;
|Permanent removal from the colony or execution.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Common Areas&#039;&#039;&#039;: Generally understood to be publicly accessible areas of the colony that are owned and maintained &amp;lt;i&amp;gt;by&amp;lt;/i&amp;gt; the colony rather than as part of an individual department.&lt;br /&gt;
* &#039;&#039;&#039;Lethal Firearm&#039;&#039;&#039;: A gun loaded or set to a fire mode that&#039;s main purpose is to inflict damage to put a person into a critical conduction and or kill. Rubbers when shot out of a gun that has mods to inflict additional damage onto the bullet itself automatically count as lethal.&lt;br /&gt;
* &#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires following the sanction process in general SOP to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including Assistant position. Requires following the sanction process in general SOP to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation at admin discretion))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying an on-shift general leadership position within a faction.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases at Warrant Officer discretion.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgment.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Marshal Officers. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
* Laws do NOT protect outsiders unless specified via Low Council vote, High Council decree, or in the case of colony allies. The only time laws may protect a neutral person or Outsider is in the case of the wording being &#039;Someone&#039;, &#039;Person&#039;, or &#039;People&#039; - implying this would cover non-colony members as well due to its wording.&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=4427</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=4427"/>
		<updated>2024-11-01T17:41:55Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: Even Clearer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The colony laws are a series of regulations that all interest groups on the High Council have agreed to, applying them broadly to all colonists inside the colony. The colony’s Marshals are expected to uphold and enforce these laws, and all departments are expected to follow them. This is not a general guide to security. All new marshals should review the official [[Guide to Security|Guide to Marshals]]. It is important to know that all offenses listed below should be followed as a ‘guideline’ by law enforcement personnel and do allow for victim rights and alternative solutions to minor offenses. For example, you are not required to give a sentence if the problem can be resolved in an alternative way that the suspect agrees to, such as an agreement with the victim in return for not pressing charges, or peer mediation. To understand how to go about a proper arrest, or other clarifications such as prisoner rights, alert levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is enforced via the head of staff. To be charged with a violation of SOP, a head of staff has to request a relevant charge be levied, such as denial of a reasonable order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to colonists, colony allies and authorized visitors. Individuals and groups unconnected to the colony have no rights and therefore no protections under the law.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;All colony law is subject to the standard of INNOCENT UNTIL PROVEN GUILTY. No one is to ever be assumed guilty, evidence must be presented that reasonably proves guilt.&amp;lt;/big&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A good working knowledge of the law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of the law are required for such positions as the ranger, officer, premier, and the warrant officer. For certain crimes, the accused party&#039;s intent is important. Intent can be the difference between a charge such as, say, manslaughter and murder. One requires purposeful intent, the other is unintentional and typically caused by negligence or workplace accident. It is also important to note that manslaughter and murder are mutually exclusive. This indicates that an individual must be charged with one or the other, not both. Neither could a colonist be charged with both assault and murder on an individual if there is only a single victim, the higher-grade charge must be the charge applied in that case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of this will be explained in detail as you read on, including specialty clauses, cases, guides, and explanations to how a Marshal or servant of the law should think when interpreting legal issues such as criminal acts or disputes.&lt;br /&gt;
&lt;br /&gt;
Here are a few basic to-know bullet points for officers:&lt;br /&gt;
* &#039;&#039;&#039;To ensure you, as an arresting officer, don&#039;t fall into the trap of negligence or misuse of power, always follow procedure where possible as detailed by [[Standard_Operating_Procedure#Marshals|standard operating procedure]].&#039;&#039;&#039;&lt;br /&gt;
* As an arresting officer, follow the [[Guide to Security|Guide to Marshals]] to ensure you don&#039;t fall foul of legal proceedings.&lt;br /&gt;
* In the case of pressed charges being in the same category (i.e Battery, Assault, Murder - or Vandalism, Theft, Grand Theft) take only the most severe charge. Any lesser charges in this case should not be applied.&lt;br /&gt;
* Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
* A single incident has a single sentence, so if, for instance, the prisoner took 3 items off a person, this is a single count of theft. Otherwise this would count as &#039;crime-stacking&#039;, which is against SOP and law.&lt;br /&gt;
* When deciding on a timer for multiple crimes committed, take each crime into consideration separately. Then add the times together to get a final concise timer. This should be the timer issued to an offender when they are put in a cell.&lt;br /&gt;
* &#039;&#039;&#039;The time taken to bring in an offender and the time taken when questioning the offender are NOT to be calculated into their issued timer.&#039;&#039;&#039; Timers begin when plugged in on a cell&#039;s console. However, offenders should be processed as quick as reasonably possible as-per their rights as employees within the colony.&lt;br /&gt;
&lt;br /&gt;
=== Victim Rights ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victims of a crime hold the general right to drop charges.&#039;&#039;&#039; This applies to charges within the 100, 200, and 300 tiers. Victims may also choose to only collect monetary value equal to their losses from the offender in question, such as any incurring medical bills or loss of property. These clauses are there to allow a victim peace of mind and to make sound decisions rather than being forced into court cases.&lt;br /&gt;
&lt;br /&gt;
There are some exceptions, however. 400 and 500-level charges &#039;&#039;&#039;cannot&#039;&#039;&#039; be dropped at any time by a victim, as these acts extend further than creating a victim, but also threatening the lives of others and the order of the colony as a whole. Officers &#039;&#039;may&#039;&#039; take into account an offender’s circumstances and a victim&#039;s testimonial when deciding intent and timers but no dropping of charges may occur.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this section, each individual directly targeted by criminal activity is a victim. If a crime affects a department, such as Trespass, then the Department Head may choose to drop the charge. If there is no Head, the charge can only be dropped by unanimous consent of those who were affected. If the crime affects the colony as a whole or has no specific victim, such as Contraband, Breakout, or Desecrating a Corpse, only the Warrant Officer or Ranger may authorize the waiving of charges, and a decision to waive charges may be overridden by the Warrant Officer (if the decision was made by a Ranger) or a vote of the Low Council.&lt;br /&gt;
&lt;br /&gt;
=== Fines &amp;amp; Timers ===&lt;br /&gt;
&lt;br /&gt;
Some crimes may offer either a fine or a timer, or in some cases, &#039;both&#039; a fine and a timer together. It is ultimately at the discretion of the arresting officer and/or the warrant-filer what the punishment for an offense should be. &lt;br /&gt;
&lt;br /&gt;
Fines are ultimately recommended for most low-level crimes, if they are listed under the ‘timer’ section of the quick reference guide. If, however, an offender is non-cooperative, a repeat offender, or otherwise hindering an investigation a timer should be issued instead. Fines are to be paid to the Marshal department directly, while any compensation, such as to damaged property or medical fees, should be directed to the victim and/or the victim department.&lt;br /&gt;
&lt;br /&gt;
Timers are to be decided by the senior authority, typically either a ranger or warrant officer. If in the case where neither are available then the arresting officer may decide. Timers should not exceed a maximum time allocated to the charge &#039;&#039;&#039;unless&#039;&#039;&#039; modifiers are added on; such as a repeat offender who would receive double the time. Timers &#039;may&#039; be less than the allocated maximum time depending on circumstances and modifiers that would normally subtract time from one’s sentence, such as cooperation with security personnel or in cases of entrapment.&lt;br /&gt;
&lt;br /&gt;
== Heads of Staff &amp;amp; Lower Council Law ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heads of staff are not above the law, and can be arrested by the marshals for breaking it.&#039;&#039;&#039; The &#039;only&#039; time that the law can be overridden is when there is an imminent and overwhelming threat to the colony, such as during a Code Delta scenario. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A determination of no-wrongdoing may result in the dismissal of charges levied or a negating of any brig time served.&#039;&#039;&#039; Determinations of no-wrongdoing must be done by a Warrant Officer after an investigation, which must be faxed to the Office of the Provost Marshal, the Provost Marshal himself, or the colonies High Council. Any Warrant Officer found to abuse their authority to declare improper cases of no-wrongdoing may be demoted and arrested for exceeding their official power alongside other charges, such as falsifying information or providing false testimony.&lt;br /&gt;
&lt;br /&gt;
A vote held by the Lower Council may also be used to indite some charges, such as abuse of power or charges related to disrupting the Low Council. Any crime that requires judgement, such as crimes labeled as &#039;HuJ&#039; / Hold until Judgement, should be decided on in a timely manner by the Lower Council through a tribunal. A tribunal &#039;&#039;&#039;must&#039;&#039;&#039; follow the [[Standard Operating Procedure (Legal)|Legal Standard Operating Procedure]] to be considered legal. A tribunal must properly vote and may only be overturned by the High Council itself.&lt;br /&gt;
&lt;br /&gt;
== Law in Relation to Outsiders, Allies, &amp;amp; Others ==&lt;br /&gt;
&lt;br /&gt;
Colony law is &#039;&#039;&#039;not&#039;&#039;&#039; extended to neutral parties inherently. Outsiders, for example, have no inherant legal rights or protections. However, some laws do apply to protect outsiders as well, including all intelligent, sapient beings. This includes other intelligent races, ranging from Humans to Mycus, to anything of higher intelligence including robots with self awareness.&lt;br /&gt;
&lt;br /&gt;
For simple terminology of colony law:&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Employee&amp;quot; / &amp;quot;Colonist&amp;quot;&#039;&#039;&#039; = A member of the colony or an employee of one of the colony&#039;s various factions. These rights are extended to all members of the colony and all members of departments.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;People&amp;quot; / &amp;quot;Person&amp;quot; / &amp;quot;Someone&amp;quot;&#039;&#039;&#039; = This covers &#039;&#039;&#039;any&#039;&#039;&#039; sapient, intelligent being, regardless of their allegiance. Outsiders, hostiles, allies, etc. This term is used only rarely, but is typically used to refer to crimes such as desecration of a corpse due to the criminal and inhumane act of cannibalism, or in reference to inhumane acts such as the act of enslavement. &lt;br /&gt;
&lt;br /&gt;
Outsiders are only protected under colony law under the term &#039;people&#039;, &#039;person&#039;, &#039;someone&#039;, or if granted entry to the colony via vote for visitation or sale of goods. When an Outsider is granted entry, they have the same rights as a citizen of the colony - until they are ejected or their visitation period ends. At that point legal protection ends.&lt;br /&gt;
&lt;br /&gt;
Outsiders, Neutral parties or visitors that are allowed in generally expected to follow &#039;common sense&#039; colony law. That is, don&#039;t steal, don&#039;t assault and do not take advantage of your hosts. They should also generally remain in the colony common areas, and not take anything belonging to the colony(this includes items kept &#039;for the common good, such as the tech storage tools, lathe, medical supplies, etc). Any who violate these rules may be ejected immediately by colony security, any who breach these rules in a more serious fashion should be detained and the Provost faxed. &lt;br /&gt;
&lt;br /&gt;
Lodge members and other colony-aligned factions have full rights of a normal colonist. For information on this, and neutral parties, this can be found in Standard Operating Procedure. Attacking a non-hostile neutral party can result in a charge of &#039;&#039;&#039;Treason&#039;&#039;&#039; depending on the incident. Neutral party refers to a neutral organization, not individuals such as Outsiders.&lt;br /&gt;
&lt;br /&gt;
Security personnel are to obey these clauses and understand the wording.&lt;br /&gt;
&lt;br /&gt;
==Salvaging Rights==&lt;br /&gt;
&lt;br /&gt;
These laws will attempt to make clear what is, and is not salvage. Who has rights over what claims, the proper handling of claims and so fourth. These laws MUST be enforced by Nadezhda Marshals, or Blackshield, depending on the jurisdiction of the &#039;claim&#039; and apply to all colonists of the Nadezdha Colony as well as Colony Allies and &#039;Neutral&#039; third parties.&lt;br /&gt;
Basic salvage rights entail only the following caveats;&lt;br /&gt;
* Trash piles, unclaimed and clearly unowned items and storage containers are the rightful property of the &#039;first claimant&#039;. A trash pile belongs to the first person to touch it, an abandoned locker to the first one to reach it, et cetera.&lt;br /&gt;
* Clearly owned property must be respected. A labeled cart, a gun who&#039;s serial is registered and thus known - these are considered personal property, and must be respected. &lt;br /&gt;
Additionally the following rules apply to all &#039;claims&#039;&lt;br /&gt;
* If an item is stolen and then rediscovered in an area that would normally count as right-to-loot then it must be returned as it is their rightful property. &lt;br /&gt;
* Crime scenes. Any item taken from a crime scene is chargeable by theft, obstruction of duty, and suspicious conduct. A crime scene&#039;s boundaries will be clearly marked by tape set up by Marshals or Blackshield.&lt;br /&gt;
* Items dropped by colonists or allies due to severe injuries are their rightful property, and MUST be returned. &lt;br /&gt;
* The areas owned by colony allies or factions (such as Voidwolf ally Ships or the Soteria Solar Outpost), and clearly defined departmental zones are barred from allowing salvage claims.&lt;br /&gt;
===Types of Salvage Claims===&lt;br /&gt;
In summary, there are four types of salvage areas. Claimed, Unclaimed, disputed and free&lt;br /&gt;
&lt;br /&gt;
*Claimed areas are those within colony borders(or the borders of colony allies) that have a lawful mandate placed over them, determined typically by the High Council, or at times low council. These locations are the claim-right of a particular faction, ally, et cetera. The FULL contents of these areas is the rightful claim of their respective owners, and any contents taken are effectively treated as their &#039;rightful property&#039;. Though mere presence on a claim is not generally sufficient to result in charges, the removal of property from them(I.E scavving) is cause for charges of trespass, theft, and grand theft. Additionally, a modifier &amp;quot;Breach of salvage rights&amp;quot; should be applied to each of these charges and any items taken returned or, if not possible - their value owed in remediation.&lt;br /&gt;
&lt;br /&gt;
*Unclaimed areas, while still within colony property, have no rightful claim placed on them, such claims may be enacted at the discretion of the High council, foreman and low council(in that order of importance), having to be properly ratified and faxed to be valid.&lt;br /&gt;
&lt;br /&gt;
*Uncontested areas are new zones or uncertain zones that have no current claims. While they may be within the borders of the Colony or its Allies, they are generally free to loot so long as general scavenging rules are observed. Conflicts, theft and similar SHALL be punished by law.&lt;br /&gt;
&lt;br /&gt;
*Free areas are neither within colony territory nor hold any special claim. These areas are typically considered &#039;free&#039; of salvage rights and include but are not limited to; the untamed wilds past the colony border and space(and areas located within that do not fall under the purview of the previous types of claims).&lt;br /&gt;
===Known claims and their status===&lt;br /&gt;
*The Nadezdha colony maintains that the areas in its immediate vicinity, as well as the forest directly south and the crater directly west are &#039;colony property&#039; and not subject to claims by non-colony forces.&lt;br /&gt;
&lt;br /&gt;
*Colony maintenance is &#039;unclaimed&#039;, thus only basic salvage rights must be respected.&lt;br /&gt;
&lt;br /&gt;
*The Prospectors hold exclusive claims over the following areas; Greyson Positronics field offices and attached locations, this include the Greyson Positronics Gantlet. &#039;Preppers&#039; bunker. &#039;Ironhead compound&#039; Smuggler base. &#039;Zoo&#039; research facility. &lt;br /&gt;
&lt;br /&gt;
*The &#039;Scrap haven&#039; is, as of now, a shared claim between the Prospectors and Hunters lodge - However, the Hunters Lodge has abdicated any right to lease their hold on the claim. &lt;br /&gt;
&lt;br /&gt;
*The hunters Lodge holds exclusive claim over the following areas; The lodge itself and land upon which it sits, and the plains in the immediate vicinity of their lodge&lt;br /&gt;
&lt;br /&gt;
*The &#039;Salvage Fields&#039; are &#039;free&#039; claims, though basic salvage rights should be respected.&lt;br /&gt;
&lt;br /&gt;
*The assorted, smaller &#039;Points of Interest&#039; in the immediate vicinity of the colony are &#039;uncontested&#039;(E.G, scorched outpost, lost outpost, etc).&lt;br /&gt;
&lt;br /&gt;
===Enforcement of Claims and Jurisdiction.===&lt;br /&gt;
As previously stated, it is the duty of Marshals and Blackshield to enforce salvaging rights - though they may vary on where their areas of jurisdiction come into play. &amp;lt;br&amp;gt;&lt;br /&gt;
Blackshield are largely expected to handle matters of salvage disputes where exterior forces threaten Nadezdha Colony(or upon request, colony allies) claims. Exterior factions attempted to jump claims owned by Prospectors should result in their dispatching.&amp;lt;br&amp;gt;&lt;br /&gt;
Marshals however are granted jurisdiction over legal matters of enforcement. Colonists jumping claims that are rightfully held should be charged accounting for the details of the matter. &amp;lt;br&amp;gt;&lt;br /&gt;
In the event where jurisdiction may be at question, it is important to remember that while the blackshield holds legal jurisdiction outside the perimeter fence - they are typically less oriented in the minutiae of law, and should they have to step in to enforce claims upon colonists past the walls they must hand over said colonists on return for processing by Marshals.&lt;br /&gt;
&lt;br /&gt;
===Additional Caveats===&lt;br /&gt;
*Salvage rights may, at the determination of their holder - be granted or leased. E.G, The Prospectors may, at the determination of the Foreman or Overboss Hogg grant rights over claims to other factions, allies, etc. &lt;br /&gt;
*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of &#039;equal value&#039; taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences&lt;br /&gt;
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-jumpers to return the stolen salvage and leave before force is used.&lt;br /&gt;
*Areas outside of the planets orbit, such as the nearby asteroid field in space, are not claimed by the colony directly. Salvagers and security forces operating there may salvage, but hold no direct claim over the materials there.&lt;br /&gt;
*Areas within the purview of Colony Salvage Law shall have their mineral resources granted exclusive purview for Lonestar Shipping to exploit, Lease or Manage as they will.&lt;br /&gt;
&lt;br /&gt;
==Intellectual Property==&lt;br /&gt;
&lt;br /&gt;
Nadezhda colony is filled with products produced with propietary designs from factions both within and without the colony. These designs belong exclusively to the company that owns them, however legal license to produce the items is distributed in the form of disks. As a general rule, no faction has any claim on any disk or item salvaged by another, nor any item which was manufactured by them or sold to them by a lawful owner, regardless of whether the design originated with the faction. The exceptions to this rule are as follows:&lt;br /&gt;
&lt;br /&gt;
*Unprotected design files, such as those found on factory disks or made by Soteria Research, are forbidden to leave the control of that faction without the written and stamped permission of the Faction Head. If such a disk is stolen, all items produced from it may be reclaimed. This is considered §505: Misappropriation of Intellectual Property, with the legal liability falling on the individual who stole or distributed the designs.&lt;br /&gt;
*Factions may act to protect the integrity of their uniforms to prevent confusion. Any Faction Head may prohibit those not belonging to their faction from wearing uniforms of that faction. Primes may not restrict non-clergy clothing from anyone who has not been formally excommunicated from the Church. Refusing to comply with the directive of a Faction Head in this matter is considered §102: Failure to Execute an Order.&lt;br /&gt;
&lt;br /&gt;
== Contraband Policy ==&lt;br /&gt;
=== Minor Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Minor Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zoom&lt;br /&gt;
* Mind Breaker&lt;br /&gt;
* Warlock Velvet&lt;br /&gt;
* Slime Jelly&lt;br /&gt;
* Cryptobilin&lt;br /&gt;
* Impedrezene&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Thermal Goggles (this includes implants)&lt;br /&gt;
* Random wave radio (owned by Lonestar, legal so long as procedure is followed as stated in Lonestar SOP)&lt;br /&gt;
* Chameleon devices (gloves, projectors, suits, armor, guns, etc)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Hardsuit Voice Synthesizer&lt;br /&gt;
* Data Jack module&lt;br /&gt;
* Electro Warfare module&lt;br /&gt;
* Thermal Modules (Including built-in thermal helmets &amp;amp; rig-mounts)&lt;br /&gt;
* Chameleon device (clothing forms, projector, etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Minor Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Thermals are considered contraband for all departments. Thermals are however permitted outside the colony or during a declared red alert level. This goes for the augmentations, glasses, helmets or rig-suit modules. The following items are considered thermals: Augmented shades, Thermo-nightvision helmets, Thermal goggles, Thermal augmentations and bioaugmentations. Along with any hardsuit modules that contain thermals.&lt;br /&gt;
** If either Church or Soteria provide to a colonist thermals illegally they are to be charged for minor contraband. If a Soteria staff continues to do so repeatedly, then they are to be demoted immediately. Heads of staff in Soteria or the Church continuing are to be detained, charged with abusing their executive powers, and demoted after a fax has been sent up to the faction leader. &lt;br /&gt;
** Permits can temporarily be issued by a Warrant Officer for their usage or transportation through the colony. Any surgical implantation of thermal augments by Soteria requires a properly written form signed by both the doctor and the Warrant Officer permitting such augments be used under Soteria&#039;s supervision.&lt;br /&gt;
* The shooting range is considered a testing zone for science. Items sent from science to the range for testing must be announced over general comms. In the instance of Soteria testing explosives up at the shooting range, it must be a device capable of small explosives only. Larger explosions are to be tested out in the mines.&lt;br /&gt;
* The chemicals in the list above are considered minor contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* All encryption keys that are not supplied to a colonists workplace are considered minor contraband. If sensitive or private information is gained through the use of encryption keys that a colonist should not have access to they should also be charged with violation of employee privacy. This is applied even if it was not the intent of the person using the encryption key. Legal access to an encryption key can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason. Please note that allies and neutral factions may have their own encryption keys - these are not illegal and should never be taken away.&lt;br /&gt;
* ID cards that are modified to give access to a normal departmental area of the colony without head departmental permissions are considered contrband. If, however, this access is issued either by a relevant head of staff or during the case of an emergency no timer or charge should apply. Legal access may be given by a head of staff to their department to another employee at anytime but may also be revoked at any time at the discression of the issuing head of department.&lt;br /&gt;
&lt;br /&gt;
=== Major Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Major Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zombie Powder&lt;br /&gt;
* Demon Powder&lt;br /&gt;
* Chloral Hydrate&lt;br /&gt;
* Polytrinic Acid&lt;br /&gt;
* Voice Nanites&lt;br /&gt;
* Handy Prints Nanites&lt;br /&gt;
* Napalm&lt;br /&gt;
* Tetraricide (Sweet Death)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Bluespace Harpoon&lt;br /&gt;
* Any explosive device (Must be currently explosive or easily capable of becoming explosive. A plasma tank, valve, and oxygen tank can be considered easily capable even when separated. A shellshock rifle or rail gun is not unless presently rigged to fire explosives.)&lt;br /&gt;
* Any and all Uplink devices.&lt;br /&gt;
* Freedom implant, Compressed matter implant, Explosive implant&lt;br /&gt;
* Chameleon device (Object Chameleon device cloner)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Combat mechs (Durand, Gygax, Phazon)&lt;br /&gt;
* Mechs rigged for combat, such as a ripley or odysseus modified with a jury rigged weapon.&lt;br /&gt;
* Any mind swapping technology.&lt;br /&gt;
* All Teleporters (modules, hand teleporters, etc.)&lt;br /&gt;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Functioning Cryptographic Sequencer (Also known as an Emag)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Major Contraband Exemptions &amp;amp; Stipulations ==== &lt;br /&gt;
* Soteria may test combat mechs at a firing range or outside the colony but &#039;&#039;&#039;must&#039;&#039;&#039; announce any and all movements of where the mech will be moving. Including the starting point to the desired ending point of the travel. These mechs may &#039;&#039;&#039;not&#039;&#039;&#039; be left in public spaces or otherwise operated, apart from moving through, public spaces unless exemptions are provided in the case of an emergency by security personnel.&lt;br /&gt;
** Permits for a combat mech may be temporarily issued by a Warrant Officer or Supply Specialist to non-Soteria personnel. The [[Example_Paperwork#Item_Application|proper forms]] should be filled out and the mech either housed inside of the employee&#039;s designated department or within Soteria&#039;s mech bay when not being used. Transporting any combat mech of any kind must be announced over public comms and cannot be driven freely across the colony. This policy and associated paperwork applies to any mech, including those obtained through salvage.&lt;br /&gt;
** Non-standard combat mechs / Non-combat mechs rigged for combat are not legal to own nor may receive licenses for normal usage. However, during Code Red or Code Delta emergencies they may be utilized by security personnel or otherwise permitted to be used by personnel determined to be fit and trust worthy by security personnel. All jury rigged weapons should be removed after the state of emergency without exception.&lt;br /&gt;
* The chemicals in the list above are considered major contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* Bluespace harpoons, and other teleportation items, may be used for research purposes by Soteria institute personnel. However, this does not mean they can be transported openly nor used or otherwise utilized outside of Soteria research departmental grounds. If transported outside of the department major contraband charges are applicable. If misused to teleport and employee unwillingly, as teleportation can be incredibly dangerous if not life threatening, see §413 - Unwilling Teleportation.&lt;br /&gt;
&lt;br /&gt;
===== Explosive Exemptions =====&lt;br /&gt;
Contraband explosives are considered, but not limited to: any device presently capable of causing wide-spread and reasonably uncontrolled damage. This includes, but is not limited to, frag grenades, incendiary grenades, EMP grenades, tank transfer bombs, explosives grenades, incendiary grenades, land mines, and other similar objects capable of replicating any of the listed items effects. Items such as non-explosive flashbangs, smoke grenades, or cleaning grenades are not considered explosives. An oxygen tank, transfer valve, plasma tank, or scrap rifle with its safety measures enable would not count individually as explosives, only if the devices were within reasonable proximity and had steps taken to allow them to be used as explosives. I.E. a scrap rifle with its safety systems off is contraband, a persons bag containing heated plasma tanks, oxygen tanks, and transfer valves would be reasonably considered an explosive object. This exception only applies if the objects are, viably, capable of causing an explosion, if the plasma tank and oxygen tanks are empty and cannot explode it would not be considered contraband. Best and reasonable judgment applies.&lt;br /&gt;
&lt;br /&gt;
Exceptions to the above clause may only be found in four cases:&lt;br /&gt;
&lt;br /&gt;
1. The Marshals and Blackshield may use whatever explosives they require to perform their duties during a code blue or higher scenario. Responsibility for all damage to persons or property are the sole responsibility of the individual using the explosive devices. Low-yield grenades and small-arms explosive ordinance, such as grenade launcher rounds, may be tested at Marshal or Blackshield ranges with proper notification that explosives will be fired at the specified range.&lt;br /&gt;
&lt;br /&gt;
2. Soteria Research may use any manner of explosives in the pursuit of research, the determination of what is considered ‘research’ is left to the sole discretion of the chief research overseer or, in the event one is not present, the biolab overseer. If neither is present, a low council vote is required to determine if the pursuit of research is considered scientific.&lt;br /&gt;
&lt;br /&gt;
3. Prospectors may carry and use explosives outside colony walls at their discretion, provided the explosive do not damage colony property or other persons from the colony or colony allies. Prospectors must hold all explosives within their department or with security in either the gate house or armory. The transportation of explosives should always be announced publicly.&lt;br /&gt;
In the event a prospectors wishes to sell explosive devices, be it to Soteria or Lonestar, this must be done with a member of the blackshield or marshal present and in the lobby of the respective department. In this scenario the explosive(s) must be stored in the buying department immediately. A form and record of the transaction should be recorded by security and filed with the WO, premier, sergeant, commander, and supply specialist.&lt;br /&gt;
&lt;br /&gt;
4. Permits &#039;&#039;&#039;may&#039;&#039;&#039; be written for temporary explosive usage within determined location at the descression of the Warrant Officer or Supply Specialist. Examples would be the allowance of Lonestar mining personnel to make use of small-yield explosive devices in mining operations, or temporary permits for Church for the transport of grenades for use in Deep Maintenance.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with the above section can and will result in the applicable charges and fines as expected by discretion of security personnel. This may include, but is not directly required to, charges of major contraband or negligence. In the event the explosive device is misused this may be upgraded to additional charges of Sabotage, Manslaughter, Major Sabotage or Murder. &#039;&#039;&#039;Improperly stored explosives that are stolen may confer charges both to the individual who stole and misused them and the individual who failed to properly safe keep the explosive devices, in this event both individuals receive the same charges regardless of fault.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Reasonable storage of an explosive device is determined by security discretion but the following factors should be considered when determining what is reasonable.&lt;br /&gt;
&lt;br /&gt;
Was the device in a locked container such as a secure locker, secure briefcase, safe, secure crate, or wall locker?&lt;br /&gt;
&lt;br /&gt;
Was the device and potential containers holding it secured behind access locked doors?&lt;br /&gt;
&lt;br /&gt;
Was the location of the device(s) kept discrete and related information on a need to know basis?&lt;br /&gt;
&lt;br /&gt;
=== Excelsior Equipment / Excelsior Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Excelsior Equipment&lt;br /&gt;
Note, if it&#039;s marked Excelsior (EXCLUDING SOAP), it&#039;s Excelsior Contraband. If it isn&#039;t, it&#039;s fine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Guns and Armor&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Weaponry (&amp;quot;Excelsior Kalashnikov&amp;quot;, &amp;quot;Excelsior Drozd&amp;quot;, &amp;quot;Excelsior PPSh&amp;quot;, etc.)&lt;br /&gt;
* Excelsior Branded/Colored Armored Voidsuits &amp;amp; Helmets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Technology&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machine Parts (Including Circuit Boards and Stock Parts)&lt;br /&gt;
* Excelsior Branded Implants&lt;br /&gt;
* Excelsior Branded Data-Disks (Such as Means of Production/Revolution, among others for specialized items.)&lt;br /&gt;
* Excelsior Branded Power Cells&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Machinery&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machinery (Including Teleporters, Autolathes, and so on.)&lt;br /&gt;
* Excelsior Branded Defensive Systems (Including Turrets, Shield Generators, and so on.)&lt;br /&gt;
* Excelsior Branded Boom Boxes&lt;br /&gt;
|}&lt;br /&gt;
==== Excelsior Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Excelsior equipment &#039;&#039;&#039;may never&#039;&#039;&#039; be operated by Security personnel, no matter their status within the Church, Psionic-testing or other implant-destroying augments. All Excelsior-branded technology should either be put into evidence by the Marshal department, if it is used in the conduction of a crime, or destroyed. No department may receive permission nor contraband licensing to use or otherwise utilize Excelsior technology unless an exemption is given by the High Council itself.&lt;br /&gt;
** Soteria Science may be handed Excelsior tech as a means of destruction. Soteria Science may not preform experiments with Excelsior tech but they may use it in a destructive analyzer to be used in the production and research of non-Excelsior technology.&lt;br /&gt;
** Guild may be handed Excelsior tech to be deconstructed as a means of useful destruction of Excelsior branded technology. Guild may not use nor utilize Excelsior technology itself but they may break it down in either their department&#039;s industrial autolathe or through their department&#039;s nanoforge machine.&lt;br /&gt;
** Marshals may utilize their Nanite Reconstructor in the armory to break down Excelsior weapons or armor. However tech like Excelsior branded cells or computer-components will not be able to be broken down by said machine. Personnel must find an alternative for those deconstruction methods.&lt;br /&gt;
&lt;br /&gt;
==Criminal Regulations==&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
There are two core types of modifiers: Criminality modifiers and Sentencing modifiers. Criminality modifiers alter whether or not an action is actually criminal in nature and can alter what charges can/should be pressed for a given incident. Sentencing modifiers do not alter the charges but rather the sentence, either upwards or downwards.&lt;br /&gt;
====Criminality Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#fff2cc;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Self Defense&#039;&#039;&#039; || To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others, however they are required to use only necessary force and to call for medical aid for their aggressor if they are in critical condition. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies to &amp;quot;defending&amp;quot; oneself against a lawful arrest, even if the charges are later found to be untrue. || Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense of Property&#039;&#039;&#039;|| To have acted with appropriate force in defense of one&#039;s rightful owned or claimed territory under colony law. Appropriate force is always nonlethal force unless the aggressor pulls out a lethal weapon. Same duties to obtain care for injured individuals that is given with Self Defense apply here. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies when &amp;quot;defending&amp;quot; one&#039;s area against Security acting on a properly authorized warrant. || Immediate Release&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Good Samaritan Clause&#039;&#039;&#039; || To break the law to prevent a greater harm from occurring. The greater harm must be imminent rather than hypothetical, and the law must be broken as little as reasonably possible. For example: breaking into a department to rescue someone whose suit sensors show they are in critical condition or dead. Acts found to be unreasonable will not be protected by this clause. Failure to comply with an investigation is never protected by this modifier. || Dropping of any charges that depend on ill intent.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Entrapment&#039;&#039;&#039; || To be charged with a crime the offender was induced to commit by Security and, without their help, either would not have or could not have committed. || Charges should be either reduced or dropped depending on their own level of indepedent criminal intent. The officers running the operation should be charged with Violation of Employee Rights as well as the charges they intended to entrap the victim with.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accomplice&#039;&#039;&#039; || To knowingly and materially aid another in the commission of a crime. Both elements are important: a merchant who sells a gun to someone with no knowledge it will be used for murder is not liable, nor is someone who simply cheers on someone else comitting a crime. Providing instruction on how to commit a crime does count as material aid, however, e.g. telling someone how to make a bomb. || Apply all charges for the crime that the primary suspect was aided in to the accomplice.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Authorized Use of Force&#039;&#039;&#039; || Use of force that is legally authorized. The primary example is the Marshals using force to bring in resistant suspects in accordance with their SOP. This modifier also applies to Soteria Lifeline Technicians using nonlethal force (including against Marshals or Councilors) to prevent someone from taking their patient, and Vectors using nonlethal force on members of the Absolutist church who are resisting internal discipline. || Charges should not be applied if the use of force was within legal guidelines.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sentencing Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cooperation with Prosecution&#039;&#039;&#039; || To aid members of colony security, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense. || 25% to 50% timer reduction. This only applies if information is provided that leads to bringing in a suspect that was not already apparent with the information security had.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Surrender&#039;&#039;&#039; || To willingly surrender oneself to security staff; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders. || 25% to 50% timer reduction. Execution may not be issued to those who have surrendered. Crimes worth of Holding until Transfer may be reduced to a timed sentence no less than 60 minutes at the discretion of the Warrant Officer.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Offense by Colony Command&#039;&#039;&#039; ||To be a member of the colony&#039;s command structure, including Steward and Premier, and to commit any Severe or higher level crime, or any crime that references this section in its sentence. This does not require formal conviction by a Tribunal, but a Warrant Officer can expect the charges to be overturned and charges to be filed against them if their fax to the High Council does not include sufficient evidence. || The Warrant Officer, at their discretion, may impose a shift-length dismissal on the individual. This sanction may only be overturned by the Faction Owner or the Low Council. Additionally, the Low Council may vote to impose sanctions either without a Warrant Officer/despite their disapproval or if they wish to impose more serious sanctions than a shift-length dismissal.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Repeat Offender&#039;&#039;&#039; || To commit the same crime multiple times in the same shift. This only applies if someone is punished for it and then commits the same crime after release, not for a string of offenses in a row.|| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc. This also goes for fines. Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Immediate Threat to the Prisoner&#039;&#039;&#039; || To be incarcerated when a situation in the Marshal area poses an immediate threat to the health of the prisoner || The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released. If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Use of Powers&#039;&#039;&#039; || To use abilities greater than those normal for a member of one&#039;s species in the commission of a crime. This includes (but is not limited to) psionics, nanogates, cruciforms, and Soteria-created genetic mutations. There must be reasonable belief that powers were used in such a manner; however, due to the nature of these powers being easy to conceal after the fact, hard evidence is not required. Officer discretion is encouraged, and they may choose not to apply this modifier if they believe the evidence is insufficient. || Any crimes given to the person has its fine value or time served automatically doubled. If the empowered person has a HuT sentence, it is highly encouraged to have their powers removed if it can be done safely. A empowered individual using their powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their powers should be removed before revival. In the case of a cruciformed individual killed relating to this section, if a Vector/Prime is available to properly remove the cruciform from the corpse this should be done; otherwise it should remain attached but deactivated.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime by AI/Cyborg&#039;&#039;&#039; || For Colony AI or Cyborg to commit actions that are criminal in the eyes of the law. Marshals are to operate as per normal. Soteria is to cooperate with the Marshals in regards of these matters, to see if the AI or Cyborg are malfunctioning before allowing them to be arrested.A warrant is specifically required for security to enter the AI core, and Soteria personnel should accompany them to ensure matters are handled peacefully. Squads of Marshals or Shields should not be going into the core unless the AI in question is malfunctioning and/or hostile. As a further note, the AI and Cyborgs cannot open high access areas unless in a state of emergency, for example, the Marshal, Blackshield, or Command armory. The only other time they can open such areas is to clear out infestations and nothing more. || Cyborgs can be locked down within their cells or, if this is not possible, have their MMIs removed and tossed into a cell to serve the appropriate amount of time, or Soteria can choose to pay for their fine. Card the AI and toss it into the cell, much like the borgs. Once they have served their time, return them to their proper vessels. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Quick Reference Guide ===&lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge a colonist with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 108 for trespassing into a department, 105 for stealing an item from the department and 204 for attacking an employee trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Property Crimes&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X01)&#039;&#039;&#039;&lt;br /&gt;
|Vandalism&lt;br /&gt;
| -&lt;br /&gt;
|Destruction of Property&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Failing Duty&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;(X02)&#039;&#039;&#039;&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|Negligence&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rights Violations&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X03)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violence&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X04)&#039;&#039;&#039;&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Theft&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;(X05)&#039;&#039;&#039;&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|Violation of Salvage Rights&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X06)&#039;&#039;&#039;&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obstruction&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X07)&#039;&#039;&#039;&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|Treason&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trespass&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X08)&#039;&#039;&#039;&lt;br /&gt;
|Trespass&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resisting Lawful Authority&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X09)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Injunction&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Escaping from Confinement&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abuse of Lawful Authority&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X10)&#039;&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Disrupting Command&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X11)&#039;&#039;&#039;&lt;br /&gt;
|Sending a Time Wasting Fax&lt;br /&gt;
|Forgery&lt;br /&gt;
|False Testimony&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unconscionable Behavior&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X12)&#039;&#039;&#039;&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Desecrating a Corpse&lt;br /&gt;
&amp;amp;&lt;br /&gt;
&lt;br /&gt;
Cannibalism&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bodily Autonomy Violations&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X13)&#039;&#039;&#039;&lt;br /&gt;
|Harassment&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|}&lt;br /&gt;
===Specialty Charges===&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an officer or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty colonist, a mediation should occur with the victim. The debtor&#039;s personal items may be forcefully liquidated to cover their debt, or an agreement reached to repay the debt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the colony or it’s security team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 1,000 credits may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 500 credits. Injuries such as fractures or injuries that leave a patient in codification condition should be 1,000 credits.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Blackshield committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|003 - Suicide Attempt &lt;br /&gt;
|To physically attempt to or credibly threaten to end one&#039;s own life either through radio communications or while in brig.&lt;br /&gt;
|Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.&lt;br /&gt;
&lt;br /&gt;
Upon their timer ending the prisoner should be held until medical personnel can arrive to escort them for psychiatric examination. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a colonist or department without provocation, stalking a colonist or refusing to leave a department, yelling over ones headset, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 1,000 credits may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Lack of Security, Medical, or Employment Records&lt;br /&gt;
|To be a registered member of the colony without any form of qualified records.&lt;br /&gt;
|This does not apply to outsiders visiting the colony nor members of the Hunters Lodge. &lt;br /&gt;
&lt;br /&gt;
All members of the colony are required to meet the minimum requirements highlighted [[Example_Paperwork#Character_Records|within the Character Records Section of Example Paperwork]].&lt;br /&gt;
&lt;br /&gt;
If a colonist does not meet this requirement, Security personnel should interview the colonist and aid them in setting up required records, providing a format sheet for them to fill out and put on file.&lt;br /&gt;
&lt;br /&gt;
If the colonist is not willing to file paperwork, they are to be released and High Council is to be notified. (Fax or A-help - records are a rule issue.) High Council will advise on actions to take, if any, regarding the issue.&lt;br /&gt;
&lt;br /&gt;
An offender who actively lies about their implant status - such as not reporting their nanogate, psionic, or church implant within their records is to receive a &#039;&#039;&#039;Providing False Testimony&#039;&#039;&#039; charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|006 - Data/Information Breach&lt;br /&gt;
|To knowingly and willfully communicate information, gained in confidence through private or departmental channels, to personnel without legal access. Department Heads have authority to communicate information from their respective channels.&lt;br /&gt;
&lt;br /&gt;
|A timer of no more than 30 minutes but no less than 10 and/or a minimum fine of 250 credits, up to 1,000, may be issued depending on severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Minor Charges===&lt;br /&gt;
{| style=&amp;quot;background-color:#aaffaa; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately deface or minorly damage colonial or departmental property without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, to littering in a public or departmental area, to minorly damaging a Soteria cyborg&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 500 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 250 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|To deliberately deny an employee certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically security or medical staff for a major SoP violation due to it going against another colonist’s rights. The colonist or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from Security using thermals without reason, Medical sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 1,000 credits to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with a colonist, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching a colonist when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 500 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another department and/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a department or owned by a person. This includes people taking items from their own department they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 500 credits with the addition of the item(s) being returned.&lt;br /&gt;
&lt;br /&gt;
If the stolen item(s) cannot be recovered then the offender may be forced to pay the item(s) cost to the victim. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Table.&#039;&#039;&#039;&lt;br /&gt;
|For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the chief biolab officer.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as a chameleon weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Marshals, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area. Detainment until the situation in question has been resolved.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a department lobby, the bar, or the kitchen also apply if asked to vacate the area by relevant department staff. Those with access typically should not be in those areas unless they have a good reason or permission from the department&#039;s relevant staff. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security personnel with an authorized warrant and council members conducting investigations authorized by an LC vote may not be asked or made to leave.&#039;&#039;&#039;&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as a Property Crime if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, colony control room or the outer perimeter see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the marshal or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the warrant officer only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Sending a time wasting fax See [[Faxes]]&lt;br /&gt;
|To send a fax to a faction leader of the colony or its allies that is considered unnecessary or unneeded. Do note that in [[Faxes]] it outlines what is and isn&#039;t a time wasting fax.&lt;br /&gt;
|This charge can only be given by a faction owner or faction ally, not by heads of staff or marshals.&lt;br /&gt;
|15 minute in a cell or a 750 credit fine.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms to seriously hurt or kill a colonist, previous violent convictions approaching while threatening a colonist, or if a colonist was to chase another colony member or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, charge &#039;&#039;&#039;Assault&#039;&#039;&#039; instead. If the offender stalks the victim also charge &#039;&#039;&#039;Harassment/Stalking&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Harassment or Stalking&lt;br /&gt;
|To take repeated actions for the purpose of harassing an individual, or to continue following them after being asked to stop.&lt;br /&gt;
|This crime does not apply if there is a lawful reason for the conduct, such as Marshals pursuing an investigation or a Head trying to get their employee to do their job.&lt;br /&gt;
|Timer of no more than 5 minutes or a 250 credit fine paid to the victim.&lt;br /&gt;
&lt;br /&gt;
Injunction placed at discretion of the WO&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Moderate Charges===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|To fail to complete the core functions of your job when they are necessary&lt;br /&gt;
|This is intended to handle situations where a job is required but the individual who should handle it is doing non-job related things or taking a break. For example, doctors not responding to calls for medical assistance, the Marshals not investigating a crime, the Prospectors not looting areas or not setting up their shop afterwards, or the chef not preparing any food. Providing products is not considered a core function of the Science department or the Guild unless there is an emergency and supplies are needed to aid with it. &lt;br /&gt;
&lt;br /&gt;
If there is more than one person in the relevant job and none respond to a call, all are to be punished unless they were occupied with other job-critical activities. If there is uncertainty about whether something a core function, the Faction Head and other professionals should be consulted but the final judgement rests with the Marshal handling the case.&lt;br /&gt;
|Forfeiture of 1 hour&#039;s pay to the corporate account. Timer of no more than 15 minutes. Dismissal at the discretion of the Head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish an employee without proper cause or reason, or in violation of due process rights such as Habeas Corpus.&lt;br /&gt;
|This is mainly for marshal officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause physical harm or mild injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it. This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition, or other less-than-lethal means, without just cause counts as assault.&lt;br /&gt;
&lt;br /&gt;
See ‘’’Aggravated Assault’’’ if any lethal ammunition are used, or if the victim suffers a broken bone or notable life-threatening hospitalization. See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill. See ‘’’Threat of Murder or Serious Injury``` as a secondary charge to any threats made while brandishing a weapon with a stated threat to murder.&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking an employees pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or credits takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the department head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Major Contraband &lt;br /&gt;
|To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
|See &#039;&#039;&#039;Contraband Table&#039;&#039;&#039; for what applies to this charge.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Supply Specialist, Brigadier, or the provost Marshal to override this law. &lt;br /&gt;
&lt;br /&gt;
The Chief Biolab Overseer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess any contraband so long as they comply with their &#039;&#039;Contraband Policy&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes and the confiscation of contraband items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is injured because of this, also charge &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, also charge the relevant Property Crimes charge. If a colonist dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;208&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
|Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge Manslaughter.&lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
| Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the officer trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An officer should take into account their reason for not reporting to security immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in security has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force.&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that do not require medical treatment beyond first aid but are still unwarranted. If the suspect required more than basic first aid, charge instead &#039;&#039;&#039;Severe Excessive Use of Force&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 2,000 credits paid to the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;211&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a fax to issue orders posing as the High Council or a superior, falsifying a medical prescription or falsifying ones records to pose as either more certified or to fake eligibility for job positions.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
|Desecrating a Corpse &lt;br /&gt;
&amp;amp;&lt;br /&gt;
&lt;br /&gt;
Cannibalism&lt;br /&gt;
|To abuse bodies of dead or previously dead people. Acts may range from non-medical to scientific desecration.&lt;br /&gt;
Cannibalistic acts are the consumption of any &#039;&#039;&#039;Person&#039;&#039;&#039;, Voidwolf, Colony Recognized higher-intelligence lifeform.&lt;br /&gt;
|Examples include, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039; without consent. Preventing a body from being repaired or cyborged also falls under this. Bodies rendered incapable of wound repair count as &#039;&#039;&#039;Murder&#039;&#039;&#039; instead. &lt;br /&gt;
If the body is made into any edible product, or any severed limb/organ of the &#039;&#039;&#039;Person&#039;&#039;&#039; is consumed, instead charge &#039;&#039;&#039;Cannibalism&#039;&#039;&#039; in Notes.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
In cases of &#039;&#039;&#039;Cannibalism&#039;&#039;&#039;, this crime is to be classified as a 5XX level crime. The offender is to be held HuJ.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;213&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where colonists are roaming around Nadezhda, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. A marshal can request a male colonist to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 20 minutes, alongside a fine of 500 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Major Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Destruction of Property &lt;br /&gt;
|To destroy the property of a colonist, a colony faction, or the colony itself without valid reason, either deliberately or through negligence&lt;br /&gt;
|The property in question can belong to another individual, to a faction, or the colony at large. This crime includes destroying normal doors or walls, recycling or disassembling equipment, or damaging a cyborg to the point it needs internal repairs. Valid reasons include (but are not limited to) normal recycling and research activities. If an item is stolen and destroyed, charge either the relevant Theft level or this, whichever is more severe.&lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Negligence&lt;br /&gt;
|To cause notable damage to a colonist by failing at one&#039;s duty, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest mistakes, laziness, or deliberate disregard. This is usually because an employee ignored Standard Operating Procedure or failed to follow an order, but may also be applied if they failed to do something that a reasonable and competent professional in their role would do. It also applies any time any SOP explicitly calls for it, regardless of actual harm (e.g. engaging in human experimentation without a waiver). If a colonist is killed because of it, instead charge Manslaughter; if equipment is destroyed, charge Destruction of Property. This crime cannot be charged alongside Destruction of Property if the damage is the only significant result of the negligent conduct.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|To punish a crew member in excess for their crime, to give a crew member incorrect punishment, or to give fraudulent charges that are not valid.&lt;br /&gt;
|This includes stacking charges improperly, planting evidence, confiscating contraband if it is being used in a legal manner under the Contraband Policy, or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion/Dismissal at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §304&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|To cause severe injury to another employee or colonist, typically requiring invasive surgery or resulting in life-threatening physical harm.&lt;br /&gt;
|This is in reference to any form of assault that causes shrapnel, broken bones, severe bleeding, or otherwise rendering a victim into a state of critical condition. Shrapnel left in one’s body may count if the rounds are not LTL rounds. For LTL round usage that do ‘not’ result in broken bones or cause a life threatening injury, but may still embed, see ```Assault```.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;305&lt;br /&gt;
|Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039;, or otherwise taking undue action against a rightful claimant.&lt;br /&gt;
|The consideration of the stolen item(s) value should be taken into account when issuing this charge.&lt;br /&gt;
|Any stolen items should be returned to the proper salvage-claim holder. If the items are non-recoverable, or have been sold off, the offender is to repay that market-price of the stolen items to the victim. If the offender is not able to pay, apply specialty charge ```001 - Defaulting on Debt```.&lt;br /&gt;
&lt;br /&gt;
A timer of no more than 20 minutes may be issued on the offender alongside a 250 credit fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by security, even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room,toxin storage or other essential high-security areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as a convict who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 30 minutes for escaping.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force which results in the victim requiring more than basic first aid&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that require surgery or other advanced medical treatment beyond first aid. If a victim dies and the use of force was not warranted, also charge Manslaughter.&lt;br /&gt;
|Dismissal which can only be overturned by the Faction Owner, who must be faxed in all cases of Severe Use of Excessive Force. Timer of no more than 30 minutes. Payment of all medical bills of the victim&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §311&lt;br /&gt;
|Providing False Testimony&lt;br /&gt;
|To provide false or deliberately misleading testimony to colony officials&lt;br /&gt;
|This can be applied in relation to interviews with investigators or to the interviews had with colony officials to create records (see §005).&lt;br /&gt;
&lt;br /&gt;
This crime requires intent to mislead, as judged by the Marshal handling the case.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
In cases of false/incomplete records, they should be permitted one chance to get them corrected unless evidence of deliberate deception is found. If such evidence exists or the records remain false, apply sentence as above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;312&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or crew well-being (e.g genetics,weapon testing, etc.) don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but monkey cubes and the like probably aren&#039;t. &lt;br /&gt;
&lt;br /&gt;
Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms, or are fully tamed by a colonist. Tamed in this case means that they will not attack other colonists, or damage colony infrastructure.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 750 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If any named Colony Pet (Ian, Tea, Graves, Lisa, PunPun, and other pets that spawn in the colony with a roundstart name (this does not include ones made in-round unless specific by the High Council through fax/announcement) was targeted, it is an automatic 90 minute sentence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;313&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards a person or silicon unit.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exceptional Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To deliberately destroy colony equipment without valid reason.&lt;br /&gt;
|This includes destroying secured doors or reinforced walls, unauthorized destruction of cyborgs, breaking of machinery, etc. Valid reasons include (but are not limited to) destruction needed to prevent a greater loss of life or destruction of the colony&lt;br /&gt;
|Timer of no more than 45 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;403&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for anyone who abuses the power given to them, such as the premier acting like a security officer in a non-emergency, the warrant officer acting as if he is above the law, etc. Heads of staff trying to order a different department or ignoring a council vote also comes under this, as does security staff attempting to give orders to non-security without legal justification.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the department head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a fax should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill a colonist without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are of a dangerous, of high value, or of sensitive nature.&lt;br /&gt;
|This means high-value weapons or explosives, and also includes items of singular importance such as the station blueprints, chief biolab overseers hypospray, or items not easily replaced / are not replicable.&lt;br /&gt;
&lt;br /&gt;
important items produced solely by the Church, such as Cruciforms, Absolutist Constructs, and other Absolutist artifacts are property of the Church and may at any time for any reason be demanded back. Refusal to return the items shall be considered &#039;&#039;&#039;grand theft&#039;&#039;&#039; and &#039;&#039;&#039;failure to execute an order&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
&lt;br /&gt;
|To be in illegal possession of or to actively operate Excelsior equipment. &lt;br /&gt;
|This applies to Excelsior batteries, guns or armor. Their lack of safety features, shoddily made structure and use in operation can endanger oneself or other colonists.&lt;br /&gt;
&lt;br /&gt;
The usage of Excelsior tech also is a tell-tale sign of an Excelsior agent or collaborator.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Provost Marshal or the Brigadier to override this law. No lesser official can override this law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Policy&#039;&#039;&#039;&lt;br /&gt;
|Immediate medical examination and confiscation of equipment.&lt;br /&gt;
&lt;br /&gt;
If Excelsior implant is found and removed the subject should be placed under psychiatric evaluation until deemed fit. If deemed fit the offender should be released.&lt;br /&gt;
&lt;br /&gt;
If Excelsior equipment is operated or sold but no implant is found see &#039;&#039;&#039;Treason&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;407&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
|An exception would be a law reset when obviously harmful laws have been uploaded. Only the council or two Soteria overseers together can authorize a law change outside of this situation.&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;410&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, also charge &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §413&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|To teleport a person, with either psionic powers or bluespace technology, who is unwilling or does not consent to the testing of such equipment on themself.&lt;br /&gt;
|Teleportation devices used by non-sicence members count as &#039;&#039;&#039;Major Contraband&#039;&#039;&#039;, charge both crimes in such cases. If a person does not consent actively to be teleported by another person, such as through a harpoon or portal-throwing, etc - this charge applies.&lt;br /&gt;
|A timer of no more than 90 minutes may be issued. If the victim dies as a means of this teleportation, see &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
If the victim is hurt during the teleportation, or in result of it, see &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The offender is to be demoted upon sentencing for the crime.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Capital Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
|To engage in Sabotage on a large scale or on important infrastructure.&lt;br /&gt;
|This includes actions that either affect a large area or which deprive the colony or a faction the use of critical equipment such as the Church&#039;s bioreactor, the Soteria AI, or critical infrastructure. Applicable to unsuccessful attempts, if intent can be reasonably proved.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If an employee is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the colony through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;503&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force a colonist to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see §203 (Illegal Detention, Arrest or Holding).&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To willfully and intentionally kill or attempt to kill a colony member or an ally of the colony. Or to prevent a rightful revival or else render a colonist unrevivable through clear action. &lt;br /&gt;
|Clear intent is needed to prove a case of murder over manslaughter. While Manslaughter is unintentionally causing death through accident, or unintended consequences, Murder is a purposeful act with the intent to take the life of another.&lt;br /&gt;
&lt;br /&gt;
Attempts to cover up an incident of Manslaughter may necessitate a charge of murder due to pre/post meditative evidence. &lt;br /&gt;
Additionally, should proof positive be obtained that indicates premeditation the penalty should be automatically adjusted to H.U.T and the low council should convene to determine if more extreme penalties are warranted, up to and including execution.&lt;br /&gt;
&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;505&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
|To gain access to in-house or proprietary Designs, Documents, Programs, or otherwise vital assets of a Colony Faction or one of the Colony&#039;s allies.&lt;br /&gt;
|Whether by theft, trespass, or buying such items without the departmental head&#039;s explicitly written and shown permission. &lt;br /&gt;
&lt;br /&gt;
Note that this does &#039;&#039;&#039;NOT&#039;&#039;&#039; include stealing items themselves, such as constructed Guild items or items purchased through the Lonestar Trade System -- only the theft of the program itself or the designs to make more of the Guild&#039;s items, or otherwise.&lt;br /&gt;
&lt;br /&gt;
|Hold until Transfer. The stolen proprietary assets should be returned to the faction or ally they were stolen from immediately unless they are directly required to be used as evidence in a tribunal. Any items gathered or created with the proprietary assets should be given to the faction or ally as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;507&lt;br /&gt;
|Treason&lt;br /&gt;
|To deliberately undermine the efforts and interests of the colony at large, or to deliberately and willfully aid the efforts of hostile factions.&lt;br /&gt;
|This includes possessing or distributing Excelsior armor or weapons for purposes other than lawful destruction, attacking neutral factions without provocation or justifiable reason, giving a hostile faction information about the colony or its defenses, or taking up arms in support of a hostile faction against the colony. In cases of the Low Council voting to temporarily work with a normally hostile faction, Treason does not apply.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an AI upload or the Marshal armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a staff member may not be active. In rare cases, such as a code red incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as from a rogue AI or hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;509&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution unless the convict surrenders peacefully. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;510&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a colonist who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute a colonist or an ally based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having less than a unanimous sentencing vote, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The warrant officer is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact provost marshal Boris Kilmeade if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Provost Marshal Boris Kilmeade may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;513&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
|This charge exists as a means to handle non-con scenes ICly when they do happen.&#039;&#039;&#039;Noncon RP is not permitted on this server. Ahelp staff when dealing with these charges.&#039;&#039;&#039;&lt;br /&gt;
|Permanent removal from the colony or execution.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Common Areas&#039;&#039;&#039;: Generally understood to be publicly accessible areas of the colony that are owned and maintained &amp;lt;i&amp;gt;by&amp;lt;/i&amp;gt; the colony rather than as part of an individual department.&lt;br /&gt;
* &#039;&#039;&#039;Lethal Firearm&#039;&#039;&#039;: A gun loaded or set to a fire mode that&#039;s main purpose is to inflict damage to put a person into a critical conduction and or kill. Rubbers when shot out of a gun that has mods to inflict additional damage onto the bullet itself automatically count as lethal.&lt;br /&gt;
* &#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires following the sanction process in general SOP to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including Assistant position. Requires following the sanction process in general SOP to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation at admin discretion))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying an on-shift general leadership position within a faction.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases at Warrant Officer discretion.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgment.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Marshal Officers. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
* Laws do NOT protect outsiders unless specified via Low Council vote, High Council decree, or in the case of colony allies. The only time laws may protect a neutral person or Outsider is in the case of the wording being &#039;Someone&#039;, &#039;Person&#039;, or &#039;People&#039; - implying this would cover non-colony members as well due to its wording.&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=4426</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=4426"/>
		<updated>2024-11-01T17:38:52Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: Fixes an error wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The colony laws are a series of regulations that all interest groups on the High Council have agreed to, applying them broadly to all colonists inside the colony. The colony’s Marshals are expected to uphold and enforce these laws, and all departments are expected to follow them. This is not a general guide to security. All new marshals should review the official [[Guide to Security|Guide to Marshals]]. It is important to know that all offenses listed below should be followed as a ‘guideline’ by law enforcement personnel and do allow for victim rights and alternative solutions to minor offenses. For example, you are not required to give a sentence if the problem can be resolved in an alternative way that the suspect agrees to, such as an agreement with the victim in return for not pressing charges, or peer mediation. To understand how to go about a proper arrest, or other clarifications such as prisoner rights, alert levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is enforced via the head of staff. To be charged with a violation of SOP, a head of staff has to request a relevant charge be levied, such as denial of a reasonable order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to colonists, colony allies and authorized visitors. Individuals and groups unconnected to the colony have no rights and therefore no protections under the law.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;All colony law is subject to the standard of INNOCENT UNTIL PROVEN GUILTY. No one is to ever be assumed guilty, evidence must be presented that reasonably proves guilt.&amp;lt;/big&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A good working knowledge of the law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of the law are required for such positions as the ranger, officer, premier, and the warrant officer. For certain crimes, the accused party&#039;s intent is important. Intent can be the difference between a charge such as, say, manslaughter and murder. One requires purposeful intent, the other is unintentional and typically caused by negligence or workplace accident. It is also important to note that manslaughter and murder are mutually exclusive. This indicates that an individual must be charged with one or the other, not both. Neither could a colonist be charged with both assault and murder on an individual if there is only a single victim, the higher-grade charge must be the charge applied in that case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of this will be explained in detail as you read on, including specialty clauses, cases, guides, and explanations to how a Marshal or servant of the law should think when interpreting legal issues such as criminal acts or disputes.&lt;br /&gt;
&lt;br /&gt;
Here are a few basic to-know bullet points for officers:&lt;br /&gt;
* &#039;&#039;&#039;To ensure you, as an arresting officer, don&#039;t fall into the trap of negligence or misuse of power, always follow procedure where possible as detailed by [[Standard_Operating_Procedure#Marshals|standard operating procedure]].&#039;&#039;&#039;&lt;br /&gt;
* As an arresting officer, follow the [[Guide to Security|Guide to Marshals]] to ensure you don&#039;t fall foul of legal proceedings.&lt;br /&gt;
* In the case of pressed charges being in the same category (i.e Battery, Assault, Murder - or Vandalism, Theft, Grand Theft) take only the most severe charge. Any lesser charges in this case should not be applied.&lt;br /&gt;
* Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
* A single incident has a single sentence, so if, for instance, the prisoner took 3 items off a person, this is a single count of theft. Otherwise this would count as &#039;crime-stacking&#039;, which is against SOP and law.&lt;br /&gt;
* When deciding on a timer for multiple crimes committed, take each crime into consideration separately. Then add the times together to get a final concise timer. This should be the timer issued to an offender when they are put in a cell.&lt;br /&gt;
* &#039;&#039;&#039;The time taken to bring in an offender and the time taken when questioning the offender are NOT to be calculated into their issued timer.&#039;&#039;&#039; Timers begin when plugged in on a cell&#039;s console. However, offenders should be processed as quick as reasonably possible as-per their rights as employees within the colony.&lt;br /&gt;
&lt;br /&gt;
=== Victim Rights ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victims of a crime hold the general right to drop charges.&#039;&#039;&#039; This applies to charges within the 100, 200, and 300 tiers. Victims may also choose to only collect monetary value equal to their losses from the offender in question, such as any incurring medical bills or loss of property. These clauses are there to allow a victim peace of mind and to make sound decisions rather than being forced into court cases.&lt;br /&gt;
&lt;br /&gt;
There are some exceptions, however. 400 and 500-level charges &#039;&#039;&#039;cannot&#039;&#039;&#039; be dropped at any time by a victim, as these acts extend further than creating a victim, but also threatening the lives of others and the order of the colony as a whole. Officers &#039;&#039;may&#039;&#039; take into account an offender’s circumstances and a victim&#039;s testimonial when deciding intent and timers but no dropping of charges may occur.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this section, each individual directly targeted by criminal activity is a victim. If a crime affects a department, such as Trespass, then the Department Head may choose to drop the charge. If there is no Head, the charge can only be dropped by unanimous consent of those who were affected. If the crime affects the colony as a whole or has no specific victim, such as Contraband, Breakout, or Desecrating a Corpse, only the Warrant Officer or Ranger may authorize the waiving of charges, and a decision to waive charges may be overridden by the Warrant Officer (if the decision was made by a Ranger) or a vote of the Low Council.&lt;br /&gt;
&lt;br /&gt;
=== Fines &amp;amp; Timers ===&lt;br /&gt;
&lt;br /&gt;
Some crimes may offer either a fine or a timer, or in some cases, &#039;both&#039; a fine and a timer together. It is ultimately at the discretion of the arresting officer and/or the warrant-filer what the punishment for an offense should be. &lt;br /&gt;
&lt;br /&gt;
Fines are ultimately recommended for most low-level crimes, if they are listed under the ‘timer’ section of the quick reference guide. If, however, an offender is non-cooperative, a repeat offender, or otherwise hindering an investigation a timer should be issued instead. Fines are to be paid to the Marshal department directly, while any compensation, such as to damaged property or medical fees, should be directed to the victim and/or the victim department.&lt;br /&gt;
&lt;br /&gt;
Timers are to be decided by the senior authority, typically either a ranger or warrant officer. If in the case where neither are available then the arresting officer may decide. Timers should not exceed a maximum time allocated to the charge &#039;&#039;&#039;unless&#039;&#039;&#039; modifiers are added on; such as a repeat offender who would receive double the time. Timers &#039;may&#039; be less than the allocated maximum time depending on circumstances and modifiers that would normally subtract time from one’s sentence, such as cooperation with security personnel or in cases of entrapment.&lt;br /&gt;
&lt;br /&gt;
== Heads of Staff &amp;amp; Lower Council Law ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heads of staff are not above the law, and can be arrested by the marshals for breaking it.&#039;&#039;&#039; The &#039;only&#039; time that the law can be overridden is when there is an imminent and overwhelming threat to the colony, such as during a Code Delta scenario. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A determination of no-wrongdoing may result in the dismissal of charges levied or a negating of any brig time served.&#039;&#039;&#039; Determinations of no-wrongdoing must be done by a Warrant Officer after an investigation, which must be faxed to the Office of the Provost Marshal, the Provost Marshal himself, or the colonies High Council. Any Warrant Officer found to abuse their authority to declare improper cases of no-wrongdoing may be demoted and arrested for exceeding their official power alongside other charges, such as falsifying information or providing false testimony.&lt;br /&gt;
&lt;br /&gt;
A vote held by the Lower Council may also be used to indite some charges, such as abuse of power or charges related to disrupting the Low Council. Any crime that requires judgement, such as crimes labeled as &#039;HuJ&#039; / Hold until Judgement, should be decided on in a timely manner by the Lower Council through a tribunal. A tribunal &#039;&#039;&#039;must&#039;&#039;&#039; follow the [[Standard Operating Procedure (Legal)|Legal Standard Operating Procedure]] to be considered legal. A tribunal must properly vote and may only be overturned by the High Council itself.&lt;br /&gt;
&lt;br /&gt;
== Law in Relation to Outsiders, Allies, &amp;amp; Others ==&lt;br /&gt;
&lt;br /&gt;
Colony law is &#039;&#039;&#039;not&#039;&#039;&#039; extended to neutral parties inherently. Outsiders, for example, have no inherant legal rights or protections. However, some laws do apply to protect outsiders as well, including all intelligent, sapient beings. This includes other intelligent races, ranging from Humans to Mycus, to anything of higher intelligence including robots with self awareness.&lt;br /&gt;
&lt;br /&gt;
For simple terminology of colony law:&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Employee&amp;quot; / &amp;quot;Colonist&amp;quot;&#039;&#039;&#039; = A member of the colony or an employee of one of the colony&#039;s various factions. These rights are extended to all members of the colony and all members of departments.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;People&amp;quot; / &amp;quot;Person&amp;quot; / &amp;quot;Someone&amp;quot;&#039;&#039;&#039; = This covers &#039;&#039;&#039;any&#039;&#039;&#039; sapient, intelligent being, regardless of their allegiance. Outsiders, hostiles, allies, etc. This term is used only rarely, but is typically used to refer to crimes such as desecration of a corpse due to the criminal and inhumane act of cannibalism, or in reference to inhumane acts such as the act of enslavement. &lt;br /&gt;
&lt;br /&gt;
Outsiders are only protected under colony law under the term &#039;people&#039;, &#039;person&#039;, &#039;someone&#039;, or if granted entry to the colony via vote for visitation or sale of goods. When an Outsider is granted entry, they have the same rights as a citizen of the colony - until they are ejected or their visitation period ends. At that point legal protection ends.&lt;br /&gt;
&lt;br /&gt;
Outsiders, Neutral parties or visitors that are allowed in generally expected to follow &#039;common sense&#039; colony law. That is, don&#039;t steal, don&#039;t assault and do not take advantage of your hosts. They should also generally remain in the colony common areas, and not take anything belonging to the colony(this includes items kept &#039;for the common good, such as the tech storage tools, lathe, medical supplies, etc). Any who violate these rules may be ejected immediately by colony security, any who breach these rules in a more serious fashion should be detained and the Provost faxed. &lt;br /&gt;
&lt;br /&gt;
Lodge members and other colony-aligned factions have full rights of a normal colonist. For information on this, and neutral parties, this can be found in Standard Operating Procedure. Attacking a non-hostile neutral party can result in a charge of &#039;&#039;&#039;Treason&#039;&#039;&#039; depending on the incident. Neutral party refers to a neutral organization, not individuals such as Outsiders.&lt;br /&gt;
&lt;br /&gt;
Security personnel are to obey these clauses and understand the wording.&lt;br /&gt;
&lt;br /&gt;
==Salvaging Rights==&lt;br /&gt;
&lt;br /&gt;
These laws will attempt to make clear what is, and is not salvage. Who has rights over what claims, the proper handling of claims and so fourth. These laws MUST be enforced by Nadezhda Marshals, or Blackshield, depending on the jurisdiction of the &#039;claim&#039; and apply to all colonists of the Nadezdha Colony as well as Colony Allies and &#039;Neutral&#039; third parties.&lt;br /&gt;
Basic salvage rights entail only the following caveats;&lt;br /&gt;
* Trash piles, unclaimed and clearly unowned items and storage containers are the rightful property of the &#039;first claimant&#039;. A trash pile belongs to the first person to touch it, an abandoned locker to the first one to reach it, et cetera.&lt;br /&gt;
* Clearly owned property must be respected. A labeled cart, a gun who&#039;s serial is registered and thus known - these are considered personal property, and must be respected. &lt;br /&gt;
Additionally the following rules apply to all &#039;claims&#039;&lt;br /&gt;
* If an item is stolen and then rediscovered in an area that would normally count as right-to-loot then it must be returned as it is their rightful property. &lt;br /&gt;
* Crime scenes. Any item taken from a crime scene is chargeable by theft, obstruction of duty, and suspicious conduct. A crime scene&#039;s boundaries will be clearly marked by tape set up by Marshals or Blackshield.&lt;br /&gt;
* Items dropped by colonists or allies due to severe injuries are their rightful property, and MUST be returned. &lt;br /&gt;
* The areas owned by colony allies or factions (such as Voidwolf ally Ships or the Soteria Solar Outpost), and clearly defined departmental zones are barred from allowing salvage claims.&lt;br /&gt;
===Types of Salvage Claims===&lt;br /&gt;
In summary, there are four types of salvage areas. Claimed, Unclaimed, disputed and free&lt;br /&gt;
&lt;br /&gt;
*Claimed areas are those within colony borders(or the borders of colony allies) that have a lawful mandate placed over them, determined typically by the High Council, or at times low council. These locations are the claim-right of a particular faction, ally, et cetera. The FULL contents of these areas is the rightful claim of their respective owners, and any contents taken are effectively treated as their &#039;rightful property&#039;. Though mere presence on a claim is not generally sufficient to result in charges, the removal of property from them(I.E scavving) is cause for charges of trespass, theft, and grand theft. Additionally, a modifier &amp;quot;Breach of salvage rights&amp;quot; should be applied to each of these charges and any items taken returned or, if not possible - their value owed in remediation.&lt;br /&gt;
&lt;br /&gt;
*Unclaimed areas, while still within colony property, have no rightful claim placed on them, such claims may be enacted at the discretion of the High council, foreman and low council(in that order of importance), having to be properly ratified and faxed to be valid.&lt;br /&gt;
&lt;br /&gt;
*Uncontested areas are new zones or uncertain zones that have no current claims. While they may be within the borders of the Colony or its Allies, they are generally free to loot so long as general scavenging rules are observed. Conflicts, theft and similar SHALL be punished by law.&lt;br /&gt;
&lt;br /&gt;
*Free areas are neither within colony territory nor hold any special claim. These areas are typically considered &#039;free&#039; of salvage rights and include but are not limited to; the untamed wilds past the colony border and space(and areas located within that do not fall under the purview of the previous types of claims).&lt;br /&gt;
===Known claims and their status===&lt;br /&gt;
*The Nadezdha colony maintains that the areas in its immediate vicinity, as well as the forest directly south and the crater directly west are &#039;colony property&#039; and not subject to claims by non-colony forces.&lt;br /&gt;
&lt;br /&gt;
*Colony maintenance is &#039;unclaimed&#039;, thus only basic salvage rights must be respected.&lt;br /&gt;
&lt;br /&gt;
*The Prospectors hold exclusive claims over the following areas; Greyson Positronics field offices and attached locations, this include the Greyson Positronics Gantlet. &#039;Preppers&#039; bunker. &#039;Ironhead compound&#039; Smuggler base. &#039;Zoo&#039; research facility. &lt;br /&gt;
&lt;br /&gt;
*The &#039;Scrap haven&#039; is, as of now, a shared claim between the Prospectors and Hunters lodge - However, the Hunters Lodge has abdicated any right to lease their hold on the claim. &lt;br /&gt;
&lt;br /&gt;
*The hunters Lodge holds exclusive claim over the following areas; The lodge itself and land upon which it sits, and the plains in the immediate vicinity of their lodge&lt;br /&gt;
&lt;br /&gt;
*The &#039;Salvage Fields&#039; are &#039;free&#039; claims, though basic salvage rights should be respected.&lt;br /&gt;
&lt;br /&gt;
*The assorted, smaller &#039;Points of Interest&#039; in the immediate vicinity of the colony are &#039;uncontested&#039;(E.G, scorched outpost, lost outpost, etc).&lt;br /&gt;
&lt;br /&gt;
===Enforcement of Claims and Jurisdiction.===&lt;br /&gt;
As previously stated, it is the duty of Marshals and Blackshield to enforce salvaging rights - though they may vary on where their areas of jurisdiction come into play. &amp;lt;br&amp;gt;&lt;br /&gt;
Blackshield are largely expected to handle matters of salvage disputes where exterior forces threaten Nadezdha Colony(or upon request, colony allies) claims. Exterior factions attempted to jump claims owned by Prospectors should result in their dispatching.&amp;lt;br&amp;gt;&lt;br /&gt;
Marshals however are granted jurisdiction over legal matters of enforcement. Colonists jumping claims that are rightfully held should be charged accounting for the details of the matter. &amp;lt;br&amp;gt;&lt;br /&gt;
In the event where jurisdiction may be at question, it is important to remember that while the blackshield holds legal jurisdiction outside the perimeter fence - they are typically less oriented in the minutiae of law, and should they have to step in to enforce claims upon colonists past the walls they must hand over said colonists on return for processing by Marshals.&lt;br /&gt;
&lt;br /&gt;
===Additional Caveats===&lt;br /&gt;
*Salvage rights may, at the determination of their holder - be granted or leased. E.G, The Prospectors may, at the determination of the Foreman or Overboss Hogg grant rights over claims to other factions, allies, etc. &lt;br /&gt;
*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of &#039;equal value&#039; taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences&lt;br /&gt;
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-jumpers to return the stolen salvage and leave before force is used.&lt;br /&gt;
*Areas outside of the planets orbit, such as the nearby asteroid field in space, are not claimed by the colony directly. Salvagers and security forces operating there may salvage, but hold no direct claim over the materials there.&lt;br /&gt;
*Areas within the purview of Colony Salvage Law shall have their mineral resources granted exclusive purview for Lonestar Shipping to exploit, Lease or Manage as they will.&lt;br /&gt;
&lt;br /&gt;
==Intellectual Property==&lt;br /&gt;
&lt;br /&gt;
Nadezhda colony is filled with products produced with propietary designs from factions both within and without the colony. These designs belong exclusively to the company that owns them, however legal license to produce the items is distributed in the form of disks. As a general rule, no faction has any claim on any disk or item salvaged by another, nor any item which was manufactured by them or sold to them by a lawful owner, regardless of whether the design originated with the faction. The exceptions to this rule are as follows:&lt;br /&gt;
&lt;br /&gt;
*Unprotected design files, such as those found on factory disks or made by Soteria Research, are forbidden to leave the control of that faction without the written and stamped permission of the Faction Head. If such a disk is stolen, all items produced from it may be reclaimed. This is considered §505: Misappropriation of Intellectual Property, with the legal liability falling on the individual who stole or distributed the designs.&lt;br /&gt;
*Factions may act to protect the integrity of their uniforms to prevent confusion. Any Faction Head may prohibit those not belonging to their faction from wearing uniforms of that faction. Primes may not restrict non-clergy clothing from anyone who has not been formally excommunicated from the Church. Refusing to comply with the directive of a Faction Head in this matter is considered §102: Failure to Execute an Order.&lt;br /&gt;
&lt;br /&gt;
== Contraband Policy ==&lt;br /&gt;
=== Minor Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Minor Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zoom&lt;br /&gt;
* Mind Breaker&lt;br /&gt;
* Warlock Velvet&lt;br /&gt;
* Slime Jelly&lt;br /&gt;
* Cryptobilin&lt;br /&gt;
* Impedrezene&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Thermal Goggles (this includes implants)&lt;br /&gt;
* Random wave radio (owned by Lonestar, legal so long as procedure is followed as stated in Lonestar SOP)&lt;br /&gt;
* Chameleon devices (gloves, projectors, suits, armor, guns, etc)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Hardsuit Voice Synthesizer&lt;br /&gt;
* Data Jack module&lt;br /&gt;
* Electro Warfare module&lt;br /&gt;
* Thermal Modules (Including built-in thermal helmets &amp;amp; rig-mounts)&lt;br /&gt;
* Chameleon device (clothing forms, projector, etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Minor Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Thermals are considered contraband for all departments. Thermals are however permitted outside the colony or during a declared red alert level. This goes for the augmentations, glasses, helmets or rig-suit modules. The following items are considered thermals: Augmented shades, Thermo-nightvision helmets, Thermal goggles, Thermal augmentations and bioaugmentations. Along with any hardsuit modules that contain thermals.&lt;br /&gt;
** If either Church or Soteria provide to a colonist thermals illegally they are to be charged for minor contraband. If a Soteria staff continues to do so repeatedly, then they are to be demoted immediately. Heads of staff in Soteria or the Church continuing are to be detained, charged with abusing their executive powers, and demoted after a fax has been sent up to the faction leader. &lt;br /&gt;
** Permits can temporarily be issued by a Warrant Officer for their usage or transportation through the colony. Any surgical implantation of thermal augments by Soteria requires a properly written form signed by both the doctor and the Warrant Officer permitting such augments be used under Soteria&#039;s supervision.&lt;br /&gt;
* The shooting range is considered a testing zone for science. Items sent from science to the range for testing must be announced over general comms. In the instance of Soteria testing explosives up at the shooting range, it must be a device capable of small explosives only. Larger explosions are to be tested out in the mines.&lt;br /&gt;
* The chemicals in the list above are considered minor contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* All encryption keys that are not supplied to a colonists workplace are considered minor contraband. If sensitive or private information is gained through the use of encryption keys that a colonist should not have access to they should also be charged with violation of employee privacy. This is applied even if it was not the intent of the person using the encryption key. Legal access to an encryption key can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason. Please note that allies and neutral factions may have their own encryption keys - these are not illegal and should never be taken away.&lt;br /&gt;
* ID cards that are modified to give access to a normal departmental area of the colony without head departmental permissions are considered contrband. If, however, this access is issued either by a relevant head of staff or during the case of an emergency no timer or charge should apply. Legal access may be given by a head of staff to their department to another employee at anytime but may also be revoked at any time at the discression of the issuing head of department.&lt;br /&gt;
&lt;br /&gt;
=== Major Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Major Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zombie Powder&lt;br /&gt;
* Demon Powder&lt;br /&gt;
* Chloral Hydrate&lt;br /&gt;
* Polytrinic Acid&lt;br /&gt;
* Voice Nanites&lt;br /&gt;
* Handy Prints Nanites&lt;br /&gt;
* Napalm&lt;br /&gt;
* Tetraricide (Sweet Death)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Bluespace Harpoon&lt;br /&gt;
* Any explosive device (Must be currently explosive or easily capable of becoming explosive. A plasma tank, valve, and oxygen tank can be considered easily capable even when separated. A shellshock rifle or rail gun is not unless presently rigged to fire explosives.)&lt;br /&gt;
* Any and all Uplink devices.&lt;br /&gt;
* Freedom implant, Compressed matter implant, Explosive implant&lt;br /&gt;
* Chameleon device (Object Chameleon device cloner)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Combat mechs (Durand, Gygax, Phazon)&lt;br /&gt;
* Mechs rigged for combat, such as a ripley or odysseus modified with a jury rigged weapon.&lt;br /&gt;
* Any mind swapping technology.&lt;br /&gt;
* All Teleporters (modules, hand teleporters, etc.)&lt;br /&gt;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Functioning Cryptographic Sequencer (Also known as an Emag)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Major Contraband Exemptions &amp;amp; Stipulations ==== &lt;br /&gt;
* Soteria may test combat mechs at a firing range or outside the colony but &#039;&#039;&#039;must&#039;&#039;&#039; announce any and all movements of where the mech will be moving. Including the starting point to the desired ending point of the travel. These mechs may &#039;&#039;&#039;not&#039;&#039;&#039; be left in public spaces or otherwise operated, apart from moving through, public spaces unless exemptions are provided in the case of an emergency by security personnel.&lt;br /&gt;
** Permits for a combat mech may be temporarily issued by a Warrant Officer or Supply Specialist to non-Soteria personnel. The [[Example_Paperwork#Item_Application|proper forms]] should be filled out and the mech either housed inside of the employee&#039;s designated department or within Soteria&#039;s mech bay when not being used. Transporting any combat mech of any kind must be announced over public comms and cannot be driven freely across the colony. This policy and associated paperwork applies to any mech, including those obtained through salvage.&lt;br /&gt;
** Non-standard combat mechs / Non-combat mechs rigged for combat are not legal to own nor may receive licenses for normal usage. However, during Code Red or Code Delta emergencies they may be utilized by security personnel or otherwise permitted to be used by personnel determined to be fit and trust worthy by security personnel. All jury rigged weapons should be removed after the state of emergency without exception.&lt;br /&gt;
* The chemicals in the list above are considered major contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* Bluespace harpoons, and other teleportation items, may be used for research purposes by Soteria institute personnel. However, this does not mean they can be transported openly nor used or otherwise utilized outside of Soteria research departmental grounds. If transported outside of the department major contraband charges are applicable. If misused to teleport and employee unwillingly, as teleportation can be incredibly dangerous if not life threatening, see §413 - Unwilling Teleportation.&lt;br /&gt;
&lt;br /&gt;
===== Explosive Exemptions =====&lt;br /&gt;
Contraband explosives are considered, but not limited to: any device presently capable of causing wide-spread and reasonably uncontrolled damage. This includes, but is not limited to, frag grenades, incendiary grenades, EMP grenades, tank transfer bombs, explosives grenades, incendiary grenades, land mines, and other similar objects capable of replicating any of the listed items effects. Items such as non-explosive flashbangs, smoke grenades, or cleaning grenades are not considered explosives. An oxygen tank, transfer valve, plasma tank, or scrap rifle with its safety measures enable would not count individually as explosives, only if the devices were within reasonable proximity and had steps taken to allow them to be used as explosives. I.E. a scrap rifle with its safety systems off is contraband, a persons bag containing heated plasma tanks, oxygen tanks, and transfer valves would be reasonably considered an explosive object. This exception only applies if the objects are, viably, capable of causing an explosion, if the plasma tank and oxygen tanks are empty and cannot explode it would not be considered contraband. Best and reasonable judgment applies.&lt;br /&gt;
&lt;br /&gt;
Exceptions to the above clause may only be found in four cases:&lt;br /&gt;
&lt;br /&gt;
1. The Marshals and Blackshield may use whatever explosives they require to perform their duties during a code blue or higher scenario. Responsibility for all damage to persons or property are the sole responsibility of the individual using the explosive devices. Low-yield grenades and small-arms explosive ordinance, such as grenade launcher rounds, may be tested at Marshal or Blackshield ranges with proper notification that explosives will be fired at the specified range.&lt;br /&gt;
&lt;br /&gt;
2. Soteria Research may use any manner of explosives in the pursuit of research, the determination of what is considered ‘research’ is left to the sole discretion of the chief research overseer or, in the event one is not present, the biolab overseer. If neither is present, a low council vote is required to determine if the pursuit of research is considered scientific.&lt;br /&gt;
&lt;br /&gt;
3. Prospectors may carry and use explosives outside colony walls at their discretion, provided the explosive do not damage colony property or other persons from the colony or colony allies. Prospectors must hold all explosives within their department or with security in either the gate house or armory. The transportation of explosives should always be announced publicly.&lt;br /&gt;
In the event a prospectors wishes to sell explosive devices, be it to Soteria or Lonestar, this must be done with a member of the blackshield or marshal present and in the lobby of the respective department. In this scenario the explosive(s) must be stored in the buying department immediately. A form and record of the transaction should be recorded by security and filed with the WO, premier, sergeant, commander, and supply specialist.&lt;br /&gt;
&lt;br /&gt;
4. Permits &#039;&#039;&#039;may&#039;&#039;&#039; be written for temporary explosive usage within determined location at the descression of the Warrant Officer or Supply Specialist. Examples would be the allowance of Lonestar mining personnel to make use of small-yield explosive devices in mining operations, or temporary permits for Church for the transport of grenades for use in Deep Maintenance.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with the above section can and will result in the applicable charges and fines as expected by discretion of security personnel. This may include, but is not directly required to, charges of major contraband or negligence. In the event the explosive device is misused this may be upgraded to additional charges of Sabotage, Manslaughter, Major Sabotage or Murder. &#039;&#039;&#039;Improperly stored explosives that are stolen may confer charges both to the individual who stole and misused them and the individual who failed to properly safe keep the explosive devices, in this event both individuals receive the same charges regardless of fault.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Reasonable storage of an explosive device is determined by security discretion but the following factors should be considered when determining what is reasonable.&lt;br /&gt;
&lt;br /&gt;
Was the device in a locked container such as a secure locker, secure briefcase, safe, secure crate, or wall locker?&lt;br /&gt;
&lt;br /&gt;
Was the device and potential containers holding it secured behind access locked doors?&lt;br /&gt;
&lt;br /&gt;
Was the location of the device(s) kept discrete and related information on a need to know basis?&lt;br /&gt;
&lt;br /&gt;
=== Excelsior Equipment / Excelsior Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Excelsior Equipment&lt;br /&gt;
Note, if it&#039;s marked Excelsior (EXCLUDING SOAP), it&#039;s Excelsior Contraband. If it isn&#039;t, it&#039;s fine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Guns and Armor&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Weaponry (&amp;quot;Excelsior Kalashnikov&amp;quot;, &amp;quot;Excelsior Drozd&amp;quot;, &amp;quot;Excelsior PPSh&amp;quot;, etc.)&lt;br /&gt;
* Excelsior Branded/Colored Armored Voidsuits &amp;amp; Helmets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Technology&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machine Parts (Including Circuit Boards and Stock Parts)&lt;br /&gt;
* Excelsior Branded Implants&lt;br /&gt;
* Excelsior Branded Data-Disks (Such as Means of Production/Revolution, among others for specialized items.)&lt;br /&gt;
* Excelsior Branded Power Cells&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Machinery&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machinery (Including Teleporters, Autolathes, and so on.)&lt;br /&gt;
* Excelsior Branded Defensive Systems (Including Turrets, Shield Generators, and so on.)&lt;br /&gt;
* Excelsior Branded Boom Boxes&lt;br /&gt;
|}&lt;br /&gt;
==== Excelsior Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Excelsior equipment &#039;&#039;&#039;may never&#039;&#039;&#039; be operated by Security personnel, no matter their status within the Church, Psionic-testing or other implant-destroying augments. All Excelsior-branded technology should either be put into evidence by the Marshal department, if it is used in the conduction of a crime, or destroyed. No department may receive permission nor contraband licensing to use or otherwise utilize Excelsior technology unless an exemption is given by the High Council itself.&lt;br /&gt;
** Soteria Science may be handed Excelsior tech as a means of destruction. Soteria Science may not preform experiments with Excelsior tech but they may use it in a destructive analyzer to be used in the production and research of non-Excelsior technology.&lt;br /&gt;
** Guild may be handed Excelsior tech to be deconstructed as a means of useful destruction of Excelsior branded technology. Guild may not use nor utilize Excelsior technology itself but they may break it down in either their department&#039;s industrial autolathe or through their department&#039;s nanoforge machine.&lt;br /&gt;
** Marshals may utilize their Nanite Reconstructor in the armory to break down Excelsior weapons or armor. However tech like Excelsior branded cells or computer-components will not be able to be broken down by said machine. Personnel must find an alternative for those deconstruction methods.&lt;br /&gt;
&lt;br /&gt;
==Criminal Regulations==&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
There are two core types of modifiers: Criminality modifiers and Sentencing modifiers. Criminality modifiers alter whether or not an action is actually criminal in nature and can alter what charges can/should be pressed for a given incident. Sentencing modifiers do not alter the charges but rather the sentence, either upwards or downwards.&lt;br /&gt;
====Criminality Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#fff2cc;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Self Defense&#039;&#039;&#039; || To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others, however they are required to use only necessary force and to call for medical aid for their aggressor if they are in critical condition. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies to &amp;quot;defending&amp;quot; oneself against a lawful arrest, even if the charges are later found to be untrue. || Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense of Property&#039;&#039;&#039;|| To have acted with appropriate force in defense of one&#039;s rightful owned or claimed territory under colony law. Appropriate force is always nonlethal force unless the aggressor pulls out a lethal weapon. Same duties to obtain care for injured individuals that is given with Self Defense apply here. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies when &amp;quot;defending&amp;quot; one&#039;s area against Security acting on a properly authorized warrant. || Immediate Release&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Good Samaritan Clause&#039;&#039;&#039; || To break the law to prevent a greater harm from occurring. The greater harm must be imminent rather than hypothetical, and the law must be broken as little as reasonably possible. For example: breaking into a department to rescue someone whose suit sensors show they are in critical condition or dead. Acts found to be unreasonable will not be protected by this clause. Failure to comply with an investigation is never protected by this modifier. || Dropping of any charges that depend on ill intent.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Entrapment&#039;&#039;&#039; || To be charged with a crime the offender was induced to commit by Security and, without their help, either would not have or could not have committed. || Charges should be either reduced or dropped depending on their own level of indepedent criminal intent. The officers running the operation should be charged with Violation of Employee Rights as well as the charges they intended to entrap the victim with.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accomplice&#039;&#039;&#039; || To knowingly and materially aid another in the commission of a crime. Both elements are important: a merchant who sells a gun to someone with no knowledge it will be used for murder is not liable, nor is someone who simply cheers on someone else comitting a crime. Providing instruction on how to commit a crime does count as material aid, however, e.g. telling someone how to make a bomb. || Apply all charges for the crime that the primary suspect was aided in to the accomplice.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Authorized Use of Force&#039;&#039;&#039; || Use of force that is legally authorized. The primary example is the Marshals using force to bring in resistant suspects in accordance with their SOP. This modifier also applies to Soteria Lifeline Technicians using nonlethal force (including against Marshals or Councilors) to prevent someone from taking their patient, and Vectors using nonlethal force on members of the Absolutist church who are resisting internal discipline. || Charges should not be applied if the use of force was within legal guidelines.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sentencing Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cooperation with Prosecution&#039;&#039;&#039; || To aid members of colony security, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense. || 25% to 50% timer reduction. This only applies if information is provided that leads to bringing in a suspect that was not already apparent with the information security had.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Surrender&#039;&#039;&#039; || To willingly surrender oneself to security staff; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders. || 25% to 50% timer reduction. Execution may not be issued to those who have surrendered. Crimes worth of Holding until Transfer may be reduced to a timed sentence no less than 60 minutes at the discretion of the Warrant Officer.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Offense by Colony Command&#039;&#039;&#039; ||To be a member of the colony&#039;s command structure, including Steward and Premier, and to commit any Severe or higher level crime, or any crime that references this section in its sentence. This does not require formal conviction by a Tribunal, but a Warrant Officer can expect the charges to be overturned and charges to be filed against them if their fax to the High Council does not include sufficient evidence. || The Warrant Officer, at their discretion, may impose a shift-length dismissal on the individual. This sanction may only be overturned by the Faction Owner or the Low Council. Additionally, the Low Council may vote to impose sanctions either without a Warrant Officer/despite their disapproval or if they wish to impose more serious sanctions than a shift-length dismissal.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Repeat Offender&#039;&#039;&#039; || To commit the same crime multiple times in the same shift. This only applies if someone is punished for it and then commits the same crime after release, not for a string of offenses in a row.|| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc. This also goes for fines. Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Immediate Threat to the Prisoner&#039;&#039;&#039; || To be incarcerated when a situation in the Marshal area poses an immediate threat to the health of the prisoner || The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released. If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Use of Powers&#039;&#039;&#039; || To use abilities greater than those normal for a member of one&#039;s species in the commission of a crime. This includes (but is not limited to) psionics, nanogates, cruciforms, and Soteria-created genetic mutations. There must be reasonable belief that powers were used in such a manner; however, due to the nature of these powers being easy to conceal after the fact, hard evidence is not required. Officer discretion is encouraged, and they may choose not to apply this modifier if they believe the evidence is insufficient. || Any crimes given to the person has its fine value or time served automatically doubled. If the empowered person has a HuT sentence, it is highly encouraged to have their powers removed if it can be done safely. A empowered individual using their powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their powers should be removed before revival. In the case of a cruciformed individual killed relating to this section, if a Vector/Prime is available to properly remove the cruciform from the corpse this should be done; otherwise it should remain attached but deactivated.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime by AI/Cyborg&#039;&#039;&#039; || For Colony AI or Cyborg to commit actions that are criminal in the eyes of the law. Marshals are to operate as per normal. Soteria is to cooperate with the Marshals in regards of these matters, to see if the AI or Cyborg are malfunctioning before allowing them to be arrested.A warrant is specifically required for security to enter the AI core, and Soteria personnel should accompany them to ensure matters are handled peacefully. Squads of Marshals or Shields should not be going into the core unless the AI in question is malfunctioning and/or hostile. As a further note, the AI and Cyborgs cannot open high access areas unless in a state of emergency, for example, the Marshal, Blackshield, or Command armory. The only other time they can open such areas is to clear out infestations and nothing more. || Cyborgs can be locked down within their cells or, if this is not possible, have their MMIs removed and tossed into a cell to serve the appropriate amount of time, or Soteria can choose to pay for their fine. Card the AI and toss it into the cell, much like the borgs. Once they have served their time, return them to their proper vessels. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Quick Reference Guide ===&lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge a colonist with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 108 for trespassing into a department, 105 for stealing an item from the department and 204 for attacking an employee trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Property Crimes&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X01)&#039;&#039;&#039;&lt;br /&gt;
|Vandalism&lt;br /&gt;
| -&lt;br /&gt;
|Destruction of Property&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Failing Duty&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;(X02)&#039;&#039;&#039;&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|Negligence&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rights Violations&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X03)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violence&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X04)&#039;&#039;&#039;&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Theft&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;(X05)&#039;&#039;&#039;&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|Violation of Salvage Rights&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X06)&#039;&#039;&#039;&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obstruction&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X07)&#039;&#039;&#039;&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|Treason&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trespass&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X08)&#039;&#039;&#039;&lt;br /&gt;
|Trespass&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resisting Lawful Authority&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X09)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Injunction&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Escaping from Confinement&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abuse of Lawful Authority&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X10)&#039;&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Disrupting Command&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X11)&#039;&#039;&#039;&lt;br /&gt;
|Sending a Time Wasting Fax&lt;br /&gt;
|Forgery&lt;br /&gt;
|False Testimony&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unconscionable Behavior&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X12)&#039;&#039;&#039;&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Desecrating a Corpse&lt;br /&gt;
&amp;amp;&lt;br /&gt;
&lt;br /&gt;
Cannibalism&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bodily Autonomy Violations&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X13)&#039;&#039;&#039;&lt;br /&gt;
|Harassment&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|}&lt;br /&gt;
===Specialty Charges===&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an officer or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty colonist, a mediation should occur with the victim. The debtor&#039;s personal items may be forcefully liquidated to cover their debt, or an agreement reached to repay the debt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the colony or it’s security team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 1,000 credits may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 500 credits. Injuries such as fractures or injuries that leave a patient in codification condition should be 1,000 credits.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Blackshield committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|003 - Suicide Attempt &lt;br /&gt;
|To physically attempt to or credibly threaten to end one&#039;s own life either through radio communications or while in brig.&lt;br /&gt;
|Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.&lt;br /&gt;
&lt;br /&gt;
Upon their timer ending the prisoner should be held until medical personnel can arrive to escort them for psychiatric examination. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a colonist or department without provocation, stalking a colonist or refusing to leave a department, yelling over ones headset, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 1,000 credits may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Lack of Security, Medical, or Employment Records&lt;br /&gt;
|To be a registered member of the colony without any form of qualified records.&lt;br /&gt;
|This does not apply to outsiders visiting the colony nor members of the Hunters Lodge. &lt;br /&gt;
&lt;br /&gt;
All members of the colony are required to meet the minimum requirements highlighted [[Example_Paperwork#Character_Records|within the Character Records Section of Example Paperwork]].&lt;br /&gt;
&lt;br /&gt;
If a colonist does not meet this requirement, Security personnel should interview the colonist and aid them in setting up required records, providing a format sheet for them to fill out and put on file.&lt;br /&gt;
&lt;br /&gt;
If the colonist is not willing to file paperwork, they are to be released and High Council is to be notified. (Fax or A-help - records are a rule issue.) High Council will advise on actions to take, if any, regarding the issue.&lt;br /&gt;
&lt;br /&gt;
An offender who actively lies about their implant status - such as not reporting their nanogate, psionic, or church implant within their records is to receive a &#039;&#039;&#039;Providing False Testimony&#039;&#039;&#039; charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|006 - Data/Information Breach&lt;br /&gt;
|To knowingly and willfully communicate information, gained in confidence through private or departmental channels, to personnel without legal access. Department Heads have authority to communicate information from their respective channels.&lt;br /&gt;
&lt;br /&gt;
|A timer of no more than 30 minutes but no less than 10 and/or a minimum fine of 250 credits, up to 1,000, may be issued depending on severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Minor Charges===&lt;br /&gt;
{| style=&amp;quot;background-color:#aaffaa; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately deface or minorly damage colonial or departmental property without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, to littering in a public or departmental area, to minorly damaging a Soteria cyborg&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 500 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 250 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|To deliberately deny an employee certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically security or medical staff for a major SoP violation due to it going against another colonist’s rights. The colonist or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from Security using thermals without reason, Medical sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 1,000 credits to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with a colonist, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching a colonist when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 500 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another department and/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a department or owned by a person. This includes people taking items from their own department they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 500 credits with the addition of the item(s) being returned.&lt;br /&gt;
&lt;br /&gt;
If the stolen item(s) cannot be recovered then the offender may be forced to pay the item(s) cost to the victim. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Table.&#039;&#039;&#039;&lt;br /&gt;
|For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the chief biolab officer.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as a chameleon weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Marshals, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area. Detainment until the situation in question has been resolved.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a department lobby, the bar, or the kitchen also apply if asked to vacate the area by relevant department staff. Those with access typically should not be in those areas unless they have a good reason or permission from the department&#039;s relevant staff. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security personnel with an authorized warrant and council members conducting investigations authorized by an LC vote may not be asked or made to leave.&#039;&#039;&#039;&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as a Property Crime if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, colony control room or the outer perimeter see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the marshal or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the warrant officer only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Sending a time wasting fax See [[Faxes]]&lt;br /&gt;
|To send a fax to a faction leader of the colony or its allies that is considered unnecessary or unneeded. Do note that in [[Faxes]] it outlines what is and isn&#039;t a time wasting fax.&lt;br /&gt;
|This charge can only be given by a faction owner or faction ally, not by heads of staff or marshals.&lt;br /&gt;
|15 minute in a cell or a 750 credit fine.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms to seriously hurt or kill a colonist, previous violent convictions approaching while threatening a colonist, or if a colonist was to chase another colony member or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, charge &#039;&#039;&#039;Assault&#039;&#039;&#039; instead. If the offender stalks the victim also charge &#039;&#039;&#039;Harassment/Stalking&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Harassment or Stalking&lt;br /&gt;
|To take repeated actions for the purpose of harassing an individual, or to continue following them after being asked to stop.&lt;br /&gt;
|This crime does not apply if there is a lawful reason for the conduct, such as Marshals pursuing an investigation or a Head trying to get their employee to do their job.&lt;br /&gt;
|Timer of no more than 5 minutes or a 250 credit fine paid to the victim.&lt;br /&gt;
&lt;br /&gt;
Injunction placed at discretion of the WO&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Moderate Charges===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|To fail to complete the core functions of your job when they are necessary&lt;br /&gt;
|This is intended to handle situations where a job is required but the individual who should handle it is doing non-job related things or taking a break. For example, doctors not responding to calls for medical assistance, the Marshals not investigating a crime, the Prospectors not looting areas or not setting up their shop afterwards, or the chef not preparing any food. Providing products is not considered a core function of the Science department or the Guild unless there is an emergency and supplies are needed to aid with it. &lt;br /&gt;
&lt;br /&gt;
If there is more than one person in the relevant job and none respond to a call, all are to be punished unless they were occupied with other job-critical activities. If there is uncertainty about whether something a core function, the Faction Head and other professionals should be consulted but the final judgement rests with the Marshal handling the case.&lt;br /&gt;
|Forfeiture of 1 hour&#039;s pay to the corporate account. Timer of no more than 15 minutes. Dismissal at the discretion of the Head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish an employee without proper cause or reason, or in violation of due process rights such as Habeas Corpus.&lt;br /&gt;
|This is mainly for marshal officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause physical harm or mild injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it. This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition, or other less-than-lethal means, without just cause counts as assault.&lt;br /&gt;
&lt;br /&gt;
See ‘’’Aggravated Assault’’’ if any lethal ammunition are used, or if the victim suffers a broken bone or notable life-threatening hospitalization. See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill. See ‘’’Threat of Murder or Serious Injury``` as a secondary charge to any threats made while brandishing a weapon with a stated threat to murder.&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking an employees pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or credits takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the department head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Major Contraband &lt;br /&gt;
|To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
|See &#039;&#039;&#039;Contraband Table&#039;&#039;&#039; for what applies to this charge.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Supply Specialist, Brigadier, or the provost Marshal to override this law. &lt;br /&gt;
&lt;br /&gt;
The Chief Biolab Overseer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess any contraband so long as they comply with their &#039;&#039;Contraband Policy&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes and the confiscation of contraband items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is injured because of this, also charge &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, also charge the relevant Property Crimes charge. If a colonist dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;208&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
|Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge Manslaughter.&lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
| Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the officer trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An officer should take into account their reason for not reporting to security immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in security has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force.&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that do not require medical treatment beyond first aid but are still unwarranted. If the suspect required more than basic first aid, charge instead &#039;&#039;&#039;Severe Excessive Use of Force&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 2,000 credits paid to the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;211&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a fax to issue orders posing as the High Council or a superior, falsifying a medical prescription or falsifying ones records to pose as either more certified or to fake eligibility for job positions.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
|Desecrating a Corpse &lt;br /&gt;
&amp;amp;&lt;br /&gt;
&lt;br /&gt;
Cannibalism&lt;br /&gt;
|To abuse bodies of dead or previously dead people. Acts may range from non-medical to scientific desecration.&lt;br /&gt;
Cannibalistic acts are the consumption of any &#039;&#039;&#039;Person&#039;&#039;&#039;, Voidwolf, Colony Recognized higher-intelligence lifeform.&lt;br /&gt;
|Examples include, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039; without consent. Preventing a body from being repaired or cyborged also falls under this. Bodies rendered incapable of wound repair count as &#039;&#039;&#039;Murder&#039;&#039;&#039; instead. &lt;br /&gt;
If the body is made into any edible product, or any severed limb/organ of the &#039;&#039;&#039;Person&#039;&#039;&#039; is consumed, instead charge &#039;&#039;&#039;Cannibalism&#039;&#039;&#039; in Notes.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
In cases of &#039;&#039;&#039;Cannibalism&#039;&#039;&#039;, this crime is to be treated equal to a 5XX level crime. The offender is to be held HuJ.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;213&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where colonists are roaming around Nadezhda, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. A marshal can request a male colonist to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 20 minutes, alongside a fine of 500 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Major Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Destruction of Property &lt;br /&gt;
|To destroy the property of a colonist, a colony faction, or the colony itself without valid reason, either deliberately or through negligence&lt;br /&gt;
|The property in question can belong to another individual, to a faction, or the colony at large. This crime includes destroying normal doors or walls, recycling or disassembling equipment, or damaging a cyborg to the point it needs internal repairs. Valid reasons include (but are not limited to) normal recycling and research activities. If an item is stolen and destroyed, charge either the relevant Theft level or this, whichever is more severe.&lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Negligence&lt;br /&gt;
|To cause notable damage to a colonist by failing at one&#039;s duty, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest mistakes, laziness, or deliberate disregard. This is usually because an employee ignored Standard Operating Procedure or failed to follow an order, but may also be applied if they failed to do something that a reasonable and competent professional in their role would do. It also applies any time any SOP explicitly calls for it, regardless of actual harm (e.g. engaging in human experimentation without a waiver). If a colonist is killed because of it, instead charge Manslaughter; if equipment is destroyed, charge Destruction of Property. This crime cannot be charged alongside Destruction of Property if the damage is the only significant result of the negligent conduct.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|To punish a crew member in excess for their crime, to give a crew member incorrect punishment, or to give fraudulent charges that are not valid.&lt;br /&gt;
|This includes stacking charges improperly, planting evidence, confiscating contraband if it is being used in a legal manner under the Contraband Policy, or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion/Dismissal at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §304&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|To cause severe injury to another employee or colonist, typically requiring invasive surgery or resulting in life-threatening physical harm.&lt;br /&gt;
|This is in reference to any form of assault that causes shrapnel, broken bones, severe bleeding, or otherwise rendering a victim into a state of critical condition. Shrapnel left in one’s body may count if the rounds are not LTL rounds. For LTL round usage that do ‘not’ result in broken bones or cause a life threatening injury, but may still embed, see ```Assault```.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;305&lt;br /&gt;
|Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039;, or otherwise taking undue action against a rightful claimant.&lt;br /&gt;
|The consideration of the stolen item(s) value should be taken into account when issuing this charge.&lt;br /&gt;
|Any stolen items should be returned to the proper salvage-claim holder. If the items are non-recoverable, or have been sold off, the offender is to repay that market-price of the stolen items to the victim. If the offender is not able to pay, apply specialty charge ```001 - Defaulting on Debt```.&lt;br /&gt;
&lt;br /&gt;
A timer of no more than 20 minutes may be issued on the offender alongside a 250 credit fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by security, even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room,toxin storage or other essential high-security areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as a convict who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 30 minutes for escaping.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force which results in the victim requiring more than basic first aid&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that require surgery or other advanced medical treatment beyond first aid. If a victim dies and the use of force was not warranted, also charge Manslaughter.&lt;br /&gt;
|Dismissal which can only be overturned by the Faction Owner, who must be faxed in all cases of Severe Use of Excessive Force. Timer of no more than 30 minutes. Payment of all medical bills of the victim&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §311&lt;br /&gt;
|Providing False Testimony&lt;br /&gt;
|To provide false or deliberately misleading testimony to colony officials&lt;br /&gt;
|This can be applied in relation to interviews with investigators or to the interviews had with colony officials to create records (see §005).&lt;br /&gt;
&lt;br /&gt;
This crime requires intent to mislead, as judged by the Marshal handling the case.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
In cases of false/incomplete records, they should be permitted one chance to get them corrected unless evidence of deliberate deception is found. If such evidence exists or the records remain false, apply sentence as above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;312&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or crew well-being (e.g genetics,weapon testing, etc.) don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but monkey cubes and the like probably aren&#039;t. &lt;br /&gt;
&lt;br /&gt;
Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms, or are fully tamed by a colonist. Tamed in this case means that they will not attack other colonists, or damage colony infrastructure.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 750 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If any named Colony Pet (Ian, Tea, Graves, Lisa, PunPun, and other pets that spawn in the colony with a roundstart name (this does not include ones made in-round unless specific by the High Council through fax/announcement) was targeted, it is an automatic 90 minute sentence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;313&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards a person or silicon unit.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exceptional Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To deliberately destroy colony equipment without valid reason.&lt;br /&gt;
|This includes destroying secured doors or reinforced walls, unauthorized destruction of cyborgs, breaking of machinery, etc. Valid reasons include (but are not limited to) destruction needed to prevent a greater loss of life or destruction of the colony&lt;br /&gt;
|Timer of no more than 45 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;403&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for anyone who abuses the power given to them, such as the premier acting like a security officer in a non-emergency, the warrant officer acting as if he is above the law, etc. Heads of staff trying to order a different department or ignoring a council vote also comes under this, as does security staff attempting to give orders to non-security without legal justification.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the department head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a fax should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill a colonist without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are of a dangerous, of high value, or of sensitive nature.&lt;br /&gt;
|This means high-value weapons or explosives, and also includes items of singular importance such as the station blueprints, chief biolab overseers hypospray, or items not easily replaced / are not replicable.&lt;br /&gt;
&lt;br /&gt;
important items produced solely by the Church, such as Cruciforms, Absolutist Constructs, and other Absolutist artifacts are property of the Church and may at any time for any reason be demanded back. Refusal to return the items shall be considered &#039;&#039;&#039;grand theft&#039;&#039;&#039; and &#039;&#039;&#039;failure to execute an order&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
&lt;br /&gt;
|To be in illegal possession of or to actively operate Excelsior equipment. &lt;br /&gt;
|This applies to Excelsior batteries, guns or armor. Their lack of safety features, shoddily made structure and use in operation can endanger oneself or other colonists.&lt;br /&gt;
&lt;br /&gt;
The usage of Excelsior tech also is a tell-tale sign of an Excelsior agent or collaborator.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Provost Marshal or the Brigadier to override this law. No lesser official can override this law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Policy&#039;&#039;&#039;&lt;br /&gt;
|Immediate medical examination and confiscation of equipment.&lt;br /&gt;
&lt;br /&gt;
If Excelsior implant is found and removed the subject should be placed under psychiatric evaluation until deemed fit. If deemed fit the offender should be released.&lt;br /&gt;
&lt;br /&gt;
If Excelsior equipment is operated or sold but no implant is found see &#039;&#039;&#039;Treason&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;407&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
|An exception would be a law reset when obviously harmful laws have been uploaded. Only the council or two Soteria overseers together can authorize a law change outside of this situation.&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;410&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, also charge &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §413&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|To teleport a person, with either psionic powers or bluespace technology, who is unwilling or does not consent to the testing of such equipment on themself.&lt;br /&gt;
|Teleportation devices used by non-sicence members count as &#039;&#039;&#039;Major Contraband&#039;&#039;&#039;, charge both crimes in such cases. If a person does not consent actively to be teleported by another person, such as through a harpoon or portal-throwing, etc - this charge applies.&lt;br /&gt;
|A timer of no more than 90 minutes may be issued. If the victim dies as a means of this teleportation, see &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
If the victim is hurt during the teleportation, or in result of it, see &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The offender is to be demoted upon sentencing for the crime.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Capital Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
|To engage in Sabotage on a large scale or on important infrastructure.&lt;br /&gt;
|This includes actions that either affect a large area or which deprive the colony or a faction the use of critical equipment such as the Church&#039;s bioreactor, the Soteria AI, or critical infrastructure. Applicable to unsuccessful attempts, if intent can be reasonably proved.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If an employee is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the colony through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;503&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force a colonist to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see §203 (Illegal Detention, Arrest or Holding).&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To willfully and intentionally kill or attempt to kill a colony member or an ally of the colony. Or to prevent a rightful revival or else render a colonist unrevivable through clear action. &lt;br /&gt;
|Clear intent is needed to prove a case of murder over manslaughter. While Manslaughter is unintentionally causing death through accident, or unintended consequences, Murder is a purposeful act with the intent to take the life of another.&lt;br /&gt;
&lt;br /&gt;
Attempts to cover up an incident of Manslaughter may necessitate a charge of murder due to pre/post meditative evidence. &lt;br /&gt;
Additionally, should proof positive be obtained that indicates premeditation the penalty should be automatically adjusted to H.U.T and the low council should convene to determine if more extreme penalties are warranted, up to and including execution.&lt;br /&gt;
&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;505&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
|To gain access to in-house or proprietary Designs, Documents, Programs, or otherwise vital assets of a Colony Faction or one of the Colony&#039;s allies.&lt;br /&gt;
|Whether by theft, trespass, or buying such items without the departmental head&#039;s explicitly written and shown permission. &lt;br /&gt;
&lt;br /&gt;
Note that this does &#039;&#039;&#039;NOT&#039;&#039;&#039; include stealing items themselves, such as constructed Guild items or items purchased through the Lonestar Trade System -- only the theft of the program itself or the designs to make more of the Guild&#039;s items, or otherwise.&lt;br /&gt;
&lt;br /&gt;
|Hold until Transfer. The stolen proprietary assets should be returned to the faction or ally they were stolen from immediately unless they are directly required to be used as evidence in a tribunal. Any items gathered or created with the proprietary assets should be given to the faction or ally as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;507&lt;br /&gt;
|Treason&lt;br /&gt;
|To deliberately undermine the efforts and interests of the colony at large, or to deliberately and willfully aid the efforts of hostile factions.&lt;br /&gt;
|This includes possessing or distributing Excelsior armor or weapons for purposes other than lawful destruction, attacking neutral factions without provocation or justifiable reason, giving a hostile faction information about the colony or its defenses, or taking up arms in support of a hostile faction against the colony. In cases of the Low Council voting to temporarily work with a normally hostile faction, Treason does not apply.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an AI upload or the Marshal armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a staff member may not be active. In rare cases, such as a code red incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as from a rogue AI or hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;509&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution unless the convict surrenders peacefully. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;510&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a colonist who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute a colonist or an ally based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having less than a unanimous sentencing vote, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The warrant officer is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact provost marshal Boris Kilmeade if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Provost Marshal Boris Kilmeade may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;513&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
|This charge exists as a means to handle non-con scenes ICly when they do happen.&#039;&#039;&#039;Noncon RP is not permitted on this server. Ahelp staff when dealing with these charges.&#039;&#039;&#039;&lt;br /&gt;
|Permanent removal from the colony or execution.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Common Areas&#039;&#039;&#039;: Generally understood to be publicly accessible areas of the colony that are owned and maintained &amp;lt;i&amp;gt;by&amp;lt;/i&amp;gt; the colony rather than as part of an individual department.&lt;br /&gt;
* &#039;&#039;&#039;Lethal Firearm&#039;&#039;&#039;: A gun loaded or set to a fire mode that&#039;s main purpose is to inflict damage to put a person into a critical conduction and or kill. Rubbers when shot out of a gun that has mods to inflict additional damage onto the bullet itself automatically count as lethal.&lt;br /&gt;
* &#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires following the sanction process in general SOP to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including Assistant position. Requires following the sanction process in general SOP to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation at admin discretion))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying an on-shift general leadership position within a faction.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases at Warrant Officer discretion.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgment.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Marshal Officers. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
* Laws do NOT protect outsiders unless specified via Low Council vote, High Council decree, or in the case of colony allies. The only time laws may protect a neutral person or Outsider is in the case of the wording being &#039;Someone&#039;, &#039;Person&#039;, or &#039;People&#039; - implying this would cover non-colony members as well due to its wording.&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=4425</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=4425"/>
		<updated>2024-11-01T17:36:36Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: /* Quick Reference Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The colony laws are a series of regulations that all interest groups on the High Council have agreed to, applying them broadly to all colonists inside the colony. The colony’s Marshals are expected to uphold and enforce these laws, and all departments are expected to follow them. This is not a general guide to security. All new marshals should review the official [[Guide to Security|Guide to Marshals]]. It is important to know that all offenses listed below should be followed as a ‘guideline’ by law enforcement personnel and do allow for victim rights and alternative solutions to minor offenses. For example, you are not required to give a sentence if the problem can be resolved in an alternative way that the suspect agrees to, such as an agreement with the victim in return for not pressing charges, or peer mediation. To understand how to go about a proper arrest, or other clarifications such as prisoner rights, alert levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is enforced via the head of staff. To be charged with a violation of SOP, a head of staff has to request a relevant charge be levied, such as denial of a reasonable order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to colonists, colony allies and authorized visitors. Individuals and groups unconnected to the colony have no rights and therefore no protections under the law.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;All colony law is subject to the standard of INNOCENT UNTIL PROVEN GUILTY. No one is to ever be assumed guilty, evidence must be presented that reasonably proves guilt.&amp;lt;/big&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A good working knowledge of the law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of the law are required for such positions as the ranger, officer, premier, and the warrant officer. For certain crimes, the accused party&#039;s intent is important. Intent can be the difference between a charge such as, say, manslaughter and murder. One requires purposeful intent, the other is unintentional and typically caused by negligence or workplace accident. It is also important to note that manslaughter and murder are mutually exclusive. This indicates that an individual must be charged with one or the other, not both. Neither could a colonist be charged with both assault and murder on an individual if there is only a single victim, the higher-grade charge must be the charge applied in that case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of this will be explained in detail as you read on, including specialty clauses, cases, guides, and explanations to how a Marshal or servant of the law should think when interpreting legal issues such as criminal acts or disputes.&lt;br /&gt;
&lt;br /&gt;
Here are a few basic to-know bullet points for officers:&lt;br /&gt;
* &#039;&#039;&#039;To ensure you, as an arresting officer, don&#039;t fall into the trap of negligence or misuse of power, always follow procedure where possible as detailed by [[Standard_Operating_Procedure#Marshals|standard operating procedure]].&#039;&#039;&#039;&lt;br /&gt;
* As an arresting officer, follow the [[Guide to Security|Guide to Marshals]] to ensure you don&#039;t fall foul of legal proceedings.&lt;br /&gt;
* In the case of pressed charges being in the same category (i.e Battery, Assault, Murder - or Vandalism, Theft, Grand Theft) take only the most severe charge. Any lesser charges in this case should not be applied.&lt;br /&gt;
* Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
* A single incident has a single sentence, so if, for instance, the prisoner took 3 items off a person, this is a single count of theft. Otherwise this would count as &#039;crime-stacking&#039;, which is against SOP and law.&lt;br /&gt;
* When deciding on a timer for multiple crimes committed, take each crime into consideration separately. Then add the times together to get a final concise timer. This should be the timer issued to an offender when they are put in a cell.&lt;br /&gt;
* &#039;&#039;&#039;The time taken to bring in an offender and the time taken when questioning the offender are NOT to be calculated into their issued timer.&#039;&#039;&#039; Timers begin when plugged in on a cell&#039;s console. However, offenders should be processed as quick as reasonably possible as-per their rights as employees within the colony.&lt;br /&gt;
&lt;br /&gt;
=== Victim Rights ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victims of a crime hold the general right to drop charges.&#039;&#039;&#039; This applies to charges within the 100, 200, and 300 tiers. Victims may also choose to only collect monetary value equal to their losses from the offender in question, such as any incurring medical bills or loss of property. These clauses are there to allow a victim peace of mind and to make sound decisions rather than being forced into court cases.&lt;br /&gt;
&lt;br /&gt;
There are some exceptions, however. 400 and 500-level charges &#039;&#039;&#039;cannot&#039;&#039;&#039; be dropped at any time by a victim, as these acts extend further than creating a victim, but also threatening the lives of others and the order of the colony as a whole. Officers &#039;&#039;may&#039;&#039; take into account an offender’s circumstances and a victim&#039;s testimonial when deciding intent and timers but no dropping of charges may occur.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this section, each individual directly targeted by criminal activity is a victim. If a crime affects a department, such as Trespass, then the Department Head may choose to drop the charge. If there is no Head, the charge can only be dropped by unanimous consent of those who were affected. If the crime affects the colony as a whole or has no specific victim, such as Contraband, Breakout, or Desecrating a Corpse, only the Warrant Officer or Ranger may authorize the waiving of charges, and a decision to waive charges may be overridden by the Warrant Officer (if the decision was made by a Ranger) or a vote of the Low Council.&lt;br /&gt;
&lt;br /&gt;
=== Fines &amp;amp; Timers ===&lt;br /&gt;
&lt;br /&gt;
Some crimes may offer either a fine or a timer, or in some cases, &#039;both&#039; a fine and a timer together. It is ultimately at the discretion of the arresting officer and/or the warrant-filer what the punishment for an offense should be. &lt;br /&gt;
&lt;br /&gt;
Fines are ultimately recommended for most low-level crimes, if they are listed under the ‘timer’ section of the quick reference guide. If, however, an offender is non-cooperative, a repeat offender, or otherwise hindering an investigation a timer should be issued instead. Fines are to be paid to the Marshal department directly, while any compensation, such as to damaged property or medical fees, should be directed to the victim and/or the victim department.&lt;br /&gt;
&lt;br /&gt;
Timers are to be decided by the senior authority, typically either a ranger or warrant officer. If in the case where neither are available then the arresting officer may decide. Timers should not exceed a maximum time allocated to the charge &#039;&#039;&#039;unless&#039;&#039;&#039; modifiers are added on; such as a repeat offender who would receive double the time. Timers &#039;may&#039; be less than the allocated maximum time depending on circumstances and modifiers that would normally subtract time from one’s sentence, such as cooperation with security personnel or in cases of entrapment.&lt;br /&gt;
&lt;br /&gt;
== Heads of Staff &amp;amp; Lower Council Law ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heads of staff are not above the law, and can be arrested by the marshals for breaking it.&#039;&#039;&#039; The &#039;only&#039; time that the law can be overridden is when there is an imminent and overwhelming threat to the colony, such as during a Code Delta scenario. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A determination of no-wrongdoing may result in the dismissal of charges levied or a negating of any brig time served.&#039;&#039;&#039; Determinations of no-wrongdoing must be done by a Warrant Officer after an investigation, which must be faxed to the Office of the Provost Marshal, the Provost Marshal himself, or the colonies High Council. Any Warrant Officer found to abuse their authority to declare improper cases of no-wrongdoing may be demoted and arrested for exceeding their official power alongside other charges, such as falsifying information or providing false testimony.&lt;br /&gt;
&lt;br /&gt;
A vote held by the Lower Council may also be used to indite some charges, such as abuse of power or charges related to disrupting the Low Council. Any crime that requires judgement, such as crimes labeled as &#039;HuJ&#039; / Hold until Judgement, should be decided on in a timely manner by the Lower Council through a tribunal. A tribunal &#039;&#039;&#039;must&#039;&#039;&#039; follow the [[Standard Operating Procedure (Legal)|Legal Standard Operating Procedure]] to be considered legal. A tribunal must properly vote and may only be overturned by the High Council itself.&lt;br /&gt;
&lt;br /&gt;
== Law in Relation to Outsiders, Allies, &amp;amp; Others ==&lt;br /&gt;
&lt;br /&gt;
Colony law is &#039;&#039;&#039;not&#039;&#039;&#039; extended to neutral parties inherently. Outsiders, for example, have no inherant legal rights or protections. However, some laws do apply to protect outsiders as well, including all intelligent, sapient beings. This includes other intelligent races, ranging from Humans to Mycus, to anything of higher intelligence including robots with self awareness.&lt;br /&gt;
&lt;br /&gt;
For simple terminology of colony law:&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Employee&amp;quot; / &amp;quot;Colonist&amp;quot;&#039;&#039;&#039; = A member of the colony or an employee of one of the colony&#039;s various factions. These rights are extended to all members of the colony and all members of departments.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;People&amp;quot; / &amp;quot;Person&amp;quot; / &amp;quot;Someone&amp;quot;&#039;&#039;&#039; = This covers &#039;&#039;&#039;any&#039;&#039;&#039; sapient, intelligent being, regardless of their allegiance. Outsiders, hostiles, allies, etc. This term is used only rarely, but is typically used to refer to crimes such as desecration of a corpse due to the criminal and inhumane act of cannibalism, or in reference to inhumane acts such as the act of enslavement. &lt;br /&gt;
&lt;br /&gt;
Outsiders are only protected under colony law under the term &#039;people&#039;, &#039;person&#039;, &#039;someone&#039;, or if granted entry to the colony via vote for visitation or sale of goods. When an Outsider is granted entry, they have the same rights as a citizen of the colony - until they are ejected or their visitation period ends. At that point legal protection ends.&lt;br /&gt;
&lt;br /&gt;
Outsiders, Neutral parties or visitors that are allowed in generally expected to follow &#039;common sense&#039; colony law. That is, don&#039;t steal, don&#039;t assault and do not take advantage of your hosts. They should also generally remain in the colony common areas, and not take anything belonging to the colony(this includes items kept &#039;for the common good, such as the tech storage tools, lathe, medical supplies, etc). Any who violate these rules may be ejected immediately by colony security, any who breach these rules in a more serious fashion should be detained and the Provost faxed. &lt;br /&gt;
&lt;br /&gt;
Lodge members and other colony-aligned factions have full rights of a normal colonist. For information on this, and neutral parties, this can be found in Standard Operating Procedure. Attacking a non-hostile neutral party can result in a charge of &#039;&#039;&#039;Treason&#039;&#039;&#039; depending on the incident. Neutral party refers to a neutral organization, not individuals such as Outsiders.&lt;br /&gt;
&lt;br /&gt;
Security personnel are to obey these clauses and understand the wording.&lt;br /&gt;
&lt;br /&gt;
==Salvaging Rights==&lt;br /&gt;
&lt;br /&gt;
These laws will attempt to make clear what is, and is not salvage. Who has rights over what claims, the proper handling of claims and so fourth. These laws MUST be enforced by Nadezhda Marshals, or Blackshield, depending on the jurisdiction of the &#039;claim&#039; and apply to all colonists of the Nadezdha Colony as well as Colony Allies and &#039;Neutral&#039; third parties.&lt;br /&gt;
Basic salvage rights entail only the following caveats;&lt;br /&gt;
* Trash piles, unclaimed and clearly unowned items and storage containers are the rightful property of the &#039;first claimant&#039;. A trash pile belongs to the first person to touch it, an abandoned locker to the first one to reach it, et cetera.&lt;br /&gt;
* Clearly owned property must be respected. A labeled cart, a gun who&#039;s serial is registered and thus known - these are considered personal property, and must be respected. &lt;br /&gt;
Additionally the following rules apply to all &#039;claims&#039;&lt;br /&gt;
* If an item is stolen and then rediscovered in an area that would normally count as right-to-loot then it must be returned as it is their rightful property. &lt;br /&gt;
* Crime scenes. Any item taken from a crime scene is chargeable by theft, obstruction of duty, and suspicious conduct. A crime scene&#039;s boundaries will be clearly marked by tape set up by Marshals or Blackshield.&lt;br /&gt;
* Items dropped by colonists or allies due to severe injuries are their rightful property, and MUST be returned. &lt;br /&gt;
* The areas owned by colony allies or factions (such as Voidwolf ally Ships or the Soteria Solar Outpost), and clearly defined departmental zones are barred from allowing salvage claims.&lt;br /&gt;
===Types of Salvage Claims===&lt;br /&gt;
In summary, there are four types of salvage areas. Claimed, Unclaimed, disputed and free&lt;br /&gt;
&lt;br /&gt;
*Claimed areas are those within colony borders(or the borders of colony allies) that have a lawful mandate placed over them, determined typically by the High Council, or at times low council. These locations are the claim-right of a particular faction, ally, et cetera. The FULL contents of these areas is the rightful claim of their respective owners, and any contents taken are effectively treated as their &#039;rightful property&#039;. Though mere presence on a claim is not generally sufficient to result in charges, the removal of property from them(I.E scavving) is cause for charges of trespass, theft, and grand theft. Additionally, a modifier &amp;quot;Breach of salvage rights&amp;quot; should be applied to each of these charges and any items taken returned or, if not possible - their value owed in remediation.&lt;br /&gt;
&lt;br /&gt;
*Unclaimed areas, while still within colony property, have no rightful claim placed on them, such claims may be enacted at the discretion of the High council, foreman and low council(in that order of importance), having to be properly ratified and faxed to be valid.&lt;br /&gt;
&lt;br /&gt;
*Uncontested areas are new zones or uncertain zones that have no current claims. While they may be within the borders of the Colony or its Allies, they are generally free to loot so long as general scavenging rules are observed. Conflicts, theft and similar SHALL be punished by law.&lt;br /&gt;
&lt;br /&gt;
*Free areas are neither within colony territory nor hold any special claim. These areas are typically considered &#039;free&#039; of salvage rights and include but are not limited to; the untamed wilds past the colony border and space(and areas located within that do not fall under the purview of the previous types of claims).&lt;br /&gt;
===Known claims and their status===&lt;br /&gt;
*The Nadezdha colony maintains that the areas in its immediate vicinity, as well as the forest directly south and the crater directly west are &#039;colony property&#039; and not subject to claims by non-colony forces.&lt;br /&gt;
&lt;br /&gt;
*Colony maintenance is &#039;unclaimed&#039;, thus only basic salvage rights must be respected.&lt;br /&gt;
&lt;br /&gt;
*The Prospectors hold exclusive claims over the following areas; Greyson Positronics field offices and attached locations, this include the Greyson Positronics Gantlet. &#039;Preppers&#039; bunker. &#039;Ironhead compound&#039; Smuggler base. &#039;Zoo&#039; research facility. &lt;br /&gt;
&lt;br /&gt;
*The &#039;Scrap haven&#039; is, as of now, a shared claim between the Prospectors and Hunters lodge - However, the Hunters Lodge has abdicated any right to lease their hold on the claim. &lt;br /&gt;
&lt;br /&gt;
*The hunters Lodge holds exclusive claim over the following areas; The lodge itself and land upon which it sits, and the plains in the immediate vicinity of their lodge&lt;br /&gt;
&lt;br /&gt;
*The &#039;Salvage Fields&#039; are &#039;free&#039; claims, though basic salvage rights should be respected.&lt;br /&gt;
&lt;br /&gt;
*The assorted, smaller &#039;Points of Interest&#039; in the immediate vicinity of the colony are &#039;uncontested&#039;(E.G, scorched outpost, lost outpost, etc).&lt;br /&gt;
&lt;br /&gt;
===Enforcement of Claims and Jurisdiction.===&lt;br /&gt;
As previously stated, it is the duty of Marshals and Blackshield to enforce salvaging rights - though they may vary on where their areas of jurisdiction come into play. &amp;lt;br&amp;gt;&lt;br /&gt;
Blackshield are largely expected to handle matters of salvage disputes where exterior forces threaten Nadezdha Colony(or upon request, colony allies) claims. Exterior factions attempted to jump claims owned by Prospectors should result in their dispatching.&amp;lt;br&amp;gt;&lt;br /&gt;
Marshals however are granted jurisdiction over legal matters of enforcement. Colonists jumping claims that are rightfully held should be charged accounting for the details of the matter. &amp;lt;br&amp;gt;&lt;br /&gt;
In the event where jurisdiction may be at question, it is important to remember that while the blackshield holds legal jurisdiction outside the perimeter fence - they are typically less oriented in the minutiae of law, and should they have to step in to enforce claims upon colonists past the walls they must hand over said colonists on return for processing by Marshals.&lt;br /&gt;
&lt;br /&gt;
===Additional Caveats===&lt;br /&gt;
*Salvage rights may, at the determination of their holder - be granted or leased. E.G, The Prospectors may, at the determination of the Foreman or Overboss Hogg grant rights over claims to other factions, allies, etc. &lt;br /&gt;
*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of &#039;equal value&#039; taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences&lt;br /&gt;
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-jumpers to return the stolen salvage and leave before force is used.&lt;br /&gt;
*Areas outside of the planets orbit, such as the nearby asteroid field in space, are not claimed by the colony directly. Salvagers and security forces operating there may salvage, but hold no direct claim over the materials there.&lt;br /&gt;
*Areas within the purview of Colony Salvage Law shall have their mineral resources granted exclusive purview for Lonestar Shipping to exploit, Lease or Manage as they will.&lt;br /&gt;
&lt;br /&gt;
==Intellectual Property==&lt;br /&gt;
&lt;br /&gt;
Nadezhda colony is filled with products produced with propietary designs from factions both within and without the colony. These designs belong exclusively to the company that owns them, however legal license to produce the items is distributed in the form of disks. As a general rule, no faction has any claim on any disk or item salvaged by another, nor any item which was manufactured by them or sold to them by a lawful owner, regardless of whether the design originated with the faction. The exceptions to this rule are as follows:&lt;br /&gt;
&lt;br /&gt;
*Unprotected design files, such as those found on factory disks or made by Soteria Research, are forbidden to leave the control of that faction without the written and stamped permission of the Faction Head. If such a disk is stolen, all items produced from it may be reclaimed. This is considered §505: Misappropriation of Intellectual Property, with the legal liability falling on the individual who stole or distributed the designs.&lt;br /&gt;
*Factions may act to protect the integrity of their uniforms to prevent confusion. Any Faction Head may prohibit those not belonging to their faction from wearing uniforms of that faction. Primes may not restrict non-clergy clothing from anyone who has not been formally excommunicated from the Church. Refusing to comply with the directive of a Faction Head in this matter is considered §102: Failure to Execute an Order.&lt;br /&gt;
&lt;br /&gt;
== Contraband Policy ==&lt;br /&gt;
=== Minor Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Minor Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zoom&lt;br /&gt;
* Mind Breaker&lt;br /&gt;
* Warlock Velvet&lt;br /&gt;
* Slime Jelly&lt;br /&gt;
* Cryptobilin&lt;br /&gt;
* Impedrezene&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Thermal Goggles (this includes implants)&lt;br /&gt;
* Random wave radio (owned by Lonestar, legal so long as procedure is followed as stated in Lonestar SOP)&lt;br /&gt;
* Chameleon devices (gloves, projectors, suits, armor, guns, etc)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Hardsuit Voice Synthesizer&lt;br /&gt;
* Data Jack module&lt;br /&gt;
* Electro Warfare module&lt;br /&gt;
* Thermal Modules (Including built-in thermal helmets &amp;amp; rig-mounts)&lt;br /&gt;
* Chameleon device (clothing forms, projector, etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Minor Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Thermals are considered contraband for all departments. Thermals are however permitted outside the colony or during a declared red alert level. This goes for the augmentations, glasses, helmets or rig-suit modules. The following items are considered thermals: Augmented shades, Thermo-nightvision helmets, Thermal goggles, Thermal augmentations and bioaugmentations. Along with any hardsuit modules that contain thermals.&lt;br /&gt;
** If either Church or Soteria provide to a colonist thermals illegally they are to be charged for minor contraband. If a Soteria staff continues to do so repeatedly, then they are to be demoted immediately. Heads of staff in Soteria or the Church continuing are to be detained, charged with abusing their executive powers, and demoted after a fax has been sent up to the faction leader. &lt;br /&gt;
** Permits can temporarily be issued by a Warrant Officer for their usage or transportation through the colony. Any surgical implantation of thermal augments by Soteria requires a properly written form signed by both the doctor and the Warrant Officer permitting such augments be used under Soteria&#039;s supervision.&lt;br /&gt;
* The shooting range is considered a testing zone for science. Items sent from science to the range for testing must be announced over general comms. In the instance of Soteria testing explosives up at the shooting range, it must be a device capable of small explosives only. Larger explosions are to be tested out in the mines.&lt;br /&gt;
* The chemicals in the list above are considered minor contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* All encryption keys that are not supplied to a colonists workplace are considered minor contraband. If sensitive or private information is gained through the use of encryption keys that a colonist should not have access to they should also be charged with violation of employee privacy. This is applied even if it was not the intent of the person using the encryption key. Legal access to an encryption key can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason. Please note that allies and neutral factions may have their own encryption keys - these are not illegal and should never be taken away.&lt;br /&gt;
* ID cards that are modified to give access to a normal departmental area of the colony without head departmental permissions are considered contrband. If, however, this access is issued either by a relevant head of staff or during the case of an emergency no timer or charge should apply. Legal access may be given by a head of staff to their department to another employee at anytime but may also be revoked at any time at the discression of the issuing head of department.&lt;br /&gt;
&lt;br /&gt;
=== Major Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Major Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zombie Powder&lt;br /&gt;
* Demon Powder&lt;br /&gt;
* Chloral Hydrate&lt;br /&gt;
* Polytrinic Acid&lt;br /&gt;
* Voice Nanites&lt;br /&gt;
* Handy Prints Nanites&lt;br /&gt;
* Napalm&lt;br /&gt;
* Tetraricide (Sweet Death)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Bluespace Harpoon&lt;br /&gt;
* Any explosive device (Must be currently explosive or easily capable of becoming explosive. A plasma tank, valve, and oxygen tank can be considered easily capable even when separated. A shellshock rifle or rail gun is not unless presently rigged to fire explosives.)&lt;br /&gt;
* Any and all Uplink devices.&lt;br /&gt;
* Freedom implant, Compressed matter implant, Explosive implant&lt;br /&gt;
* Chameleon device (Object Chameleon device cloner)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Combat mechs (Durand, Gygax, Phazon)&lt;br /&gt;
* Mechs rigged for combat, such as a ripley or odysseus modified with a jury rigged weapon.&lt;br /&gt;
* Any mind swapping technology.&lt;br /&gt;
* All Teleporters (modules, hand teleporters, etc.)&lt;br /&gt;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Functioning Cryptographic Sequencer (Also known as an Emag)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Major Contraband Exemptions &amp;amp; Stipulations ==== &lt;br /&gt;
* Soteria may test combat mechs at a firing range or outside the colony but &#039;&#039;&#039;must&#039;&#039;&#039; announce any and all movements of where the mech will be moving. Including the starting point to the desired ending point of the travel. These mechs may &#039;&#039;&#039;not&#039;&#039;&#039; be left in public spaces or otherwise operated, apart from moving through, public spaces unless exemptions are provided in the case of an emergency by security personnel.&lt;br /&gt;
** Permits for a combat mech may be temporarily issued by a Warrant Officer or Supply Specialist to non-Soteria personnel. The [[Example_Paperwork#Item_Application|proper forms]] should be filled out and the mech either housed inside of the employee&#039;s designated department or within Soteria&#039;s mech bay when not being used. Transporting any combat mech of any kind must be announced over public comms and cannot be driven freely across the colony. This policy and associated paperwork applies to any mech, including those obtained through salvage.&lt;br /&gt;
** Non-standard combat mechs / Non-combat mechs rigged for combat are not legal to own nor may receive licenses for normal usage. However, during Code Red or Code Delta emergencies they may be utilized by security personnel or otherwise permitted to be used by personnel determined to be fit and trust worthy by security personnel. All jury rigged weapons should be removed after the state of emergency without exception.&lt;br /&gt;
* The chemicals in the list above are considered major contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* Bluespace harpoons, and other teleportation items, may be used for research purposes by Soteria institute personnel. However, this does not mean they can be transported openly nor used or otherwise utilized outside of Soteria research departmental grounds. If transported outside of the department major contraband charges are applicable. If misused to teleport and employee unwillingly, as teleportation can be incredibly dangerous if not life threatening, see §413 - Unwilling Teleportation.&lt;br /&gt;
&lt;br /&gt;
===== Explosive Exemptions =====&lt;br /&gt;
Contraband explosives are considered, but not limited to: any device presently capable of causing wide-spread and reasonably uncontrolled damage. This includes, but is not limited to, frag grenades, incendiary grenades, EMP grenades, tank transfer bombs, explosives grenades, incendiary grenades, land mines, and other similar objects capable of replicating any of the listed items effects. Items such as non-explosive flashbangs, smoke grenades, or cleaning grenades are not considered explosives. An oxygen tank, transfer valve, plasma tank, or scrap rifle with its safety measures enable would not count individually as explosives, only if the devices were within reasonable proximity and had steps taken to allow them to be used as explosives. I.E. a scrap rifle with its safety systems off is contraband, a persons bag containing heated plasma tanks, oxygen tanks, and transfer valves would be reasonably considered an explosive object. This exception only applies if the objects are, viably, capable of causing an explosion, if the plasma tank and oxygen tanks are empty and cannot explode it would not be considered contraband. Best and reasonable judgment applies.&lt;br /&gt;
&lt;br /&gt;
Exceptions to the above clause may only be found in four cases:&lt;br /&gt;
&lt;br /&gt;
1. The Marshals and Blackshield may use whatever explosives they require to perform their duties during a code blue or higher scenario. Responsibility for all damage to persons or property are the sole responsibility of the individual using the explosive devices. Low-yield grenades and small-arms explosive ordinance, such as grenade launcher rounds, may be tested at Marshal or Blackshield ranges with proper notification that explosives will be fired at the specified range.&lt;br /&gt;
&lt;br /&gt;
2. Soteria Research may use any manner of explosives in the pursuit of research, the determination of what is considered ‘research’ is left to the sole discretion of the chief research overseer or, in the event one is not present, the biolab overseer. If neither is present, a low council vote is required to determine if the pursuit of research is considered scientific.&lt;br /&gt;
&lt;br /&gt;
3. Prospectors may carry and use explosives outside colony walls at their discretion, provided the explosive do not damage colony property or other persons from the colony or colony allies. Prospectors must hold all explosives within their department or with security in either the gate house or armory. The transportation of explosives should always be announced publicly.&lt;br /&gt;
In the event a prospectors wishes to sell explosive devices, be it to Soteria or Lonestar, this must be done with a member of the blackshield or marshal present and in the lobby of the respective department. In this scenario the explosive(s) must be stored in the buying department immediately. A form and record of the transaction should be recorded by security and filed with the WO, premier, sergeant, commander, and supply specialist.&lt;br /&gt;
&lt;br /&gt;
4. Permits &#039;&#039;&#039;may&#039;&#039;&#039; be written for temporary explosive usage within determined location at the descression of the Warrant Officer or Supply Specialist. Examples would be the allowance of Lonestar mining personnel to make use of small-yield explosive devices in mining operations, or temporary permits for Church for the transport of grenades for use in Deep Maintenance.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with the above section can and will result in the applicable charges and fines as expected by discretion of security personnel. This may include, but is not directly required to, charges of major contraband or negligence. In the event the explosive device is misused this may be upgraded to additional charges of Sabotage, Manslaughter, Major Sabotage or Murder. &#039;&#039;&#039;Improperly stored explosives that are stolen may confer charges both to the individual who stole and misused them and the individual who failed to properly safe keep the explosive devices, in this event both individuals receive the same charges regardless of fault.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Reasonable storage of an explosive device is determined by security discretion but the following factors should be considered when determining what is reasonable.&lt;br /&gt;
&lt;br /&gt;
Was the device in a locked container such as a secure locker, secure briefcase, safe, secure crate, or wall locker?&lt;br /&gt;
&lt;br /&gt;
Was the device and potential containers holding it secured behind access locked doors?&lt;br /&gt;
&lt;br /&gt;
Was the location of the device(s) kept discrete and related information on a need to know basis?&lt;br /&gt;
&lt;br /&gt;
=== Excelsior Equipment / Excelsior Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Excelsior Equipment&lt;br /&gt;
Note, if it&#039;s marked Excelsior (EXCLUDING SOAP), it&#039;s Excelsior Contraband. If it isn&#039;t, it&#039;s fine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Guns and Armor&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Weaponry (&amp;quot;Excelsior Kalashnikov&amp;quot;, &amp;quot;Excelsior Drozd&amp;quot;, &amp;quot;Excelsior PPSh&amp;quot;, etc.)&lt;br /&gt;
* Excelsior Branded/Colored Armored Voidsuits &amp;amp; Helmets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Technology&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machine Parts (Including Circuit Boards and Stock Parts)&lt;br /&gt;
* Excelsior Branded Implants&lt;br /&gt;
* Excelsior Branded Data-Disks (Such as Means of Production/Revolution, among others for specialized items.)&lt;br /&gt;
* Excelsior Branded Power Cells&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Machinery&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machinery (Including Teleporters, Autolathes, and so on.)&lt;br /&gt;
* Excelsior Branded Defensive Systems (Including Turrets, Shield Generators, and so on.)&lt;br /&gt;
* Excelsior Branded Boom Boxes&lt;br /&gt;
|}&lt;br /&gt;
==== Excelsior Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Excelsior equipment &#039;&#039;&#039;may never&#039;&#039;&#039; be operated by Security personnel, no matter their status within the Church, Psionic-testing or other implant-destroying augments. All Excelsior-branded technology should either be put into evidence by the Marshal department, if it is used in the conduction of a crime, or destroyed. No department may receive permission nor contraband licensing to use or otherwise utilize Excelsior technology unless an exemption is given by the High Council itself.&lt;br /&gt;
** Soteria Science may be handed Excelsior tech as a means of destruction. Soteria Science may not preform experiments with Excelsior tech but they may use it in a destructive analyzer to be used in the production and research of non-Excelsior technology.&lt;br /&gt;
** Guild may be handed Excelsior tech to be deconstructed as a means of useful destruction of Excelsior branded technology. Guild may not use nor utilize Excelsior technology itself but they may break it down in either their department&#039;s industrial autolathe or through their department&#039;s nanoforge machine.&lt;br /&gt;
** Marshals may utilize their Nanite Reconstructor in the armory to break down Excelsior weapons or armor. However tech like Excelsior branded cells or computer-components will not be able to be broken down by said machine. Personnel must find an alternative for those deconstruction methods.&lt;br /&gt;
&lt;br /&gt;
==Criminal Regulations==&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
There are two core types of modifiers: Criminality modifiers and Sentencing modifiers. Criminality modifiers alter whether or not an action is actually criminal in nature and can alter what charges can/should be pressed for a given incident. Sentencing modifiers do not alter the charges but rather the sentence, either upwards or downwards.&lt;br /&gt;
====Criminality Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#fff2cc;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Self Defense&#039;&#039;&#039; || To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others, however they are required to use only necessary force and to call for medical aid for their aggressor if they are in critical condition. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies to &amp;quot;defending&amp;quot; oneself against a lawful arrest, even if the charges are later found to be untrue. || Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense of Property&#039;&#039;&#039;|| To have acted with appropriate force in defense of one&#039;s rightful owned or claimed territory under colony law. Appropriate force is always nonlethal force unless the aggressor pulls out a lethal weapon. Same duties to obtain care for injured individuals that is given with Self Defense apply here. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies when &amp;quot;defending&amp;quot; one&#039;s area against Security acting on a properly authorized warrant. || Immediate Release&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Good Samaritan Clause&#039;&#039;&#039; || To break the law to prevent a greater harm from occurring. The greater harm must be imminent rather than hypothetical, and the law must be broken as little as reasonably possible. For example: breaking into a department to rescue someone whose suit sensors show they are in critical condition or dead. Acts found to be unreasonable will not be protected by this clause. Failure to comply with an investigation is never protected by this modifier. || Dropping of any charges that depend on ill intent.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Entrapment&#039;&#039;&#039; || To be charged with a crime the offender was induced to commit by Security and, without their help, either would not have or could not have committed. || Charges should be either reduced or dropped depending on their own level of indepedent criminal intent. The officers running the operation should be charged with Violation of Employee Rights as well as the charges they intended to entrap the victim with.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accomplice&#039;&#039;&#039; || To knowingly and materially aid another in the commission of a crime. Both elements are important: a merchant who sells a gun to someone with no knowledge it will be used for murder is not liable, nor is someone who simply cheers on someone else comitting a crime. Providing instruction on how to commit a crime does count as material aid, however, e.g. telling someone how to make a bomb. || Apply all charges for the crime that the primary suspect was aided in to the accomplice.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Authorized Use of Force&#039;&#039;&#039; || Use of force that is legally authorized. The primary example is the Marshals using force to bring in resistant suspects in accordance with their SOP. This modifier also applies to Soteria Lifeline Technicians using nonlethal force (including against Marshals or Councilors) to prevent someone from taking their patient, and Vectors using nonlethal force on members of the Absolutist church who are resisting internal discipline. || Charges should not be applied if the use of force was within legal guidelines.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sentencing Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cooperation with Prosecution&#039;&#039;&#039; || To aid members of colony security, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense. || 25% to 50% timer reduction. This only applies if information is provided that leads to bringing in a suspect that was not already apparent with the information security had.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Surrender&#039;&#039;&#039; || To willingly surrender oneself to security staff; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders. || 25% to 50% timer reduction. Execution may not be issued to those who have surrendered. Crimes worth of Holding until Transfer may be reduced to a timed sentence no less than 60 minutes at the discretion of the Warrant Officer.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Offense by Colony Command&#039;&#039;&#039; ||To be a member of the colony&#039;s command structure, including Steward and Premier, and to commit any Severe or higher level crime, or any crime that references this section in its sentence. This does not require formal conviction by a Tribunal, but a Warrant Officer can expect the charges to be overturned and charges to be filed against them if their fax to the High Council does not include sufficient evidence. || The Warrant Officer, at their discretion, may impose a shift-length dismissal on the individual. This sanction may only be overturned by the Faction Owner or the Low Council. Additionally, the Low Council may vote to impose sanctions either without a Warrant Officer/despite their disapproval or if they wish to impose more serious sanctions than a shift-length dismissal.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Repeat Offender&#039;&#039;&#039; || To commit the same crime multiple times in the same shift. This only applies if someone is punished for it and then commits the same crime after release, not for a string of offenses in a row.|| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc. This also goes for fines. Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Immediate Threat to the Prisoner&#039;&#039;&#039; || To be incarcerated when a situation in the Marshal area poses an immediate threat to the health of the prisoner || The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released. If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Use of Powers&#039;&#039;&#039; || To use abilities greater than those normal for a member of one&#039;s species in the commission of a crime. This includes (but is not limited to) psionics, nanogates, cruciforms, and Soteria-created genetic mutations. There must be reasonable belief that powers were used in such a manner; however, due to the nature of these powers being easy to conceal after the fact, hard evidence is not required. Officer discretion is encouraged, and they may choose not to apply this modifier if they believe the evidence is insufficient. || Any crimes given to the person has its fine value or time served automatically doubled. If the empowered person has a HuT sentence, it is highly encouraged to have their powers removed if it can be done safely. A empowered individual using their powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their powers should be removed before revival. In the case of a cruciformed individual killed relating to this section, if a Vector/Prime is available to properly remove the cruciform from the corpse this should be done; otherwise it should remain attached but deactivated.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime by AI/Cyborg&#039;&#039;&#039; || For Colony AI or Cyborg to commit actions that are criminal in the eyes of the law. Marshals are to operate as per normal. Soteria is to cooperate with the Marshals in regards of these matters, to see if the AI or Cyborg are malfunctioning before allowing them to be arrested.A warrant is specifically required for security to enter the AI core, and Soteria personnel should accompany them to ensure matters are handled peacefully. Squads of Marshals or Shields should not be going into the core unless the AI in question is malfunctioning and/or hostile. As a further note, the AI and Cyborgs cannot open high access areas unless in a state of emergency, for example, the Marshal, Blackshield, or Command armory. The only other time they can open such areas is to clear out infestations and nothing more. || Cyborgs can be locked down within their cells or, if this is not possible, have their MMIs removed and tossed into a cell to serve the appropriate amount of time, or Soteria can choose to pay for their fine. Card the AI and toss it into the cell, much like the borgs. Once they have served their time, return them to their proper vessels. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Quick Reference Guide ===&lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge a colonist with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 108 for trespassing into a department, 105 for stealing an item from the department and 204 for attacking an employee trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Property Crimes&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X01)&#039;&#039;&#039;&lt;br /&gt;
|Vandalism&lt;br /&gt;
| -&lt;br /&gt;
|Destruction of Property&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Failing Duty&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;(X02)&#039;&#039;&#039;&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|Negligence&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rights Violations&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X03)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violence&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X04)&#039;&#039;&#039;&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Theft&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;(X05)&#039;&#039;&#039;&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|Violation of Salvage Rights&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X06)&#039;&#039;&#039;&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obstruction&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X07)&#039;&#039;&#039;&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|Treason&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trespass&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X08)&#039;&#039;&#039;&lt;br /&gt;
|Trespass&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resisting Lawful Authority&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X09)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Injunction&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Escaping from Confinement&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abuse of Lawful Authority&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X10)&#039;&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Disrupting Command&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X11)&#039;&#039;&#039;&lt;br /&gt;
|Sending a Time Wasting Fax&lt;br /&gt;
|Forgery&lt;br /&gt;
|False Testimony&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unconscionable Behavior&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X12)&#039;&#039;&#039;&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Desecrating a Corpse&lt;br /&gt;
&amp;amp;&lt;br /&gt;
&lt;br /&gt;
Cannibalism&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bodily Autonomy Violations&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X13)&#039;&#039;&#039;&lt;br /&gt;
|Harassment&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|}&lt;br /&gt;
===Specialty Charges===&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an officer or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty colonist, a mediation should occur with the victim. The debtor&#039;s personal items may be forcefully liquidated to cover their debt, or an agreement reached to repay the debt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the colony or it’s security team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 1,000 credits may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 500 credits. Injuries such as fractures or injuries that leave a patient in codification condition should be 1,000 credits.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Blackshield committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|003 - Suicide Attempt &lt;br /&gt;
|To physically attempt to or credibly threaten to end one&#039;s own life either through radio communications or while in brig.&lt;br /&gt;
|Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.&lt;br /&gt;
&lt;br /&gt;
Upon their timer ending the prisoner should be held until medical personnel can arrive to escort them for psychiatric examination. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a colonist or department without provocation, stalking a colonist or refusing to leave a department, yelling over ones headset, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 1,000 credits may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Lack of Security, Medical, or Employment Records&lt;br /&gt;
|To be a registered member of the colony without any form of qualified records.&lt;br /&gt;
|This does not apply to outsiders visiting the colony nor members of the Hunters Lodge. &lt;br /&gt;
&lt;br /&gt;
All members of the colony are required to meet the minimum requirements highlighted [[Example_Paperwork#Character_Records|within the Character Records Section of Example Paperwork]].&lt;br /&gt;
&lt;br /&gt;
If a colonist does not meet this requirement, Security personnel should interview the colonist and aid them in setting up required records, providing a format sheet for them to fill out and put on file.&lt;br /&gt;
&lt;br /&gt;
If the colonist is not willing to file paperwork, they are to be released and High Council is to be notified. (Fax or A-help - records are a rule issue.) High Council will advise on actions to take, if any, regarding the issue.&lt;br /&gt;
&lt;br /&gt;
An offender who actively lies about their implant status - such as not reporting their nanogate, psionic, or church implant within their records is to receive a &#039;&#039;&#039;Providing False Testimony&#039;&#039;&#039; charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|006 - Data/Information Breach&lt;br /&gt;
|To knowingly and willfully communicate information, gained in confidence through private or departmental channels, to personnel without legal access. Department Heads have authority to communicate information from their respective channels.&lt;br /&gt;
&lt;br /&gt;
|A timer of no more than 30 minutes but no less than 10 and/or a minimum fine of 250 credits, up to 1,000, may be issued depending on severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Minor Charges===&lt;br /&gt;
{| style=&amp;quot;background-color:#aaffaa; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately deface or minorly damage colonial or departmental property without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, to littering in a public or departmental area, to minorly damaging a Soteria cyborg&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 500 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 250 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|To deliberately deny an employee certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically security or medical staff for a major SoP violation due to it going against another colonist’s rights. The colonist or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from Security using thermals without reason, Medical sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 1,000 credits to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with a colonist, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching a colonist when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 500 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another department and/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a department or owned by a person. This includes people taking items from their own department they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 500 credits with the addition of the item(s) being returned.&lt;br /&gt;
&lt;br /&gt;
If the stolen item(s) cannot be recovered then the offender may be forced to pay the item(s) cost to the victim. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Table.&#039;&#039;&#039;&lt;br /&gt;
|For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the chief biolab officer.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as a chameleon weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Marshals, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area. Detainment until the situation in question has been resolved.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a department lobby, the bar, or the kitchen also apply if asked to vacate the area by relevant department staff. Those with access typically should not be in those areas unless they have a good reason or permission from the department&#039;s relevant staff. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security personnel with an authorized warrant and council members conducting investigations authorized by an LC vote may not be asked or made to leave.&#039;&#039;&#039;&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as a Property Crime if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, colony control room or the outer perimeter see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the marshal or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the warrant officer only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Sending a time wasting fax See [[Faxes]]&lt;br /&gt;
|To send a fax to a faction leader of the colony or its allies that is considered unnecessary or unneeded. Do note that in [[Faxes]] it outlines what is and isn&#039;t a time wasting fax.&lt;br /&gt;
|This charge can only be given by a faction owner or faction ally, not by heads of staff or marshals.&lt;br /&gt;
|15 minute in a cell or a 750 credit fine.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms to seriously hurt or kill a colonist, previous violent convictions approaching while threatening a colonist, or if a colonist was to chase another colony member or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, charge &#039;&#039;&#039;Assault&#039;&#039;&#039; instead. If the offender stalks the victim also charge &#039;&#039;&#039;Harassment/Stalking&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Harassment or Stalking&lt;br /&gt;
|To take repeated actions for the purpose of harassing an individual, or to continue following them after being asked to stop.&lt;br /&gt;
|This crime does not apply if there is a lawful reason for the conduct, such as Marshals pursuing an investigation or a Head trying to get their employee to do their job.&lt;br /&gt;
|Timer of no more than 5 minutes or a 250 credit fine paid to the victim.&lt;br /&gt;
&lt;br /&gt;
Injunction placed at discretion of the WO&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Moderate Charges===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|To fail to complete the core functions of your job when they are necessary&lt;br /&gt;
|This is intended to handle situations where a job is required but the individual who should handle it is doing non-job related things or taking a break. For example, doctors not responding to calls for medical assistance, the Marshals not investigating a crime, the Prospectors not looting areas or not setting up their shop afterwards, or the chef not preparing any food. Providing products is not considered a core function of the Science department or the Guild unless there is an emergency and supplies are needed to aid with it. &lt;br /&gt;
&lt;br /&gt;
If there is more than one person in the relevant job and none respond to a call, all are to be punished unless they were occupied with other job-critical activities. If there is uncertainty about whether something a core function, the Faction Head and other professionals should be consulted but the final judgement rests with the Marshal handling the case.&lt;br /&gt;
|Forfeiture of 1 hour&#039;s pay to the corporate account. Timer of no more than 15 minutes. Dismissal at the discretion of the Head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish an employee without proper cause or reason, or in violation of due process rights such as Habeas Corpus.&lt;br /&gt;
|This is mainly for marshal officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause physical harm or mild injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it. This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition, or other less-than-lethal means, without just cause counts as assault.&lt;br /&gt;
&lt;br /&gt;
See ‘’’Aggravated Assault’’’ if any lethal ammunition are used, or if the victim suffers a broken bone or notable life-threatening hospitalization. See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill. See ‘’’Threat of Murder or Serious Injury``` as a secondary charge to any threats made while brandishing a weapon with a stated threat to murder.&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking an employees pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or credits takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the department head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Major Contraband &lt;br /&gt;
|To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
|See &#039;&#039;&#039;Contraband Table&#039;&#039;&#039; for what applies to this charge.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Supply Specialist, Brigadier, or the provost Marshal to override this law. &lt;br /&gt;
&lt;br /&gt;
The Chief Biolab Overseer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess any contraband so long as they comply with their &#039;&#039;Contraband Policy&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes and the confiscation of contraband items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is injured because of this, also charge &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, also charge the relevant Property Crimes charge. If a colonist dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;208&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
|Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge Manslaughter.&lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
| Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the officer trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An officer should take into account their reason for not reporting to security immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in security has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force.&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that do not require medical treatment beyond first aid but are still unwarranted. If the suspect required more than basic first aid, charge instead &#039;&#039;&#039;Severe Excessive Use of Force&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 2,000 credits paid to the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;211&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a fax to issue orders posing as the High Council or a superior, falsifying a medical prescription or falsifying ones records to pose as either more certified or to fake eligibility for job positions.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
|Desecrating a Corpse &lt;br /&gt;
&amp;amp;&lt;br /&gt;
&lt;br /&gt;
Cannibalism&lt;br /&gt;
|To abuse bodies of dead or previously dead people. Acts may range from non-medical to scientific desecration.&lt;br /&gt;
Cannibalistic acts are the consumption of any &#039;&#039;&#039;Person&#039;&#039;&#039;, Voidwolf, Colony Recognized higher-intelligence lifeform.&lt;br /&gt;
|Examples include, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039; without consent. Preventing a body from being repaired or cyborged also falls under this. Bodies rendered incapable of wound repair count as &#039;&#039;&#039;Murder&#039;&#039;&#039; instead. &lt;br /&gt;
If the body is made into any edible product, or any severed limb/organ of the &#039;&#039;&#039;Person&#039;&#039;&#039; is consumed, instead charge &#039;&#039;&#039;Cannibalism&#039;&#039;&#039; in Notes.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
In cases of &#039;&#039;&#039;Cannibalism&#039;&#039;&#039;, this crime is to be treated equal to a 5XX level crime in terms of demotion, exile, punishment, and lawlessness. The offender is to be held HuJ.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;213&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where colonists are roaming around Nadezhda, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. A marshal can request a male colonist to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 20 minutes, alongside a fine of 500 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Major Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Destruction of Property &lt;br /&gt;
|To destroy the property of a colonist, a colony faction, or the colony itself without valid reason, either deliberately or through negligence&lt;br /&gt;
|The property in question can belong to another individual, to a faction, or the colony at large. This crime includes destroying normal doors or walls, recycling or disassembling equipment, or damaging a cyborg to the point it needs internal repairs. Valid reasons include (but are not limited to) normal recycling and research activities. If an item is stolen and destroyed, charge either the relevant Theft level or this, whichever is more severe.&lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Negligence&lt;br /&gt;
|To cause notable damage to a colonist by failing at one&#039;s duty, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest mistakes, laziness, or deliberate disregard. This is usually because an employee ignored Standard Operating Procedure or failed to follow an order, but may also be applied if they failed to do something that a reasonable and competent professional in their role would do. It also applies any time any SOP explicitly calls for it, regardless of actual harm (e.g. engaging in human experimentation without a waiver). If a colonist is killed because of it, instead charge Manslaughter; if equipment is destroyed, charge Destruction of Property. This crime cannot be charged alongside Destruction of Property if the damage is the only significant result of the negligent conduct.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|To punish a crew member in excess for their crime, to give a crew member incorrect punishment, or to give fraudulent charges that are not valid.&lt;br /&gt;
|This includes stacking charges improperly, planting evidence, confiscating contraband if it is being used in a legal manner under the Contraband Policy, or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion/Dismissal at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §304&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|To cause severe injury to another employee or colonist, typically requiring invasive surgery or resulting in life-threatening physical harm.&lt;br /&gt;
|This is in reference to any form of assault that causes shrapnel, broken bones, severe bleeding, or otherwise rendering a victim into a state of critical condition. Shrapnel left in one’s body may count if the rounds are not LTL rounds. For LTL round usage that do ‘not’ result in broken bones or cause a life threatening injury, but may still embed, see ```Assault```.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;305&lt;br /&gt;
|Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039;, or otherwise taking undue action against a rightful claimant.&lt;br /&gt;
|The consideration of the stolen item(s) value should be taken into account when issuing this charge.&lt;br /&gt;
|Any stolen items should be returned to the proper salvage-claim holder. If the items are non-recoverable, or have been sold off, the offender is to repay that market-price of the stolen items to the victim. If the offender is not able to pay, apply specialty charge ```001 - Defaulting on Debt```.&lt;br /&gt;
&lt;br /&gt;
A timer of no more than 20 minutes may be issued on the offender alongside a 250 credit fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by security, even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room,toxin storage or other essential high-security areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as a convict who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 30 minutes for escaping.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force which results in the victim requiring more than basic first aid&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that require surgery or other advanced medical treatment beyond first aid. If a victim dies and the use of force was not warranted, also charge Manslaughter.&lt;br /&gt;
|Dismissal which can only be overturned by the Faction Owner, who must be faxed in all cases of Severe Use of Excessive Force. Timer of no more than 30 minutes. Payment of all medical bills of the victim&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §311&lt;br /&gt;
|Providing False Testimony&lt;br /&gt;
|To provide false or deliberately misleading testimony to colony officials&lt;br /&gt;
|This can be applied in relation to interviews with investigators or to the interviews had with colony officials to create records (see §005).&lt;br /&gt;
&lt;br /&gt;
This crime requires intent to mislead, as judged by the Marshal handling the case.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
In cases of false/incomplete records, they should be permitted one chance to get them corrected unless evidence of deliberate deception is found. If such evidence exists or the records remain false, apply sentence as above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;312&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or crew well-being (e.g genetics,weapon testing, etc.) don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but monkey cubes and the like probably aren&#039;t. &lt;br /&gt;
&lt;br /&gt;
Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms, or are fully tamed by a colonist. Tamed in this case means that they will not attack other colonists, or damage colony infrastructure.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 750 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If any named Colony Pet (Ian, Tea, Graves, Lisa, PunPun, and other pets that spawn in the colony with a roundstart name (this does not include ones made in-round unless specific by the High Council through fax/announcement) was targeted, it is an automatic 90 minute sentence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;313&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards a person or silicon unit.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exceptional Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To deliberately destroy colony equipment without valid reason.&lt;br /&gt;
|This includes destroying secured doors or reinforced walls, unauthorized destruction of cyborgs, breaking of machinery, etc. Valid reasons include (but are not limited to) destruction needed to prevent a greater loss of life or destruction of the colony&lt;br /&gt;
|Timer of no more than 45 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;403&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for anyone who abuses the power given to them, such as the premier acting like a security officer in a non-emergency, the warrant officer acting as if he is above the law, etc. Heads of staff trying to order a different department or ignoring a council vote also comes under this, as does security staff attempting to give orders to non-security without legal justification.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the department head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a fax should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill a colonist without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are of a dangerous, of high value, or of sensitive nature.&lt;br /&gt;
|This means high-value weapons or explosives, and also includes items of singular importance such as the station blueprints, chief biolab overseers hypospray, or items not easily replaced / are not replicable.&lt;br /&gt;
&lt;br /&gt;
important items produced solely by the Church, such as Cruciforms, Absolutist Constructs, and other Absolutist artifacts are property of the Church and may at any time for any reason be demanded back. Refusal to return the items shall be considered &#039;&#039;&#039;grand theft&#039;&#039;&#039; and &#039;&#039;&#039;failure to execute an order&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
&lt;br /&gt;
|To be in illegal possession of or to actively operate Excelsior equipment. &lt;br /&gt;
|This applies to Excelsior batteries, guns or armor. Their lack of safety features, shoddily made structure and use in operation can endanger oneself or other colonists.&lt;br /&gt;
&lt;br /&gt;
The usage of Excelsior tech also is a tell-tale sign of an Excelsior agent or collaborator.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Provost Marshal or the Brigadier to override this law. No lesser official can override this law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Policy&#039;&#039;&#039;&lt;br /&gt;
|Immediate medical examination and confiscation of equipment.&lt;br /&gt;
&lt;br /&gt;
If Excelsior implant is found and removed the subject should be placed under psychiatric evaluation until deemed fit. If deemed fit the offender should be released.&lt;br /&gt;
&lt;br /&gt;
If Excelsior equipment is operated or sold but no implant is found see &#039;&#039;&#039;Treason&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;407&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
|An exception would be a law reset when obviously harmful laws have been uploaded. Only the council or two Soteria overseers together can authorize a law change outside of this situation.&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;410&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, also charge &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §413&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|To teleport a person, with either psionic powers or bluespace technology, who is unwilling or does not consent to the testing of such equipment on themself.&lt;br /&gt;
|Teleportation devices used by non-sicence members count as &#039;&#039;&#039;Major Contraband&#039;&#039;&#039;, charge both crimes in such cases. If a person does not consent actively to be teleported by another person, such as through a harpoon or portal-throwing, etc - this charge applies.&lt;br /&gt;
|A timer of no more than 90 minutes may be issued. If the victim dies as a means of this teleportation, see &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
If the victim is hurt during the teleportation, or in result of it, see &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The offender is to be demoted upon sentencing for the crime.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Capital Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
|To engage in Sabotage on a large scale or on important infrastructure.&lt;br /&gt;
|This includes actions that either affect a large area or which deprive the colony or a faction the use of critical equipment such as the Church&#039;s bioreactor, the Soteria AI, or critical infrastructure. Applicable to unsuccessful attempts, if intent can be reasonably proved.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If an employee is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the colony through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;503&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force a colonist to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see §203 (Illegal Detention, Arrest or Holding).&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To willfully and intentionally kill or attempt to kill a colony member or an ally of the colony. Or to prevent a rightful revival or else render a colonist unrevivable through clear action. &lt;br /&gt;
|Clear intent is needed to prove a case of murder over manslaughter. While Manslaughter is unintentionally causing death through accident, or unintended consequences, Murder is a purposeful act with the intent to take the life of another.&lt;br /&gt;
&lt;br /&gt;
Attempts to cover up an incident of Manslaughter may necessitate a charge of murder due to pre/post meditative evidence. &lt;br /&gt;
Additionally, should proof positive be obtained that indicates premeditation the penalty should be automatically adjusted to H.U.T and the low council should convene to determine if more extreme penalties are warranted, up to and including execution.&lt;br /&gt;
&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;505&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
|To gain access to in-house or proprietary Designs, Documents, Programs, or otherwise vital assets of a Colony Faction or one of the Colony&#039;s allies.&lt;br /&gt;
|Whether by theft, trespass, or buying such items without the departmental head&#039;s explicitly written and shown permission. &lt;br /&gt;
&lt;br /&gt;
Note that this does &#039;&#039;&#039;NOT&#039;&#039;&#039; include stealing items themselves, such as constructed Guild items or items purchased through the Lonestar Trade System -- only the theft of the program itself or the designs to make more of the Guild&#039;s items, or otherwise.&lt;br /&gt;
&lt;br /&gt;
|Hold until Transfer. The stolen proprietary assets should be returned to the faction or ally they were stolen from immediately unless they are directly required to be used as evidence in a tribunal. Any items gathered or created with the proprietary assets should be given to the faction or ally as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;507&lt;br /&gt;
|Treason&lt;br /&gt;
|To deliberately undermine the efforts and interests of the colony at large, or to deliberately and willfully aid the efforts of hostile factions.&lt;br /&gt;
|This includes possessing or distributing Excelsior armor or weapons for purposes other than lawful destruction, attacking neutral factions without provocation or justifiable reason, giving a hostile faction information about the colony or its defenses, or taking up arms in support of a hostile faction against the colony. In cases of the Low Council voting to temporarily work with a normally hostile faction, Treason does not apply.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an AI upload or the Marshal armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a staff member may not be active. In rare cases, such as a code red incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as from a rogue AI or hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;509&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution unless the convict surrenders peacefully. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;510&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a colonist who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute a colonist or an ally based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having less than a unanimous sentencing vote, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The warrant officer is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact provost marshal Boris Kilmeade if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Provost Marshal Boris Kilmeade may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;513&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
|This charge exists as a means to handle non-con scenes ICly when they do happen.&#039;&#039;&#039;Noncon RP is not permitted on this server. Ahelp staff when dealing with these charges.&#039;&#039;&#039;&lt;br /&gt;
|Permanent removal from the colony or execution.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Common Areas&#039;&#039;&#039;: Generally understood to be publicly accessible areas of the colony that are owned and maintained &amp;lt;i&amp;gt;by&amp;lt;/i&amp;gt; the colony rather than as part of an individual department.&lt;br /&gt;
* &#039;&#039;&#039;Lethal Firearm&#039;&#039;&#039;: A gun loaded or set to a fire mode that&#039;s main purpose is to inflict damage to put a person into a critical conduction and or kill. Rubbers when shot out of a gun that has mods to inflict additional damage onto the bullet itself automatically count as lethal.&lt;br /&gt;
* &#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires following the sanction process in general SOP to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including Assistant position. Requires following the sanction process in general SOP to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation at admin discretion))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying an on-shift general leadership position within a faction.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases at Warrant Officer discretion.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgment.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Marshal Officers. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
* Laws do NOT protect outsiders unless specified via Low Council vote, High Council decree, or in the case of colony allies. The only time laws may protect a neutral person or Outsider is in the case of the wording being &#039;Someone&#039;, &#039;Person&#039;, or &#039;People&#039; - implying this would cover non-colony members as well due to its wording.&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=4424</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=4424"/>
		<updated>2024-11-01T17:35:42Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: Blah laws are hard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The colony laws are a series of regulations that all interest groups on the High Council have agreed to, applying them broadly to all colonists inside the colony. The colony’s Marshals are expected to uphold and enforce these laws, and all departments are expected to follow them. This is not a general guide to security. All new marshals should review the official [[Guide to Security|Guide to Marshals]]. It is important to know that all offenses listed below should be followed as a ‘guideline’ by law enforcement personnel and do allow for victim rights and alternative solutions to minor offenses. For example, you are not required to give a sentence if the problem can be resolved in an alternative way that the suspect agrees to, such as an agreement with the victim in return for not pressing charges, or peer mediation. To understand how to go about a proper arrest, or other clarifications such as prisoner rights, alert levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is enforced via the head of staff. To be charged with a violation of SOP, a head of staff has to request a relevant charge be levied, such as denial of a reasonable order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to colonists, colony allies and authorized visitors. Individuals and groups unconnected to the colony have no rights and therefore no protections under the law.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;All colony law is subject to the standard of INNOCENT UNTIL PROVEN GUILTY. No one is to ever be assumed guilty, evidence must be presented that reasonably proves guilt.&amp;lt;/big&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A good working knowledge of the law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of the law are required for such positions as the ranger, officer, premier, and the warrant officer. For certain crimes, the accused party&#039;s intent is important. Intent can be the difference between a charge such as, say, manslaughter and murder. One requires purposeful intent, the other is unintentional and typically caused by negligence or workplace accident. It is also important to note that manslaughter and murder are mutually exclusive. This indicates that an individual must be charged with one or the other, not both. Neither could a colonist be charged with both assault and murder on an individual if there is only a single victim, the higher-grade charge must be the charge applied in that case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of this will be explained in detail as you read on, including specialty clauses, cases, guides, and explanations to how a Marshal or servant of the law should think when interpreting legal issues such as criminal acts or disputes.&lt;br /&gt;
&lt;br /&gt;
Here are a few basic to-know bullet points for officers:&lt;br /&gt;
* &#039;&#039;&#039;To ensure you, as an arresting officer, don&#039;t fall into the trap of negligence or misuse of power, always follow procedure where possible as detailed by [[Standard_Operating_Procedure#Marshals|standard operating procedure]].&#039;&#039;&#039;&lt;br /&gt;
* As an arresting officer, follow the [[Guide to Security|Guide to Marshals]] to ensure you don&#039;t fall foul of legal proceedings.&lt;br /&gt;
* In the case of pressed charges being in the same category (i.e Battery, Assault, Murder - or Vandalism, Theft, Grand Theft) take only the most severe charge. Any lesser charges in this case should not be applied.&lt;br /&gt;
* Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
* A single incident has a single sentence, so if, for instance, the prisoner took 3 items off a person, this is a single count of theft. Otherwise this would count as &#039;crime-stacking&#039;, which is against SOP and law.&lt;br /&gt;
* When deciding on a timer for multiple crimes committed, take each crime into consideration separately. Then add the times together to get a final concise timer. This should be the timer issued to an offender when they are put in a cell.&lt;br /&gt;
* &#039;&#039;&#039;The time taken to bring in an offender and the time taken when questioning the offender are NOT to be calculated into their issued timer.&#039;&#039;&#039; Timers begin when plugged in on a cell&#039;s console. However, offenders should be processed as quick as reasonably possible as-per their rights as employees within the colony.&lt;br /&gt;
&lt;br /&gt;
=== Victim Rights ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victims of a crime hold the general right to drop charges.&#039;&#039;&#039; This applies to charges within the 100, 200, and 300 tiers. Victims may also choose to only collect monetary value equal to their losses from the offender in question, such as any incurring medical bills or loss of property. These clauses are there to allow a victim peace of mind and to make sound decisions rather than being forced into court cases.&lt;br /&gt;
&lt;br /&gt;
There are some exceptions, however. 400 and 500-level charges &#039;&#039;&#039;cannot&#039;&#039;&#039; be dropped at any time by a victim, as these acts extend further than creating a victim, but also threatening the lives of others and the order of the colony as a whole. Officers &#039;&#039;may&#039;&#039; take into account an offender’s circumstances and a victim&#039;s testimonial when deciding intent and timers but no dropping of charges may occur.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this section, each individual directly targeted by criminal activity is a victim. If a crime affects a department, such as Trespass, then the Department Head may choose to drop the charge. If there is no Head, the charge can only be dropped by unanimous consent of those who were affected. If the crime affects the colony as a whole or has no specific victim, such as Contraband, Breakout, or Desecrating a Corpse, only the Warrant Officer or Ranger may authorize the waiving of charges, and a decision to waive charges may be overridden by the Warrant Officer (if the decision was made by a Ranger) or a vote of the Low Council.&lt;br /&gt;
&lt;br /&gt;
=== Fines &amp;amp; Timers ===&lt;br /&gt;
&lt;br /&gt;
Some crimes may offer either a fine or a timer, or in some cases, &#039;both&#039; a fine and a timer together. It is ultimately at the discretion of the arresting officer and/or the warrant-filer what the punishment for an offense should be. &lt;br /&gt;
&lt;br /&gt;
Fines are ultimately recommended for most low-level crimes, if they are listed under the ‘timer’ section of the quick reference guide. If, however, an offender is non-cooperative, a repeat offender, or otherwise hindering an investigation a timer should be issued instead. Fines are to be paid to the Marshal department directly, while any compensation, such as to damaged property or medical fees, should be directed to the victim and/or the victim department.&lt;br /&gt;
&lt;br /&gt;
Timers are to be decided by the senior authority, typically either a ranger or warrant officer. If in the case where neither are available then the arresting officer may decide. Timers should not exceed a maximum time allocated to the charge &#039;&#039;&#039;unless&#039;&#039;&#039; modifiers are added on; such as a repeat offender who would receive double the time. Timers &#039;may&#039; be less than the allocated maximum time depending on circumstances and modifiers that would normally subtract time from one’s sentence, such as cooperation with security personnel or in cases of entrapment.&lt;br /&gt;
&lt;br /&gt;
== Heads of Staff &amp;amp; Lower Council Law ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heads of staff are not above the law, and can be arrested by the marshals for breaking it.&#039;&#039;&#039; The &#039;only&#039; time that the law can be overridden is when there is an imminent and overwhelming threat to the colony, such as during a Code Delta scenario. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A determination of no-wrongdoing may result in the dismissal of charges levied or a negating of any brig time served.&#039;&#039;&#039; Determinations of no-wrongdoing must be done by a Warrant Officer after an investigation, which must be faxed to the Office of the Provost Marshal, the Provost Marshal himself, or the colonies High Council. Any Warrant Officer found to abuse their authority to declare improper cases of no-wrongdoing may be demoted and arrested for exceeding their official power alongside other charges, such as falsifying information or providing false testimony.&lt;br /&gt;
&lt;br /&gt;
A vote held by the Lower Council may also be used to indite some charges, such as abuse of power or charges related to disrupting the Low Council. Any crime that requires judgement, such as crimes labeled as &#039;HuJ&#039; / Hold until Judgement, should be decided on in a timely manner by the Lower Council through a tribunal. A tribunal &#039;&#039;&#039;must&#039;&#039;&#039; follow the [[Standard Operating Procedure (Legal)|Legal Standard Operating Procedure]] to be considered legal. A tribunal must properly vote and may only be overturned by the High Council itself.&lt;br /&gt;
&lt;br /&gt;
== Law in Relation to Outsiders, Allies, &amp;amp; Others ==&lt;br /&gt;
&lt;br /&gt;
Colony law is &#039;&#039;&#039;not&#039;&#039;&#039; extended to neutral parties inherently. Outsiders, for example, have no inherant legal rights or protections. However, some laws do apply to protect outsiders as well, including all intelligent, sapient beings. This includes other intelligent races, ranging from Humans to Mycus, to anything of higher intelligence including robots with self awareness.&lt;br /&gt;
&lt;br /&gt;
For simple terminology of colony law:&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Employee&amp;quot; / &amp;quot;Colonist&amp;quot;&#039;&#039;&#039; = A member of the colony or an employee of one of the colony&#039;s various factions. These rights are extended to all members of the colony and all members of departments.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;People&amp;quot; / &amp;quot;Person&amp;quot; / &amp;quot;Someone&amp;quot;&#039;&#039;&#039; = This covers &#039;&#039;&#039;any&#039;&#039;&#039; sapient, intelligent being, regardless of their allegiance. Outsiders, hostiles, allies, etc. This term is used only rarely, but is typically used to refer to crimes such as desecration of a corpse due to the criminal and inhumane act of cannibalism, or in reference to inhumane acts such as the act of enslavement. &lt;br /&gt;
&lt;br /&gt;
Outsiders are only protected under colony law under the term &#039;people&#039;, &#039;person&#039;, &#039;someone&#039;, or if granted entry to the colony via vote for visitation or sale of goods. When an Outsider is granted entry, they have the same rights as a citizen of the colony - until they are ejected or their visitation period ends. At that point legal protection ends.&lt;br /&gt;
&lt;br /&gt;
Outsiders, Neutral parties or visitors that are allowed in generally expected to follow &#039;common sense&#039; colony law. That is, don&#039;t steal, don&#039;t assault and do not take advantage of your hosts. They should also generally remain in the colony common areas, and not take anything belonging to the colony(this includes items kept &#039;for the common good, such as the tech storage tools, lathe, medical supplies, etc). Any who violate these rules may be ejected immediately by colony security, any who breach these rules in a more serious fashion should be detained and the Provost faxed. &lt;br /&gt;
&lt;br /&gt;
Lodge members and other colony-aligned factions have full rights of a normal colonist. For information on this, and neutral parties, this can be found in Standard Operating Procedure. Attacking a non-hostile neutral party can result in a charge of &#039;&#039;&#039;Treason&#039;&#039;&#039; depending on the incident. Neutral party refers to a neutral organization, not individuals such as Outsiders.&lt;br /&gt;
&lt;br /&gt;
Security personnel are to obey these clauses and understand the wording.&lt;br /&gt;
&lt;br /&gt;
==Salvaging Rights==&lt;br /&gt;
&lt;br /&gt;
These laws will attempt to make clear what is, and is not salvage. Who has rights over what claims, the proper handling of claims and so fourth. These laws MUST be enforced by Nadezhda Marshals, or Blackshield, depending on the jurisdiction of the &#039;claim&#039; and apply to all colonists of the Nadezdha Colony as well as Colony Allies and &#039;Neutral&#039; third parties.&lt;br /&gt;
Basic salvage rights entail only the following caveats;&lt;br /&gt;
* Trash piles, unclaimed and clearly unowned items and storage containers are the rightful property of the &#039;first claimant&#039;. A trash pile belongs to the first person to touch it, an abandoned locker to the first one to reach it, et cetera.&lt;br /&gt;
* Clearly owned property must be respected. A labeled cart, a gun who&#039;s serial is registered and thus known - these are considered personal property, and must be respected. &lt;br /&gt;
Additionally the following rules apply to all &#039;claims&#039;&lt;br /&gt;
* If an item is stolen and then rediscovered in an area that would normally count as right-to-loot then it must be returned as it is their rightful property. &lt;br /&gt;
* Crime scenes. Any item taken from a crime scene is chargeable by theft, obstruction of duty, and suspicious conduct. A crime scene&#039;s boundaries will be clearly marked by tape set up by Marshals or Blackshield.&lt;br /&gt;
* Items dropped by colonists or allies due to severe injuries are their rightful property, and MUST be returned. &lt;br /&gt;
* The areas owned by colony allies or factions (such as Voidwolf ally Ships or the Soteria Solar Outpost), and clearly defined departmental zones are barred from allowing salvage claims.&lt;br /&gt;
===Types of Salvage Claims===&lt;br /&gt;
In summary, there are four types of salvage areas. Claimed, Unclaimed, disputed and free&lt;br /&gt;
&lt;br /&gt;
*Claimed areas are those within colony borders(or the borders of colony allies) that have a lawful mandate placed over them, determined typically by the High Council, or at times low council. These locations are the claim-right of a particular faction, ally, et cetera. The FULL contents of these areas is the rightful claim of their respective owners, and any contents taken are effectively treated as their &#039;rightful property&#039;. Though mere presence on a claim is not generally sufficient to result in charges, the removal of property from them(I.E scavving) is cause for charges of trespass, theft, and grand theft. Additionally, a modifier &amp;quot;Breach of salvage rights&amp;quot; should be applied to each of these charges and any items taken returned or, if not possible - their value owed in remediation.&lt;br /&gt;
&lt;br /&gt;
*Unclaimed areas, while still within colony property, have no rightful claim placed on them, such claims may be enacted at the discretion of the High council, foreman and low council(in that order of importance), having to be properly ratified and faxed to be valid.&lt;br /&gt;
&lt;br /&gt;
*Uncontested areas are new zones or uncertain zones that have no current claims. While they may be within the borders of the Colony or its Allies, they are generally free to loot so long as general scavenging rules are observed. Conflicts, theft and similar SHALL be punished by law.&lt;br /&gt;
&lt;br /&gt;
*Free areas are neither within colony territory nor hold any special claim. These areas are typically considered &#039;free&#039; of salvage rights and include but are not limited to; the untamed wilds past the colony border and space(and areas located within that do not fall under the purview of the previous types of claims).&lt;br /&gt;
===Known claims and their status===&lt;br /&gt;
*The Nadezdha colony maintains that the areas in its immediate vicinity, as well as the forest directly south and the crater directly west are &#039;colony property&#039; and not subject to claims by non-colony forces.&lt;br /&gt;
&lt;br /&gt;
*Colony maintenance is &#039;unclaimed&#039;, thus only basic salvage rights must be respected.&lt;br /&gt;
&lt;br /&gt;
*The Prospectors hold exclusive claims over the following areas; Greyson Positronics field offices and attached locations, this include the Greyson Positronics Gantlet. &#039;Preppers&#039; bunker. &#039;Ironhead compound&#039; Smuggler base. &#039;Zoo&#039; research facility. &lt;br /&gt;
&lt;br /&gt;
*The &#039;Scrap haven&#039; is, as of now, a shared claim between the Prospectors and Hunters lodge - However, the Hunters Lodge has abdicated any right to lease their hold on the claim. &lt;br /&gt;
&lt;br /&gt;
*The hunters Lodge holds exclusive claim over the following areas; The lodge itself and land upon which it sits, and the plains in the immediate vicinity of their lodge&lt;br /&gt;
&lt;br /&gt;
*The &#039;Salvage Fields&#039; are &#039;free&#039; claims, though basic salvage rights should be respected.&lt;br /&gt;
&lt;br /&gt;
*The assorted, smaller &#039;Points of Interest&#039; in the immediate vicinity of the colony are &#039;uncontested&#039;(E.G, scorched outpost, lost outpost, etc).&lt;br /&gt;
&lt;br /&gt;
===Enforcement of Claims and Jurisdiction.===&lt;br /&gt;
As previously stated, it is the duty of Marshals and Blackshield to enforce salvaging rights - though they may vary on where their areas of jurisdiction come into play. &amp;lt;br&amp;gt;&lt;br /&gt;
Blackshield are largely expected to handle matters of salvage disputes where exterior forces threaten Nadezdha Colony(or upon request, colony allies) claims. Exterior factions attempted to jump claims owned by Prospectors should result in their dispatching.&amp;lt;br&amp;gt;&lt;br /&gt;
Marshals however are granted jurisdiction over legal matters of enforcement. Colonists jumping claims that are rightfully held should be charged accounting for the details of the matter. &amp;lt;br&amp;gt;&lt;br /&gt;
In the event where jurisdiction may be at question, it is important to remember that while the blackshield holds legal jurisdiction outside the perimeter fence - they are typically less oriented in the minutiae of law, and should they have to step in to enforce claims upon colonists past the walls they must hand over said colonists on return for processing by Marshals.&lt;br /&gt;
&lt;br /&gt;
===Additional Caveats===&lt;br /&gt;
*Salvage rights may, at the determination of their holder - be granted or leased. E.G, The Prospectors may, at the determination of the Foreman or Overboss Hogg grant rights over claims to other factions, allies, etc. &lt;br /&gt;
*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of &#039;equal value&#039; taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences&lt;br /&gt;
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-jumpers to return the stolen salvage and leave before force is used.&lt;br /&gt;
*Areas outside of the planets orbit, such as the nearby asteroid field in space, are not claimed by the colony directly. Salvagers and security forces operating there may salvage, but hold no direct claim over the materials there.&lt;br /&gt;
*Areas within the purview of Colony Salvage Law shall have their mineral resources granted exclusive purview for Lonestar Shipping to exploit, Lease or Manage as they will.&lt;br /&gt;
&lt;br /&gt;
==Intellectual Property==&lt;br /&gt;
&lt;br /&gt;
Nadezhda colony is filled with products produced with propietary designs from factions both within and without the colony. These designs belong exclusively to the company that owns them, however legal license to produce the items is distributed in the form of disks. As a general rule, no faction has any claim on any disk or item salvaged by another, nor any item which was manufactured by them or sold to them by a lawful owner, regardless of whether the design originated with the faction. The exceptions to this rule are as follows:&lt;br /&gt;
&lt;br /&gt;
*Unprotected design files, such as those found on factory disks or made by Soteria Research, are forbidden to leave the control of that faction without the written and stamped permission of the Faction Head. If such a disk is stolen, all items produced from it may be reclaimed. This is considered §505: Misappropriation of Intellectual Property, with the legal liability falling on the individual who stole or distributed the designs.&lt;br /&gt;
*Factions may act to protect the integrity of their uniforms to prevent confusion. Any Faction Head may prohibit those not belonging to their faction from wearing uniforms of that faction. Primes may not restrict non-clergy clothing from anyone who has not been formally excommunicated from the Church. Refusing to comply with the directive of a Faction Head in this matter is considered §102: Failure to Execute an Order.&lt;br /&gt;
&lt;br /&gt;
== Contraband Policy ==&lt;br /&gt;
=== Minor Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Minor Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zoom&lt;br /&gt;
* Mind Breaker&lt;br /&gt;
* Warlock Velvet&lt;br /&gt;
* Slime Jelly&lt;br /&gt;
* Cryptobilin&lt;br /&gt;
* Impedrezene&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Thermal Goggles (this includes implants)&lt;br /&gt;
* Random wave radio (owned by Lonestar, legal so long as procedure is followed as stated in Lonestar SOP)&lt;br /&gt;
* Chameleon devices (gloves, projectors, suits, armor, guns, etc)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Hardsuit Voice Synthesizer&lt;br /&gt;
* Data Jack module&lt;br /&gt;
* Electro Warfare module&lt;br /&gt;
* Thermal Modules (Including built-in thermal helmets &amp;amp; rig-mounts)&lt;br /&gt;
* Chameleon device (clothing forms, projector, etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Minor Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Thermals are considered contraband for all departments. Thermals are however permitted outside the colony or during a declared red alert level. This goes for the augmentations, glasses, helmets or rig-suit modules. The following items are considered thermals: Augmented shades, Thermo-nightvision helmets, Thermal goggles, Thermal augmentations and bioaugmentations. Along with any hardsuit modules that contain thermals.&lt;br /&gt;
** If either Church or Soteria provide to a colonist thermals illegally they are to be charged for minor contraband. If a Soteria staff continues to do so repeatedly, then they are to be demoted immediately. Heads of staff in Soteria or the Church continuing are to be detained, charged with abusing their executive powers, and demoted after a fax has been sent up to the faction leader. &lt;br /&gt;
** Permits can temporarily be issued by a Warrant Officer for their usage or transportation through the colony. Any surgical implantation of thermal augments by Soteria requires a properly written form signed by both the doctor and the Warrant Officer permitting such augments be used under Soteria&#039;s supervision.&lt;br /&gt;
* The shooting range is considered a testing zone for science. Items sent from science to the range for testing must be announced over general comms. In the instance of Soteria testing explosives up at the shooting range, it must be a device capable of small explosives only. Larger explosions are to be tested out in the mines.&lt;br /&gt;
* The chemicals in the list above are considered minor contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* All encryption keys that are not supplied to a colonists workplace are considered minor contraband. If sensitive or private information is gained through the use of encryption keys that a colonist should not have access to they should also be charged with violation of employee privacy. This is applied even if it was not the intent of the person using the encryption key. Legal access to an encryption key can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason. Please note that allies and neutral factions may have their own encryption keys - these are not illegal and should never be taken away.&lt;br /&gt;
* ID cards that are modified to give access to a normal departmental area of the colony without head departmental permissions are considered contrband. If, however, this access is issued either by a relevant head of staff or during the case of an emergency no timer or charge should apply. Legal access may be given by a head of staff to their department to another employee at anytime but may also be revoked at any time at the discression of the issuing head of department.&lt;br /&gt;
&lt;br /&gt;
=== Major Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Major Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zombie Powder&lt;br /&gt;
* Demon Powder&lt;br /&gt;
* Chloral Hydrate&lt;br /&gt;
* Polytrinic Acid&lt;br /&gt;
* Voice Nanites&lt;br /&gt;
* Handy Prints Nanites&lt;br /&gt;
* Napalm&lt;br /&gt;
* Tetraricide (Sweet Death)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Bluespace Harpoon&lt;br /&gt;
* Any explosive device (Must be currently explosive or easily capable of becoming explosive. A plasma tank, valve, and oxygen tank can be considered easily capable even when separated. A shellshock rifle or rail gun is not unless presently rigged to fire explosives.)&lt;br /&gt;
* Any and all Uplink devices.&lt;br /&gt;
* Freedom implant, Compressed matter implant, Explosive implant&lt;br /&gt;
* Chameleon device (Object Chameleon device cloner)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Combat mechs (Durand, Gygax, Phazon)&lt;br /&gt;
* Mechs rigged for combat, such as a ripley or odysseus modified with a jury rigged weapon.&lt;br /&gt;
* Any mind swapping technology.&lt;br /&gt;
* All Teleporters (modules, hand teleporters, etc.)&lt;br /&gt;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Functioning Cryptographic Sequencer (Also known as an Emag)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Major Contraband Exemptions &amp;amp; Stipulations ==== &lt;br /&gt;
* Soteria may test combat mechs at a firing range or outside the colony but &#039;&#039;&#039;must&#039;&#039;&#039; announce any and all movements of where the mech will be moving. Including the starting point to the desired ending point of the travel. These mechs may &#039;&#039;&#039;not&#039;&#039;&#039; be left in public spaces or otherwise operated, apart from moving through, public spaces unless exemptions are provided in the case of an emergency by security personnel.&lt;br /&gt;
** Permits for a combat mech may be temporarily issued by a Warrant Officer or Supply Specialist to non-Soteria personnel. The [[Example_Paperwork#Item_Application|proper forms]] should be filled out and the mech either housed inside of the employee&#039;s designated department or within Soteria&#039;s mech bay when not being used. Transporting any combat mech of any kind must be announced over public comms and cannot be driven freely across the colony. This policy and associated paperwork applies to any mech, including those obtained through salvage.&lt;br /&gt;
** Non-standard combat mechs / Non-combat mechs rigged for combat are not legal to own nor may receive licenses for normal usage. However, during Code Red or Code Delta emergencies they may be utilized by security personnel or otherwise permitted to be used by personnel determined to be fit and trust worthy by security personnel. All jury rigged weapons should be removed after the state of emergency without exception.&lt;br /&gt;
* The chemicals in the list above are considered major contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* Bluespace harpoons, and other teleportation items, may be used for research purposes by Soteria institute personnel. However, this does not mean they can be transported openly nor used or otherwise utilized outside of Soteria research departmental grounds. If transported outside of the department major contraband charges are applicable. If misused to teleport and employee unwillingly, as teleportation can be incredibly dangerous if not life threatening, see §413 - Unwilling Teleportation.&lt;br /&gt;
&lt;br /&gt;
===== Explosive Exemptions =====&lt;br /&gt;
Contraband explosives are considered, but not limited to: any device presently capable of causing wide-spread and reasonably uncontrolled damage. This includes, but is not limited to, frag grenades, incendiary grenades, EMP grenades, tank transfer bombs, explosives grenades, incendiary grenades, land mines, and other similar objects capable of replicating any of the listed items effects. Items such as non-explosive flashbangs, smoke grenades, or cleaning grenades are not considered explosives. An oxygen tank, transfer valve, plasma tank, or scrap rifle with its safety measures enable would not count individually as explosives, only if the devices were within reasonable proximity and had steps taken to allow them to be used as explosives. I.E. a scrap rifle with its safety systems off is contraband, a persons bag containing heated plasma tanks, oxygen tanks, and transfer valves would be reasonably considered an explosive object. This exception only applies if the objects are, viably, capable of causing an explosion, if the plasma tank and oxygen tanks are empty and cannot explode it would not be considered contraband. Best and reasonable judgment applies.&lt;br /&gt;
&lt;br /&gt;
Exceptions to the above clause may only be found in four cases:&lt;br /&gt;
&lt;br /&gt;
1. The Marshals and Blackshield may use whatever explosives they require to perform their duties during a code blue or higher scenario. Responsibility for all damage to persons or property are the sole responsibility of the individual using the explosive devices. Low-yield grenades and small-arms explosive ordinance, such as grenade launcher rounds, may be tested at Marshal or Blackshield ranges with proper notification that explosives will be fired at the specified range.&lt;br /&gt;
&lt;br /&gt;
2. Soteria Research may use any manner of explosives in the pursuit of research, the determination of what is considered ‘research’ is left to the sole discretion of the chief research overseer or, in the event one is not present, the biolab overseer. If neither is present, a low council vote is required to determine if the pursuit of research is considered scientific.&lt;br /&gt;
&lt;br /&gt;
3. Prospectors may carry and use explosives outside colony walls at their discretion, provided the explosive do not damage colony property or other persons from the colony or colony allies. Prospectors must hold all explosives within their department or with security in either the gate house or armory. The transportation of explosives should always be announced publicly.&lt;br /&gt;
In the event a prospectors wishes to sell explosive devices, be it to Soteria or Lonestar, this must be done with a member of the blackshield or marshal present and in the lobby of the respective department. In this scenario the explosive(s) must be stored in the buying department immediately. A form and record of the transaction should be recorded by security and filed with the WO, premier, sergeant, commander, and supply specialist.&lt;br /&gt;
&lt;br /&gt;
4. Permits &#039;&#039;&#039;may&#039;&#039;&#039; be written for temporary explosive usage within determined location at the descression of the Warrant Officer or Supply Specialist. Examples would be the allowance of Lonestar mining personnel to make use of small-yield explosive devices in mining operations, or temporary permits for Church for the transport of grenades for use in Deep Maintenance.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with the above section can and will result in the applicable charges and fines as expected by discretion of security personnel. This may include, but is not directly required to, charges of major contraband or negligence. In the event the explosive device is misused this may be upgraded to additional charges of Sabotage, Manslaughter, Major Sabotage or Murder. &#039;&#039;&#039;Improperly stored explosives that are stolen may confer charges both to the individual who stole and misused them and the individual who failed to properly safe keep the explosive devices, in this event both individuals receive the same charges regardless of fault.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Reasonable storage of an explosive device is determined by security discretion but the following factors should be considered when determining what is reasonable.&lt;br /&gt;
&lt;br /&gt;
Was the device in a locked container such as a secure locker, secure briefcase, safe, secure crate, or wall locker?&lt;br /&gt;
&lt;br /&gt;
Was the device and potential containers holding it secured behind access locked doors?&lt;br /&gt;
&lt;br /&gt;
Was the location of the device(s) kept discrete and related information on a need to know basis?&lt;br /&gt;
&lt;br /&gt;
=== Excelsior Equipment / Excelsior Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Excelsior Equipment&lt;br /&gt;
Note, if it&#039;s marked Excelsior (EXCLUDING SOAP), it&#039;s Excelsior Contraband. If it isn&#039;t, it&#039;s fine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Guns and Armor&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Weaponry (&amp;quot;Excelsior Kalashnikov&amp;quot;, &amp;quot;Excelsior Drozd&amp;quot;, &amp;quot;Excelsior PPSh&amp;quot;, etc.)&lt;br /&gt;
* Excelsior Branded/Colored Armored Voidsuits &amp;amp; Helmets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Technology&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machine Parts (Including Circuit Boards and Stock Parts)&lt;br /&gt;
* Excelsior Branded Implants&lt;br /&gt;
* Excelsior Branded Data-Disks (Such as Means of Production/Revolution, among others for specialized items.)&lt;br /&gt;
* Excelsior Branded Power Cells&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Machinery&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machinery (Including Teleporters, Autolathes, and so on.)&lt;br /&gt;
* Excelsior Branded Defensive Systems (Including Turrets, Shield Generators, and so on.)&lt;br /&gt;
* Excelsior Branded Boom Boxes&lt;br /&gt;
|}&lt;br /&gt;
==== Excelsior Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Excelsior equipment &#039;&#039;&#039;may never&#039;&#039;&#039; be operated by Security personnel, no matter their status within the Church, Psionic-testing or other implant-destroying augments. All Excelsior-branded technology should either be put into evidence by the Marshal department, if it is used in the conduction of a crime, or destroyed. No department may receive permission nor contraband licensing to use or otherwise utilize Excelsior technology unless an exemption is given by the High Council itself.&lt;br /&gt;
** Soteria Science may be handed Excelsior tech as a means of destruction. Soteria Science may not preform experiments with Excelsior tech but they may use it in a destructive analyzer to be used in the production and research of non-Excelsior technology.&lt;br /&gt;
** Guild may be handed Excelsior tech to be deconstructed as a means of useful destruction of Excelsior branded technology. Guild may not use nor utilize Excelsior technology itself but they may break it down in either their department&#039;s industrial autolathe or through their department&#039;s nanoforge machine.&lt;br /&gt;
** Marshals may utilize their Nanite Reconstructor in the armory to break down Excelsior weapons or armor. However tech like Excelsior branded cells or computer-components will not be able to be broken down by said machine. Personnel must find an alternative for those deconstruction methods.&lt;br /&gt;
&lt;br /&gt;
==Criminal Regulations==&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
There are two core types of modifiers: Criminality modifiers and Sentencing modifiers. Criminality modifiers alter whether or not an action is actually criminal in nature and can alter what charges can/should be pressed for a given incident. Sentencing modifiers do not alter the charges but rather the sentence, either upwards or downwards.&lt;br /&gt;
====Criminality Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#fff2cc;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Self Defense&#039;&#039;&#039; || To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others, however they are required to use only necessary force and to call for medical aid for their aggressor if they are in critical condition. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies to &amp;quot;defending&amp;quot; oneself against a lawful arrest, even if the charges are later found to be untrue. || Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense of Property&#039;&#039;&#039;|| To have acted with appropriate force in defense of one&#039;s rightful owned or claimed territory under colony law. Appropriate force is always nonlethal force unless the aggressor pulls out a lethal weapon. Same duties to obtain care for injured individuals that is given with Self Defense apply here. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies when &amp;quot;defending&amp;quot; one&#039;s area against Security acting on a properly authorized warrant. || Immediate Release&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Good Samaritan Clause&#039;&#039;&#039; || To break the law to prevent a greater harm from occurring. The greater harm must be imminent rather than hypothetical, and the law must be broken as little as reasonably possible. For example: breaking into a department to rescue someone whose suit sensors show they are in critical condition or dead. Acts found to be unreasonable will not be protected by this clause. Failure to comply with an investigation is never protected by this modifier. || Dropping of any charges that depend on ill intent.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Entrapment&#039;&#039;&#039; || To be charged with a crime the offender was induced to commit by Security and, without their help, either would not have or could not have committed. || Charges should be either reduced or dropped depending on their own level of indepedent criminal intent. The officers running the operation should be charged with Violation of Employee Rights as well as the charges they intended to entrap the victim with.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accomplice&#039;&#039;&#039; || To knowingly and materially aid another in the commission of a crime. Both elements are important: a merchant who sells a gun to someone with no knowledge it will be used for murder is not liable, nor is someone who simply cheers on someone else comitting a crime. Providing instruction on how to commit a crime does count as material aid, however, e.g. telling someone how to make a bomb. || Apply all charges for the crime that the primary suspect was aided in to the accomplice.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Authorized Use of Force&#039;&#039;&#039; || Use of force that is legally authorized. The primary example is the Marshals using force to bring in resistant suspects in accordance with their SOP. This modifier also applies to Soteria Lifeline Technicians using nonlethal force (including against Marshals or Councilors) to prevent someone from taking their patient, and Vectors using nonlethal force on members of the Absolutist church who are resisting internal discipline. || Charges should not be applied if the use of force was within legal guidelines.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sentencing Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cooperation with Prosecution&#039;&#039;&#039; || To aid members of colony security, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense. || 25% to 50% timer reduction. This only applies if information is provided that leads to bringing in a suspect that was not already apparent with the information security had.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Surrender&#039;&#039;&#039; || To willingly surrender oneself to security staff; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders. || 25% to 50% timer reduction. Execution may not be issued to those who have surrendered. Crimes worth of Holding until Transfer may be reduced to a timed sentence no less than 60 minutes at the discretion of the Warrant Officer.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Offense by Colony Command&#039;&#039;&#039; ||To be a member of the colony&#039;s command structure, including Steward and Premier, and to commit any Severe or higher level crime, or any crime that references this section in its sentence. This does not require formal conviction by a Tribunal, but a Warrant Officer can expect the charges to be overturned and charges to be filed against them if their fax to the High Council does not include sufficient evidence. || The Warrant Officer, at their discretion, may impose a shift-length dismissal on the individual. This sanction may only be overturned by the Faction Owner or the Low Council. Additionally, the Low Council may vote to impose sanctions either without a Warrant Officer/despite their disapproval or if they wish to impose more serious sanctions than a shift-length dismissal.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Repeat Offender&#039;&#039;&#039; || To commit the same crime multiple times in the same shift. This only applies if someone is punished for it and then commits the same crime after release, not for a string of offenses in a row.|| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc. This also goes for fines. Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Immediate Threat to the Prisoner&#039;&#039;&#039; || To be incarcerated when a situation in the Marshal area poses an immediate threat to the health of the prisoner || The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released. If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Use of Powers&#039;&#039;&#039; || To use abilities greater than those normal for a member of one&#039;s species in the commission of a crime. This includes (but is not limited to) psionics, nanogates, cruciforms, and Soteria-created genetic mutations. There must be reasonable belief that powers were used in such a manner; however, due to the nature of these powers being easy to conceal after the fact, hard evidence is not required. Officer discretion is encouraged, and they may choose not to apply this modifier if they believe the evidence is insufficient. || Any crimes given to the person has its fine value or time served automatically doubled. If the empowered person has a HuT sentence, it is highly encouraged to have their powers removed if it can be done safely. A empowered individual using their powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their powers should be removed before revival. In the case of a cruciformed individual killed relating to this section, if a Vector/Prime is available to properly remove the cruciform from the corpse this should be done; otherwise it should remain attached but deactivated.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime by AI/Cyborg&#039;&#039;&#039; || For Colony AI or Cyborg to commit actions that are criminal in the eyes of the law. Marshals are to operate as per normal. Soteria is to cooperate with the Marshals in regards of these matters, to see if the AI or Cyborg are malfunctioning before allowing them to be arrested.A warrant is specifically required for security to enter the AI core, and Soteria personnel should accompany them to ensure matters are handled peacefully. Squads of Marshals or Shields should not be going into the core unless the AI in question is malfunctioning and/or hostile. As a further note, the AI and Cyborgs cannot open high access areas unless in a state of emergency, for example, the Marshal, Blackshield, or Command armory. The only other time they can open such areas is to clear out infestations and nothing more. || Cyborgs can be locked down within their cells or, if this is not possible, have their MMIs removed and tossed into a cell to serve the appropriate amount of time, or Soteria can choose to pay for their fine. Card the AI and toss it into the cell, much like the borgs. Once they have served their time, return them to their proper vessels. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Quick Reference Guide ===&lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge a colonist with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 108 for trespassing into a department, 105 for stealing an item from the department and 204 for attacking an employee trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Property Crimes&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X01)&#039;&#039;&#039;&lt;br /&gt;
|Vandalism&lt;br /&gt;
| -&lt;br /&gt;
|Destruction of Property&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Failing Duty&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;(X02)&#039;&#039;&#039;&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|Negligence&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rights Violations&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X03)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violence&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X04)&#039;&#039;&#039;&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Theft&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;(X05)&#039;&#039;&#039;&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|Violation of Salvage Rights&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X06)&#039;&#039;&#039;&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obstruction&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X07)&#039;&#039;&#039;&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|Treason&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trespass&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X08)&#039;&#039;&#039;&lt;br /&gt;
|Trespass&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resisting Lawful Authority&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X09)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Injunction&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Escaping from Confinement&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abuse of Lawful Authority&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X10)&#039;&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Disrupting Command&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X11)&#039;&#039;&#039;&lt;br /&gt;
|Sending a Time Wasting Fax&lt;br /&gt;
|Forgery&lt;br /&gt;
|False Testimony&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unconscionable Behavior&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X12)&#039;&#039;&#039;&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Desecrating a Corpse&lt;br /&gt;
&amp;amp;&lt;br /&gt;
Cannibalism&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bodily Autonomy Violations&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X13)&#039;&#039;&#039;&lt;br /&gt;
|Harassment&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|}&lt;br /&gt;
===Specialty Charges===&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an officer or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty colonist, a mediation should occur with the victim. The debtor&#039;s personal items may be forcefully liquidated to cover their debt, or an agreement reached to repay the debt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the colony or it’s security team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 1,000 credits may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 500 credits. Injuries such as fractures or injuries that leave a patient in codification condition should be 1,000 credits.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Blackshield committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|003 - Suicide Attempt &lt;br /&gt;
|To physically attempt to or credibly threaten to end one&#039;s own life either through radio communications or while in brig.&lt;br /&gt;
|Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.&lt;br /&gt;
&lt;br /&gt;
Upon their timer ending the prisoner should be held until medical personnel can arrive to escort them for psychiatric examination. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a colonist or department without provocation, stalking a colonist or refusing to leave a department, yelling over ones headset, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 1,000 credits may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Lack of Security, Medical, or Employment Records&lt;br /&gt;
|To be a registered member of the colony without any form of qualified records.&lt;br /&gt;
|This does not apply to outsiders visiting the colony nor members of the Hunters Lodge. &lt;br /&gt;
&lt;br /&gt;
All members of the colony are required to meet the minimum requirements highlighted [[Example_Paperwork#Character_Records|within the Character Records Section of Example Paperwork]].&lt;br /&gt;
&lt;br /&gt;
If a colonist does not meet this requirement, Security personnel should interview the colonist and aid them in setting up required records, providing a format sheet for them to fill out and put on file.&lt;br /&gt;
&lt;br /&gt;
If the colonist is not willing to file paperwork, they are to be released and High Council is to be notified. (Fax or A-help - records are a rule issue.) High Council will advise on actions to take, if any, regarding the issue.&lt;br /&gt;
&lt;br /&gt;
An offender who actively lies about their implant status - such as not reporting their nanogate, psionic, or church implant within their records is to receive a &#039;&#039;&#039;Providing False Testimony&#039;&#039;&#039; charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|006 - Data/Information Breach&lt;br /&gt;
|To knowingly and willfully communicate information, gained in confidence through private or departmental channels, to personnel without legal access. Department Heads have authority to communicate information from their respective channels.&lt;br /&gt;
&lt;br /&gt;
|A timer of no more than 30 minutes but no less than 10 and/or a minimum fine of 250 credits, up to 1,000, may be issued depending on severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Minor Charges===&lt;br /&gt;
{| style=&amp;quot;background-color:#aaffaa; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately deface or minorly damage colonial or departmental property without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, to littering in a public or departmental area, to minorly damaging a Soteria cyborg&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 500 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 250 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|To deliberately deny an employee certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically security or medical staff for a major SoP violation due to it going against another colonist’s rights. The colonist or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from Security using thermals without reason, Medical sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 1,000 credits to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with a colonist, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching a colonist when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 500 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another department and/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a department or owned by a person. This includes people taking items from their own department they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 500 credits with the addition of the item(s) being returned.&lt;br /&gt;
&lt;br /&gt;
If the stolen item(s) cannot be recovered then the offender may be forced to pay the item(s) cost to the victim. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Table.&#039;&#039;&#039;&lt;br /&gt;
|For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the chief biolab officer.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as a chameleon weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Marshals, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area. Detainment until the situation in question has been resolved.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a department lobby, the bar, or the kitchen also apply if asked to vacate the area by relevant department staff. Those with access typically should not be in those areas unless they have a good reason or permission from the department&#039;s relevant staff. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security personnel with an authorized warrant and council members conducting investigations authorized by an LC vote may not be asked or made to leave.&#039;&#039;&#039;&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as a Property Crime if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, colony control room or the outer perimeter see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the marshal or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the warrant officer only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Sending a time wasting fax See [[Faxes]]&lt;br /&gt;
|To send a fax to a faction leader of the colony or its allies that is considered unnecessary or unneeded. Do note that in [[Faxes]] it outlines what is and isn&#039;t a time wasting fax.&lt;br /&gt;
|This charge can only be given by a faction owner or faction ally, not by heads of staff or marshals.&lt;br /&gt;
|15 minute in a cell or a 750 credit fine.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms to seriously hurt or kill a colonist, previous violent convictions approaching while threatening a colonist, or if a colonist was to chase another colony member or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, charge &#039;&#039;&#039;Assault&#039;&#039;&#039; instead. If the offender stalks the victim also charge &#039;&#039;&#039;Harassment/Stalking&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Harassment or Stalking&lt;br /&gt;
|To take repeated actions for the purpose of harassing an individual, or to continue following them after being asked to stop.&lt;br /&gt;
|This crime does not apply if there is a lawful reason for the conduct, such as Marshals pursuing an investigation or a Head trying to get their employee to do their job.&lt;br /&gt;
|Timer of no more than 5 minutes or a 250 credit fine paid to the victim.&lt;br /&gt;
&lt;br /&gt;
Injunction placed at discretion of the WO&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Moderate Charges===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|To fail to complete the core functions of your job when they are necessary&lt;br /&gt;
|This is intended to handle situations where a job is required but the individual who should handle it is doing non-job related things or taking a break. For example, doctors not responding to calls for medical assistance, the Marshals not investigating a crime, the Prospectors not looting areas or not setting up their shop afterwards, or the chef not preparing any food. Providing products is not considered a core function of the Science department or the Guild unless there is an emergency and supplies are needed to aid with it. &lt;br /&gt;
&lt;br /&gt;
If there is more than one person in the relevant job and none respond to a call, all are to be punished unless they were occupied with other job-critical activities. If there is uncertainty about whether something a core function, the Faction Head and other professionals should be consulted but the final judgement rests with the Marshal handling the case.&lt;br /&gt;
|Forfeiture of 1 hour&#039;s pay to the corporate account. Timer of no more than 15 minutes. Dismissal at the discretion of the Head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish an employee without proper cause or reason, or in violation of due process rights such as Habeas Corpus.&lt;br /&gt;
|This is mainly for marshal officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause physical harm or mild injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it. This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition, or other less-than-lethal means, without just cause counts as assault.&lt;br /&gt;
&lt;br /&gt;
See ‘’’Aggravated Assault’’’ if any lethal ammunition are used, or if the victim suffers a broken bone or notable life-threatening hospitalization. See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill. See ‘’’Threat of Murder or Serious Injury``` as a secondary charge to any threats made while brandishing a weapon with a stated threat to murder.&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking an employees pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or credits takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the department head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Major Contraband &lt;br /&gt;
|To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
|See &#039;&#039;&#039;Contraband Table&#039;&#039;&#039; for what applies to this charge.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Supply Specialist, Brigadier, or the provost Marshal to override this law. &lt;br /&gt;
&lt;br /&gt;
The Chief Biolab Overseer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess any contraband so long as they comply with their &#039;&#039;Contraband Policy&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes and the confiscation of contraband items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is injured because of this, also charge &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, also charge the relevant Property Crimes charge. If a colonist dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;208&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
|Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge Manslaughter.&lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
| Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the officer trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An officer should take into account their reason for not reporting to security immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in security has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force.&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that do not require medical treatment beyond first aid but are still unwarranted. If the suspect required more than basic first aid, charge instead &#039;&#039;&#039;Severe Excessive Use of Force&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 2,000 credits paid to the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;211&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a fax to issue orders posing as the High Council or a superior, falsifying a medical prescription or falsifying ones records to pose as either more certified or to fake eligibility for job positions.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
|Desecrating a Corpse &lt;br /&gt;
&amp;amp;&lt;br /&gt;
&lt;br /&gt;
Cannibalism&lt;br /&gt;
|To abuse bodies of dead or previously dead people. Acts may range from non-medical to scientific desecration.&lt;br /&gt;
Cannibalistic acts are the consumption of any &#039;&#039;&#039;Person&#039;&#039;&#039;, Voidwolf, Colony Recognized higher-intelligence lifeform.&lt;br /&gt;
|Examples include, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039; without consent. Preventing a body from being repaired or cyborged also falls under this. Bodies rendered incapable of wound repair count as &#039;&#039;&#039;Murder&#039;&#039;&#039; instead. &lt;br /&gt;
If the body is made into any edible product, or any severed limb/organ of the &#039;&#039;&#039;Person&#039;&#039;&#039; is consumed, instead charge &#039;&#039;&#039;Cannibalism&#039;&#039;&#039; in Notes.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
In cases of &#039;&#039;&#039;Cannibalism&#039;&#039;&#039;, this crime is to be treated equal to a 5XX level crime in terms of demotion, exile, punishment, and lawlessness. The offender is to be held HuJ.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;213&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where colonists are roaming around Nadezhda, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. A marshal can request a male colonist to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 20 minutes, alongside a fine of 500 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Major Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Destruction of Property &lt;br /&gt;
|To destroy the property of a colonist, a colony faction, or the colony itself without valid reason, either deliberately or through negligence&lt;br /&gt;
|The property in question can belong to another individual, to a faction, or the colony at large. This crime includes destroying normal doors or walls, recycling or disassembling equipment, or damaging a cyborg to the point it needs internal repairs. Valid reasons include (but are not limited to) normal recycling and research activities. If an item is stolen and destroyed, charge either the relevant Theft level or this, whichever is more severe.&lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Negligence&lt;br /&gt;
|To cause notable damage to a colonist by failing at one&#039;s duty, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest mistakes, laziness, or deliberate disregard. This is usually because an employee ignored Standard Operating Procedure or failed to follow an order, but may also be applied if they failed to do something that a reasonable and competent professional in their role would do. It also applies any time any SOP explicitly calls for it, regardless of actual harm (e.g. engaging in human experimentation without a waiver). If a colonist is killed because of it, instead charge Manslaughter; if equipment is destroyed, charge Destruction of Property. This crime cannot be charged alongside Destruction of Property if the damage is the only significant result of the negligent conduct.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|To punish a crew member in excess for their crime, to give a crew member incorrect punishment, or to give fraudulent charges that are not valid.&lt;br /&gt;
|This includes stacking charges improperly, planting evidence, confiscating contraband if it is being used in a legal manner under the Contraband Policy, or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion/Dismissal at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §304&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|To cause severe injury to another employee or colonist, typically requiring invasive surgery or resulting in life-threatening physical harm.&lt;br /&gt;
|This is in reference to any form of assault that causes shrapnel, broken bones, severe bleeding, or otherwise rendering a victim into a state of critical condition. Shrapnel left in one’s body may count if the rounds are not LTL rounds. For LTL round usage that do ‘not’ result in broken bones or cause a life threatening injury, but may still embed, see ```Assault```.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;305&lt;br /&gt;
|Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039;, or otherwise taking undue action against a rightful claimant.&lt;br /&gt;
|The consideration of the stolen item(s) value should be taken into account when issuing this charge.&lt;br /&gt;
|Any stolen items should be returned to the proper salvage-claim holder. If the items are non-recoverable, or have been sold off, the offender is to repay that market-price of the stolen items to the victim. If the offender is not able to pay, apply specialty charge ```001 - Defaulting on Debt```.&lt;br /&gt;
&lt;br /&gt;
A timer of no more than 20 minutes may be issued on the offender alongside a 250 credit fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by security, even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room,toxin storage or other essential high-security areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as a convict who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 30 minutes for escaping.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force which results in the victim requiring more than basic first aid&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that require surgery or other advanced medical treatment beyond first aid. If a victim dies and the use of force was not warranted, also charge Manslaughter.&lt;br /&gt;
|Dismissal which can only be overturned by the Faction Owner, who must be faxed in all cases of Severe Use of Excessive Force. Timer of no more than 30 minutes. Payment of all medical bills of the victim&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §311&lt;br /&gt;
|Providing False Testimony&lt;br /&gt;
|To provide false or deliberately misleading testimony to colony officials&lt;br /&gt;
|This can be applied in relation to interviews with investigators or to the interviews had with colony officials to create records (see §005).&lt;br /&gt;
&lt;br /&gt;
This crime requires intent to mislead, as judged by the Marshal handling the case.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
In cases of false/incomplete records, they should be permitted one chance to get them corrected unless evidence of deliberate deception is found. If such evidence exists or the records remain false, apply sentence as above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;312&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or crew well-being (e.g genetics,weapon testing, etc.) don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but monkey cubes and the like probably aren&#039;t. &lt;br /&gt;
&lt;br /&gt;
Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms, or are fully tamed by a colonist. Tamed in this case means that they will not attack other colonists, or damage colony infrastructure.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 750 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If any named Colony Pet (Ian, Tea, Graves, Lisa, PunPun, and other pets that spawn in the colony with a roundstart name (this does not include ones made in-round unless specific by the High Council through fax/announcement) was targeted, it is an automatic 90 minute sentence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;313&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards a person or silicon unit.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exceptional Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To deliberately destroy colony equipment without valid reason.&lt;br /&gt;
|This includes destroying secured doors or reinforced walls, unauthorized destruction of cyborgs, breaking of machinery, etc. Valid reasons include (but are not limited to) destruction needed to prevent a greater loss of life or destruction of the colony&lt;br /&gt;
|Timer of no more than 45 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;403&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for anyone who abuses the power given to them, such as the premier acting like a security officer in a non-emergency, the warrant officer acting as if he is above the law, etc. Heads of staff trying to order a different department or ignoring a council vote also comes under this, as does security staff attempting to give orders to non-security without legal justification.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the department head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a fax should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill a colonist without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are of a dangerous, of high value, or of sensitive nature.&lt;br /&gt;
|This means high-value weapons or explosives, and also includes items of singular importance such as the station blueprints, chief biolab overseers hypospray, or items not easily replaced / are not replicable.&lt;br /&gt;
&lt;br /&gt;
important items produced solely by the Church, such as Cruciforms, Absolutist Constructs, and other Absolutist artifacts are property of the Church and may at any time for any reason be demanded back. Refusal to return the items shall be considered &#039;&#039;&#039;grand theft&#039;&#039;&#039; and &#039;&#039;&#039;failure to execute an order&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
&lt;br /&gt;
|To be in illegal possession of or to actively operate Excelsior equipment. &lt;br /&gt;
|This applies to Excelsior batteries, guns or armor. Their lack of safety features, shoddily made structure and use in operation can endanger oneself or other colonists.&lt;br /&gt;
&lt;br /&gt;
The usage of Excelsior tech also is a tell-tale sign of an Excelsior agent or collaborator.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Provost Marshal or the Brigadier to override this law. No lesser official can override this law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Policy&#039;&#039;&#039;&lt;br /&gt;
|Immediate medical examination and confiscation of equipment.&lt;br /&gt;
&lt;br /&gt;
If Excelsior implant is found and removed the subject should be placed under psychiatric evaluation until deemed fit. If deemed fit the offender should be released.&lt;br /&gt;
&lt;br /&gt;
If Excelsior equipment is operated or sold but no implant is found see &#039;&#039;&#039;Treason&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;407&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
|An exception would be a law reset when obviously harmful laws have been uploaded. Only the council or two Soteria overseers together can authorize a law change outside of this situation.&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;410&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, also charge &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §413&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|To teleport a person, with either psionic powers or bluespace technology, who is unwilling or does not consent to the testing of such equipment on themself.&lt;br /&gt;
|Teleportation devices used by non-sicence members count as &#039;&#039;&#039;Major Contraband&#039;&#039;&#039;, charge both crimes in such cases. If a person does not consent actively to be teleported by another person, such as through a harpoon or portal-throwing, etc - this charge applies.&lt;br /&gt;
|A timer of no more than 90 minutes may be issued. If the victim dies as a means of this teleportation, see &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
If the victim is hurt during the teleportation, or in result of it, see &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The offender is to be demoted upon sentencing for the crime.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Capital Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
|To engage in Sabotage on a large scale or on important infrastructure.&lt;br /&gt;
|This includes actions that either affect a large area or which deprive the colony or a faction the use of critical equipment such as the Church&#039;s bioreactor, the Soteria AI, or critical infrastructure. Applicable to unsuccessful attempts, if intent can be reasonably proved.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If an employee is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the colony through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;503&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force a colonist to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see §203 (Illegal Detention, Arrest or Holding).&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To willfully and intentionally kill or attempt to kill a colony member or an ally of the colony. Or to prevent a rightful revival or else render a colonist unrevivable through clear action. &lt;br /&gt;
|Clear intent is needed to prove a case of murder over manslaughter. While Manslaughter is unintentionally causing death through accident, or unintended consequences, Murder is a purposeful act with the intent to take the life of another.&lt;br /&gt;
&lt;br /&gt;
Attempts to cover up an incident of Manslaughter may necessitate a charge of murder due to pre/post meditative evidence. &lt;br /&gt;
Additionally, should proof positive be obtained that indicates premeditation the penalty should be automatically adjusted to H.U.T and the low council should convene to determine if more extreme penalties are warranted, up to and including execution.&lt;br /&gt;
&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;505&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
|To gain access to in-house or proprietary Designs, Documents, Programs, or otherwise vital assets of a Colony Faction or one of the Colony&#039;s allies.&lt;br /&gt;
|Whether by theft, trespass, or buying such items without the departmental head&#039;s explicitly written and shown permission. &lt;br /&gt;
&lt;br /&gt;
Note that this does &#039;&#039;&#039;NOT&#039;&#039;&#039; include stealing items themselves, such as constructed Guild items or items purchased through the Lonestar Trade System -- only the theft of the program itself or the designs to make more of the Guild&#039;s items, or otherwise.&lt;br /&gt;
&lt;br /&gt;
|Hold until Transfer. The stolen proprietary assets should be returned to the faction or ally they were stolen from immediately unless they are directly required to be used as evidence in a tribunal. Any items gathered or created with the proprietary assets should be given to the faction or ally as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;507&lt;br /&gt;
|Treason&lt;br /&gt;
|To deliberately undermine the efforts and interests of the colony at large, or to deliberately and willfully aid the efforts of hostile factions.&lt;br /&gt;
|This includes possessing or distributing Excelsior armor or weapons for purposes other than lawful destruction, attacking neutral factions without provocation or justifiable reason, giving a hostile faction information about the colony or its defenses, or taking up arms in support of a hostile faction against the colony. In cases of the Low Council voting to temporarily work with a normally hostile faction, Treason does not apply.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an AI upload or the Marshal armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a staff member may not be active. In rare cases, such as a code red incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as from a rogue AI or hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;509&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution unless the convict surrenders peacefully. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;510&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a colonist who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute a colonist or an ally based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having less than a unanimous sentencing vote, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The warrant officer is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact provost marshal Boris Kilmeade if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Provost Marshal Boris Kilmeade may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;513&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
|This charge exists as a means to handle non-con scenes ICly when they do happen.&#039;&#039;&#039;Noncon RP is not permitted on this server. Ahelp staff when dealing with these charges.&#039;&#039;&#039;&lt;br /&gt;
|Permanent removal from the colony or execution.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Common Areas&#039;&#039;&#039;: Generally understood to be publicly accessible areas of the colony that are owned and maintained &amp;lt;i&amp;gt;by&amp;lt;/i&amp;gt; the colony rather than as part of an individual department.&lt;br /&gt;
* &#039;&#039;&#039;Lethal Firearm&#039;&#039;&#039;: A gun loaded or set to a fire mode that&#039;s main purpose is to inflict damage to put a person into a critical conduction and or kill. Rubbers when shot out of a gun that has mods to inflict additional damage onto the bullet itself automatically count as lethal.&lt;br /&gt;
* &#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires following the sanction process in general SOP to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including Assistant position. Requires following the sanction process in general SOP to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation at admin discretion))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying an on-shift general leadership position within a faction.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases at Warrant Officer discretion.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgment.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Marshal Officers. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
* Laws do NOT protect outsiders unless specified via Low Council vote, High Council decree, or in the case of colony allies. The only time laws may protect a neutral person or Outsider is in the case of the wording being &#039;Someone&#039;, &#039;Person&#039;, or &#039;People&#039; - implying this would cover non-colony members as well due to its wording.&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=4423</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=4423"/>
		<updated>2024-11-01T17:34:28Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: Reverted edits by LillyTrilby (talk) to last revision by SkinkHunt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The colony laws are a series of regulations that all interest groups on the High Council have agreed to, applying them broadly to all colonists inside the colony. The colony’s Marshals are expected to uphold and enforce these laws, and all departments are expected to follow them. This is not a general guide to security. All new marshals should review the official [[Guide to Security|Guide to Marshals]]. It is important to know that all offenses listed below should be followed as a ‘guideline’ by law enforcement personnel and do allow for victim rights and alternative solutions to minor offenses. For example, you are not required to give a sentence if the problem can be resolved in an alternative way that the suspect agrees to, such as an agreement with the victim in return for not pressing charges, or peer mediation. To understand how to go about a proper arrest, or other clarifications such as prisoner rights, alert levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is enforced via the head of staff. To be charged with a violation of SOP, a head of staff has to request a relevant charge be levied, such as denial of a reasonable order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to colonists, colony allies and authorized visitors. Individuals and groups unconnected to the colony have no rights and therefore no protections under the law.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;All colony law is subject to the standard of INNOCENT UNTIL PROVEN GUILTY. No one is to ever be assumed guilty, evidence must be presented that reasonably proves guilt.&amp;lt;/big&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A good working knowledge of the law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of the law are required for such positions as the ranger, officer, premier, and the warrant officer. For certain crimes, the accused party&#039;s intent is important. Intent can be the difference between a charge such as, say, manslaughter and murder. One requires purposeful intent, the other is unintentional and typically caused by negligence or workplace accident. It is also important to note that manslaughter and murder are mutually exclusive. This indicates that  an individual must be charged with one or the other, not both. Neither could a colonist be charged with both assault and murder on an individual if there is only a single victim, the higher-grade charge must be the charge applied in that case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of this will be explained in detail as you read on, including specialty clauses, cases, guides, and explanations to how a Marshal or servant of the law should think when interpreting legal issues such as criminal acts or disputes.&lt;br /&gt;
&lt;br /&gt;
Here are a few basic to-know bullet points for officers:&lt;br /&gt;
* &#039;&#039;&#039;To ensure you, as an arresting officer, don&#039;t fall into the trap of negligence or misuse of power, always follow procedure where possible as detailed by [[Standard_Operating_Procedure#Marshals|standard operating procedure]].&#039;&#039;&#039;&lt;br /&gt;
* As an arresting officer, follow the [[Guide to Security|Guide to Marshals]] to ensure you don&#039;t fall foul of legal proceedings.&lt;br /&gt;
* In the case of pressed charges being in the same category (i.e Battery, Assault, Murder - or Vandalism, Theft, Grand Theft) take only the most severe charge. Any lesser charges in this case should not be applied.&lt;br /&gt;
* Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
* A single incident has a single sentence, so if, for instance, the prisoner took 3 items off a person, this is a single count of theft. Otherwise this would count as &#039;crime-stacking&#039;, which is against SOP and law.&lt;br /&gt;
* When deciding on a timer for multiple crimes committed, take each crime into consideration separately. Then add the times together to get a final concise timer. This should be the timer issued to an offender when they are put in a cell.&lt;br /&gt;
* &#039;&#039;&#039;The time taken to bring in an offender and the time taken when questioning the offender are NOT to be calculated into their issued timer.&#039;&#039;&#039; Timers begin when plugged in on a cell&#039;s console. However, offenders should be processed as quick as reasonably possible as-per their rights as employees within the colony.&lt;br /&gt;
&lt;br /&gt;
=== Victim Rights ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victims of a crime hold the general right to drop charges.&#039;&#039;&#039; This applies to charges within the 100, 200, and 300 tiers. Victims may also choose to only collect monetary value equal to their losses from the offender in question, such as any incurring medical bills or loss of property. These clauses are there to allow a victim peace of mind and to make sound decisions rather than being forced into court cases.&lt;br /&gt;
&lt;br /&gt;
There are some exceptions, however. 400 and 500-level charges &#039;&#039;&#039;cannot&#039;&#039;&#039; be dropped at any time by a victim, as these acts extend further than creating a victim, but also threatening the lives of others and the order of the colony as a whole. Officers &#039;&#039;may&#039;&#039; take into account an offender’s circumstances and a victim&#039;s testimonial when deciding intent and timers but no dropping of charges may occur.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this section, each individual directly targeted by criminal activity is a victim. If a crime affects a department, such as Trespass, then the Department Head may choose to drop the charge. If there is no Head, the charge can only be dropped by unanimous consent of those who were affected. If the crime affects the colony as a whole or has no specific victim, such as Contraband, Breakout, or Disrespect of the Dead, only the Warrant Officer or Ranger may authorize the waiving of charges, and a decision to waive charges may be overridden by the Warrant Officer (if the decision was made by a Ranger) or a vote of the Low Council.&lt;br /&gt;
&lt;br /&gt;
=== Fines &amp;amp; Timers ===&lt;br /&gt;
&lt;br /&gt;
Some crimes may offer either a fine or a timer, or in some cases, &#039;both&#039; a fine and a timer together. It is ultimately at the discretion of the arresting officer and/or the warrant-filer what the punishment for an offense should be. &lt;br /&gt;
&lt;br /&gt;
Fines are ultimately recommended for most low-level crimes, if they are listed under the ‘timer’ section of the quick reference guide. If, however, an offender is non-cooperative, a repeat offender, or otherwise hindering an investigation a timer should be issued instead. Fines are to be paid to the Marshal department directly, while any compensation, such as to damaged property or medical fees, should be directed to the victim and/or the victim department.&lt;br /&gt;
&lt;br /&gt;
Timers are to be decided by the senior authority, typically either a ranger or warrant officer. If in the case where neither are available then the arresting officer may decide. Timers should not exceed a maximum time allocated to the charge &#039;&#039;&#039;unless&#039;&#039;&#039; modifiers are added on; such as a repeat offender who would receive double the time. Timers &#039;may&#039; be less than the allocated maximum time depending on circumstances and modifiers that would normally subtract time from one’s sentence, such as cooperation with security personnel or in cases of entrapment.&lt;br /&gt;
&lt;br /&gt;
== Heads of Staff &amp;amp; Lower Council Law ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heads of staff are not above the law, and can be arrested by the marshals for breaking it.&#039;&#039;&#039; The &#039;only&#039; time that the law can be overridden is when there is an imminent and overwhelming threat to the colony, such as during a Code Delta scenario. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A determination of no-wrongdoing may result in the dismissal of charges levied or a negating of any brig time served.&#039;&#039;&#039; Determinations of no-wrongdoing must be done by a Warrant Officer after an investigation, which must be faxed to the Office of the Provost Marshal, the Provost Marshal himself, or the colonies High Council. Any Warrant Officer found to abuse their authority to declare improper cases of no-wrongdoing may be demoted and arrested for exceeding their official power alongside other charges, such as falsifying information or providing false testimony.&lt;br /&gt;
&lt;br /&gt;
A vote held by the Lower Council may also be used to indite some charges, such as abuse of power or charges related to disrupting the Low Council. Any crime that requires judgement, such as crimes labeled as &#039;HuJ&#039; / Hold until Judgement, should be decided on in a timely manner by the Lower Council through a tribunal. A tribunal &#039;&#039;&#039;must&#039;&#039;&#039; follow the [[Standard Operating Procedure (Legal)|Legal Standard Operating Procedure]] to be considered legal. A tribunal must properly vote and may only be overturned by the High Council itself.&lt;br /&gt;
&lt;br /&gt;
== Law in Relation to Outsiders, Allies, &amp;amp; Others ==&lt;br /&gt;
&lt;br /&gt;
Colony law is &#039;&#039;&#039;not&#039;&#039;&#039; extended to neutral parties inherently. Outsiders, for example, have no inherant legal rights or protections. However, some laws do apply to protect outsiders as well, including all intelligent, sapient beings. This includes other intelligent races, ranging from Humans to Mycus, to anything of higher intelligence including robots with self awareness.&lt;br /&gt;
&lt;br /&gt;
For simple terminology of colony law:&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Employee&amp;quot; / &amp;quot;Colonist&amp;quot;&#039;&#039;&#039; = A member of the colony or an employee of one of the colony&#039;s various factions. These rights are extended to all members of the colony and all members of departments.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;People&amp;quot; / &amp;quot;Person&amp;quot; / &amp;quot;Someone&amp;quot;&#039;&#039;&#039; = This covers &#039;&#039;&#039;any&#039;&#039;&#039; sapient, intelligent being, regardless of their allegiance. Outsiders, hostiles, allies, etc. This term is used only rarely, but is typically used to refer to crimes such as desecration of a corpse due to the criminal and inhumane act of cannibalism, or in reference to inhumane acts such as the act of enslavement. &lt;br /&gt;
&lt;br /&gt;
Outsiders are only protected under colony law under the term &#039;people&#039;, &#039;person&#039;, &#039;someone&#039;, or if granted entry to the colony via vote for visitation or sale of goods. When an Outsider is granted entry, they have the same rights as a citizen of the colony - until they are ejected or their visitation period ends. At that point legal protection ends.&lt;br /&gt;
&lt;br /&gt;
Outsiders, Neutral parties or visitors that are allowed in generally expected to follow &#039;common sense&#039; colony law. That is, don&#039;t steal, don&#039;t assault and do not take advantage of your hosts. They should also generally remain in the colony common areas, and not take anything belonging to the colony(this includes items kept &#039;for the common good, such as the tech storage tools, lathe, medical supplies, etc). Any who violate these rules may be ejected immediately by colony security, any who breach these rules in a more serious fashion should be detained and the Provost faxed. &lt;br /&gt;
&lt;br /&gt;
Lodge members and other colony-aligned factions have full rights of a normal colonist. For information on this, and neutral parties, this can be found in Standard Operating Procedure. Attacking a non-hostile neutral party can result in a charge of &#039;&#039;&#039;Treason&#039;&#039;&#039; depending on the incident. Neutral party refers to a neutral organization, not individuals such as Outsiders.&lt;br /&gt;
&lt;br /&gt;
Security personnel are to obey these clauses and understand the wording.&lt;br /&gt;
&lt;br /&gt;
==Salvaging Rights==&lt;br /&gt;
&lt;br /&gt;
These laws will attempt to make clear what is, and is not salvage. Who has rights over what claims, the proper handling of claims and so fourth. These laws MUST be enforced by Nadezhda Marshals, or Blackshield, depending on the jurisdiction of the &#039;claim&#039; and apply to all colonists of the Nadezdha Colony as well as Colony Allies and &#039;Neutral&#039; third parties.&lt;br /&gt;
Basic salvage rights entail only the following caveats;&lt;br /&gt;
* Trash piles, unclaimed and clearly unowned items and storage containers are the rightful property of the &#039;first claimant&#039;. A trash pile belongs to the first person to touch it, an abandoned locker to the first one to reach it, et cetera.&lt;br /&gt;
* Clearly owned property must be respected. A labeled cart, a gun who&#039;s serial is registered and thus known - these are considered personal property, and must be respected. &lt;br /&gt;
Additionally the following rules apply to all &#039;claims&#039;&lt;br /&gt;
* If an item is stolen and then rediscovered in an area that would normally count as right-to-loot then it must be returned as it is their rightful property. &lt;br /&gt;
* Crime scenes. Any item taken from a crime scene is chargeable by theft, obstruction of duty, and suspicious conduct. A crime scene&#039;s boundaries will be clearly marked by tape set up by Marshals or Blackshield.&lt;br /&gt;
* Items dropped by colonists or allies due to severe injuries are their rightful property, and MUST be returned. &lt;br /&gt;
* The areas owned by colony allies or factions (such as Voidwolf ally Ships or the Soteria Solar Outpost), and clearly defined departmental zones are barred from allowing salvage claims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Types of Salvage Claims===&lt;br /&gt;
In  summary, there are four types of salvage areas. Claimed, Unclaimed, disputed and free&lt;br /&gt;
&lt;br /&gt;
*Claimed areas are those within colony borders(or the borders of colony allies) that have a lawful mandate placed over them, determined typically by the High Council, or at times low council. These locations are the claim-right of a particular faction, ally, et cetera. The FULL contents of these areas is the rightful claim of their respective owners, and any contents taken are effectively treated as their &#039;rightful property&#039;. Though mere presence on a claim is not generally sufficient to result in charges, the removal of property from them(I.E scavving) is cause for charges of trespass, theft, and grand theft. Additionally, a modifier &amp;quot;Breach of salvage rights&amp;quot; should be applied to each of these charges and any items taken returned  or, if not possible - their value owed in remediation.&lt;br /&gt;
&lt;br /&gt;
*Unclaimed areas, while still within colony property, have no rightful claim placed on them, such claims may be enacted at the discretion of the High council, foreman and low council(in that order of importance), having to be properly ratified and faxed to be valid.&lt;br /&gt;
&lt;br /&gt;
*Uncontested areas are new zones or uncertain zones that have no current claims. While they may be within the borders of the Colony or its Allies, they are generally free to loot so long as general scavenging rules are observed. Conflicts, theft and similar SHALL be punished by law.&lt;br /&gt;
&lt;br /&gt;
*Free areas are neither within colony territory nor hold any special claim. These areas are typically considered &#039;free&#039; of salvage rights and include but are not limited to; the untamed wilds past the colony border and space(and areas located within that do not fall under the purview of the previous types of claims).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known claims and their status===&lt;br /&gt;
*The Nadezdha colony maintains that the areas in its immediate vicinity, as well as the jungle directly south and the crater directly west are &#039;colony property&#039; and not subject to claims by non-colony forces.&lt;br /&gt;
&lt;br /&gt;
*Colony maintenance is &#039;unclaimed&#039;, thus only basic salvage rights must be respected.&lt;br /&gt;
&lt;br /&gt;
*The Prospectors hold exclusive claims over the following areas; Greyson Positronics field offices and attached locations, this include the Greyson Positronics Gantlet. &#039;Preppers&#039; bunker. &#039;Ironhead compound&#039; Smuggler base. &#039;Zoo&#039; research facility. &lt;br /&gt;
&lt;br /&gt;
*The &#039;Scrap haven&#039; is, as of now, a shared claim between the Prospectors and Hunters lodge - However, the Hunters Lodge has abdicated any right to lease their hold on the claim. &lt;br /&gt;
&lt;br /&gt;
*The hunters Lodge holds exclusive claim over the following areas; The lodge itself and land upon which it sits, and the plains in the immediate vicinity of their lodge&lt;br /&gt;
&lt;br /&gt;
*The &#039;Salvage Fields&#039; are &#039;free&#039; claims, though basic salvage rights should be respected.&lt;br /&gt;
&lt;br /&gt;
*The assorted, smaller &#039;Points of Interest&#039; in the immediate vicinity of the colony are &#039;uncontested&#039;(E.G, scorched outpost, lost outpost, etc).&lt;br /&gt;
&lt;br /&gt;
===Enforcement of Claims and Jurisdiction.===&lt;br /&gt;
As previously stated, it is the duty of Marshals and Blackshield to enforce salvaging rights - though they may vary on where their areas of jurisdiction come into play. &amp;lt;br&amp;gt;&lt;br /&gt;
Blackshield are largely expected to handle matters of salvage disputes where exterior forces threaten Nadezdha Colony(or upon request, colony allies) claims. Exterior factions attempted to jump claims owned by Prospectors should result in their dispatching.&amp;lt;br&amp;gt;&lt;br /&gt;
Marshals however are granted jurisdiction over legal matters of enforcement. Colonists jumping claims that are rightfully held should be charged accounting for the details of the matter. &amp;lt;br&amp;gt;&lt;br /&gt;
In the event where jurisdiction may be at question, it is important to remember that while the blackshield holds legal jurisdiction outside the perimeter fence - they are typically less oriented in the minutiae of law, and should they have to step in to enforce claims upon colonists past the walls they must hand over said colonists on return for processing by Marshals.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Additional Caveats===&lt;br /&gt;
*Salvage rights may, at the determination of their holder - be granted or leased. E.G, The Prospectors may, at the determination of the Foreman or Overboss Hogg grant rights over claims to other factions, allies, etc. &lt;br /&gt;
*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of &#039;equal value&#039; taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences&lt;br /&gt;
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-jumpers to return the stolen salvage and leave before force is used.&lt;br /&gt;
*Areas outside of the planets orbit, such as the nearby asteroid field in space, are not claimed by the colony directly. Salvagers and security forces operating there may salvage, but hold no direct claim over the materials there.&lt;br /&gt;
*Areas within the purview of Colony Salvage Law shall have their mineral resources granted exclusive purview for Lonestar Shipping to exploit, Lease or Manage as they will.&lt;br /&gt;
&lt;br /&gt;
==Intellectual Property==&lt;br /&gt;
&lt;br /&gt;
Nadezhda colony is filled with products produced with propietary designs from factions both within and without the colony. These designs belong exclusively to the company that owns them, however legal license to produce the items is distributed in the form of disks. As a general rule, no faction has any claim on any disk or item salvaged by another, nor any item which was manufactured by them or sold to them by a lawful owner, regardless of whether the design originated with the faction. The exceptions to this rule are as follows:&lt;br /&gt;
&lt;br /&gt;
*Unprotected design files, such as those found on factory disks or made by Soteria Research, are forbidden to leave the control of that faction without the written and stamped permission of the Faction Head. If such a disk is stolen, all items produced from it may be reclaimed. This is considered §505: Misappropriation of Intellectual Property, with the legal liability falling on the individual who stole or distributed the designs.&lt;br /&gt;
*Factions may act to protect the integrity of their uniforms to prevent confusion. Any Faction Head may prohibit those not belonging to their faction from wearing uniforms of that faction. Primes may not restrict non-clergy clothing from anyone who has not been formally excommunicated from the Church. Refusing to comply with the directive of a Faction Head in this matter is considered §102: Failure to Execute an Order.&lt;br /&gt;
&lt;br /&gt;
== Contraband Policy ==&lt;br /&gt;
=== Minor Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Minor Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zoom&lt;br /&gt;
* Mind Breaker&lt;br /&gt;
* Warlock Velvet&lt;br /&gt;
* Slime Jelly&lt;br /&gt;
* Cryptobilin&lt;br /&gt;
* Impedrezene&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Thermal Goggles (this includes implants)&lt;br /&gt;
* Random wave radio (owned by Lonestar, legal so long as procedure is followed as stated in Lonestar SOP)&lt;br /&gt;
* Chameleon devices (gloves, projectors, suits, armor, guns, etc)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Hardsuit Voice Synthesizer&lt;br /&gt;
* Data Jack module&lt;br /&gt;
* Electro Warfare module&lt;br /&gt;
* Thermal Modules (Including built-in thermal helmets &amp;amp; rig-mounts)&lt;br /&gt;
* Chameleon device (clothing forms, projector, etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Minor Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Thermals are considered contraband for all departments. Thermals are however permitted outside the colony or during a declared red alert level. This goes for the augmentations, glasses, helmets or rig-suit modules. The following items are considered thermals: Augmented shades, Thermo-nightvision helmets, Thermal goggles, Thermal augmentations and bioaugmentations. Along with any hardsuit modules that contain thermals.&lt;br /&gt;
** If either Church or Soteria provide to a colonist thermals illegally they are to be charged for minor contraband. If a Soteria staff continues to do so repeatedly, then they are to be demoted immediately. Heads of staff in Soteria or the Church continuing are to be detained, charged with abusing their executive powers, and demoted after a fax has been sent up to the faction leader. &lt;br /&gt;
** Permits can temporarily be issued by a Warrant Officer for their usage or transportation through the colony. Any surgical implantation of thermal augments by Soteria requires a properly written form signed by both the doctor and the Warrant Officer permitting such augments be used under Soteria&#039;s supervision.&lt;br /&gt;
* The shooting range is considered a testing zone for science. Items sent from science to the range for testing must be announced over general comms. In the instance of Soteria testing explosives up at the shooting range, it must be a device capable of small explosives only. Larger explosions are to be tested out in the mines.&lt;br /&gt;
* The chemicals in the list above are considered minor contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* All encryption keys that are not supplied to a colonists workplace are considered minor contraband. If sensitive or private information is gained through the use of encryption keys that a colonist should not have access to they should also be charged with violation of employee privacy. This is applied even if it was not the intent of the person using the encryption key. Legal access to an encryption key can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason. Please note that allies and neutral factions may have their own encryption keys - these are not illegal and should never be taken away.&lt;br /&gt;
* ID cards that are modified to give access to a normal departmental area of the colony without head departmental permissions are considered contrband. If, however, this access is issued either by a relevant head of staff or during the case of an emergency no timer or charge should apply. Legal access may be given by a head of staff to their department to another employee at anytime but may also be revoked at any time at the discression of the issuing head of department.&lt;br /&gt;
&lt;br /&gt;
=== Major Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Major Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zombie Powder&lt;br /&gt;
* Demon Powder&lt;br /&gt;
* Chloral Hydrate&lt;br /&gt;
* Polytrinic Acid&lt;br /&gt;
* Voice Nanites&lt;br /&gt;
* Handy Prints Nanites&lt;br /&gt;
* Napalm&lt;br /&gt;
* Tetraricide (Sweet Death)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Bluespace Harpoon&lt;br /&gt;
* Any explosive device (Must be currently explosive or easily capable of becoming explosive. A plasma tank, valve, and oxygen tank can be considered easily capable even when separated. A shellshock rifle or rail gun is not unless presently rigged to fire explosives.)&lt;br /&gt;
* Any and all Uplink devices.&lt;br /&gt;
* Freedom implant, Compressed matter implant, Explosive implant&lt;br /&gt;
* Chameleon device (Object Chameleon device cloner)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Combat mechs (Durand, Gygax, Phazon)&lt;br /&gt;
* Mechs rigged for combat, such as a ripley or odysseus modified with a jury rigged weapon.&lt;br /&gt;
* Any mind swapping technology.&lt;br /&gt;
* All Teleporters (modules, hand teleporters, etc.)&lt;br /&gt;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Functioning Cryptographic Sequencer (Also known as an Emag)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Major Contraband Exemptions &amp;amp; Stipulations ==== &lt;br /&gt;
* Soteria may test combat mechs at a firing range or outside the colony but &#039;&#039;&#039;must&#039;&#039;&#039; announce any and all movements of where the mech will be moving. Including the starting point to the desired ending point of the travel. These mechs may &#039;&#039;&#039;not&#039;&#039;&#039; be left in public spaces or otherwise operated, apart from moving through, public spaces unless exemptions are provided in the case of an emergency by security personnel.&lt;br /&gt;
** Permits for a combat mech may be temporarily issued by a Warrant Officer or Supply Specialist to non-Soteria personnel. The [[Example_Paperwork#Item_Application|proper forms]] should be filled out and the mech either housed inside of the employee&#039;s designated department or within Soteria&#039;s mech bay when not being used. Transporting any combat mech of any kind must be announced over public comms and cannot be driven freely across the colony. This policy and associated paperwork applies to any mech, including those obtained through salvage.&lt;br /&gt;
** Non-standard combat mechs / Non-combat mechs rigged for combat are not legal to own nor may receive licenses for normal usage. However, during Code Red or Code Delta emergencies they may be utilized by security personnel or otherwise permitted to be used by personnel determined to be fit and trust worthy by security personnel. All jury rigged weapons should be removed after the state of emergency without exception.&lt;br /&gt;
* The chemicals in the list above are considered major contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* Bluespace harpoons, and other teleportation items, may be used for research purposes by Soteria institute personnel. However, this does not mean they can be transported openly nor used or otherwise utilized outside of Soteria research departmental grounds. If transported outside of the department major contraband charges are applicable. If misused to teleport and employee unwillingly, as teleportation can be incredibly dangerous if not life threatening, see §413 - Unwilling Teleportation.&lt;br /&gt;
&lt;br /&gt;
===== Explosive Exemptions =====&lt;br /&gt;
Contraband explosives are considered, but not limited to: any device presently capable of causing wide-spread and reasonably uncontrolled damage. This includes, but is not limited to, frag grenades, incendiary grenades, EMP grenades, tank transfer bombs, explosives grenades, incendiary grenades, land mines, and other similar objects capable of replicating any of the listed items effects. Items such as non-explosive flashbangs, smoke grenades, or cleaning grenades are not considered explosives. An oxygen tank, transfer valve, plasma tank, or scrap rifle with its safety measures enable would not count individually as explosives, only if the devices were within reasonable proximity and had steps taken to allow them to be used as explosives. I.E. a scrap rifle with its safety systems off is contraband, a persons bag containing heated plasma tanks, oxygen tanks, and transfer valves would be reasonably considered an explosive object. This exception only applies if the objects are, viably, capable of causing an explosion, if the plasma tank and oxygen tanks are empty and cannot explode it would not be considered contraband. Best and reasonable judgment applies.&lt;br /&gt;
&lt;br /&gt;
Exceptions to the above clause may only be found in four cases:&lt;br /&gt;
&lt;br /&gt;
1. The Marshals and Blackshield may use whatever explosives they require to perform their duties during a code blue or higher scenario. Responsibility for all damage to persons or property are the sole responsibility of the individual using the explosive devices. Low-yield grenades and small-arms explosive ordinance, such as grenade launcher rounds, may be tested at Marshal or Blackshield ranges with proper notification that explosives will be fired at the specified range.&lt;br /&gt;
&lt;br /&gt;
2. Soteria Research may use any manner of explosives in the pursuit of research, the determination of what is considered ‘research’ is left to the sole discretion of the chief research overseer or, in the event one is not present, the biolab overseer. If neither is present, a low council vote is required to determine if the pursuit of research is considered scientific.&lt;br /&gt;
&lt;br /&gt;
3. Prospectors may carry and use explosives outside colony walls at their discretion, provided the explosive do not damage colony property or other persons from the colony or colony allies. Prospectors must hold all explosives within their department or with security in either the gate house or armory. The transportation of explosives should always be announced publicly.&lt;br /&gt;
In the event a prospectors wishes to sell explosive devices, be it to Soteria or Lonestar, this must be done with a member of the blackshield or marshal present and in the lobby of the respective department. In this scenario the explosive(s) must be stored in the buying department immediately. A form and record of the transaction should be recorded by security and filed with the WO, premier, sergeant, commander, and supply specialist.&lt;br /&gt;
&lt;br /&gt;
4. Permits &#039;&#039;&#039;may&#039;&#039;&#039; be written for temporary explosive usage within determined location at the descression of the Warrant Officer or Supply Specialist. Examples would be the allowance of Lonestar mining personnel to make use of small-yield explosive devices in mining operations, or temporary permits for Church for the transport of grenades for use in Deep Maintenance.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with the above section can and will result in the applicable charges and fines as expected by discretion of security personnel. This may include, but is not directly required to, charges of major contraband or negligence. In the event the explosive device is misused this may be upgraded to additional charges of Sabotage, Manslaughter, Major Sabotage or Murder. &#039;&#039;&#039;Improperly stored explosives that are stolen may confer charges both to the individual who stole and misused them and the individual who failed to properly safe keep the explosive devices, in this event both individuals receive the same charges regardless of fault.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Reasonable storage of an explosive device is determined by security discretion but the following factors should be considered when determining what is reasonable.&lt;br /&gt;
&lt;br /&gt;
Was the device in a locked container such as a secure locker, secure briefcase, safe, secure crate, or wall locker?&lt;br /&gt;
&lt;br /&gt;
Was the device and potential containers holding it secured behind access locked doors?&lt;br /&gt;
&lt;br /&gt;
Was the location of the device(s) kept discrete and related information on a need to know basis?&lt;br /&gt;
&lt;br /&gt;
=== Excelsior Equipment / Excelsior Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Excelsior Equipment&lt;br /&gt;
Note, if it&#039;s marked Excelsior (EXCLUDING SOAP), it&#039;s Excelsior Contraband. If it isn&#039;t, it&#039;s fine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Guns and Armor&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Weaponry (&amp;quot;Excelsior Kalashnikov&amp;quot;, &amp;quot;Excelsior Drozd&amp;quot;, &amp;quot;Excelsior PPSh&amp;quot;, etc.)&lt;br /&gt;
* Excelsior Branded/Colored Armored Voidsuits &amp;amp; Helmets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Technology&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machine Parts (Including Circuit Boards and Stock Parts)&lt;br /&gt;
* Excelsior Branded Implants&lt;br /&gt;
* Excelsior Branded Data-Disks (Such as Means of Production/Revolution, among others for specialized items.)&lt;br /&gt;
* Excelsior Branded Power Cells&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Machinery&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machinery (Including Teleporters, Autolathes, and so on.)&lt;br /&gt;
* Excelsior Branded Defensive Systems (Including Turrets, Shield Generators, and so on.)&lt;br /&gt;
* Excelsior Branded Boom Boxes&lt;br /&gt;
|}&lt;br /&gt;
==== Excelsior Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Excelsior equipment &#039;&#039;&#039;may never&#039;&#039;&#039; be operated by Security personnel, no matter their status within the Church, Psionic-testing or other implant-destroying augments. All Excelsior-branded technology should either be put into evidence by the Marshal department, if it is used in the conduction of a crime, or destroyed. No department may receive permission nor contraband licensing to use or otherwise utilize Excelsior technology unless an exemption is given by the High Council itself.&lt;br /&gt;
** Soteria Science may be handed Excelsior tech as a means of destruction. Soteria Science may not preform experiments with Excelsior tech but they may use it in a destructive analyzer to be used in the production and research of non-Excelsior technology.&lt;br /&gt;
** Guild may be handed Excelsior tech to be deconstructed as a means of useful destruction of Excelsior branded technology. Guild may not use nor utilize Excelsior technology itself but they may break it down in either their department&#039;s industrial autolathe or through their department&#039;s nanoforge machine.&lt;br /&gt;
** Marshals may utilize their Nanite Reconstructor in the armory to break down Excelsior weapons or armor. However tech like Excelsior branded cells or computer-components will not be able to be broken down by said machine. Personnel must find an alternative for those deconstruction methods.&lt;br /&gt;
&lt;br /&gt;
==Criminal Regulations==&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
There are two core types of modifiers: Criminality modifiers and Sentencing modifiers. Criminality modifiers alter whether or not an action is actually criminal in nature and can alter what charges can/should be pressed for a given incident. Sentencing modifiers do not alter the charges but rather the sentence, either upwards or downwards.&lt;br /&gt;
====Criminality Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#fff2cc;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Self Defense&#039;&#039;&#039; || To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others, however they are required to use only necessary force and to call for medical aid for their aggressor if they are in critical condition. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies to &amp;quot;defending&amp;quot; oneself against a lawful arrest, even if the charges are later found to be untrue. || Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense of Property&#039;&#039;&#039;|| To have acted with appropriate force in defense of one&#039;s rightful owned or claimed territory under colony law. Appropriate force is always nonlethal force unless the aggressor pulls out a lethal weapon. Same duties to obtain care for injured individuals that is given with Self Defense apply here. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies when &amp;quot;defending&amp;quot; one&#039;s area against Security acting on a properly authorized warrant. || Immediate Release&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Good Samaritan Clause&#039;&#039;&#039; || To break the law to prevent a greater harm from occurring. The greater harm must be imminent rather than hypothetical, and the law must be broken as little as reasonably possible. For example: breaking into a department to rescue someone whose suit sensors show they are in critical condition or dead. Acts found to be unreasonable will not be protected by this clause. Failure to comply with an investigation is never protected by this modifier. || Dropping of any charges that depend on ill intent.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Entrapment&#039;&#039;&#039; || To be charged with a crime the offender was induced to commit by Security and, without their help, either would not have or could not have committed. || Charges should be either reduced or dropped depending on their own level of indepedent criminal intent. The officers running the operation should be charged with Violation of Employee Rights as well as the charges they intended to entrap the victim with.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accomplice&#039;&#039;&#039; || To knowingly and materially aid another in the commission of a crime. Both elements are important: a merchant who sells a gun to someone with no knowledge it will be used for murder is not liable, nor is someone who simply cheers on someone else comitting a crime. Providing instruction on how to commit a crime does count as material aid, however, e.g. telling someone how to make a bomb. || Apply all charges for the crime that the primary suspect was aided in to the accomplice.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Authorized Use of Force&#039;&#039;&#039; || Use of force that is legally authorized. The primary example is the Marshals using force to bring in resistant suspects in accordance with their SOP. This modifier also applies to Soteria Lifeline Technicians using nonlethal force (including against Marshals or Councilors) to prevent someone from taking their patient, and Vectors using nonlethal force on members of the Absolutist church who are resisting internal discipline. || Charges should not be applied if the use of force was within legal guidelines.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sentencing Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cooperation with Prosecution&#039;&#039;&#039; || To aid members of colony security, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense. || 25% to 50% timer reduction. This only applies if information is provided that leads to bringing in a suspect that was not already apparent with the information security had.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Surrender&#039;&#039;&#039; || To willingly surrender oneself to security staff; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders. || 25% to 50% timer reduction. Execution may not be issued to those who have surrendered. Crimes worth of Holding until Transfer may be reduced to a timed sentence no less than 60 minutes at the discretion of the Warrant Officer.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Offense by Colony Command&#039;&#039;&#039; ||To be a member of the colony&#039;s command structure, including Steward and Premier, and to commit any Severe or higher level crime, or any crime that references this section in its sentence. This does not require formal conviction by a Tribunal, but a Warrant Officer can expect the charges to be overturned and charges to be filed against them if their fax to the High Council does not include sufficient evidence. || The Warrant Officer, at their discretion, may impose a shift-length dismissal on the individual. This sanction may only be overturned by the Faction Owner or the Low Council. Additionally, the Low Council may vote to impose sanctions either without a Warrant Officer/despite their disapproval or if they wish to impose more serious sanctions than a shift-length dismissal.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Repeat Offender&#039;&#039;&#039; || To commit the same crime multiple times in the same shift. This only applies if someone is punished for it and then commits the same crime after release, not for a string of offenses in a row.|| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc. This also goes for fines. Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Immediate Threat to the Prisoner&#039;&#039;&#039; || To be incarcerated when a situation in the Marshal area poses an immediate threat to the health of the prisoner || The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released.If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Use of Powers&#039;&#039;&#039; || To use abilities greater than those normal for a member of one&#039;s species in the commission of a crime. This includes (but is not limited to) psionics, nanogates, cruciforms, and Soteria-created genetic mutations. There must be reasonable belief that powers were used in such a manner; however, due to the nature of these powers being easy to conceal after the fact, hard evidence is not required. Officer discretion is encouraged, and they may choose not to apply this modifier if they believe the evidence is insufficient. || Any crimes given to the person has its fine value or time served automatically doubled. If the empowered person has a HuT sentence, it is highly encouraged to have their powers removed if it can be done safely. A empowered individual using their powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their powers should be removed before revival. In the case of a cruciformed individual killed relating to this section, if a Vector/Prime is available to properly remove the cruciform from the corpse this should be done; otherwise it should remain attached but deactivated.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime by AI/Cyborg&#039;&#039;&#039; || For Colony AI or Cyborg to commit actions that are criminal in the eyes of the law. Marshals are to operate as per normal. Soteria is to cooperate with the Marshals in regards of these matters, to see if the AI or Cyborg are malfunctioning before allowing them to be arrested.  A warrant is specifically required for security to enter the AI core, and Soteria personnel should accompany them to ensure matters are handled peacefully. Squads of Marshals or Shields should not be going into the core unless the AI in question is malfunctioning and/or hostile. As a further note, the AI and Cyborgs cannot open high access areas unless in a state of emergency, for example, the Marshal, Blackshield, or Command armory. The only other time they can open such areas is to clear out infestations and nothing more. || Cyborgs can be locked down within their cells or, if this is not possible, have their MMIs removed and tossed into a cell to serve the appropriate amount of time, or Soteria can choose to pay for their fine. Card the AI and toss it into the cell, much like the borgs. Once they have served their time, return them to their proper vessels. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Quick Reference Guide ===&lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge a colonist with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 108 for trespassing into a department, 105 for stealing an item from the department and 204 for attacking an employee trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Property Crimes&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X01)&#039;&#039;&#039;&lt;br /&gt;
|Vandalism&lt;br /&gt;
| -&lt;br /&gt;
|Destruction of Property&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Failing Duty&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X02)&#039;&#039;&#039;&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|Negligence&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rights Violations &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X03)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violence&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X04)&#039;&#039;&#039;&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Theft&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X05)&#039;&#039;&#039;&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|Violation of Salvage Rights&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X06)&#039;&#039;&#039;&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obstruction&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X07)&#039;&#039;&#039;&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|Treason&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trespass&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X08)&#039;&#039;&#039;&lt;br /&gt;
|Trespass&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resisting Lawful Authority&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X09)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Injunction&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Escaping from Confinement&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abuse of Lawful Authority&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X10)&#039;&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Disrupting Command&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X11)&#039;&#039;&#039;&lt;br /&gt;
|Sending a Time Wasting Fax&lt;br /&gt;
|Forgery&lt;br /&gt;
|False Testimony&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unconscionable Behavior&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X12)&#039;&#039;&#039;&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
|Cannibalism&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bodily Autonomy Violations&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X13)&#039;&#039;&#039;&lt;br /&gt;
|Harassment&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Quick Reference Punishment====&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Offense Type&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|Quick-Reference Punishments&lt;br /&gt;
|Fines suggested; timers applicable.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Some fines offered depending on crime; timers suggested.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Timers only.&lt;br /&gt;
|Timers applicable to some crimes; HuT is commonly standard punishment.&lt;br /&gt;
|HuT with possibility for legal execution or permanent exile depending on the crime.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Specialty Charges===&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an officer or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty colonist, a mediation should occur with the victim. The debtor&#039;s personal items may be forcefully liquidated to cover their debt, or an agreement reached to repay the debt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the colony or it’s security team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 1,000 credits may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 500 credits. Injuries such as fractures or injuries that leave a patient in codification condition should be 1,000 credits.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Blackshield committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|003 - Suicide Attempt &lt;br /&gt;
|To physically attempt to or credibly threaten to end one&#039;s own life either through radio communications or while in brig.&lt;br /&gt;
|Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.&lt;br /&gt;
&lt;br /&gt;
Upon their timer ending the prisoner should be held until medical personnel can arrive to escort them for psychiatric examination. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a colonist or department without provocation, stalking a colonist or refusing to leave a department, yelling over ones headset, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 1,000 credits may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Lack of Security, Medical, or Employment Records&lt;br /&gt;
|To be a registered member of the colony without any form of qualified records.&lt;br /&gt;
|This does not apply to outsiders visiting the colony nor members of the Hunters Lodge. &lt;br /&gt;
&lt;br /&gt;
All members of the colony are required to meet the minimum requirements highlighted [[Example_Paperwork#Character_Records|within the Character Records Section of Example Paperwork]].&lt;br /&gt;
&lt;br /&gt;
If a colonist does not meet this requirement, Security personnel should interview the colonist and aid them in setting up required records, providing a format sheet for them to fill out and put on file.&lt;br /&gt;
&lt;br /&gt;
If the colonist is not willing to file paperwork, they are to be released and High Council is to be notified. (Fax or A-help - records are a rule issue.) High Council will advise on actions to take, if any, regarding the issue.&lt;br /&gt;
&lt;br /&gt;
An offender who actively lies about their implant status - such as not reporting their nanogate, psionic, or church implant within their records is to receive a &#039;&#039;&#039;Providing False Testimony&#039;&#039;&#039; charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|006 - Data/Information Breach&lt;br /&gt;
|To knowingly and willfully communicate information, gained in confidence through private or departmental channels, to personnel without legal access. Department Heads have authority to communicate information from their respective channels.&lt;br /&gt;
&lt;br /&gt;
|A timer of no more than 30 minutes but no less than 10 and/or a minimum fine of 250 credits, up to 1,000, may be issued depending on severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Minor Charges===&lt;br /&gt;
{| style=&amp;quot;background-color:#aaffaa; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately deface or minorly damage colonial or departmental property without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, to littering in a public or departmental area, to minorly damaging a Soteria cyborg&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 500 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 250 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|To deliberately deny an employee certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically security or medical staff for a major SoP violation due to it going against another colonist’s rights. The colonist or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from Security using thermals without reason, Medical sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 1,000 credits to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with a colonist, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching a colonist when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 500 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another department and/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a department or owned by a person. This includes people taking items from their own department they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 500 credits with the addition of the item(s) being returned.&lt;br /&gt;
&lt;br /&gt;
If the stolen item(s) cannot be recovered then the offender may be forced to pay the item(s) cost to the victim. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Table.&#039;&#039;&#039;&lt;br /&gt;
|For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the chief biolab officer.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as a chameleon weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Marshals, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area. Detainment until the situation in question has been resolved.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a department lobby, the bar, or the kitchen also apply if asked to vacate the area by relevant department staff. Those with access typically should not be in those areas unless they have a good reason or permission from the department&#039;s relevant staff. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security personnel with an authorized warrant and council members conducting investigations authorized by an LC vote may not be asked or made to leave.&#039;&#039;&#039;&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as a Property Crime if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, colony control room or the outer perimeter see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the marshal or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the warrant officer only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Sending a time wasting fax See [[Faxes]]&lt;br /&gt;
|To send a fax to a faction leader of the colony or its allies that is considered unnecessary or unneeded. Do note that in [[Faxes]] it outlines what is and isn&#039;t a time wasting fax.&lt;br /&gt;
|This charge can only be given by a faction owner or faction ally, not by heads of staff or marshals.&lt;br /&gt;
|15 minute in a cell or a 750 credit fine.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms to seriously hurt or kill a colonist, previous violent convictions approaching while threatening a colonist, or if a colonist was to chase another colony member or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, charge &#039;&#039;&#039;Assault&#039;&#039;&#039; instead. If the offender stalks the victim also charge &#039;&#039;&#039;Harassment/Stalking&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Harassment or Stalking&lt;br /&gt;
|To take repeated actions for the purpose of harassing an individual, or to continue following them after being asked to stop.&lt;br /&gt;
|This crime does not apply if there is a lawful reason for the conduct, such as Marshals pursuing an investigation or a Head trying to get their employee to do their job.&lt;br /&gt;
|Timer of no more than 5 minutes or a 250 credit fine paid to the victim.&lt;br /&gt;
&lt;br /&gt;
Injunction placed at discretion of the WO&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Moderate Charges===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|To fail to complete the core functions of your job when they are necessary&lt;br /&gt;
|This is intended to handle situations where a job is required but the individual who should handle it is doing non-job related things or taking a break. For example, doctors not responding to calls for medical assistance, the Marshals not investigating a crime, the Prospectors not looting areas or not setting up their shop afterwards, or the chef not preparing any food. Providing products is not considered a core function of the Science department or the Guild unless there is an emergency and supplies are needed to aid with it. &lt;br /&gt;
&lt;br /&gt;
If there is more than one person in the relevant job and none respond to a call, all are to be punished unless they were occupied with other job-critical activities. If there is uncertainty about whether something a core function, the Faction Head and other professionals should be consulted but the final judgement rests with the Marshal handling the case.&lt;br /&gt;
|Forfeiture of 1 hour&#039;s pay to the corporate account. Timer of no more than 15 minutes. Dismissal at the discretion of the Head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish an employee without proper cause or reason, or in violation of due process rights such as Habeas Corpus.&lt;br /&gt;
|This is mainly for marshal officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause physical harm or mild injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it. This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition, or other less-than-lethal means, without just cause counts as assault.&lt;br /&gt;
&lt;br /&gt;
See ‘’’Aggravated Assault’’’ if any lethal ammunition are used, or if the victim suffers a broken bone or notable life-threatening hospitalization. See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill. See ‘’’Threat of Murder or Serious Injury``` as a secondary charge to any threats made while brandishing a weapon with a stated threat to murder.&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking an employees pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or credits takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the department head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Major Contraband &lt;br /&gt;
|To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
|See &#039;&#039;&#039;Contraband Table&#039;&#039;&#039; for what applies to this charge.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Supply Specialist, Brigadier, or the provost Marshal to override this law. &lt;br /&gt;
&lt;br /&gt;
The Chief Biolab Overseer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess any contraband so long as they comply with their &#039;&#039;Contraband Policy&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes and the confiscation of contraband items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is injured because of this, also charge &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, also charge the relevant Property Crimes charge. If a colonist dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;208&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
|Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge Manslaughter.&lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
| Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the officer trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An officer should take into account their reason for not reporting to security immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in security has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force.&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that do not require medical treatment beyond first aid but are still unwarranted. If the suspect required more than basic first aid, charge instead &#039;&#039;&#039;Severe Excessive Use of Force&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 2,000 credits paid to the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;211&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a fax to issue orders posing as the High Council or a superior, falsifying a medical prescription or  falsifying ones records to pose as either more certified or to fake eligibility for job positions.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|To abuse bodies of dead or previously dead people. Acts may range from non-medical or scientific desecration of a corpse to cannibalistic acts.&lt;br /&gt;
|Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039; without consent. Preventing a body from being repaired or cyborged also falls under this. Bodies rendered incapable of wound repair count as &#039;&#039;&#039;Murder&#039;&#039;&#039; instead. &lt;br /&gt;
If the body or any part of it is consumed, instead charge &#039;&#039;&#039;Cannibalism&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;213&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where colonists are roaming around Nadezhda, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. A marshal can request a male colonist to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 20 minutes, alongside a fine of 500 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Major Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Destruction of Property &lt;br /&gt;
|To destroy the property of a colonist, a colony faction, or the colony itself without valid reason, either deliberately or through negligence&lt;br /&gt;
|The property in question can belong to another individual, to a faction, or the colony at large. This crime includes destroying normal doors or walls, recycling or disassembling equipment, or damaging a cyborg to the point it needs internal repairs. Valid reasons include (but are not limited to) normal recycling and research activities. If an item is stolen and destroyed, charge either the relevant Theft level or this, whichever is more severe.&lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Negligence&lt;br /&gt;
|To cause notable damage to a colonist by failing at one&#039;s duty, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest mistakes, laziness, or deliberate disregard. This is usually because an employee ignored Standard Operating Procedure or failed to follow an order, but may also be applied if they failed to do something that a reasonable and competent professional in their role would do. It also applies any time any SOP explicitly calls for it, regardless of actual harm (e.g. engaging in human experimentation without a waiver). If a colonist is killed because of it, instead charge Manslaughter; if equipment is destroyed, charge Destruction of Property. This crime cannot be charged alongside Destruction of Property if the damage is the only significant result of the negligent conduct.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|To punish a crew member in excess for their crime, to give a crew member incorrect punishment, or to give fraudulent charges that are not valid.&lt;br /&gt;
|This includes stacking charges improperly, planting evidence, confiscating contraband if it is being used in a legal manner under the Contraband Policy, or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion/Dismissal at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §304&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|To cause severe injury to another employee or colonist, typically requiring invasive surgery or resulting in life-threatening physical harm.&lt;br /&gt;
|This is in reference to any form of assault that causes shrapnel, broken bones, severe bleeding, or otherwise rendering a victim into a state of critical condition. Shrapnel left in one’s body may count if the rounds are not LTL rounds. For LTL round usage that do ‘not’ result in broken bones or cause a life threatening injury, but may still embed, see ```Assault```.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;305&lt;br /&gt;
|Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039;, or otherwise taking undue action against a rightful claimant.&lt;br /&gt;
|The consideration of the stolen item(s) value should be taken into account when issuing this charge.&lt;br /&gt;
|Any stolen items should be returned to the proper salvage-claim holder. If the items are non-recoverable, or have been sold off, the offender is to repay that market-price of the stolen items to the victim. If the offender is not able to pay, apply specialty charge ```001 - Defaulting on Debt```.&lt;br /&gt;
&lt;br /&gt;
A timer of no more than 20 minutes may be issued on the offender alongside a 250 credit fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by security, even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room, virology, toxin storage or other essential high-security areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as a convict who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 30 minutes for escaping.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force which results in the victim requiring more than basic first aid&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that require surgery or other advanced medical treatment beyond first aid. If a victim dies and the use of force was not warranted, also charge Manslaughter.&lt;br /&gt;
|Dismissal which can only be overturned by the Faction Owner, who must be faxed in all cases of Severe Use of Excessive Force. Timer of no more than 30 minutes. Payment of all medical bills of the victim&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §311&lt;br /&gt;
|Providing False Testimony&lt;br /&gt;
|To provide false or deliberately misleading testimony to colony officials&lt;br /&gt;
|This can be applied in relation to interviews with investigators or to the interviews had with colony officials to create records (see §005).&lt;br /&gt;
&lt;br /&gt;
This crime requires intent to mislead, as judged by the Marshal handling the case.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
In cases of false/incomplete records, they should be permitted one chance to get them corrected unless evidence of deliberate deception is found. If such evidence exists or the records remain false, apply sentence as above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;312&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or crew well-being (e.g genetics, virology, weapon testing, etc.) don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but monkey cubes and the like probably aren&#039;t. &lt;br /&gt;
&lt;br /&gt;
Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms, or are fully tamed by a colonist. Tamed in this case means that they will not attack other colonists, or damage colony infrastructure.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 750 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If any named Colony Pet (Ian, Tea, Graves, Lisa, PunPun, and other pets that spawn in the colony with a roundstart name (this does not include ones made in-round unless specific by the High Council through fax/announcement) was targeted, it is an automatic 90 minute sentence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;313&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards a person or silicon unit.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exceptional Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To deliberately destroy colony equipment without valid reason.&lt;br /&gt;
|This includes destroying secured doors or reinforced walls, unauthorized destruction of cyborgs, breaking of machinery, etc. Valid reasons include (but are not limited to) destruction needed to prevent a greater loss of life or destruction of the colony&lt;br /&gt;
|Timer of no more than 45 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;403&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for anyone who abuses the power given to them, such as the premier acting like a security officer in a non-emergency, the warrant officer acting as if he is above the law, etc. Heads of staff trying to order a different department or ignoring a council vote also comes under this, as does security staff attempting to give orders to non-security without legal justification.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the department head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a fax should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill a colonist without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are of a dangerous, of high value, or of sensitive nature.&lt;br /&gt;
|This means high-value weapons or explosives, and also includes items of singular importance such as the station blueprints, chief biolab overseers hypospray, or items not easily replaced / are not replicable.&lt;br /&gt;
&lt;br /&gt;
important items produced solely by the Church, such as Cruciforms, Absolutist Constructs, and other Absolutist artifacts are property of the Church and may at any time for any reason be demanded back. Refusal to return the items shall be considered &#039;&#039;&#039;grand theft&#039;&#039;&#039; and &#039;&#039;&#039;failure to execute an order&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
&lt;br /&gt;
|To be in illegal possession of or to actively operate Excelsior equipment. &lt;br /&gt;
|This applies to Excelsior batteries, guns or armor. Their lack of safety features, shoddily made structure and use in operation can endanger oneself or other colonists.&lt;br /&gt;
&lt;br /&gt;
The usage of Excelsior tech also is a tell-tale sign of an Excelsior agent or collaborator.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Provost Marshal or the Brigadier to override this law. No lesser official can override this law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Policy&#039;&#039;&#039;&lt;br /&gt;
|Immediate medical examination and confiscation of equipment.&lt;br /&gt;
&lt;br /&gt;
If Excelsior implant is found and removed the subject should be placed under psychiatric evaluation until deemed fit. If deemed fit the offender should be released.&lt;br /&gt;
&lt;br /&gt;
If Excelsior equipment is operated or sold but no implant is found see &#039;&#039;&#039;Treason&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;407&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
|An exception would be a law reset when obviously harmful laws have been uploaded. Only the council or two Soteria overseers together can authorize a law change outside of this situation.&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;410&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, also charge &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §413&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|To teleport a person, with either psionic powers or bluespace technology, who is unwilling or does not consent to the testing of such equipment on themself.&lt;br /&gt;
|Teleportation devices used by non-sicence members count as &#039;&#039;&#039;Major Contraband&#039;&#039;&#039;, charge both crimes in such cases. If a person does not consent actively to be teleported by another person, such as through a harpoon or portal-throwing, etc - this charge applies.&lt;br /&gt;
|A timer of no more than 90 minutes may be issued. If the victim dies as a means of this teleportation, see &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
If the victim is hurt during the teleportation, or in result of it, see &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The offender is to be demoted upon sentencing for the crime.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Capital Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
|To engage in Sabotage on a large scale or on important infrastructure.&lt;br /&gt;
|This includes actions that either affect a large area or which deprive the colony or a faction the use of critical equipment such as the Church&#039;s bioreactor, the Soteria AI, or critical infrastructure. Applicable to unsuccessful attempts, if intent can be reasonably proved.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If an employee is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the colony through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;503&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force a colonist to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see §203 (Illegal Detention, Arrest or Holding).&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To willfully and intentionally kill or attempt to kill a colony member or an ally of the colony. Or to prevent a rightful revival or else render a colonist unrevivable through clear action. &lt;br /&gt;
|Clear intent is needed to prove a case of murder over manslaughter. While Manslaughter is unintentionally causing death through accident, or unintended consequences, Murder is a purposeful act with the intent to take the life of another.&lt;br /&gt;
&lt;br /&gt;
Attempts to cover up an incident of Manslaughter may necessitate a charge of murder due to pre/post meditative evidence. &lt;br /&gt;
Additionally, should proof positive be obtained that indicates premeditation the penalty should be automatically adjusted to H.U.T and the low council should convene to determine if more extreme penalties are warranted, up to and including execution.&lt;br /&gt;
&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;505&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
|To gain access to in-house or proprietary Designs, Documents, Programs, or otherwise vital assets of a Colony Faction or one of the Colony&#039;s allies.&lt;br /&gt;
|Whether by theft, trespass, or buying such items without the departmental head&#039;s explicitly written and shown permission. &lt;br /&gt;
&lt;br /&gt;
Note that this does &#039;&#039;&#039;NOT&#039;&#039;&#039; include stealing items themselves, such as constructed Guild items or items purchased through the Lonestar Trade System -- only the theft of the program itself or the designs to make more of the Guild&#039;s items, or otherwise.&lt;br /&gt;
&lt;br /&gt;
|Hold until Transfer. The stolen proprietary assets should be returned to the faction or ally they were stolen from immediately unless they are directly required to be used as evidence in a tribunal. Any items gathered or created with the proprietary assets should be given to the faction or ally as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;507&lt;br /&gt;
|Treason&lt;br /&gt;
|To deliberately undermine the efforts and interests of the colony at large, or to deliberately and willfully aid the efforts of hostile factions.&lt;br /&gt;
|This includes possessing or distributing Excelsior armor or weapons for purposes other than lawful destruction, attacking neutral factions without provocation or justifiable reason, giving a hostile faction information about the colony or its defenses, or taking up arms in support of a hostile faction against the colony. In cases of the Low Council voting to temporarily work with a normally hostile faction, Treason does not apply.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an AI upload or the Marshal armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a staff member may not be active. In rare cases, such as a code red incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as from a rogue AI or hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;509&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution unless the convict surrenders peacefully. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;510&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a colonist who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute a colonist or an ally based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having less than a unanimous sentencing vote, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The warrant officer is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact provost marshal Boris Kilmeade if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Provost Marshal Boris Kilmeade may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;512&lt;br /&gt;
|Cannibalism&lt;br /&gt;
|To eat the flesh of any sapient species&lt;br /&gt;
|Artificially made meat never counts as this. Eating flash-grown humanoids such as Voidwolves does count as this. This crime is charged alongside any relevant violence charges.&lt;br /&gt;
|Holding until Judgement&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;513&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
|This charge exists as a means to handle non-con scenes ICly when they do happen.&#039;&#039;&#039;Noncon RP is not permitted on this server. Ahelp staff when dealing with these charges.&#039;&#039;&#039;&lt;br /&gt;
|Permanent removal from the colony or execution.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Common Areas&#039;&#039;&#039;: Generally understood to be publicly accessible areas of the colony that are owned and maintained &amp;lt;i&amp;gt;by&amp;lt;/i&amp;gt; the colony rather than as part of an individual department.&lt;br /&gt;
* &#039;&#039;&#039;Lethal Firearm&#039;&#039;&#039;: A gun loaded or set to a fire mode that&#039;s main purpose is to inflict damage to put a person into a critical conduction and or kill. Rubbers when shot out of a gun that has mods to inflict additional damage onto the bullet itself automatically count as lethal.&lt;br /&gt;
* &#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires following the sanction process in general SOP to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including Assistant position. Requires following the sanction process in general SOP to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means.  It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation at admin discretion))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying an on-shift general leadership position within a faction.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases at Warrant Officer discretion.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgment.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Marshal Officers. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
* Laws do NOT protect outsiders unless specified via Low Council vote, High Council decree, or in the case of colony allies. The only time laws may protect a neutral person or Outsider is in the case of the wording being &#039;Someone&#039;, &#039;Person&#039;, or &#039;People&#039; - implying this would cover non-colony members as well due to its wording.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=4422</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=4422"/>
		<updated>2024-11-01T17:23:09Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: /* Moderate Charges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The colony laws are a series of regulations that all interest groups on the High Council have agreed to, applying them broadly to all colonists inside the colony. The colony’s Marshals are expected to uphold and enforce these laws, and all departments are expected to follow them. This is not a general guide to security. All new marshals should review the official [[Guide to Security|Guide to Marshals]]. It is important to know that all offenses listed below should be followed as a ‘guideline’ by law enforcement personnel and do allow for victim rights and alternative solutions to minor offenses. For example, you are not required to give a sentence if the problem can be resolved in an alternative way that the suspect agrees to, such as an agreement with the victim in return for not pressing charges, or peer mediation. To understand how to go about a proper arrest, or other clarifications such as prisoner rights, alert levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is enforced via the head of staff. To be charged with a violation of SOP, a head of staff has to request a relevant charge be levied, such as denial of a reasonable order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to colonists, colony allies and authorized visitors. Individuals and groups unconnected to the colony have no rights and therefore no protections under the law.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;All colony law is subject to the standard of INNOCENT UNTIL PROVEN GUILTY. No one is to ever be assumed guilty, evidence must be presented that reasonably proves guilt.&amp;lt;/big&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A good working knowledge of the law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of the law are required for such positions as the ranger, officer, premier, and the warrant officer. For certain crimes, the accused party&#039;s intent is important. Intent can be the difference between a charge such as, say, manslaughter and murder. One requires purposeful intent, the other is unintentional and typically caused by negligence or workplace accident. It is also important to note that manslaughter and murder are mutually exclusive. This indicates that an individual must be charged with one or the other, not both. Neither could a colonist be charged with both assault and murder on an individual if there is only a single victim, the higher-grade charge must be the charge applied in that case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of this will be explained in detail as you read on, including specialty clauses, cases, guides, and explanations to how a Marshal or servant of the law should think when interpreting legal issues such as criminal acts or disputes.&lt;br /&gt;
&lt;br /&gt;
Here are a few basic to-know bullet points for officers:&lt;br /&gt;
* &#039;&#039;&#039;To ensure you, as an arresting officer, don&#039;t fall into the trap of negligence or misuse of power, always follow procedure where possible as detailed by [[Standard_Operating_Procedure#Marshals|standard operating procedure]].&#039;&#039;&#039;&lt;br /&gt;
* As an arresting officer, follow the [[Guide to Security|Guide to Marshals]] to ensure you don&#039;t fall foul of legal proceedings.&lt;br /&gt;
* In the case of pressed charges being in the same category (i.e Battery, Assault, Murder - or Vandalism, Theft, Grand Theft) take only the most severe charge. Any lesser charges in this case should not be applied.&lt;br /&gt;
* Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
* A single incident has a single sentence, so if, for instance, the prisoner took 3 items off a person, this is a single count of theft. Otherwise this would count as &#039;crime-stacking&#039;, which is against SOP and law.&lt;br /&gt;
* When deciding on a timer for multiple crimes committed, take each crime into consideration separately. Then add the times together to get a final concise timer. This should be the timer issued to an offender when they are put in a cell.&lt;br /&gt;
* &#039;&#039;&#039;The time taken to bring in an offender and the time taken when questioning the offender are NOT to be calculated into their issued timer.&#039;&#039;&#039; Timers begin when plugged in on a cell&#039;s console. However, offenders should be processed as quick as reasonably possible as-per their rights as employees within the colony.&lt;br /&gt;
&lt;br /&gt;
=== Victim Rights ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victims of a crime hold the general right to drop charges.&#039;&#039;&#039; This applies to charges within the 100, 200, and 300 tiers. Victims may also choose to only collect monetary value equal to their losses from the offender in question, such as any incurring medical bills or loss of property. These clauses are there to allow a victim peace of mind and to make sound decisions rather than being forced into court cases.&lt;br /&gt;
&lt;br /&gt;
There are some exceptions, however. 400 and 500-level charges &#039;&#039;&#039;cannot&#039;&#039;&#039; be dropped at any time by a victim, as these acts extend further than creating a victim, but also threatening the lives of others and the order of the colony as a whole. Officers &#039;&#039;may&#039;&#039; take into account an offender’s circumstances and a victim&#039;s testimonial when deciding intent and timers but no dropping of charges may occur.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this section, each individual directly targeted by criminal activity is a victim. If a crime affects a department, such as Trespass, then the Department Head may choose to drop the charge. If there is no Head, the charge can only be dropped by unanimous consent of those who were affected. If the crime affects the colony as a whole or has no specific victim, such as Contraband, Breakout, or Desecrating a Corpse, only the Warrant Officer or Ranger may authorize the waiving of charges, and a decision to waive charges may be overridden by the Warrant Officer (if the decision was made by a Ranger) or a vote of the Low Council.&lt;br /&gt;
&lt;br /&gt;
=== Fines &amp;amp; Timers ===&lt;br /&gt;
&lt;br /&gt;
Some crimes may offer either a fine or a timer, or in some cases, &#039;both&#039; a fine and a timer together. It is ultimately at the discretion of the arresting officer and/or the warrant-filer what the punishment for an offense should be. &lt;br /&gt;
&lt;br /&gt;
Fines are ultimately recommended for most low-level crimes, if they are listed under the ‘timer’ section of the quick reference guide. If, however, an offender is non-cooperative, a repeat offender, or otherwise hindering an investigation a timer should be issued instead. Fines are to be paid to the Marshal department directly, while any compensation, such as to damaged property or medical fees, should be directed to the victim and/or the victim department.&lt;br /&gt;
&lt;br /&gt;
Timers are to be decided by the senior authority, typically either a ranger or warrant officer. If in the case where neither are available then the arresting officer may decide. Timers should not exceed a maximum time allocated to the charge &#039;&#039;&#039;unless&#039;&#039;&#039; modifiers are added on; such as a repeat offender who would receive double the time. Timers &#039;may&#039; be less than the allocated maximum time depending on circumstances and modifiers that would normally subtract time from one’s sentence, such as cooperation with security personnel or in cases of entrapment.&lt;br /&gt;
&lt;br /&gt;
== Heads of Staff &amp;amp; Lower Council Law ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heads of staff are not above the law, and can be arrested by the marshals for breaking it.&#039;&#039;&#039; The &#039;only&#039; time that the law can be overridden is when there is an imminent and overwhelming threat to the colony, such as during a Code Delta scenario. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A determination of no-wrongdoing may result in the dismissal of charges levied or a negating of any brig time served.&#039;&#039;&#039; Determinations of no-wrongdoing must be done by a Warrant Officer after an investigation, which must be faxed to the Office of the Provost Marshal, the Provost Marshal himself, or the colonies High Council. Any Warrant Officer found to abuse their authority to declare improper cases of no-wrongdoing may be demoted and arrested for exceeding their official power alongside other charges, such as falsifying information or providing false testimony.&lt;br /&gt;
&lt;br /&gt;
A vote held by the Lower Council may also be used to indite some charges, such as abuse of power or charges related to disrupting the Low Council. Any crime that requires judgement, such as crimes labeled as &#039;HuJ&#039; / Hold until Judgement, should be decided on in a timely manner by the Lower Council through a tribunal. A tribunal &#039;&#039;&#039;must&#039;&#039;&#039; follow the [[Standard Operating Procedure (Legal)|Legal Standard Operating Procedure]] to be considered legal. A tribunal must properly vote and may only be overturned by the High Council itself.&lt;br /&gt;
&lt;br /&gt;
== Law in Relation to Outsiders, Allies, &amp;amp; Others ==&lt;br /&gt;
&lt;br /&gt;
Colony law is &#039;&#039;&#039;not&#039;&#039;&#039; extended to neutral parties inherently. Outsiders, for example, have no inherant legal rights or protections. However, some laws do apply to protect outsiders as well, including all intelligent, sapient beings. This includes other intelligent races, ranging from Humans to Mycus, to anything of higher intelligence including robots with self awareness.&lt;br /&gt;
&lt;br /&gt;
For simple terminology of colony law:&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Employee&amp;quot; / &amp;quot;Colonist&amp;quot;&#039;&#039;&#039; = A member of the colony or an employee of one of the colony&#039;s various factions. These rights are extended to all members of the colony and all members of departments.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;People&amp;quot; / &amp;quot;Person&amp;quot; / &amp;quot;Someone&amp;quot;&#039;&#039;&#039; = This covers &#039;&#039;&#039;any&#039;&#039;&#039; sapient, intelligent being, regardless of their allegiance. Outsiders, hostiles, allies, etc. This term is used only rarely, but is typically used to refer to crimes such as desecration of a corpse due to the criminal and inhumane act of cannibalism, or in reference to inhumane acts such as the act of enslavement. &lt;br /&gt;
&lt;br /&gt;
Outsiders are only protected under colony law under the term &#039;people&#039;, &#039;person&#039;, &#039;someone&#039;, or if granted entry to the colony via vote for visitation or sale of goods. When an Outsider is granted entry, they have the same rights as a citizen of the colony - until they are ejected or their visitation period ends. At that point legal protection ends.&lt;br /&gt;
&lt;br /&gt;
Outsiders, Neutral parties or visitors that are allowed in generally expected to follow &#039;common sense&#039; colony law. That is, don&#039;t steal, don&#039;t assault and do not take advantage of your hosts. They should also generally remain in the colony common areas, and not take anything belonging to the colony(this includes items kept &#039;for the common good, such as the tech storage tools, lathe, medical supplies, etc). Any who violate these rules may be ejected immediately by colony security, any who breach these rules in a more serious fashion should be detained and the Provost faxed. &lt;br /&gt;
&lt;br /&gt;
Lodge members and other colony-aligned factions have full rights of a normal colonist. For information on this, and neutral parties, this can be found in Standard Operating Procedure. Attacking a non-hostile neutral party can result in a charge of &#039;&#039;&#039;Treason&#039;&#039;&#039; depending on the incident. Neutral party refers to a neutral organization, not individuals such as Outsiders.&lt;br /&gt;
&lt;br /&gt;
Security personnel are to obey these clauses and understand the wording.&lt;br /&gt;
&lt;br /&gt;
==Salvaging Rights==&lt;br /&gt;
&lt;br /&gt;
These laws will attempt to make clear what is, and is not salvage. Who has rights over what claims, the proper handling of claims and so fourth. These laws MUST be enforced by Nadezhda Marshals, or Blackshield, depending on the jurisdiction of the &#039;claim&#039; and apply to all colonists of the Nadezdha Colony as well as Colony Allies and &#039;Neutral&#039; third parties.&lt;br /&gt;
Basic salvage rights entail only the following caveats;&lt;br /&gt;
* Trash piles, unclaimed and clearly unowned items and storage containers are the rightful property of the &#039;first claimant&#039;. A trash pile belongs to the first person to touch it, an abandoned locker to the first one to reach it, et cetera.&lt;br /&gt;
* Clearly owned property must be respected. A labeled cart, a gun who&#039;s serial is registered and thus known - these are considered personal property, and must be respected. &lt;br /&gt;
Additionally the following rules apply to all &#039;claims&#039;&lt;br /&gt;
* If an item is stolen and then rediscovered in an area that would normally count as right-to-loot then it must be returned as it is their rightful property. &lt;br /&gt;
* Crime scenes. Any item taken from a crime scene is chargeable by theft, obstruction of duty, and suspicious conduct. A crime scene&#039;s boundaries will be clearly marked by tape set up by Marshals or Blackshield.&lt;br /&gt;
* Items dropped by colonists or allies due to severe injuries are their rightful property, and MUST be returned. &lt;br /&gt;
* The areas owned by colony allies or factions (such as Voidwolf ally Ships or the Soteria Solar Outpost), and clearly defined departmental zones are barred from allowing salvage claims.&lt;br /&gt;
===Types of Salvage Claims===&lt;br /&gt;
In summary, there are four types of salvage areas. Claimed, Unclaimed, disputed and free&lt;br /&gt;
&lt;br /&gt;
*Claimed areas are those within colony borders(or the borders of colony allies) that have a lawful mandate placed over them, determined typically by the High Council, or at times low council. These locations are the claim-right of a particular faction, ally, et cetera. The FULL contents of these areas is the rightful claim of their respective owners, and any contents taken are effectively treated as their &#039;rightful property&#039;. Though mere presence on a claim is not generally sufficient to result in charges, the removal of property from them(I.E scavving) is cause for charges of trespass, theft, and grand theft. Additionally, a modifier &amp;quot;Breach of salvage rights&amp;quot; should be applied to each of these charges and any items taken returned or, if not possible - their value owed in remediation.&lt;br /&gt;
&lt;br /&gt;
*Unclaimed areas, while still within colony property, have no rightful claim placed on them, such claims may be enacted at the discretion of the High council, foreman and low council(in that order of importance), having to be properly ratified and faxed to be valid.&lt;br /&gt;
&lt;br /&gt;
*Uncontested areas are new zones or uncertain zones that have no current claims. While they may be within the borders of the Colony or its Allies, they are generally free to loot so long as general scavenging rules are observed. Conflicts, theft and similar SHALL be punished by law.&lt;br /&gt;
&lt;br /&gt;
*Free areas are neither within colony territory nor hold any special claim. These areas are typically considered &#039;free&#039; of salvage rights and include but are not limited to; the untamed wilds past the colony border and space(and areas located within that do not fall under the purview of the previous types of claims).&lt;br /&gt;
===Known claims and their status===&lt;br /&gt;
*The Nadezdha colony maintains that the areas in its immediate vicinity, as well as the forest directly south and the crater directly west are &#039;colony property&#039; and not subject to claims by non-colony forces.&lt;br /&gt;
&lt;br /&gt;
*Colony maintenance is &#039;unclaimed&#039;, thus only basic salvage rights must be respected.&lt;br /&gt;
&lt;br /&gt;
*The Prospectors hold exclusive claims over the following areas; Greyson Positronics field offices and attached locations, this include the Greyson Positronics Gantlet. &#039;Preppers&#039; bunker. &#039;Ironhead compound&#039; Smuggler base. &#039;Zoo&#039; research facility. &lt;br /&gt;
&lt;br /&gt;
*The &#039;Scrap haven&#039; is, as of now, a shared claim between the Prospectors and Hunters lodge - However, the Hunters Lodge has abdicated any right to lease their hold on the claim. &lt;br /&gt;
&lt;br /&gt;
*The hunters Lodge holds exclusive claim over the following areas; The lodge itself and land upon which it sits, and the plains in the immediate vicinity of their lodge&lt;br /&gt;
&lt;br /&gt;
*The &#039;Salvage Fields&#039; are &#039;free&#039; claims, though basic salvage rights should be respected.&lt;br /&gt;
&lt;br /&gt;
*The assorted, smaller &#039;Points of Interest&#039; in the immediate vicinity of the colony are &#039;uncontested&#039;(E.G, scorched outpost, lost outpost, etc).&lt;br /&gt;
&lt;br /&gt;
===Enforcement of Claims and Jurisdiction.===&lt;br /&gt;
As previously stated, it is the duty of Marshals and Blackshield to enforce salvaging rights - though they may vary on where their areas of jurisdiction come into play. &amp;lt;br&amp;gt;&lt;br /&gt;
Blackshield are largely expected to handle matters of salvage disputes where exterior forces threaten Nadezdha Colony(or upon request, colony allies) claims. Exterior factions attempted to jump claims owned by Prospectors should result in their dispatching.&amp;lt;br&amp;gt;&lt;br /&gt;
Marshals however are granted jurisdiction over legal matters of enforcement. Colonists jumping claims that are rightfully held should be charged accounting for the details of the matter. &amp;lt;br&amp;gt;&lt;br /&gt;
In the event where jurisdiction may be at question, it is important to remember that while the blackshield holds legal jurisdiction outside the perimeter fence - they are typically less oriented in the minutiae of law, and should they have to step in to enforce claims upon colonists past the walls they must hand over said colonists on return for processing by Marshals.&lt;br /&gt;
&lt;br /&gt;
===Additional Caveats===&lt;br /&gt;
*Salvage rights may, at the determination of their holder - be granted or leased. E.G, The Prospectors may, at the determination of the Foreman or Overboss Hogg grant rights over claims to other factions, allies, etc. &lt;br /&gt;
*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of &#039;equal value&#039; taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences&lt;br /&gt;
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-jumpers to return the stolen salvage and leave before force is used.&lt;br /&gt;
*Areas outside of the planets orbit, such as the nearby asteroid field in space, are not claimed by the colony directly. Salvagers and security forces operating there may salvage, but hold no direct claim over the materials there.&lt;br /&gt;
*Areas within the purview of Colony Salvage Law shall have their mineral resources granted exclusive purview for Lonestar Shipping to exploit, Lease or Manage as they will.&lt;br /&gt;
&lt;br /&gt;
==Intellectual Property==&lt;br /&gt;
&lt;br /&gt;
Nadezhda colony is filled with products produced with propietary designs from factions both within and without the colony. These designs belong exclusively to the company that owns them, however legal license to produce the items is distributed in the form of disks. As a general rule, no faction has any claim on any disk or item salvaged by another, nor any item which was manufactured by them or sold to them by a lawful owner, regardless of whether the design originated with the faction. The exceptions to this rule are as follows:&lt;br /&gt;
&lt;br /&gt;
*Unprotected design files, such as those found on factory disks or made by Soteria Research, are forbidden to leave the control of that faction without the written and stamped permission of the Faction Head. If such a disk is stolen, all items produced from it may be reclaimed. This is considered §505: Misappropriation of Intellectual Property, with the legal liability falling on the individual who stole or distributed the designs.&lt;br /&gt;
*Factions may act to protect the integrity of their uniforms to prevent confusion. Any Faction Head may prohibit those not belonging to their faction from wearing uniforms of that faction. Primes may not restrict non-clergy clothing from anyone who has not been formally excommunicated from the Church. Refusing to comply with the directive of a Faction Head in this matter is considered §102: Failure to Execute an Order.&lt;br /&gt;
&lt;br /&gt;
== Contraband Policy ==&lt;br /&gt;
=== Minor Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Minor Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zoom&lt;br /&gt;
* Mind Breaker&lt;br /&gt;
* Warlock Velvet&lt;br /&gt;
* Slime Jelly&lt;br /&gt;
* Cryptobilin&lt;br /&gt;
* Impedrezene&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Thermal Goggles (this includes implants)&lt;br /&gt;
* Random wave radio (owned by Lonestar, legal so long as procedure is followed as stated in Lonestar SOP)&lt;br /&gt;
* Chameleon devices (gloves, projectors, suits, armor, guns, etc)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Hardsuit Voice Synthesizer&lt;br /&gt;
* Data Jack module&lt;br /&gt;
* Electro Warfare module&lt;br /&gt;
* Thermal Modules (Including built-in thermal helmets &amp;amp; rig-mounts)&lt;br /&gt;
* Chameleon device (clothing forms, projector, etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Minor Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Thermals are considered contraband for all departments. Thermals are however permitted outside the colony or during a declared red alert level. This goes for the augmentations, glasses, helmets or rig-suit modules. The following items are considered thermals: Augmented shades, Thermo-nightvision helmets, Thermal goggles, Thermal augmentations and bioaugmentations. Along with any hardsuit modules that contain thermals.&lt;br /&gt;
** If either Church or Soteria provide to a colonist thermals illegally they are to be charged for minor contraband. If a Soteria staff continues to do so repeatedly, then they are to be demoted immediately. Heads of staff in Soteria or the Church continuing are to be detained, charged with abusing their executive powers, and demoted after a fax has been sent up to the faction leader. &lt;br /&gt;
** Permits can temporarily be issued by a Warrant Officer for their usage or transportation through the colony. Any surgical implantation of thermal augments by Soteria requires a properly written form signed by both the doctor and the Warrant Officer permitting such augments be used under Soteria&#039;s supervision.&lt;br /&gt;
* The shooting range is considered a testing zone for science. Items sent from science to the range for testing must be announced over general comms. In the instance of Soteria testing explosives up at the shooting range, it must be a device capable of small explosives only. Larger explosions are to be tested out in the mines.&lt;br /&gt;
* The chemicals in the list above are considered minor contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* All encryption keys that are not supplied to a colonists workplace are considered minor contraband. If sensitive or private information is gained through the use of encryption keys that a colonist should not have access to they should also be charged with violation of employee privacy. This is applied even if it was not the intent of the person using the encryption key. Legal access to an encryption key can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason. Please note that allies and neutral factions may have their own encryption keys - these are not illegal and should never be taken away.&lt;br /&gt;
* ID cards that are modified to give access to a normal departmental area of the colony without head departmental permissions are considered contrband. If, however, this access is issued either by a relevant head of staff or during the case of an emergency no timer or charge should apply. Legal access may be given by a head of staff to their department to another employee at anytime but may also be revoked at any time at the discression of the issuing head of department.&lt;br /&gt;
&lt;br /&gt;
=== Major Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Major Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zombie Powder&lt;br /&gt;
* Demon Powder&lt;br /&gt;
* Chloral Hydrate&lt;br /&gt;
* Polytrinic Acid&lt;br /&gt;
* Voice Nanites&lt;br /&gt;
* Handy Prints Nanites&lt;br /&gt;
* Napalm&lt;br /&gt;
* Tetraricide (Sweet Death)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Bluespace Harpoon&lt;br /&gt;
* Any explosive device (Must be currently explosive or easily capable of becoming explosive. A plasma tank, valve, and oxygen tank can be considered easily capable even when separated. A shellshock rifle or rail gun is not unless presently rigged to fire explosives.)&lt;br /&gt;
* Any and all Uplink devices.&lt;br /&gt;
* Freedom implant, Compressed matter implant, Explosive implant&lt;br /&gt;
* Chameleon device (Object Chameleon device cloner)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Combat mechs (Durand, Gygax, Phazon)&lt;br /&gt;
* Mechs rigged for combat, such as a ripley or odysseus modified with a jury rigged weapon.&lt;br /&gt;
* Any mind swapping technology.&lt;br /&gt;
* All Teleporters (modules, hand teleporters, etc.)&lt;br /&gt;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Functioning Cryptographic Sequencer (Also known as an Emag)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Major Contraband Exemptions &amp;amp; Stipulations ==== &lt;br /&gt;
* Soteria may test combat mechs at a firing range or outside the colony but &#039;&#039;&#039;must&#039;&#039;&#039; announce any and all movements of where the mech will be moving. Including the starting point to the desired ending point of the travel. These mechs may &#039;&#039;&#039;not&#039;&#039;&#039; be left in public spaces or otherwise operated, apart from moving through, public spaces unless exemptions are provided in the case of an emergency by security personnel.&lt;br /&gt;
** Permits for a combat mech may be temporarily issued by a Warrant Officer or Supply Specialist to non-Soteria personnel. The [[Example_Paperwork#Item_Application|proper forms]] should be filled out and the mech either housed inside of the employee&#039;s designated department or within Soteria&#039;s mech bay when not being used. Transporting any combat mech of any kind must be announced over public comms and cannot be driven freely across the colony. This policy and associated paperwork applies to any mech, including those obtained through salvage.&lt;br /&gt;
** Non-standard combat mechs / Non-combat mechs rigged for combat are not legal to own nor may receive licenses for normal usage. However, during Code Red or Code Delta emergencies they may be utilized by security personnel or otherwise permitted to be used by personnel determined to be fit and trust worthy by security personnel. All jury rigged weapons should be removed after the state of emergency without exception.&lt;br /&gt;
* The chemicals in the list above are considered major contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* Bluespace harpoons, and other teleportation items, may be used for research purposes by Soteria institute personnel. However, this does not mean they can be transported openly nor used or otherwise utilized outside of Soteria research departmental grounds. If transported outside of the department major contraband charges are applicable. If misused to teleport and employee unwillingly, as teleportation can be incredibly dangerous if not life threatening, see §413 - Unwilling Teleportation.&lt;br /&gt;
&lt;br /&gt;
===== Explosive Exemptions =====&lt;br /&gt;
Contraband explosives are considered, but not limited to: any device presently capable of causing wide-spread and reasonably uncontrolled damage. This includes, but is not limited to, frag grenades, incendiary grenades, EMP grenades, tank transfer bombs, explosives grenades, incendiary grenades, land mines, and other similar objects capable of replicating any of the listed items effects. Items such as non-explosive flashbangs, smoke grenades, or cleaning grenades are not considered explosives. An oxygen tank, transfer valve, plasma tank, or scrap rifle with its safety measures enable would not count individually as explosives, only if the devices were within reasonable proximity and had steps taken to allow them to be used as explosives. I.E. a scrap rifle with its safety systems off is contraband, a persons bag containing heated plasma tanks, oxygen tanks, and transfer valves would be reasonably considered an explosive object. This exception only applies if the objects are, viably, capable of causing an explosion, if the plasma tank and oxygen tanks are empty and cannot explode it would not be considered contraband. Best and reasonable judgment applies.&lt;br /&gt;
&lt;br /&gt;
Exceptions to the above clause may only be found in four cases:&lt;br /&gt;
&lt;br /&gt;
1. The Marshals and Blackshield may use whatever explosives they require to perform their duties during a code blue or higher scenario. Responsibility for all damage to persons or property are the sole responsibility of the individual using the explosive devices. Low-yield grenades and small-arms explosive ordinance, such as grenade launcher rounds, may be tested at Marshal or Blackshield ranges with proper notification that explosives will be fired at the specified range.&lt;br /&gt;
&lt;br /&gt;
2. Soteria Research may use any manner of explosives in the pursuit of research, the determination of what is considered ‘research’ is left to the sole discretion of the chief research overseer or, in the event one is not present, the biolab overseer. If neither is present, a low council vote is required to determine if the pursuit of research is considered scientific.&lt;br /&gt;
&lt;br /&gt;
3. Prospectors may carry and use explosives outside colony walls at their discretion, provided the explosive do not damage colony property or other persons from the colony or colony allies. Prospectors must hold all explosives within their department or with security in either the gate house or armory. The transportation of explosives should always be announced publicly.&lt;br /&gt;
In the event a prospectors wishes to sell explosive devices, be it to Soteria or Lonestar, this must be done with a member of the blackshield or marshal present and in the lobby of the respective department. In this scenario the explosive(s) must be stored in the buying department immediately. A form and record of the transaction should be recorded by security and filed with the WO, premier, sergeant, commander, and supply specialist.&lt;br /&gt;
&lt;br /&gt;
4. Permits &#039;&#039;&#039;may&#039;&#039;&#039; be written for temporary explosive usage within determined location at the descression of the Warrant Officer or Supply Specialist. Examples would be the allowance of Lonestar mining personnel to make use of small-yield explosive devices in mining operations, or temporary permits for Church for the transport of grenades for use in Deep Maintenance.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with the above section can and will result in the applicable charges and fines as expected by discretion of security personnel. This may include, but is not directly required to, charges of major contraband or negligence. In the event the explosive device is misused this may be upgraded to additional charges of Sabotage, Manslaughter, Major Sabotage or Murder. &#039;&#039;&#039;Improperly stored explosives that are stolen may confer charges both to the individual who stole and misused them and the individual who failed to properly safe keep the explosive devices, in this event both individuals receive the same charges regardless of fault.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Reasonable storage of an explosive device is determined by security discretion but the following factors should be considered when determining what is reasonable.&lt;br /&gt;
&lt;br /&gt;
Was the device in a locked container such as a secure locker, secure briefcase, safe, secure crate, or wall locker?&lt;br /&gt;
&lt;br /&gt;
Was the device and potential containers holding it secured behind access locked doors?&lt;br /&gt;
&lt;br /&gt;
Was the location of the device(s) kept discrete and related information on a need to know basis?&lt;br /&gt;
&lt;br /&gt;
=== Excelsior Equipment / Excelsior Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Excelsior Equipment&lt;br /&gt;
Note, if it&#039;s marked Excelsior (EXCLUDING SOAP), it&#039;s Excelsior Contraband. If it isn&#039;t, it&#039;s fine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Guns and Armor&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Weaponry (&amp;quot;Excelsior Kalashnikov&amp;quot;, &amp;quot;Excelsior Drozd&amp;quot;, &amp;quot;Excelsior PPSh&amp;quot;, etc.)&lt;br /&gt;
* Excelsior Branded/Colored Armored Voidsuits &amp;amp; Helmets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Technology&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machine Parts (Including Circuit Boards and Stock Parts)&lt;br /&gt;
* Excelsior Branded Implants&lt;br /&gt;
* Excelsior Branded Data-Disks (Such as Means of Production/Revolution, among others for specialized items.)&lt;br /&gt;
* Excelsior Branded Power Cells&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Machinery&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machinery (Including Teleporters, Autolathes, and so on.)&lt;br /&gt;
* Excelsior Branded Defensive Systems (Including Turrets, Shield Generators, and so on.)&lt;br /&gt;
* Excelsior Branded Boom Boxes&lt;br /&gt;
|}&lt;br /&gt;
==== Excelsior Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Excelsior equipment &#039;&#039;&#039;may never&#039;&#039;&#039; be operated by Security personnel, no matter their status within the Church, Psionic-testing or other implant-destroying augments. All Excelsior-branded technology should either be put into evidence by the Marshal department, if it is used in the conduction of a crime, or destroyed. No department may receive permission nor contraband licensing to use or otherwise utilize Excelsior technology unless an exemption is given by the High Council itself.&lt;br /&gt;
** Soteria Science may be handed Excelsior tech as a means of destruction. Soteria Science may not preform experiments with Excelsior tech but they may use it in a destructive analyzer to be used in the production and research of non-Excelsior technology.&lt;br /&gt;
** Guild may be handed Excelsior tech to be deconstructed as a means of useful destruction of Excelsior branded technology. Guild may not use nor utilize Excelsior technology itself but they may break it down in either their department&#039;s industrial autolathe or through their department&#039;s nanoforge machine.&lt;br /&gt;
** Marshals may utilize their Nanite Reconstructor in the armory to break down Excelsior weapons or armor. However tech like Excelsior branded cells or computer-components will not be able to be broken down by said machine. Personnel must find an alternative for those deconstruction methods.&lt;br /&gt;
&lt;br /&gt;
==Criminal Regulations==&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
There are two core types of modifiers: Criminality modifiers and Sentencing modifiers. Criminality modifiers alter whether or not an action is actually criminal in nature and can alter what charges can/should be pressed for a given incident. Sentencing modifiers do not alter the charges but rather the sentence, either upwards or downwards.&lt;br /&gt;
====Criminality Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#fff2cc;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Self Defense&#039;&#039;&#039; || To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others, however they are required to use only necessary force and to call for medical aid for their aggressor if they are in critical condition. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies to &amp;quot;defending&amp;quot; oneself against a lawful arrest, even if the charges are later found to be untrue. || Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense of Property&#039;&#039;&#039;|| To have acted with appropriate force in defense of one&#039;s rightful owned or claimed territory under colony law. Appropriate force is always nonlethal force unless the aggressor pulls out a lethal weapon. Same duties to obtain care for injured individuals that is given with Self Defense apply here. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies when &amp;quot;defending&amp;quot; one&#039;s area against Security acting on a properly authorized warrant. || Immediate Release&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Good Samaritan Clause&#039;&#039;&#039; || To break the law to prevent a greater harm from occurring. The greater harm must be imminent rather than hypothetical, and the law must be broken as little as reasonably possible. For example: breaking into a department to rescue someone whose suit sensors show they are in critical condition or dead. Acts found to be unreasonable will not be protected by this clause. Failure to comply with an investigation is never protected by this modifier. || Dropping of any charges that depend on ill intent.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Entrapment&#039;&#039;&#039; || To be charged with a crime the offender was induced to commit by Security and, without their help, either would not have or could not have committed. || Charges should be either reduced or dropped depending on their own level of indepedent criminal intent. The officers running the operation should be charged with Violation of Employee Rights as well as the charges they intended to entrap the victim with.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accomplice&#039;&#039;&#039; || To knowingly and materially aid another in the commission of a crime. Both elements are important: a merchant who sells a gun to someone with no knowledge it will be used for murder is not liable, nor is someone who simply cheers on someone else comitting a crime. Providing instruction on how to commit a crime does count as material aid, however, e.g. telling someone how to make a bomb. || Apply all charges for the crime that the primary suspect was aided in to the accomplice.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Authorized Use of Force&#039;&#039;&#039; || Use of force that is legally authorized. The primary example is the Marshals using force to bring in resistant suspects in accordance with their SOP. This modifier also applies to Soteria Lifeline Technicians using nonlethal force (including against Marshals or Councilors) to prevent someone from taking their patient, and Vectors using nonlethal force on members of the Absolutist church who are resisting internal discipline. || Charges should not be applied if the use of force was within legal guidelines.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sentencing Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cooperation with Prosecution&#039;&#039;&#039; || To aid members of colony security, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense. || 25% to 50% timer reduction. This only applies if information is provided that leads to bringing in a suspect that was not already apparent with the information security had.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Surrender&#039;&#039;&#039; || To willingly surrender oneself to security staff; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders. || 25% to 50% timer reduction. Execution may not be issued to those who have surrendered. Crimes worth of Holding until Transfer may be reduced to a timed sentence no less than 60 minutes at the discretion of the Warrant Officer.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Offense by Colony Command&#039;&#039;&#039; ||To be a member of the colony&#039;s command structure, including Steward and Premier, and to commit any Severe or higher level crime, or any crime that references this section in its sentence. This does not require formal conviction by a Tribunal, but a Warrant Officer can expect the charges to be overturned and charges to be filed against them if their fax to the High Council does not include sufficient evidence. || The Warrant Officer, at their discretion, may impose a shift-length dismissal on the individual. This sanction may only be overturned by the Faction Owner or the Low Council. Additionally, the Low Council may vote to impose sanctions either without a Warrant Officer/despite their disapproval or if they wish to impose more serious sanctions than a shift-length dismissal.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Repeat Offender&#039;&#039;&#039; || To commit the same crime multiple times in the same shift. This only applies if someone is punished for it and then commits the same crime after release, not for a string of offenses in a row.|| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc. This also goes for fines. Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Immediate Threat to the Prisoner&#039;&#039;&#039; || To be incarcerated when a situation in the Marshal area poses an immediate threat to the health of the prisoner || The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released. If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Use of Powers&#039;&#039;&#039; || To use abilities greater than those normal for a member of one&#039;s species in the commission of a crime. This includes (but is not limited to) psionics, nanogates, cruciforms, and Soteria-created genetic mutations. There must be reasonable belief that powers were used in such a manner; however, due to the nature of these powers being easy to conceal after the fact, hard evidence is not required. Officer discretion is encouraged, and they may choose not to apply this modifier if they believe the evidence is insufficient. || Any crimes given to the person has its fine value or time served automatically doubled. If the empowered person has a HuT sentence, it is highly encouraged to have their powers removed if it can be done safely. A empowered individual using their powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their powers should be removed before revival. In the case of a cruciformed individual killed relating to this section, if a Vector/Prime is available to properly remove the cruciform from the corpse this should be done; otherwise it should remain attached but deactivated.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime by AI/Cyborg&#039;&#039;&#039; || For Colony AI or Cyborg to commit actions that are criminal in the eyes of the law. Marshals are to operate as per normal. Soteria is to cooperate with the Marshals in regards of these matters, to see if the AI or Cyborg are malfunctioning before allowing them to be arrested.A warrant is specifically required for security to enter the AI core, and Soteria personnel should accompany them to ensure matters are handled peacefully. Squads of Marshals or Shields should not be going into the core unless the AI in question is malfunctioning and/or hostile. As a further note, the AI and Cyborgs cannot open high access areas unless in a state of emergency, for example, the Marshal, Blackshield, or Command armory. The only other time they can open such areas is to clear out infestations and nothing more. || Cyborgs can be locked down within their cells or, if this is not possible, have their MMIs removed and tossed into a cell to serve the appropriate amount of time, or Soteria can choose to pay for their fine. Card the AI and toss it into the cell, much like the borgs. Once they have served their time, return them to their proper vessels. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Quick Reference Guide ===&lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge a colonist with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 108 for trespassing into a department, 105 for stealing an item from the department and 204 for attacking an employee trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Property Crimes&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X01)&#039;&#039;&#039;&lt;br /&gt;
|Vandalism&lt;br /&gt;
| -&lt;br /&gt;
|Destruction of Property&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Failing Duty&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;(X02)&#039;&#039;&#039;&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|Negligence&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rights Violations&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X03)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violence&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X04)&#039;&#039;&#039;&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Theft&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;(X05)&#039;&#039;&#039;&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|Violation of Salvage Rights&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X06)&#039;&#039;&#039;&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obstruction&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X07)&#039;&#039;&#039;&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|Treason&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trespass&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X08)&#039;&#039;&#039;&lt;br /&gt;
|Trespass&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resisting Lawful Authority&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X09)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Injunction&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Escaping from Confinement&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abuse of Lawful Authority&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X10)&#039;&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Disrupting Command&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X11)&#039;&#039;&#039;&lt;br /&gt;
|Sending a Time Wasting Fax&lt;br /&gt;
|Forgery&lt;br /&gt;
|False Testimony&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unconscionable Behavior&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X12)&#039;&#039;&#039;&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Desecrating a Corpse&lt;br /&gt;
&amp;amp;&lt;br /&gt;
Cannibalism&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bodily Autonomy Violations&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X13)&#039;&#039;&#039;&lt;br /&gt;
|Harassment&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|}&lt;br /&gt;
===Specialty Charges===&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an officer or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty colonist, a mediation should occur with the victim. The debtor&#039;s personal items may be forcefully liquidated to cover their debt, or an agreement reached to repay the debt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the colony or it’s security team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 1,000 credits may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 500 credits. Injuries such as fractures or injuries that leave a patient in codification condition should be 1,000 credits.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Blackshield committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|003 - Suicide Attempt &lt;br /&gt;
|To physically attempt to or credibly threaten to end one&#039;s own life either through radio communications or while in brig.&lt;br /&gt;
|Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.&lt;br /&gt;
&lt;br /&gt;
Upon their timer ending the prisoner should be held until medical personnel can arrive to escort them for psychiatric examination. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a colonist or department without provocation, stalking a colonist or refusing to leave a department, yelling over ones headset, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 1,000 credits may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Lack of Security, Medical, or Employment Records&lt;br /&gt;
|To be a registered member of the colony without any form of qualified records.&lt;br /&gt;
|This does not apply to outsiders visiting the colony nor members of the Hunters Lodge. &lt;br /&gt;
&lt;br /&gt;
All members of the colony are required to meet the minimum requirements highlighted [[Example_Paperwork#Character_Records|within the Character Records Section of Example Paperwork]].&lt;br /&gt;
&lt;br /&gt;
If a colonist does not meet this requirement, Security personnel should interview the colonist and aid them in setting up required records, providing a format sheet for them to fill out and put on file.&lt;br /&gt;
&lt;br /&gt;
If the colonist is not willing to file paperwork, they are to be released and High Council is to be notified. (Fax or A-help - records are a rule issue.) High Council will advise on actions to take, if any, regarding the issue.&lt;br /&gt;
&lt;br /&gt;
An offender who actively lies about their implant status - such as not reporting their nanogate, psionic, or church implant within their records is to receive a &#039;&#039;&#039;Providing False Testimony&#039;&#039;&#039; charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|006 - Data/Information Breach&lt;br /&gt;
|To knowingly and willfully communicate information, gained in confidence through private or departmental channels, to personnel without legal access. Department Heads have authority to communicate information from their respective channels.&lt;br /&gt;
&lt;br /&gt;
|A timer of no more than 30 minutes but no less than 10 and/or a minimum fine of 250 credits, up to 1,000, may be issued depending on severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Minor Charges===&lt;br /&gt;
{| style=&amp;quot;background-color:#aaffaa; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately deface or minorly damage colonial or departmental property without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, to littering in a public or departmental area, to minorly damaging a Soteria cyborg&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 500 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 250 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|To deliberately deny an employee certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically security or medical staff for a major SoP violation due to it going against another colonist’s rights. The colonist or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from Security using thermals without reason, Medical sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 1,000 credits to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with a colonist, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching a colonist when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 500 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another department and/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a department or owned by a person. This includes people taking items from their own department they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 500 credits with the addition of the item(s) being returned.&lt;br /&gt;
&lt;br /&gt;
If the stolen item(s) cannot be recovered then the offender may be forced to pay the item(s) cost to the victim. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Table.&#039;&#039;&#039;&lt;br /&gt;
|For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the chief biolab officer.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as a chameleon weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Marshals, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area. Detainment until the situation in question has been resolved.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a department lobby, the bar, or the kitchen also apply if asked to vacate the area by relevant department staff. Those with access typically should not be in those areas unless they have a good reason or permission from the department&#039;s relevant staff. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security personnel with an authorized warrant and council members conducting investigations authorized by an LC vote may not be asked or made to leave.&#039;&#039;&#039;&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as a Property Crime if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, colony control room or the outer perimeter see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the marshal or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the warrant officer only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Sending a time wasting fax See [[Faxes]]&lt;br /&gt;
|To send a fax to a faction leader of the colony or its allies that is considered unnecessary or unneeded. Do note that in [[Faxes]] it outlines what is and isn&#039;t a time wasting fax.&lt;br /&gt;
|This charge can only be given by a faction owner or faction ally, not by heads of staff or marshals.&lt;br /&gt;
|15 minute in a cell or a 750 credit fine.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms to seriously hurt or kill a colonist, previous violent convictions approaching while threatening a colonist, or if a colonist was to chase another colony member or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, charge &#039;&#039;&#039;Assault&#039;&#039;&#039; instead. If the offender stalks the victim also charge &#039;&#039;&#039;Harassment/Stalking&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Harassment or Stalking&lt;br /&gt;
|To take repeated actions for the purpose of harassing an individual, or to continue following them after being asked to stop.&lt;br /&gt;
|This crime does not apply if there is a lawful reason for the conduct, such as Marshals pursuing an investigation or a Head trying to get their employee to do their job.&lt;br /&gt;
|Timer of no more than 5 minutes or a 250 credit fine paid to the victim.&lt;br /&gt;
&lt;br /&gt;
Injunction placed at discretion of the WO&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Moderate Charges===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|To fail to complete the core functions of your job when they are necessary&lt;br /&gt;
|This is intended to handle situations where a job is required but the individual who should handle it is doing non-job related things or taking a break. For example, doctors not responding to calls for medical assistance, the Marshals not investigating a crime, the Prospectors not looting areas or not setting up their shop afterwards, or the chef not preparing any food. Providing products is not considered a core function of the Science department or the Guild unless there is an emergency and supplies are needed to aid with it. &lt;br /&gt;
&lt;br /&gt;
If there is more than one person in the relevant job and none respond to a call, all are to be punished unless they were occupied with other job-critical activities. If there is uncertainty about whether something a core function, the Faction Head and other professionals should be consulted but the final judgement rests with the Marshal handling the case.&lt;br /&gt;
|Forfeiture of 1 hour&#039;s pay to the corporate account. Timer of no more than 15 minutes. Dismissal at the discretion of the Head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish an employee without proper cause or reason, or in violation of due process rights such as Habeas Corpus.&lt;br /&gt;
|This is mainly for marshal officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause physical harm or mild injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it. This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition, or other less-than-lethal means, without just cause counts as assault.&lt;br /&gt;
&lt;br /&gt;
See ‘’’Aggravated Assault’’’ if any lethal ammunition are used, or if the victim suffers a broken bone or notable life-threatening hospitalization. See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill. See ‘’’Threat of Murder or Serious Injury``` as a secondary charge to any threats made while brandishing a weapon with a stated threat to murder.&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking an employees pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or credits takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the department head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Major Contraband &lt;br /&gt;
|To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
|See &#039;&#039;&#039;Contraband Table&#039;&#039;&#039; for what applies to this charge.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Supply Specialist, Brigadier, or the provost Marshal to override this law. &lt;br /&gt;
&lt;br /&gt;
The Chief Biolab Overseer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess any contraband so long as they comply with their &#039;&#039;Contraband Policy&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes and the confiscation of contraband items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is injured because of this, also charge &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, also charge the relevant Property Crimes charge. If a colonist dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;208&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
|Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge Manslaughter.&lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
| Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the officer trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An officer should take into account their reason for not reporting to security immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in security has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force.&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that do not require medical treatment beyond first aid but are still unwarranted. If the suspect required more than basic first aid, charge instead &#039;&#039;&#039;Severe Excessive Use of Force&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 2,000 credits paid to the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;211&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a fax to issue orders posing as the High Council or a superior, falsifying a medical prescription or falsifying ones records to pose as either more certified or to fake eligibility for job positions.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
|Desecrating a Corpse &lt;br /&gt;
&amp;amp;&lt;br /&gt;
&lt;br /&gt;
Cannibalism&lt;br /&gt;
|To abuse bodies of dead or previously dead people. Acts may range from non-medical to scientific desecration.&lt;br /&gt;
Cannibalistic acts are the consumption of any &#039;&#039;&#039;Person&#039;&#039;&#039;, Voidwolf, Colony Recognized higher-intelligence lifeform.&lt;br /&gt;
|Examples include, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039; without consent. Preventing a body from being repaired or cyborged also falls under this. Bodies rendered incapable of wound repair count as &#039;&#039;&#039;Murder&#039;&#039;&#039; instead. &lt;br /&gt;
If the body is made into any edible product, or any severed limb/organ of the &#039;&#039;&#039;Person&#039;&#039;&#039; is consumed, instead charge &#039;&#039;&#039;Cannibalism&#039;&#039;&#039; in Notes.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
In cases of &#039;&#039;&#039;Cannibalism&#039;&#039;&#039;, this crime is to be treated equal to a 5XX level crime in terms of demotion, exile, punishment, and lawlessness. The offender is to be held HuJ.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;213&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where colonists are roaming around Nadezhda, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. A marshal can request a male colonist to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 20 minutes, alongside a fine of 500 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Major Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Destruction of Property &lt;br /&gt;
|To destroy the property of a colonist, a colony faction, or the colony itself without valid reason, either deliberately or through negligence&lt;br /&gt;
|The property in question can belong to another individual, to a faction, or the colony at large. This crime includes destroying normal doors or walls, recycling or disassembling equipment, or damaging a cyborg to the point it needs internal repairs. Valid reasons include (but are not limited to) normal recycling and research activities. If an item is stolen and destroyed, charge either the relevant Theft level or this, whichever is more severe.&lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Negligence&lt;br /&gt;
|To cause notable damage to a colonist by failing at one&#039;s duty, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest mistakes, laziness, or deliberate disregard. This is usually because an employee ignored Standard Operating Procedure or failed to follow an order, but may also be applied if they failed to do something that a reasonable and competent professional in their role would do. It also applies any time any SOP explicitly calls for it, regardless of actual harm (e.g. engaging in human experimentation without a waiver). If a colonist is killed because of it, instead charge Manslaughter; if equipment is destroyed, charge Destruction of Property. This crime cannot be charged alongside Destruction of Property if the damage is the only significant result of the negligent conduct.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|To punish a crew member in excess for their crime, to give a crew member incorrect punishment, or to give fraudulent charges that are not valid.&lt;br /&gt;
|This includes stacking charges improperly, planting evidence, confiscating contraband if it is being used in a legal manner under the Contraband Policy, or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion/Dismissal at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §304&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|To cause severe injury to another employee or colonist, typically requiring invasive surgery or resulting in life-threatening physical harm.&lt;br /&gt;
|This is in reference to any form of assault that causes shrapnel, broken bones, severe bleeding, or otherwise rendering a victim into a state of critical condition. Shrapnel left in one’s body may count if the rounds are not LTL rounds. For LTL round usage that do ‘not’ result in broken bones or cause a life threatening injury, but may still embed, see ```Assault```.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;305&lt;br /&gt;
|Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039;, or otherwise taking undue action against a rightful claimant.&lt;br /&gt;
|The consideration of the stolen item(s) value should be taken into account when issuing this charge.&lt;br /&gt;
|Any stolen items should be returned to the proper salvage-claim holder. If the items are non-recoverable, or have been sold off, the offender is to repay that market-price of the stolen items to the victim. If the offender is not able to pay, apply specialty charge ```001 - Defaulting on Debt```.&lt;br /&gt;
&lt;br /&gt;
A timer of no more than 20 minutes may be issued on the offender alongside a 250 credit fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by security, even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room,toxin storage or other essential high-security areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as a convict who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 30 minutes for escaping.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force which results in the victim requiring more than basic first aid&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that require surgery or other advanced medical treatment beyond first aid. If a victim dies and the use of force was not warranted, also charge Manslaughter.&lt;br /&gt;
|Dismissal which can only be overturned by the Faction Owner, who must be faxed in all cases of Severe Use of Excessive Force. Timer of no more than 30 minutes. Payment of all medical bills of the victim&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §311&lt;br /&gt;
|Providing False Testimony&lt;br /&gt;
|To provide false or deliberately misleading testimony to colony officials&lt;br /&gt;
|This can be applied in relation to interviews with investigators or to the interviews had with colony officials to create records (see §005).&lt;br /&gt;
&lt;br /&gt;
This crime requires intent to mislead, as judged by the Marshal handling the case.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
In cases of false/incomplete records, they should be permitted one chance to get them corrected unless evidence of deliberate deception is found. If such evidence exists or the records remain false, apply sentence as above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;312&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or crew well-being (e.g genetics,weapon testing, etc.) don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but monkey cubes and the like probably aren&#039;t. &lt;br /&gt;
&lt;br /&gt;
Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms, or are fully tamed by a colonist. Tamed in this case means that they will not attack other colonists, or damage colony infrastructure.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 750 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If any named Colony Pet (Ian, Tea, Graves, Lisa, PunPun, and other pets that spawn in the colony with a roundstart name (this does not include ones made in-round unless specific by the High Council through fax/announcement) was targeted, it is an automatic 90 minute sentence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;313&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards a person or silicon unit.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exceptional Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To deliberately destroy colony equipment without valid reason.&lt;br /&gt;
|This includes destroying secured doors or reinforced walls, unauthorized destruction of cyborgs, breaking of machinery, etc. Valid reasons include (but are not limited to) destruction needed to prevent a greater loss of life or destruction of the colony&lt;br /&gt;
|Timer of no more than 45 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;403&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for anyone who abuses the power given to them, such as the premier acting like a security officer in a non-emergency, the warrant officer acting as if he is above the law, etc. Heads of staff trying to order a different department or ignoring a council vote also comes under this, as does security staff attempting to give orders to non-security without legal justification.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the department head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a fax should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill a colonist without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are of a dangerous, of high value, or of sensitive nature.&lt;br /&gt;
|This means high-value weapons or explosives, and also includes items of singular importance such as the station blueprints, chief biolab overseers hypospray, or items not easily replaced / are not replicable.&lt;br /&gt;
&lt;br /&gt;
important items produced solely by the Church, such as Cruciforms, Absolutist Constructs, and other Absolutist artifacts are property of the Church and may at any time for any reason be demanded back. Refusal to return the items shall be considered &#039;&#039;&#039;grand theft&#039;&#039;&#039; and &#039;&#039;&#039;failure to execute an order&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
&lt;br /&gt;
|To be in illegal possession of or to actively operate Excelsior equipment. &lt;br /&gt;
|This applies to Excelsior batteries, guns or armor. Their lack of safety features, shoddily made structure and use in operation can endanger oneself or other colonists.&lt;br /&gt;
&lt;br /&gt;
The usage of Excelsior tech also is a tell-tale sign of an Excelsior agent or collaborator.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Provost Marshal or the Brigadier to override this law. No lesser official can override this law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Policy&#039;&#039;&#039;&lt;br /&gt;
|Immediate medical examination and confiscation of equipment.&lt;br /&gt;
&lt;br /&gt;
If Excelsior implant is found and removed the subject should be placed under psychiatric evaluation until deemed fit. If deemed fit the offender should be released.&lt;br /&gt;
&lt;br /&gt;
If Excelsior equipment is operated or sold but no implant is found see &#039;&#039;&#039;Treason&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;407&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
|An exception would be a law reset when obviously harmful laws have been uploaded. Only the council or two Soteria overseers together can authorize a law change outside of this situation.&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;410&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, also charge &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §413&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|To teleport a person, with either psionic powers or bluespace technology, who is unwilling or does not consent to the testing of such equipment on themself.&lt;br /&gt;
|Teleportation devices used by non-sicence members count as &#039;&#039;&#039;Major Contraband&#039;&#039;&#039;, charge both crimes in such cases. If a person does not consent actively to be teleported by another person, such as through a harpoon or portal-throwing, etc - this charge applies.&lt;br /&gt;
|A timer of no more than 90 minutes may be issued. If the victim dies as a means of this teleportation, see &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
If the victim is hurt during the teleportation, or in result of it, see &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The offender is to be demoted upon sentencing for the crime.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Capital Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
|To engage in Sabotage on a large scale or on important infrastructure.&lt;br /&gt;
|This includes actions that either affect a large area or which deprive the colony or a faction the use of critical equipment such as the Church&#039;s bioreactor, the Soteria AI, or critical infrastructure. Applicable to unsuccessful attempts, if intent can be reasonably proved.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If an employee is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the colony through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;503&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force a colonist to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see §203 (Illegal Detention, Arrest or Holding).&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To willfully and intentionally kill or attempt to kill a colony member or an ally of the colony. Or to prevent a rightful revival or else render a colonist unrevivable through clear action. &lt;br /&gt;
|Clear intent is needed to prove a case of murder over manslaughter. While Manslaughter is unintentionally causing death through accident, or unintended consequences, Murder is a purposeful act with the intent to take the life of another.&lt;br /&gt;
&lt;br /&gt;
Attempts to cover up an incident of Manslaughter may necessitate a charge of murder due to pre/post meditative evidence. &lt;br /&gt;
Additionally, should proof positive be obtained that indicates premeditation the penalty should be automatically adjusted to H.U.T and the low council should convene to determine if more extreme penalties are warranted, up to and including execution.&lt;br /&gt;
&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;505&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
|To gain access to in-house or proprietary Designs, Documents, Programs, or otherwise vital assets of a Colony Faction or one of the Colony&#039;s allies.&lt;br /&gt;
|Whether by theft, trespass, or buying such items without the departmental head&#039;s explicitly written and shown permission. &lt;br /&gt;
&lt;br /&gt;
Note that this does &#039;&#039;&#039;NOT&#039;&#039;&#039; include stealing items themselves, such as constructed Guild items or items purchased through the Lonestar Trade System -- only the theft of the program itself or the designs to make more of the Guild&#039;s items, or otherwise.&lt;br /&gt;
&lt;br /&gt;
|Hold until Transfer. The stolen proprietary assets should be returned to the faction or ally they were stolen from immediately unless they are directly required to be used as evidence in a tribunal. Any items gathered or created with the proprietary assets should be given to the faction or ally as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;507&lt;br /&gt;
|Treason&lt;br /&gt;
|To deliberately undermine the efforts and interests of the colony at large, or to deliberately and willfully aid the efforts of hostile factions.&lt;br /&gt;
|This includes possessing or distributing Excelsior armor or weapons for purposes other than lawful destruction, attacking neutral factions without provocation or justifiable reason, giving a hostile faction information about the colony or its defenses, or taking up arms in support of a hostile faction against the colony. In cases of the Low Council voting to temporarily work with a normally hostile faction, Treason does not apply.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an AI upload or the Marshal armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a staff member may not be active. In rare cases, such as a code red incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as from a rogue AI or hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;509&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution unless the convict surrenders peacefully. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;510&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a colonist who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute a colonist or an ally based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having less than a unanimous sentencing vote, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The warrant officer is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact provost marshal Boris Kilmeade if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Provost Marshal Boris Kilmeade may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;513&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
|This charge exists as a means to handle non-con scenes ICly when they do happen.&#039;&#039;&#039;Noncon RP is not permitted on this server. Ahelp staff when dealing with these charges.&#039;&#039;&#039;&lt;br /&gt;
|Permanent removal from the colony or execution.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Common Areas&#039;&#039;&#039;: Generally understood to be publicly accessible areas of the colony that are owned and maintained &amp;lt;i&amp;gt;by&amp;lt;/i&amp;gt; the colony rather than as part of an individual department.&lt;br /&gt;
* &#039;&#039;&#039;Lethal Firearm&#039;&#039;&#039;: A gun loaded or set to a fire mode that&#039;s main purpose is to inflict damage to put a person into a critical conduction and or kill. Rubbers when shot out of a gun that has mods to inflict additional damage onto the bullet itself automatically count as lethal.&lt;br /&gt;
* &#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires following the sanction process in general SOP to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including Assistant position. Requires following the sanction process in general SOP to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation at admin discretion))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying an on-shift general leadership position within a faction.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases at Warrant Officer discretion.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgment.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Marshal Officers. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
* Laws do NOT protect outsiders unless specified via Low Council vote, High Council decree, or in the case of colony allies. The only time laws may protect a neutral person or Outsider is in the case of the wording being &#039;Someone&#039;, &#039;Person&#039;, or &#039;People&#039; - implying this would cover non-colony members as well due to its wording.&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Guide_to_Medicine&amp;diff=4421</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Guide_to_Medicine&amp;diff=4421"/>
		<updated>2024-11-01T17:14:05Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: Updates and links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
=Foreword=&lt;br /&gt;
The original guide was compiled by a community effort led by WickedTempest and ported here.&lt;br /&gt;
&lt;br /&gt;
Important reminder that it&#039;s possible to stabilize anyone no matter their condition, it just depends on what&#039;s available for you to treat them. Obviously not every situation presents ideal circumstances. Don&#039;t beat yourself up over something that you see now as a simple fix well after the whole ordeal has passed. Just learn, and keep learning.&lt;br /&gt;
&lt;br /&gt;
Lastly, if you&#039;re only joining medical for kinky redhead stutter slut nurse scenes with no intention of doing your job or learning how to do it, then &#039;&#039;&#039;you really shouldn&#039;t be playing medical.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=A Friendly Reminder From The Admins=&lt;br /&gt;
As tempting as it may be to help, remember that it is against the rules to do things like breaking into medbay to treat patients when there are active medical staff on duty. Bandaging up minor injuries with the publicly available first aid kits is usually fine, as is performing CPR or otherwise preventing someone from dying until the medics arrive, but don&#039;t go outright doing someone&#039;s job for them.&lt;br /&gt;
&lt;br /&gt;
At the very least, give the medics a chance to respond - nobody wants to drop everything they&#039;re doing and haul ass across the station with a rollerbed only to find that cargo were already on the scene with a crate of medical supplies and healed the patient up to full in the time it took for them to run from medbay to the gateway.&lt;br /&gt;
&lt;br /&gt;
=Triage=&lt;br /&gt;
Triage is the process of prioritizing patients to distribute limited medical resources efficiently. Treating every patient to perfect health in the order they arrive could lead to deaths further down the queue.&lt;br /&gt;
&lt;br /&gt;
There are different methods of triage, depending on the environment. For example, the first medic to arrive at a scene has only seconds to a few minutes per patient to triage and can only check basic parameters like breathing and pulse. A doctor at a medical facility receiving patients who have already received first aid can use scanners to identify problems below the skin&#039;s surface.&lt;br /&gt;
&lt;br /&gt;
Most systems use color-coded categories, typically red (critical, life-threatening injury), yellow (potentially life-threatening injury), and green (non-life-threatening injury). All red patients are treated first, followed by yellow, and then green patients. It is also common to categorize deceased patients as black. In some cases, a patient may be alive, but it is clear that current resources are insufficient to save them, or there is no way to save them at all. Depending on the system, these patients are categorized as black or blue.&lt;br /&gt;
&lt;br /&gt;
=HUD=&lt;br /&gt;
&lt;br /&gt;
A helpful tool, not only for triage, is a [[File:MedGlasses.png]] MedHUD. It will allow you to assess a patient&#039;s overall health from a glance. Letters in braces refer to the letters in the image.&lt;br /&gt;
&lt;br /&gt;
[[File:Medhud.png]]&lt;br /&gt;
&lt;br /&gt;
* A health bar (A) indicates overall health.&lt;br /&gt;
**[[File:MedHud Blue.gif]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue&#039;&#039;&#039;: 100% Health&lt;br /&gt;
**[[File:MedHud Green.gif]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green&#039;&#039;&#039;: 78-99% Health&lt;br /&gt;
**[[File:MedHud Yellow.gif]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Yellow&#039;&#039;&#039;: 42-71% Health&lt;br /&gt;
**[[File:MedHud Red.gif]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Red&#039;&#039;&#039;: 1-21% Health&lt;br /&gt;
**[[File:MedHud Critical.gif]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:crimson&amp;quot;&amp;gt;Red, Flashing&#039;&#039;&#039;: -40-0% Health&lt;br /&gt;
**[[File:MedHud -100.gif]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;Critical!&#039;&#039;&#039;: -85:-50% Health&lt;br /&gt;
**[[File:Huddead.png]]&#039;&#039;&#039;Dead&#039;&#039;&#039;: -100% Health&lt;br /&gt;
&lt;br /&gt;
* A red blood drop icon (B) indicates a low blood level that will cause asphyxiation if not treated immediately, especially if the icon flashes (D).&lt;br /&gt;
&lt;br /&gt;
* A broken bone gets indicated by grey-green icon depicting a, well, broken bone (C).&lt;br /&gt;
&lt;br /&gt;
* Infections in the body are indicated by a purple chevron (D)&lt;br /&gt;
&lt;br /&gt;
* Organ damage, regardless of severity, is indicated by a green cross on a blueish rectangle (E)&lt;br /&gt;
&lt;br /&gt;
=Dead Patients=&lt;br /&gt;
Do not waste more time than you need to on dead people, come back to them later. Death is a stable condition, just make sure they don&#039;t start rotting.&lt;br /&gt;
&lt;br /&gt;
=Cryogenics=&lt;br /&gt;
Cryo is all about suspending someone in animation and healing them to boot! If someone is in a pretty bad way, tossing them into a (correctly setup) cryo tube will help with most problems on the surface. Even if the damage isn&#039;t healed, the cryo tube is basically one gigantic stasis bag.&lt;br /&gt;
&lt;br /&gt;
=Damage Types=&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Brute&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;==&lt;br /&gt;
Cuts, lacerations, and bruising all make up the red number on the health analyzer, normally caused by physical trauma such as punching, getting hit with something, being dragged with open wounds, slamming into walls, etc. Sometimes high brute values may break bones, which will require [[Surgery]], or the limb may even become dismembered! Treatment for brute damage on it&#039;s own is listed below:&lt;br /&gt;
* &#039;&#039;&#039;Advanced Trauma Kits&#039;&#039;&#039;: Heals 3 brute on the target limb immediately and will allow it to heal on it&#039;s own if the damage is below 50. The 3 damage that&#039;s taken off works even if the patient is dead, which may be useful if a defib is unable to resuscitate someone due to high damage. ATKs also disinfects wounds if applied early.&lt;br /&gt;
* [[Guide to Chemistry#Bicaridine|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]: A red colored medicine which heals 6 brute per unit, meaning a full (15u) syringe will heal 90 brute damage. Best utilized in liquid form, overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. Best utilized in liquid form but not alone, overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Burn&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;==&lt;br /&gt;
Skins, burns, and scars make up the yellow number on the health analyzer, normally caused by intense temperatures such as fire, extremely cold temperatures, lasers, and electrocution. Exceptionally high burn values may vaporize a limb, and can cause bloodloss on top of easily becoming infected. Massive amounts of burn damage may cause your character to be &#039;husked,&#039; unable to be resuscitated no matter what you do. Treatment for burn damage on its own is listed below:&lt;br /&gt;
* |&#039;&#039;&#039;Advanced Burn Kits&#039;&#039;&#039;: Essentially the burn variant of ATKs. Primarily used to disinfect burn wounds.&lt;br /&gt;
* [[Guide to Chemistry#Kelotane|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]: A yellow colored medicine which heals 6 burn per unit, meaning a full (15u) syringe will heal 90 burn damage. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Dermaline|&#039;&#039;&#039;Dermaline&#039;&#039;&#039;]]: An orange-yellow colored medicine which heals 12 burn per unit. Overdoses at 15u (one full syringe, be careful).&lt;br /&gt;
* &#039;&#039;&#039;KeloDerm&#039;&#039;&#039;: A yellow colored medicine with Kelotane and Dermaline mixed in 1:1. Since the medicines are separate, they work quicker, though KeloDerm doesn&#039;t heal as much as Dermaline alone. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Toxin&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;==&lt;br /&gt;
Damage dealt by toxins make up the green number on the health analyzer, normally caused by poisons, overdosing, plasma exposure/plasma-infected clothes, radiation, infections/necrosis, damaged liver, and critical blood levels. Treatment for toxin damage on its own is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Dylovene|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: A green colored medicine which heals 4 toxin per unit, and can treat the liver if its damage is below 10. No overdose (there is but it just treats itself). Can have damaging effects if there are no toxins present, so don&#039;t use it at pre-medication before expected exposure to toxins.&lt;br /&gt;
* [[Guide to Chemistry#Carthatoline|&#039;&#039;&#039;Carthatoline&#039;&#039;&#039;]]: A grey colored medicine which heals 8 toxin per unit, but has the side effect of inducing nausea in the patient. Can treat liver damage. No overdose.&lt;br /&gt;
* [[Guide to Chemistry#Arithrazine|&#039;&#039;&#039;Arithrazine&#039;&#039;&#039;]]: A green colored medicine which heals 10 toxin per unit, but has the side effect of causing minor brute damage. It also metabolizes very slowly. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 1.5 damage per unit. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Suffocation (Hypoxia)&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;==&lt;br /&gt;
Damage dealt by lack of oxygenated blood being pumped through the body makes up the blue number on the health analyzer, normally caused by suffocation, low blood levels, heart damage, and lung damage. Treatment for hypoxia on its own is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Inaprovaline|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]: A cyan colored medicine which doesn&#039;t actually heal hypoxia, but instead halts any further damage. Overdoses at 60u.&lt;br /&gt;
* [[Guide to Chemistry#Dexalin|&#039;&#039;&#039;Dexalin&#039;&#039;&#039;]]: A blue colored medicine which heals 15 oxy per unit. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Dexalin Plus|&#039;&#039;&#039;Dexalin Plus&#039;&#039;&#039;]]: A blue colored medicine which heals &#039;&#039;&#039;150 oxy&#039;&#039;&#039; per unit. Best utilized in pill form (though this reduces healing down to 75 oxy per unit) or in a dropper set to one unit, overdoses at 15u (one full syringe).&lt;br /&gt;
* [[Guide to Chemistry#Tricordrazine|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, albeit slowly, healing 3 oxy damage per unit. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Genetic&amp;lt;/span&amp;gt;==&lt;br /&gt;
Damage dealt by either radiation or slime digestion makes up genetic damage, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of genetic damage. Treatment for that kind of damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Cryoxadone|&#039;&#039;&#039;Cryoxadone&#039;&#039;&#039;]]: A pale blue medicine which heals the above damage, but requires that the body be cooled to 170 Kelvin or lower, usually by means of cryo cells.&lt;br /&gt;
* [[Guide to Chemistry#Cronexadone|&#039;&#039;&#039;Cronexadone&#039;&#039;&#039;]]: A pale blue medicine which works exactly the same as Cryoxadone, but does everything faster.&lt;br /&gt;
* &#039;&#039;&#039;Cryo-Mix&#039;&#039;&#039;: A 1:1 mix of Cryoxadone and Cronexadone, works much like KeloDerm in that the two medicines work separately, therefore faster.&lt;br /&gt;
* [[Guide to Chemistry#Rezadone|&#039;&#039;&#039;Rezadone&#039;&#039;&#039;]]: A grey medicine which heals genetic damage without the need for cold temperatures. Overdoses at 30u, though 10u may induce dizziness.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;Radiation&amp;lt;/span&amp;gt;==&lt;br /&gt;
Damage dealt by exposure to the Supermatter, being EVA during a solar flare, being injected with radioactive reagents, or destroying/activating particular artifacts make up radiation damage, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of radiation damage. Treatment for radiation damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Hyronalin|&#039;&#039;&#039;Hyronalin&#039;&#039;&#039;]]: A green medicine which heals 30 radiation per unit, albeit slowly, but does not heal the resulting damage of radiation. Overdoses at 30.&lt;br /&gt;
* [[Guide to Chemistry#Arithrazine|&#039;&#039;&#039;Arithrazine&#039;&#039;&#039;]]: A green medicine which heals 70 radiation and 10 toxin per unit, but has the side effect of dealing some brute damage. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Organ&amp;lt;/span&amp;gt;==&lt;br /&gt;
Damage represented on the body scanner that corresponds with the trauma inflicted on organs, either by certain poisons, severe physical trauma, bones moving in the area organs are present (lower body, chest, head), or certain items necessary for function being absent. An organ is considered dead at 30 damage. Treatment for organ damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Peridaxon|&#039;&#039;&#039;Peridaxon&#039;&#039;&#039;]]: A purple medicine which heals 1 organ damage per unit, and heals all internal organs. Overdoses at 10u.&lt;br /&gt;
* [[Guide to Chemistry#Alkysine|&#039;&#039;&#039;Alkysine&#039;&#039;&#039;]]: A yellow medicine which heals 30 organ damage per unit, but only heals the brain. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Imidazoline|&#039;&#039;&#039;Imidazoline&#039;&#039;&#039;]]: A pale lavender medicine medicine which heals 5 organ damage per unit, but only heals the eyes. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Dylovene|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: A green medicine which heals 2 organ damage per unit, but only heals the liver if it&#039;s below 10 organ damage. No overdose.&lt;br /&gt;
* [[Guide to Chemistry#Carthatoline|&#039;&#039;&#039;Carthatoline&#039;&#039;&#039;]]: A grey medicine, works the same as Dylovene in it&#039;s use in healing the liver, but can heal it at any damage. No overdose.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
===Blood Loss===&lt;br /&gt;
Blood carries oxygen to various areas in the body of a patient, and without oxygenation (whether by lack of air or lack of blood, in this case) the patient will slowly decline in health until they die, therefore stopping bleeding is &amp;lt;u&amp;gt;your top priority&amp;lt;/u&amp;gt;, and should be treated as a critical injury. For low blood levels, administering Dexalin will help with the oxy damage resulting from blood loss, and will help alleviate the risk of brain damage as a result. Critical blood levels, however, will result in massive spikes of hypoxia and annoying toxins, though this only occurs at 40% blood volume. Treatment to stop bleeding is listed below:&lt;br /&gt;
*For external bleeding cases:&lt;br /&gt;
**&#039;&#039;&#039;Pressure&#039;&#039;&#039;: Getting an aggressive grab and help intent clicking the limb with the grab in hand will apply pressure to the wound, slowing the bleeding, but not stopping it entirely. If &#039;&#039;you&#039;&#039; are bleeding, help intent click the limb and you will begin applying pressure. This should only be used if you have nothing to treat the bleeding and are waiting on someone else to bring gauze/ATKs.&lt;br /&gt;
**&#039;&#039;&#039;Gauze&#039;&#039;&#039;: This is the most basic item in medical to treat cuts and lacerations provided you have enough of it. Every colonist gets a roll as part of their emergency box.&lt;br /&gt;
**&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;: ATKs are better than gauze as they can disinfect the wound when it&#039;s used, and instantly heals 3 brute damage on the limb it&#039;s applied to.&lt;br /&gt;
*For internal bleeding (IB) cases:&lt;br /&gt;
**&#039;&#039;&#039;Cryogenics&#039;&#039;&#039;: Placing a patient with internal bleeding into a (correctly setup) cryo tube will both halt (not fix) the bleeding &#039;&#039;and&#039;&#039; stop it from getting worse. This is a temporary solution.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Bicaridine|Bicaridine]] and [[Guide_to_Chemistry#Inaprovaline|Inaprovaline]]&#039;&#039;&#039;: These two medicines together (they have to be together, not separate) will prevent the internal bleeding from worsening, but will not halt the bleeding.&lt;br /&gt;
**&#039;&#039;&#039;[[Surgery#Internal_Bleeding|Surgery]]&#039;&#039;&#039;: The main method of treating internal bleeding is through surgery.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Myelamine|Myelamine]]&#039;&#039;&#039;: A medicine found in (expensive) clotting kits that will seal any internal bleeding. The fastest way to treat.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Bicaridine|Bicaridine]]&#039;&#039;&#039;: Overdosing Bicaridine (30u) will deal toxins to the patient, but it may clot internal bleeding. Generally a last resort if none of the other methods are available.&lt;br /&gt;
Once the bleeding has ceased, you will have to help the patient raise their blood count. The following are some methods to assist with that:&lt;br /&gt;
*&#039;&#039;&#039;[[Guide_to_Chemistry#Dexalin|Dexalin/Dexalin Plus]]&#039;&#039;&#039;: Will assist in oxygenating the blood, helping to prevent potential brain damage.&lt;br /&gt;
*&#039;&#039;&#039;[[Guide_to_Chemistry#Sanguinum|Sanguinum]]&#039;&#039;&#039;: Enables the bone marrow to produce more blood. Side-effects vomiting blood.&lt;br /&gt;
*&#039;&#039;&#039;Iron&#039;&#039;&#039;: A simple reagent that &#039;&#039;must be ingested&#039;&#039; in order to work. Replenishes 8u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;Nutriment&#039;&#039;&#039;: Basic nutrients that can be found in protein shakes. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;Protein&#039;&#039;&#039;: Animal proteins found in meat and protein shakes. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;20 Iron, 20 Nutriment, 20 Protein&#039;&#039;&#039;: The three reagents mentioned above in one 60u pill, which can replenish blood rather quickly as there are three separate reagents.&lt;br /&gt;
*&#039;&#039;&#039;IV Drip with compatible blood&#039;&#039;&#039;: Bloodbags can hold 200u of blood (a little less than half a patient&#039;s total blood volume) and is generally the best method of replacing blood.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Infections sprout when a wound isn&#039;t treated and disinfected in time, and is accompanied by a fever (check temperature). If left alone, infections can rapidly kill a patient, even exponentially fast if it&#039;s bad enough. Infections are commonly identified by means of the body scanner. The following are the levels of infection:&lt;br /&gt;
*&#039;&#039;&#039;L1 (Mild)&#039;&#039;&#039;: Pain messages and the start of fever.&lt;br /&gt;
*&#039;&#039;&#039;L2 (Acute)&#039;&#039;&#039;: More pain messages, infection becomes more prevalent and visible.&lt;br /&gt;
*&#039;&#039;&#039;L3 (GANGRENE)&#039;&#039;&#039;: Beginning of lethal toxins, organ death, and necrosis.&lt;br /&gt;
The following are some symptoms of infection based on where it&#039;s located:&lt;br /&gt;
*&#039;&#039;&#039;Meningitis (Brain)&#039;&#039;&#039;&lt;br /&gt;
**L1: Stiff neck&lt;br /&gt;
**L2: Severe headache (+1 confusion at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Conjunctivitis (Eyes)&#039;&#039;&#039;&lt;br /&gt;
**L1: Itchy eyes&lt;br /&gt;
**L2: Blurred vision (+10 eye_blurry at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Endocarditis (Heart)&#039;&#039;&#039;&lt;br /&gt;
**L1: Chest tightness&lt;br /&gt;
**L2: Chest pain (+25 halloss)&lt;br /&gt;
*&#039;&#039;&#039;Pyelonephritis (Kidneys)&#039;&#039;&#039;&lt;br /&gt;
**L1: Lower back pain&lt;br /&gt;
**L2: Malaise&lt;br /&gt;
*&#039;&#039;&#039;Pyogenic Abscess (Liver)&#039;&#039;&#039;&lt;br /&gt;
**L1: Right side abdomen pain&lt;br /&gt;
**L2: Poor blood filtration (toxins buildup)&lt;br /&gt;
*&#039;&#039;&#039;Pneumonia (Lungs)&#039;&#039;&#039;&lt;br /&gt;
**L1: Coughing&lt;br /&gt;
**L2: Shortness of breath (+30 oxyloss)&lt;br /&gt;
*&#039;&#039;&#039;Staph Infection (All external limbs)&#039;&#039;&#039;&lt;br /&gt;
**L1: Pain notificiation&lt;br /&gt;
**L2: Sharp pain temporarily disables limb&lt;br /&gt;
L2 infections and lower require only 15u of [[Guide_to_Chemistry#Spaceacillin|Spaceacillin]] and monitoring. L3 infections require that Spaceacillin be &#039;&#039;&#039;overdosed (45u)&#039;&#039;&#039; immediately with Carthatoline to accompany the high toxins. If Carth is unavailable, stack Dylovene and Tricordrazine together. [[Guide_to_Chemistry#Corophizine|Corophizine]] can treat infections at any stage before total organ necrosis, and works faster than Spaceacillin, but is disabling and uncomfortable to the patient, and has other side-effects. The following will go over further necessary treatments:&lt;br /&gt;
*&#039;&#039;&#039;Limb gangrene&#039;&#039;&#039;:&lt;br /&gt;
**Conduct [[Surgery#Necrotic_Limb_Repair|necrotic limb repair]].&lt;br /&gt;
*&#039;&#039;&#039;Organ necrosis&#039;&#039;&#039;:&lt;br /&gt;
*#Print a synthetic replacement organ.&lt;br /&gt;
*#[[Surgery#Organ_Removal.2FTransplantation|Remove the organ via surgery and replace it with the synthetic counterpart]] (if it&#039;s the heart, add the second heart before removing the first one).&lt;br /&gt;
**If the brain or heart (unless you&#039;re fast) is necrotic, the patient will need surgery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A note about necrosis&#039;&#039;&#039;: If an organ is allegedly necrotic (namely on a printout) but the patient&#039;s temperature is normal and there was no previous infection, then &#039;&#039;surprisingly&#039;&#039; the organ isn&#039;t actually necrotic at all.&lt;br /&gt;
&lt;br /&gt;
===Fractures===&lt;br /&gt;
Bones fractures can be separated by three identifications: hairline, fracture, and broken. These three different types of fractures no longer play any part mechanically, though from an RP standpoint, hairline is the least severe while broken is the most severe (and therefore painful). Fractures can, however, deal damage to organs if they move around. Treatment for fractures is listed below:&lt;br /&gt;
*&#039;&#039;&#039;Splints&#039;&#039;&#039;: A half-cast that keeps the fractured bone in place and prevents it from moving. &#039;&#039;&#039;This is a temporary remedy,&#039;&#039;&#039; and requires the following to actually treat.&lt;br /&gt;
*&#039;&#039;&#039;[[Surgery#Bone_Repair|Surgery]]&#039;&#039;&#039;: By means of bone gel and bone setter, a fracture can be mended rather quickly.&lt;br /&gt;
*&#039;&#039;&#039;[[Guide_to_Chemistry#Ossisine|Ossisine]]&#039;&#039;&#039;: A rare medicine, can heal fractures without surgery (provided the target limb&#039;s damage isn&#039;t above the fracture threshold). Do note, however, that it will cause severe pain, and should probably have at least Tramadol administered alongside it.&lt;br /&gt;
&lt;br /&gt;
=Loadout=&lt;br /&gt;
Improving the likelihood of a patient&#039;s survival depends not only on your medical knowledge but also on what&#039;s available to you, particularly medicines and equipment on your person. The following will go over optimal loadouts used by many doctors, though nothing is stopping you from experimenting; these are merely recommendations, and it may do well to inquire other experienced medical players as to what their loadout is.&lt;br /&gt;
&lt;br /&gt;
==Necessary Equipment==&lt;br /&gt;
The equipment that most doctors have equipped:&lt;br /&gt;
*[[File:MedGlasses.png]] A MedHUD can evaluate someone&#039;s health from a glance. Can also view patient records, allows you to set their physical status (useful for setting patients to SSD or deceased), and allows you to add comments to a patient&#039;s record.&lt;br /&gt;
*[[File:Medicalbelt.png]] A Medical Belt to store your medicines. Has seven slots and is obviously worn around the belt slot.&lt;br /&gt;
*[[File:Bottles.gif]] Bicaridine, KeloDerm/Dermaline, Dexalin Plus, Dylovene, and Tramadol placed in your belt.&lt;br /&gt;
*[[File:Syringes.png]] A syringe to extract said medicines. Holds 15u (or 30u for a large syringe) and draws/injects by 5u with each click. Can fit on your ear.&lt;br /&gt;
*[[File:Traumakit.png]][[File:Burnkit.png]] Advanced Trauma and Burn Kits to help with brute and burn wounds respectively, along with disinfecting them. Typically found in the advanced kit that you spawn with.&lt;br /&gt;
*[[File:Healthanalyzer.png]] A Health Analyzer for a more in-depth analysis of someone&#039;s health. Gives precise numbers as to someone&#039;s brute, burn, toxin, and oxy damage, and can even tell if someone has genetic, radiation, or brain damage, though not how much. Will also inform the user if the patient has fractures or internal bleeding, but not their location.&lt;br /&gt;
*[[File:Labcoat.png]] A Labcoat as per [[Standard Operating Procedure]]. Has storage space on the inside of the coat and allows you to use the suit storage slot.&lt;br /&gt;
*[[File:Latex.png]] A pair of Latex or Nitrile gloves as per SOP and to prevent infection.&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]] A Stasis Bag to transport critical patients. Note that these bags don&#039;t halt damage at all like what you may be used to, rather they instead slow it down greatly. They also have a limited air supply, about &amp;lt;s&amp;gt;fifteen&amp;lt;/s&amp;gt; SIX MINUTES WORTH OH GOD WHY, meaning time is still of concern, and taking a patient out of the bag will crumple the bag up and make it useless. Two things to note, however: you can scan the patient&#039;s vitals through the bag simply by clicking it with the health analyzer, and you can load a syringe into the bag to inject into the patient, which can later be retrieved by using a screwdriver on the bag.&lt;br /&gt;
Additional useful equipment is as follows:&lt;br /&gt;
*[[File:WWebbing.png]] Webbing/Drop Pouches to store more items. Webbing and drop pouches are mechanically the same, the only difference being the name and sprite. Attaches to the uniform, found in the accessories section of the loadout tab in character setup.&lt;br /&gt;
*[[File:Stethoscope.png]] A Stethoscope to diagnose heart and lung injuries. Attaches to the uniform.&lt;br /&gt;
*[[File:Rollerbed.png]] A Roller Bed to transport patients safely without dragging. Simply control click the bed, then click-drag a patient onto the bed and you can start running without having to hunt for pixels to pull it. Fits on your back, though it should probably be in your backpack.&lt;br /&gt;
*[[File:PFreezer.png]] A Portable Freezer to store organs should someone gib or otherwise have their organs removed.&lt;br /&gt;
*[[File:Defib.gif]] A Defib to resuscitate patients that have recently died. Must go on your back in order to use (or belt slot, if it&#039;s the advanced one), on top of having the other hand empty to use the paddles. May need to be recharged after each use.&lt;br /&gt;
&lt;br /&gt;
=Machinery=&lt;br /&gt;
Medical has quite a few bits and pieces of stationary equipment to help with the workflow, most of which are elaborated on here:&lt;br /&gt;
&lt;br /&gt;
===[[File:Bscanner.gif]][[File:Bscanner_console.gif]]Body Scanner===&lt;br /&gt;
Pretty much a CT and MRI scanner shoved into one futuristic bed and console, and so much more! This is probably one of the most vital pieces of equipment for Medical as it can diagnose pretty much anything wrong with a patient. Some things it can do are, but not limited to:&lt;br /&gt;
*Provide information on all of the damage types.&lt;br /&gt;
*How much blood the patient has.&lt;br /&gt;
*Show what reagents are in the stomach/blood stream, and how much there is.&lt;br /&gt;
*Give a detailed analysis of each limb, including fractures, internal bleeding, the presence of implants, and if there are foreign bodies in the limb.&lt;br /&gt;
*Print condensed information to hand to a physician in the event the patient requires surgery.&lt;br /&gt;
&lt;br /&gt;
===[[File:Sleeper.gif]][[File:Console.gif]]Sleeper===&lt;br /&gt;
Next to - or at least not far away from - the body scanner are sleepers, beds that specialize in treating most side effects of trauma, but are otherwise an endless reservoir of some basic medicines. Some features of the sleeper are:&lt;br /&gt;
*Gives estimated readout of patient&#039;s health by means of number values and colored bar graphs.&lt;br /&gt;
*Allows the injection of:&lt;br /&gt;
**Dylovene&lt;br /&gt;
**Inaprovaline&lt;br /&gt;
**Paracetamol&lt;br /&gt;
**Dexalin&lt;br /&gt;
*Can conduct dialysis on a patient to remove anything that isn&#039;t blood (such as toxins, but medicines are included in this) from their blood stream.&lt;br /&gt;
*Can pump the patient&#039;s stomach.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cryo.gif]]Cyrogenics===&lt;br /&gt;
A true marvel of Medical are its cryogenic tubes, allowing the use of certain medicines that can only be used at sub-zero temperatures, namely Cryoxadone and Cronexadone, which are both capable of healing lots of damage over time. If not for healing genetic damage, it should be noted that one unit of medicine taken from the tube&#039;s beaker is multiplied into ten units inside the patient!&lt;br /&gt;
&lt;br /&gt;
====[[File:Freezer.gif]]How to Setup====&lt;br /&gt;
While a nice piece of equipment indeed, it requires some prep in order to use it to it&#039;s full capacity, namely putting the beakers in and setting the gas cooler. Placing the beakers inside the cryo tube is as simple as taking the beakers on the table in hand and clicking on the tubes with them. As for the gas cooler, head to the storage room and take the stairs to secondary storage. On the west side of the room is a gas cooler, just click on it and set the temperature between 10 and 80 Kelvin, though no lower or higher. Too low could draw a lot of unnecessary power, while setting it too high may slow down how fast the medicine inside the patient can work.&lt;br /&gt;
&lt;br /&gt;
=Goodies From Departments=&lt;br /&gt;
Medical has interactions with other departments besides just treating their injuries, surprisingly enough. Research can fabricate new tools and equipment, Cargo can order important medical stuff, and Security can try to get you to break the Non-Disclosure Policy.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
Research, provided there are miners available, can fabricate a number of nice tools for Medical, most of which will be described here:&lt;br /&gt;
&lt;br /&gt;
===Surgical===&lt;br /&gt;
*[[File:Scalpmanager.png]]&#039;&#039;&#039;Surgical Polytool&#039;&#039;&#039;: Requires high tier research and diamonds, but this tool is invaluable to have. It has the ability to perform everything the other surgical tools do together, and fits in your pocket.&lt;br /&gt;
*[[File:Laserscalp.png]]&#039;&#039;&#039;Laser Scalpel&#039;&#039;&#039;: Different versions depending on what&#039;s available to Research, but this basically works as a scalpel and hemostat combined when opening an incision.&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
*[[File:Mecha_odysseus.png]]&#039;&#039;&#039;Odysseus&#039;&#039;&#039;: A medical mech with three attachments available, usually a syringe gun with two sleepers. Probably the most important feature is the mech&#039;s ability to &#039;&#039;&#039;scan reagents and synthesize them&#039;&#039;&#039;, allowing you to replicate rare medicines.&lt;br /&gt;
*[[File:Powercell.png]]&#039;&#039;&#039;Super Capacity/Hyper Capacity Power Cells&#039;&#039;&#039;: A few pieces of equipment, namely the Defibs and [[Hardsuit#Rescue_Hardsuit|Rescue RIG]], use power cells to function. Replacing the defib cells will allow more consecutive uses without having to recharge while upgrading the RIG&#039;s cell will allow the user to use it&#039;s modules more without worrying about losing power after a few uses.&lt;br /&gt;
*[[File:AdvancedBedFolded.png]]&#039;&#039;&#039;Advanced Roller Bed&#039;&#039;&#039;: Essentially a regular roller bed but with Scientific(!) blue acrylic paint smeared over it, somehow reducing it&#039;s size to better fit in your backpack. Just a smaller bed, pretty much.&lt;br /&gt;
*[[File:Medibot.gif]]&#039;&#039;&#039;Medibots&#039;&#039;&#039;: Either helpful, annoying, or totally useless. Swiping your ID over it will unlock it&#039;s maintenance panel, allowing you to alter a few options. One option that should be turned on is to report treatments over HUD, while one option that should be turned off is the medibot&#039;s speaker as leaving it on will probably make anyone go insane. Probably the most important feature is allowing it to draw from a beaker that you can insert, allowing you to make custom mixes. Unfortunately the bot cannot tell the difference between any of the damage types, only treating a patient once their overall health reaches a certain threshold, therefore take care to &#039;&#039;&#039;not load in medicines that the patient can easily overdose on&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Cargo==&lt;br /&gt;
Cargo provides supplies and crates, most of which will be described here:&lt;br /&gt;
*[[File:SMed.png]]&#039;&#039;&#039;Clotting Kit&#039;&#039;&#039;: A kit filled with autoinjectors containing Myelamine, a medicine that can clot internal bleeding. Rather expensive.&lt;br /&gt;
*[[File:VMVoidsuit.png]]&#039;&#039;&#039;Vey-Med Voidsuit&#039;&#039;&#039;: A sleek voidsuit which is a pretty big step up from the regular voidsuits that come stocked every shift.&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]]&#039;&#039;&#039;Stasis Bags&#039;&#039;&#039;: Stasis bags are nice to have but there aren&#039;t many. In the event Medical is running low, it&#039;s always a good idea to order more.&lt;br /&gt;
*[[File:Scalpel.png]]&#039;&#039;&#039;Surgical Tools&#039;&#039;&#039;: If you have to order this crate then something terrible has probably happened to the other tools.&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
Security is an important department but also a rather nosy one. Aside from treating officers and their prisoners, there are some things that you need to remember when dealing with them. Note that Security isn&#039;t made up of bad people, and there are some instances where you&#039;ll want to call them in case something obviously terrible is happening in medbay.&lt;br /&gt;
&lt;br /&gt;
===Alert Codes===&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Code Green&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Unless the patient consents or an officer has a warrant, Medical cannot divulge information about the patient.&lt;br /&gt;
**Warrants usually only give access to body scans and medical records.&lt;br /&gt;
**Warrants can request a psychiatric evaluation of a patient, but officers are not permitted to listen in on the evaluation itself.&lt;br /&gt;
**Requesting the locations of individuals requires a very good reason, or a warrant.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;Code Blue&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Security does not need a warrant to access patient info such as records, location, autopsies, or body scans. If it&#039;s relevant and they ask for it, provide it.&lt;br /&gt;
**Security still does not, however, have access to what a patient divulged to a psychiatrist &#039;&#039;unless&#039;&#039; it&#039;s directly related to the alert level elevation.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Code Red&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**You &#039;&#039;&#039;need&#039;&#039;&#039; to provide information about a patient upon request as long as it&#039;s relevant.&lt;br /&gt;
**Suspicious confessions from a psychiatric appointment should probably be mentioned to security.&lt;br /&gt;
&lt;br /&gt;
===[[Laws#Moderate Charges|Charges]]===&lt;br /&gt;
*&#039;&#039;&#039;Trespassing&#039;&#039;&#039;: If they aren&#039;t Medical and they don&#039;t have any Medical personnel attending to them and they just ran in just because they could, call Security. They don&#039;t need to be in medbay, they&#039;ll get in the way of everything, and they pose a rather large risk to patient confidentiality.&lt;br /&gt;
*&#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;: Doctors hanging out in the bar instead of manning the medbay when there&#039;s patients awaiting treatment? Neglect of duty, maybe even manslaughter if a patient dies as a result.&lt;br /&gt;
*&#039;&#039;&#039;Desecrating a Corpse&#039;&#039;&#039;: Doing anything to a corpse outside of what&#039;s elaborated on in their postmortem instructions may land you with this charge, though this mostly only applies when someone decides to butcher, mutilate, or violate the body. Oh yeah, and &#039;&#039;&#039;EATING THE CORPSE FALLS UNDER THIS AS WELL.&#039;&#039;&#039; It also breaks the law regarding cannibalism, but we digress.&lt;br /&gt;
*&#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;: Monkeys are used for experimentation and harvesting antibodies in the event there&#039;s a viral outbreak, though some experiments aren&#039;t experiments in the slightest, particularly when the experiment&#039;s data doesn&#039;t yield anything useful at all, namely testing reagents to see what happens, pouring acid on a monkey to see how fast they die, &#039;experimenting&#039; with Mutagen, et cetera. Experiment ideas should probably be pitched to the CBO before it is conducted.&lt;br /&gt;
*&#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;: While there&#039;s no real legal consequence to this, the patient will have to undergo a psychiatric evaluation with supervision until the shift ends. If the patient is deemed too unsafe to keep within medical then they will have to be transferred to the brig.&lt;br /&gt;
&lt;br /&gt;
[[Category:guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=4420</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=4420"/>
		<updated>2024-11-01T16:58:53Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: /* Moderate Charges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The colony laws are a series of regulations that all interest groups on the High Council have agreed to, applying them broadly to all colonists inside the colony. The colony’s Marshals are expected to uphold and enforce these laws, and all departments are expected to follow them. This is not a general guide to security. All new marshals should review the official [[Guide to Security|Guide to Marshals]]. It is important to know that all offenses listed below should be followed as a ‘guideline’ by law enforcement personnel and do allow for victim rights and alternative solutions to minor offenses. For example, you are not required to give a sentence if the problem can be resolved in an alternative way that the suspect agrees to, such as an agreement with the victim in return for not pressing charges, or peer mediation. To understand how to go about a proper arrest, or other clarifications such as prisoner rights, alert levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is enforced via the head of staff. To be charged with a violation of SOP, a head of staff has to request a relevant charge be levied, such as denial of a reasonable order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to colonists, colony allies and authorized visitors. Individuals and groups unconnected to the colony have no rights and therefore no protections under the law.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;All colony law is subject to the standard of INNOCENT UNTIL PROVEN GUILTY. No one is to ever be assumed guilty, evidence must be presented that reasonably proves guilt.&amp;lt;/big&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A good working knowledge of the law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of the law are required for such positions as the ranger, officer, premier, and the warrant officer. For certain crimes, the accused party&#039;s intent is important. Intent can be the difference between a charge such as, say, manslaughter and murder. One requires purposeful intent, the other is unintentional and typically caused by negligence or workplace accident. It is also important to note that manslaughter and murder are mutually exclusive. This indicates that an individual must be charged with one or the other, not both. Neither could a colonist be charged with both assault and murder on an individual if there is only a single victim, the higher-grade charge must be the charge applied in that case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of this will be explained in detail as you read on, including specialty clauses, cases, guides, and explanations to how a Marshal or servant of the law should think when interpreting legal issues such as criminal acts or disputes.&lt;br /&gt;
&lt;br /&gt;
Here are a few basic to-know bullet points for officers:&lt;br /&gt;
* &#039;&#039;&#039;To ensure you, as an arresting officer, don&#039;t fall into the trap of negligence or misuse of power, always follow procedure where possible as detailed by [[Standard_Operating_Procedure#Marshals|standard operating procedure]].&#039;&#039;&#039;&lt;br /&gt;
* As an arresting officer, follow the [[Guide to Security|Guide to Marshals]] to ensure you don&#039;t fall foul of legal proceedings.&lt;br /&gt;
* In the case of pressed charges being in the same category (i.e Battery, Assault, Murder - or Vandalism, Theft, Grand Theft) take only the most severe charge. Any lesser charges in this case should not be applied.&lt;br /&gt;
* Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
* A single incident has a single sentence, so if, for instance, the prisoner took 3 items off a person, this is a single count of theft. Otherwise this would count as &#039;crime-stacking&#039;, which is against SOP and law.&lt;br /&gt;
* When deciding on a timer for multiple crimes committed, take each crime into consideration separately. Then add the times together to get a final concise timer. This should be the timer issued to an offender when they are put in a cell.&lt;br /&gt;
* &#039;&#039;&#039;The time taken to bring in an offender and the time taken when questioning the offender are NOT to be calculated into their issued timer.&#039;&#039;&#039; Timers begin when plugged in on a cell&#039;s console. However, offenders should be processed as quick as reasonably possible as-per their rights as employees within the colony.&lt;br /&gt;
&lt;br /&gt;
=== Victim Rights ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victims of a crime hold the general right to drop charges.&#039;&#039;&#039; This applies to charges within the 100, 200, and 300 tiers. Victims may also choose to only collect monetary value equal to their losses from the offender in question, such as any incurring medical bills or loss of property. These clauses are there to allow a victim peace of mind and to make sound decisions rather than being forced into court cases.&lt;br /&gt;
&lt;br /&gt;
There are some exceptions, however. 400 and 500-level charges &#039;&#039;&#039;cannot&#039;&#039;&#039; be dropped at any time by a victim, as these acts extend further than creating a victim, but also threatening the lives of others and the order of the colony as a whole. Officers &#039;&#039;may&#039;&#039; take into account an offender’s circumstances and a victim&#039;s testimonial when deciding intent and timers but no dropping of charges may occur.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this section, each individual directly targeted by criminal activity is a victim. If a crime affects a department, such as Trespass, then the Department Head may choose to drop the charge. If there is no Head, the charge can only be dropped by unanimous consent of those who were affected. If the crime affects the colony as a whole or has no specific victim, such as Contraband, Breakout, or Desecrating a Corpse, only the Warrant Officer or Ranger may authorize the waiving of charges, and a decision to waive charges may be overridden by the Warrant Officer (if the decision was made by a Ranger) or a vote of the Low Council.&lt;br /&gt;
&lt;br /&gt;
=== Fines &amp;amp; Timers ===&lt;br /&gt;
&lt;br /&gt;
Some crimes may offer either a fine or a timer, or in some cases, &#039;both&#039; a fine and a timer together. It is ultimately at the discretion of the arresting officer and/or the warrant-filer what the punishment for an offense should be. &lt;br /&gt;
&lt;br /&gt;
Fines are ultimately recommended for most low-level crimes, if they are listed under the ‘timer’ section of the quick reference guide. If, however, an offender is non-cooperative, a repeat offender, or otherwise hindering an investigation a timer should be issued instead. Fines are to be paid to the Marshal department directly, while any compensation, such as to damaged property or medical fees, should be directed to the victim and/or the victim department.&lt;br /&gt;
&lt;br /&gt;
Timers are to be decided by the senior authority, typically either a ranger or warrant officer. If in the case where neither are available then the arresting officer may decide. Timers should not exceed a maximum time allocated to the charge &#039;&#039;&#039;unless&#039;&#039;&#039; modifiers are added on; such as a repeat offender who would receive double the time. Timers &#039;may&#039; be less than the allocated maximum time depending on circumstances and modifiers that would normally subtract time from one’s sentence, such as cooperation with security personnel or in cases of entrapment.&lt;br /&gt;
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== Heads of Staff &amp;amp; Lower Council Law ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heads of staff are not above the law, and can be arrested by the marshals for breaking it.&#039;&#039;&#039; The &#039;only&#039; time that the law can be overridden is when there is an imminent and overwhelming threat to the colony, such as during a Code Delta scenario. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A determination of no-wrongdoing may result in the dismissal of charges levied or a negating of any brig time served.&#039;&#039;&#039; Determinations of no-wrongdoing must be done by a Warrant Officer after an investigation, which must be faxed to the Office of the Provost Marshal, the Provost Marshal himself, or the colonies High Council. Any Warrant Officer found to abuse their authority to declare improper cases of no-wrongdoing may be demoted and arrested for exceeding their official power alongside other charges, such as falsifying information or providing false testimony.&lt;br /&gt;
&lt;br /&gt;
A vote held by the Lower Council may also be used to indite some charges, such as abuse of power or charges related to disrupting the Low Council. Any crime that requires judgement, such as crimes labeled as &#039;HuJ&#039; / Hold until Judgement, should be decided on in a timely manner by the Lower Council through a tribunal. A tribunal &#039;&#039;&#039;must&#039;&#039;&#039; follow the [[Standard Operating Procedure (Legal)|Legal Standard Operating Procedure]] to be considered legal. A tribunal must properly vote and may only be overturned by the High Council itself.&lt;br /&gt;
&lt;br /&gt;
== Law in Relation to Outsiders, Allies, &amp;amp; Others ==&lt;br /&gt;
&lt;br /&gt;
Colony law is &#039;&#039;&#039;not&#039;&#039;&#039; extended to neutral parties inherently. Outsiders, for example, have no inherant legal rights or protections. However, some laws do apply to protect outsiders as well, including all intelligent, sapient beings. This includes other intelligent races, ranging from Humans to Mycus, to anything of higher intelligence including robots with self awareness.&lt;br /&gt;
&lt;br /&gt;
For simple terminology of colony law:&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Employee&amp;quot; / &amp;quot;Colonist&amp;quot;&#039;&#039;&#039; = A member of the colony or an employee of one of the colony&#039;s various factions. These rights are extended to all members of the colony and all members of departments.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;People&amp;quot; / &amp;quot;Person&amp;quot; / &amp;quot;Someone&amp;quot;&#039;&#039;&#039; = This covers &#039;&#039;&#039;any&#039;&#039;&#039; sapient, intelligent being, regardless of their allegiance. Outsiders, hostiles, allies, etc. This term is used only rarely, but is typically used to refer to crimes such as desecration of a corpse due to the criminal and inhumane act of cannibalism, or in reference to inhumane acts such as the act of enslavement. &lt;br /&gt;
&lt;br /&gt;
Outsiders are only protected under colony law under the term &#039;people&#039;, &#039;person&#039;, &#039;someone&#039;, or if granted entry to the colony via vote for visitation or sale of goods. When an Outsider is granted entry, they have the same rights as a citizen of the colony - until they are ejected or their visitation period ends. At that point legal protection ends.&lt;br /&gt;
&lt;br /&gt;
Outsiders, Neutral parties or visitors that are allowed in generally expected to follow &#039;common sense&#039; colony law. That is, don&#039;t steal, don&#039;t assault and do not take advantage of your hosts. They should also generally remain in the colony common areas, and not take anything belonging to the colony(this includes items kept &#039;for the common good, such as the tech storage tools, lathe, medical supplies, etc). Any who violate these rules may be ejected immediately by colony security, any who breach these rules in a more serious fashion should be detained and the Provost faxed. &lt;br /&gt;
&lt;br /&gt;
Lodge members and other colony-aligned factions have full rights of a normal colonist. For information on this, and neutral parties, this can be found in Standard Operating Procedure. Attacking a non-hostile neutral party can result in a charge of &#039;&#039;&#039;Treason&#039;&#039;&#039; depending on the incident. Neutral party refers to a neutral organization, not individuals such as Outsiders.&lt;br /&gt;
&lt;br /&gt;
Security personnel are to obey these clauses and understand the wording.&lt;br /&gt;
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==Salvaging Rights==&lt;br /&gt;
&lt;br /&gt;
These laws will attempt to make clear what is, and is not salvage. Who has rights over what claims, the proper handling of claims and so fourth. These laws MUST be enforced by Nadezhda Marshals, or Blackshield, depending on the jurisdiction of the &#039;claim&#039; and apply to all colonists of the Nadezdha Colony as well as Colony Allies and &#039;Neutral&#039; third parties.&lt;br /&gt;
Basic salvage rights entail only the following caveats;&lt;br /&gt;
* Trash piles, unclaimed and clearly unowned items and storage containers are the rightful property of the &#039;first claimant&#039;. A trash pile belongs to the first person to touch it, an abandoned locker to the first one to reach it, et cetera.&lt;br /&gt;
* Clearly owned property must be respected. A labeled cart, a gun who&#039;s serial is registered and thus known - these are considered personal property, and must be respected. &lt;br /&gt;
Additionally the following rules apply to all &#039;claims&#039;&lt;br /&gt;
* If an item is stolen and then rediscovered in an area that would normally count as right-to-loot then it must be returned as it is their rightful property. &lt;br /&gt;
* Crime scenes. Any item taken from a crime scene is chargeable by theft, obstruction of duty, and suspicious conduct. A crime scene&#039;s boundaries will be clearly marked by tape set up by Marshals or Blackshield.&lt;br /&gt;
* Items dropped by colonists or allies due to severe injuries are their rightful property, and MUST be returned. &lt;br /&gt;
* The areas owned by colony allies or factions (such as Voidwolf ally Ships or the Soteria Solar Outpost), and clearly defined departmental zones are barred from allowing salvage claims.&lt;br /&gt;
===Types of Salvage Claims===&lt;br /&gt;
In summary, there are four types of salvage areas. Claimed, Unclaimed, disputed and free&lt;br /&gt;
&lt;br /&gt;
*Claimed areas are those within colony borders(or the borders of colony allies) that have a lawful mandate placed over them, determined typically by the High Council, or at times low council. These locations are the claim-right of a particular faction, ally, et cetera. The FULL contents of these areas is the rightful claim of their respective owners, and any contents taken are effectively treated as their &#039;rightful property&#039;. Though mere presence on a claim is not generally sufficient to result in charges, the removal of property from them(I.E scavving) is cause for charges of trespass, theft, and grand theft. Additionally, a modifier &amp;quot;Breach of salvage rights&amp;quot; should be applied to each of these charges and any items taken returned or, if not possible - their value owed in remediation.&lt;br /&gt;
&lt;br /&gt;
*Unclaimed areas, while still within colony property, have no rightful claim placed on them, such claims may be enacted at the discretion of the High council, foreman and low council(in that order of importance), having to be properly ratified and faxed to be valid.&lt;br /&gt;
&lt;br /&gt;
*Uncontested areas are new zones or uncertain zones that have no current claims. While they may be within the borders of the Colony or its Allies, they are generally free to loot so long as general scavenging rules are observed. Conflicts, theft and similar SHALL be punished by law.&lt;br /&gt;
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*Free areas are neither within colony territory nor hold any special claim. These areas are typically considered &#039;free&#039; of salvage rights and include but are not limited to; the untamed wilds past the colony border and space(and areas located within that do not fall under the purview of the previous types of claims).&lt;br /&gt;
===Known claims and their status===&lt;br /&gt;
*The Nadezdha colony maintains that the areas in its immediate vicinity, as well as the forest directly south and the crater directly west are &#039;colony property&#039; and not subject to claims by non-colony forces.&lt;br /&gt;
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*Colony maintenance is &#039;unclaimed&#039;, thus only basic salvage rights must be respected.&lt;br /&gt;
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*The Prospectors hold exclusive claims over the following areas; Greyson Positronics field offices and attached locations, this include the Greyson Positronics Gantlet. &#039;Preppers&#039; bunker. &#039;Ironhead compound&#039; Smuggler base. &#039;Zoo&#039; research facility. &lt;br /&gt;
&lt;br /&gt;
*The &#039;Scrap haven&#039; is, as of now, a shared claim between the Prospectors and Hunters lodge - However, the Hunters Lodge has abdicated any right to lease their hold on the claim. &lt;br /&gt;
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*The hunters Lodge holds exclusive claim over the following areas; The lodge itself and land upon which it sits, and the plains in the immediate vicinity of their lodge&lt;br /&gt;
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*The &#039;Salvage Fields&#039; are &#039;free&#039; claims, though basic salvage rights should be respected.&lt;br /&gt;
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*The assorted, smaller &#039;Points of Interest&#039; in the immediate vicinity of the colony are &#039;uncontested&#039;(E.G, scorched outpost, lost outpost, etc).&lt;br /&gt;
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===Enforcement of Claims and Jurisdiction.===&lt;br /&gt;
As previously stated, it is the duty of Marshals and Blackshield to enforce salvaging rights - though they may vary on where their areas of jurisdiction come into play. &amp;lt;br&amp;gt;&lt;br /&gt;
Blackshield are largely expected to handle matters of salvage disputes where exterior forces threaten Nadezdha Colony(or upon request, colony allies) claims. Exterior factions attempted to jump claims owned by Prospectors should result in their dispatching.&amp;lt;br&amp;gt;&lt;br /&gt;
Marshals however are granted jurisdiction over legal matters of enforcement. Colonists jumping claims that are rightfully held should be charged accounting for the details of the matter. &amp;lt;br&amp;gt;&lt;br /&gt;
In the event where jurisdiction may be at question, it is important to remember that while the blackshield holds legal jurisdiction outside the perimeter fence - they are typically less oriented in the minutiae of law, and should they have to step in to enforce claims upon colonists past the walls they must hand over said colonists on return for processing by Marshals.&lt;br /&gt;
&lt;br /&gt;
===Additional Caveats===&lt;br /&gt;
*Salvage rights may, at the determination of their holder - be granted or leased. E.G, The Prospectors may, at the determination of the Foreman or Overboss Hogg grant rights over claims to other factions, allies, etc. &lt;br /&gt;
*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of &#039;equal value&#039; taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences&lt;br /&gt;
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-jumpers to return the stolen salvage and leave before force is used.&lt;br /&gt;
*Areas outside of the planets orbit, such as the nearby asteroid field in space, are not claimed by the colony directly. Salvagers and security forces operating there may salvage, but hold no direct claim over the materials there.&lt;br /&gt;
*Areas within the purview of Colony Salvage Law shall have their mineral resources granted exclusive purview for Lonestar Shipping to exploit, Lease or Manage as they will.&lt;br /&gt;
&lt;br /&gt;
==Intellectual Property==&lt;br /&gt;
&lt;br /&gt;
Nadezhda colony is filled with products produced with propietary designs from factions both within and without the colony. These designs belong exclusively to the company that owns them, however legal license to produce the items is distributed in the form of disks. As a general rule, no faction has any claim on any disk or item salvaged by another, nor any item which was manufactured by them or sold to them by a lawful owner, regardless of whether the design originated with the faction. The exceptions to this rule are as follows:&lt;br /&gt;
&lt;br /&gt;
*Unprotected design files, such as those found on factory disks or made by Soteria Research, are forbidden to leave the control of that faction without the written and stamped permission of the Faction Head. If such a disk is stolen, all items produced from it may be reclaimed. This is considered §505: Misappropriation of Intellectual Property, with the legal liability falling on the individual who stole or distributed the designs.&lt;br /&gt;
*Factions may act to protect the integrity of their uniforms to prevent confusion. Any Faction Head may prohibit those not belonging to their faction from wearing uniforms of that faction. Primes may not restrict non-clergy clothing from anyone who has not been formally excommunicated from the Church. Refusing to comply with the directive of a Faction Head in this matter is considered §102: Failure to Execute an Order.&lt;br /&gt;
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== Contraband Policy ==&lt;br /&gt;
=== Minor Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Minor Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zoom&lt;br /&gt;
* Mind Breaker&lt;br /&gt;
* Warlock Velvet&lt;br /&gt;
* Slime Jelly&lt;br /&gt;
* Cryptobilin&lt;br /&gt;
* Impedrezene&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Thermal Goggles (this includes implants)&lt;br /&gt;
* Random wave radio (owned by Lonestar, legal so long as procedure is followed as stated in Lonestar SOP)&lt;br /&gt;
* Chameleon devices (gloves, projectors, suits, armor, guns, etc)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Hardsuit Voice Synthesizer&lt;br /&gt;
* Data Jack module&lt;br /&gt;
* Electro Warfare module&lt;br /&gt;
* Thermal Modules (Including built-in thermal helmets &amp;amp; rig-mounts)&lt;br /&gt;
* Chameleon device (clothing forms, projector, etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Minor Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Thermals are considered contraband for all departments. Thermals are however permitted outside the colony or during a declared red alert level. This goes for the augmentations, glasses, helmets or rig-suit modules. The following items are considered thermals: Augmented shades, Thermo-nightvision helmets, Thermal goggles, Thermal augmentations and bioaugmentations. Along with any hardsuit modules that contain thermals.&lt;br /&gt;
** If either Church or Soteria provide to a colonist thermals illegally they are to be charged for minor contraband. If a Soteria staff continues to do so repeatedly, then they are to be demoted immediately. Heads of staff in Soteria or the Church continuing are to be detained, charged with abusing their executive powers, and demoted after a fax has been sent up to the faction leader. &lt;br /&gt;
** Permits can temporarily be issued by a Warrant Officer for their usage or transportation through the colony. Any surgical implantation of thermal augments by Soteria requires a properly written form signed by both the doctor and the Warrant Officer permitting such augments be used under Soteria&#039;s supervision.&lt;br /&gt;
* The shooting range is considered a testing zone for science. Items sent from science to the range for testing must be announced over general comms. In the instance of Soteria testing explosives up at the shooting range, it must be a device capable of small explosives only. Larger explosions are to be tested out in the mines.&lt;br /&gt;
* The chemicals in the list above are considered minor contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* All encryption keys that are not supplied to a colonists workplace are considered minor contraband. If sensitive or private information is gained through the use of encryption keys that a colonist should not have access to they should also be charged with violation of employee privacy. This is applied even if it was not the intent of the person using the encryption key. Legal access to an encryption key can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason. Please note that allies and neutral factions may have their own encryption keys - these are not illegal and should never be taken away.&lt;br /&gt;
* ID cards that are modified to give access to a normal departmental area of the colony without head departmental permissions are considered contrband. If, however, this access is issued either by a relevant head of staff or during the case of an emergency no timer or charge should apply. Legal access may be given by a head of staff to their department to another employee at anytime but may also be revoked at any time at the discression of the issuing head of department.&lt;br /&gt;
&lt;br /&gt;
=== Major Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Major Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zombie Powder&lt;br /&gt;
* Demon Powder&lt;br /&gt;
* Chloral Hydrate&lt;br /&gt;
* Polytrinic Acid&lt;br /&gt;
* Voice Nanites&lt;br /&gt;
* Handy Prints Nanites&lt;br /&gt;
* Napalm&lt;br /&gt;
* Tetraricide (Sweet Death)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Bluespace Harpoon&lt;br /&gt;
* Any explosive device (Must be currently explosive or easily capable of becoming explosive. A plasma tank, valve, and oxygen tank can be considered easily capable even when separated. A shellshock rifle or rail gun is not unless presently rigged to fire explosives.)&lt;br /&gt;
* Any and all Uplink devices.&lt;br /&gt;
* Freedom implant, Compressed matter implant, Explosive implant&lt;br /&gt;
* Chameleon device (Object Chameleon device cloner)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Combat mechs (Durand, Gygax, Phazon)&lt;br /&gt;
* Mechs rigged for combat, such as a ripley or odysseus modified with a jury rigged weapon.&lt;br /&gt;
* Any mind swapping technology.&lt;br /&gt;
* All Teleporters (modules, hand teleporters, etc.)&lt;br /&gt;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Functioning Cryptographic Sequencer (Also known as an Emag)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Major Contraband Exemptions &amp;amp; Stipulations ==== &lt;br /&gt;
* Soteria may test combat mechs at a firing range or outside the colony but &#039;&#039;&#039;must&#039;&#039;&#039; announce any and all movements of where the mech will be moving. Including the starting point to the desired ending point of the travel. These mechs may &#039;&#039;&#039;not&#039;&#039;&#039; be left in public spaces or otherwise operated, apart from moving through, public spaces unless exemptions are provided in the case of an emergency by security personnel.&lt;br /&gt;
** Permits for a combat mech may be temporarily issued by a Warrant Officer or Supply Specialist to non-Soteria personnel. The [[Example_Paperwork#Item_Application|proper forms]] should be filled out and the mech either housed inside of the employee&#039;s designated department or within Soteria&#039;s mech bay when not being used. Transporting any combat mech of any kind must be announced over public comms and cannot be driven freely across the colony. This policy and associated paperwork applies to any mech, including those obtained through salvage.&lt;br /&gt;
** Non-standard combat mechs / Non-combat mechs rigged for combat are not legal to own nor may receive licenses for normal usage. However, during Code Red or Code Delta emergencies they may be utilized by security personnel or otherwise permitted to be used by personnel determined to be fit and trust worthy by security personnel. All jury rigged weapons should be removed after the state of emergency without exception.&lt;br /&gt;
* The chemicals in the list above are considered major contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* Bluespace harpoons, and other teleportation items, may be used for research purposes by Soteria institute personnel. However, this does not mean they can be transported openly nor used or otherwise utilized outside of Soteria research departmental grounds. If transported outside of the department major contraband charges are applicable. If misused to teleport and employee unwillingly, as teleportation can be incredibly dangerous if not life threatening, see §413 - Unwilling Teleportation.&lt;br /&gt;
&lt;br /&gt;
===== Explosive Exemptions =====&lt;br /&gt;
Contraband explosives are considered, but not limited to: any device presently capable of causing wide-spread and reasonably uncontrolled damage. This includes, but is not limited to, frag grenades, incendiary grenades, EMP grenades, tank transfer bombs, explosives grenades, incendiary grenades, land mines, and other similar objects capable of replicating any of the listed items effects. Items such as non-explosive flashbangs, smoke grenades, or cleaning grenades are not considered explosives. An oxygen tank, transfer valve, plasma tank, or scrap rifle with its safety measures enable would not count individually as explosives, only if the devices were within reasonable proximity and had steps taken to allow them to be used as explosives. I.E. a scrap rifle with its safety systems off is contraband, a persons bag containing heated plasma tanks, oxygen tanks, and transfer valves would be reasonably considered an explosive object. This exception only applies if the objects are, viably, capable of causing an explosion, if the plasma tank and oxygen tanks are empty and cannot explode it would not be considered contraband. Best and reasonable judgment applies.&lt;br /&gt;
&lt;br /&gt;
Exceptions to the above clause may only be found in four cases:&lt;br /&gt;
&lt;br /&gt;
1. The Marshals and Blackshield may use whatever explosives they require to perform their duties during a code blue or higher scenario. Responsibility for all damage to persons or property are the sole responsibility of the individual using the explosive devices. Low-yield grenades and small-arms explosive ordinance, such as grenade launcher rounds, may be tested at Marshal or Blackshield ranges with proper notification that explosives will be fired at the specified range.&lt;br /&gt;
&lt;br /&gt;
2. Soteria Research may use any manner of explosives in the pursuit of research, the determination of what is considered ‘research’ is left to the sole discretion of the chief research overseer or, in the event one is not present, the biolab overseer. If neither is present, a low council vote is required to determine if the pursuit of research is considered scientific.&lt;br /&gt;
&lt;br /&gt;
3. Prospectors may carry and use explosives outside colony walls at their discretion, provided the explosive do not damage colony property or other persons from the colony or colony allies. Prospectors must hold all explosives within their department or with security in either the gate house or armory. The transportation of explosives should always be announced publicly.&lt;br /&gt;
In the event a prospectors wishes to sell explosive devices, be it to Soteria or Lonestar, this must be done with a member of the blackshield or marshal present and in the lobby of the respective department. In this scenario the explosive(s) must be stored in the buying department immediately. A form and record of the transaction should be recorded by security and filed with the WO, premier, sergeant, commander, and supply specialist.&lt;br /&gt;
&lt;br /&gt;
4. Permits &#039;&#039;&#039;may&#039;&#039;&#039; be written for temporary explosive usage within determined location at the descression of the Warrant Officer or Supply Specialist. Examples would be the allowance of Lonestar mining personnel to make use of small-yield explosive devices in mining operations, or temporary permits for Church for the transport of grenades for use in Deep Maintenance.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with the above section can and will result in the applicable charges and fines as expected by discretion of security personnel. This may include, but is not directly required to, charges of major contraband or negligence. In the event the explosive device is misused this may be upgraded to additional charges of Sabotage, Manslaughter, Major Sabotage or Murder. &#039;&#039;&#039;Improperly stored explosives that are stolen may confer charges both to the individual who stole and misused them and the individual who failed to properly safe keep the explosive devices, in this event both individuals receive the same charges regardless of fault.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Reasonable storage of an explosive device is determined by security discretion but the following factors should be considered when determining what is reasonable.&lt;br /&gt;
&lt;br /&gt;
Was the device in a locked container such as a secure locker, secure briefcase, safe, secure crate, or wall locker?&lt;br /&gt;
&lt;br /&gt;
Was the device and potential containers holding it secured behind access locked doors?&lt;br /&gt;
&lt;br /&gt;
Was the location of the device(s) kept discrete and related information on a need to know basis?&lt;br /&gt;
&lt;br /&gt;
=== Excelsior Equipment / Excelsior Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Excelsior Equipment&lt;br /&gt;
Note, if it&#039;s marked Excelsior (EXCLUDING SOAP), it&#039;s Excelsior Contraband. If it isn&#039;t, it&#039;s fine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Guns and Armor&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Weaponry (&amp;quot;Excelsior Kalashnikov&amp;quot;, &amp;quot;Excelsior Drozd&amp;quot;, &amp;quot;Excelsior PPSh&amp;quot;, etc.)&lt;br /&gt;
* Excelsior Branded/Colored Armored Voidsuits &amp;amp; Helmets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Technology&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machine Parts (Including Circuit Boards and Stock Parts)&lt;br /&gt;
* Excelsior Branded Implants&lt;br /&gt;
* Excelsior Branded Data-Disks (Such as Means of Production/Revolution, among others for specialized items.)&lt;br /&gt;
* Excelsior Branded Power Cells&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Machinery&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machinery (Including Teleporters, Autolathes, and so on.)&lt;br /&gt;
* Excelsior Branded Defensive Systems (Including Turrets, Shield Generators, and so on.)&lt;br /&gt;
* Excelsior Branded Boom Boxes&lt;br /&gt;
|}&lt;br /&gt;
==== Excelsior Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Excelsior equipment &#039;&#039;&#039;may never&#039;&#039;&#039; be operated by Security personnel, no matter their status within the Church, Psionic-testing or other implant-destroying augments. All Excelsior-branded technology should either be put into evidence by the Marshal department, if it is used in the conduction of a crime, or destroyed. No department may receive permission nor contraband licensing to use or otherwise utilize Excelsior technology unless an exemption is given by the High Council itself.&lt;br /&gt;
** Soteria Science may be handed Excelsior tech as a means of destruction. Soteria Science may not preform experiments with Excelsior tech but they may use it in a destructive analyzer to be used in the production and research of non-Excelsior technology.&lt;br /&gt;
** Guild may be handed Excelsior tech to be deconstructed as a means of useful destruction of Excelsior branded technology. Guild may not use nor utilize Excelsior technology itself but they may break it down in either their department&#039;s industrial autolathe or through their department&#039;s nanoforge machine.&lt;br /&gt;
** Marshals may utilize their Nanite Reconstructor in the armory to break down Excelsior weapons or armor. However tech like Excelsior branded cells or computer-components will not be able to be broken down by said machine. Personnel must find an alternative for those deconstruction methods.&lt;br /&gt;
&lt;br /&gt;
==Criminal Regulations==&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
There are two core types of modifiers: Criminality modifiers and Sentencing modifiers. Criminality modifiers alter whether or not an action is actually criminal in nature and can alter what charges can/should be pressed for a given incident. Sentencing modifiers do not alter the charges but rather the sentence, either upwards or downwards.&lt;br /&gt;
====Criminality Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#fff2cc;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Self Defense&#039;&#039;&#039; || To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others, however they are required to use only necessary force and to call for medical aid for their aggressor if they are in critical condition. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies to &amp;quot;defending&amp;quot; oneself against a lawful arrest, even if the charges are later found to be untrue. || Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense of Property&#039;&#039;&#039;|| To have acted with appropriate force in defense of one&#039;s rightful owned or claimed territory under colony law. Appropriate force is always nonlethal force unless the aggressor pulls out a lethal weapon. Same duties to obtain care for injured individuals that is given with Self Defense apply here. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies when &amp;quot;defending&amp;quot; one&#039;s area against Security acting on a properly authorized warrant. || Immediate Release&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Good Samaritan Clause&#039;&#039;&#039; || To break the law to prevent a greater harm from occurring. The greater harm must be imminent rather than hypothetical, and the law must be broken as little as reasonably possible. For example: breaking into a department to rescue someone whose suit sensors show they are in critical condition or dead. Acts found to be unreasonable will not be protected by this clause. Failure to comply with an investigation is never protected by this modifier. || Dropping of any charges that depend on ill intent.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Entrapment&#039;&#039;&#039; || To be charged with a crime the offender was induced to commit by Security and, without their help, either would not have or could not have committed. || Charges should be either reduced or dropped depending on their own level of indepedent criminal intent. The officers running the operation should be charged with Violation of Employee Rights as well as the charges they intended to entrap the victim with.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accomplice&#039;&#039;&#039; || To knowingly and materially aid another in the commission of a crime. Both elements are important: a merchant who sells a gun to someone with no knowledge it will be used for murder is not liable, nor is someone who simply cheers on someone else comitting a crime. Providing instruction on how to commit a crime does count as material aid, however, e.g. telling someone how to make a bomb. || Apply all charges for the crime that the primary suspect was aided in to the accomplice.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Authorized Use of Force&#039;&#039;&#039; || Use of force that is legally authorized. The primary example is the Marshals using force to bring in resistant suspects in accordance with their SOP. This modifier also applies to Soteria Lifeline Technicians using nonlethal force (including against Marshals or Councilors) to prevent someone from taking their patient, and Vectors using nonlethal force on members of the Absolutist church who are resisting internal discipline. || Charges should not be applied if the use of force was within legal guidelines.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sentencing Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cooperation with Prosecution&#039;&#039;&#039; || To aid members of colony security, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense. || 25% to 50% timer reduction. This only applies if information is provided that leads to bringing in a suspect that was not already apparent with the information security had.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Surrender&#039;&#039;&#039; || To willingly surrender oneself to security staff; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders. || 25% to 50% timer reduction. Execution may not be issued to those who have surrendered. Crimes worth of Holding until Transfer may be reduced to a timed sentence no less than 60 minutes at the discretion of the Warrant Officer.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Offense by Colony Command&#039;&#039;&#039; ||To be a member of the colony&#039;s command structure, including Steward and Premier, and to commit any Severe or higher level crime, or any crime that references this section in its sentence. This does not require formal conviction by a Tribunal, but a Warrant Officer can expect the charges to be overturned and charges to be filed against them if their fax to the High Council does not include sufficient evidence. || The Warrant Officer, at their discretion, may impose a shift-length dismissal on the individual. This sanction may only be overturned by the Faction Owner or the Low Council. Additionally, the Low Council may vote to impose sanctions either without a Warrant Officer/despite their disapproval or if they wish to impose more serious sanctions than a shift-length dismissal.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Repeat Offender&#039;&#039;&#039; || To commit the same crime multiple times in the same shift. This only applies if someone is punished for it and then commits the same crime after release, not for a string of offenses in a row.|| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc. This also goes for fines. Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Immediate Threat to the Prisoner&#039;&#039;&#039; || To be incarcerated when a situation in the Marshal area poses an immediate threat to the health of the prisoner || The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released. If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Use of Powers&#039;&#039;&#039; || To use abilities greater than those normal for a member of one&#039;s species in the commission of a crime. This includes (but is not limited to) psionics, nanogates, cruciforms, and Soteria-created genetic mutations. There must be reasonable belief that powers were used in such a manner; however, due to the nature of these powers being easy to conceal after the fact, hard evidence is not required. Officer discretion is encouraged, and they may choose not to apply this modifier if they believe the evidence is insufficient. || Any crimes given to the person has its fine value or time served automatically doubled. If the empowered person has a HuT sentence, it is highly encouraged to have their powers removed if it can be done safely. A empowered individual using their powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their powers should be removed before revival. In the case of a cruciformed individual killed relating to this section, if a Vector/Prime is available to properly remove the cruciform from the corpse this should be done; otherwise it should remain attached but deactivated.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime by AI/Cyborg&#039;&#039;&#039; || For Colony AI or Cyborg to commit actions that are criminal in the eyes of the law. Marshals are to operate as per normal. Soteria is to cooperate with the Marshals in regards of these matters, to see if the AI or Cyborg are malfunctioning before allowing them to be arrested.A warrant is specifically required for security to enter the AI core, and Soteria personnel should accompany them to ensure matters are handled peacefully. Squads of Marshals or Shields should not be going into the core unless the AI in question is malfunctioning and/or hostile. As a further note, the AI and Cyborgs cannot open high access areas unless in a state of emergency, for example, the Marshal, Blackshield, or Command armory. The only other time they can open such areas is to clear out infestations and nothing more. || Cyborgs can be locked down within their cells or, if this is not possible, have their MMIs removed and tossed into a cell to serve the appropriate amount of time, or Soteria can choose to pay for their fine. Card the AI and toss it into the cell, much like the borgs. Once they have served their time, return them to their proper vessels. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Quick Reference Guide ===&lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge a colonist with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 108 for trespassing into a department, 105 for stealing an item from the department and 204 for attacking an employee trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Property Crimes&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X01)&#039;&#039;&#039;&lt;br /&gt;
|Vandalism&lt;br /&gt;
| -&lt;br /&gt;
|Destruction of Property&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Failing Duty&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;(X02)&#039;&#039;&#039;&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|Negligence&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rights Violations&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X03)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violence&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X04)&#039;&#039;&#039;&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Theft&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;(X05)&#039;&#039;&#039;&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|Violation of Salvage Rights&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X06)&#039;&#039;&#039;&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obstruction&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X07)&#039;&#039;&#039;&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|Treason&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trespass&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X08)&#039;&#039;&#039;&lt;br /&gt;
|Trespass&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resisting Lawful Authority&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X09)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Injunction&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Escaping from Confinement&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abuse of Lawful Authority&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X10)&#039;&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Disrupting Command&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X11)&#039;&#039;&#039;&lt;br /&gt;
|Sending a Time Wasting Fax&lt;br /&gt;
|Forgery&lt;br /&gt;
|False Testimony&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unconscionable Behavior&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X12)&#039;&#039;&#039;&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Desecrating a Corpse&lt;br /&gt;
&amp;amp;&lt;br /&gt;
Cannibalism&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bodily Autonomy Violations&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X13)&#039;&#039;&#039;&lt;br /&gt;
|Harassment&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|}&lt;br /&gt;
===Specialty Charges===&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an officer or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty colonist, a mediation should occur with the victim. The debtor&#039;s personal items may be forcefully liquidated to cover their debt, or an agreement reached to repay the debt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the colony or it’s security team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 1,000 credits may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 500 credits. Injuries such as fractures or injuries that leave a patient in codification condition should be 1,000 credits.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Blackshield committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|003 - Suicide Attempt &lt;br /&gt;
|To physically attempt to or credibly threaten to end one&#039;s own life either through radio communications or while in brig.&lt;br /&gt;
|Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.&lt;br /&gt;
&lt;br /&gt;
Upon their timer ending the prisoner should be held until medical personnel can arrive to escort them for psychiatric examination. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a colonist or department without provocation, stalking a colonist or refusing to leave a department, yelling over ones headset, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 1,000 credits may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Lack of Security, Medical, or Employment Records&lt;br /&gt;
|To be a registered member of the colony without any form of qualified records.&lt;br /&gt;
|This does not apply to outsiders visiting the colony nor members of the Hunters Lodge. &lt;br /&gt;
&lt;br /&gt;
All members of the colony are required to meet the minimum requirements highlighted [[Example_Paperwork#Character_Records|within the Character Records Section of Example Paperwork]].&lt;br /&gt;
&lt;br /&gt;
If a colonist does not meet this requirement, Security personnel should interview the colonist and aid them in setting up required records, providing a format sheet for them to fill out and put on file.&lt;br /&gt;
&lt;br /&gt;
If the colonist is not willing to file paperwork, they are to be released and High Council is to be notified. (Fax or A-help - records are a rule issue.) High Council will advise on actions to take, if any, regarding the issue.&lt;br /&gt;
&lt;br /&gt;
An offender who actively lies about their implant status - such as not reporting their nanogate, psionic, or church implant within their records is to receive a &#039;&#039;&#039;Providing False Testimony&#039;&#039;&#039; charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|006 - Data/Information Breach&lt;br /&gt;
|To knowingly and willfully communicate information, gained in confidence through private or departmental channels, to personnel without legal access. Department Heads have authority to communicate information from their respective channels.&lt;br /&gt;
&lt;br /&gt;
|A timer of no more than 30 minutes but no less than 10 and/or a minimum fine of 250 credits, up to 1,000, may be issued depending on severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Minor Charges===&lt;br /&gt;
{| style=&amp;quot;background-color:#aaffaa; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately deface or minorly damage colonial or departmental property without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, to littering in a public or departmental area, to minorly damaging a Soteria cyborg&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 500 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 250 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|To deliberately deny an employee certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically security or medical staff for a major SoP violation due to it going against another colonist’s rights. The colonist or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from Security using thermals without reason, Medical sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 1,000 credits to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with a colonist, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching a colonist when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 500 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another department and/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a department or owned by a person. This includes people taking items from their own department they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 500 credits with the addition of the item(s) being returned.&lt;br /&gt;
&lt;br /&gt;
If the stolen item(s) cannot be recovered then the offender may be forced to pay the item(s) cost to the victim. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Table.&#039;&#039;&#039;&lt;br /&gt;
|For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the chief biolab officer.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as a chameleon weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Marshals, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area. Detainment until the situation in question has been resolved.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a department lobby, the bar, or the kitchen also apply if asked to vacate the area by relevant department staff. Those with access typically should not be in those areas unless they have a good reason or permission from the department&#039;s relevant staff. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security personnel with an authorized warrant and council members conducting investigations authorized by an LC vote may not be asked or made to leave.&#039;&#039;&#039;&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as a Property Crime if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, colony control room or the outer perimeter see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the marshal or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the warrant officer only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Sending a time wasting fax See [[Faxes]]&lt;br /&gt;
|To send a fax to a faction leader of the colony or its allies that is considered unnecessary or unneeded. Do note that in [[Faxes]] it outlines what is and isn&#039;t a time wasting fax.&lt;br /&gt;
|This charge can only be given by a faction owner or faction ally, not by heads of staff or marshals.&lt;br /&gt;
|15 minute in a cell or a 750 credit fine.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms to seriously hurt or kill a colonist, previous violent convictions approaching while threatening a colonist, or if a colonist was to chase another colony member or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, charge &#039;&#039;&#039;Assault&#039;&#039;&#039; instead. If the offender stalks the victim also charge &#039;&#039;&#039;Harassment/Stalking&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Harassment or Stalking&lt;br /&gt;
|To take repeated actions for the purpose of harassing an individual, or to continue following them after being asked to stop.&lt;br /&gt;
|This crime does not apply if there is a lawful reason for the conduct, such as Marshals pursuing an investigation or a Head trying to get their employee to do their job.&lt;br /&gt;
|Timer of no more than 5 minutes or a 250 credit fine paid to the victim.&lt;br /&gt;
&lt;br /&gt;
Injunction placed at discretion of the WO&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Moderate Charges===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|To fail to complete the core functions of your job when they are necessary&lt;br /&gt;
|This is intended to handle situations where a job is required but the individual who should handle it is doing non-job related things or taking a break. For example, doctors not responding to calls for medical assistance, the Marshals not investigating a crime, the Prospectors not looting areas or not setting up their shop afterwards, or the chef not preparing any food. Providing products is not considered a core function of the Science department or the Guild unless there is an emergency and supplies are needed to aid with it. &lt;br /&gt;
&lt;br /&gt;
If there is more than one person in the relevant job and none respond to a call, all are to be punished unless they were occupied with other job-critical activities. If there is uncertainty about whether something a core function, the Faction Head and other professionals should be consulted but the final judgement rests with the Marshal handling the case.&lt;br /&gt;
|Forfeiture of 1 hour&#039;s pay to the corporate account. Timer of no more than 15 minutes. Dismissal at the discretion of the Head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish an employee without proper cause or reason, or in violation of due process rights such as Habeas Corpus.&lt;br /&gt;
|This is mainly for marshal officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause physical harm or mild injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it. This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition, or other less-than-lethal means, without just cause counts as assault.&lt;br /&gt;
&lt;br /&gt;
See ‘’’Aggravated Assault’’’ if any lethal ammunition are used, or if the victim suffers a broken bone or notable life-threatening hospitalization. See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill. See ‘’’Threat of Murder or Serious Injury``` as a secondary charge to any threats made while brandishing a weapon with a stated threat to murder.&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking an employees pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or credits takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the department head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Major Contraband &lt;br /&gt;
|To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
|See &#039;&#039;&#039;Contraband Table&#039;&#039;&#039; for what applies to this charge.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Supply Specialist, Brigadier, or the provost Marshal to override this law. &lt;br /&gt;
&lt;br /&gt;
The Chief Biolab Overseer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess any contraband so long as they comply with their &#039;&#039;Contraband Policy&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes and the confiscation of contraband items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is injured because of this, also charge &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, also charge the relevant Property Crimes charge. If a colonist dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;208&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
|Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge Manslaughter.&lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
| Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the officer trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An officer should take into account their reason for not reporting to security immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in security has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force.&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that do not require medical treatment beyond first aid but are still unwarranted. If the suspect required more than basic first aid, charge instead &#039;&#039;&#039;Severe Excessive Use of Force&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 2,000 credits paid to the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;211&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a fax to issue orders posing as the High Council or a superior, falsifying a medical prescription or falsifying ones records to pose as either more certified or to fake eligibility for job positions.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
|Desecrating a Corpse &lt;br /&gt;
&amp;amp;&lt;br /&gt;
&lt;br /&gt;
Cannibalism&lt;br /&gt;
|To abuse bodies of dead or previously dead people. Acts may range from non-medical to scientific desecration.&lt;br /&gt;
Cannibalistic acts are the consumption of any &#039;&#039;&#039;Person&#039;&#039;&#039;, Voidwolf, Colony Recognized higher-intelligence lifeform.&lt;br /&gt;
|Examples include, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039; without consent. Preventing a body from being repaired or cyborged also falls under this. Bodies rendered incapable of wound repair count as &#039;&#039;&#039;Murder&#039;&#039;&#039; instead. &lt;br /&gt;
If the body is made into any edible product, or any severed limb/organ of the &#039;&#039;&#039;Person&#039;&#039;&#039; is consumed, instead charge &#039;&#039;&#039;Cannibalism&#039;&#039;&#039; in Notes.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;Cannibalism&#039;&#039;&#039; Applies  Holding until Judgement  Crime code raises to:  5XX Capital Offence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;213&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where colonists are roaming around Nadezhda, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. A marshal can request a male colonist to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 20 minutes, alongside a fine of 500 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Major Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Destruction of Property &lt;br /&gt;
|To destroy the property of a colonist, a colony faction, or the colony itself without valid reason, either deliberately or through negligence&lt;br /&gt;
|The property in question can belong to another individual, to a faction, or the colony at large. This crime includes destroying normal doors or walls, recycling or disassembling equipment, or damaging a cyborg to the point it needs internal repairs. Valid reasons include (but are not limited to) normal recycling and research activities. If an item is stolen and destroyed, charge either the relevant Theft level or this, whichever is more severe.&lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Negligence&lt;br /&gt;
|To cause notable damage to a colonist by failing at one&#039;s duty, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest mistakes, laziness, or deliberate disregard. This is usually because an employee ignored Standard Operating Procedure or failed to follow an order, but may also be applied if they failed to do something that a reasonable and competent professional in their role would do. It also applies any time any SOP explicitly calls for it, regardless of actual harm (e.g. engaging in human experimentation without a waiver). If a colonist is killed because of it, instead charge Manslaughter; if equipment is destroyed, charge Destruction of Property. This crime cannot be charged alongside Destruction of Property if the damage is the only significant result of the negligent conduct.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|To punish a crew member in excess for their crime, to give a crew member incorrect punishment, or to give fraudulent charges that are not valid.&lt;br /&gt;
|This includes stacking charges improperly, planting evidence, confiscating contraband if it is being used in a legal manner under the Contraband Policy, or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion/Dismissal at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §304&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|To cause severe injury to another employee or colonist, typically requiring invasive surgery or resulting in life-threatening physical harm.&lt;br /&gt;
|This is in reference to any form of assault that causes shrapnel, broken bones, severe bleeding, or otherwise rendering a victim into a state of critical condition. Shrapnel left in one’s body may count if the rounds are not LTL rounds. For LTL round usage that do ‘not’ result in broken bones or cause a life threatening injury, but may still embed, see ```Assault```.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;305&lt;br /&gt;
|Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039;, or otherwise taking undue action against a rightful claimant.&lt;br /&gt;
|The consideration of the stolen item(s) value should be taken into account when issuing this charge.&lt;br /&gt;
|Any stolen items should be returned to the proper salvage-claim holder. If the items are non-recoverable, or have been sold off, the offender is to repay that market-price of the stolen items to the victim. If the offender is not able to pay, apply specialty charge ```001 - Defaulting on Debt```.&lt;br /&gt;
&lt;br /&gt;
A timer of no more than 20 minutes may be issued on the offender alongside a 250 credit fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by security, even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room,toxin storage or other essential high-security areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as a convict who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 30 minutes for escaping.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force which results in the victim requiring more than basic first aid&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that require surgery or other advanced medical treatment beyond first aid. If a victim dies and the use of force was not warranted, also charge Manslaughter.&lt;br /&gt;
|Dismissal which can only be overturned by the Faction Owner, who must be faxed in all cases of Severe Use of Excessive Force. Timer of no more than 30 minutes. Payment of all medical bills of the victim&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §311&lt;br /&gt;
|Providing False Testimony&lt;br /&gt;
|To provide false or deliberately misleading testimony to colony officials&lt;br /&gt;
|This can be applied in relation to interviews with investigators or to the interviews had with colony officials to create records (see §005).&lt;br /&gt;
&lt;br /&gt;
This crime requires intent to mislead, as judged by the Marshal handling the case.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
In cases of false/incomplete records, they should be permitted one chance to get them corrected unless evidence of deliberate deception is found. If such evidence exists or the records remain false, apply sentence as above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;312&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or crew well-being (e.g genetics,weapon testing, etc.) don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but monkey cubes and the like probably aren&#039;t. &lt;br /&gt;
&lt;br /&gt;
Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms, or are fully tamed by a colonist. Tamed in this case means that they will not attack other colonists, or damage colony infrastructure.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 750 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If any named Colony Pet (Ian, Tea, Graves, Lisa, PunPun, and other pets that spawn in the colony with a roundstart name (this does not include ones made in-round unless specific by the High Council through fax/announcement) was targeted, it is an automatic 90 minute sentence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;313&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards a person or silicon unit.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exceptional Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To deliberately destroy colony equipment without valid reason.&lt;br /&gt;
|This includes destroying secured doors or reinforced walls, unauthorized destruction of cyborgs, breaking of machinery, etc. Valid reasons include (but are not limited to) destruction needed to prevent a greater loss of life or destruction of the colony&lt;br /&gt;
|Timer of no more than 45 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;403&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for anyone who abuses the power given to them, such as the premier acting like a security officer in a non-emergency, the warrant officer acting as if he is above the law, etc. Heads of staff trying to order a different department or ignoring a council vote also comes under this, as does security staff attempting to give orders to non-security without legal justification.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the department head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a fax should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill a colonist without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are of a dangerous, of high value, or of sensitive nature.&lt;br /&gt;
|This means high-value weapons or explosives, and also includes items of singular importance such as the station blueprints, chief biolab overseers hypospray, or items not easily replaced / are not replicable.&lt;br /&gt;
&lt;br /&gt;
important items produced solely by the Church, such as Cruciforms, Absolutist Constructs, and other Absolutist artifacts are property of the Church and may at any time for any reason be demanded back. Refusal to return the items shall be considered &#039;&#039;&#039;grand theft&#039;&#039;&#039; and &#039;&#039;&#039;failure to execute an order&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
&lt;br /&gt;
|To be in illegal possession of or to actively operate Excelsior equipment. &lt;br /&gt;
|This applies to Excelsior batteries, guns or armor. Their lack of safety features, shoddily made structure and use in operation can endanger oneself or other colonists.&lt;br /&gt;
&lt;br /&gt;
The usage of Excelsior tech also is a tell-tale sign of an Excelsior agent or collaborator.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Provost Marshal or the Brigadier to override this law. No lesser official can override this law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Policy&#039;&#039;&#039;&lt;br /&gt;
|Immediate medical examination and confiscation of equipment.&lt;br /&gt;
&lt;br /&gt;
If Excelsior implant is found and removed the subject should be placed under psychiatric evaluation until deemed fit. If deemed fit the offender should be released.&lt;br /&gt;
&lt;br /&gt;
If Excelsior equipment is operated or sold but no implant is found see &#039;&#039;&#039;Treason&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;407&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
|An exception would be a law reset when obviously harmful laws have been uploaded. Only the council or two Soteria overseers together can authorize a law change outside of this situation.&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;410&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, also charge &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §413&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|To teleport a person, with either psionic powers or bluespace technology, who is unwilling or does not consent to the testing of such equipment on themself.&lt;br /&gt;
|Teleportation devices used by non-sicence members count as &#039;&#039;&#039;Major Contraband&#039;&#039;&#039;, charge both crimes in such cases. If a person does not consent actively to be teleported by another person, such as through a harpoon or portal-throwing, etc - this charge applies.&lt;br /&gt;
|A timer of no more than 90 minutes may be issued. If the victim dies as a means of this teleportation, see &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
If the victim is hurt during the teleportation, or in result of it, see &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The offender is to be demoted upon sentencing for the crime.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Capital Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
|To engage in Sabotage on a large scale or on important infrastructure.&lt;br /&gt;
|This includes actions that either affect a large area or which deprive the colony or a faction the use of critical equipment such as the Church&#039;s bioreactor, the Soteria AI, or critical infrastructure. Applicable to unsuccessful attempts, if intent can be reasonably proved.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If an employee is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the colony through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;503&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force a colonist to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see §203 (Illegal Detention, Arrest or Holding).&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To willfully and intentionally kill or attempt to kill a colony member or an ally of the colony. Or to prevent a rightful revival or else render a colonist unrevivable through clear action. &lt;br /&gt;
|Clear intent is needed to prove a case of murder over manslaughter. While Manslaughter is unintentionally causing death through accident, or unintended consequences, Murder is a purposeful act with the intent to take the life of another.&lt;br /&gt;
&lt;br /&gt;
Attempts to cover up an incident of Manslaughter may necessitate a charge of murder due to pre/post meditative evidence. &lt;br /&gt;
Additionally, should proof positive be obtained that indicates premeditation the penalty should be automatically adjusted to H.U.T and the low council should convene to determine if more extreme penalties are warranted, up to and including execution.&lt;br /&gt;
&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;505&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
|To gain access to in-house or proprietary Designs, Documents, Programs, or otherwise vital assets of a Colony Faction or one of the Colony&#039;s allies.&lt;br /&gt;
|Whether by theft, trespass, or buying such items without the departmental head&#039;s explicitly written and shown permission. &lt;br /&gt;
&lt;br /&gt;
Note that this does &#039;&#039;&#039;NOT&#039;&#039;&#039; include stealing items themselves, such as constructed Guild items or items purchased through the Lonestar Trade System -- only the theft of the program itself or the designs to make more of the Guild&#039;s items, or otherwise.&lt;br /&gt;
&lt;br /&gt;
|Hold until Transfer. The stolen proprietary assets should be returned to the faction or ally they were stolen from immediately unless they are directly required to be used as evidence in a tribunal. Any items gathered or created with the proprietary assets should be given to the faction or ally as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;507&lt;br /&gt;
|Treason&lt;br /&gt;
|To deliberately undermine the efforts and interests of the colony at large, or to deliberately and willfully aid the efforts of hostile factions.&lt;br /&gt;
|This includes possessing or distributing Excelsior armor or weapons for purposes other than lawful destruction, attacking neutral factions without provocation or justifiable reason, giving a hostile faction information about the colony or its defenses, or taking up arms in support of a hostile faction against the colony. In cases of the Low Council voting to temporarily work with a normally hostile faction, Treason does not apply.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an AI upload or the Marshal armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a staff member may not be active. In rare cases, such as a code red incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as from a rogue AI or hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;509&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution unless the convict surrenders peacefully. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;510&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a colonist who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute a colonist or an ally based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having less than a unanimous sentencing vote, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The warrant officer is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact provost marshal Boris Kilmeade if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Provost Marshal Boris Kilmeade may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;513&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
|This charge exists as a means to handle non-con scenes ICly when they do happen.&#039;&#039;&#039;Noncon RP is not permitted on this server. Ahelp staff when dealing with these charges.&#039;&#039;&#039;&lt;br /&gt;
|Permanent removal from the colony or execution.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Common Areas&#039;&#039;&#039;: Generally understood to be publicly accessible areas of the colony that are owned and maintained &amp;lt;i&amp;gt;by&amp;lt;/i&amp;gt; the colony rather than as part of an individual department.&lt;br /&gt;
* &#039;&#039;&#039;Lethal Firearm&#039;&#039;&#039;: A gun loaded or set to a fire mode that&#039;s main purpose is to inflict damage to put a person into a critical conduction and or kill. Rubbers when shot out of a gun that has mods to inflict additional damage onto the bullet itself automatically count as lethal.&lt;br /&gt;
* &#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires following the sanction process in general SOP to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including Assistant position. Requires following the sanction process in general SOP to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation at admin discretion))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying an on-shift general leadership position within a faction.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases at Warrant Officer discretion.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgment.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Marshal Officers. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
* Laws do NOT protect outsiders unless specified via Low Council vote, High Council decree, or in the case of colony allies. The only time laws may protect a neutral person or Outsider is in the case of the wording being &#039;Someone&#039;, &#039;Person&#039;, or &#039;People&#039; - implying this would cover non-colony members as well due to its wording.&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=4419</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=4419"/>
		<updated>2024-11-01T16:57:32Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: Fixes some spaces&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The colony laws are a series of regulations that all interest groups on the High Council have agreed to, applying them broadly to all colonists inside the colony. The colony’s Marshals are expected to uphold and enforce these laws, and all departments are expected to follow them. This is not a general guide to security. All new marshals should review the official [[Guide to Security|Guide to Marshals]]. It is important to know that all offenses listed below should be followed as a ‘guideline’ by law enforcement personnel and do allow for victim rights and alternative solutions to minor offenses. For example, you are not required to give a sentence if the problem can be resolved in an alternative way that the suspect agrees to, such as an agreement with the victim in return for not pressing charges, or peer mediation. To understand how to go about a proper arrest, or other clarifications such as prisoner rights, alert levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is enforced via the head of staff. To be charged with a violation of SOP, a head of staff has to request a relevant charge be levied, such as denial of a reasonable order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to colonists, colony allies and authorized visitors. Individuals and groups unconnected to the colony have no rights and therefore no protections under the law.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;All colony law is subject to the standard of INNOCENT UNTIL PROVEN GUILTY. No one is to ever be assumed guilty, evidence must be presented that reasonably proves guilt.&amp;lt;/big&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A good working knowledge of the law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of the law are required for such positions as the ranger, officer, premier, and the warrant officer. For certain crimes, the accused party&#039;s intent is important. Intent can be the difference between a charge such as, say, manslaughter and murder. One requires purposeful intent, the other is unintentional and typically caused by negligence or workplace accident. It is also important to note that manslaughter and murder are mutually exclusive. This indicates that an individual must be charged with one or the other, not both. Neither could a colonist be charged with both assault and murder on an individual if there is only a single victim, the higher-grade charge must be the charge applied in that case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of this will be explained in detail as you read on, including specialty clauses, cases, guides, and explanations to how a Marshal or servant of the law should think when interpreting legal issues such as criminal acts or disputes.&lt;br /&gt;
&lt;br /&gt;
Here are a few basic to-know bullet points for officers:&lt;br /&gt;
* &#039;&#039;&#039;To ensure you, as an arresting officer, don&#039;t fall into the trap of negligence or misuse of power, always follow procedure where possible as detailed by [[Standard_Operating_Procedure#Marshals|standard operating procedure]].&#039;&#039;&#039;&lt;br /&gt;
* As an arresting officer, follow the [[Guide to Security|Guide to Marshals]] to ensure you don&#039;t fall foul of legal proceedings.&lt;br /&gt;
* In the case of pressed charges being in the same category (i.e Battery, Assault, Murder - or Vandalism, Theft, Grand Theft) take only the most severe charge. Any lesser charges in this case should not be applied.&lt;br /&gt;
* Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
* A single incident has a single sentence, so if, for instance, the prisoner took 3 items off a person, this is a single count of theft. Otherwise this would count as &#039;crime-stacking&#039;, which is against SOP and law.&lt;br /&gt;
* When deciding on a timer for multiple crimes committed, take each crime into consideration separately. Then add the times together to get a final concise timer. This should be the timer issued to an offender when they are put in a cell.&lt;br /&gt;
* &#039;&#039;&#039;The time taken to bring in an offender and the time taken when questioning the offender are NOT to be calculated into their issued timer.&#039;&#039;&#039; Timers begin when plugged in on a cell&#039;s console. However, offenders should be processed as quick as reasonably possible as-per their rights as employees within the colony.&lt;br /&gt;
&lt;br /&gt;
=== Victim Rights ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victims of a crime hold the general right to drop charges.&#039;&#039;&#039; This applies to charges within the 100, 200, and 300 tiers. Victims may also choose to only collect monetary value equal to their losses from the offender in question, such as any incurring medical bills or loss of property. These clauses are there to allow a victim peace of mind and to make sound decisions rather than being forced into court cases.&lt;br /&gt;
&lt;br /&gt;
There are some exceptions, however. 400 and 500-level charges &#039;&#039;&#039;cannot&#039;&#039;&#039; be dropped at any time by a victim, as these acts extend further than creating a victim, but also threatening the lives of others and the order of the colony as a whole. Officers &#039;&#039;may&#039;&#039; take into account an offender’s circumstances and a victim&#039;s testimonial when deciding intent and timers but no dropping of charges may occur.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this section, each individual directly targeted by criminal activity is a victim. If a crime affects a department, such as Trespass, then the Department Head may choose to drop the charge. If there is no Head, the charge can only be dropped by unanimous consent of those who were affected. If the crime affects the colony as a whole or has no specific victim, such as Contraband, Breakout, or Desecrating a Corpse, only the Warrant Officer or Ranger may authorize the waiving of charges, and a decision to waive charges may be overridden by the Warrant Officer (if the decision was made by a Ranger) or a vote of the Low Council.&lt;br /&gt;
&lt;br /&gt;
=== Fines &amp;amp; Timers ===&lt;br /&gt;
&lt;br /&gt;
Some crimes may offer either a fine or a timer, or in some cases, &#039;both&#039; a fine and a timer together. It is ultimately at the discretion of the arresting officer and/or the warrant-filer what the punishment for an offense should be. &lt;br /&gt;
&lt;br /&gt;
Fines are ultimately recommended for most low-level crimes, if they are listed under the ‘timer’ section of the quick reference guide. If, however, an offender is non-cooperative, a repeat offender, or otherwise hindering an investigation a timer should be issued instead. Fines are to be paid to the Marshal department directly, while any compensation, such as to damaged property or medical fees, should be directed to the victim and/or the victim department.&lt;br /&gt;
&lt;br /&gt;
Timers are to be decided by the senior authority, typically either a ranger or warrant officer. If in the case where neither are available then the arresting officer may decide. Timers should not exceed a maximum time allocated to the charge &#039;&#039;&#039;unless&#039;&#039;&#039; modifiers are added on; such as a repeat offender who would receive double the time. Timers &#039;may&#039; be less than the allocated maximum time depending on circumstances and modifiers that would normally subtract time from one’s sentence, such as cooperation with security personnel or in cases of entrapment.&lt;br /&gt;
&lt;br /&gt;
== Heads of Staff &amp;amp; Lower Council Law ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heads of staff are not above the law, and can be arrested by the marshals for breaking it.&#039;&#039;&#039; The &#039;only&#039; time that the law can be overridden is when there is an imminent and overwhelming threat to the colony, such as during a Code Delta scenario. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A determination of no-wrongdoing may result in the dismissal of charges levied or a negating of any brig time served.&#039;&#039;&#039; Determinations of no-wrongdoing must be done by a Warrant Officer after an investigation, which must be faxed to the Office of the Provost Marshal, the Provost Marshal himself, or the colonies High Council. Any Warrant Officer found to abuse their authority to declare improper cases of no-wrongdoing may be demoted and arrested for exceeding their official power alongside other charges, such as falsifying information or providing false testimony.&lt;br /&gt;
&lt;br /&gt;
A vote held by the Lower Council may also be used to indite some charges, such as abuse of power or charges related to disrupting the Low Council. Any crime that requires judgement, such as crimes labeled as &#039;HuJ&#039; / Hold until Judgement, should be decided on in a timely manner by the Lower Council through a tribunal. A tribunal &#039;&#039;&#039;must&#039;&#039;&#039; follow the [[Standard Operating Procedure (Legal)|Legal Standard Operating Procedure]] to be considered legal. A tribunal must properly vote and may only be overturned by the High Council itself.&lt;br /&gt;
&lt;br /&gt;
== Law in Relation to Outsiders, Allies, &amp;amp; Others ==&lt;br /&gt;
&lt;br /&gt;
Colony law is &#039;&#039;&#039;not&#039;&#039;&#039; extended to neutral parties inherently. Outsiders, for example, have no inherant legal rights or protections. However, some laws do apply to protect outsiders as well, including all intelligent, sapient beings. This includes other intelligent races, ranging from Humans to Mycus, to anything of higher intelligence including robots with self awareness.&lt;br /&gt;
&lt;br /&gt;
For simple terminology of colony law:&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Employee&amp;quot; / &amp;quot;Colonist&amp;quot;&#039;&#039;&#039; = A member of the colony or an employee of one of the colony&#039;s various factions. These rights are extended to all members of the colony and all members of departments.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;People&amp;quot; / &amp;quot;Person&amp;quot; / &amp;quot;Someone&amp;quot;&#039;&#039;&#039; = This covers &#039;&#039;&#039;any&#039;&#039;&#039; sapient, intelligent being, regardless of their allegiance. Outsiders, hostiles, allies, etc. This term is used only rarely, but is typically used to refer to crimes such as desecration of a corpse due to the criminal and inhumane act of cannibalism, or in reference to inhumane acts such as the act of enslavement. &lt;br /&gt;
&lt;br /&gt;
Outsiders are only protected under colony law under the term &#039;people&#039;, &#039;person&#039;, &#039;someone&#039;, or if granted entry to the colony via vote for visitation or sale of goods. When an Outsider is granted entry, they have the same rights as a citizen of the colony - until they are ejected or their visitation period ends. At that point legal protection ends.&lt;br /&gt;
&lt;br /&gt;
Outsiders, Neutral parties or visitors that are allowed in generally expected to follow &#039;common sense&#039; colony law. That is, don&#039;t steal, don&#039;t assault and do not take advantage of your hosts. They should also generally remain in the colony common areas, and not take anything belonging to the colony(this includes items kept &#039;for the common good, such as the tech storage tools, lathe, medical supplies, etc). Any who violate these rules may be ejected immediately by colony security, any who breach these rules in a more serious fashion should be detained and the Provost faxed. &lt;br /&gt;
&lt;br /&gt;
Lodge members and other colony-aligned factions have full rights of a normal colonist. For information on this, and neutral parties, this can be found in Standard Operating Procedure. Attacking a non-hostile neutral party can result in a charge of &#039;&#039;&#039;Treason&#039;&#039;&#039; depending on the incident. Neutral party refers to a neutral organization, not individuals such as Outsiders.&lt;br /&gt;
&lt;br /&gt;
Security personnel are to obey these clauses and understand the wording.&lt;br /&gt;
&lt;br /&gt;
==Salvaging Rights==&lt;br /&gt;
&lt;br /&gt;
These laws will attempt to make clear what is, and is not salvage. Who has rights over what claims, the proper handling of claims and so fourth. These laws MUST be enforced by Nadezhda Marshals, or Blackshield, depending on the jurisdiction of the &#039;claim&#039; and apply to all colonists of the Nadezdha Colony as well as Colony Allies and &#039;Neutral&#039; third parties.&lt;br /&gt;
Basic salvage rights entail only the following caveats;&lt;br /&gt;
* Trash piles, unclaimed and clearly unowned items and storage containers are the rightful property of the &#039;first claimant&#039;. A trash pile belongs to the first person to touch it, an abandoned locker to the first one to reach it, et cetera.&lt;br /&gt;
* Clearly owned property must be respected. A labeled cart, a gun who&#039;s serial is registered and thus known - these are considered personal property, and must be respected. &lt;br /&gt;
Additionally the following rules apply to all &#039;claims&#039;&lt;br /&gt;
* If an item is stolen and then rediscovered in an area that would normally count as right-to-loot then it must be returned as it is their rightful property. &lt;br /&gt;
* Crime scenes. Any item taken from a crime scene is chargeable by theft, obstruction of duty, and suspicious conduct. A crime scene&#039;s boundaries will be clearly marked by tape set up by Marshals or Blackshield.&lt;br /&gt;
* Items dropped by colonists or allies due to severe injuries are their rightful property, and MUST be returned. &lt;br /&gt;
* The areas owned by colony allies or factions (such as Voidwolf ally Ships or the Soteria Solar Outpost), and clearly defined departmental zones are barred from allowing salvage claims.&lt;br /&gt;
===Types of Salvage Claims===&lt;br /&gt;
In summary, there are four types of salvage areas. Claimed, Unclaimed, disputed and free&lt;br /&gt;
&lt;br /&gt;
*Claimed areas are those within colony borders(or the borders of colony allies) that have a lawful mandate placed over them, determined typically by the High Council, or at times low council. These locations are the claim-right of a particular faction, ally, et cetera. The FULL contents of these areas is the rightful claim of their respective owners, and any contents taken are effectively treated as their &#039;rightful property&#039;. Though mere presence on a claim is not generally sufficient to result in charges, the removal of property from them(I.E scavving) is cause for charges of trespass, theft, and grand theft. Additionally, a modifier &amp;quot;Breach of salvage rights&amp;quot; should be applied to each of these charges and any items taken returned or, if not possible - their value owed in remediation.&lt;br /&gt;
&lt;br /&gt;
*Unclaimed areas, while still within colony property, have no rightful claim placed on them, such claims may be enacted at the discretion of the High council, foreman and low council(in that order of importance), having to be properly ratified and faxed to be valid.&lt;br /&gt;
&lt;br /&gt;
*Uncontested areas are new zones or uncertain zones that have no current claims. While they may be within the borders of the Colony or its Allies, they are generally free to loot so long as general scavenging rules are observed. Conflicts, theft and similar SHALL be punished by law.&lt;br /&gt;
&lt;br /&gt;
*Free areas are neither within colony territory nor hold any special claim. These areas are typically considered &#039;free&#039; of salvage rights and include but are not limited to; the untamed wilds past the colony border and space(and areas located within that do not fall under the purview of the previous types of claims).&lt;br /&gt;
===Known claims and their status===&lt;br /&gt;
*The Nadezdha colony maintains that the areas in its immediate vicinity, as well as the forest directly south and the crater directly west are &#039;colony property&#039; and not subject to claims by non-colony forces.&lt;br /&gt;
&lt;br /&gt;
*Colony maintenance is &#039;unclaimed&#039;, thus only basic salvage rights must be respected.&lt;br /&gt;
&lt;br /&gt;
*The Prospectors hold exclusive claims over the following areas; Greyson Positronics field offices and attached locations, this include the Greyson Positronics Gantlet. &#039;Preppers&#039; bunker. &#039;Ironhead compound&#039; Smuggler base. &#039;Zoo&#039; research facility. &lt;br /&gt;
&lt;br /&gt;
*The &#039;Scrap haven&#039; is, as of now, a shared claim between the Prospectors and Hunters lodge - However, the Hunters Lodge has abdicated any right to lease their hold on the claim. &lt;br /&gt;
&lt;br /&gt;
*The hunters Lodge holds exclusive claim over the following areas; The lodge itself and land upon which it sits, and the plains in the immediate vicinity of their lodge&lt;br /&gt;
&lt;br /&gt;
*The &#039;Salvage Fields&#039; are &#039;free&#039; claims, though basic salvage rights should be respected.&lt;br /&gt;
&lt;br /&gt;
*The assorted, smaller &#039;Points of Interest&#039; in the immediate vicinity of the colony are &#039;uncontested&#039;(E.G, scorched outpost, lost outpost, etc).&lt;br /&gt;
&lt;br /&gt;
===Enforcement of Claims and Jurisdiction.===&lt;br /&gt;
As previously stated, it is the duty of Marshals and Blackshield to enforce salvaging rights - though they may vary on where their areas of jurisdiction come into play. &amp;lt;br&amp;gt;&lt;br /&gt;
Blackshield are largely expected to handle matters of salvage disputes where exterior forces threaten Nadezdha Colony(or upon request, colony allies) claims. Exterior factions attempted to jump claims owned by Prospectors should result in their dispatching.&amp;lt;br&amp;gt;&lt;br /&gt;
Marshals however are granted jurisdiction over legal matters of enforcement. Colonists jumping claims that are rightfully held should be charged accounting for the details of the matter. &amp;lt;br&amp;gt;&lt;br /&gt;
In the event where jurisdiction may be at question, it is important to remember that while the blackshield holds legal jurisdiction outside the perimeter fence - they are typically less oriented in the minutiae of law, and should they have to step in to enforce claims upon colonists past the walls they must hand over said colonists on return for processing by Marshals.&lt;br /&gt;
&lt;br /&gt;
===Additional Caveats===&lt;br /&gt;
*Salvage rights may, at the determination of their holder - be granted or leased. E.G, The Prospectors may, at the determination of the Foreman or Overboss Hogg grant rights over claims to other factions, allies, etc. &lt;br /&gt;
*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of &#039;equal value&#039; taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences&lt;br /&gt;
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-jumpers to return the stolen salvage and leave before force is used.&lt;br /&gt;
*Areas outside of the planets orbit, such as the nearby asteroid field in space, are not claimed by the colony directly. Salvagers and security forces operating there may salvage, but hold no direct claim over the materials there.&lt;br /&gt;
*Areas within the purview of Colony Salvage Law shall have their mineral resources granted exclusive purview for Lonestar Shipping to exploit, Lease or Manage as they will.&lt;br /&gt;
&lt;br /&gt;
==Intellectual Property==&lt;br /&gt;
&lt;br /&gt;
Nadezhda colony is filled with products produced with propietary designs from factions both within and without the colony. These designs belong exclusively to the company that owns them, however legal license to produce the items is distributed in the form of disks. As a general rule, no faction has any claim on any disk or item salvaged by another, nor any item which was manufactured by them or sold to them by a lawful owner, regardless of whether the design originated with the faction. The exceptions to this rule are as follows:&lt;br /&gt;
&lt;br /&gt;
*Unprotected design files, such as those found on factory disks or made by Soteria Research, are forbidden to leave the control of that faction without the written and stamped permission of the Faction Head. If such a disk is stolen, all items produced from it may be reclaimed. This is considered §505: Misappropriation of Intellectual Property, with the legal liability falling on the individual who stole or distributed the designs.&lt;br /&gt;
*Factions may act to protect the integrity of their uniforms to prevent confusion. Any Faction Head may prohibit those not belonging to their faction from wearing uniforms of that faction. Primes may not restrict non-clergy clothing from anyone who has not been formally excommunicated from the Church. Refusing to comply with the directive of a Faction Head in this matter is considered §102: Failure to Execute an Order.&lt;br /&gt;
&lt;br /&gt;
== Contraband Policy ==&lt;br /&gt;
=== Minor Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Minor Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zoom&lt;br /&gt;
* Mind Breaker&lt;br /&gt;
* Warlock Velvet&lt;br /&gt;
* Slime Jelly&lt;br /&gt;
* Cryptobilin&lt;br /&gt;
* Impedrezene&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Thermal Goggles (this includes implants)&lt;br /&gt;
* Random wave radio (owned by Lonestar, legal so long as procedure is followed as stated in Lonestar SOP)&lt;br /&gt;
* Chameleon devices (gloves, projectors, suits, armor, guns, etc)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Hardsuit Voice Synthesizer&lt;br /&gt;
* Data Jack module&lt;br /&gt;
* Electro Warfare module&lt;br /&gt;
* Thermal Modules (Including built-in thermal helmets &amp;amp; rig-mounts)&lt;br /&gt;
* Chameleon device (clothing forms, projector, etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Minor Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Thermals are considered contraband for all departments. Thermals are however permitted outside the colony or during a declared red alert level. This goes for the augmentations, glasses, helmets or rig-suit modules. The following items are considered thermals: Augmented shades, Thermo-nightvision helmets, Thermal goggles, Thermal augmentations and bioaugmentations. Along with any hardsuit modules that contain thermals.&lt;br /&gt;
** If either Church or Soteria provide to a colonist thermals illegally they are to be charged for minor contraband. If a Soteria staff continues to do so repeatedly, then they are to be demoted immediately. Heads of staff in Soteria or the Church continuing are to be detained, charged with abusing their executive powers, and demoted after a fax has been sent up to the faction leader. &lt;br /&gt;
** Permits can temporarily be issued by a Warrant Officer for their usage or transportation through the colony. Any surgical implantation of thermal augments by Soteria requires a properly written form signed by both the doctor and the Warrant Officer permitting such augments be used under Soteria&#039;s supervision.&lt;br /&gt;
* The shooting range is considered a testing zone for science. Items sent from science to the range for testing must be announced over general comms. In the instance of Soteria testing explosives up at the shooting range, it must be a device capable of small explosives only. Larger explosions are to be tested out in the mines.&lt;br /&gt;
* The chemicals in the list above are considered minor contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* All encryption keys that are not supplied to a colonists workplace are considered minor contraband. If sensitive or private information is gained through the use of encryption keys that a colonist should not have access to they should also be charged with violation of employee privacy. This is applied even if it was not the intent of the person using the encryption key. Legal access to an encryption key can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason. Please note that allies and neutral factions may have their own encryption keys - these are not illegal and should never be taken away.&lt;br /&gt;
* ID cards that are modified to give access to a normal departmental area of the colony without head departmental permissions are considered contrband. If, however, this access is issued either by a relevant head of staff or during the case of an emergency no timer or charge should apply. Legal access may be given by a head of staff to their department to another employee at anytime but may also be revoked at any time at the discression of the issuing head of department.&lt;br /&gt;
&lt;br /&gt;
=== Major Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Major Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zombie Powder&lt;br /&gt;
* Demon Powder&lt;br /&gt;
* Chloral Hydrate&lt;br /&gt;
* Polytrinic Acid&lt;br /&gt;
* Voice Nanites&lt;br /&gt;
* Handy Prints Nanites&lt;br /&gt;
* Napalm&lt;br /&gt;
* Tetraricide (Sweet Death)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Bluespace Harpoon&lt;br /&gt;
* Any explosive device (Must be currently explosive or easily capable of becoming explosive. A plasma tank, valve, and oxygen tank can be considered easily capable even when separated. A shellshock rifle or rail gun is not unless presently rigged to fire explosives.)&lt;br /&gt;
* Any and all Uplink devices.&lt;br /&gt;
* Freedom implant, Compressed matter implant, Explosive implant&lt;br /&gt;
* Chameleon device (Object Chameleon device cloner)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Combat mechs (Durand, Gygax, Phazon)&lt;br /&gt;
* Mechs rigged for combat, such as a ripley or odysseus modified with a jury rigged weapon.&lt;br /&gt;
* Any mind swapping technology.&lt;br /&gt;
* All Teleporters (modules, hand teleporters, etc.)&lt;br /&gt;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Functioning Cryptographic Sequencer (Also known as an Emag)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Major Contraband Exemptions &amp;amp; Stipulations ==== &lt;br /&gt;
* Soteria may test combat mechs at a firing range or outside the colony but &#039;&#039;&#039;must&#039;&#039;&#039; announce any and all movements of where the mech will be moving. Including the starting point to the desired ending point of the travel. These mechs may &#039;&#039;&#039;not&#039;&#039;&#039; be left in public spaces or otherwise operated, apart from moving through, public spaces unless exemptions are provided in the case of an emergency by security personnel.&lt;br /&gt;
** Permits for a combat mech may be temporarily issued by a Warrant Officer or Supply Specialist to non-Soteria personnel. The [[Example_Paperwork#Item_Application|proper forms]] should be filled out and the mech either housed inside of the employee&#039;s designated department or within Soteria&#039;s mech bay when not being used. Transporting any combat mech of any kind must be announced over public comms and cannot be driven freely across the colony. This policy and associated paperwork applies to any mech, including those obtained through salvage.&lt;br /&gt;
** Non-standard combat mechs / Non-combat mechs rigged for combat are not legal to own nor may receive licenses for normal usage. However, during Code Red or Code Delta emergencies they may be utilized by security personnel or otherwise permitted to be used by personnel determined to be fit and trust worthy by security personnel. All jury rigged weapons should be removed after the state of emergency without exception.&lt;br /&gt;
* The chemicals in the list above are considered major contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* Bluespace harpoons, and other teleportation items, may be used for research purposes by Soteria institute personnel. However, this does not mean they can be transported openly nor used or otherwise utilized outside of Soteria research departmental grounds. If transported outside of the department major contraband charges are applicable. If misused to teleport and employee unwillingly, as teleportation can be incredibly dangerous if not life threatening, see §413 - Unwilling Teleportation.&lt;br /&gt;
&lt;br /&gt;
===== Explosive Exemptions =====&lt;br /&gt;
Contraband explosives are considered, but not limited to: any device presently capable of causing wide-spread and reasonably uncontrolled damage. This includes, but is not limited to, frag grenades, incendiary grenades, EMP grenades, tank transfer bombs, explosives grenades, incendiary grenades, land mines, and other similar objects capable of replicating any of the listed items effects. Items such as non-explosive flashbangs, smoke grenades, or cleaning grenades are not considered explosives. An oxygen tank, transfer valve, plasma tank, or scrap rifle with its safety measures enable would not count individually as explosives, only if the devices were within reasonable proximity and had steps taken to allow them to be used as explosives. I.E. a scrap rifle with its safety systems off is contraband, a persons bag containing heated plasma tanks, oxygen tanks, and transfer valves would be reasonably considered an explosive object. This exception only applies if the objects are, viably, capable of causing an explosion, if the plasma tank and oxygen tanks are empty and cannot explode it would not be considered contraband. Best and reasonable judgment applies.&lt;br /&gt;
&lt;br /&gt;
Exceptions to the above clause may only be found in four cases:&lt;br /&gt;
&lt;br /&gt;
1. The Marshals and Blackshield may use whatever explosives they require to perform their duties during a code blue or higher scenario. Responsibility for all damage to persons or property are the sole responsibility of the individual using the explosive devices. Low-yield grenades and small-arms explosive ordinance, such as grenade launcher rounds, may be tested at Marshal or Blackshield ranges with proper notification that explosives will be fired at the specified range.&lt;br /&gt;
&lt;br /&gt;
2. Soteria Research may use any manner of explosives in the pursuit of research, the determination of what is considered ‘research’ is left to the sole discretion of the chief research overseer or, in the event one is not present, the biolab overseer. If neither is present, a low council vote is required to determine if the pursuit of research is considered scientific.&lt;br /&gt;
&lt;br /&gt;
3. Prospectors may carry and use explosives outside colony walls at their discretion, provided the explosive do not damage colony property or other persons from the colony or colony allies. Prospectors must hold all explosives within their department or with security in either the gate house or armory. The transportation of explosives should always be announced publicly.&lt;br /&gt;
In the event a prospectors wishes to sell explosive devices, be it to Soteria or Lonestar, this must be done with a member of the blackshield or marshal present and in the lobby of the respective department. In this scenario the explosive(s) must be stored in the buying department immediately. A form and record of the transaction should be recorded by security and filed with the WO, premier, sergeant, commander, and supply specialist.&lt;br /&gt;
&lt;br /&gt;
4. Permits &#039;&#039;&#039;may&#039;&#039;&#039; be written for temporary explosive usage within determined location at the descression of the Warrant Officer or Supply Specialist. Examples would be the allowance of Lonestar mining personnel to make use of small-yield explosive devices in mining operations, or temporary permits for Church for the transport of grenades for use in Deep Maintenance.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with the above section can and will result in the applicable charges and fines as expected by discretion of security personnel. This may include, but is not directly required to, charges of major contraband or negligence. In the event the explosive device is misused this may be upgraded to additional charges of Sabotage, Manslaughter, Major Sabotage or Murder. &#039;&#039;&#039;Improperly stored explosives that are stolen may confer charges both to the individual who stole and misused them and the individual who failed to properly safe keep the explosive devices, in this event both individuals receive the same charges regardless of fault.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Reasonable storage of an explosive device is determined by security discretion but the following factors should be considered when determining what is reasonable.&lt;br /&gt;
&lt;br /&gt;
Was the device in a locked container such as a secure locker, secure briefcase, safe, secure crate, or wall locker?&lt;br /&gt;
&lt;br /&gt;
Was the device and potential containers holding it secured behind access locked doors?&lt;br /&gt;
&lt;br /&gt;
Was the location of the device(s) kept discrete and related information on a need to know basis?&lt;br /&gt;
&lt;br /&gt;
=== Excelsior Equipment / Excelsior Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Excelsior Equipment&lt;br /&gt;
Note, if it&#039;s marked Excelsior (EXCLUDING SOAP), it&#039;s Excelsior Contraband. If it isn&#039;t, it&#039;s fine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Guns and Armor&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Weaponry (&amp;quot;Excelsior Kalashnikov&amp;quot;, &amp;quot;Excelsior Drozd&amp;quot;, &amp;quot;Excelsior PPSh&amp;quot;, etc.)&lt;br /&gt;
* Excelsior Branded/Colored Armored Voidsuits &amp;amp; Helmets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Technology&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machine Parts (Including Circuit Boards and Stock Parts)&lt;br /&gt;
* Excelsior Branded Implants&lt;br /&gt;
* Excelsior Branded Data-Disks (Such as Means of Production/Revolution, among others for specialized items.)&lt;br /&gt;
* Excelsior Branded Power Cells&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Machinery&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machinery (Including Teleporters, Autolathes, and so on.)&lt;br /&gt;
* Excelsior Branded Defensive Systems (Including Turrets, Shield Generators, and so on.)&lt;br /&gt;
* Excelsior Branded Boom Boxes&lt;br /&gt;
|}&lt;br /&gt;
==== Excelsior Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Excelsior equipment &#039;&#039;&#039;may never&#039;&#039;&#039; be operated by Security personnel, no matter their status within the Church, Psionic-testing or other implant-destroying augments. All Excelsior-branded technology should either be put into evidence by the Marshal department, if it is used in the conduction of a crime, or destroyed. No department may receive permission nor contraband licensing to use or otherwise utilize Excelsior technology unless an exemption is given by the High Council itself.&lt;br /&gt;
** Soteria Science may be handed Excelsior tech as a means of destruction. Soteria Science may not preform experiments with Excelsior tech but they may use it in a destructive analyzer to be used in the production and research of non-Excelsior technology.&lt;br /&gt;
** Guild may be handed Excelsior tech to be deconstructed as a means of useful destruction of Excelsior branded technology. Guild may not use nor utilize Excelsior technology itself but they may break it down in either their department&#039;s industrial autolathe or through their department&#039;s nanoforge machine.&lt;br /&gt;
** Marshals may utilize their Nanite Reconstructor in the armory to break down Excelsior weapons or armor. However tech like Excelsior branded cells or computer-components will not be able to be broken down by said machine. Personnel must find an alternative for those deconstruction methods.&lt;br /&gt;
&lt;br /&gt;
==Criminal Regulations==&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
There are two core types of modifiers: Criminality modifiers and Sentencing modifiers. Criminality modifiers alter whether or not an action is actually criminal in nature and can alter what charges can/should be pressed for a given incident. Sentencing modifiers do not alter the charges but rather the sentence, either upwards or downwards.&lt;br /&gt;
====Criminality Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#fff2cc;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Self Defense&#039;&#039;&#039; || To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others, however they are required to use only necessary force and to call for medical aid for their aggressor if they are in critical condition. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies to &amp;quot;defending&amp;quot; oneself against a lawful arrest, even if the charges are later found to be untrue. || Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense of Property&#039;&#039;&#039;|| To have acted with appropriate force in defense of one&#039;s rightful owned or claimed territory under colony law. Appropriate force is always nonlethal force unless the aggressor pulls out a lethal weapon. Same duties to obtain care for injured individuals that is given with Self Defense apply here. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies when &amp;quot;defending&amp;quot; one&#039;s area against Security acting on a properly authorized warrant. || Immediate Release&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Good Samaritan Clause&#039;&#039;&#039; || To break the law to prevent a greater harm from occurring. The greater harm must be imminent rather than hypothetical, and the law must be broken as little as reasonably possible. For example: breaking into a department to rescue someone whose suit sensors show they are in critical condition or dead. Acts found to be unreasonable will not be protected by this clause. Failure to comply with an investigation is never protected by this modifier. || Dropping of any charges that depend on ill intent.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Entrapment&#039;&#039;&#039; || To be charged with a crime the offender was induced to commit by Security and, without their help, either would not have or could not have committed. || Charges should be either reduced or dropped depending on their own level of indepedent criminal intent. The officers running the operation should be charged with Violation of Employee Rights as well as the charges they intended to entrap the victim with.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accomplice&#039;&#039;&#039; || To knowingly and materially aid another in the commission of a crime. Both elements are important: a merchant who sells a gun to someone with no knowledge it will be used for murder is not liable, nor is someone who simply cheers on someone else comitting a crime. Providing instruction on how to commit a crime does count as material aid, however, e.g. telling someone how to make a bomb. || Apply all charges for the crime that the primary suspect was aided in to the accomplice.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Authorized Use of Force&#039;&#039;&#039; || Use of force that is legally authorized. The primary example is the Marshals using force to bring in resistant suspects in accordance with their SOP. This modifier also applies to Soteria Lifeline Technicians using nonlethal force (including against Marshals or Councilors) to prevent someone from taking their patient, and Vectors using nonlethal force on members of the Absolutist church who are resisting internal discipline. || Charges should not be applied if the use of force was within legal guidelines.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sentencing Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cooperation with Prosecution&#039;&#039;&#039; || To aid members of colony security, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense. || 25% to 50% timer reduction. This only applies if information is provided that leads to bringing in a suspect that was not already apparent with the information security had.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Surrender&#039;&#039;&#039; || To willingly surrender oneself to security staff; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders. || 25% to 50% timer reduction. Execution may not be issued to those who have surrendered. Crimes worth of Holding until Transfer may be reduced to a timed sentence no less than 60 minutes at the discretion of the Warrant Officer.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Offense by Colony Command&#039;&#039;&#039; ||To be a member of the colony&#039;s command structure, including Steward and Premier, and to commit any Severe or higher level crime, or any crime that references this section in its sentence. This does not require formal conviction by a Tribunal, but a Warrant Officer can expect the charges to be overturned and charges to be filed against them if their fax to the High Council does not include sufficient evidence. || The Warrant Officer, at their discretion, may impose a shift-length dismissal on the individual. This sanction may only be overturned by the Faction Owner or the Low Council. Additionally, the Low Council may vote to impose sanctions either without a Warrant Officer/despite their disapproval or if they wish to impose more serious sanctions than a shift-length dismissal.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Repeat Offender&#039;&#039;&#039; || To commit the same crime multiple times in the same shift. This only applies if someone is punished for it and then commits the same crime after release, not for a string of offenses in a row.|| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc. This also goes for fines. Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Immediate Threat to the Prisoner&#039;&#039;&#039; || To be incarcerated when a situation in the Marshal area poses an immediate threat to the health of the prisoner || The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released. If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Use of Powers&#039;&#039;&#039; || To use abilities greater than those normal for a member of one&#039;s species in the commission of a crime. This includes (but is not limited to) psionics, nanogates, cruciforms, and Soteria-created genetic mutations. There must be reasonable belief that powers were used in such a manner; however, due to the nature of these powers being easy to conceal after the fact, hard evidence is not required. Officer discretion is encouraged, and they may choose not to apply this modifier if they believe the evidence is insufficient. || Any crimes given to the person has its fine value or time served automatically doubled. If the empowered person has a HuT sentence, it is highly encouraged to have their powers removed if it can be done safely. A empowered individual using their powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their powers should be removed before revival. In the case of a cruciformed individual killed relating to this section, if a Vector/Prime is available to properly remove the cruciform from the corpse this should be done; otherwise it should remain attached but deactivated.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime by AI/Cyborg&#039;&#039;&#039; || For Colony AI or Cyborg to commit actions that are criminal in the eyes of the law. Marshals are to operate as per normal. Soteria is to cooperate with the Marshals in regards of these matters, to see if the AI or Cyborg are malfunctioning before allowing them to be arrested.A warrant is specifically required for security to enter the AI core, and Soteria personnel should accompany them to ensure matters are handled peacefully. Squads of Marshals or Shields should not be going into the core unless the AI in question is malfunctioning and/or hostile. As a further note, the AI and Cyborgs cannot open high access areas unless in a state of emergency, for example, the Marshal, Blackshield, or Command armory. The only other time they can open such areas is to clear out infestations and nothing more. || Cyborgs can be locked down within their cells or, if this is not possible, have their MMIs removed and tossed into a cell to serve the appropriate amount of time, or Soteria can choose to pay for their fine. Card the AI and toss it into the cell, much like the borgs. Once they have served their time, return them to their proper vessels. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Quick Reference Guide ===&lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge a colonist with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 108 for trespassing into a department, 105 for stealing an item from the department and 204 for attacking an employee trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Property Crimes&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X01)&#039;&#039;&#039;&lt;br /&gt;
|Vandalism&lt;br /&gt;
| -&lt;br /&gt;
|Destruction of Property&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Failing Duty&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;(X02)&#039;&#039;&#039;&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|Negligence&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rights Violations&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X03)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violence&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X04)&#039;&#039;&#039;&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Theft&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;(X05)&#039;&#039;&#039;&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|Violation of Salvage Rights&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X06)&#039;&#039;&#039;&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obstruction&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X07)&#039;&#039;&#039;&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|Treason&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trespass&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X08)&#039;&#039;&#039;&lt;br /&gt;
|Trespass&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resisting Lawful Authority&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X09)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Injunction&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Escaping from Confinement&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abuse of Lawful Authority&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X10)&#039;&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Disrupting Command&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X11)&#039;&#039;&#039;&lt;br /&gt;
|Sending a Time Wasting Fax&lt;br /&gt;
|Forgery&lt;br /&gt;
|False Testimony&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unconscionable Behavior&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X12)&#039;&#039;&#039;&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Desecrating a Corpse&lt;br /&gt;
&amp;amp;&lt;br /&gt;
Cannibalism&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bodily Autonomy Violations&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X13)&#039;&#039;&#039;&lt;br /&gt;
|Harassment&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|}&lt;br /&gt;
===Specialty Charges===&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an officer or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty colonist, a mediation should occur with the victim. The debtor&#039;s personal items may be forcefully liquidated to cover their debt, or an agreement reached to repay the debt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the colony or it’s security team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 1,000 credits may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 500 credits. Injuries such as fractures or injuries that leave a patient in codification condition should be 1,000 credits.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Blackshield committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|003 - Suicide Attempt &lt;br /&gt;
|To physically attempt to or credibly threaten to end one&#039;s own life either through radio communications or while in brig.&lt;br /&gt;
|Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.&lt;br /&gt;
&lt;br /&gt;
Upon their timer ending the prisoner should be held until medical personnel can arrive to escort them for psychiatric examination. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a colonist or department without provocation, stalking a colonist or refusing to leave a department, yelling over ones headset, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 1,000 credits may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Lack of Security, Medical, or Employment Records&lt;br /&gt;
|To be a registered member of the colony without any form of qualified records.&lt;br /&gt;
|This does not apply to outsiders visiting the colony nor members of the Hunters Lodge. &lt;br /&gt;
&lt;br /&gt;
All members of the colony are required to meet the minimum requirements highlighted [[Example_Paperwork#Character_Records|within the Character Records Section of Example Paperwork]].&lt;br /&gt;
&lt;br /&gt;
If a colonist does not meet this requirement, Security personnel should interview the colonist and aid them in setting up required records, providing a format sheet for them to fill out and put on file.&lt;br /&gt;
&lt;br /&gt;
If the colonist is not willing to file paperwork, they are to be released and High Council is to be notified. (Fax or A-help - records are a rule issue.) High Council will advise on actions to take, if any, regarding the issue.&lt;br /&gt;
&lt;br /&gt;
An offender who actively lies about their implant status - such as not reporting their nanogate, psionic, or church implant within their records is to receive a &#039;&#039;&#039;Providing False Testimony&#039;&#039;&#039; charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|006 - Data/Information Breach&lt;br /&gt;
|To knowingly and willfully communicate information, gained in confidence through private or departmental channels, to personnel without legal access. Department Heads have authority to communicate information from their respective channels.&lt;br /&gt;
&lt;br /&gt;
|A timer of no more than 30 minutes but no less than 10 and/or a minimum fine of 250 credits, up to 1,000, may be issued depending on severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Minor Charges===&lt;br /&gt;
{| style=&amp;quot;background-color:#aaffaa; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately deface or minorly damage colonial or departmental property without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, to littering in a public or departmental area, to minorly damaging a Soteria cyborg&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 500 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 250 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|To deliberately deny an employee certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically security or medical staff for a major SoP violation due to it going against another colonist’s rights. The colonist or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from Security using thermals without reason, Medical sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 1,000 credits to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with a colonist, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching a colonist when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 500 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another department and/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a department or owned by a person. This includes people taking items from their own department they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 500 credits with the addition of the item(s) being returned.&lt;br /&gt;
&lt;br /&gt;
If the stolen item(s) cannot be recovered then the offender may be forced to pay the item(s) cost to the victim. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Table.&#039;&#039;&#039;&lt;br /&gt;
|For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the chief biolab officer.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as a chameleon weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Marshals, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area. Detainment until the situation in question has been resolved.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a department lobby, the bar, or the kitchen also apply if asked to vacate the area by relevant department staff. Those with access typically should not be in those areas unless they have a good reason or permission from the department&#039;s relevant staff. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security personnel with an authorized warrant and council members conducting investigations authorized by an LC vote may not be asked or made to leave.&#039;&#039;&#039;&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as a Property Crime if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, colony control room or the outer perimeter see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the marshal or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the warrant officer only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Sending a time wasting fax See [[Faxes]]&lt;br /&gt;
|To send a fax to a faction leader of the colony or its allies that is considered unnecessary or unneeded. Do note that in [[Faxes]] it outlines what is and isn&#039;t a time wasting fax.&lt;br /&gt;
|This charge can only be given by a faction owner or faction ally, not by heads of staff or marshals.&lt;br /&gt;
|15 minute in a cell or a 750 credit fine.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms to seriously hurt or kill a colonist, previous violent convictions approaching while threatening a colonist, or if a colonist was to chase another colony member or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, charge &#039;&#039;&#039;Assault&#039;&#039;&#039; instead. If the offender stalks the victim also charge &#039;&#039;&#039;Harassment/Stalking&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Harassment or Stalking&lt;br /&gt;
|To take repeated actions for the purpose of harassing an individual, or to continue following them after being asked to stop.&lt;br /&gt;
|This crime does not apply if there is a lawful reason for the conduct, such as Marshals pursuing an investigation or a Head trying to get their employee to do their job.&lt;br /&gt;
|Timer of no more than 5 minutes or a 250 credit fine paid to the victim.&lt;br /&gt;
&lt;br /&gt;
Injunction placed at discretion of the WO&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Moderate Charges===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|To fail to complete the core functions of your job when they are necessary&lt;br /&gt;
|This is intended to handle situations where a job is required but the individual who should handle it is doing non-job related things or taking a break. For example, doctors not responding to calls for medical assistance, the Marshals not investigating a crime, the Prospectors not looting areas or not setting up their shop afterwards, or the chef not preparing any food. Providing products is not considered a core function of the Science department or the Guild unless there is an emergency and supplies are needed to aid with it. &lt;br /&gt;
&lt;br /&gt;
If there is more than one person in the relevant job and none respond to a call, all are to be punished unless they were occupied with other job-critical activities. If there is uncertainty about whether something a core function, the Faction Head and other professionals should be consulted but the final judgement rests with the Marshal handling the case.&lt;br /&gt;
|Forfeiture of 1 hour&#039;s pay to the corporate account. Timer of no more than 15 minutes. Dismissal at the discretion of the Head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish an employee without proper cause or reason, or in violation of due process rights such as Habeas Corpus.&lt;br /&gt;
|This is mainly for marshal officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause physical harm or mild injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it. This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition, or other less-than-lethal means, without just cause counts as assault.&lt;br /&gt;
&lt;br /&gt;
See ‘’’Aggravated Assault’’’ if any lethal ammunition are used, or if the victim suffers a broken bone or notable life-threatening hospitalization. See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill. See ‘’’Threat of Murder or Serious Injury``` as a secondary charge to any threats made while brandishing a weapon with a stated threat to murder.&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking an employees pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or credits takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the department head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Major Contraband &lt;br /&gt;
|To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
|See &#039;&#039;&#039;Contraband Table&#039;&#039;&#039; for what applies to this charge.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Supply Specialist, Brigadier, or the provost Marshal to override this law. &lt;br /&gt;
&lt;br /&gt;
The Chief Biolab Overseer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess any contraband so long as they comply with their &#039;&#039;Contraband Policy&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes and the confiscation of contraband items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is injured because of this, also charge &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, also charge the relevant Property Crimes charge. If a colonist dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;208&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
|Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge Manslaughter.&lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
| Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the officer trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An officer should take into account their reason for not reporting to security immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in security has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force.&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that do not require medical treatment beyond first aid but are still unwarranted. If the suspect required more than basic first aid, charge instead &#039;&#039;&#039;Severe Excessive Use of Force&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 2,000 credits paid to the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;211&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a fax to issue orders posing as the High Council or a superior, falsifying a medical prescription or falsifying ones records to pose as either more certified or to fake eligibility for job positions.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
|Desecrating a Corpse &lt;br /&gt;
&amp;amp;&lt;br /&gt;
Cannibalism&lt;br /&gt;
|To abuse bodies of dead or previously dead people. Acts may range from non-medical to scientific desecration.&lt;br /&gt;
Cannibalistic acts are the consumption of any &#039;&#039;&#039;Person&#039;&#039;&#039;, Voidwolf, Colony Recognized higher-intelligence lifeform.&lt;br /&gt;
|Examples include, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039; without consent. Preventing a body from being repaired or cyborged also falls under this. Bodies rendered incapable of wound repair count as &#039;&#039;&#039;Murder&#039;&#039;&#039; instead. &lt;br /&gt;
If the body is made into any edible product, or any severed limb/organ of the &#039;&#039;&#039;Person&#039;&#039;&#039; is consumed, instead charge &#039;&#039;&#039;Cannibalism&#039;&#039;&#039; in Notes.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;Cannibalism&#039;&#039;&#039; Applies  Holding until Judgement  Crime code raises to:  5XX Capital Offence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;213&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where colonists are roaming around Nadezhda, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. A marshal can request a male colonist to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 20 minutes, alongside a fine of 500 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Major Offenses===&lt;br /&gt;
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! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Destruction of Property &lt;br /&gt;
|To destroy the property of a colonist, a colony faction, or the colony itself without valid reason, either deliberately or through negligence&lt;br /&gt;
|The property in question can belong to another individual, to a faction, or the colony at large. This crime includes destroying normal doors or walls, recycling or disassembling equipment, or damaging a cyborg to the point it needs internal repairs. Valid reasons include (but are not limited to) normal recycling and research activities. If an item is stolen and destroyed, charge either the relevant Theft level or this, whichever is more severe.&lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Negligence&lt;br /&gt;
|To cause notable damage to a colonist by failing at one&#039;s duty, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest mistakes, laziness, or deliberate disregard. This is usually because an employee ignored Standard Operating Procedure or failed to follow an order, but may also be applied if they failed to do something that a reasonable and competent professional in their role would do. It also applies any time any SOP explicitly calls for it, regardless of actual harm (e.g. engaging in human experimentation without a waiver). If a colonist is killed because of it, instead charge Manslaughter; if equipment is destroyed, charge Destruction of Property. This crime cannot be charged alongside Destruction of Property if the damage is the only significant result of the negligent conduct.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|To punish a crew member in excess for their crime, to give a crew member incorrect punishment, or to give fraudulent charges that are not valid.&lt;br /&gt;
|This includes stacking charges improperly, planting evidence, confiscating contraband if it is being used in a legal manner under the Contraband Policy, or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion/Dismissal at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §304&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|To cause severe injury to another employee or colonist, typically requiring invasive surgery or resulting in life-threatening physical harm.&lt;br /&gt;
|This is in reference to any form of assault that causes shrapnel, broken bones, severe bleeding, or otherwise rendering a victim into a state of critical condition. Shrapnel left in one’s body may count if the rounds are not LTL rounds. For LTL round usage that do ‘not’ result in broken bones or cause a life threatening injury, but may still embed, see ```Assault```.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;305&lt;br /&gt;
|Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039;, or otherwise taking undue action against a rightful claimant.&lt;br /&gt;
|The consideration of the stolen item(s) value should be taken into account when issuing this charge.&lt;br /&gt;
|Any stolen items should be returned to the proper salvage-claim holder. If the items are non-recoverable, or have been sold off, the offender is to repay that market-price of the stolen items to the victim. If the offender is not able to pay, apply specialty charge ```001 - Defaulting on Debt```.&lt;br /&gt;
&lt;br /&gt;
A timer of no more than 20 minutes may be issued on the offender alongside a 250 credit fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by security, even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room,toxin storage or other essential high-security areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as a convict who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 30 minutes for escaping.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force which results in the victim requiring more than basic first aid&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that require surgery or other advanced medical treatment beyond first aid. If a victim dies and the use of force was not warranted, also charge Manslaughter.&lt;br /&gt;
|Dismissal which can only be overturned by the Faction Owner, who must be faxed in all cases of Severe Use of Excessive Force. Timer of no more than 30 minutes. Payment of all medical bills of the victim&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §311&lt;br /&gt;
|Providing False Testimony&lt;br /&gt;
|To provide false or deliberately misleading testimony to colony officials&lt;br /&gt;
|This can be applied in relation to interviews with investigators or to the interviews had with colony officials to create records (see §005).&lt;br /&gt;
&lt;br /&gt;
This crime requires intent to mislead, as judged by the Marshal handling the case.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
In cases of false/incomplete records, they should be permitted one chance to get them corrected unless evidence of deliberate deception is found. If such evidence exists or the records remain false, apply sentence as above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;312&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or crew well-being (e.g genetics,weapon testing, etc.) don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but monkey cubes and the like probably aren&#039;t. &lt;br /&gt;
&lt;br /&gt;
Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms, or are fully tamed by a colonist. Tamed in this case means that they will not attack other colonists, or damage colony infrastructure.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 750 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If any named Colony Pet (Ian, Tea, Graves, Lisa, PunPun, and other pets that spawn in the colony with a roundstart name (this does not include ones made in-round unless specific by the High Council through fax/announcement) was targeted, it is an automatic 90 minute sentence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;313&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards a person or silicon unit.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exceptional Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To deliberately destroy colony equipment without valid reason.&lt;br /&gt;
|This includes destroying secured doors or reinforced walls, unauthorized destruction of cyborgs, breaking of machinery, etc. Valid reasons include (but are not limited to) destruction needed to prevent a greater loss of life or destruction of the colony&lt;br /&gt;
|Timer of no more than 45 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;403&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for anyone who abuses the power given to them, such as the premier acting like a security officer in a non-emergency, the warrant officer acting as if he is above the law, etc. Heads of staff trying to order a different department or ignoring a council vote also comes under this, as does security staff attempting to give orders to non-security without legal justification.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the department head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a fax should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill a colonist without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are of a dangerous, of high value, or of sensitive nature.&lt;br /&gt;
|This means high-value weapons or explosives, and also includes items of singular importance such as the station blueprints, chief biolab overseers hypospray, or items not easily replaced / are not replicable.&lt;br /&gt;
&lt;br /&gt;
important items produced solely by the Church, such as Cruciforms, Absolutist Constructs, and other Absolutist artifacts are property of the Church and may at any time for any reason be demanded back. Refusal to return the items shall be considered &#039;&#039;&#039;grand theft&#039;&#039;&#039; and &#039;&#039;&#039;failure to execute an order&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
&lt;br /&gt;
|To be in illegal possession of or to actively operate Excelsior equipment. &lt;br /&gt;
|This applies to Excelsior batteries, guns or armor. Their lack of safety features, shoddily made structure and use in operation can endanger oneself or other colonists.&lt;br /&gt;
&lt;br /&gt;
The usage of Excelsior tech also is a tell-tale sign of an Excelsior agent or collaborator.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Provost Marshal or the Brigadier to override this law. No lesser official can override this law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Policy&#039;&#039;&#039;&lt;br /&gt;
|Immediate medical examination and confiscation of equipment.&lt;br /&gt;
&lt;br /&gt;
If Excelsior implant is found and removed the subject should be placed under psychiatric evaluation until deemed fit. If deemed fit the offender should be released.&lt;br /&gt;
&lt;br /&gt;
If Excelsior equipment is operated or sold but no implant is found see &#039;&#039;&#039;Treason&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;407&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
|An exception would be a law reset when obviously harmful laws have been uploaded. Only the council or two Soteria overseers together can authorize a law change outside of this situation.&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;410&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, also charge &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §413&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|To teleport a person, with either psionic powers or bluespace technology, who is unwilling or does not consent to the testing of such equipment on themself.&lt;br /&gt;
|Teleportation devices used by non-sicence members count as &#039;&#039;&#039;Major Contraband&#039;&#039;&#039;, charge both crimes in such cases. If a person does not consent actively to be teleported by another person, such as through a harpoon or portal-throwing, etc - this charge applies.&lt;br /&gt;
|A timer of no more than 90 minutes may be issued. If the victim dies as a means of this teleportation, see &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
If the victim is hurt during the teleportation, or in result of it, see &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The offender is to be demoted upon sentencing for the crime.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Capital Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
|To engage in Sabotage on a large scale or on important infrastructure.&lt;br /&gt;
|This includes actions that either affect a large area or which deprive the colony or a faction the use of critical equipment such as the Church&#039;s bioreactor, the Soteria AI, or critical infrastructure. Applicable to unsuccessful attempts, if intent can be reasonably proved.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If an employee is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the colony through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;503&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force a colonist to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see §203 (Illegal Detention, Arrest or Holding).&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To willfully and intentionally kill or attempt to kill a colony member or an ally of the colony. Or to prevent a rightful revival or else render a colonist unrevivable through clear action. &lt;br /&gt;
|Clear intent is needed to prove a case of murder over manslaughter. While Manslaughter is unintentionally causing death through accident, or unintended consequences, Murder is a purposeful act with the intent to take the life of another.&lt;br /&gt;
&lt;br /&gt;
Attempts to cover up an incident of Manslaughter may necessitate a charge of murder due to pre/post meditative evidence. &lt;br /&gt;
Additionally, should proof positive be obtained that indicates premeditation the penalty should be automatically adjusted to H.U.T and the low council should convene to determine if more extreme penalties are warranted, up to and including execution.&lt;br /&gt;
&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;505&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
|To gain access to in-house or proprietary Designs, Documents, Programs, or otherwise vital assets of a Colony Faction or one of the Colony&#039;s allies.&lt;br /&gt;
|Whether by theft, trespass, or buying such items without the departmental head&#039;s explicitly written and shown permission. &lt;br /&gt;
&lt;br /&gt;
Note that this does &#039;&#039;&#039;NOT&#039;&#039;&#039; include stealing items themselves, such as constructed Guild items or items purchased through the Lonestar Trade System -- only the theft of the program itself or the designs to make more of the Guild&#039;s items, or otherwise.&lt;br /&gt;
&lt;br /&gt;
|Hold until Transfer. The stolen proprietary assets should be returned to the faction or ally they were stolen from immediately unless they are directly required to be used as evidence in a tribunal. Any items gathered or created with the proprietary assets should be given to the faction or ally as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;507&lt;br /&gt;
|Treason&lt;br /&gt;
|To deliberately undermine the efforts and interests of the colony at large, or to deliberately and willfully aid the efforts of hostile factions.&lt;br /&gt;
|This includes possessing or distributing Excelsior armor or weapons for purposes other than lawful destruction, attacking neutral factions without provocation or justifiable reason, giving a hostile faction information about the colony or its defenses, or taking up arms in support of a hostile faction against the colony. In cases of the Low Council voting to temporarily work with a normally hostile faction, Treason does not apply.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an AI upload or the Marshal armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a staff member may not be active. In rare cases, such as a code red incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as from a rogue AI or hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;509&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution unless the convict surrenders peacefully. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;510&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a colonist who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute a colonist or an ally based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having less than a unanimous sentencing vote, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The warrant officer is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact provost marshal Boris Kilmeade if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Provost Marshal Boris Kilmeade may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;513&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
|This charge exists as a means to handle non-con scenes ICly when they do happen.&#039;&#039;&#039;Noncon RP is not permitted on this server. Ahelp staff when dealing with these charges.&#039;&#039;&#039;&lt;br /&gt;
|Permanent removal from the colony or execution.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Common Areas&#039;&#039;&#039;: Generally understood to be publicly accessible areas of the colony that are owned and maintained &amp;lt;i&amp;gt;by&amp;lt;/i&amp;gt; the colony rather than as part of an individual department.&lt;br /&gt;
* &#039;&#039;&#039;Lethal Firearm&#039;&#039;&#039;: A gun loaded or set to a fire mode that&#039;s main purpose is to inflict damage to put a person into a critical conduction and or kill. Rubbers when shot out of a gun that has mods to inflict additional damage onto the bullet itself automatically count as lethal.&lt;br /&gt;
* &#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires following the sanction process in general SOP to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including Assistant position. Requires following the sanction process in general SOP to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation at admin discretion))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying an on-shift general leadership position within a faction.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases at Warrant Officer discretion.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgment.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Marshal Officers. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
* Laws do NOT protect outsiders unless specified via Low Council vote, High Council decree, or in the case of colony allies. The only time laws may protect a neutral person or Outsider is in the case of the wording being &#039;Someone&#039;, &#039;Person&#039;, or &#039;People&#039; - implying this would cover non-colony members as well due to its wording.&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=4418</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=4418"/>
		<updated>2024-11-01T16:56:00Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: /* Quick Reference Guide */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The colony laws are a series of regulations that all interest groups on the High Council have agreed to, applying them broadly to all colonists inside the colony. The colony’s Marshals are expected to uphold and enforce these laws, and all departments are expected to follow them. This is not a general guide to security. All new marshals should review the official [[Guide to Security|Guide to Marshals]]. It is important to know that all offenses listed below should be followed as a ‘guideline’ by law enforcement personnel and do allow for victim rights and alternative solutions to minor offenses. For example, you are not required to give a sentence if the problem can be resolved in an alternative way that the suspect agrees to, such as an agreement with the victim in return for not pressing charges, or peer mediation. To understand how to go about a proper arrest, or other clarifications such as prisoner rights, alert levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is enforced via the head of staff. To be charged with a violation of SOP, a head of staff has to request a relevant charge be levied, such as denial of a reasonable order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to colonists, colony allies and authorized visitors. Individuals and groups unconnected to the colony have no rights and therefore no protections under the law.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;All colony law is subject to the standard of INNOCENT UNTIL PROVEN GUILTY. No one is to ever be assumed guilty, evidence must be presented that reasonably proves guilt.&amp;lt;/big&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A good working knowledge of the law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of the law are required for such positions as the ranger, officer, premier, and the warrant officer. For certain crimes, the accused party&#039;s intent is important. Intent can be the difference between a charge such as, say, manslaughter and murder. One requires purposeful intent, the other is unintentional and typically caused by negligence or workplace accident. It is also important to note that manslaughter and murder are mutually exclusive. This indicates that an individual must be charged with one or the other, not both. Neither could a colonist be charged with both assault and murder on an individual if there is only a single victim, the higher-grade charge must be the charge applied in that case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of this will be explained in detail as you read on, including specialty clauses, cases, guides, and explanations to how a Marshal or servant of the law should think when interpreting legal issues such as criminal acts or disputes.&lt;br /&gt;
&lt;br /&gt;
Here are a few basic to-know bullet points for officers:&lt;br /&gt;
* &#039;&#039;&#039;To ensure you, as an arresting officer, don&#039;t fall into the trap of negligence or misuse of power, always follow procedure where possible as detailed by [[Standard_Operating_Procedure#Marshals|standard operating procedure]].&#039;&#039;&#039;&lt;br /&gt;
* As an arresting officer, follow the [[Guide to Security|Guide to Marshals]] to ensure you don&#039;t fall foul of legal proceedings.&lt;br /&gt;
* In the case of pressed charges being in the same category (i.e Battery, Assault, Murder - or Vandalism, Theft, Grand Theft) take only the most severe charge. Any lesser charges in this case should not be applied.&lt;br /&gt;
* Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
* A single incident has a single sentence, so if, for instance, the prisoner took 3 items off a person, this is a single count of theft. Otherwise this would count as &#039;crime-stacking&#039;, which is against SOP and law.&lt;br /&gt;
* When deciding on a timer for multiple crimes committed, take each crime into consideration separately. Then add the times together to get a final concise timer. This should be the timer issued to an offender when they are put in a cell.&lt;br /&gt;
* &#039;&#039;&#039;The time taken to bring in an offender and the time taken when questioning the offender are NOT to be calculated into their issued timer.&#039;&#039;&#039; Timers begin when plugged in on a cell&#039;s console. However, offenders should be processed as quick as reasonably possible as-per their rights as employees within the colony.&lt;br /&gt;
&lt;br /&gt;
=== Victim Rights ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victims of a crime hold the general right to drop charges.&#039;&#039;&#039; This applies to charges within the 100, 200, and 300 tiers. Victims may also choose to only collect monetary value equal to their losses from the offender in question, such as any incurring medical bills or loss of property. These clauses are there to allow a victim peace of mind and to make sound decisions rather than being forced into court cases.&lt;br /&gt;
&lt;br /&gt;
There are some exceptions, however. 400 and 500-level charges &#039;&#039;&#039;cannot&#039;&#039;&#039; be dropped at any time by a victim, as these acts extend further than creating a victim, but also threatening the lives of others and the order of the colony as a whole. Officers &#039;&#039;may&#039;&#039; take into account an offender’s circumstances and a victim&#039;s testimonial when deciding intent and timers but no dropping of charges may occur.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this section, each individual directly targeted by criminal activity is a victim. If a crime affects a department, such as Trespass, then the Department Head may choose to drop the charge. If there is no Head, the charge can only be dropped by unanimous consent of those who were affected. If the crime affects the colony as a whole or has no specific victim, such as Contraband, Breakout, or Desecrating a Corpse, only the Warrant Officer or Ranger may authorize the waiving of charges, and a decision to waive charges may be overridden by the Warrant Officer (if the decision was made by a Ranger) or a vote of the Low Council.&lt;br /&gt;
&lt;br /&gt;
=== Fines &amp;amp; Timers ===&lt;br /&gt;
&lt;br /&gt;
Some crimes may offer either a fine or a timer, or in some cases, &#039;both&#039; a fine and a timer together. It is ultimately at the discretion of the arresting officer and/or the warrant-filer what the punishment for an offense should be. &lt;br /&gt;
&lt;br /&gt;
Fines are ultimately recommended for most low-level crimes, if they are listed under the ‘timer’ section of the quick reference guide. If, however, an offender is non-cooperative, a repeat offender, or otherwise hindering an investigation a timer should be issued instead. Fines are to be paid to the Marshal department directly, while any compensation, such as to damaged property or medical fees, should be directed to the victim and/or the victim department.&lt;br /&gt;
&lt;br /&gt;
Timers are to be decided by the senior authority, typically either a ranger or warrant officer. If in the case where neither are available then the arresting officer may decide. Timers should not exceed a maximum time allocated to the charge &#039;&#039;&#039;unless&#039;&#039;&#039; modifiers are added on; such as a repeat offender who would receive double the time. Timers &#039;may&#039; be less than the allocated maximum time depending on circumstances and modifiers that would normally subtract time from one’s sentence, such as cooperation with security personnel or in cases of entrapment.&lt;br /&gt;
&lt;br /&gt;
== Heads of Staff &amp;amp; Lower Council Law ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heads of staff are not above the law, and can be arrested by the marshals for breaking it.&#039;&#039;&#039; The &#039;only&#039; time that the law can be overridden is when there is an imminent and overwhelming threat to the colony, such as during a Code Delta scenario. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A determination of no-wrongdoing may result in the dismissal of charges levied or a negating of any brig time served.&#039;&#039;&#039; Determinations of no-wrongdoing must be done by a Warrant Officer after an investigation, which must be faxed to the Office of the Provost Marshal, the Provost Marshal himself, or the colonies High Council. Any Warrant Officer found to abuse their authority to declare improper cases of no-wrongdoing may be demoted and arrested for exceeding their official power alongside other charges, such as falsifying information or providing false testimony.&lt;br /&gt;
&lt;br /&gt;
A vote held by the Lower Council may also be used to indite some charges, such as abuse of power or charges related to disrupting the Low Council. Any crime that requires judgement, such as crimes labeled as &#039;HuJ&#039; / Hold until Judgement, should be decided on in a timely manner by the Lower Council through a tribunal. A tribunal &#039;&#039;&#039;must&#039;&#039;&#039; follow the [[Standard Operating Procedure (Legal)|Legal Standard Operating Procedure]] to be considered legal. A tribunal must properly vote and may only be overturned by the High Council itself.&lt;br /&gt;
&lt;br /&gt;
== Law in Relation to Outsiders, Allies, &amp;amp; Others ==&lt;br /&gt;
&lt;br /&gt;
Colony law is &#039;&#039;&#039;not&#039;&#039;&#039; extended to neutral parties inherently. Outsiders, for example, have no inherant legal rights or protections. However, some laws do apply to protect outsiders as well, including all intelligent, sapient beings. This includes other intelligent races, ranging from Humans to Mycus, to anything of higher intelligence including robots with self awareness.&lt;br /&gt;
&lt;br /&gt;
For simple terminology of colony law:&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Employee&amp;quot; / &amp;quot;Colonist&amp;quot;&#039;&#039;&#039; = A member of the colony or an employee of one of the colony&#039;s various factions. These rights are extended to all members of the colony and all members of departments.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;People&amp;quot; / &amp;quot;Person&amp;quot; / &amp;quot;Someone&amp;quot;&#039;&#039;&#039; = This covers &#039;&#039;&#039;any&#039;&#039;&#039; sapient, intelligent being, regardless of their allegiance. Outsiders, hostiles, allies, etc. This term is used only rarely, but is typically used to refer to crimes such as desecration of a corpse due to the criminal and inhumane act of cannibalism, or in reference to inhumane acts such as the act of enslavement. &lt;br /&gt;
&lt;br /&gt;
Outsiders are only protected under colony law under the term &#039;people&#039;, &#039;person&#039;, &#039;someone&#039;, or if granted entry to the colony via vote for visitation or sale of goods. When an Outsider is granted entry, they have the same rights as a citizen of the colony - until they are ejected or their visitation period ends. At that point legal protection ends.&lt;br /&gt;
&lt;br /&gt;
Outsiders, Neutral parties or visitors that are allowed in generally expected to follow &#039;common sense&#039; colony law. That is, don&#039;t steal, don&#039;t assault and do not take advantage of your hosts. They should also generally remain in the colony common areas, and not take anything belonging to the colony(this includes items kept &#039;for the common good, such as the tech storage tools, lathe, medical supplies, etc). Any who violate these rules may be ejected immediately by colony security, any who breach these rules in a more serious fashion should be detained and the Provost faxed. &lt;br /&gt;
&lt;br /&gt;
Lodge members and other colony-aligned factions have full rights of a normal colonist. For information on this, and neutral parties, this can be found in Standard Operating Procedure. Attacking a non-hostile neutral party can result in a charge of &#039;&#039;&#039;Treason&#039;&#039;&#039; depending on the incident. Neutral party refers to a neutral organization, not individuals such as Outsiders.&lt;br /&gt;
&lt;br /&gt;
Security personnel are to obey these clauses and understand the wording.&lt;br /&gt;
&lt;br /&gt;
==Salvaging Rights==&lt;br /&gt;
&lt;br /&gt;
These laws will attempt to make clear what is, and is not salvage. Who has rights over what claims, the proper handling of claims and so fourth. These laws MUST be enforced by Nadezhda Marshals, or Blackshield, depending on the jurisdiction of the &#039;claim&#039; and apply to all colonists of the Nadezdha Colony as well as Colony Allies and &#039;Neutral&#039; third parties.&lt;br /&gt;
Basic salvage rights entail only the following caveats;&lt;br /&gt;
* Trash piles, unclaimed and clearly unowned items and storage containers are the rightful property of the &#039;first claimant&#039;. A trash pile belongs to the first person to touch it, an abandoned locker to the first one to reach it, et cetera.&lt;br /&gt;
* Clearly owned property must be respected. A labeled cart, a gun who&#039;s serial is registered and thus known - these are considered personal property, and must be respected. &lt;br /&gt;
Additionally the following rules apply to all &#039;claims&#039;&lt;br /&gt;
* If an item is stolen and then rediscovered in an area that would normally count as right-to-loot then it must be returned as it is their rightful property. &lt;br /&gt;
* Crime scenes. Any item taken from a crime scene is chargeable by theft, obstruction of duty, and suspicious conduct. A crime scene&#039;s boundaries will be clearly marked by tape set up by Marshals or Blackshield.&lt;br /&gt;
* Items dropped by colonists or allies due to severe injuries are their rightful property, and MUST be returned. &lt;br /&gt;
* The areas owned by colony allies or factions (such as Voidwolf ally Ships or the Soteria Solar Outpost), and clearly defined departmental zones are barred from allowing salvage claims.&lt;br /&gt;
===Types of Salvage Claims===&lt;br /&gt;
In summary, there are four types of salvage areas. Claimed, Unclaimed, disputed and free&lt;br /&gt;
&lt;br /&gt;
*Claimed areas are those within colony borders(or the borders of colony allies) that have a lawful mandate placed over them, determined typically by the High Council, or at times low council. These locations are the claim-right of a particular faction, ally, et cetera. The FULL contents of these areas is the rightful claim of their respective owners, and any contents taken are effectively treated as their &#039;rightful property&#039;. Though mere presence on a claim is not generally sufficient to result in charges, the removal of property from them(I.E scavving) is cause for charges of trespass, theft, and grand theft. Additionally, a modifier &amp;quot;Breach of salvage rights&amp;quot; should be applied to each of these charges and any items taken returned or, if not possible - their value owed in remediation.&lt;br /&gt;
&lt;br /&gt;
*Unclaimed areas, while still within colony property, have no rightful claim placed on them, such claims may be enacted at the discretion of the High council, foreman and low council(in that order of importance), having to be properly ratified and faxed to be valid.&lt;br /&gt;
&lt;br /&gt;
*Uncontested areas are new zones or uncertain zones that have no current claims. While they may be within the borders of the Colony or its Allies, they are generally free to loot so long as general scavenging rules are observed. Conflicts, theft and similar SHALL be punished by law.&lt;br /&gt;
&lt;br /&gt;
*Free areas are neither within colony territory nor hold any special claim. These areas are typically considered &#039;free&#039; of salvage rights and include but are not limited to; the untamed wilds past the colony border and space(and areas located within that do not fall under the purview of the previous types of claims).&lt;br /&gt;
===Known claims and their status===&lt;br /&gt;
*The Nadezdha colony maintains that the areas in its immediate vicinity, as well as the forest directly south and the crater directly west are &#039;colony property&#039; and not subject to claims by non-colony forces.&lt;br /&gt;
&lt;br /&gt;
*Colony maintenance is &#039;unclaimed&#039;, thus only basic salvage rights must be respected.&lt;br /&gt;
&lt;br /&gt;
*The Prospectors hold exclusive claims over the following areas; Greyson Positronics field offices and attached locations, this include the Greyson Positronics Gantlet. &#039;Preppers&#039; bunker. &#039;Ironhead compound&#039; Smuggler base. &#039;Zoo&#039; research facility. &lt;br /&gt;
&lt;br /&gt;
*The &#039;Scrap haven&#039; is, as of now, a shared claim between the Prospectors and Hunters lodge - However, the Hunters Lodge has abdicated any right to lease their hold on the claim. &lt;br /&gt;
&lt;br /&gt;
*The hunters Lodge holds exclusive claim over the following areas; The lodge itself and land upon which it sits, and the plains in the immediate vicinity of their lodge&lt;br /&gt;
&lt;br /&gt;
*The &#039;Salvage Fields&#039; are &#039;free&#039; claims, though basic salvage rights should be respected.&lt;br /&gt;
&lt;br /&gt;
*The assorted, smaller &#039;Points of Interest&#039; in the immediate vicinity of the colony are &#039;uncontested&#039;(E.G, scorched outpost, lost outpost, etc).&lt;br /&gt;
&lt;br /&gt;
===Enforcement of Claims and Jurisdiction.===&lt;br /&gt;
As previously stated, it is the duty of Marshals and Blackshield to enforce salvaging rights - though they may vary on where their areas of jurisdiction come into play. &amp;lt;br&amp;gt;&lt;br /&gt;
Blackshield are largely expected to handle matters of salvage disputes where exterior forces threaten Nadezdha Colony(or upon request, colony allies) claims. Exterior factions attempted to jump claims owned by Prospectors should result in their dispatching.&amp;lt;br&amp;gt;&lt;br /&gt;
Marshals however are granted jurisdiction over legal matters of enforcement. Colonists jumping claims that are rightfully held should be charged accounting for the details of the matter. &amp;lt;br&amp;gt;&lt;br /&gt;
In the event where jurisdiction may be at question, it is important to remember that while the blackshield holds legal jurisdiction outside the perimeter fence - they are typically less oriented in the minutiae of law, and should they have to step in to enforce claims upon colonists past the walls they must hand over said colonists on return for processing by Marshals.&lt;br /&gt;
&lt;br /&gt;
===Additional Caveats===&lt;br /&gt;
*Salvage rights may, at the determination of their holder - be granted or leased. E.G, The Prospectors may, at the determination of the Foreman or Overboss Hogg grant rights over claims to other factions, allies, etc. &lt;br /&gt;
*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of &#039;equal value&#039; taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences&lt;br /&gt;
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-jumpers to return the stolen salvage and leave before force is used.&lt;br /&gt;
*Areas outside of the planets orbit, such as the nearby asteroid field in space, are not claimed by the colony directly. Salvagers and security forces operating there may salvage, but hold no direct claim over the materials there.&lt;br /&gt;
*Areas within the purview of Colony Salvage Law shall have their mineral resources granted exclusive purview for Lonestar Shipping to exploit, Lease or Manage as they will.&lt;br /&gt;
&lt;br /&gt;
==Intellectual Property==&lt;br /&gt;
&lt;br /&gt;
Nadezhda colony is filled with products produced with propietary designs from factions both within and without the colony. These designs belong exclusively to the company that owns them, however legal license to produce the items is distributed in the form of disks. As a general rule, no faction has any claim on any disk or item salvaged by another, nor any item which was manufactured by them or sold to them by a lawful owner, regardless of whether the design originated with the faction. The exceptions to this rule are as follows:&lt;br /&gt;
&lt;br /&gt;
*Unprotected design files, such as those found on factory disks or made by Soteria Research, are forbidden to leave the control of that faction without the written and stamped permission of the Faction Head. If such a disk is stolen, all items produced from it may be reclaimed. This is considered §505: Misappropriation of Intellectual Property, with the legal liability falling on the individual who stole or distributed the designs.&lt;br /&gt;
*Factions may act to protect the integrity of their uniforms to prevent confusion. Any Faction Head may prohibit those not belonging to their faction from wearing uniforms of that faction. Primes may not restrict non-clergy clothing from anyone who has not been formally excommunicated from the Church. Refusing to comply with the directive of a Faction Head in this matter is considered §102: Failure to Execute an Order.&lt;br /&gt;
&lt;br /&gt;
== Contraband Policy ==&lt;br /&gt;
=== Minor Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Minor Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zoom&lt;br /&gt;
* Mind Breaker&lt;br /&gt;
* Warlock Velvet&lt;br /&gt;
* Slime Jelly&lt;br /&gt;
* Cryptobilin&lt;br /&gt;
* Impedrezene&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Thermal Goggles (this includes implants)&lt;br /&gt;
* Random wave radio (owned by Lonestar, legal so long as procedure is followed as stated in Lonestar SOP)&lt;br /&gt;
* Chameleon devices (gloves, projectors, suits, armor, guns, etc)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Hardsuit Voice Synthesizer&lt;br /&gt;
* Data Jack module&lt;br /&gt;
* Electro Warfare module&lt;br /&gt;
* Thermal Modules (Including built-in thermal helmets &amp;amp; rig-mounts)&lt;br /&gt;
* Chameleon device (clothing forms, projector, etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Minor Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Thermals are considered contraband for all departments. Thermals are however permitted outside the colony or during a declared red alert level. This goes for the augmentations, glasses, helmets or rig-suit modules. The following items are considered thermals: Augmented shades, Thermo-nightvision helmets, Thermal goggles, Thermal augmentations and bioaugmentations. Along with any hardsuit modules that contain thermals.&lt;br /&gt;
** If either Church or Soteria provide to a colonist thermals illegally they are to be charged for minor contraband. If a Soteria staff continues to do so repeatedly, then they are to be demoted immediately. Heads of staff in Soteria or the Church continuing are to be detained, charged with abusing their executive powers, and demoted after a fax has been sent up to the faction leader. &lt;br /&gt;
** Permits can temporarily be issued by a Warrant Officer for their usage or transportation through the colony. Any surgical implantation of thermal augments by Soteria requires a properly written form signed by both the doctor and the Warrant Officer permitting such augments be used under Soteria&#039;s supervision.&lt;br /&gt;
* The shooting range is considered a testing zone for science. Items sent from science to the range for testing must be announced over general comms. In the instance of Soteria testing explosives up at the shooting range, it must be a device capable of small explosives only. Larger explosions are to be tested out in the mines.&lt;br /&gt;
* The chemicals in the list above are considered minor contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* All encryption keys that are not supplied to a colonists workplace are considered minor contraband. If sensitive or private information is gained through the use of encryption keys that a colonist should not have access to they should also be charged with violation of employee privacy. This is applied even if it was not the intent of the person using the encryption key. Legal access to an encryption key can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason. Please note that allies and neutral factions may have their own encryption keys - these are not illegal and should never be taken away.&lt;br /&gt;
* ID cards that are modified to give access to a normal departmental area of the colony without head departmental permissions are considered contrband. If, however, this access is issued either by a relevant head of staff or during the case of an emergency no timer or charge should apply. Legal access may be given by a head of staff to their department to another employee at anytime but may also be revoked at any time at the discression of the issuing head of department.&lt;br /&gt;
&lt;br /&gt;
=== Major Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Major Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zombie Powder&lt;br /&gt;
* Demon Powder&lt;br /&gt;
* Chloral Hydrate&lt;br /&gt;
* Polytrinic Acid&lt;br /&gt;
* Voice Nanites&lt;br /&gt;
* Handy Prints Nanites&lt;br /&gt;
* Napalm&lt;br /&gt;
* Tetraricide (Sweet Death)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Bluespace Harpoon&lt;br /&gt;
* Any explosive device (Must be currently explosive or easily capable of becoming explosive. A plasma tank, valve, and oxygen tank can be considered easily capable even when separated. A shellshock rifle or rail gun is not unless presently rigged to fire explosives.)&lt;br /&gt;
* Any and all Uplink devices.&lt;br /&gt;
* Freedom implant, Compressed matter implant, Explosive implant&lt;br /&gt;
* Chameleon device (Object Chameleon device cloner)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Combat mechs (Durand, Gygax, Phazon)&lt;br /&gt;
* Mechs rigged for combat, such as a ripley or odysseus modified with a jury rigged weapon.&lt;br /&gt;
* Any mind swapping technology.&lt;br /&gt;
* All Teleporters (modules, hand teleporters, etc.)&lt;br /&gt;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Functioning Cryptographic Sequencer (Also known as an Emag)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Major Contraband Exemptions &amp;amp; Stipulations ==== &lt;br /&gt;
* Soteria may test combat mechs at a firing range or outside the colony but &#039;&#039;&#039;must&#039;&#039;&#039; announce any and all movements of where the mech will be moving. Including the starting point to the desired ending point of the travel. These mechs may &#039;&#039;&#039;not&#039;&#039;&#039; be left in public spaces or otherwise operated, apart from moving through, public spaces unless exemptions are provided in the case of an emergency by security personnel.&lt;br /&gt;
** Permits for a combat mech may be temporarily issued by a Warrant Officer or Supply Specialist to non-Soteria personnel. The [[Example_Paperwork#Item_Application|proper forms]] should be filled out and the mech either housed inside of the employee&#039;s designated department or within Soteria&#039;s mech bay when not being used. Transporting any combat mech of any kind must be announced over public comms and cannot be driven freely across the colony. This policy and associated paperwork applies to any mech, including those obtained through salvage.&lt;br /&gt;
** Non-standard combat mechs / Non-combat mechs rigged for combat are not legal to own nor may receive licenses for normal usage. However, during Code Red or Code Delta emergencies they may be utilized by security personnel or otherwise permitted to be used by personnel determined to be fit and trust worthy by security personnel. All jury rigged weapons should be removed after the state of emergency without exception.&lt;br /&gt;
* The chemicals in the list above are considered major contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* Bluespace harpoons, and other teleportation items, may be used for research purposes by Soteria institute personnel. However, this does not mean they can be transported openly nor used or otherwise utilized outside of Soteria research departmental grounds. If transported outside of the department major contraband charges are applicable. If misused to teleport and employee unwillingly, as teleportation can be incredibly dangerous if not life threatening, see §413 - Unwilling Teleportation.&lt;br /&gt;
&lt;br /&gt;
===== Explosive Exemptions =====&lt;br /&gt;
Contraband explosives are considered, but not limited to: any device presently capable of causing wide-spread and reasonably uncontrolled damage. This includes, but is not limited to, frag grenades, incendiary grenades, EMP grenades, tank transfer bombs, explosives grenades, incendiary grenades, land mines, and other similar objects capable of replicating any of the listed items effects. Items such as non-explosive flashbangs, smoke grenades, or cleaning grenades are not considered explosives. An oxygen tank, transfer valve, plasma tank, or scrap rifle with its safety measures enable would not count individually as explosives, only if the devices were within reasonable proximity and had steps taken to allow them to be used as explosives. I.E. a scrap rifle with its safety systems off is contraband, a persons bag containing heated plasma tanks, oxygen tanks, and transfer valves would be reasonably considered an explosive object. This exception only applies if the objects are, viably, capable of causing an explosion, if the plasma tank and oxygen tanks are empty and cannot explode it would not be considered contraband. Best and reasonable judgment applies.&lt;br /&gt;
&lt;br /&gt;
Exceptions to the above clause may only be found in four cases:&lt;br /&gt;
&lt;br /&gt;
1. The Marshals and Blackshield may use whatever explosives they require to perform their duties during a code blue or higher scenario. Responsibility for all damage to persons or property are the sole responsibility of the individual using the explosive devices. Low-yield grenades and small-arms explosive ordinance, such as grenade launcher rounds, may be tested at Marshal or Blackshield ranges with proper notification that explosives will be fired at the specified range.&lt;br /&gt;
&lt;br /&gt;
2. Soteria Research may use any manner of explosives in the pursuit of research, the determination of what is considered ‘research’ is left to the sole discretion of the chief research overseer or, in the event one is not present, the biolab overseer. If neither is present, a low council vote is required to determine if the pursuit of research is considered scientific.&lt;br /&gt;
&lt;br /&gt;
3. Prospectors may carry and use explosives outside colony walls at their discretion, provided the explosive do not damage colony property or other persons from the colony or colony allies. Prospectors must hold all explosives within their department or with security in either the gate house or armory. The transportation of explosives should always be announced publicly.&lt;br /&gt;
In the event a prospectors wishes to sell explosive devices, be it to Soteria or Lonestar, this must be done with a member of the blackshield or marshal present and in the lobby of the respective department. In this scenario the explosive(s) must be stored in the buying department immediately. A form and record of the transaction should be recorded by security and filed with the WO, premier, sergeant, commander, and supply specialist.&lt;br /&gt;
&lt;br /&gt;
4. Permits &#039;&#039;&#039;may&#039;&#039;&#039; be written for temporary explosive usage within determined location at the descression of the Warrant Officer or Supply Specialist. Examples would be the allowance of Lonestar mining personnel to make use of small-yield explosive devices in mining operations, or temporary permits for Church for the transport of grenades for use in Deep Maintenance.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with the above section can and will result in the applicable charges and fines as expected by discretion of security personnel. This may include, but is not directly required to, charges of major contraband or negligence. In the event the explosive device is misused this may be upgraded to additional charges of Sabotage, Manslaughter, Major Sabotage or Murder. &#039;&#039;&#039;Improperly stored explosives that are stolen may confer charges both to the individual who stole and misused them and the individual who failed to properly safe keep the explosive devices, in this event both individuals receive the same charges regardless of fault.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Reasonable storage of an explosive device is determined by security discretion but the following factors should be considered when determining what is reasonable.&lt;br /&gt;
&lt;br /&gt;
Was the device in a locked container such as a secure locker, secure briefcase, safe, secure crate, or wall locker?&lt;br /&gt;
&lt;br /&gt;
Was the device and potential containers holding it secured behind access locked doors?&lt;br /&gt;
&lt;br /&gt;
Was the location of the device(s) kept discrete and related information on a need to know basis?&lt;br /&gt;
&lt;br /&gt;
=== Excelsior Equipment / Excelsior Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Excelsior Equipment&lt;br /&gt;
Note, if it&#039;s marked Excelsior (EXCLUDING SOAP), it&#039;s Excelsior Contraband. If it isn&#039;t, it&#039;s fine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Guns and Armor&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Weaponry (&amp;quot;Excelsior Kalashnikov&amp;quot;, &amp;quot;Excelsior Drozd&amp;quot;, &amp;quot;Excelsior PPSh&amp;quot;, etc.)&lt;br /&gt;
* Excelsior Branded/Colored Armored Voidsuits &amp;amp; Helmets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Technology&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machine Parts (Including Circuit Boards and Stock Parts)&lt;br /&gt;
* Excelsior Branded Implants&lt;br /&gt;
* Excelsior Branded Data-Disks (Such as Means of Production/Revolution, among others for specialized items.)&lt;br /&gt;
* Excelsior Branded Power Cells&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Machinery&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machinery (Including Teleporters, Autolathes, and so on.)&lt;br /&gt;
* Excelsior Branded Defensive Systems (Including Turrets, Shield Generators, and so on.)&lt;br /&gt;
* Excelsior Branded Boom Boxes&lt;br /&gt;
|}&lt;br /&gt;
==== Excelsior Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Excelsior equipment &#039;&#039;&#039;may never&#039;&#039;&#039; be operated by Security personnel, no matter their status within the Church, Psionic-testing or other implant-destroying augments. All Excelsior-branded technology should either be put into evidence by the Marshal department, if it is used in the conduction of a crime, or destroyed. No department may receive permission nor contraband licensing to use or otherwise utilize Excelsior technology unless an exemption is given by the High Council itself.&lt;br /&gt;
** Soteria Science may be handed Excelsior tech as a means of destruction. Soteria Science may not preform experiments with Excelsior tech but they may use it in a destructive analyzer to be used in the production and research of non-Excelsior technology.&lt;br /&gt;
** Guild may be handed Excelsior tech to be deconstructed as a means of useful destruction of Excelsior branded technology. Guild may not use nor utilize Excelsior technology itself but they may break it down in either their department&#039;s industrial autolathe or through their department&#039;s nanoforge machine.&lt;br /&gt;
** Marshals may utilize their Nanite Reconstructor in the armory to break down Excelsior weapons or armor. However tech like Excelsior branded cells or computer-components will not be able to be broken down by said machine. Personnel must find an alternative for those deconstruction methods.&lt;br /&gt;
&lt;br /&gt;
==Criminal Regulations==&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
There are two core types of modifiers: Criminality modifiers and Sentencing modifiers. Criminality modifiers alter whether or not an action is actually criminal in nature and can alter what charges can/should be pressed for a given incident. Sentencing modifiers do not alter the charges but rather the sentence, either upwards or downwards.&lt;br /&gt;
====Criminality Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#fff2cc;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Self Defense&#039;&#039;&#039; || To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others, however they are required to use only necessary force and to call for medical aid for their aggressor if they are in critical condition. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies to &amp;quot;defending&amp;quot; oneself against a lawful arrest, even if the charges are later found to be untrue. || Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense of Property&#039;&#039;&#039;|| To have acted with appropriate force in defense of one&#039;s rightful owned or claimed territory under colony law. Appropriate force is always nonlethal force unless the aggressor pulls out a lethal weapon. Same duties to obtain care for injured individuals that is given with Self Defense apply here. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies when &amp;quot;defending&amp;quot; one&#039;s area against Security acting on a properly authorized warrant. || Immediate Release&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Good Samaritan Clause&#039;&#039;&#039; || To break the law to prevent a greater harm from occurring. The greater harm must be imminent rather than hypothetical, and the law must be broken as little as reasonably possible. For example: breaking into a department to rescue someone whose suit sensors show they are in critical condition or dead. Acts found to be unreasonable will not be protected by this clause. Failure to comply with an investigation is never protected by this modifier. || Dropping of any charges that depend on ill intent.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Entrapment&#039;&#039;&#039; || To be charged with a crime the offender was induced to commit by Security and, without their help, either would not have or could not have committed. || Charges should be either reduced or dropped depending on their own level of indepedent criminal intent. The officers running the operation should be charged with Violation of Employee Rights as well as the charges they intended to entrap the victim with.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accomplice&#039;&#039;&#039; || To knowingly and materially aid another in the commission of a crime. Both elements are important: a merchant who sells a gun to someone with no knowledge it will be used for murder is not liable, nor is someone who simply cheers on someone else comitting a crime. Providing instruction on how to commit a crime does count as material aid, however, e.g. telling someone how to make a bomb. || Apply all charges for the crime that the primary suspect was aided in to the accomplice.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Authorized Use of Force&#039;&#039;&#039; || Use of force that is legally authorized. The primary example is the Marshals using force to bring in resistant suspects in accordance with their SOP. This modifier also applies to Soteria Lifeline Technicians using nonlethal force (including against Marshals or Councilors) to prevent someone from taking their patient, and Vectors using nonlethal force on members of the Absolutist church who are resisting internal discipline. || Charges should not be applied if the use of force was within legal guidelines.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sentencing Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cooperation with Prosecution&#039;&#039;&#039; || To aid members of colony security, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense. || 25% to 50% timer reduction. This only applies if information is provided that leads to bringing in a suspect that was not already apparent with the information security had.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Surrender&#039;&#039;&#039; || To willingly surrender oneself to security staff; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders. || 25% to 50% timer reduction. Execution may not be issued to those who have surrendered. Crimes worth of Holding until Transfer may be reduced to a timed sentence no less than 60 minutes at the discretion of the Warrant Officer.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Offense by Colony Command&#039;&#039;&#039; ||To be a member of the colony&#039;s command structure, including Steward and Premier, and to commit any Severe or higher level crime, or any crime that references this section in its sentence. This does not require formal conviction by a Tribunal, but a Warrant Officer can expect the charges to be overturned and charges to be filed against them if their fax to the High Council does not include sufficient evidence. || The Warrant Officer, at their discretion, may impose a shift-length dismissal on the individual. This sanction may only be overturned by the Faction Owner or the Low Council. Additionally, the Low Council may vote to impose sanctions either without a Warrant Officer/despite their disapproval or if they wish to impose more serious sanctions than a shift-length dismissal.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Repeat Offender&#039;&#039;&#039; || To commit the same crime multiple times in the same shift. This only applies if someone is punished for it and then commits the same crime after release, not for a string of offenses in a row.|| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc. This also goes for fines. Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Immediate Threat to the Prisoner&#039;&#039;&#039; || To be incarcerated when a situation in the Marshal area poses an immediate threat to the health of the prisoner || The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released. If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Use of Powers&#039;&#039;&#039; || To use abilities greater than those normal for a member of one&#039;s species in the commission of a crime. This includes (but is not limited to) psionics, nanogates, cruciforms, and Soteria-created genetic mutations. There must be reasonable belief that powers were used in such a manner; however, due to the nature of these powers being easy to conceal after the fact, hard evidence is not required. Officer discretion is encouraged, and they may choose not to apply this modifier if they believe the evidence is insufficient. || Any crimes given to the person has its fine value or time served automatically doubled. If the empowered person has a HuT sentence, it is highly encouraged to have their powers removed if it can be done safely. A empowered individual using their powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their powers should be removed before revival. In the case of a cruciformed individual killed relating to this section, if a Vector/Prime is available to properly remove the cruciform from the corpse this should be done; otherwise it should remain attached but deactivated.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime by AI/Cyborg&#039;&#039;&#039; || For Colony AI or Cyborg to commit actions that are criminal in the eyes of the law. Marshals are to operate as per normal. Soteria is to cooperate with the Marshals in regards of these matters, to see if the AI or Cyborg are malfunctioning before allowing them to be arrested.A warrant is specifically required for security to enter the AI core, and Soteria personnel should accompany them to ensure matters are handled peacefully. Squads of Marshals or Shields should not be going into the core unless the AI in question is malfunctioning and/or hostile. As a further note, the AI and Cyborgs cannot open high access areas unless in a state of emergency, for example, the Marshal, Blackshield, or Command armory. The only other time they can open such areas is to clear out infestations and nothing more. || Cyborgs can be locked down within their cells or, if this is not possible, have their MMIs removed and tossed into a cell to serve the appropriate amount of time, or Soteria can choose to pay for their fine. Card the AI and toss it into the cell, much like the borgs. Once they have served their time, return them to their proper vessels. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Quick Reference Guide ===&lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge a colonist with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 108 for trespassing into a department, 105 for stealing an item from the department and 204 for attacking an employee trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Property Crimes&#039;&#039;&#039;               &#039;&#039;&#039;(X01)&#039;&#039;&#039;&lt;br /&gt;
|Vandalism&lt;br /&gt;
| -&lt;br /&gt;
|Destruction of Property&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Failing Duty&#039;&#039;&#039;  &#039;&#039;&#039;(X02)&#039;&#039;&#039;&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|Negligence&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rights Violations (X03)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violence&#039;&#039;&#039;    &#039;&#039;&#039;(X04)&#039;&#039;&#039;&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Theft&#039;&#039;&#039;         &#039;&#039;&#039;(X05)&#039;&#039;&#039;&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|Violation of Salvage Rights&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Contraband&#039;&#039;&#039;  &#039;&#039;&#039;(X06)&#039;&#039;&#039;&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obstruction&#039;&#039;&#039; &#039;&#039;&#039;(X07)&#039;&#039;&#039;&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|Treason&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trespass&#039;&#039;&#039;    &#039;&#039;&#039;(X08)&#039;&#039;&#039;&lt;br /&gt;
|Trespass&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resisting Lawful Authority&#039;&#039;&#039;  &#039;&#039;&#039;(X09)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Injunction&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Escaping from Confinement&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abuse of Lawful Authority&#039;&#039;&#039;  &#039;&#039;&#039;(X10)&#039;&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Disrupting Command&#039;&#039;&#039; &#039;&#039;&#039;(X11)&#039;&#039;&#039;&lt;br /&gt;
|Sending a Time Wasting Fax&lt;br /&gt;
|Forgery&lt;br /&gt;
|False Testimony&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unconscionable Behavior&#039;&#039;&#039;   &#039;&#039;&#039;(X12)&#039;&#039;&#039;&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Desecrating a Corpse&lt;br /&gt;
&amp;amp;&lt;br /&gt;
Cannibalism&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bodily Autonomy Violations&#039;&#039;&#039; &#039;&#039;&#039;(X13)&#039;&#039;&#039;&lt;br /&gt;
|Harassment&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|}&lt;br /&gt;
===Specialty Charges===&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an officer or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty colonist, a mediation should occur with the victim. The debtor&#039;s personal items may be forcefully liquidated to cover their debt, or an agreement reached to repay the debt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the colony or it’s security team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 1,000 credits may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 500 credits. Injuries such as fractures or injuries that leave a patient in codification condition should be 1,000 credits.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Blackshield committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|003 - Suicide Attempt &lt;br /&gt;
|To physically attempt to or credibly threaten to end one&#039;s own life either through radio communications or while in brig.&lt;br /&gt;
|Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.&lt;br /&gt;
&lt;br /&gt;
Upon their timer ending the prisoner should be held until medical personnel can arrive to escort them for psychiatric examination. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a colonist or department without provocation, stalking a colonist or refusing to leave a department, yelling over ones headset, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 1,000 credits may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Lack of Security, Medical, or Employment Records&lt;br /&gt;
|To be a registered member of the colony without any form of qualified records.&lt;br /&gt;
|This does not apply to outsiders visiting the colony nor members of the Hunters Lodge. &lt;br /&gt;
&lt;br /&gt;
All members of the colony are required to meet the minimum requirements highlighted [[Example_Paperwork#Character_Records|within the Character Records Section of Example Paperwork]].&lt;br /&gt;
&lt;br /&gt;
If a colonist does not meet this requirement, Security personnel should interview the colonist and aid them in setting up required records, providing a format sheet for them to fill out and put on file.&lt;br /&gt;
&lt;br /&gt;
If the colonist is not willing to file paperwork, they are to be released and High Council is to be notified. (Fax or A-help - records are a rule issue.) High Council will advise on actions to take, if any, regarding the issue.&lt;br /&gt;
&lt;br /&gt;
An offender who actively lies about their implant status - such as not reporting their nanogate, psionic, or church implant within their records is to receive a &#039;&#039;&#039;Providing False Testimony&#039;&#039;&#039; charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|006 - Data/Information Breach&lt;br /&gt;
|To knowingly and willfully communicate information, gained in confidence through private or departmental channels, to personnel without legal access. Department Heads have authority to communicate information from their respective channels.&lt;br /&gt;
&lt;br /&gt;
|A timer of no more than 30 minutes but no less than 10 and/or a minimum fine of 250 credits, up to 1,000, may be issued depending on severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Minor Charges===&lt;br /&gt;
{| style=&amp;quot;background-color:#aaffaa; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately deface or minorly damage colonial or departmental property without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, to littering in a public or departmental area, to minorly damaging a Soteria cyborg&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 500 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 250 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|To deliberately deny an employee certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically security or medical staff for a major SoP violation due to it going against another colonist’s rights. The colonist or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from Security using thermals without reason, Medical sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 1,000 credits to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with a colonist, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching a colonist when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 500 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another department and/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a department or owned by a person. This includes people taking items from their own department they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 500 credits with the addition of the item(s) being returned.&lt;br /&gt;
&lt;br /&gt;
If the stolen item(s) cannot be recovered then the offender may be forced to pay the item(s) cost to the victim. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Table.&#039;&#039;&#039;&lt;br /&gt;
|For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the chief biolab officer.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as a chameleon weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Marshals, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area. Detainment until the situation in question has been resolved.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a department lobby, the bar, or the kitchen also apply if asked to vacate the area by relevant department staff. Those with access typically should not be in those areas unless they have a good reason or permission from the department&#039;s relevant staff. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security personnel with an authorized warrant and council members conducting investigations authorized by an LC vote may not be asked or made to leave.&#039;&#039;&#039;&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as a Property Crime if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, colony control room or the outer perimeter see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the marshal or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the warrant officer only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Sending a time wasting fax See [[Faxes]]&lt;br /&gt;
|To send a fax to a faction leader of the colony or its allies that is considered unnecessary or unneeded. Do note that in [[Faxes]] it outlines what is and isn&#039;t a time wasting fax.&lt;br /&gt;
|This charge can only be given by a faction owner or faction ally, not by heads of staff or marshals.&lt;br /&gt;
|15 minute in a cell or a 750 credit fine.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms to seriously hurt or kill a colonist, previous violent convictions approaching while threatening a colonist, or if a colonist was to chase another colony member or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, charge &#039;&#039;&#039;Assault&#039;&#039;&#039; instead. If the offender stalks the victim also charge &#039;&#039;&#039;Harassment/Stalking&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Harassment or Stalking&lt;br /&gt;
|To take repeated actions for the purpose of harassing an individual, or to continue following them after being asked to stop.&lt;br /&gt;
|This crime does not apply if there is a lawful reason for the conduct, such as Marshals pursuing an investigation or a Head trying to get their employee to do their job.&lt;br /&gt;
|Timer of no more than 5 minutes or a 250 credit fine paid to the victim.&lt;br /&gt;
&lt;br /&gt;
Injunction placed at discretion of the WO&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Moderate Charges===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|To fail to complete the core functions of your job when they are necessary&lt;br /&gt;
|This is intended to handle situations where a job is required but the individual who should handle it is doing non-job related things or taking a break. For example, doctors not responding to calls for medical assistance, the Marshals not investigating a crime, the Prospectors not looting areas or not setting up their shop afterwards, or the chef not preparing any food. Providing products is not considered a core function of the Science department or the Guild unless there is an emergency and supplies are needed to aid with it. &lt;br /&gt;
&lt;br /&gt;
If there is more than one person in the relevant job and none respond to a call, all are to be punished unless they were occupied with other job-critical activities. If there is uncertainty about whether something a core function, the Faction Head and other professionals should be consulted but the final judgement rests with the Marshal handling the case.&lt;br /&gt;
|Forfeiture of 1 hour&#039;s pay to the corporate account. Timer of no more than 15 minutes. Dismissal at the discretion of the Head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish an employee without proper cause or reason, or in violation of due process rights such as Habeas Corpus.&lt;br /&gt;
|This is mainly for marshal officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause physical harm or mild injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it. This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition, or other less-than-lethal means, without just cause counts as assault.&lt;br /&gt;
&lt;br /&gt;
See ‘’’Aggravated Assault’’’ if any lethal ammunition are used, or if the victim suffers a broken bone or notable life-threatening hospitalization. See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill. See ‘’’Threat of Murder or Serious Injury``` as a secondary charge to any threats made while brandishing a weapon with a stated threat to murder.&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking an employees pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or credits takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the department head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Major Contraband &lt;br /&gt;
|To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
|See &#039;&#039;&#039;Contraband Table&#039;&#039;&#039; for what applies to this charge.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Supply Specialist, Brigadier, or the provost Marshal to override this law. &lt;br /&gt;
&lt;br /&gt;
The Chief Biolab Overseer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess any contraband so long as they comply with their &#039;&#039;Contraband Policy&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes and the confiscation of contraband items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is injured because of this, also charge &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, also charge the relevant Property Crimes charge. If a colonist dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;208&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
|Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge Manslaughter.&lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
| Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the officer trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An officer should take into account their reason for not reporting to security immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in security has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force.&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that do not require medical treatment beyond first aid but are still unwarranted. If the suspect required more than basic first aid, charge instead &#039;&#039;&#039;Severe Excessive Use of Force&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 2,000 credits paid to the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;211&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a fax to issue orders posing as the High Council or a superior, falsifying a medical prescription or falsifying ones records to pose as either more certified or to fake eligibility for job positions.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
|Desecrating a Corpse &lt;br /&gt;
&amp;amp;&lt;br /&gt;
Cannibalism&lt;br /&gt;
|To abuse bodies of dead or previously dead people. Acts may range from non-medical to scientific desecration.&lt;br /&gt;
Cannibalistic acts are the consumption of any &#039;&#039;&#039;Person&#039;&#039;&#039;, Voidwolf, Colony Recognized higher-intelligence lifeform.&lt;br /&gt;
|Examples include, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039; without consent. Preventing a body from being repaired or cyborged also falls under this. Bodies rendered incapable of wound repair count as &#039;&#039;&#039;Murder&#039;&#039;&#039; instead. &lt;br /&gt;
If the body is made into any edible product, or any severed limb/organ of the &#039;&#039;&#039;Person&#039;&#039;&#039; is consumed, instead charge &#039;&#039;&#039;Cannibalism&#039;&#039;&#039; in Notes.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;Cannibalism&#039;&#039;&#039; Applies  Holding until Judgement  Crime code raises to:  5XX Capital Offence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;213&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where colonists are roaming around Nadezhda, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. A marshal can request a male colonist to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 20 minutes, alongside a fine of 500 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Major Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Destruction of Property &lt;br /&gt;
|To destroy the property of a colonist, a colony faction, or the colony itself without valid reason, either deliberately or through negligence&lt;br /&gt;
|The property in question can belong to another individual, to a faction, or the colony at large. This crime includes destroying normal doors or walls, recycling or disassembling equipment, or damaging a cyborg to the point it needs internal repairs. Valid reasons include (but are not limited to) normal recycling and research activities. If an item is stolen and destroyed, charge either the relevant Theft level or this, whichever is more severe.&lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Negligence&lt;br /&gt;
|To cause notable damage to a colonist by failing at one&#039;s duty, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest mistakes, laziness, or deliberate disregard. This is usually because an employee ignored Standard Operating Procedure or failed to follow an order, but may also be applied if they failed to do something that a reasonable and competent professional in their role would do. It also applies any time any SOP explicitly calls for it, regardless of actual harm (e.g. engaging in human experimentation without a waiver). If a colonist is killed because of it, instead charge Manslaughter; if equipment is destroyed, charge Destruction of Property. This crime cannot be charged alongside Destruction of Property if the damage is the only significant result of the negligent conduct.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|To punish a crew member in excess for their crime, to give a crew member incorrect punishment, or to give fraudulent charges that are not valid.&lt;br /&gt;
|This includes stacking charges improperly, planting evidence, confiscating contraband if it is being used in a legal manner under the Contraband Policy, or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion/Dismissal at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §304&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|To cause severe injury to another employee or colonist, typically requiring invasive surgery or resulting in life-threatening physical harm.&lt;br /&gt;
|This is in reference to any form of assault that causes shrapnel, broken bones, severe bleeding, or otherwise rendering a victim into a state of critical condition. Shrapnel left in one’s body may count if the rounds are not LTL rounds. For LTL round usage that do ‘not’ result in broken bones or cause a life threatening injury, but may still embed, see ```Assault```.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;305&lt;br /&gt;
|Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039;, or otherwise taking undue action against a rightful claimant.&lt;br /&gt;
|The consideration of the stolen item(s) value should be taken into account when issuing this charge.&lt;br /&gt;
|Any stolen items should be returned to the proper salvage-claim holder. If the items are non-recoverable, or have been sold off, the offender is to repay that market-price of the stolen items to the victim. If the offender is not able to pay, apply specialty charge ```001 - Defaulting on Debt```.&lt;br /&gt;
&lt;br /&gt;
A timer of no more than 20 minutes may be issued on the offender alongside a 250 credit fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by security, even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room,toxin storage or other essential high-security areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as a convict who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 30 minutes for escaping.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force which results in the victim requiring more than basic first aid&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that require surgery or other advanced medical treatment beyond first aid. If a victim dies and the use of force was not warranted, also charge Manslaughter.&lt;br /&gt;
|Dismissal which can only be overturned by the Faction Owner, who must be faxed in all cases of Severe Use of Excessive Force. Timer of no more than 30 minutes. Payment of all medical bills of the victim&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §311&lt;br /&gt;
|Providing False Testimony&lt;br /&gt;
|To provide false or deliberately misleading testimony to colony officials&lt;br /&gt;
|This can be applied in relation to interviews with investigators or to the interviews had with colony officials to create records (see §005).&lt;br /&gt;
&lt;br /&gt;
This crime requires intent to mislead, as judged by the Marshal handling the case.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
In cases of false/incomplete records, they should be permitted one chance to get them corrected unless evidence of deliberate deception is found. If such evidence exists or the records remain false, apply sentence as above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;312&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or crew well-being (e.g genetics,weapon testing, etc.) don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but monkey cubes and the like probably aren&#039;t. &lt;br /&gt;
&lt;br /&gt;
Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms, or are fully tamed by a colonist. Tamed in this case means that they will not attack other colonists, or damage colony infrastructure.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 750 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If any named Colony Pet (Ian, Tea, Graves, Lisa, PunPun, and other pets that spawn in the colony with a roundstart name (this does not include ones made in-round unless specific by the High Council through fax/announcement) was targeted, it is an automatic 90 minute sentence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;313&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards a person or silicon unit.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exceptional Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To deliberately destroy colony equipment without valid reason.&lt;br /&gt;
|This includes destroying secured doors or reinforced walls, unauthorized destruction of cyborgs, breaking of machinery, etc. Valid reasons include (but are not limited to) destruction needed to prevent a greater loss of life or destruction of the colony&lt;br /&gt;
|Timer of no more than 45 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;403&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for anyone who abuses the power given to them, such as the premier acting like a security officer in a non-emergency, the warrant officer acting as if he is above the law, etc. Heads of staff trying to order a different department or ignoring a council vote also comes under this, as does security staff attempting to give orders to non-security without legal justification.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the department head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a fax should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill a colonist without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are of a dangerous, of high value, or of sensitive nature.&lt;br /&gt;
|This means high-value weapons or explosives, and also includes items of singular importance such as the station blueprints, chief biolab overseers hypospray, or items not easily replaced / are not replicable.&lt;br /&gt;
&lt;br /&gt;
important items produced solely by the Church, such as Cruciforms, Absolutist Constructs, and other Absolutist artifacts are property of the Church and may at any time for any reason be demanded back. Refusal to return the items shall be considered &#039;&#039;&#039;grand theft&#039;&#039;&#039; and &#039;&#039;&#039;failure to execute an order&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
&lt;br /&gt;
|To be in illegal possession of or to actively operate Excelsior equipment. &lt;br /&gt;
|This applies to Excelsior batteries, guns or armor. Their lack of safety features, shoddily made structure and use in operation can endanger oneself or other colonists.&lt;br /&gt;
&lt;br /&gt;
The usage of Excelsior tech also is a tell-tale sign of an Excelsior agent or collaborator.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Provost Marshal or the Brigadier to override this law. No lesser official can override this law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Policy&#039;&#039;&#039;&lt;br /&gt;
|Immediate medical examination and confiscation of equipment.&lt;br /&gt;
&lt;br /&gt;
If Excelsior implant is found and removed the subject should be placed under psychiatric evaluation until deemed fit. If deemed fit the offender should be released.&lt;br /&gt;
&lt;br /&gt;
If Excelsior equipment is operated or sold but no implant is found see &#039;&#039;&#039;Treason&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;407&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
|An exception would be a law reset when obviously harmful laws have been uploaded. Only the council or two Soteria overseers together can authorize a law change outside of this situation.&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;410&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, also charge &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §413&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|To teleport a person, with either psionic powers or bluespace technology, who is unwilling or does not consent to the testing of such equipment on themself.&lt;br /&gt;
|Teleportation devices used by non-sicence members count as &#039;&#039;&#039;Major Contraband&#039;&#039;&#039;, charge both crimes in such cases. If a person does not consent actively to be teleported by another person, such as through a harpoon or portal-throwing, etc - this charge applies.&lt;br /&gt;
|A timer of no more than 90 minutes may be issued. If the victim dies as a means of this teleportation, see &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
If the victim is hurt during the teleportation, or in result of it, see &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The offender is to be demoted upon sentencing for the crime.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Capital Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
|To engage in Sabotage on a large scale or on important infrastructure.&lt;br /&gt;
|This includes actions that either affect a large area or which deprive the colony or a faction the use of critical equipment such as the Church&#039;s bioreactor, the Soteria AI, or critical infrastructure. Applicable to unsuccessful attempts, if intent can be reasonably proved.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If an employee is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the colony through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;503&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force a colonist to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see §203 (Illegal Detention, Arrest or Holding).&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To willfully and intentionally kill or attempt to kill a colony member or an ally of the colony. Or to prevent a rightful revival or else render a colonist unrevivable through clear action. &lt;br /&gt;
|Clear intent is needed to prove a case of murder over manslaughter. While Manslaughter is unintentionally causing death through accident, or unintended consequences, Murder is a purposeful act with the intent to take the life of another.&lt;br /&gt;
&lt;br /&gt;
Attempts to cover up an incident of Manslaughter may necessitate a charge of murder due to pre/post meditative evidence. &lt;br /&gt;
Additionally, should proof positive be obtained that indicates premeditation the penalty should be automatically adjusted to H.U.T and the low council should convene to determine if more extreme penalties are warranted, up to and including execution.&lt;br /&gt;
&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;505&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
|To gain access to in-house or proprietary Designs, Documents, Programs, or otherwise vital assets of a Colony Faction or one of the Colony&#039;s allies.&lt;br /&gt;
|Whether by theft, trespass, or buying such items without the departmental head&#039;s explicitly written and shown permission. &lt;br /&gt;
&lt;br /&gt;
Note that this does &#039;&#039;&#039;NOT&#039;&#039;&#039; include stealing items themselves, such as constructed Guild items or items purchased through the Lonestar Trade System -- only the theft of the program itself or the designs to make more of the Guild&#039;s items, or otherwise.&lt;br /&gt;
&lt;br /&gt;
|Hold until Transfer. The stolen proprietary assets should be returned to the faction or ally they were stolen from immediately unless they are directly required to be used as evidence in a tribunal. Any items gathered or created with the proprietary assets should be given to the faction or ally as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;507&lt;br /&gt;
|Treason&lt;br /&gt;
|To deliberately undermine the efforts and interests of the colony at large, or to deliberately and willfully aid the efforts of hostile factions.&lt;br /&gt;
|This includes possessing or distributing Excelsior armor or weapons for purposes other than lawful destruction, attacking neutral factions without provocation or justifiable reason, giving a hostile faction information about the colony or its defenses, or taking up arms in support of a hostile faction against the colony. In cases of the Low Council voting to temporarily work with a normally hostile faction, Treason does not apply.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an AI upload or the Marshal armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a staff member may not be active. In rare cases, such as a code red incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as from a rogue AI or hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;509&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution unless the convict surrenders peacefully. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;510&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a colonist who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute a colonist or an ally based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having less than a unanimous sentencing vote, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The warrant officer is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact provost marshal Boris Kilmeade if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Provost Marshal Boris Kilmeade may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;513&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
|This charge exists as a means to handle non-con scenes ICly when they do happen.&#039;&#039;&#039;Noncon RP is not permitted on this server. Ahelp staff when dealing with these charges.&#039;&#039;&#039;&lt;br /&gt;
|Permanent removal from the colony or execution.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Common Areas&#039;&#039;&#039;: Generally understood to be publicly accessible areas of the colony that are owned and maintained &amp;lt;i&amp;gt;by&amp;lt;/i&amp;gt; the colony rather than as part of an individual department.&lt;br /&gt;
* &#039;&#039;&#039;Lethal Firearm&#039;&#039;&#039;: A gun loaded or set to a fire mode that&#039;s main purpose is to inflict damage to put a person into a critical conduction and or kill. Rubbers when shot out of a gun that has mods to inflict additional damage onto the bullet itself automatically count as lethal.&lt;br /&gt;
* &#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires following the sanction process in general SOP to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including Assistant position. Requires following the sanction process in general SOP to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation at admin discretion))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying an on-shift general leadership position within a faction.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases at Warrant Officer discretion.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgment.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Marshal Officers. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
* Laws do NOT protect outsiders unless specified via Low Council vote, High Council decree, or in the case of colony allies. The only time laws may protect a neutral person or Outsider is in the case of the wording being &#039;Someone&#039;, &#039;Person&#039;, or &#039;People&#039; - implying this would cover non-colony members as well due to its wording.&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=4417</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=4417"/>
		<updated>2024-11-01T16:54:56Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: Moves Cannibalism, compression and renaming of DotD to DaC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The colony laws are a series of regulations that all interest groups on the High Council have agreed to, applying them broadly to all colonists inside the colony. The colony’s Marshals are expected to uphold and enforce these laws, and all departments are expected to follow them. This is not a general guide to security. All new marshals should review the official [[Guide to Security|Guide to Marshals]]. It is important to know that all offenses listed below should be followed as a ‘guideline’ by law enforcement personnel and do allow for victim rights and alternative solutions to minor offenses. For example, you are not required to give a sentence if the problem can be resolved in an alternative way that the suspect agrees to, such as an agreement with the victim in return for not pressing charges, or peer mediation. To understand how to go about a proper arrest, or other clarifications such as prisoner rights, alert levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is enforced via the head of staff. To be charged with a violation of SOP, a head of staff has to request a relevant charge be levied, such as denial of a reasonable order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to colonists, colony allies and authorized visitors. Individuals and groups unconnected to the colony have no rights and therefore no protections under the law.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;All colony law is subject to the standard of INNOCENT UNTIL PROVEN GUILTY. No one is to ever be assumed guilty, evidence must be presented that reasonably proves guilt.&amp;lt;/big&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A good working knowledge of the law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of the law are required for such positions as the ranger, officer, premier, and the warrant officer. For certain crimes, the accused party&#039;s intent is important. Intent can be the difference between a charge such as, say, manslaughter and murder. One requires purposeful intent, the other is unintentional and typically caused by negligence or workplace accident. It is also important to note that manslaughter and murder are mutually exclusive. This indicates that an individual must be charged with one or the other, not both. Neither could a colonist be charged with both assault and murder on an individual if there is only a single victim, the higher-grade charge must be the charge applied in that case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of this will be explained in detail as you read on, including specialty clauses, cases, guides, and explanations to how a Marshal or servant of the law should think when interpreting legal issues such as criminal acts or disputes.&lt;br /&gt;
&lt;br /&gt;
Here are a few basic to-know bullet points for officers:&lt;br /&gt;
* &#039;&#039;&#039;To ensure you, as an arresting officer, don&#039;t fall into the trap of negligence or misuse of power, always follow procedure where possible as detailed by [[Standard_Operating_Procedure#Marshals|standard operating procedure]].&#039;&#039;&#039;&lt;br /&gt;
* As an arresting officer, follow the [[Guide to Security|Guide to Marshals]] to ensure you don&#039;t fall foul of legal proceedings.&lt;br /&gt;
* In the case of pressed charges being in the same category (i.e Battery, Assault, Murder - or Vandalism, Theft, Grand Theft) take only the most severe charge. Any lesser charges in this case should not be applied.&lt;br /&gt;
* Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
* A single incident has a single sentence, so if, for instance, the prisoner took 3 items off a person, this is a single count of theft. Otherwise this would count as &#039;crime-stacking&#039;, which is against SOP and law.&lt;br /&gt;
* When deciding on a timer for multiple crimes committed, take each crime into consideration separately. Then add the times together to get a final concise timer. This should be the timer issued to an offender when they are put in a cell.&lt;br /&gt;
* &#039;&#039;&#039;The time taken to bring in an offender and the time taken when questioning the offender are NOT to be calculated into their issued timer.&#039;&#039;&#039; Timers begin when plugged in on a cell&#039;s console. However, offenders should be processed as quick as reasonably possible as-per their rights as employees within the colony.&lt;br /&gt;
&lt;br /&gt;
=== Victim Rights ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victims of a crime hold the general right to drop charges.&#039;&#039;&#039; This applies to charges within the 100, 200, and 300 tiers. Victims may also choose to only collect monetary value equal to their losses from the offender in question, such as any incurring medical bills or loss of property. These clauses are there to allow a victim peace of mind and to make sound decisions rather than being forced into court cases.&lt;br /&gt;
&lt;br /&gt;
There are some exceptions, however. 400 and 500-level charges &#039;&#039;&#039;cannot&#039;&#039;&#039; be dropped at any time by a victim, as these acts extend further than creating a victim, but also threatening the lives of others and the order of the colony as a whole. Officers &#039;&#039;may&#039;&#039; take into account an offender’s circumstances and a victim&#039;s testimonial when deciding intent and timers but no dropping of charges may occur.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this section, each individual directly targeted by criminal activity is a victim. If a crime affects a department, such as Trespass, then the Department Head may choose to drop the charge. If there is no Head, the charge can only be dropped by unanimous consent of those who were affected. If the crime affects the colony as a whole or has no specific victim, such as Contraband, Breakout, or Desecrating a Corpse, only the Warrant Officer or Ranger may authorize the waiving of charges, and a decision to waive charges may be overridden by the Warrant Officer (if the decision was made by a Ranger) or a vote of the Low Council.&lt;br /&gt;
&lt;br /&gt;
=== Fines &amp;amp; Timers ===&lt;br /&gt;
&lt;br /&gt;
Some crimes may offer either a fine or a timer, or in some cases, &#039;both&#039; a fine and a timer together. It is ultimately at the discretion of the arresting officer and/or the warrant-filer what the punishment for an offense should be. &lt;br /&gt;
&lt;br /&gt;
Fines are ultimately recommended for most low-level crimes, if they are listed under the ‘timer’ section of the quick reference guide. If, however, an offender is non-cooperative, a repeat offender, or otherwise hindering an investigation a timer should be issued instead. Fines are to be paid to the Marshal department directly, while any compensation, such as to damaged property or medical fees, should be directed to the victim and/or the victim department.&lt;br /&gt;
&lt;br /&gt;
Timers are to be decided by the senior authority, typically either a ranger or warrant officer. If in the case where neither are available then the arresting officer may decide. Timers should not exceed a maximum time allocated to the charge &#039;&#039;&#039;unless&#039;&#039;&#039; modifiers are added on; such as a repeat offender who would receive double the time. Timers &#039;may&#039; be less than the allocated maximum time depending on circumstances and modifiers that would normally subtract time from one’s sentence, such as cooperation with security personnel or in cases of entrapment.&lt;br /&gt;
&lt;br /&gt;
== Heads of Staff &amp;amp; Lower Council Law ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heads of staff are not above the law, and can be arrested by the marshals for breaking it.&#039;&#039;&#039; The &#039;only&#039; time that the law can be overridden is when there is an imminent and overwhelming threat to the colony, such as during a Code Delta scenario. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A determination of no-wrongdoing may result in the dismissal of charges levied or a negating of any brig time served.&#039;&#039;&#039; Determinations of no-wrongdoing must be done by a Warrant Officer after an investigation, which must be faxed to the Office of the Provost Marshal, the Provost Marshal himself, or the colonies High Council. Any Warrant Officer found to abuse their authority to declare improper cases of no-wrongdoing may be demoted and arrested for exceeding their official power alongside other charges, such as falsifying information or providing false testimony.&lt;br /&gt;
&lt;br /&gt;
A vote held by the Lower Council may also be used to indite some charges, such as abuse of power or charges related to disrupting the Low Council. Any crime that requires judgement, such as crimes labeled as &#039;HuJ&#039; / Hold until Judgement, should be decided on in a timely manner by the Lower Council through a tribunal. A tribunal &#039;&#039;&#039;must&#039;&#039;&#039; follow the [[Standard Operating Procedure (Legal)|Legal Standard Operating Procedure]] to be considered legal. A tribunal must properly vote and may only be overturned by the High Council itself.&lt;br /&gt;
&lt;br /&gt;
== Law in Relation to Outsiders, Allies, &amp;amp; Others ==&lt;br /&gt;
&lt;br /&gt;
Colony law is &#039;&#039;&#039;not&#039;&#039;&#039; extended to neutral parties inherently. Outsiders, for example, have no inherant legal rights or protections. However, some laws do apply to protect outsiders as well, including all intelligent, sapient beings. This includes other intelligent races, ranging from Humans to Mycus, to anything of higher intelligence including robots with self awareness.&lt;br /&gt;
&lt;br /&gt;
For simple terminology of colony law:&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Employee&amp;quot; / &amp;quot;Colonist&amp;quot;&#039;&#039;&#039; = A member of the colony or an employee of one of the colony&#039;s various factions. These rights are extended to all members of the colony and all members of departments.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;People&amp;quot; / &amp;quot;Person&amp;quot; / &amp;quot;Someone&amp;quot;&#039;&#039;&#039; = This covers &#039;&#039;&#039;any&#039;&#039;&#039; sapient, intelligent being, regardless of their allegiance. Outsiders, hostiles, allies, etc. This term is used only rarely, but is typically used to refer to crimes such as desecration of a corpse due to the criminal and inhumane act of cannibalism, or in reference to inhumane acts such as the act of enslavement. &lt;br /&gt;
&lt;br /&gt;
Outsiders are only protected under colony law under the term &#039;people&#039;, &#039;person&#039;, &#039;someone&#039;, or if granted entry to the colony via vote for visitation or sale of goods. When an Outsider is granted entry, they have the same rights as a citizen of the colony - until they are ejected or their visitation period ends. At that point legal protection ends.&lt;br /&gt;
&lt;br /&gt;
Outsiders, Neutral parties or visitors that are allowed in generally expected to follow &#039;common sense&#039; colony law. That is, don&#039;t steal, don&#039;t assault and do not take advantage of your hosts. They should also generally remain in the colony common areas, and not take anything belonging to the colony(this includes items kept &#039;for the common good, such as the tech storage tools, lathe, medical supplies, etc). Any who violate these rules may be ejected immediately by colony security, any who breach these rules in a more serious fashion should be detained and the Provost faxed. &lt;br /&gt;
&lt;br /&gt;
Lodge members and other colony-aligned factions have full rights of a normal colonist. For information on this, and neutral parties, this can be found in Standard Operating Procedure. Attacking a non-hostile neutral party can result in a charge of &#039;&#039;&#039;Treason&#039;&#039;&#039; depending on the incident. Neutral party refers to a neutral organization, not individuals such as Outsiders.&lt;br /&gt;
&lt;br /&gt;
Security personnel are to obey these clauses and understand the wording.&lt;br /&gt;
&lt;br /&gt;
==Salvaging Rights==&lt;br /&gt;
&lt;br /&gt;
These laws will attempt to make clear what is, and is not salvage. Who has rights over what claims, the proper handling of claims and so fourth. These laws MUST be enforced by Nadezhda Marshals, or Blackshield, depending on the jurisdiction of the &#039;claim&#039; and apply to all colonists of the Nadezdha Colony as well as Colony Allies and &#039;Neutral&#039; third parties.&lt;br /&gt;
Basic salvage rights entail only the following caveats;&lt;br /&gt;
* Trash piles, unclaimed and clearly unowned items and storage containers are the rightful property of the &#039;first claimant&#039;. A trash pile belongs to the first person to touch it, an abandoned locker to the first one to reach it, et cetera.&lt;br /&gt;
* Clearly owned property must be respected. A labeled cart, a gun who&#039;s serial is registered and thus known - these are considered personal property, and must be respected. &lt;br /&gt;
Additionally the following rules apply to all &#039;claims&#039;&lt;br /&gt;
* If an item is stolen and then rediscovered in an area that would normally count as right-to-loot then it must be returned as it is their rightful property. &lt;br /&gt;
* Crime scenes. Any item taken from a crime scene is chargeable by theft, obstruction of duty, and suspicious conduct. A crime scene&#039;s boundaries will be clearly marked by tape set up by Marshals or Blackshield.&lt;br /&gt;
* Items dropped by colonists or allies due to severe injuries are their rightful property, and MUST be returned. &lt;br /&gt;
* The areas owned by colony allies or factions (such as Voidwolf ally Ships or the Soteria Solar Outpost), and clearly defined departmental zones are barred from allowing salvage claims.&lt;br /&gt;
===Types of Salvage Claims===&lt;br /&gt;
In summary, there are four types of salvage areas. Claimed, Unclaimed, disputed and free&lt;br /&gt;
&lt;br /&gt;
*Claimed areas are those within colony borders(or the borders of colony allies) that have a lawful mandate placed over them, determined typically by the High Council, or at times low council. These locations are the claim-right of a particular faction, ally, et cetera. The FULL contents of these areas is the rightful claim of their respective owners, and any contents taken are effectively treated as their &#039;rightful property&#039;. Though mere presence on a claim is not generally sufficient to result in charges, the removal of property from them(I.E scavving) is cause for charges of trespass, theft, and grand theft. Additionally, a modifier &amp;quot;Breach of salvage rights&amp;quot; should be applied to each of these charges and any items taken returned or, if not possible - their value owed in remediation.&lt;br /&gt;
&lt;br /&gt;
*Unclaimed areas, while still within colony property, have no rightful claim placed on them, such claims may be enacted at the discretion of the High council, foreman and low council(in that order of importance), having to be properly ratified and faxed to be valid.&lt;br /&gt;
&lt;br /&gt;
*Uncontested areas are new zones or uncertain zones that have no current claims. While they may be within the borders of the Colony or its Allies, they are generally free to loot so long as general scavenging rules are observed. Conflicts, theft and similar SHALL be punished by law.&lt;br /&gt;
&lt;br /&gt;
*Free areas are neither within colony territory nor hold any special claim. These areas are typically considered &#039;free&#039; of salvage rights and include but are not limited to; the untamed wilds past the colony border and space(and areas located within that do not fall under the purview of the previous types of claims).&lt;br /&gt;
===Known claims and their status===&lt;br /&gt;
*The Nadezdha colony maintains that the areas in its immediate vicinity, as well as the forest directly south and the crater directly west are &#039;colony property&#039; and not subject to claims by non-colony forces.&lt;br /&gt;
&lt;br /&gt;
*Colony maintenance is &#039;unclaimed&#039;, thus only basic salvage rights must be respected.&lt;br /&gt;
&lt;br /&gt;
*The Prospectors hold exclusive claims over the following areas; Greyson Positronics field offices and attached locations, this include the Greyson Positronics Gantlet. &#039;Preppers&#039; bunker. &#039;Ironhead compound&#039; Smuggler base. &#039;Zoo&#039; research facility. &lt;br /&gt;
&lt;br /&gt;
*The &#039;Scrap haven&#039; is, as of now, a shared claim between the Prospectors and Hunters lodge - However, the Hunters Lodge has abdicated any right to lease their hold on the claim. &lt;br /&gt;
&lt;br /&gt;
*The hunters Lodge holds exclusive claim over the following areas; The lodge itself and land upon which it sits, and the plains in the immediate vicinity of their lodge&lt;br /&gt;
&lt;br /&gt;
*The &#039;Salvage Fields&#039; are &#039;free&#039; claims, though basic salvage rights should be respected.&lt;br /&gt;
&lt;br /&gt;
*The assorted, smaller &#039;Points of Interest&#039; in the immediate vicinity of the colony are &#039;uncontested&#039;(E.G, scorched outpost, lost outpost, etc).&lt;br /&gt;
&lt;br /&gt;
===Enforcement of Claims and Jurisdiction.===&lt;br /&gt;
As previously stated, it is the duty of Marshals and Blackshield to enforce salvaging rights - though they may vary on where their areas of jurisdiction come into play. &amp;lt;br&amp;gt;&lt;br /&gt;
Blackshield are largely expected to handle matters of salvage disputes where exterior forces threaten Nadezdha Colony(or upon request, colony allies) claims. Exterior factions attempted to jump claims owned by Prospectors should result in their dispatching.&amp;lt;br&amp;gt;&lt;br /&gt;
Marshals however are granted jurisdiction over legal matters of enforcement. Colonists jumping claims that are rightfully held should be charged accounting for the details of the matter. &amp;lt;br&amp;gt;&lt;br /&gt;
In the event where jurisdiction may be at question, it is important to remember that while the blackshield holds legal jurisdiction outside the perimeter fence - they are typically less oriented in the minutiae of law, and should they have to step in to enforce claims upon colonists past the walls they must hand over said colonists on return for processing by Marshals.&lt;br /&gt;
&lt;br /&gt;
===Additional Caveats===&lt;br /&gt;
*Salvage rights may, at the determination of their holder - be granted or leased. E.G, The Prospectors may, at the determination of the Foreman or Overboss Hogg grant rights over claims to other factions, allies, etc. &lt;br /&gt;
*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of &#039;equal value&#039; taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences&lt;br /&gt;
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-jumpers to return the stolen salvage and leave before force is used.&lt;br /&gt;
*Areas outside of the planets orbit, such as the nearby asteroid field in space, are not claimed by the colony directly. Salvagers and security forces operating there may salvage, but hold no direct claim over the materials there.&lt;br /&gt;
*Areas within the purview of Colony Salvage Law shall have their mineral resources granted exclusive purview for Lonestar Shipping to exploit, Lease or Manage as they will.&lt;br /&gt;
&lt;br /&gt;
==Intellectual Property==&lt;br /&gt;
&lt;br /&gt;
Nadezhda colony is filled with products produced with propietary designs from factions both within and without the colony. These designs belong exclusively to the company that owns them, however legal license to produce the items is distributed in the form of disks. As a general rule, no faction has any claim on any disk or item salvaged by another, nor any item which was manufactured by them or sold to them by a lawful owner, regardless of whether the design originated with the faction. The exceptions to this rule are as follows:&lt;br /&gt;
&lt;br /&gt;
*Unprotected design files, such as those found on factory disks or made by Soteria Research, are forbidden to leave the control of that faction without the written and stamped permission of the Faction Head. If such a disk is stolen, all items produced from it may be reclaimed. This is considered §505: Misappropriation of Intellectual Property, with the legal liability falling on the individual who stole or distributed the designs.&lt;br /&gt;
*Factions may act to protect the integrity of their uniforms to prevent confusion. Any Faction Head may prohibit those not belonging to their faction from wearing uniforms of that faction. Primes may not restrict non-clergy clothing from anyone who has not been formally excommunicated from the Church. Refusing to comply with the directive of a Faction Head in this matter is considered §102: Failure to Execute an Order.&lt;br /&gt;
&lt;br /&gt;
== Contraband Policy ==&lt;br /&gt;
=== Minor Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Minor Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zoom&lt;br /&gt;
* Mind Breaker&lt;br /&gt;
* Warlock Velvet&lt;br /&gt;
* Slime Jelly&lt;br /&gt;
* Cryptobilin&lt;br /&gt;
* Impedrezene&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Thermal Goggles (this includes implants)&lt;br /&gt;
* Random wave radio (owned by Lonestar, legal so long as procedure is followed as stated in Lonestar SOP)&lt;br /&gt;
* Chameleon devices (gloves, projectors, suits, armor, guns, etc)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Hardsuit Voice Synthesizer&lt;br /&gt;
* Data Jack module&lt;br /&gt;
* Electro Warfare module&lt;br /&gt;
* Thermal Modules (Including built-in thermal helmets &amp;amp; rig-mounts)&lt;br /&gt;
* Chameleon device (clothing forms, projector, etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Minor Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Thermals are considered contraband for all departments. Thermals are however permitted outside the colony or during a declared red alert level. This goes for the augmentations, glasses, helmets or rig-suit modules. The following items are considered thermals: Augmented shades, Thermo-nightvision helmets, Thermal goggles, Thermal augmentations and bioaugmentations. Along with any hardsuit modules that contain thermals.&lt;br /&gt;
** If either Church or Soteria provide to a colonist thermals illegally they are to be charged for minor contraband. If a Soteria staff continues to do so repeatedly, then they are to be demoted immediately. Heads of staff in Soteria or the Church continuing are to be detained, charged with abusing their executive powers, and demoted after a fax has been sent up to the faction leader. &lt;br /&gt;
** Permits can temporarily be issued by a Warrant Officer for their usage or transportation through the colony. Any surgical implantation of thermal augments by Soteria requires a properly written form signed by both the doctor and the Warrant Officer permitting such augments be used under Soteria&#039;s supervision.&lt;br /&gt;
* The shooting range is considered a testing zone for science. Items sent from science to the range for testing must be announced over general comms. In the instance of Soteria testing explosives up at the shooting range, it must be a device capable of small explosives only. Larger explosions are to be tested out in the mines.&lt;br /&gt;
* The chemicals in the list above are considered minor contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* All encryption keys that are not supplied to a colonists workplace are considered minor contraband. If sensitive or private information is gained through the use of encryption keys that a colonist should not have access to they should also be charged with violation of employee privacy. This is applied even if it was not the intent of the person using the encryption key. Legal access to an encryption key can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason. Please note that allies and neutral factions may have their own encryption keys - these are not illegal and should never be taken away.&lt;br /&gt;
* ID cards that are modified to give access to a normal departmental area of the colony without head departmental permissions are considered contrband. If, however, this access is issued either by a relevant head of staff or during the case of an emergency no timer or charge should apply. Legal access may be given by a head of staff to their department to another employee at anytime but may also be revoked at any time at the discression of the issuing head of department.&lt;br /&gt;
&lt;br /&gt;
=== Major Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Major Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zombie Powder&lt;br /&gt;
* Demon Powder&lt;br /&gt;
* Chloral Hydrate&lt;br /&gt;
* Polytrinic Acid&lt;br /&gt;
* Voice Nanites&lt;br /&gt;
* Handy Prints Nanites&lt;br /&gt;
* Napalm&lt;br /&gt;
* Tetraricide (Sweet Death)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Bluespace Harpoon&lt;br /&gt;
* Any explosive device (Must be currently explosive or easily capable of becoming explosive. A plasma tank, valve, and oxygen tank can be considered easily capable even when separated. A shellshock rifle or rail gun is not unless presently rigged to fire explosives.)&lt;br /&gt;
* Any and all Uplink devices.&lt;br /&gt;
* Freedom implant, Compressed matter implant, Explosive implant&lt;br /&gt;
* Chameleon device (Object Chameleon device cloner)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Combat mechs (Durand, Gygax, Phazon)&lt;br /&gt;
* Mechs rigged for combat, such as a ripley or odysseus modified with a jury rigged weapon.&lt;br /&gt;
* Any mind swapping technology.&lt;br /&gt;
* All Teleporters (modules, hand teleporters, etc.)&lt;br /&gt;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Functioning Cryptographic Sequencer (Also known as an Emag)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Major Contraband Exemptions &amp;amp; Stipulations ==== &lt;br /&gt;
* Soteria may test combat mechs at a firing range or outside the colony but &#039;&#039;&#039;must&#039;&#039;&#039; announce any and all movements of where the mech will be moving. Including the starting point to the desired ending point of the travel. These mechs may &#039;&#039;&#039;not&#039;&#039;&#039; be left in public spaces or otherwise operated, apart from moving through, public spaces unless exemptions are provided in the case of an emergency by security personnel.&lt;br /&gt;
** Permits for a combat mech may be temporarily issued by a Warrant Officer or Supply Specialist to non-Soteria personnel. The [[Example_Paperwork#Item_Application|proper forms]] should be filled out and the mech either housed inside of the employee&#039;s designated department or within Soteria&#039;s mech bay when not being used. Transporting any combat mech of any kind must be announced over public comms and cannot be driven freely across the colony. This policy and associated paperwork applies to any mech, including those obtained through salvage.&lt;br /&gt;
** Non-standard combat mechs / Non-combat mechs rigged for combat are not legal to own nor may receive licenses for normal usage. However, during Code Red or Code Delta emergencies they may be utilized by security personnel or otherwise permitted to be used by personnel determined to be fit and trust worthy by security personnel. All jury rigged weapons should be removed after the state of emergency without exception.&lt;br /&gt;
* The chemicals in the list above are considered major contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* Bluespace harpoons, and other teleportation items, may be used for research purposes by Soteria institute personnel. However, this does not mean they can be transported openly nor used or otherwise utilized outside of Soteria research departmental grounds. If transported outside of the department major contraband charges are applicable. If misused to teleport and employee unwillingly, as teleportation can be incredibly dangerous if not life threatening, see §413 - Unwilling Teleportation.&lt;br /&gt;
&lt;br /&gt;
===== Explosive Exemptions =====&lt;br /&gt;
Contraband explosives are considered, but not limited to: any device presently capable of causing wide-spread and reasonably uncontrolled damage. This includes, but is not limited to, frag grenades, incendiary grenades, EMP grenades, tank transfer bombs, explosives grenades, incendiary grenades, land mines, and other similar objects capable of replicating any of the listed items effects. Items such as non-explosive flashbangs, smoke grenades, or cleaning grenades are not considered explosives. An oxygen tank, transfer valve, plasma tank, or scrap rifle with its safety measures enable would not count individually as explosives, only if the devices were within reasonable proximity and had steps taken to allow them to be used as explosives. I.E. a scrap rifle with its safety systems off is contraband, a persons bag containing heated plasma tanks, oxygen tanks, and transfer valves would be reasonably considered an explosive object. This exception only applies if the objects are, viably, capable of causing an explosion, if the plasma tank and oxygen tanks are empty and cannot explode it would not be considered contraband. Best and reasonable judgment applies.&lt;br /&gt;
&lt;br /&gt;
Exceptions to the above clause may only be found in four cases:&lt;br /&gt;
&lt;br /&gt;
1. The Marshals and Blackshield may use whatever explosives they require to perform their duties during a code blue or higher scenario. Responsibility for all damage to persons or property are the sole responsibility of the individual using the explosive devices. Low-yield grenades and small-arms explosive ordinance, such as grenade launcher rounds, may be tested at Marshal or Blackshield ranges with proper notification that explosives will be fired at the specified range.&lt;br /&gt;
&lt;br /&gt;
2. Soteria Research may use any manner of explosives in the pursuit of research, the determination of what is considered ‘research’ is left to the sole discretion of the chief research overseer or, in the event one is not present, the biolab overseer. If neither is present, a low council vote is required to determine if the pursuit of research is considered scientific.&lt;br /&gt;
&lt;br /&gt;
3. Prospectors may carry and use explosives outside colony walls at their discretion, provided the explosive do not damage colony property or other persons from the colony or colony allies. Prospectors must hold all explosives within their department or with security in either the gate house or armory. The transportation of explosives should always be announced publicly.&lt;br /&gt;
In the event a prospectors wishes to sell explosive devices, be it to Soteria or Lonestar, this must be done with a member of the blackshield or marshal present and in the lobby of the respective department. In this scenario the explosive(s) must be stored in the buying department immediately. A form and record of the transaction should be recorded by security and filed with the WO, premier, sergeant, commander, and supply specialist.&lt;br /&gt;
&lt;br /&gt;
4. Permits &#039;&#039;&#039;may&#039;&#039;&#039; be written for temporary explosive usage within determined location at the descression of the Warrant Officer or Supply Specialist. Examples would be the allowance of Lonestar mining personnel to make use of small-yield explosive devices in mining operations, or temporary permits for Church for the transport of grenades for use in Deep Maintenance.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with the above section can and will result in the applicable charges and fines as expected by discretion of security personnel. This may include, but is not directly required to, charges of major contraband or negligence. In the event the explosive device is misused this may be upgraded to additional charges of Sabotage, Manslaughter, Major Sabotage or Murder. &#039;&#039;&#039;Improperly stored explosives that are stolen may confer charges both to the individual who stole and misused them and the individual who failed to properly safe keep the explosive devices, in this event both individuals receive the same charges regardless of fault.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Reasonable storage of an explosive device is determined by security discretion but the following factors should be considered when determining what is reasonable.&lt;br /&gt;
&lt;br /&gt;
Was the device in a locked container such as a secure locker, secure briefcase, safe, secure crate, or wall locker?&lt;br /&gt;
&lt;br /&gt;
Was the device and potential containers holding it secured behind access locked doors?&lt;br /&gt;
&lt;br /&gt;
Was the location of the device(s) kept discrete and related information on a need to know basis?&lt;br /&gt;
&lt;br /&gt;
=== Excelsior Equipment / Excelsior Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Excelsior Equipment&lt;br /&gt;
Note, if it&#039;s marked Excelsior (EXCLUDING SOAP), it&#039;s Excelsior Contraband. If it isn&#039;t, it&#039;s fine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Guns and Armor&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Weaponry (&amp;quot;Excelsior Kalashnikov&amp;quot;, &amp;quot;Excelsior Drozd&amp;quot;, &amp;quot;Excelsior PPSh&amp;quot;, etc.)&lt;br /&gt;
* Excelsior Branded/Colored Armored Voidsuits &amp;amp; Helmets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Technology&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machine Parts (Including Circuit Boards and Stock Parts)&lt;br /&gt;
* Excelsior Branded Implants&lt;br /&gt;
* Excelsior Branded Data-Disks (Such as Means of Production/Revolution, among others for specialized items.)&lt;br /&gt;
* Excelsior Branded Power Cells&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Machinery&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machinery (Including Teleporters, Autolathes, and so on.)&lt;br /&gt;
* Excelsior Branded Defensive Systems (Including Turrets, Shield Generators, and so on.)&lt;br /&gt;
* Excelsior Branded Boom Boxes&lt;br /&gt;
|}&lt;br /&gt;
==== Excelsior Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Excelsior equipment &#039;&#039;&#039;may never&#039;&#039;&#039; be operated by Security personnel, no matter their status within the Church, Psionic-testing or other implant-destroying augments. All Excelsior-branded technology should either be put into evidence by the Marshal department, if it is used in the conduction of a crime, or destroyed. No department may receive permission nor contraband licensing to use or otherwise utilize Excelsior technology unless an exemption is given by the High Council itself.&lt;br /&gt;
** Soteria Science may be handed Excelsior tech as a means of destruction. Soteria Science may not preform experiments with Excelsior tech but they may use it in a destructive analyzer to be used in the production and research of non-Excelsior technology.&lt;br /&gt;
** Guild may be handed Excelsior tech to be deconstructed as a means of useful destruction of Excelsior branded technology. Guild may not use nor utilize Excelsior technology itself but they may break it down in either their department&#039;s industrial autolathe or through their department&#039;s nanoforge machine.&lt;br /&gt;
** Marshals may utilize their Nanite Reconstructor in the armory to break down Excelsior weapons or armor. However tech like Excelsior branded cells or computer-components will not be able to be broken down by said machine. Personnel must find an alternative for those deconstruction methods.&lt;br /&gt;
&lt;br /&gt;
==Criminal Regulations==&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
There are two core types of modifiers: Criminality modifiers and Sentencing modifiers. Criminality modifiers alter whether or not an action is actually criminal in nature and can alter what charges can/should be pressed for a given incident. Sentencing modifiers do not alter the charges but rather the sentence, either upwards or downwards.&lt;br /&gt;
====Criminality Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#fff2cc;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Self Defense&#039;&#039;&#039; || To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others, however they are required to use only necessary force and to call for medical aid for their aggressor if they are in critical condition. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies to &amp;quot;defending&amp;quot; oneself against a lawful arrest, even if the charges are later found to be untrue. || Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense of Property&#039;&#039;&#039;|| To have acted with appropriate force in defense of one&#039;s rightful owned or claimed territory under colony law. Appropriate force is always nonlethal force unless the aggressor pulls out a lethal weapon. Same duties to obtain care for injured individuals that is given with Self Defense apply here. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies when &amp;quot;defending&amp;quot; one&#039;s area against Security acting on a properly authorized warrant. || Immediate Release&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Good Samaritan Clause&#039;&#039;&#039; || To break the law to prevent a greater harm from occurring. The greater harm must be imminent rather than hypothetical, and the law must be broken as little as reasonably possible. For example: breaking into a department to rescue someone whose suit sensors show they are in critical condition or dead. Acts found to be unreasonable will not be protected by this clause. Failure to comply with an investigation is never protected by this modifier. || Dropping of any charges that depend on ill intent.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Entrapment&#039;&#039;&#039; || To be charged with a crime the offender was induced to commit by Security and, without their help, either would not have or could not have committed. || Charges should be either reduced or dropped depending on their own level of indepedent criminal intent. The officers running the operation should be charged with Violation of Employee Rights as well as the charges they intended to entrap the victim with.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accomplice&#039;&#039;&#039; || To knowingly and materially aid another in the commission of a crime. Both elements are important: a merchant who sells a gun to someone with no knowledge it will be used for murder is not liable, nor is someone who simply cheers on someone else comitting a crime. Providing instruction on how to commit a crime does count as material aid, however, e.g. telling someone how to make a bomb. || Apply all charges for the crime that the primary suspect was aided in to the accomplice.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Authorized Use of Force&#039;&#039;&#039; || Use of force that is legally authorized. The primary example is the Marshals using force to bring in resistant suspects in accordance with their SOP. This modifier also applies to Soteria Lifeline Technicians using nonlethal force (including against Marshals or Councilors) to prevent someone from taking their patient, and Vectors using nonlethal force on members of the Absolutist church who are resisting internal discipline. || Charges should not be applied if the use of force was within legal guidelines.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sentencing Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cooperation with Prosecution&#039;&#039;&#039; || To aid members of colony security, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense. || 25% to 50% timer reduction. This only applies if information is provided that leads to bringing in a suspect that was not already apparent with the information security had.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Surrender&#039;&#039;&#039; || To willingly surrender oneself to security staff; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders. || 25% to 50% timer reduction. Execution may not be issued to those who have surrendered. Crimes worth of Holding until Transfer may be reduced to a timed sentence no less than 60 minutes at the discretion of the Warrant Officer.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Offense by Colony Command&#039;&#039;&#039; ||To be a member of the colony&#039;s command structure, including Steward and Premier, and to commit any Severe or higher level crime, or any crime that references this section in its sentence. This does not require formal conviction by a Tribunal, but a Warrant Officer can expect the charges to be overturned and charges to be filed against them if their fax to the High Council does not include sufficient evidence. || The Warrant Officer, at their discretion, may impose a shift-length dismissal on the individual. This sanction may only be overturned by the Faction Owner or the Low Council. Additionally, the Low Council may vote to impose sanctions either without a Warrant Officer/despite their disapproval or if they wish to impose more serious sanctions than a shift-length dismissal.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Repeat Offender&#039;&#039;&#039; || To commit the same crime multiple times in the same shift. This only applies if someone is punished for it and then commits the same crime after release, not for a string of offenses in a row.|| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc. This also goes for fines. Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Immediate Threat to the Prisoner&#039;&#039;&#039; || To be incarcerated when a situation in the Marshal area poses an immediate threat to the health of the prisoner || The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released. If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Use of Powers&#039;&#039;&#039; || To use abilities greater than those normal for a member of one&#039;s species in the commission of a crime. This includes (but is not limited to) psionics, nanogates, cruciforms, and Soteria-created genetic mutations. There must be reasonable belief that powers were used in such a manner; however, due to the nature of these powers being easy to conceal after the fact, hard evidence is not required. Officer discretion is encouraged, and they may choose not to apply this modifier if they believe the evidence is insufficient. || Any crimes given to the person has its fine value or time served automatically doubled. If the empowered person has a HuT sentence, it is highly encouraged to have their powers removed if it can be done safely. A empowered individual using their powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their powers should be removed before revival. In the case of a cruciformed individual killed relating to this section, if a Vector/Prime is available to properly remove the cruciform from the corpse this should be done; otherwise it should remain attached but deactivated.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime by AI/Cyborg&#039;&#039;&#039; || For Colony AI or Cyborg to commit actions that are criminal in the eyes of the law. Marshals are to operate as per normal. Soteria is to cooperate with the Marshals in regards of these matters, to see if the AI or Cyborg are malfunctioning before allowing them to be arrested.A warrant is specifically required for security to enter the AI core, and Soteria personnel should accompany them to ensure matters are handled peacefully. Squads of Marshals or Shields should not be going into the core unless the AI in question is malfunctioning and/or hostile. As a further note, the AI and Cyborgs cannot open high access areas unless in a state of emergency, for example, the Marshal, Blackshield, or Command armory. The only other time they can open such areas is to clear out infestations and nothing more. || Cyborgs can be locked down within their cells or, if this is not possible, have their MMIs removed and tossed into a cell to serve the appropriate amount of time, or Soteria can choose to pay for their fine. Card the AI and toss it into the cell, much like the borgs. Once they have served their time, return them to their proper vessels. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Quick Reference Guide ===&lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge a colonist with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 108 for trespassing into a department, 105 for stealing an item from the department and 204 for attacking an employee trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Property Crimes&#039;&#039;&#039;        &#039;&#039;&#039;(X01)&#039;&#039;&#039;&lt;br /&gt;
|Vandalism&lt;br /&gt;
| -&lt;br /&gt;
|Destruction of Property&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Failing Duty&#039;&#039;&#039;  &#039;&#039;&#039;(X02)&#039;&#039;&#039;&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|Negligence&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rights Violations (X03)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violence&#039;&#039;&#039;    &#039;&#039;&#039;(X04)&#039;&#039;&#039;&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Theft&#039;&#039;&#039;         &#039;&#039;&#039;(X05)&#039;&#039;&#039;&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|Violation of Salvage Rights&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Contraband&#039;&#039;&#039;  &#039;&#039;&#039;(X06)&#039;&#039;&#039;&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obstruction&#039;&#039;&#039; &#039;&#039;&#039;(X07)&#039;&#039;&#039;&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|Treason&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trespass&#039;&#039;&#039;    &#039;&#039;&#039;(X08)&#039;&#039;&#039;&lt;br /&gt;
|Trespass&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resisting Lawful Authority&#039;&#039;&#039;  &#039;&#039;&#039;(X09)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Injunction&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Escaping from Confinement&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abuse of Lawful Authority&#039;&#039;&#039;  &#039;&#039;&#039;(X10)&#039;&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Disrupting Command&#039;&#039;&#039; &#039;&#039;&#039;(X11)&#039;&#039;&#039;&lt;br /&gt;
|Sending a Time Wasting Fax&lt;br /&gt;
|Forgery&lt;br /&gt;
|False Testimony&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unconscionable Behavior&#039;&#039;&#039;   &#039;&#039;&#039;(X12)&#039;&#039;&#039;&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Desecrating a Corpse&lt;br /&gt;
&amp;amp;&lt;br /&gt;
Cannibalism&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bodily Autonomy Violations&#039;&#039;&#039; &#039;&#039;&#039;(X13)&#039;&#039;&#039;&lt;br /&gt;
|Harassment&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|}&lt;br /&gt;
===Specialty Charges===&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an officer or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty colonist, a mediation should occur with the victim. The debtor&#039;s personal items may be forcefully liquidated to cover their debt, or an agreement reached to repay the debt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the colony or it’s security team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 1,000 credits may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 500 credits. Injuries such as fractures or injuries that leave a patient in codification condition should be 1,000 credits.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Blackshield committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|003 - Suicide Attempt &lt;br /&gt;
|To physically attempt to or credibly threaten to end one&#039;s own life either through radio communications or while in brig.&lt;br /&gt;
|Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.&lt;br /&gt;
&lt;br /&gt;
Upon their timer ending the prisoner should be held until medical personnel can arrive to escort them for psychiatric examination. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a colonist or department without provocation, stalking a colonist or refusing to leave a department, yelling over ones headset, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 1,000 credits may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Lack of Security, Medical, or Employment Records&lt;br /&gt;
|To be a registered member of the colony without any form of qualified records.&lt;br /&gt;
|This does not apply to outsiders visiting the colony nor members of the Hunters Lodge. &lt;br /&gt;
&lt;br /&gt;
All members of the colony are required to meet the minimum requirements highlighted [[Example_Paperwork#Character_Records|within the Character Records Section of Example Paperwork]].&lt;br /&gt;
&lt;br /&gt;
If a colonist does not meet this requirement, Security personnel should interview the colonist and aid them in setting up required records, providing a format sheet for them to fill out and put on file.&lt;br /&gt;
&lt;br /&gt;
If the colonist is not willing to file paperwork, they are to be released and High Council is to be notified. (Fax or A-help - records are a rule issue.) High Council will advise on actions to take, if any, regarding the issue.&lt;br /&gt;
&lt;br /&gt;
An offender who actively lies about their implant status - such as not reporting their nanogate, psionic, or church implant within their records is to receive a &#039;&#039;&#039;Providing False Testimony&#039;&#039;&#039; charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|006 - Data/Information Breach&lt;br /&gt;
|To knowingly and willfully communicate information, gained in confidence through private or departmental channels, to personnel without legal access. Department Heads have authority to communicate information from their respective channels.&lt;br /&gt;
&lt;br /&gt;
|A timer of no more than 30 minutes but no less than 10 and/or a minimum fine of 250 credits, up to 1,000, may be issued depending on severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Minor Charges===&lt;br /&gt;
{| style=&amp;quot;background-color:#aaffaa; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately deface or minorly damage colonial or departmental property without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, to littering in a public or departmental area, to minorly damaging a Soteria cyborg&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 500 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 250 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|To deliberately deny an employee certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically security or medical staff for a major SoP violation due to it going against another colonist’s rights. The colonist or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from Security using thermals without reason, Medical sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 1,000 credits to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with a colonist, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching a colonist when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 500 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another department and/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a department or owned by a person. This includes people taking items from their own department they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 500 credits with the addition of the item(s) being returned.&lt;br /&gt;
&lt;br /&gt;
If the stolen item(s) cannot be recovered then the offender may be forced to pay the item(s) cost to the victim. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Table.&#039;&#039;&#039;&lt;br /&gt;
|For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the chief biolab officer.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as a chameleon weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Marshals, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area. Detainment until the situation in question has been resolved.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a department lobby, the bar, or the kitchen also apply if asked to vacate the area by relevant department staff. Those with access typically should not be in those areas unless they have a good reason or permission from the department&#039;s relevant staff. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security personnel with an authorized warrant and council members conducting investigations authorized by an LC vote may not be asked or made to leave.&#039;&#039;&#039;&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as a Property Crime if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, colony control room or the outer perimeter see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the marshal or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the warrant officer only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Sending a time wasting fax See [[Faxes]]&lt;br /&gt;
|To send a fax to a faction leader of the colony or its allies that is considered unnecessary or unneeded. Do note that in [[Faxes]] it outlines what is and isn&#039;t a time wasting fax.&lt;br /&gt;
|This charge can only be given by a faction owner or faction ally, not by heads of staff or marshals.&lt;br /&gt;
|15 minute in a cell or a 750 credit fine.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms to seriously hurt or kill a colonist, previous violent convictions approaching while threatening a colonist, or if a colonist was to chase another colony member or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, charge &#039;&#039;&#039;Assault&#039;&#039;&#039; instead. If the offender stalks the victim also charge &#039;&#039;&#039;Harassment/Stalking&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Harassment or Stalking&lt;br /&gt;
|To take repeated actions for the purpose of harassing an individual, or to continue following them after being asked to stop.&lt;br /&gt;
|This crime does not apply if there is a lawful reason for the conduct, such as Marshals pursuing an investigation or a Head trying to get their employee to do their job.&lt;br /&gt;
|Timer of no more than 5 minutes or a 250 credit fine paid to the victim.&lt;br /&gt;
&lt;br /&gt;
Injunction placed at discretion of the WO&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Moderate Charges===&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|To fail to complete the core functions of your job when they are necessary&lt;br /&gt;
|This is intended to handle situations where a job is required but the individual who should handle it is doing non-job related things or taking a break. For example, doctors not responding to calls for medical assistance, the Marshals not investigating a crime, the Prospectors not looting areas or not setting up their shop afterwards, or the chef not preparing any food. Providing products is not considered a core function of the Science department or the Guild unless there is an emergency and supplies are needed to aid with it. &lt;br /&gt;
&lt;br /&gt;
If there is more than one person in the relevant job and none respond to a call, all are to be punished unless they were occupied with other job-critical activities. If there is uncertainty about whether something a core function, the Faction Head and other professionals should be consulted but the final judgement rests with the Marshal handling the case.&lt;br /&gt;
|Forfeiture of 1 hour&#039;s pay to the corporate account. Timer of no more than 15 minutes. Dismissal at the discretion of the Head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish an employee without proper cause or reason, or in violation of due process rights such as Habeas Corpus.&lt;br /&gt;
|This is mainly for marshal officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause physical harm or mild injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it. This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition, or other less-than-lethal means, without just cause counts as assault.&lt;br /&gt;
&lt;br /&gt;
See ‘’’Aggravated Assault’’’ if any lethal ammunition are used, or if the victim suffers a broken bone or notable life-threatening hospitalization. See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill. See ‘’’Threat of Murder or Serious Injury``` as a secondary charge to any threats made while brandishing a weapon with a stated threat to murder.&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking an employees pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or credits takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the department head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Major Contraband &lt;br /&gt;
|To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
|See &#039;&#039;&#039;Contraband Table&#039;&#039;&#039; for what applies to this charge.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Supply Specialist, Brigadier, or the provost Marshal to override this law. &lt;br /&gt;
&lt;br /&gt;
The Chief Biolab Overseer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess any contraband so long as they comply with their &#039;&#039;Contraband Policy&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes and the confiscation of contraband items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is injured because of this, also charge &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, also charge the relevant Property Crimes charge. If a colonist dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;208&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
|Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge Manslaughter.&lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
| Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the officer trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An officer should take into account their reason for not reporting to security immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in security has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force.&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that do not require medical treatment beyond first aid but are still unwarranted. If the suspect required more than basic first aid, charge instead &#039;&#039;&#039;Severe Excessive Use of Force&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 2,000 credits paid to the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;211&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a fax to issue orders posing as the High Council or a superior, falsifying a medical prescription or falsifying ones records to pose as either more certified or to fake eligibility for job positions.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
|Desecrating a Corpse &lt;br /&gt;
&amp;amp;&lt;br /&gt;
Cannibalism&lt;br /&gt;
|To abuse bodies of dead or previously dead people. Acts may range from non-medical to scientific desecration.&lt;br /&gt;
Cannibalistic acts are the consumption of any &#039;&#039;&#039;Person&#039;&#039;&#039;, Voidwolf, Colony Recognized higher-intelligence lifeform.&lt;br /&gt;
|Examples include, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039; without consent. Preventing a body from being repaired or cyborged also falls under this. Bodies rendered incapable of wound repair count as &#039;&#039;&#039;Murder&#039;&#039;&#039; instead. &lt;br /&gt;
If the body is made into any edible product, or any severed limb/organ of the &#039;&#039;&#039;Person&#039;&#039;&#039; is consumed, instead charge &#039;&#039;&#039;Cannibalism&#039;&#039;&#039; in Notes.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;Cannibalism&#039;&#039;&#039; Applies  Holding until Judgement  Crime code raises to:  5XX Capital Offence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;213&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where colonists are roaming around Nadezhda, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. A marshal can request a male colonist to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 20 minutes, alongside a fine of 500 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Major Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Destruction of Property &lt;br /&gt;
|To destroy the property of a colonist, a colony faction, or the colony itself without valid reason, either deliberately or through negligence&lt;br /&gt;
|The property in question can belong to another individual, to a faction, or the colony at large. This crime includes destroying normal doors or walls, recycling or disassembling equipment, or damaging a cyborg to the point it needs internal repairs. Valid reasons include (but are not limited to) normal recycling and research activities. If an item is stolen and destroyed, charge either the relevant Theft level or this, whichever is more severe.&lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Negligence&lt;br /&gt;
|To cause notable damage to a colonist by failing at one&#039;s duty, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest mistakes, laziness, or deliberate disregard. This is usually because an employee ignored Standard Operating Procedure or failed to follow an order, but may also be applied if they failed to do something that a reasonable and competent professional in their role would do. It also applies any time any SOP explicitly calls for it, regardless of actual harm (e.g. engaging in human experimentation without a waiver). If a colonist is killed because of it, instead charge Manslaughter; if equipment is destroyed, charge Destruction of Property. This crime cannot be charged alongside Destruction of Property if the damage is the only significant result of the negligent conduct.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|To punish a crew member in excess for their crime, to give a crew member incorrect punishment, or to give fraudulent charges that are not valid.&lt;br /&gt;
|This includes stacking charges improperly, planting evidence, confiscating contraband if it is being used in a legal manner under the Contraband Policy, or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion/Dismissal at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §304&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|To cause severe injury to another employee or colonist, typically requiring invasive surgery or resulting in life-threatening physical harm.&lt;br /&gt;
|This is in reference to any form of assault that causes shrapnel, broken bones, severe bleeding, or otherwise rendering a victim into a state of critical condition. Shrapnel left in one’s body may count if the rounds are not LTL rounds. For LTL round usage that do ‘not’ result in broken bones or cause a life threatening injury, but may still embed, see ```Assault```.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;305&lt;br /&gt;
|Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039;, or otherwise taking undue action against a rightful claimant.&lt;br /&gt;
|The consideration of the stolen item(s) value should be taken into account when issuing this charge.&lt;br /&gt;
|Any stolen items should be returned to the proper salvage-claim holder. If the items are non-recoverable, or have been sold off, the offender is to repay that market-price of the stolen items to the victim. If the offender is not able to pay, apply specialty charge ```001 - Defaulting on Debt```.&lt;br /&gt;
&lt;br /&gt;
A timer of no more than 20 minutes may be issued on the offender alongside a 250 credit fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by security, even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room,toxin storage or other essential high-security areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as a convict who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 30 minutes for escaping.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force which results in the victim requiring more than basic first aid&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that require surgery or other advanced medical treatment beyond first aid. If a victim dies and the use of force was not warranted, also charge Manslaughter.&lt;br /&gt;
|Dismissal which can only be overturned by the Faction Owner, who must be faxed in all cases of Severe Use of Excessive Force. Timer of no more than 30 minutes. Payment of all medical bills of the victim&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §311&lt;br /&gt;
|Providing False Testimony&lt;br /&gt;
|To provide false or deliberately misleading testimony to colony officials&lt;br /&gt;
|This can be applied in relation to interviews with investigators or to the interviews had with colony officials to create records (see §005).&lt;br /&gt;
&lt;br /&gt;
This crime requires intent to mislead, as judged by the Marshal handling the case.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
In cases of false/incomplete records, they should be permitted one chance to get them corrected unless evidence of deliberate deception is found. If such evidence exists or the records remain false, apply sentence as above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;312&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or crew well-being (e.g genetics,weapon testing, etc.) don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but monkey cubes and the like probably aren&#039;t. &lt;br /&gt;
&lt;br /&gt;
Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms, or are fully tamed by a colonist. Tamed in this case means that they will not attack other colonists, or damage colony infrastructure.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 750 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If any named Colony Pet (Ian, Tea, Graves, Lisa, PunPun, and other pets that spawn in the colony with a roundstart name (this does not include ones made in-round unless specific by the High Council through fax/announcement) was targeted, it is an automatic 90 minute sentence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;313&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards a person or silicon unit.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exceptional Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To deliberately destroy colony equipment without valid reason.&lt;br /&gt;
|This includes destroying secured doors or reinforced walls, unauthorized destruction of cyborgs, breaking of machinery, etc. Valid reasons include (but are not limited to) destruction needed to prevent a greater loss of life or destruction of the colony&lt;br /&gt;
|Timer of no more than 45 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;403&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for anyone who abuses the power given to them, such as the premier acting like a security officer in a non-emergency, the warrant officer acting as if he is above the law, etc. Heads of staff trying to order a different department or ignoring a council vote also comes under this, as does security staff attempting to give orders to non-security without legal justification.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the department head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a fax should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill a colonist without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are of a dangerous, of high value, or of sensitive nature.&lt;br /&gt;
|This means high-value weapons or explosives, and also includes items of singular importance such as the station blueprints, chief biolab overseers hypospray, or items not easily replaced / are not replicable.&lt;br /&gt;
&lt;br /&gt;
important items produced solely by the Church, such as Cruciforms, Absolutist Constructs, and other Absolutist artifacts are property of the Church and may at any time for any reason be demanded back. Refusal to return the items shall be considered &#039;&#039;&#039;grand theft&#039;&#039;&#039; and &#039;&#039;&#039;failure to execute an order&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
&lt;br /&gt;
|To be in illegal possession of or to actively operate Excelsior equipment. &lt;br /&gt;
|This applies to Excelsior batteries, guns or armor. Their lack of safety features, shoddily made structure and use in operation can endanger oneself or other colonists.&lt;br /&gt;
&lt;br /&gt;
The usage of Excelsior tech also is a tell-tale sign of an Excelsior agent or collaborator.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Provost Marshal or the Brigadier to override this law. No lesser official can override this law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Policy&#039;&#039;&#039;&lt;br /&gt;
|Immediate medical examination and confiscation of equipment.&lt;br /&gt;
&lt;br /&gt;
If Excelsior implant is found and removed the subject should be placed under psychiatric evaluation until deemed fit. If deemed fit the offender should be released.&lt;br /&gt;
&lt;br /&gt;
If Excelsior equipment is operated or sold but no implant is found see &#039;&#039;&#039;Treason&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;407&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
|An exception would be a law reset when obviously harmful laws have been uploaded. Only the council or two Soteria overseers together can authorize a law change outside of this situation.&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;410&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, also charge &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §413&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|To teleport a person, with either psionic powers or bluespace technology, who is unwilling or does not consent to the testing of such equipment on themself.&lt;br /&gt;
|Teleportation devices used by non-sicence members count as &#039;&#039;&#039;Major Contraband&#039;&#039;&#039;, charge both crimes in such cases. If a person does not consent actively to be teleported by another person, such as through a harpoon or portal-throwing, etc - this charge applies.&lt;br /&gt;
|A timer of no more than 90 minutes may be issued. If the victim dies as a means of this teleportation, see &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
If the victim is hurt during the teleportation, or in result of it, see &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The offender is to be demoted upon sentencing for the crime.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Capital Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
|To engage in Sabotage on a large scale or on important infrastructure.&lt;br /&gt;
|This includes actions that either affect a large area or which deprive the colony or a faction the use of critical equipment such as the Church&#039;s bioreactor, the Soteria AI, or critical infrastructure. Applicable to unsuccessful attempts, if intent can be reasonably proved.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If an employee is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the colony through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;503&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force a colonist to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see §203 (Illegal Detention, Arrest or Holding).&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To willfully and intentionally kill or attempt to kill a colony member or an ally of the colony. Or to prevent a rightful revival or else render a colonist unrevivable through clear action. &lt;br /&gt;
|Clear intent is needed to prove a case of murder over manslaughter. While Manslaughter is unintentionally causing death through accident, or unintended consequences, Murder is a purposeful act with the intent to take the life of another.&lt;br /&gt;
&lt;br /&gt;
Attempts to cover up an incident of Manslaughter may necessitate a charge of murder due to pre/post meditative evidence. &lt;br /&gt;
Additionally, should proof positive be obtained that indicates premeditation the penalty should be automatically adjusted to H.U.T and the low council should convene to determine if more extreme penalties are warranted, up to and including execution.&lt;br /&gt;
&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;505&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
|To gain access to in-house or proprietary Designs, Documents, Programs, or otherwise vital assets of a Colony Faction or one of the Colony&#039;s allies.&lt;br /&gt;
|Whether by theft, trespass, or buying such items without the departmental head&#039;s explicitly written and shown permission. &lt;br /&gt;
&lt;br /&gt;
Note that this does &#039;&#039;&#039;NOT&#039;&#039;&#039; include stealing items themselves, such as constructed Guild items or items purchased through the Lonestar Trade System -- only the theft of the program itself or the designs to make more of the Guild&#039;s items, or otherwise.&lt;br /&gt;
&lt;br /&gt;
|Hold until Transfer. The stolen proprietary assets should be returned to the faction or ally they were stolen from immediately unless they are directly required to be used as evidence in a tribunal. Any items gathered or created with the proprietary assets should be given to the faction or ally as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;507&lt;br /&gt;
|Treason&lt;br /&gt;
|To deliberately undermine the efforts and interests of the colony at large, or to deliberately and willfully aid the efforts of hostile factions.&lt;br /&gt;
|This includes possessing or distributing Excelsior armor or weapons for purposes other than lawful destruction, attacking neutral factions without provocation or justifiable reason, giving a hostile faction information about the colony or its defenses, or taking up arms in support of a hostile faction against the colony. In cases of the Low Council voting to temporarily work with a normally hostile faction, Treason does not apply.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an AI upload or the Marshal armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a staff member may not be active. In rare cases, such as a code red incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as from a rogue AI or hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;509&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution unless the convict surrenders peacefully. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;510&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a colonist who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute a colonist or an ally based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having less than a unanimous sentencing vote, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The warrant officer is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact provost marshal Boris Kilmeade if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Provost Marshal Boris Kilmeade may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;513&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
|This charge exists as a means to handle non-con scenes ICly when they do happen.&#039;&#039;&#039;Noncon RP is not permitted on this server. Ahelp staff when dealing with these charges.&#039;&#039;&#039;&lt;br /&gt;
|Permanent removal from the colony or execution.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Common Areas&#039;&#039;&#039;: Generally understood to be publicly accessible areas of the colony that are owned and maintained &amp;lt;i&amp;gt;by&amp;lt;/i&amp;gt; the colony rather than as part of an individual department.&lt;br /&gt;
* &#039;&#039;&#039;Lethal Firearm&#039;&#039;&#039;: A gun loaded or set to a fire mode that&#039;s main purpose is to inflict damage to put a person into a critical conduction and or kill. Rubbers when shot out of a gun that has mods to inflict additional damage onto the bullet itself automatically count as lethal.&lt;br /&gt;
* &#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires following the sanction process in general SOP to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including Assistant position. Requires following the sanction process in general SOP to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation at admin discretion))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying an on-shift general leadership position within a faction.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases at Warrant Officer discretion.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgment.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Marshal Officers. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
* Laws do NOT protect outsiders unless specified via Low Council vote, High Council decree, or in the case of colony allies. The only time laws may protect a neutral person or Outsider is in the case of the wording being &#039;Someone&#039;, &#039;Person&#039;, or &#039;People&#039; - implying this would cover non-colony members as well due to its wording.&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Example_Paperwork&amp;diff=4399</id>
		<title>Example Paperwork</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Example_Paperwork&amp;diff=4399"/>
		<updated>2024-10-29T00:26:26Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: /* Armory Item Deployment Form */&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;
===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>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Perks&amp;diff=4398</id>
		<title>Perks</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Perks&amp;diff=4398"/>
		<updated>2024-10-28T23:11:27Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: Corrects a few things&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039; are special attributes that are gained or lost through your [[Jobs|Job]], your [[Character Creation|background]], or through [[Sanity#Oddities|assorted]] circumstances. Most of these are permanent, so it may be worth your while to decide what type of overall character you&#039;d like before going after some of these.&lt;br /&gt;
&lt;br /&gt;
== Perk Listing ==&lt;br /&gt;
=== Racial Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk !! Description !! Source&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Last Stand&#039;&#039;&#039;&lt;br /&gt;
|On-demand pain relief. 15m cooldown.&lt;br /&gt;
|[[Sablekyne]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bone Plated&#039;&#039;&#039;&lt;br /&gt;
|Higher pain tolerance.&lt;br /&gt;
|[[Sablekyne]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brawny Build&#039;&#039;&#039;&lt;br /&gt;
|Knockdown immunity to all mobs when walking.&lt;br /&gt;
|[[Sablekyne]] Racial&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Sudden Brilliance&#039;&#039;&#039;&lt;br /&gt;
|MEC/COG/BIO boost, 25m cooldown.&lt;br /&gt;
|[[Mar&#039;qua]] Racial&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Inspired Intellect&#039;&#039;&#039;&lt;br /&gt;
|Gain inspiration much faster.&lt;br /&gt;
|[[Mar&#039;qua]] Racial&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Adapted Nervous System&#039;&#039;&#039;&lt;br /&gt;
|Increased NSA and cannot become addicted.&lt;br /&gt;
|[[Mar&#039;qua]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tenacity&#039;&#039;&#039;&lt;br /&gt;
|On-demand mild heal and painkiller, 15m cooldown.&lt;br /&gt;
|[[Humans|Human]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Will to Survive&#039;&#039;&#039;&lt;br /&gt;
|On-demand organ heal, 30m cooldown.&lt;br /&gt;
|[[Humans|Human]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inspiring Battlecry&#039;&#039;&#039;&lt;br /&gt;
|Temporary combat stat boost to everyone within hearing range.&lt;br /&gt;
|[[Humans|Human]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enhance Senses&#039;&#039;&#039;&lt;br /&gt;
|TGH/VIG boost and can see within the darkness for a short amount of time, 15m cooldown.&lt;br /&gt;
|[[Kriosans|Kriosan]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instinctual Skill&#039;&#039;&#039;&lt;br /&gt;
|Can use most ranged weapons in one hand with no penalties.&lt;br /&gt;
|[[Kriosans|Kriosan]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reckless Frenzy&#039;&#039;&#039;&lt;br /&gt;
|Massive TGH/ROB boost, Massive COG/VIG/MCH/BIO decrease, 15m cooldown.&lt;br /&gt;
|[[Akula]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Iron Flesh&#039;&#039;&#039;&lt;br /&gt;
|Will never have bullets or objects embed into your body.&lt;br /&gt;
|[[Akula]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Adrenaline Burst&#039;&#039;&#039;&lt;br /&gt;
|Movement speed boost, 15m cooldown.&lt;br /&gt;
|[[Naramad]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydration Reliance&#039;&#039;&#039;&lt;br /&gt;
|Drinking water heals you slowly over time.&lt;br /&gt;
|[[Naramad]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Born Warrior&#039;&#039;&#039;&lt;br /&gt;
|Proficient with melee weapons, they never embed in a enemy.&lt;br /&gt;
|[[Naramad]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Purge Toxins&#039;&#039;&#039;&lt;br /&gt;
|On-demand toxins and addictions cleanse, 15m cooldown.&lt;br /&gt;
|[[Cindarite]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Uncanny Resilience&#039;&#039;&#039;&amp;lt;!--typo in code: Uncanny Resiliance--&amp;gt;&lt;br /&gt;
|On-demand infection heal/stabilizer, 30m cooldown.&lt;br /&gt;
|[[Cindarite]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Second Skin&#039;&#039;&#039;&lt;br /&gt;
|No slow down from wearing heavy armor, and can instantly put it on or take it off.&lt;br /&gt;
|[[Cindarite]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Circuit&#039;&#039;&#039;&lt;br /&gt;
|Acquire a turret circuit that then be turned into a turret. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Patch Kit&#039;&#039;&#039;&lt;br /&gt;
|Personnel IFAK. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Tools&#039;&#039;&#039;&lt;br /&gt;
|On-demand filled Tool Belt spawn of power tools. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Medicine&#039;&#039;&#039;&lt;br /&gt;
|On-demand filled Tool Belt spawn of medicine. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Armaments&#039;&#039;&#039;&lt;br /&gt;
|On-demand filled Tool Belt spawn of security items and stun gadgets. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scuttlebug&#039;&#039;&#039;&lt;br /&gt;
|Faster movement speed.&lt;br /&gt;
|[[Cht’mant]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chitin Armor&#039;&#039;&#039;&lt;br /&gt;
|Better physical resistance.&lt;br /&gt;
|[[Cht’mant]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Produce Ichor&#039;&#039;&#039;&lt;br /&gt;
|Can make advanced med kits at the cost of nutrition. &lt;br /&gt;
|[[Cht’mant]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Background Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kin to the Spiders&#039;&#039;&#039;&lt;br /&gt;
|Lose Roach faction, gain Spider faction.&lt;br /&gt;
|[[Cht’mant]] Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spin Webs&#039;&#039;&#039;&lt;br /&gt;
|Spawn a web tile centered on yourself. 5s cooldown.&lt;br /&gt;
|Kin to the Spiders&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sol Born&#039;&#039;&#039;&lt;br /&gt;
|Higher addiction chance, lower tolerance for chemicals.&lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Klutz&#039;&#039;&#039;&lt;br /&gt;
|Clumsy trait. Guns/melee backfire on you.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chem Addict&#039;&#039;&#039;&lt;br /&gt;
|Higher addiction chance, higher tolerance for chemicals.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sure Step&#039;&#039;&#039;&lt;br /&gt;
|Lower chance to set off traps/mines, prevents tripping on underplating.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Raider&#039;s Leap&#039;&#039;&#039; &amp;lt;!--Name in code: Raiders Leap--&amp;gt;&lt;br /&gt;
|Faster climbing. &lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unclean Living&#039;&#039;&#039;&lt;br /&gt;
|Mild healing when smoking.&lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lead Blood&#039;&#039;&#039;&lt;br /&gt;
|Lower damage from toxins.&lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rough Life&#039;&#039;&#039;&lt;br /&gt;
|Defense against explosions and tripping.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nightcrawler&#039;&#039;&#039;&lt;br /&gt;
|Normal walk speed when in darkness.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quiet as a Mouse&#039;&#039;&#039;&lt;br /&gt;
|All sound from actions is quieter. &lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Green Thumb&#039;&#039;&#039;&lt;br /&gt;
|Easier identification and analysis of all plants without device.&lt;br /&gt;
| Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lungs of Iron&#039;&#039;&#039;&lt;br /&gt;
|Lower oxygen requirement.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fast Fingers&#039;&#039;&#039;&lt;br /&gt;
|Silent pickpocketing from certain body slots.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nepotism&#039;&#039;&#039;&lt;br /&gt;
| You receive more credits in paychecks.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lazarus Protocol&#039;&#039;&#039;&lt;br /&gt;
|Chance of revival to unconsciousness on death with mild heal.&lt;br /&gt;
|Augmentation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Holy aura that lightly heals those of the Absolute around you.&lt;br /&gt;
|Admin only&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;True Faith&#039;&#039;&#039;&lt;br /&gt;
| Protects and reduces damage taken as a member of the Absolute.&lt;br /&gt;
|Augmentation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Linguist&#039;&#039;&#039;&lt;br /&gt;
|Can speak one more language than the average person.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nihilist&#039;&#039;&#039;&lt;br /&gt;
|This increases chance of positive breakdowns by 30% and negative breakdowns by 20%. Seeing someone die has a random effect on you: Sometimes you won’t take any sanity loss and you can even gain back sanity, or get a boost to your cognition&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Idealist&#039;&#039;&#039;&lt;br /&gt;
|Your Insight gain is faster when you are around sane people and they will recover sanity when around you. When you are around people that are low on health or sanity, you will take sanity damage&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wealthy Upbringing&#039;&#039;&#039;&lt;br /&gt;
|Start with an heirloom weapon, removed sanity damage cap. Stay clear of filth and danger.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exact Values&#039;&#039;&#039;&lt;br /&gt;
|Unlike most people you can fully visualize your own stats, owing to your greater grasp of the concepts. This is in addition to knowing exactly how likely you were to fail after failing some tasks. This ability does not extend to medical matters, wounds or similar. &lt;br /&gt;
|Settings or Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bloodlust Aura&#039;&#039;&#039;&lt;br /&gt;
|When more simple-minded combatives evaluate you, they will target you immediately&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Natural Style&#039;&#039;&#039;&lt;br /&gt;
|All melee weapons that attack at range have a little bit extra reach when you wield them. Increases max sanity, as well as helps lower sanity damage from environment.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Job Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exotic Inspiration&#039;&#039;&#039;&lt;br /&gt;
|MEC/COG boost when drunk.&lt;br /&gt;
|[[Guild Master]], [[Guild Adept]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Handyman&#039;&#039;&#039;&lt;br /&gt;
|Deconning any salvageable object gives refined scrap. Also increased chances of more rare materials.&lt;br /&gt;
|[[Guild Master]], [[Guild Adept]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperzine Injections&#039;&#039;&#039;&lt;br /&gt;
|Hyperzine injection, 15m cooldown.&lt;br /&gt;
|[[Chief Executive Officer]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Market Professional&#039;&#039;&#039;&lt;br /&gt;
|By looking at a item, you can tell what its price is. &lt;br /&gt;
|[[Cargo Technician]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical Expertise&#039;&#039;&#039;&lt;br /&gt;
|Lower addiction chance, higher threshold for chemicals. Also used as a bypass perk for using many health related systems such as sleepers, health scanners, and chemical dispensers.&lt;br /&gt;
|[[Lifeline Technician]], [[Psychologist]], [[Medical Doctor]], [[Chief Biolab Overseer]], &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ear of Quicksilver&#039;&#039;&#039;&lt;br /&gt;
|Larger hearing radius, higher damage from noise.&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expert Scavenger&#039;&#039;&#039;&lt;br /&gt;
|Chance of rare items from trash piles.&lt;br /&gt;
|[[Prospector]], [[Salvager]], [[Expedition Foreman]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anomaly Hunter&#039;&#039;&#039;&lt;br /&gt;
|Hints at the perk that a oddity holds.&lt;br /&gt;
|[[Prospector]], [[Salvager]], [[Expedition Foreman]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immovable Object&#039;&#039;&#039;&lt;br /&gt;
|Knockdown immunity against mobs when walking.&lt;br /&gt;
|[[Blackshield Commander]], [[Warrant Officer]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sommelier&#039;&#039;&#039;&lt;br /&gt;
|Immunity to becoming drunk with the Premier&#039;s super secret booze stash, and gives a TGH boost for ten minutes. &lt;br /&gt;
|[[Premier]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rough and Tumble&#039;&#039;&#039;&lt;br /&gt;
|As a prospector you&#039;ve been through it all. Spider bites, random cuts on rusted metal, animal claws, getting shot and even set on fire. As a result you resist every type of damage just a little bit better than salvagers.&lt;br /&gt;
| [[Prospector]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blackshield Conditioning&#039;&#039;&#039;&lt;br /&gt;
|Thanks to special training received in the course of employment within the Blackshield your body is a bit more resistant to brute force damage and burns due to proper conditioning.&lt;br /&gt;
| [[Trooper]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Key Smith&#039;&#039;&#039;&lt;br /&gt;
|With a massive collection of keys, you can access many areas. However, finding the right key tends to take time... And you haven&#039;t been given all the keys to the place.&lt;br /&gt;
| [[Janitor]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Artist&#039;&#039;&#039;&lt;br /&gt;
|You have a lot of expertise in making works of art. You gain more insight from any and all sources. However, you only improve by creating works of art.&lt;br /&gt;
| [[Artist]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Random Perks ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Revival Sickness&#039;&#039;&#039;&lt;br /&gt;
|Decrease to mental/all stats, reduction in defense against all damage, increasing with times died. 30m cooldown. Rest while in a chair or bed to decrease cooldown.&lt;br /&gt;
|Death&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fungal Host&#039;&#039;&#039;&lt;br /&gt;
|Take toxin damage and inflict toxin damage to those around you at a recurring interval.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunslinger&#039;&#039;&#039;&lt;br /&gt;
|Faster firing speed for one handed weapons.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;True Grit&#039;&#039;&#039;&lt;br /&gt;
|Higher pain tolerance.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Springheel&#039;&#039;&#039;&lt;br /&gt;
|Faster movement speed.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Natural Armor&#039;&#039;&#039;&lt;br /&gt;
|Higher physical damage resistance.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thin Skin&#039;&#039;&#039;&lt;br /&gt;
|Lower physical damage resistance.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toxic Resistance&#039;&#039;&#039;&lt;br /&gt;
|Higher toxic damage resistance from weapons, not chems. &lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shell Shock&#039;&#039;&#039;&lt;br /&gt;
|Lowered ROB/TGH/VIG stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Failing Mind&#039;&#039;&#039;&lt;br /&gt;
|Lowered COG/MCH/BIO stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sharpened Mind&#039;&#039;&#039;&lt;br /&gt;
|Boosted COG/MCH/BIO stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner Strength&#039;&#039;&#039;&lt;br /&gt;
|Boosted ROB/TGH/VIG stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Snackivore&#039;&#039;&#039;&lt;br /&gt;
|Eating trashlike foods turns them into omnizine&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Will to Power&#039;&#039;&#039;&lt;br /&gt;
|Extra health&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Will of Iron&#039;&#039;&#039;&lt;br /&gt;
|Extra NSA and less being able to addicted to chemicals&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Survivor&#039;&#039;&#039;&lt;br /&gt;
|Witnessing death doesnt give you paranoia as much.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Terrible Fat&#039;&#039;&#039;&lt;br /&gt;
|If you die with people around you. Everyone gets a sanity break.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
[[Stats]]&lt;br /&gt;
&lt;br /&gt;
{{Gameplay guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=General_Help&amp;diff=4396</id>
		<title>General Help</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=General_Help&amp;diff=4396"/>
		<updated>2024-10-27T20:08:36Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: Appendicitis correction + Viro be gone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GetStartedHeader}}&lt;br /&gt;
&lt;br /&gt;
Welcome to the help page. Here&#039;s a bunch of information for you! See [[The Basics]] if you&#039;re new.&lt;br /&gt;
&lt;br /&gt;
== Tutorial ==&lt;br /&gt;
A basic, starter tutorial can be found on the [[The Basics|this page]]. Additional guides can be found [[Guides|here]].&lt;br /&gt;
&lt;br /&gt;
Tips on roleplay can be found in [[A Crash Course in Roleplaying]]&lt;br /&gt;
&lt;br /&gt;
== Controls ==&lt;br /&gt;
* To move, use the &#039;&#039;&#039;arrow keys&#039;&#039;&#039;.&lt;br /&gt;
* To speak in game, type &#039;&#039;&#039;say &amp;quot;text&amp;quot;&#039;&#039;&#039; OR Click on the chat button on the bottom right. Once you do this, you will automatically have &#039;&#039;&#039;say &amp;quot;&#039;&#039;&#039; as your starting text on your command text line.&lt;br /&gt;
* To speak on standard radio channels type &#039;&#039;&#039;say &amp;quot;;text&amp;quot;&#039;&#039;&#039;. To speak on your department channel, use &#039;&#039;&#039;say &amp;quot;:h text&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
* To speak in OOC chat type &#039;&#039;&#039;ooc &amp;quot;text&amp;quot;&#039;&#039;&#039;. You can ask questions about game mechanics in out of character (ooc) command or use the adminhelp command. &#039;&#039;&#039;Please&#039;&#039;&#039; do not state any information about anything IC related in OOC!&lt;br /&gt;
* Instead of asking over OOC, it&#039;s sometimes better to ask question IC, such as &amp;quot;If someone should be doing something&amp;quot; in-game. As in saying in your radio &amp;quot;;Should the security officer have a revolver?&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Left clicking&#039;&#039;&#039; an object makes you interact with your hand, or whatever object may be held in it. Usually this will let you pick up items. You can drop items by using the drop option in the tool bar, or throw option (followed by a click on screen for the direction and distance). &lt;br /&gt;
* &#039;&#039;&#039;Right clicking&#039;&#039;&#039; will bring up options for the tile you selected, such as an item list and options on how to interact with an object.&lt;br /&gt;
* You have a number of equipment slots you can change about with different items, and two hand slots.&lt;br /&gt;
* Of all the option slots, the ones you should pay attention to are the &amp;quot;Run/Walk&amp;quot; tool bar option (which allows you to slow your character down so they don&#039;t slip on wet floors or walk more carefully), and the &amp;quot;Intent&amp;quot; button (which changes how your hand and weapons interact with people).&lt;br /&gt;
&lt;br /&gt;
Most objects can be interacted with in the game world by clicking on them, double clicking them, or right-clicking them.&lt;br /&gt;
&lt;br /&gt;
=== More Controls ===&lt;br /&gt;
To take items off a person, click the person&#039;s sprite with the left mouse button and drag their sprite onto yours.&lt;br /&gt;
&lt;br /&gt;
When you have done that, a popup window should come up and by simply clicking the names of the items you want to take off they will be removed from the person you are striping and appear on the floor underneath them.&lt;br /&gt;
&lt;br /&gt;
With the mouse you can perform the following actions:&lt;br /&gt;
* Pick things up (one left mouse click on the object when having a free hand selected).&lt;br /&gt;
* Switch hands (one left mouse click on the button that has a picture of two hands).&lt;br /&gt;
* Drop what you are holding in the selected hand (one left mouse click on the button that says &amp;quot;Drop&amp;quot;)&lt;br /&gt;
* Attack (one left mouse click to attack once with the object you are holding in the selected hand).&lt;br /&gt;
* Pull (right click on the item, in the drop down box select the item and click &amp;quot;pull&amp;quot;, to let go of what you are pulling, click the button in the very bottom right corner, the person standing next to a box).&lt;br /&gt;
* Use potatoes and objects (one left mouse click when having a free hand selected).&lt;br /&gt;
* Examine what is on the tile your mouse is on (right click on the item, in the drop down box select the item and click &amp;quot;examine&amp;quot;).&lt;br /&gt;
* Grab (one left mouse click on the person while having &amp;quot;intent&amp;quot; set on &amp;quot;grab&amp;quot;).&lt;br /&gt;
* Use objects on people (one left mouse click on the person while having the object in the selected hand, same as &amp;quot;attack&amp;quot;).&lt;br /&gt;
* Help/Perform CPR (one left mouse click on the person while having intent set on &amp;quot;help&amp;quot;).&lt;br /&gt;
* You can press Shift+(Arrow Key) to change the direction you&#039;re facing.&lt;br /&gt;
* See the [[Commands]] page, for more commands.&lt;br /&gt;
&lt;br /&gt;
=== Keyboard Shortcuts ===&lt;br /&gt;
There are a few keyboard shortcuts for your convenience.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Shortcut&lt;br /&gt;
! style=&#039;background-color:Chocolate;&#039;|Action&lt;br /&gt;
|-&lt;br /&gt;
! F1&lt;br /&gt;
! AdminHelp&lt;br /&gt;
|-&lt;br /&gt;
! F2&lt;br /&gt;
! OOC Text&lt;br /&gt;
|-&lt;br /&gt;
! F3&lt;br /&gt;
! IC Text&lt;br /&gt;
|-&lt;br /&gt;
! F4&lt;br /&gt;
! Emote&lt;br /&gt;
|-&lt;br /&gt;
! F6&lt;br /&gt;
! Switch Gun Modes&lt;br /&gt;
|-&lt;br /&gt;
! Home, Ctrl+D&lt;br /&gt;
! Drop Held Object&lt;br /&gt;
|-&lt;br /&gt;
! End, Ctrl+W&lt;br /&gt;
! Toggle Throw Object On/Off&lt;br /&gt;
|-&lt;br /&gt;
! Page Down, Ctrl+A&lt;br /&gt;
! Activate Held Object&lt;br /&gt;
|-&lt;br /&gt;
! Shift + Click&lt;br /&gt;
! Examine Object&lt;br /&gt;
|-&lt;br /&gt;
! Ctrl + Click&lt;br /&gt;
! Pull Object&lt;br /&gt;
|-&lt;br /&gt;
! Delete&lt;br /&gt;
! Stop Pulling Object&lt;br /&gt;
|-&lt;br /&gt;
! Crtl+E/Q, Insert&lt;br /&gt;
! Switch Intents&lt;br /&gt;
|-&lt;br /&gt;
! Middle Mouse Click, Page Up, Ctrl+S&lt;br /&gt;
! Switch Hands&lt;br /&gt;
|-&lt;br /&gt;
! Ctrl+Up, Ctrl+Down&lt;br /&gt;
! Scroll previously entered text&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Starting Tips ==&lt;br /&gt;
&#039;&#039;&#039;Some general tips that will get you through game play:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;READ THE [[Rules|RULES]].&#039;&#039;&#039;&lt;br /&gt;
* To set internals, put an air or gas mask on your mask equipment slot, then take an air tank in hand and click it to open an options menu. You should leave the pressure output to default for air mix tanks, and you can change pure oxygen tanks as low as 17 pressure. Large tanks can hooked to your back, emergency tanks can hooked to your belt and in your pocket (both ways, once the tank is open, allow your hands to be free). You need internals if the environmental air is gone or poisoned.&lt;br /&gt;
* Start out as a Colonist the first time you play. They are not really expected to do anything so you can explore all you want.&lt;br /&gt;
* If someone kills you in game, do not complain about it over the Out of Character channel - This is the most egregious case of IC in OOC! If this occurs, you can adminhelp using F1 and explain the full situation.&lt;br /&gt;
* Please try not to let people know exactly what you are doing in game in OOC; &amp;quot;How do I fire a revolver&amp;quot;. You can reword that and say, &amp;quot;I&#039;ve heard a lot about revolvers here and there but not enough, how do they work?&amp;quot;&lt;br /&gt;
* Do not complain to an admin if you got caught during a crime, especially if you weren&#039;t a traitor. Read the colony law to know what not to do in character.&lt;br /&gt;
* Leave criminal catching to the marshals. If there is no marshals or Blackshield, or your life is in danger, either run away or drop that mother fucker with a mag dump of bullets and laser fire.&lt;br /&gt;
* Try to listen to the marshals. They&#039;re trying to keep the station safe. Most of the time.&lt;br /&gt;
* Breaches and space are deadly without a space suit on, and a set of internals running - More so than on other servers. Lifting environmental locks can be &#039;&#039;&#039;extremely hazardous&#039;&#039;&#039; and a player should strive not to breach an area. Not that this is relevant on a planetside colony. &amp;lt;s&amp;gt;Usually.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Traitor]]===&lt;br /&gt;
Try to resist the urge to press the &amp;quot;Be Murderboner&amp;quot; button. Traitor has incredibly high expectation on Sojourn compared to other servers, and diving in the deep end can end tragically. Get a feel for how everything works, and hope you get brainwashed in a Revolution or a changeling round to have a watered down traitor experience, before taking the plunge. Remember: The ultimate goal is not to win, but to make the game fun for everyone as an antagonist here.&lt;br /&gt;
&lt;br /&gt;
==Other Tips==&lt;br /&gt;
Helpful hints and tips that don&#039;t really fit anywhere else. These are those small details which most people get through playing, but are here for players new and old to learn&lt;br /&gt;
&lt;br /&gt;
=== Controls ===&lt;br /&gt;
* By dragging the sprite of a container, for example a box or a character sprite onto your own characters sprite when next to them you will open a window with it&#039;s contents. This allows you take items without picking up the container, or to access a characters inventory (you also set [[Internals]] there). Containers that dispose it&#039;s contents by simply clicking, like the donut box or the paper bin can be picked up with that method.&lt;br /&gt;
* You can give an item to someone quickly by right-clicking them and selecting the give option while adjacent to them. This won&#039;t work if their hands are full.&lt;br /&gt;
* &#039;&#039;&#039;say &amp;quot;:b&amp;quot;&#039;&#039;&#039; is Cyborg talk; only the AI and other Cyborgs can hear this.&lt;br /&gt;
* Almost every department has their own radio channel. Each can only be heard by the appropriate headset, or by someone standing adjacent to them. Examine your headset to find out what it is.&lt;br /&gt;
* You can use the .ping command to measure the round trip ping-pong between you and the server.&lt;br /&gt;
* If you want to use a command many times quickly for some reason (such as .ping), or your headset did not broadcast your message over its special channel, you can recall the text you have previously entered by holding control and pressing the up-arrow key.&lt;br /&gt;
* When pulling an object, such as a locker, fuel tank or something else you can walk over, click a floor tile with an empty hand to push the object to the desired tile.&lt;br /&gt;
* Press the drop button to drop someone while grabbing them.&lt;br /&gt;
* Press the pull button (icon that has a man and a box) to stop dragging an object.&lt;br /&gt;
* Drag a characters sprite onto yourself to open a window where you can forcibly take off or put items on their person after a delay. Both of you must be adjacent to each other during this time for it to be successful.&lt;br /&gt;
* Click yourself with food or drink in hand to eat/drink.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
* Remember when using internal] that only &#039;&#039;pure&#039;&#039; oxygen should be set at around 17kPA. A tank of mixed air&#039;s distribution pressure should be set around 81kPa.&lt;br /&gt;
* Clicking something on a table will set something down on it.&lt;br /&gt;
* To use the Hand Labeler click it while it is in your hand, then write your text. This will produce a label, pick it up and click it to remove the backing, then you can stick it on whatever you choose- &#039;&#039;Before setting it down,&#039;&#039; double click it to turn it off and avoid labeling the desk.&lt;br /&gt;
* You can name a sheet of paper by right clicking it and choosing rename.&lt;br /&gt;
* Labcoats and the detective&#039;s coat have pockets. You can store two small objects inside them (click with a free hand to open, click and drag to hand icon to take off). You can take off backpacks and belts in the same way.&lt;br /&gt;
* You can buckle yourself or other people onto chairs/beds by dragging the character sprite onto the chair/bed that they are currently standing on. You unbuckle by clicking on it. You can unbuckle yourself as long as your aren&#039;t handcuffed.&lt;br /&gt;
* To use a bed sheet, first pick the item up. Next, while it is in your hand, stand over the bed and click the &amp;quot;activate held item&amp;quot; button in your objects tab. This will make the bed sheet appear above you or the person you wished to cover.&lt;br /&gt;
* When talking to/about someone, right click and examine the person to check their gender.&lt;br /&gt;
* When being attacked, the number one thing you want to do is run and call for help. If this is not possible, clicking your attacker with the &amp;quot;Disarm&amp;quot; intent is your friend and will be the most helpful for you.&lt;br /&gt;
* If someone is forcing something onto you (force feeding, taking off clothes, etc.) your best bet is to run away. If not possible, clicking resist can help.&lt;br /&gt;
* You can remove handcuffs or straight jackets by clicking resist. This requires a couple of minutes and standing still. This also applies to being handcuffed and buckled to something.&lt;br /&gt;
* Clicking on someone with the help intent will shake them. Use this on others and yourself to stand up faster from falling.&lt;br /&gt;
* You can commit suicide if you target your mouth and click yourself with a gun, though this is not recommended in the slightest. &#039;&#039;&#039;Remember suicide is against the rules: Log out via cryo if you have to leave!&#039;&#039;&#039;&lt;br /&gt;
* If you log out you will fall asleep. You will most likely be taken to the dormitories, so don&#039;t be surprised when you wake up. Unless you specify it in your flavor text or otherwise give permission, it&#039;s against the rules to eat you so ahelp if this happens.&lt;br /&gt;
* While asleep, you can dream. It appears as blue text with random words.&lt;br /&gt;
* Reinforced metal (plasteel) can be made by [[Lonestar Miner|Miner]]s by smelting plasma ore and iron ore in the smelter on the mining base.&lt;br /&gt;
* You can weld and un-weld a locker/closet by using a welding tool.&lt;br /&gt;
* Swipe your ID on a personal locker to claim it as your own. Only you, the HoP, or the Captain can open them once claimed.&lt;br /&gt;
* Do not use a lit welding tool on a welding fuel tank. The results are explosive.&lt;br /&gt;
* Wardrobes function like Plants Bags/Mining Satchels. Click it in your hand to drop all items to the floor. Click the items with the Wardrobe in hand to pick them all back up.&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
* Keep your stun gloves charged as your #1 choice of weapon against unarmed law offenders, use the rubbers only when you have to stun someone from distance to ensure he/she wont attack you as it has a much more dangerous and damaging hit.&lt;br /&gt;
&lt;br /&gt;
=== Communication ===&lt;br /&gt;
* If your headset stops working, it&#039;s likely the [[Telecommunications |Telecommunication Satellite]] is down. Station Bounced Radios and Intercoms will still work.&lt;br /&gt;
* Electrical storms can change your radio messages to gibberish.&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
* The guide to [[Surgery]] can help you fix a lot if issues if your character has the anatomy skill at trained/professional.&lt;br /&gt;
* Your health indicator works off of pain, and you might have more or less damage than you actually see- Check with a doctor if you hurt!&lt;br /&gt;
* Sleepers cannot heal toxin damage. Soporific will send the patient to sleep.&lt;br /&gt;
* All damage you take will add to your &#039;shock&#039; damage. When your &#039;shock&#039; damage gets high enough you will start to move slowly, only be able to whisper or stammer into your headset, be unable to see, and eventually collapse. Painkillers, such as tramadol are able to treat shock, but regular damage must still be treated normally.&lt;br /&gt;
* The Body Scanner in Medbay can be used to tell where injuries, broken bones, Appendicitis, and implants are located.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen and Bar ===&lt;br /&gt;
* Chickens will lay eggs if fed wheat, and using a bucket on a cow can harvest milk.&lt;br /&gt;
&lt;br /&gt;
=== Code ===&lt;br /&gt;
* Break the game and win a Certificate of Awesome!&lt;br /&gt;
* Report bugs to the admins.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Medical_Doctor&amp;diff=4395</id>
		<title>Medical Doctor</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Medical_Doctor&amp;diff=4395"/>
		<updated>2024-10-27T20:07:34Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated Page|reason = Outdated as of eris med 3.}}&lt;br /&gt;
The &#039;&#039;&#039;Medical Doctor&#039;&#039;&#039; as a role is a &#039;&#039;&#039;vital&#039;&#039;&#039; one. If you know what you&#039;re doing - and you will eventually - you &#039;&#039;will&#039;&#039; save lives. Nearly every death can be prevented, provided you reach the victim in time. Since Medical Doctors are the only ones with the tools and the in character experience to save them, Medical Doctors tend to make a lot of friends. You should know what most chemical medicines are (although you are not required to know how to make them), so look that up on your PDA under the MIRC app which contains every chemistry recipe. It never hurts to know what the other medical stuff does, but if you have a [[Chemist]] that can make them, they can also tell you how to administer them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There is no disadvantage to pursuing knowledge regarding medical. Learn, and keep learning.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Normally you start with a sterile jumpsuit and labcoat holding an advanced medical kit. Medbay is apart of the science department and both function as a single department in regards to day to day operations, so don&#039;t feel uncomfortable when asking research for upgraded tools and equipment.&lt;br /&gt;
&lt;br /&gt;
As a Medical Doctor, your job is to heal people, save them from the brink of death and perform reconstructive surgery on those that are dead. You can diagnose injuries with the help of a [[Medical_Items#Health_Analyzer|health analyzer]], which you helpfully spawn with. Your PDA can work as an alternative, thought the standalone is far superior. From a roleplay standpoint, you and the rest of medical are &#039;&#039;meant to be&#039;&#039; the only ones who can understand the readout.&lt;br /&gt;
&lt;br /&gt;
In terms of your equipment, the general rule is that chemical treatment works at all health levels, whereas physical treatments have limits where they become ineffective. Rolls of gauze and ointment are for minor injuries and don&#039;t yield much in the way of treatment other than first aid. [[Medical_Items#Advanced_Trauma_Kit|Advanced trauma and burn kits]] are more effective and should be used anyway, as there is an abundance. Beyond that, more advanced treatment is needed.&lt;br /&gt;
&lt;br /&gt;
==Department Facilities==&lt;br /&gt;
Medbay has a few different yet important facilities such as the Emergency Treatment Center (ETC), Sub-Acute/Recovery Ward, Exam Room, Patient Rooms, Operating Theatres, Chemistry, Psych Room, Storage, the Morgue, Break Room, and EMT Bay.&lt;br /&gt;
&lt;br /&gt;
==Damage and Diagnosis==&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Brute Damage&amp;lt;/span&amp;gt;===&lt;br /&gt;
Perhaps the most common and prevalent form of damage, brute is the red number on the health analyzer. Anything that results in physical trauma such as punching, cutting, stabbing, low pressure, or anything else that causes bruising or cuts is summed up by brute damage. Bruising, under most circumstances, won&#039;t cause bleeding, and small amounts of bruising can be easily treated with an advanced trauma kit. Cuts, on the other hand, may cause bleeding and must be treated immediately with either gauze or kits.&lt;br /&gt;
&lt;br /&gt;
Using trauma kits will instantly heal three brute damage and will trigger the patient&#039;s mob to slowly heal on it&#039;s own. Higher levels of brute (such as 50 and above) may require Bicaridine for more effective and swift treatment.&lt;br /&gt;
&lt;br /&gt;
====Blood Loss====&lt;br /&gt;
&amp;lt;small&amp;gt;See also: [[Guide_to_Medicine#Low_Blood_Count|A More Detailed Guide on Blood Loss]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All crew have blood, and said blood carries oxygen throughout their body to keep it alive. Loss of blood means less oxygenation, and puts the patient&#039;s life at risk if not remedied quickly. Blood loss can be caused by cuts, intense burns, loss of limbs, damaged lungs, destroyed liver, or &#039;&#039;&#039;internal bleeding&#039;&#039;&#039;. Common symptoms of low blood levels are dizziness, fainting, pale skin, blood dripping from the patient and onto the floor, &#039;&#039;&#039;oxygen damage&#039;&#039;&#039;, and - perhaps the worst of all - brain damage. Critical levels of blood loss will eventually build up enormous amounts of toxins and will swiftly kill the patient.&lt;br /&gt;
&lt;br /&gt;
Treating bleeding should be your first priority, which can usually be accomplished by applying gauze or trauma kits to the area in question. Internal bleeding, however, is different, and will require the body scanner to locate where it is occurring and [[Surgery|surgery]] to remedy it. Alternatively, certain chemicals can be used to cure internal bleeding.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Burn Damage&amp;lt;/span&amp;gt;===&lt;br /&gt;
Burn damage is the yellow number on the health analyzer. Usually caused by intense heat/cold (such as being in super heated atmosphere/fire or space) or electrocution. Burns may cause intense pain and can put someone into paincrit rather quickly, being electrocuted at high wattage may dismember limbs, and intense burn sources can &#039;&#039;&#039;boil out their blood&#039;&#039;&#039;. Burns also present a high risk for infection, which if left untreated may become lethal.&lt;br /&gt;
&lt;br /&gt;
Treatment for small burns can be accomplished by using ointment/burn kits (to clean potential infections) alongside gauze/trauma kits (to encourage healing). Higher levels of burn will require Kelotane or - if a [[Chemist]] is present - KeloDerm/Dermaline, which both work much more efficiently than the basic medicine.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Toxin Damage&amp;lt;/span&amp;gt;===&lt;br /&gt;
Toxin damage is the green number on the analyzer. Poisons, overdosing, plasma exposure, radiation, critical blood levels, a damaged liver, infections, and handling contaminated items all result in toxin damage. Toxin damage may be hard to identify outside of using a health analyzer, though common symptoms are aching, stinging, vomiting, and damage to the liver, though other organs may be damaged depending on the poison in the patient&#039;s blood.&lt;br /&gt;
&lt;br /&gt;
Treatment should always start with removing the patient from the source of the toxins.&lt;br /&gt;
*&#039;&#039;&#039;Poisons/Overdosing:&#039;&#039;&#039; Activate dialysis in a sleeper.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Exposure:&#039;&#039;&#039; Request the patient to remove &#039;&#039;all&#039;&#039; clothing articles and place any contaminated clothing in a washing machine.&lt;br /&gt;
*&#039;&#039;&#039;Radiation:&#039;&#039;&#039; Administer Hyronalin/Arithrazine and place them in a cryo tube if they have clone damage.&lt;br /&gt;
*&#039;&#039;&#039;Infection:&#039;&#039;&#039; Administer Spaceacillin and monitor the stage of infection.&lt;br /&gt;
*&#039;&#039;&#039;Gangrene/Necrosis:&#039;&#039;&#039; Amputate/extract the limb/organ in question. If the organ is vital to the patient&#039;s health, keep patient stable until robotics can fabricate a replacement organ.&lt;br /&gt;
*&#039;&#039;&#039;Damaged Liver:&#039;&#039;&#039; Administer Dylovene/Carthatoline if the damage is below 15. If the damage is above 15, administer Peridaxon or conduct surgery to heal the organ.&lt;br /&gt;
*&#039;&#039;&#039;Critical Blood Levels:&#039;&#039;&#039; Hook patient up to IV drip with O- attached immediately.&lt;br /&gt;
Once all of the sources of toxins are gone, administer Dylovene in appropriate quantities. Dylovene does not overdose (it does, actually, but the resulting toxins are cured by the Dylovene itself).&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Suffocation Damage (Hypoxia)&amp;lt;/span&amp;gt;===&lt;br /&gt;
Suffocation damage (aka Hypoxia) is the cyan number on the analyzer. Lack of breathable air, damaged lungs/heart, blood loss, and suffering from critical health may all contribute to the lack of oxygenation. Symptoms are gasping and loss of consciousness.&lt;br /&gt;
&lt;br /&gt;
Treatment can be done by performing CPR on the patient, supplying internals with doubled pressure output, or by administering Inaprovaline, Dexalin, or Dexalin Plus.&lt;br /&gt;
&lt;br /&gt;
===Other Conditions===&lt;br /&gt;
Four primary damage types aside, there is also:&lt;br /&gt;
* Organ Damage: Just plain damage that could easily threaten the life of the patient. Peridaxon is the go-to medicine to treat such damage, though some medicines like Imidazoline and Alkysine treat some specific organs faster. Otherwise, use surgery to cure the damage directly.&lt;br /&gt;
* Brain Damage: This works the same as the above, but is much more important as too much damage to the brain will kill you instantly with no chance of resuscitation.&lt;br /&gt;
* Clone Damage: Damage on the genetic level that can affect someone&#039;s overall health. Coming out of a stock growing tube will leave you with clone damage, as well as suffering from the effects of high doses of radiation. Treatment is as simple as placing the patient in a cryo tube of cryoxadone/clonexadone, or by administering Rezadone. Not to be confused with mutations.&lt;br /&gt;
&lt;br /&gt;
=== Medical States ===&lt;br /&gt;
There are three type of medical states. The first is &#039;shock&#039;, which is the least dangerous of the three. If someone takes enough damage from any damage type, they may go into shock. This causes stammering and slow movement, and eventually collapsing and loss of consciousness. This can be dealt with by simply treating the most prevalent damage, or temporarily by administering a painkiller.&lt;br /&gt;
&lt;br /&gt;
The second is known as &#039;soft critical&#039;. When someone is below 0% health (having taken more than 100 points of damage), they will suffer shock until they are above 0% health.&lt;br /&gt;
&lt;br /&gt;
The third is known as &#039;critical&#039; and occurs at -50% health (more than 150 points of damage). At this point, the patient will go unconscious, stop breathing, and take suffocation damage as a result. This can be stopped with Inaprovaline or CPR. Immediate treatment is advised, though a cryo tube may assist in keeping them stable.&lt;br /&gt;
&lt;br /&gt;
=== Surgery ===&lt;br /&gt;
&amp;lt;small&amp;gt;See also: [[Surgery|Guide to Surgery]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Surgery mostly encompasses mending broken bones and dealing with internal bleeding or incredibly high amounts of organ damage. Generally you should leave this to Surgeons unless there are none.&lt;br /&gt;
&lt;br /&gt;
=== Overdoses ===&lt;br /&gt;
Medicine treats injuries, but too much medicine can &#039;&#039;cause&#039;&#039; the injury. Most medicines will overdose at 30 units, though a few (such as Dermaline and Dexalin Plus) will overdose with only a full syringe (15u). Overdosing will begin building large amounts of toxin damage in the patient and, should it happen, will have to undergo immediate dialysis treatment.&lt;br /&gt;
&lt;br /&gt;
A good rule of thumb is that &#039;&#039;&#039;if you&#039;re injecting more than one whole syringe of one particular medicine, then the patient is probably already dead with that amount of damage.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Strict Policies ==&lt;br /&gt;
Medical staff are expected to be professional about their treatments and confidentiality. Assistant Bubber Jones really wants to know about Cindy Kate&#039;s obstetric history? Deny them, they don&#039;t have the right to access that information outside of the patient&#039;s consent. Engineer doesn&#039;t want to get treated for their dangerously high amounts of Radiation? You&#039;ll have to let it go, he&#039;s denying treatment.&lt;br /&gt;
&lt;br /&gt;
=== [[Standard Operating Procedure#Medical Oath|Medical Oath]] ===&lt;br /&gt;
The oath that &#039;&#039;all&#039;&#039; medbay staff take, including you. To sum it up: Do your job and give it your best, you&#039;re to be professional, you&#039;re to be honest, you shall do no harm in the field of treatment, you will not be biased, you will not refuse a patient treatment, you will refuse treatments and policies that go against the intent of the oath, you will assist the patient in making informed choices regarding their treatment, and you will learn and keep learning.&lt;br /&gt;
&lt;br /&gt;
=== [[Standard Operating Procedure#Non-Disclosure Policy|Non-Disclosure Policy]] ===&lt;br /&gt;
Everyone has problems, and many problems and treatments don&#039;t need to be made public to others, not even the premier or [[Chain of Command#CentCom|the high council]] if they order you to. Everything about a patient is to remain confidential, only to be shared with the patient and the medbay staff involved. The only way this can be overturned is if all patients involved consent to divulging their medical information, or if the [[Chief Biolab Overseer]] orders it.&lt;br /&gt;
&lt;br /&gt;
=== [[Standard Operating Procedure#Right to Refuse Treatment|The Right to Refuse Treatment]] ===&lt;br /&gt;
Patients are granted the ability to refuse medical treatment as long as they are fully capable of understanding and consenting to the refusal. People under the influence of drugs and/or alcohol are unable to deny treatment. Essentially a patient can tell you to stop treating them at any time as long as they are fully aware of what they&#039;re ordering. This may in fact spur drama and blame from friends of the most-likely deceased crew member, but it is not your fault. Ignoring this right would be to ignore SOP and could very well result in the termination of your employment.&lt;br /&gt;
&lt;br /&gt;
=== Cryogenics ===&lt;br /&gt;
Cryogenic tubes will heal pretty much every surface damage &#039;&#039;&#039;as long as they&#039;re cold enough&#039;&#039;&#039; and &#039;&#039;&#039;if they have a cryo mix in them&#039;&#039;&#039; (Cryoxadone/Clonexadone). To setup, walk down to Secondary Storage and locate the freezer on the west wall. Set the temperature anywhere between 20K and 80K. Setting it too low will just keep the freezer running the whole round and draining a ton of power. Setting it too high may result in the patient&#039;s body not cooling in time for the cryo mix to work. Once that&#039;s set, head back up and place the beakers of Cryoxadone in the tubes unless there&#039;s a chemist, in which case you may want to leave it to them to decide a mix for the tubes.&lt;br /&gt;
&lt;br /&gt;
==Roleplay Tips==&lt;br /&gt;
* You&#039;re a doctor, you&#039;ve spent many years getting to where you are now. You&#039;re more than likely a professional.&lt;br /&gt;
* Professional does not mean arrogant or pretentious.&lt;br /&gt;
* Doing the bare minimum to treat a patient just to shove them out the door so they can get back to work is a waste of roleplay opportunity. Speak with the patient, keep them informed.&lt;br /&gt;
* You&#039;ll probably notice pretty much no one bothered to write their own medical records. Offer to update it for them in the exam room! A template can be found here[https://pastebin.com/CSgh68UT].&lt;br /&gt;
* Medical staff are held to [[Standard Operating Procedure#Non-Disclosure Policy|very strict policies and procedures]], &#039;&#039;&#039;do not&#039;&#039;&#039; neglect reading about them.&lt;br /&gt;
* Remember that [[Rules#You_are_expected_to_perform_the_job_you_signed_up_for|you are &#039;&#039;not&#039;&#039; allowed to abandon medbay to scene during an emergency.]]&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(General)&amp;diff=4394</id>
		<title>Standard Operating Procedure (General)</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(General)&amp;diff=4394"/>
		<updated>2024-10-27T20:07:10Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: Virology gone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;General Standard Operating Procedure refers, specially, to general standards that apply to all colonists and employees alike. Including how to act during alert levels, individual rights of colonists, and how foreign factions or organizations are to be treated by all colonists. Violation of these rights and standards may result in charges, if applicable.&lt;br /&gt;
&lt;br /&gt;
== Colony Labor Rights ==&lt;br /&gt;
As per the conditions of the Nadezhda Declaration of Sentient Rights, all employees are granted specific legally afforded rights as colonists in the city of Nadezhda.&lt;br /&gt;
&lt;br /&gt;
* All colony citizens have the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment. An employee, barring an emergency, cannot be forced into a position they do not wish to volunteer for.&lt;br /&gt;
* All colony citizens, without any discrimination, have the right to equal pay for equal work. Any colonist may not be denied employment nor a decreased salary based on their race, species, ethnicity, or gender.&lt;br /&gt;
* All colony citizens who work have the right to payment via colony issued credits in exchange for their labor. Any non-credit payments must be agreed to by both parties without coercion, distress, or threat of lower wages. &lt;br /&gt;
* All employees within the colony have the right to rest and leisure, including reasonable limitations of working hours. Employees, as long as their job needs are being fulfilled, may take time off as deemed fit. Employees who fail to perform satisfactory work standards, such as ignoring work, are not protected by this clause.&lt;br /&gt;
* Each faction has the right to fire an employee for a valid reason, repeated termination may result in a temporary or indefinite suspension. Repeat offenders may be barred from further work in said departments. Any demotion by a head of staff is to be faxed to their High Council member to be considered legal.&lt;br /&gt;
&lt;br /&gt;
Violation of employee labor rights is punishable under Laws §103.&lt;br /&gt;
&lt;br /&gt;
==Colony Privacy Rights==&lt;br /&gt;
Under normal colony operation, the invasion of private areas such as locked dorms, bathrooms, personal offices, personal belongings, personal lockers, or other personal space is illegal without consent of the owner or an authorized search warrant. Using contraband to invade these private areas, such as using thermal goggles without a warrant, counts not only as the use of illegal contraband but also a violation of privacy if used in such a way. All employees are recommended to let their Department Head know about their whereabouts or if they decide to take a break and for how long, however they are not required to give their location unless they are leaving the colony.&lt;br /&gt;
=== Protected Information ===&lt;br /&gt;
Members of Medical, Security, and the Low Council have access to records and information that is often sensitive in nature, such as someone’s criminal history or medical conditions they may have. Under normal circumstances, individuals with access to such records are prohibited from sharing the information therein with those who do not have such access without the consent of the person whose record is being accessed. Additionally, the following elements are considered protected information:&lt;br /&gt;
&lt;br /&gt;
* Details on an colonist’s medical conditions beyond their general health status (e.g. fine, injured, critical, or dead)&lt;br /&gt;
* Details of treatments being performed&lt;br /&gt;
* The location of colonists on suit sensors&lt;br /&gt;
* The results of a security, medical, or psychological evaluation&lt;br /&gt;
* Raw information gained as part of security or command investigations, including interviews. The conclusions and charges/sanctions are not protected, but security personnel should take care to not reveal sensitive information about those who are not actually guilty&lt;br /&gt;
&lt;br /&gt;
This protection is not absolute, however, and may be breached under the following specific circumstances:&lt;br /&gt;
&lt;br /&gt;
* If someone has called out for help or is unable to get to the medical department on their own power (due to being incapacitated or killed), their location may be shared publicly for their safe recovery.&lt;br /&gt;
* As a condition of their hiring, security personnel consent to the sharing of their location with other security personnel while on duty if they are injured.&lt;br /&gt;
* If security personnel present an authorized warrant for protected medical or employment information, it must be turned over. Any charges for misuse of such information or if the request should not have been made will fall on the security personnel involved, not those who transferred the information.&lt;br /&gt;
* The Low Council (and the Steward) is free to discuss amongst themselves matters relevant to their duties, either in person or over the Command comm channel. Anyone who hears protected information in such a context is bound by the same privacy constraints as those who have normal access to this data and may not share it freely.&lt;br /&gt;
* The results of an investigation into alleged harmful conduct towards another colonist may be shared with the alleged victim (e.g. if a colonist alleges that their coworker shot them, they may be told whether there was a conviction that went onto their record, or if employment sanctions were levied against them).&lt;br /&gt;
&lt;br /&gt;
==Competency Requirements==&lt;br /&gt;
Many jobs within the upper colony have listed competency requirements. Individuals who take such a job are expected to meet or exceed the competency requirements of the job. Significant failure to meet these requirements is grounds for [[Standard Operating Procedure (Command)#Employment Sanctions|sanctions]] under failing to complete assigned duties. Proficiency requirements are rated as one of three levels, detailed here:&lt;br /&gt;
* Basic: Basic proficiency is understanding of the fundamental concepts and principles. It can be acquired through general education or minimal training, and those with it can handle routine and straightforward tasks involving that skill. For example: A basic proficiency in law would involve knowing the general principles of the colony’s legal system and the general types of things that are crimes.&lt;br /&gt;
* Moderate: Moderate proficiency is a more thorough understanding of the subject matter, often requiring specialized training or experience. Those who have moderate proficiency in a skill can handle more complex tasks and may be involved in low level decision-making. For example: A moderate proficiency medicine would involve knowing the functions of core medical machines and how to operate them, as well as some treatment methods for most common ailments.&lt;br /&gt;
* High: High level proficiency is a thorough comprehension of the principles and details of the subject, and often requires extensive education and/or experience in the field. Those with high proficiency in a skill are not expected to know every detail off the top of their head, but they are expected to know where to find information they may lack. For example: A high proficiency in Absolutist doctrine would involve knowing what things are and are not sinful, the structure of the Church, and the beliefs of the Church regarding the afterlife.&lt;br /&gt;
== Colony Dress Code ==&lt;br /&gt;
All colony members are to wear clothes that would classify as acceptable casual clothing. This means dressing in a reserved or acceptable manner. Exposure of oneself in an illegal manner will result in a Public Indecent charge. &lt;br /&gt;
&lt;br /&gt;
Some jobs, such as Security, Medical personnel, Research personnel, and LC command staff, are required to follow the following uniform guidelines:&lt;br /&gt;
&lt;br /&gt;
* Marshal and Blackshield staff are enforced to wear department specific uniforms. One may wear a non-departmental jacket, armor piece, or other clothing over their uniform - but this must be professional. Sporting darker colors and clothing typically deemed acceptable for a professional environment. An armband, such as a security armband, should be attached to any non-standard uniform jackets.&lt;br /&gt;
* Soteria Research and Medical staff are to wear sterile lab clothing while working in Medical&#039;s facilities. Such as in a surgery bay, genetics, chemistry, or other environments that require work with biological entities, patient care, or in a possibly dangerous work environment.&lt;br /&gt;
* The premier and steward are required to wear their clothing while on duty, it is suggested though not enforced they wear their official uniforms. &lt;br /&gt;
* Failure or refusal to adhere to dress codes is valid ground for punishment up to and including termination by a head of staff or high council in the case of a premier or steward.&lt;br /&gt;
&lt;br /&gt;
== Right to Leave ==&lt;br /&gt;
At any time, all colonists have a right to leave and a right to re-enter the colony. This right may be suspended in the case of outstanding warrants, emergency, or active lock-down procedures due to internal or external threats.&lt;br /&gt;
&lt;br /&gt;
* Every Colonist has the right to enter and leave the colony through the front gate. As a note, Blackshield has the right and power to deny a colonist leave of the colony if they have reason; such as an outstanding warrant, or placed injunction barring their right to leave. Heads of staff are exempt from this unless explicitly said otherwise by either the Low Council.&lt;br /&gt;
** Colony members must give Blackshield time to respond to the gate upon request of it being opened. If the gate is not opened in at least 5 minutes, colonists may force the gate doors open as means to leave. Colonists doing this must report having done so due to Blackshield refusal. This clause is waived by a legal refusal of a right-to-leave as mentioned prior.&lt;br /&gt;
* Breaking the Gatehouse or perimeter fence without very good reason is a crime of Infiltration and Sabotage. Other such illegal forms of entering the colony is a crime of infiltration and sabotage, and possibly more depending on circumstances.&lt;br /&gt;
* Blackshield may search you on your way out. Blackshield is required to search you on your way in.&lt;br /&gt;
* If a medical-evac is performed for your recovery outside the colony, Blackshield is to charge a fee of at least 800 credits per person rescued. This does not include any medical fees charged by Soteria.&lt;br /&gt;
&lt;br /&gt;
== Alert Levels ==&lt;br /&gt;
Alarm levels should keep in mind on-going issues. The declaration of a hivemind, for example, warrants a code red emergency. If no heads of staff are capable of modifying the alert level, the colony should still operate as if a code red was declared.&lt;br /&gt;
&lt;br /&gt;
=== Code Green - All Clear ===&lt;br /&gt;
Default operating level. No immediate or clear threat to the colony. All departments may carry out work as normal. This alert level can be set at the Communications Console with a head of staff level ID. Privacy laws are in effect.&lt;br /&gt;
&lt;br /&gt;
=== Code Blue - Potential Threat ===&lt;br /&gt;
Code blue scenarios can include but are not limited to:&lt;br /&gt;
&lt;br /&gt;
* An active manhunt for a criminal within the colony.&lt;br /&gt;
* Station wide power failure.&lt;br /&gt;
* Station lock down or quarantine.&lt;br /&gt;
&lt;br /&gt;
Notable threats outside the colony that pose a potential threat. This can include a large pack of animals, dangerous but singular animals like renders, or wildlife acting in strange and unusual ways. Code blue should only be called if the threat is ongoing and not something a single person with a rifle could solve easily.&lt;br /&gt;
Code blue scenarios rarely require active action by non-relevant staff and should be adhered to depending on the scenario. Heads of staff in departments that pertain to the ongoing situation should have their orders and recommendations heeded by even non-departmental personnel, such as in the case of a manhunt or medical quarantine. &lt;br /&gt;
&lt;br /&gt;
During a code blue scenario or higher, acting security staff are authorized to utilize restricted items for the duration of the emergency. This may include explosives, combat mechs and other mechs rigged for combat, and other forms of Minor and Major Contraband as required to handle whatever emergency or situation has occurred.&lt;br /&gt;
&lt;br /&gt;
=== Code Red - Serious Threat ===&lt;br /&gt;
Code red scenarios can include but are not limited to:&lt;br /&gt;
&lt;br /&gt;
* Serious external or internal threats to the colony such as massive roach groupings, numerous xenomorph attacks, void wolf attacks, or large groupings of synthetic life forms.&lt;br /&gt;
* The appearance of a blob somewhere on the colony.&lt;br /&gt;
* Any sign of a hive-mind, be it radio signals or visual confirmation.&lt;br /&gt;
* Malfunctioning or rogue AI.&lt;br /&gt;
* Terran Federation activity.&lt;br /&gt;
&lt;br /&gt;
Code red scenarios almost always involve the entirety of the colony and under such circumstances priority of orders is often given to the Warrant Officer, Blackshield Commander, or Premier (in order of importance). In code red scenarios colonists are considered able to volunteer for assisting the blackshield be it with combat, mechanical, or medical skills. All orders from a blackshield member to a volunteering colony member are considered valid and must be adhered to. During a code red scenario all colonists are to activate their suit sensors as an emergency precaution. Failure to do so may be considered suspicious conduct at the discretion of a Marshal. During code red, all contraband policies towards weapons, including mechs, are lifted unless otherwise stated by the commanding head of staff.&lt;br /&gt;
&lt;br /&gt;
== Permits ==&lt;br /&gt;
=== Contraband Permits ===&lt;br /&gt;
Contraband permits refer to permits that allow staff who normally do not have legal protection to use an item of contraband a temporary permit to permit its use for said employee. These permits may range from permits for combat mechs, to explosives, to thermal imaging goggles and the like. &lt;br /&gt;
&lt;br /&gt;
Permits for contraband may be issued by a Warrant Officer, Supply Specialist, or a Blackshield Commander if neither of the first two options are available to do so. The low council, similarly, may vote to issue a permit if they so wish. These permits may be revoked at any time for any reason by any of the issuing bodies of said permit. &lt;br /&gt;
&lt;br /&gt;
Some permits may be until shift end, others may stipulate a set time period or be set to expire at the completion of a specific job or task.&lt;br /&gt;
 &lt;br /&gt;
=== Emergency Permits ===&lt;br /&gt;
In a situation which may warrant the immediate use of a contraband item, any permit distributed for utilization may be issued verbally over the radio by the warrant officer, the blackshield commander, a council vote (with a minimum of three voters), or the premier in absence of any of the previous. Terms for the permit should be clearly, understandably written and shown on the document. A permit must be signed and stamped, and faxed to the Provost Marshal after the emergency situation is resolved.&lt;br /&gt;
&lt;br /&gt;
These permits are to be issued in cases such as Blue Alert, authorizing Colonists to temporarily use Thermal Imaging equipment or Combat Mecha in the event of small scale disturbances that are not major large scale colony threats. All Emergency Situation Permits expire immediately upon the situation being resolved, with no exceptions. These permits may be revoked at any point in time for any reason by the relevant authorities who may issue them, and are immediately considered null and void should the person who is issued them commits a crime.&lt;br /&gt;
&lt;br /&gt;
== Foreigner Treatment ==&lt;br /&gt;
The authority of the Colony ends currently at the electrified fence. Laws still apply to all colonists even outside the fenced area, however they do not apply to foreigners as long as they remain outside the colony. Circumstances may change this.&lt;br /&gt;
&lt;br /&gt;
=== Allied Factions / Organizations === &lt;br /&gt;
&lt;br /&gt;
Allies of the Colony are granted the same rights as normal colonists. They may enter and leave and are subject to searches at the Gatehouse, Laws and Departmental SOP. Allies of the colony are permitted to not have an ID on them. Any ally of the colony may move freely inside the colony&#039;s public areas including the bar and kitchen (customer area), which should always be accessible to them unless they commit a crime there at which point it may be applied to them. Any major or higher paragraph crime must be reported to the High Council immediately and additional measures may be taken against the person. Other injuries are to be charged accordingly. If an allied member turns hostile they are to be detained by any means necessary.&lt;br /&gt;
&lt;br /&gt;
=== Neutral or Unknown Factions / Organizations ===&lt;br /&gt;
These factions may have been hostile in the past or their allegiances are unknown. Some neutral factions are indifferent or outright will ignore the colony. Any hostile encounter with a neutral organization is required to be reported to the high council immediately. If a hostile member of a neutral organization is taken alive they are to be treated as a Hold Until Transfer prisoner until a decision is made by the Low Council of department heads. This decision must be faxed to the High Council upon its decision. &lt;br /&gt;
&lt;br /&gt;
Colonists going out of their way to potentially or purposefully harm relationships with neutral organizations may face legal charges, such as Terrorism, depending on the severity of the act committed.&lt;br /&gt;
&lt;br /&gt;
If a peaceful or non-hostile neutral faction or person wishes to enter the colony, the council should be informed and are expected to make a decision within 15 minutes of the arrival. It is required that the person is searched and asked for their business inside the colony. If let in they are to be issued with a guest pass and allowed to the areas agreed upon by the lower council, such as common areas. Departmental heads may bar outsiders from their department at any time they feel fit. Stipulations may include the disarming of the individual and confiscation temporarily of specific items agreed upon by council. &lt;br /&gt;
&lt;br /&gt;
=== Known Hostile Factions / Organizations ===&lt;br /&gt;
Unless a member of a hostile faction wishes to engage in peaceful negotiation or is surrendering, they are considered to be Shoot on Sight. This applies to unarmed non-surrendering hostiles. If their presence is known to any colonist, it should be reported to the Blackshield which in turn should alert all colonists. Increasing the alert status to blue is appropriate. A killed hostile faction member should never be revived unless there is a good reason such as thinking they have important intel or are a valuable target. A critically wounded enemy may be captured alive at the order of the highest ranking combat member or if the council decides to do so. Enemy bodies are not to be dismembered or abused - going against this order is a crime of disrespect for the dead. They may be looted freely by any colonist. Hostile bodies should be left where they were killed unless inside the colony. If they were killed inside the colony they are to be transported for burial outside the colony, Soteria’s morgue, or the crematorium run by the Church for cremation. Any captured hostile enemy, that is part of a proper hostile organization, is to be treated as a &amp;quot;Hold until Transfer&amp;quot; prisoner. The High Council is to be informed of the situation immediately for input on the ongoing situation.&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Chief_Biolab_Overseer&amp;diff=4393</id>
		<title>Chief Biolab Overseer</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Chief_Biolab_Overseer&amp;diff=4393"/>
		<updated>2024-10-27T20:06:29Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: Virology gone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ImportantJob}}&lt;br /&gt;
The chief biolab overseer is in charge of the health of the crew. They make sure that the doctors are treating people effectively, chemists are working for the good of the station.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You control the entire medbay. Other than treating injured crew, it is your responsibility to ensure that [[Chain of Command|important crew]] (including yourself) are kept alive and given death alarms, and that all crew are using their suit sensors when [[Standard Operating Procedure|appropriate]],&lt;br /&gt;
&lt;br /&gt;
You are the foremost medical expert on the station. The ideal chief biolab overseer would have the knowledge to perform common surgical operations, manufacture the most essential pharmaceuticals, and develop &#039;cures&#039; for viral infection. You should allow your subordinates to handle the bulk of the work, but don&#039;t be afraid to lend a hand. The objective in mind is ensuring that everyone in the department has their place; if you delegate all of your duties completely, you&#039;ve lost your own place.&lt;br /&gt;
&lt;br /&gt;
== Your Job ==&lt;br /&gt;
You are often regarded as the least important Head of Staff, but in reality, you hold a great deal of power. Without a competent chief biolab overseer coordinating things, the medbay often dissolves into a chaotic mess that only manages to heal anybody through sheer coincidence.&lt;br /&gt;
&lt;br /&gt;
Your primary duty is to ensure that the crew is in top possible physical and mental shape. To do this, you will need the help of your assigned crew. Medical doctors take several shapes but general focus on general healing or virus curing. The [[Chemist]] is responsible for the manufacture of important medicines. The [[Psychologist]] is responsible for the mental health of crew.&lt;br /&gt;
&lt;br /&gt;
=== Specialized Staff ===&lt;br /&gt;
When the round starts, review your medical staff and assign jobs.  Remember, Emergency Physicians, Surgeons, and regular Doctors are all the same job, and they&#039;re all required to treat patients. Their specific title just indicates a specialization. They can and should be able to be given assignments outside of that, so long as it still falls within the description of Medical Doctor work. If they&#039;re unable or unwilling to do basic medical work because &amp;quot;they&#039;re a surgeon, not a doctor&amp;quot;, then they need reeducating about what their job actually entails. &lt;br /&gt;
&lt;br /&gt;
Make sure that you have a dedicated EMT team ready to respond to calls for medical assistance from outside of Medbay, someone manning the front desk to handle arrivals and minor cases, and someone - preferably a Surgeon - waiting in the wings to handle critical cases that require Cryo treatment or surgery. Each of these three assignments is vital for different reasons, and, once given a job, your staff should focus on doing that job exclusively except in case of emergency. If they don&#039;t, and they try to do someone else&#039;s job, it means that you have two doctors doing a job that could be done by one, and an area which is left understaffed. Make sure that everyone is entirely clear on exactly what their job is and why it is important.&lt;br /&gt;
&lt;br /&gt;
When everyone has their assignments, make sure that everybody has their Medical belts stocked with the basic tools of the trade - gauze, ointment, inaprovaline, and things like that. Emergency Physicians should carry more than most, and should have a variety of medkits available for unusual cases, since they&#039;re the first responders and may have to deal with anything.&lt;br /&gt;
&lt;br /&gt;
=== Chemical Fixes ===&lt;br /&gt;
Once your main staff is set up, contact Chemistry and get them to start making medicines for your doctors. Clonexadone is a must-have, so have the Chemists take the cryoxadone from Cryo and mix some up immediately. Hyronalin, tricordrazine, alkysine, dexalin plus, spaceacillin, and ryetalyn are all important, so have those mixed up as soon as possible, and make sure that your doctors know that they&#039;re available and where to find them. Once you have all of the basic medicines, have Chemistry mix up a little bit of everything and stock up on the important stuff.&lt;br /&gt;
&lt;br /&gt;
=== Responding ===&lt;br /&gt;
As with other Head positions, a large part of your job is to be watchful for any calls for medical assistance. As soon as one comes in, make sure that your EMTs are responding and that the rest of your staff are ready to take in anybody who can&#039;t be treated in the field. It&#039;s also a good idea to ask for an [[Mechs#Odysseus|Odysseus]] from Robotics, preferably with two mounted Sleepers. Make sure that your EMTs know how to operate it; an Odysseus can save a lot of lives and make it possible for your EMTs to answer calls that they would normally be unable to due to its armor and internals.&lt;br /&gt;
&lt;br /&gt;
=== Outbreaks ===&lt;br /&gt;
When diseases break out, this is your chance to shine. You have a biohazard suit inside of your office. Use it. Then consult your doctors and chemists. You have the authority to isolate and detain anyone experiencing symptoms.&lt;br /&gt;
&lt;br /&gt;
Vaccinate the medical personnel and quarantine the infected. Administer the drugs, keep people alive. Your medical doctors should be helping with this, if they&#039;re not, shout them into line.&lt;br /&gt;
&lt;br /&gt;
=== Hypospray ===&lt;br /&gt;
This is your medical tool, your lifeline.  It&#039;s a fast injector (dealing bursts of 5 units, with a fill limit of 30 units). It starts with 40 units of Tricordrazine. You need to get rid of the chemicals inside before you can fill it with different medicine, and the only way to get anything out is to inject it into somebody. It&#039;s considered very bad form to just go around injecting people however.&lt;br /&gt;
&lt;br /&gt;
Good candidates for your hypospray are Tricordrazine or Inaprovaline.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As the CBO, you&#039;re the link between the premier, the other heads of staff, and your medical department. Security will often be a source of casualties, whether officers or prisoners; make sure any doctor going to treat a dangerous prisoner has an escort. Science--especially Toxins and Xenobiology--will send you its share of patients, too. When your equipment gets blown up, Engineering can rebuild it. During an epidemic, one of your most important connections is, strangely enough, the lowly janitor, whose biosuit allows him to safely clean up infectious material and slow the spread of the disease. You will also be required to try to explain why people are going crazy, returning from the dead, or trapped in the body of a monkey. Good luck with that one.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category:Jobs]]&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Template:ImportantJob&amp;diff=4392</id>
		<title>Template:ImportantJob</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Template:ImportantJob&amp;diff=4392"/>
		<updated>2024-10-27T20:05:06Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: 1em 0 1em 0; padding: 1px;&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div style=&amp;quot;background: #a80000; border-radius: .2em; color: #FFFFFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&lt;br /&gt;
        &amp;lt;center&amp;gt;&#039;&#039;&#039;This is considered a job of high importance, expect to be demoted or jobbanned if you fail to do your job correctly, act incompetently, and generally perform poorly.&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
        &amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&#039;&#039;&#039;You can and will be scrutinized by admins and players in your department.&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Template:ImportantJob&amp;diff=4391</id>
		<title>Template:ImportantJob</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Template:ImportantJob&amp;diff=4391"/>
		<updated>2024-10-27T20:01:26Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: Template fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: 1em 0 1em 0; padding: 1px;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #a80000; border-radius: .2em; color: #FFFFFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;This is considered a job of high importance, expect to be demoted or jobbanned if you fail to do your job correctly, act incompetently, and generally perform poorly.&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&#039;&#039;&#039;You can and will be scrutinized by admins and players in your department.&#039;&#039;&#039;&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=4390</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=4390"/>
		<updated>2024-10-27T19:59:24Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: viro gone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The colony laws are a series of regulations that all interest groups on the High Council have agreed to, applying them broadly to all colonists inside the colony. The colony’s Marshals are expected to uphold and enforce these laws, and all departments are expected to follow them. This is not a general guide to security. All new marshals should review the official [[Guide to Security|Guide to Marshals]]. It is important to know that all offenses listed below should be followed as a ‘guideline’ by law enforcement personnel and do allow for victim rights and alternative solutions to minor offenses. For example, you are not required to give a sentence if the problem can be resolved in an alternative way that the suspect agrees to, such as an agreement with the victim in return for not pressing charges, or peer mediation. To understand how to go about a proper arrest, or other clarifications such as prisoner rights, alert levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is enforced via the head of staff. To be charged with a violation of SOP, a head of staff has to request a relevant charge be levied, such as denial of a reasonable order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to colonists, colony allies and authorized visitors. Individuals and groups unconnected to the colony have no rights and therefore no protections under the law.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;All colony law is subject to the standard of INNOCENT UNTIL PROVEN GUILTY. No one is to ever be assumed guilty, evidence must be presented that reasonably proves guilt.&amp;lt;/big&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A good working knowledge of the law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of the law are required for such positions as the ranger, officer, premier, and the warrant officer. For certain crimes, the accused party&#039;s intent is important. Intent can be the difference between a charge such as, say, manslaughter and murder. One requires purposeful intent, the other is unintentional and typically caused by negligence or workplace accident. It is also important to note that manslaughter and murder are mutually exclusive. This indicates that an individual must be charged with one or the other, not both. Neither could a colonist be charged with both assault and murder on an individual if there is only a single victim, the higher-grade charge must be the charge applied in that case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All of this will be explained in detail as you read on, including specialty clauses, cases, guides, and explanations to how a Marshal or servant of the law should think when interpreting legal issues such as criminal acts or disputes.&lt;br /&gt;
&lt;br /&gt;
Here are a few basic to-know bullet points for officers:&lt;br /&gt;
* &#039;&#039;&#039;To ensure you, as an arresting officer, don&#039;t fall into the trap of negligence or misuse of power, always follow procedure where possible as detailed by [[Standard_Operating_Procedure#Marshals|standard operating procedure]].&#039;&#039;&#039;&lt;br /&gt;
* As an arresting officer, follow the [[Guide to Security|Guide to Marshals]] to ensure you don&#039;t fall foul of legal proceedings.&lt;br /&gt;
* In the case of pressed charges being in the same category (i.e Battery, Assault, Murder - or Vandalism, Theft, Grand Theft) take only the most severe charge. Any lesser charges in this case should not be applied.&lt;br /&gt;
* Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
* A single incident has a single sentence, so if, for instance, the prisoner took 3 items off a person, this is a single count of theft. Otherwise this would count as &#039;crime-stacking&#039;, which is against SOP and law.&lt;br /&gt;
* When deciding on a timer for multiple crimes committed, take each crime into consideration separately. Then add the times together to get a final concise timer. This should be the timer issued to an offender when they are put in a cell.&lt;br /&gt;
* &#039;&#039;&#039;The time taken to bring in an offender and the time taken when questioning the offender are NOT to be calculated into their issued timer.&#039;&#039;&#039; Timers begin when plugged in on a cell&#039;s console. However, offenders should be processed as quick as reasonably possible as-per their rights as employees within the colony.&lt;br /&gt;
&lt;br /&gt;
=== Victim Rights ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victims of a crime hold the general right to drop charges.&#039;&#039;&#039; This applies to charges within the 100, 200, and 300 tiers. Victims may also choose to only collect monetary value equal to their losses from the offender in question, such as any incurring medical bills or loss of property. These clauses are there to allow a victim peace of mind and to make sound decisions rather than being forced into court cases.&lt;br /&gt;
&lt;br /&gt;
There are some exceptions, however. 400 and 500-level charges &#039;&#039;&#039;cannot&#039;&#039;&#039; be dropped at any time by a victim, as these acts extend further than creating a victim, but also threatening the lives of others and the order of the colony as a whole. Officers &#039;&#039;may&#039;&#039; take into account an offender’s circumstances and a victim&#039;s testimonial when deciding intent and timers but no dropping of charges may occur.&lt;br /&gt;
&lt;br /&gt;
For the purposes of this section, each individual directly targeted by criminal activity is a victim. If a crime affects a department, such as Trespass, then the Department Head may choose to drop the charge. If there is no Head, the charge can only be dropped by unanimous consent of those who were affected. If the crime affects the colony as a whole or has no specific victim, such as Contraband, Breakout, or Disrespect of the Dead, only the Warrant Officer or Ranger may authorize the waiving of charges, and a decision to waive charges may be overridden by the Warrant Officer (if the decision was made by a Ranger) or a vote of the Low Council.&lt;br /&gt;
&lt;br /&gt;
=== Fines &amp;amp; Timers ===&lt;br /&gt;
&lt;br /&gt;
Some crimes may offer either a fine or a timer, or in some cases, &#039;both&#039; a fine and a timer together. It is ultimately at the discretion of the arresting officer and/or the warrant-filer what the punishment for an offense should be. &lt;br /&gt;
&lt;br /&gt;
Fines are ultimately recommended for most low-level crimes, if they are listed under the ‘timer’ section of the quick reference guide. If, however, an offender is non-cooperative, a repeat offender, or otherwise hindering an investigation a timer should be issued instead. Fines are to be paid to the Marshal department directly, while any compensation, such as to damaged property or medical fees, should be directed to the victim and/or the victim department.&lt;br /&gt;
&lt;br /&gt;
Timers are to be decided by the senior authority, typically either a ranger or warrant officer. If in the case where neither are available then the arresting officer may decide. Timers should not exceed a maximum time allocated to the charge &#039;&#039;&#039;unless&#039;&#039;&#039; modifiers are added on; such as a repeat offender who would receive double the time. Timers &#039;may&#039; be less than the allocated maximum time depending on circumstances and modifiers that would normally subtract time from one’s sentence, such as cooperation with security personnel or in cases of entrapment.&lt;br /&gt;
&lt;br /&gt;
== Heads of Staff &amp;amp; Lower Council Law ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heads of staff are not above the law, and can be arrested by the marshals for breaking it.&#039;&#039;&#039; The &#039;only&#039; time that the law can be overridden is when there is an imminent and overwhelming threat to the colony, such as during a Code Delta scenario. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A determination of no-wrongdoing may result in the dismissal of charges levied or a negating of any brig time served.&#039;&#039;&#039; Determinations of no-wrongdoing must be done by a Warrant Officer after an investigation, which must be faxed to the Office of the Provost Marshal, the Provost Marshal himself, or the colonies High Council. Any Warrant Officer found to abuse their authority to declare improper cases of no-wrongdoing may be demoted and arrested for exceeding their official power alongside other charges, such as falsifying information or providing false testimony.&lt;br /&gt;
&lt;br /&gt;
A vote held by the Lower Council may also be used to indite some charges, such as abuse of power or charges related to disrupting the Low Council. Any crime that requires judgement, such as crimes labeled as &#039;HuJ&#039; / Hold until Judgement, should be decided on in a timely manner by the Lower Council through a tribunal. A tribunal &#039;&#039;&#039;must&#039;&#039;&#039; follow the [[Standard Operating Procedure (Legal)|Legal Standard Operating Procedure]] to be considered legal. A tribunal must properly vote and may only be overturned by the High Council itself.&lt;br /&gt;
&lt;br /&gt;
== Law in Relation to Outsiders, Allies, &amp;amp; Others ==&lt;br /&gt;
&lt;br /&gt;
Colony law is &#039;&#039;&#039;not&#039;&#039;&#039; extended to neutral parties inherently. Outsiders, for example, have no inherant legal rights or protections. However, some laws do apply to protect outsiders as well, including all intelligent, sapient beings. This includes other intelligent races, ranging from Humans to Mycus, to anything of higher intelligence including robots with self awareness.&lt;br /&gt;
&lt;br /&gt;
For simple terminology of colony law:&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Employee&amp;quot; / &amp;quot;Colonist&amp;quot;&#039;&#039;&#039; = A member of the colony or an employee of one of the colony&#039;s various factions. These rights are extended to all members of the colony and all members of departments.&lt;br /&gt;
* &#039;&#039;&#039;&amp;quot;People&amp;quot; / &amp;quot;Person&amp;quot; / &amp;quot;Someone&amp;quot;&#039;&#039;&#039; = This covers &#039;&#039;&#039;any&#039;&#039;&#039; sapient, intelligent being, regardless of their allegiance. Outsiders, hostiles, allies, etc. This term is used only rarely, but is typically used to refer to crimes such as desecration of a corpse due to the criminal and inhumane act of cannibalism, or in reference to inhumane acts such as the act of enslavement. &lt;br /&gt;
&lt;br /&gt;
Outsiders are only protected under colony law under the term &#039;people&#039;, &#039;person&#039;, &#039;someone&#039;, or if granted entry to the colony via vote for visitation or sale of goods. When an Outsider is granted entry, they have the same rights as a citizen of the colony - until they are ejected or their visitation period ends. At that point legal protection ends.&lt;br /&gt;
&lt;br /&gt;
Outsiders, Neutral parties or visitors that are allowed in generally expected to follow &#039;common sense&#039; colony law. That is, don&#039;t steal, don&#039;t assault and do not take advantage of your hosts. They should also generally remain in the colony common areas, and not take anything belonging to the colony(this includes items kept &#039;for the common good, such as the tech storage tools, lathe, medical supplies, etc). Any who violate these rules may be ejected immediately by colony security, any who breach these rules in a more serious fashion should be detained and the Provost faxed. &lt;br /&gt;
&lt;br /&gt;
Lodge members and other colony-aligned factions have full rights of a normal colonist. For information on this, and neutral parties, this can be found in Standard Operating Procedure. Attacking a non-hostile neutral party can result in a charge of &#039;&#039;&#039;Treason&#039;&#039;&#039; depending on the incident. Neutral party refers to a neutral organization, not individuals such as Outsiders.&lt;br /&gt;
&lt;br /&gt;
Security personnel are to obey these clauses and understand the wording.&lt;br /&gt;
&lt;br /&gt;
==Salvaging Rights==&lt;br /&gt;
&lt;br /&gt;
These laws will attempt to make clear what is, and is not salvage. Who has rights over what claims, the proper handling of claims and so fourth. These laws MUST be enforced by Nadezhda Marshals, or Blackshield, depending on the jurisdiction of the &#039;claim&#039; and apply to all colonists of the Nadezdha Colony as well as Colony Allies and &#039;Neutral&#039; third parties.&lt;br /&gt;
Basic salvage rights entail only the following caveats;&lt;br /&gt;
* Trash piles, unclaimed and clearly unowned items and storage containers are the rightful property of the &#039;first claimant&#039;. A trash pile belongs to the first person to touch it, an abandoned locker to the first one to reach it, et cetera.&lt;br /&gt;
* Clearly owned property must be respected. A labeled cart, a gun who&#039;s serial is registered and thus known - these are considered personal property, and must be respected. &lt;br /&gt;
Additionally the following rules apply to all &#039;claims&#039;&lt;br /&gt;
* If an item is stolen and then rediscovered in an area that would normally count as right-to-loot then it must be returned as it is their rightful property. &lt;br /&gt;
* Crime scenes. Any item taken from a crime scene is chargeable by theft, obstruction of duty, and suspicious conduct. A crime scene&#039;s boundaries will be clearly marked by tape set up by Marshals or Blackshield.&lt;br /&gt;
* Items dropped by colonists or allies due to severe injuries are their rightful property, and MUST be returned. &lt;br /&gt;
* The areas owned by colony allies or factions (such as Voidwolf ally Ships or the Soteria Solar Outpost), and clearly defined departmental zones are barred from allowing salvage claims.&lt;br /&gt;
===Types of Salvage Claims===&lt;br /&gt;
In summary, there are four types of salvage areas. Claimed, Unclaimed, disputed and free&lt;br /&gt;
&lt;br /&gt;
*Claimed areas are those within colony borders(or the borders of colony allies) that have a lawful mandate placed over them, determined typically by the High Council, or at times low council. These locations are the claim-right of a particular faction, ally, et cetera. The FULL contents of these areas is the rightful claim of their respective owners, and any contents taken are effectively treated as their &#039;rightful property&#039;. Though mere presence on a claim is not generally sufficient to result in charges, the removal of property from them(I.E scavving) is cause for charges of trespass, theft, and grand theft. Additionally, a modifier &amp;quot;Breach of salvage rights&amp;quot; should be applied to each of these charges and any items taken returned or, if not possible - their value owed in remediation.&lt;br /&gt;
&lt;br /&gt;
*Unclaimed areas, while still within colony property, have no rightful claim placed on them, such claims may be enacted at the discretion of the High council, foreman and low council(in that order of importance), having to be properly ratified and faxed to be valid.&lt;br /&gt;
&lt;br /&gt;
*Uncontested areas are new zones or uncertain zones that have no current claims. While they may be within the borders of the Colony or its Allies, they are generally free to loot so long as general scavenging rules are observed. Conflicts, theft and similar SHALL be punished by law.&lt;br /&gt;
&lt;br /&gt;
*Free areas are neither within colony territory nor hold any special claim. These areas are typically considered &#039;free&#039; of salvage rights and include but are not limited to; the untamed wilds past the colony border and space(and areas located within that do not fall under the purview of the previous types of claims).&amp;lt;br /&amp;gt;&lt;br /&gt;
===Known claims and their status===&lt;br /&gt;
*The Nadezdha colony maintains that the areas in its immediate vicinity, as well as the forest directly south and the crater directly west are &#039;colony property&#039; and not subject to claims by non-colony forces.&lt;br /&gt;
&lt;br /&gt;
*Colony maintenance is &#039;unclaimed&#039;, thus only basic salvage rights must be respected.&lt;br /&gt;
&lt;br /&gt;
*The Prospectors hold exclusive claims over the following areas; Greyson Positronics field offices and attached locations, this include the Greyson Positronics Gantlet. &#039;Preppers&#039; bunker. &#039;Ironhead compound&#039; Smuggler base. &#039;Zoo&#039; research facility. &lt;br /&gt;
&lt;br /&gt;
*The &#039;Scrap haven&#039; is, as of now, a shared claim between the Prospectors and Hunters lodge - However, the Hunters Lodge has abdicated any right to lease their hold on the claim. &lt;br /&gt;
&lt;br /&gt;
*The hunters Lodge holds exclusive claim over the following areas; The lodge itself and land upon which it sits, and the plains in the immediate vicinity of their lodge&lt;br /&gt;
&lt;br /&gt;
*The &#039;Salvage Fields&#039; are &#039;free&#039; claims, though basic salvage rights should be respected.&lt;br /&gt;
&lt;br /&gt;
*The assorted, smaller &#039;Points of Interest&#039; in the immediate vicinity of the colony are &#039;uncontested&#039;(E.G, scorched outpost, lost outpost, etc).&lt;br /&gt;
&lt;br /&gt;
===Enforcement of Claims and Jurisdiction.===&lt;br /&gt;
As previously stated, it is the duty of Marshals and Blackshield to enforce salvaging rights - though they may vary on where their areas of jurisdiction come into play. &amp;lt;br&amp;gt;&lt;br /&gt;
Blackshield are largely expected to handle matters of salvage disputes where exterior forces threaten Nadezdha Colony(or upon request, colony allies) claims. Exterior factions attempted to jump claims owned by Prospectors should result in their dispatching.&amp;lt;br&amp;gt;&lt;br /&gt;
Marshals however are granted jurisdiction over legal matters of enforcement. Colonists jumping claims that are rightfully held should be charged accounting for the details of the matter. &amp;lt;br&amp;gt;&lt;br /&gt;
In the event where jurisdiction may be at question, it is important to remember that while the blackshield holds legal jurisdiction outside the perimeter fence - they are typically less oriented in the minutiae of law, and should they have to step in to enforce claims upon colonists past the walls they must hand over said colonists on return for processing by Marshals.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Additional Caveats===&lt;br /&gt;
*Salvage rights may, at the determination of their holder - be granted or leased. E.G, The Prospectors may, at the determination of the Foreman or Overboss Hogg grant rights over claims to other factions, allies, etc. &lt;br /&gt;
*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of &#039;equal value&#039; taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences&lt;br /&gt;
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-jumpers to return the stolen salvage and leave before force is used.&lt;br /&gt;
*Areas outside of the planets orbit, such as the nearby asteroid field in space, are not claimed by the colony directly. Salvagers and security forces operating there may salvage, but hold no direct claim over the materials there.&lt;br /&gt;
*Areas within the purview of Colony Salvage Law shall have their mineral resources granted exclusive purview for Lonestar Shipping to exploit, Lease or Manage as they will.&lt;br /&gt;
&lt;br /&gt;
==Intellectual Property==&lt;br /&gt;
&lt;br /&gt;
Nadezhda colony is filled with products produced with propietary designs from factions both within and without the colony. These designs belong exclusively to the company that owns them, however legal license to produce the items is distributed in the form of disks. As a general rule, no faction has any claim on any disk or item salvaged by another, nor any item which was manufactured by them or sold to them by a lawful owner, regardless of whether the design originated with the faction. The exceptions to this rule are as follows:&lt;br /&gt;
&lt;br /&gt;
*Unprotected design files, such as those found on factory disks or made by Soteria Research, are forbidden to leave the control of that faction without the written and stamped permission of the Faction Head. If such a disk is stolen, all items produced from it may be reclaimed. This is considered §505: Misappropriation of Intellectual Property, with the legal liability falling on the individual who stole or distributed the designs.&lt;br /&gt;
*Factions may act to protect the integrity of their uniforms to prevent confusion. Any Faction Head may prohibit those not belonging to their faction from wearing uniforms of that faction. Primes may not restrict non-clergy clothing from anyone who has not been formally excommunicated from the Church. Refusing to comply with the directive of a Faction Head in this matter is considered §102: Failure to Execute an Order.&lt;br /&gt;
&lt;br /&gt;
== Contraband Policy ==&lt;br /&gt;
=== Minor Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Minor Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zoom&lt;br /&gt;
* Mind Breaker&lt;br /&gt;
* Warlock Velvet&lt;br /&gt;
* Slime Jelly&lt;br /&gt;
* Cryptobilin&lt;br /&gt;
* Impedrezene&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Thermal Goggles (this includes implants)&lt;br /&gt;
* Random wave radio (owned by Lonestar, legal so long as procedure is followed as stated in Lonestar SOP)&lt;br /&gt;
* Chameleon devices (gloves, projectors, suits, armor, guns, etc)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Hardsuit Voice Synthesizer&lt;br /&gt;
* Data Jack module&lt;br /&gt;
* Electro Warfare module&lt;br /&gt;
* Thermal Modules (Including built-in thermal helmets &amp;amp; rig-mounts)&lt;br /&gt;
* Chameleon device (clothing forms, projector, etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Minor Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Thermals are considered contraband for all departments. Thermals are however permitted outside the colony or during a declared red alert level. This goes for the augmentations, glasses, helmets or rig-suit modules. The following items are considered thermals: Augmented shades, Thermo-nightvision helmets, Thermal goggles, Thermal augmentations and bioaugmentations. Along with any hardsuit modules that contain thermals.&lt;br /&gt;
** If either Church or Soteria provide to a colonist thermals illegally they are to be charged for minor contraband. If a Soteria staff continues to do so repeatedly, then they are to be demoted immediately. Heads of staff in Soteria or the Church continuing are to be detained, charged with abusing their executive powers, and demoted after a fax has been sent up to the faction leader. &lt;br /&gt;
** Permits can temporarily be issued by a Warrant Officer for their usage or transportation through the colony. Any surgical implantation of thermal augments by Soteria requires a properly written form signed by both the doctor and the Warrant Officer permitting such augments be used under Soteria&#039;s supervision.&lt;br /&gt;
* The shooting range is considered a testing zone for science. Items sent from science to the range for testing must be announced over general comms. In the instance of Soteria testing explosives up at the shooting range, it must be a device capable of small explosives only. Larger explosions are to be tested out in the mines.&lt;br /&gt;
* The chemicals in the list above are considered minor contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* All encryption keys that are not supplied to a colonists workplace are considered minor contraband. If sensitive or private information is gained through the use of encryption keys that a colonist should not have access to they should also be charged with violation of employee privacy. This is applied even if it was not the intent of the person using the encryption key. Legal access to an encryption key can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason. Please note that allies and neutral factions may have their own encryption keys - these are not illegal and should never be taken away.&lt;br /&gt;
* ID cards that are modified to give access to a normal departmental area of the colony without head departmental permissions are considered contrband. If, however, this access is issued either by a relevant head of staff or during the case of an emergency no timer or charge should apply. Legal access may be given by a head of staff to their department to another employee at anytime but may also be revoked at any time at the discression of the issuing head of department.&lt;br /&gt;
&lt;br /&gt;
=== Major Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Major Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zombie Powder&lt;br /&gt;
* Demon Powder&lt;br /&gt;
* Chloral Hydrate&lt;br /&gt;
* Polytrinic Acid&lt;br /&gt;
* Voice Nanites&lt;br /&gt;
* Handy Prints Nanites&lt;br /&gt;
* Napalm&lt;br /&gt;
* Tetraricide (Sweet Death)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Bluespace Harpoon&lt;br /&gt;
* Any explosive device (Must be currently explosive or easily capable of becoming explosive. A plasma tank, valve, and oxygen tank can be considered easily capable even when separated. A shellshock rifle or rail gun is not unless presently rigged to fire explosives.)&lt;br /&gt;
* Any and all Uplink devices.&lt;br /&gt;
* Freedom implant, Compressed matter implant, Explosive implant&lt;br /&gt;
* Chameleon device (Object Chameleon device cloner)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Combat mechs (Durand, Gygax, Phazon)&lt;br /&gt;
* Mechs rigged for combat, such as a ripley or odysseus modified with a jury rigged weapon.&lt;br /&gt;
* Any mind swapping technology.&lt;br /&gt;
* All Teleporters (modules, hand teleporters, etc.)&lt;br /&gt;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Functioning Cryptographic Sequencer (Also known as an Emag)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Major Contraband Exemptions &amp;amp; Stipulations ==== &lt;br /&gt;
* Soteria may test combat mechs at a firing range or outside the colony but &#039;&#039;&#039;must&#039;&#039;&#039; announce any and all movements of where the mech will be moving. Including the starting point to the desired ending point of the travel. These mechs may &#039;&#039;&#039;not&#039;&#039;&#039; be left in public spaces or otherwise operated, apart from moving through, public spaces unless exemptions are provided in the case of an emergency by security personnel.&lt;br /&gt;
** Permits for a combat mech may be temporarily issued by a Warrant Officer or Supply Specialist to non-Soteria personnel. The [[Example_Paperwork#Item_Application|proper forms]] should be filled out and the mech either housed inside of the employee&#039;s designated department or within Soteria&#039;s mech bay when not being used. Transporting any combat mech of any kind must be announced over public comms and cannot be driven freely across the colony. This policy and associated paperwork applies to any mech, including those obtained through salvage.&lt;br /&gt;
** Non-standard combat mechs / Non-combat mechs rigged for combat are not legal to own nor may receive licenses for normal usage. However, during Code Red or Code Delta emergencies they may be utilized by security personnel or otherwise permitted to be used by personnel determined to be fit and trust worthy by security personnel. All jury rigged weapons should be removed after the state of emergency without exception.&lt;br /&gt;
* The chemicals in the list above are considered major contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* Bluespace harpoons, and other teleportation items, may be used for research purposes by Soteria institute personnel. However, this does not mean they can be transported openly nor used or otherwise utilized outside of Soteria research departmental grounds. If transported outside of the department major contraband charges are applicable. If misused to teleport and employee unwillingly, as teleportation can be incredibly dangerous if not life threatening, see §413 - Unwilling Teleportation.&lt;br /&gt;
&lt;br /&gt;
===== Explosive Exemptions =====&lt;br /&gt;
Contraband explosives are considered, but not limited to: any device presently capable of causing wide-spread and reasonably uncontrolled damage. This includes, but is not limited to, frag grenades, incendiary grenades, EMP grenades, tank transfer bombs, explosives grenades, incendiary grenades, land mines, and other similar objects capable of replicating any of the listed items effects. Items such as non-explosive flashbangs, smoke grenades, or cleaning grenades are not considered explosives. An oxygen tank, transfer valve, plasma tank, or scrap rifle with its safety measures enable would not count individually as explosives, only if the devices were within reasonable proximity and had steps taken to allow them to be used as explosives. I.E. a scrap rifle with its safety systems off is contraband, a persons bag containing heated plasma tanks, oxygen tanks, and transfer valves would be reasonably considered an explosive object. This exception only applies if the objects are, viably, capable of causing an explosion, if the plasma tank and oxygen tanks are empty and cannot explode it would not be considered contraband. Best and reasonable judgment applies.&lt;br /&gt;
&lt;br /&gt;
Exceptions to the above clause may only be found in four cases:&lt;br /&gt;
&lt;br /&gt;
1. The Marshals and Blackshield may use whatever explosives they require to perform their duties during a code blue or higher scenario. Responsibility for all damage to persons or property are the sole responsibility of the individual using the explosive devices. Low-yield grenades and small-arms explosive ordinance, such as grenade launcher rounds, may be tested at Marshal or Blackshield ranges with proper notification that explosives will be fired at the specified range.&lt;br /&gt;
&lt;br /&gt;
2. Soteria Research may use any manner of explosives in the pursuit of research, the determination of what is considered ‘research’ is left to the sole discretion of the chief research overseer or, in the event one is not present, the biolab overseer. If neither is present, a low council vote is required to determine if the pursuit of research is considered scientific.&lt;br /&gt;
&lt;br /&gt;
3. Prospectors may carry and use explosives outside colony walls at their discretion, provided the explosive do not damage colony property or other persons from the colony or colony allies. Prospectors must hold all explosives within their department or with security in either the gate house or armory. The transportation of explosives should always be announced publicly.&lt;br /&gt;
In the event a prospectors wishes to sell explosive devices, be it to Soteria or Lonestar, this must be done with a member of the blackshield or marshal present and in the lobby of the respective department. In this scenario the explosive(s) must be stored in the buying department immediately. A form and record of the transaction should be recorded by security and filed with the WO, premier, sergeant, commander, and supply specialist.&lt;br /&gt;
&lt;br /&gt;
4. Permits &#039;&#039;&#039;may&#039;&#039;&#039; be written for temporary explosive usage within determined location at the descression of the Warrant Officer or Supply Specialist. Examples would be the allowance of Lonestar mining personnel to make use of small-yield explosive devices in mining operations, or temporary permits for Church for the transport of grenades for use in Deep Maintenance.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with the above section can and will result in the applicable charges and fines as expected by discretion of security personnel. This may include, but is not directly required to, charges of major contraband or negligence. In the event the explosive device is misused this may be upgraded to additional charges of Sabotage, Manslaughter, Major Sabotage or Murder. &#039;&#039;&#039;Improperly stored explosives that are stolen may confer charges both to the individual who stole and misused them and the individual who failed to properly safe keep the explosive devices, in this event both individuals receive the same charges regardless of fault.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Reasonable storage of an explosive device is determined by security discretion but the following factors should be considered when determining what is reasonable.&lt;br /&gt;
&lt;br /&gt;
Was the device in a locked container such as a secure locker, secure briefcase, safe, secure crate, or wall locker?&lt;br /&gt;
&lt;br /&gt;
Was the device and potential containers holding it secured behind access locked doors?&lt;br /&gt;
&lt;br /&gt;
Was the location of the device(s) kept discrete and related information on a need to know basis?&lt;br /&gt;
&lt;br /&gt;
=== Excelsior Equipment / Excelsior Contraband ===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Excelsior Equipment&lt;br /&gt;
Note, if it&#039;s marked Excelsior (EXCLUDING SOAP), it&#039;s Excelsior Contraband. If it isn&#039;t, it&#039;s fine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Guns and Armor&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Weaponry (&amp;quot;Excelsior Kalashnikov&amp;quot;, &amp;quot;Excelsior Drozd&amp;quot;, &amp;quot;Excelsior PPSh&amp;quot;, etc.)&lt;br /&gt;
* Excelsior Branded/Colored Armored Voidsuits &amp;amp; Helmets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Technology&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machine Parts (Including Circuit Boards and Stock Parts)&lt;br /&gt;
* Excelsior Branded Implants&lt;br /&gt;
* Excelsior Branded Data-Disks (Such as Means of Production/Revolution, among others for specialized items.)&lt;br /&gt;
* Excelsior Branded Power Cells&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Machinery&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machinery (Including Teleporters, Autolathes, and so on.)&lt;br /&gt;
* Excelsior Branded Defensive Systems (Including Turrets, Shield Generators, and so on.)&lt;br /&gt;
* Excelsior Branded Boom Boxes&lt;br /&gt;
|}&lt;br /&gt;
==== Excelsior Contraband Exemptions &amp;amp; Stipulations ====&lt;br /&gt;
* Excelsior equipment &#039;&#039;&#039;may never&#039;&#039;&#039; be operated by Security personnel, no matter their status within the Church, Psionic-testing or other implant-destroying augments. All Excelsior-branded technology should either be put into evidence by the Marshal department, if it is used in the conduction of a crime, or destroyed. No department may receive permission nor contraband licensing to use or otherwise utilize Excelsior technology unless an exemption is given by the High Council itself.&lt;br /&gt;
** Soteria Science may be handed Excelsior tech as a means of destruction. Soteria Science may not preform experiments with Excelsior tech but they may use it in a destructive analyzer to be used in the production and research of non-Excelsior technology.&lt;br /&gt;
** Guild may be handed Excelsior tech to be deconstructed as a means of useful destruction of Excelsior branded technology. Guild may not use nor utilize Excelsior technology itself but they may break it down in either their department&#039;s industrial autolathe or through their department&#039;s nanoforge machine.&lt;br /&gt;
** Marshals may utilize their Nanite Reconstructor in the armory to break down Excelsior weapons or armor. However tech like Excelsior branded cells or computer-components will not be able to be broken down by said machine. Personnel must find an alternative for those deconstruction methods.&lt;br /&gt;
&lt;br /&gt;
==Criminal Regulations==&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
There are two core types of modifiers: Criminality modifiers and Sentencing modifiers. Criminality modifiers alter whether or not an action is actually criminal in nature and can alter what charges can/should be pressed for a given incident. Sentencing modifiers do not alter the charges but rather the sentence, either upwards or downwards.&lt;br /&gt;
====Criminality Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#fff2cc;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Self Defense&#039;&#039;&#039; || To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others, however they are required to use only necessary force and to call for medical aid for their aggressor if they are in critical condition. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies to &amp;quot;defending&amp;quot; oneself against a lawful arrest, even if the charges are later found to be untrue. || Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defense of Property&#039;&#039;&#039;|| To have acted with appropriate force in defense of one&#039;s rightful owned or claimed territory under colony law. Appropriate force is always nonlethal force unless the aggressor pulls out a lethal weapon. Same duties to obtain care for injured individuals that is given with Self Defense apply here. This modifier &#039;&#039;&#039;never&#039;&#039;&#039; applies when &amp;quot;defending&amp;quot; one&#039;s area against Security acting on a properly authorized warrant. || Immediate Release&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Good Samaritan Clause&#039;&#039;&#039; || To break the law to prevent a greater harm from occurring. The greater harm must be imminent rather than hypothetical, and the law must be broken as little as reasonably possible. For example: breaking into a department to rescue someone whose suit sensors show they are in critical condition or dead. Acts found to be unreasonable will not be protected by this clause. Failure to comply with an investigation is never protected by this modifier. || Dropping of any charges that depend on ill intent.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Entrapment&#039;&#039;&#039; || To be charged with a crime the offender was induced to commit by Security and, without their help, either would not have or could not have committed. || Charges should be either reduced or dropped depending on their own level of indepedent criminal intent. The officers running the operation should be charged with Violation of Employee Rights as well as the charges they intended to entrap the victim with.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accomplice&#039;&#039;&#039; || To knowingly and materially aid another in the commission of a crime. Both elements are important: a merchant who sells a gun to someone with no knowledge it will be used for murder is not liable, nor is someone who simply cheers on someone else comitting a crime. Providing instruction on how to commit a crime does count as material aid, however, e.g. telling someone how to make a bomb. || Apply all charges for the crime that the primary suspect was aided in to the accomplice.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Authorized Use of Force&#039;&#039;&#039; || Use of force that is legally authorized. The primary example is the Marshals using force to bring in resistant suspects in accordance with their SOP. This modifier also applies to Soteria Lifeline Technicians using nonlethal force (including against Marshals or Councilors) to prevent someone from taking their patient, and Vectors using nonlethal force on members of the Absolutist church who are resisting internal discipline. || Charges should not be applied if the use of force was within legal guidelines.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sentencing Modifiers====&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Modifier !! Description !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cooperation with Prosecution&#039;&#039;&#039; || To aid members of colony security, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense. || 25% to 50% timer reduction. This only applies if information is provided that leads to bringing in a suspect that was not already apparent with the information security had.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Surrender&#039;&#039;&#039; || To willingly surrender oneself to security staff; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders. || 25% to 50% timer reduction. Execution may not be issued to those who have surrendered. Crimes worth of Holding until Transfer may be reduced to a timed sentence no less than 60 minutes at the discretion of the Warrant Officer.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Offense by Colony Command&#039;&#039;&#039; ||To be a member of the colony&#039;s command structure, including Steward and Premier, and to commit any Severe or higher level crime, or any crime that references this section in its sentence. This does not require formal conviction by a Tribunal, but a Warrant Officer can expect the charges to be overturned and charges to be filed against them if their fax to the High Council does not include sufficient evidence. || The Warrant Officer, at their discretion, may impose a shift-length dismissal on the individual. This sanction may only be overturned by the Faction Owner or the Low Council. Additionally, the Low Council may vote to impose sanctions either without a Warrant Officer/despite their disapproval or if they wish to impose more serious sanctions than a shift-length dismissal.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Repeat Offender&#039;&#039;&#039; || To commit the same crime multiple times in the same shift. This only applies if someone is punished for it and then commits the same crime after release, not for a string of offenses in a row.|| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc. This also goes for fines. Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Immediate Threat to the Prisoner&#039;&#039;&#039; || To be incarcerated when a situation in the Marshal area poses an immediate threat to the health of the prisoner || The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released. If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Use of Powers&#039;&#039;&#039; || To use abilities greater than those normal for a member of one&#039;s species in the commission of a crime. This includes (but is not limited to) psionics, nanogates, cruciforms, and Soteria-created genetic mutations. There must be reasonable belief that powers were used in such a manner; however, due to the nature of these powers being easy to conceal after the fact, hard evidence is not required. Officer discretion is encouraged, and they may choose not to apply this modifier if they believe the evidence is insufficient. || Any crimes given to the person has its fine value or time served automatically doubled. If the empowered person has a HuT sentence, it is highly encouraged to have their powers removed if it can be done safely. A empowered individual using their powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their powers should be removed before revival. In the case of a cruciformed individual killed relating to this section, if a Vector/Prime is available to properly remove the cruciform from the corpse this should be done; otherwise it should remain attached but deactivated.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crime by AI/Cyborg&#039;&#039;&#039; || For Colony AI or Cyborg to commit actions that are criminal in the eyes of the law. Marshals are to operate as per normal. Soteria is to cooperate with the Marshals in regards of these matters, to see if the AI or Cyborg are malfunctioning before allowing them to be arrested.A warrant is specifically required for security to enter the AI core, and Soteria personnel should accompany them to ensure matters are handled peacefully. Squads of Marshals or Shields should not be going into the core unless the AI in question is malfunctioning and/or hostile. As a further note, the AI and Cyborgs cannot open high access areas unless in a state of emergency, for example, the Marshal, Blackshield, or Command armory. The only other time they can open such areas is to clear out infestations and nothing more. || Cyborgs can be locked down within their cells or, if this is not possible, have their MMIs removed and tossed into a cell to serve the appropriate amount of time, or Soteria can choose to pay for their fine. Card the AI and toss it into the cell, much like the borgs. Once they have served their time, return them to their proper vessels. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Quick Reference Guide ===&lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge a colonist with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 108 for trespassing into a department, 105 for stealing an item from the department and 204 for attacking an employee trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Property Crimes&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X01)&#039;&#039;&#039;&lt;br /&gt;
|Vandalism&lt;br /&gt;
| -&lt;br /&gt;
|Destruction of Property&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Failing Duty&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X02)&#039;&#039;&#039;&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|Negligence&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rights Violations &#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X03)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violence&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X04)&#039;&#039;&#039;&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Theft&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X05)&#039;&#039;&#039;&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|Violation of Salvage Rights&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Contraband&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X06)&#039;&#039;&#039;&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Obstruction&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X07)&#039;&#039;&#039;&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|Treason&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Trespass&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X08)&#039;&#039;&#039;&lt;br /&gt;
|Trespass&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Resisting Lawful Authority&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X09)&#039;&#039;&#039;&lt;br /&gt;
|Violation of Injunction&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Escaping from Confinement&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abuse of Lawful Authority&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X10)&#039;&#039;&#039;&lt;br /&gt;
| -&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Disrupting Command&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X11)&#039;&#039;&#039;&lt;br /&gt;
|Sending a Time Wasting Fax&lt;br /&gt;
|Forgery&lt;br /&gt;
|False Testimony&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unconscionable Behavior&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X12)&#039;&#039;&#039;&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
|Cannibalism&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bodily Autonomy Violations&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;(X13)&#039;&#039;&#039;&lt;br /&gt;
|Harassment&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|}&lt;br /&gt;
===Specialty Charges===&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an officer or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty colonist, a mediation should occur with the victim. The debtor&#039;s personal items may be forcefully liquidated to cover their debt, or an agreement reached to repay the debt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the colony or it’s security team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 1,000 credits may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 500 credits. Injuries such as fractures or injuries that leave a patient in codification condition should be 1,000 credits.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Blackshield committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|003 - Suicide Attempt &lt;br /&gt;
|To physically attempt to or credibly threaten to end one&#039;s own life either through radio communications or while in brig.&lt;br /&gt;
|Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.&lt;br /&gt;
&lt;br /&gt;
Upon their timer ending the prisoner should be held until medical personnel can arrive to escort them for psychiatric examination. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a colonist or department without provocation, stalking a colonist or refusing to leave a department, yelling over ones headset, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 1,000 credits may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Lack of Security, Medical, or Employment Records&lt;br /&gt;
|To be a registered member of the colony without any form of qualified records.&lt;br /&gt;
|This does not apply to outsiders visiting the colony nor members of the Hunters Lodge. &lt;br /&gt;
&lt;br /&gt;
All members of the colony are required to meet the minimum requirements highlighted [[Example_Paperwork#Character_Records|within the Character Records Section of Example Paperwork]].&lt;br /&gt;
&lt;br /&gt;
If a colonist does not meet this requirement, Security personnel should interview the colonist and aid them in setting up required records, providing a format sheet for them to fill out and put on file.&lt;br /&gt;
&lt;br /&gt;
If the colonist is not willing to file paperwork, they are to be released and High Council is to be notified. (Fax or A-help - records are a rule issue.) High Council will advise on actions to take, if any, regarding the issue.&lt;br /&gt;
&lt;br /&gt;
An offender who actively lies about their implant status - such as not reporting their nanogate, psionic, or church implant within their records is to receive a &#039;&#039;&#039;Providing False Testimony&#039;&#039;&#039; charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|006 - Data/Information Breach&lt;br /&gt;
|To knowingly and willfully communicate information, gained in confidence through private or departmental channels, to personnel without legal access. Department Heads have authority to communicate information from their respective channels.&lt;br /&gt;
&lt;br /&gt;
|A timer of no more than 30 minutes but no less than 10 and/or a minimum fine of 250 credits, up to 1,000, may be issued depending on severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Minor Charges===&lt;br /&gt;
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! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately deface or minorly damage colonial or departmental property without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, to littering in a public or departmental area, to minorly damaging a Soteria cyborg&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 500 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 250 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|To deliberately deny an employee certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically security or medical staff for a major SoP violation due to it going against another colonist’s rights. The colonist or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from Security using thermals without reason, Medical sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 1,000 credits to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with a colonist, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching a colonist when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 500 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another department and/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a department or owned by a person. This includes people taking items from their own department they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 500 credits with the addition of the item(s) being returned.&lt;br /&gt;
&lt;br /&gt;
If the stolen item(s) cannot be recovered then the offender may be forced to pay the item(s) cost to the victim. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Table.&#039;&#039;&#039;&lt;br /&gt;
|For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the chief biolab officer.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as a chameleon weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Marshals, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area. Detainment until the situation in question has been resolved.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a department lobby, the bar, or the kitchen also apply if asked to vacate the area by relevant department staff. Those with access typically should not be in those areas unless they have a good reason or permission from the department&#039;s relevant staff. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security personnel with an authorized warrant and council members conducting investigations authorized by an LC vote may not be asked or made to leave.&#039;&#039;&#039;&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as a Property Crime if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, colony control room or the outer perimeter see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the marshal or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the warrant officer only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Sending a time wasting fax See [[Faxes]]&lt;br /&gt;
|To send a fax to a faction leader of the colony or its allies that is considered unnecessary or unneeded. Do note that in [[Faxes]] it outlines what is and isn&#039;t a time wasting fax.&lt;br /&gt;
|This charge can only be given by a faction owner or faction ally, not by heads of staff or marshals.&lt;br /&gt;
|15 minute in a cell or a 750 credit fine.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms to seriously hurt or kill a colonist, previous violent convictions approaching while threatening a colonist, or if a colonist was to chase another colony member or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, charge &#039;&#039;&#039;Assault&#039;&#039;&#039; instead. If the offender stalks the victim also charge &#039;&#039;&#039;Harassment/Stalking&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Harassment or Stalking&lt;br /&gt;
|To take repeated actions for the purpose of harassing an individual, or to continue following them after being asked to stop.&lt;br /&gt;
|This crime does not apply if there is a lawful reason for the conduct, such as Marshals pursuing an investigation or a Head trying to get their employee to do their job.&lt;br /&gt;
|Timer of no more than 5 minutes or a 250 credit fine paid to the victim.&lt;br /&gt;
&lt;br /&gt;
Injunction placed at discretion of the WO&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Moderate Charges===&lt;br /&gt;
&lt;br /&gt;
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! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Dereliction of Duty&lt;br /&gt;
|To fail to complete the core functions of your job when they are necessary&lt;br /&gt;
|This is intended to handle situations where a job is required but the individual who should handle it is doing non-job related things or taking a break. For example, doctors not responding to calls for medical assistance, the Marshals not investigating a crime, the Prospectors not looting areas or not setting up their shop afterwards, or the chef not preparing any food. Providing products is not considered a core function of the Science department or the Guild unless there is an emergency and supplies are needed to aid with it. &lt;br /&gt;
&lt;br /&gt;
If there is more than one person in the relevant job and none respond to a call, all are to be punished unless they were occupied with other job-critical activities. If there is uncertainty about whether something a core function, the Faction Head and other professionals should be consulted but the final judgement rests with the Marshal handling the case.&lt;br /&gt;
|Forfeiture of 1 hour&#039;s pay to the corporate account. Timer of no more than 15 minutes. Dismissal at the discretion of the Head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish an employee without proper cause or reason, or in violation of due process rights such as Habeas Corpus.&lt;br /&gt;
|This is mainly for marshal officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause physical harm or mild injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it. This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition, or other less-than-lethal means, without just cause counts as assault.&lt;br /&gt;
&lt;br /&gt;
See ‘’’Aggravated Assault’’’ if any lethal ammunition are used, or if the victim suffers a broken bone or notable life-threatening hospitalization. See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill. See ‘’’Threat of Murder or Serious Injury``` as a secondary charge to any threats made while brandishing a weapon with a stated threat to murder.&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking an employees pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or credits takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the department head. If committed by a member of the Low Council, subject to sanctions pursuant to Offense by Colony Command.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Major Contraband &lt;br /&gt;
|To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
|See &#039;&#039;&#039;Contraband Table&#039;&#039;&#039; for what applies to this charge.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Supply Specialist, Brigadier, or the provost Marshal to override this law. &lt;br /&gt;
&lt;br /&gt;
The Chief Biolab Overseer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess any contraband so long as they comply with their &#039;&#039;Contraband Policy&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes and the confiscation of contraband items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is injured because of this, also charge &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, also charge the relevant Property Crimes charge. If a colonist dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;208&lt;br /&gt;
|Disregard of Emergency Restrictions&lt;br /&gt;
|To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
|Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge Manslaughter.&lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
| Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the officer trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An officer should take into account their reason for not reporting to security immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in security has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force.&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that do not require medical treatment beyond first aid but are still unwarranted. If the suspect required more than basic first aid, charge instead &#039;&#039;&#039;Severe Excessive Use of Force&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 2,000 credits paid to the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;211&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a fax to issue orders posing as the High Council or a superior, falsifying a medical prescription or falsifying ones records to pose as either more certified or to fake eligibility for job positions.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|To abuse bodies of dead or previously dead people. Acts may range from non-medical or scientific desecration of a corpse to cannibalistic acts.&lt;br /&gt;
|Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039; without consent. Preventing a body from being repaired or cyborged also falls under this. Bodies rendered incapable of wound repair count as &#039;&#039;&#039;Murder&#039;&#039;&#039; instead. &lt;br /&gt;
If the body or any part of it is consumed, instead charge &#039;&#039;&#039;Cannibalism&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;213&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where colonists are roaming around Nadezhda, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. A marshal can request a male colonist to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 20 minutes, alongside a fine of 500 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Major Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Destruction of Property &lt;br /&gt;
|To destroy the property of a colonist, a colony faction, or the colony itself without valid reason, either deliberately or through negligence&lt;br /&gt;
|The property in question can belong to another individual, to a faction, or the colony at large. This crime includes destroying normal doors or walls, recycling or disassembling equipment, or damaging a cyborg to the point it needs internal repairs. Valid reasons include (but are not limited to) normal recycling and research activities. If an item is stolen and destroyed, charge either the relevant Theft level or this, whichever is more severe.&lt;br /&gt;
&lt;br /&gt;
If a colonist is killed because of it, also charge &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Negligence&lt;br /&gt;
|To cause notable damage to a colonist by failing at one&#039;s duty, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest mistakes, laziness, or deliberate disregard. This is usually because an employee ignored Standard Operating Procedure or failed to follow an order, but may also be applied if they failed to do something that a reasonable and competent professional in their role would do. It also applies any time any SOP explicitly calls for it, regardless of actual harm (e.g. engaging in human experimentation without a waiver). If a colonist is killed because of it, instead charge Manslaughter; if equipment is destroyed, charge Destruction of Property. This crime cannot be charged alongside Destruction of Property if the damage is the only significant result of the negligent conduct.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Excessive Charges&lt;br /&gt;
|To punish a crew member in excess for their crime, to give a crew member incorrect punishment, or to give fraudulent charges that are not valid.&lt;br /&gt;
|This includes stacking charges improperly, planting evidence, confiscating contraband if it is being used in a legal manner under the Contraband Policy, or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion/Dismissal at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §304&lt;br /&gt;
|Aggravated Assault&lt;br /&gt;
|To cause severe injury to another employee or colonist, typically requiring invasive surgery or resulting in life-threatening physical harm.&lt;br /&gt;
|This is in reference to any form of assault that causes shrapnel, broken bones, severe bleeding, or otherwise rendering a victim into a state of critical condition. Shrapnel left in one’s body may count if the rounds are not LTL rounds. For LTL round usage that do ‘not’ result in broken bones or cause a life threatening injury, but may still embed, see ```Assault```.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Any cost of medical treatment must be paid immediately to the victim by the offender. If the offender cannot afford the medical treatment cost, see ```Defaulting on Debt.```&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;305&lt;br /&gt;
|Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039;, or otherwise taking undue action against a rightful claimant.&lt;br /&gt;
|The consideration of the stolen item(s) value should be taken into account when issuing this charge.&lt;br /&gt;
|Any stolen items should be returned to the proper salvage-claim holder. If the items are non-recoverable, or have been sold off, the offender is to repay that market-price of the stolen items to the victim. If the offender is not able to pay, apply specialty charge ```001 - Defaulting on Debt```.&lt;br /&gt;
&lt;br /&gt;
A timer of no more than 20 minutes may be issued on the offender alongside a 250 credit fine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by security, even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room,toxin storage or other essential high-security areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as a convict who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 30 minutes for escaping.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|To use more force than is legally justified during an authorized use of force which results in the victim requiring more than basic first aid&lt;br /&gt;
|For Marshals, what force is legally justified is defined by Marshal SOP. For other authorized uses of force, only nonlethal force is permitted. This crime covers injuries that require surgery or other advanced medical treatment beyond first aid. If a victim dies and the use of force was not warranted, also charge Manslaughter.&lt;br /&gt;
|Dismissal which can only be overturned by the Faction Owner, who must be faxed in all cases of Severe Use of Excessive Force. Timer of no more than 30 minutes. Payment of all medical bills of the victim&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §311&lt;br /&gt;
|Providing False Testimony&lt;br /&gt;
|To provide false or deliberately misleading testimony to colony officials&lt;br /&gt;
|This can be applied in relation to interviews with investigators or to the interviews had with colony officials to create records (see §005).&lt;br /&gt;
&lt;br /&gt;
This crime requires intent to mislead, as judged by the Marshal handling the case.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
In cases of false/incomplete records, they should be permitted one chance to get them corrected unless evidence of deliberate deception is found. If such evidence exists or the records remain false, apply sentence as above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;312&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or crew well-being (e.g genetics,weapon testing, etc.) don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but monkey cubes and the like probably aren&#039;t. &lt;br /&gt;
&lt;br /&gt;
Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms, or are fully tamed by a colonist. Tamed in this case means that they will not attack other colonists, or damage colony infrastructure.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 750 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If any named Colony Pet (Ian, Tea, Graves, Lisa, PunPun, and other pets that spawn in the colony with a roundstart name (this does not include ones made in-round unless specific by the High Council through fax/announcement) was targeted, it is an automatic 90 minute sentence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;313&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards a person or silicon unit.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Exceptional Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To deliberately destroy colony equipment without valid reason.&lt;br /&gt;
|This includes destroying secured doors or reinforced walls, unauthorized destruction of cyborgs, breaking of machinery, etc. Valid reasons include (but are not limited to) destruction needed to prevent a greater loss of life or destruction of the colony&lt;br /&gt;
|Timer of no more than 45 minutes. Payment to the victim for any repairs or replacements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;403&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for anyone who abuses the power given to them, such as the premier acting like a security officer in a non-emergency, the warrant officer acting as if he is above the law, etc. Heads of staff trying to order a different department or ignoring a council vote also comes under this, as does security staff attempting to give orders to non-security without legal justification.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the department head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a fax should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill a colonist without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are of a dangerous, of high value, or of sensitive nature.&lt;br /&gt;
|This means high-value weapons or explosives, and also includes items of singular importance such as the station blueprints, chief biolab overseers hypospray, or items not easily replaced / are not replicable.&lt;br /&gt;
&lt;br /&gt;
important items produced solely by the Church, such as Cruciforms, Absolutist Constructs, and other Absolutist artifacts are property of the Church and may at any time for any reason be demanded back. Refusal to return the items shall be considered &#039;&#039;&#039;grand theft&#039;&#039;&#039; and &#039;&#039;&#039;failure to execute an order&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
&lt;br /&gt;
|To be in illegal possession of or to actively operate Excelsior equipment. &lt;br /&gt;
|This applies to Excelsior batteries, guns or armor. Their lack of safety features, shoddily made structure and use in operation can endanger oneself or other colonists.&lt;br /&gt;
&lt;br /&gt;
The usage of Excelsior tech also is a tell-tale sign of an Excelsior agent or collaborator.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Provost Marshal or the Brigadier to override this law. No lesser official can override this law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Policy&#039;&#039;&#039;&lt;br /&gt;
|Immediate medical examination and confiscation of equipment.&lt;br /&gt;
&lt;br /&gt;
If Excelsior implant is found and removed the subject should be placed under psychiatric evaluation until deemed fit. If deemed fit the offender should be released.&lt;br /&gt;
&lt;br /&gt;
If Excelsior equipment is operated or sold but no implant is found see &#039;&#039;&#039;Treason&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;407&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
|An exception would be a law reset when obviously harmful laws have been uploaded. Only the council or two Soteria overseers together can authorize a law change outside of this situation.&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;410&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, also charge &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| §413&lt;br /&gt;
|Unwilling Teleportation&lt;br /&gt;
|To teleport a person, with either psionic powers or bluespace technology, who is unwilling or does not consent to the testing of such equipment on themself.&lt;br /&gt;
|Teleportation devices used by non-sicence members count as &#039;&#039;&#039;Major Contraband&#039;&#039;&#039;, charge both crimes in such cases. If a person does not consent actively to be teleported by another person, such as through a harpoon or portal-throwing, etc - this charge applies.&lt;br /&gt;
|A timer of no more than 90 minutes may be issued. If the victim dies as a means of this teleportation, see &#039;&#039;&#039;Murder&#039;&#039;&#039; or &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
If the victim is hurt during the teleportation, or in result of it, see &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The offender is to be demoted upon sentencing for the crime.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Capital Offenses===&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Major Sabotage&lt;br /&gt;
|To engage in Sabotage on a large scale or on important infrastructure.&lt;br /&gt;
|This includes actions that either affect a large area or which deprive the colony or a faction the use of critical equipment such as the Church&#039;s bioreactor, the Soteria AI, or critical infrastructure. Applicable to unsuccessful attempts, if intent can be reasonably proved.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If an employee is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the colony through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;503&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force a colonist to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see §203 (Illegal Detention, Arrest or Holding).&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To willfully and intentionally kill or attempt to kill a colony member or an ally of the colony. Or to prevent a rightful revival or else render a colonist unrevivable through clear action. &lt;br /&gt;
|Clear intent is needed to prove a case of murder over manslaughter. While Manslaughter is unintentionally causing death through accident, or unintended consequences, Murder is a purposeful act with the intent to take the life of another.&lt;br /&gt;
&lt;br /&gt;
Attempts to cover up an incident of Manslaughter may necessitate a charge of murder due to pre/post meditative evidence. &lt;br /&gt;
Additionally, should proof positive be obtained that indicates premeditation the penalty should be automatically adjusted to H.U.T and the low council should convene to determine if more extreme penalties are warranted, up to and including execution.&lt;br /&gt;
&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;505&lt;br /&gt;
|Misappropriation of Intellectual Property&lt;br /&gt;
|To gain access to in-house or proprietary Designs, Documents, Programs, or otherwise vital assets of a Colony Faction or one of the Colony&#039;s allies.&lt;br /&gt;
|Whether by theft, trespass, or buying such items without the departmental head&#039;s explicitly written and shown permission. &lt;br /&gt;
&lt;br /&gt;
Note that this does &#039;&#039;&#039;NOT&#039;&#039;&#039; include stealing items themselves, such as constructed Guild items or items purchased through the Lonestar Trade System -- only the theft of the program itself or the designs to make more of the Guild&#039;s items, or otherwise.&lt;br /&gt;
&lt;br /&gt;
|Hold until Transfer. The stolen proprietary assets should be returned to the faction or ally they were stolen from immediately unless they are directly required to be used as evidence in a tribunal. Any items gathered or created with the proprietary assets should be given to the faction or ally as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;sect;507&lt;br /&gt;
|Treason&lt;br /&gt;
|To deliberately undermine the efforts and interests of the colony at large, or to deliberately and willfully aid the efforts of hostile factions.&lt;br /&gt;
|This includes possessing or distributing Excelsior armor or weapons for purposes other than lawful destruction, attacking neutral factions without provocation or justifiable reason, giving a hostile faction information about the colony or its defenses, or taking up arms in support of a hostile faction against the colony. In cases of the Low Council voting to temporarily work with a normally hostile faction, Treason does not apply.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an AI upload or the Marshal armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a staff member may not be active. In rare cases, such as a code red incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as from a rogue AI or hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;509&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution unless the convict surrenders peacefully. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;510&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a colonist who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute a colonist or an ally based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having less than a unanimous sentencing vote, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The warrant officer is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact provost marshal Boris Kilmeade if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Provost Marshal Boris Kilmeade may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;512&lt;br /&gt;
|Cannibalism&lt;br /&gt;
|To eat the flesh of any sapient species&lt;br /&gt;
|Artificially made meat never counts as this. Eating flash-grown humanoids such as Voidwolves does count as this. This crime is charged alongside any relevant violence charges.&lt;br /&gt;
|Holding until Judgement&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;513&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape.&lt;br /&gt;
|This charge exists as a means to handle non-con scenes ICly when they do happen.&#039;&#039;&#039;Noncon RP is not permitted on this server. Ahelp staff when dealing with these charges.&#039;&#039;&#039;&lt;br /&gt;
|Permanent removal from the colony or execution.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Common Areas&#039;&#039;&#039;: Generally understood to be publicly accessible areas of the colony that are owned and maintained &amp;lt;i&amp;gt;by&amp;lt;/i&amp;gt; the colony rather than as part of an individual department.&lt;br /&gt;
* &#039;&#039;&#039;Lethal Firearm&#039;&#039;&#039;: A gun loaded or set to a fire mode that&#039;s main purpose is to inflict damage to put a person into a critical conduction and or kill. Rubbers when shot out of a gun that has mods to inflict additional damage onto the bullet itself automatically count as lethal.&lt;br /&gt;
* &#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires following the sanction process in general SOP to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including Assistant position. Requires following the sanction process in general SOP to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation at admin discretion))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying an on-shift general leadership position within a faction.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases at Warrant Officer discretion.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgment.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Marshal Officers. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
* Laws do NOT protect outsiders unless specified via Low Council vote, High Council decree, or in the case of colony allies. The only time laws may protect a neutral person or Outsider is in the case of the wording being &#039;Someone&#039;, &#039;Person&#039;, or &#039;People&#039; - implying this would cover non-colony members as well due to its wording.&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Lifeline_Technician&amp;diff=4389</id>
		<title>Lifeline Technician</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Lifeline_Technician&amp;diff=4389"/>
		<updated>2024-10-27T19:55:48Z</updated>

		<summary type="html">&lt;p&gt;LillyTrilby: Virology&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As a &#039;&#039;&#039;Lifeline Technician&#039;&#039;&#039;, you are not a man of science or medical. You take orders primarily from the [[Chief Biolab Overseer]] or the CRO provided those orders do not conflict. Your primary role is that of a trained and armed thug for medical. You make sure that medical remains safe by ensuring people don&#039;t trespass or steal items and remove those who shouldn&#039;t be there, by force if necessary and any outbreaks within medical or science are contained. Your secondary responsibility is that of an Soteria enforcer. Actions that require in house enforcement such as aiding doctors and security with violent patients in medical, and aiding in the destruction of escape slimes or kudzu from science. Your third duty is to aid medical doctors fixing patients, this can include retrieving chemicals, doing basic triage, and collecting people or escorting doctors to safely get to injured patients.&lt;br /&gt;
&lt;br /&gt;
You are also fully licensed to sell any and all chemicals to all colonists. If someone isn&#039;t an employee of the Soteria Institute, charge them for their chemicals (except for their prescriptions). You are also licensed to enforce triage and keep patients where they can be treated. Refer to the below check list for procedure and allowances of what you are capable of as a Lifeline Technician.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;You are, however, &#039;&#039;&#039;NOT&#039;&#039;&#039; qualified to perform Surgery &#039;&#039;&#039;under any circumstances&#039;&#039;&#039;. Refer to [[Standard_Operating_Procedure#Medical_Treatment_-_MOP|Standard Operating Procedure]] for the list of jobs that are qualified to perform surgery.&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;(That is: Doctor/CBO &amp;gt; Roboticist &amp;gt; Corpsman)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* When treating or claiming a patient, you must grab them or buckle them to a roller bed. Once you have laid your hand on a patient, they are &#039;&#039;&#039;your&#039;&#039;&#039; patient and cannot be taken from you except by a Soteria Doctor or the Chief Biolab Overseer.&lt;br /&gt;
* Claimed patients should be immediately treated then and there while being stabilized, if their injuries are too severe, transport them to medical immediately. If the patient is hostile, non-colony or not an ally, or they are a wanted criminal, handcuff them before transporting them.&lt;br /&gt;
* Once you&#039;ve claimed a patient and begin treatment, anyone who is not a Soteria Doctor or above attempting to take said patient from you may be met with immediate force. If someone attempts to pull away a patient or stop you from treating them, you are within your legal right to immediately shoot them with any &amp;quot;Soteria Surface Tension&amp;quot; weaponry until they are pacified. Other tools such as grapples, flashes, rubber bullets, or chemicals may also be used, within reason, provided they are meant to non-lethally disable someone. However, while some &#039;&#039;&#039;Doctors&#039;&#039;&#039;, &#039;&#039;&#039;Roboticists&#039;&#039;&#039; and &#039;&#039;&#039;Corpsmen&#039;&#039;&#039; might be rowdy, &#039;&#039;&#039;they are more qualified than you are at performing emergency surgery&#039;&#039;&#039;, and if the patient requires it, they should be handed to them to perform it without causing any conflict whatsoever. In these cases, your duty is to stabilize the patient enough for the doctors to do their job without having them keel over in the middle of surgery.&lt;br /&gt;
* &#039;&#039;&#039;Follow the rules of engagement in regards to force response. While trying to take your patient means you can disable someone, that does not mean you can kill them unless they start shooting back. Read the [[Laws]] section to ensure you don&#039;t run afoul of the marshals.&#039;&#039;&#039;&lt;br /&gt;
* If at any time the patient objects to treatment or wishes to leave your care, they are to be let go without incident, this also includes situations where the individual wishes to be released to Marshals or if lack of treatment would result in death. If they are awake and capable of declining, you are not responsible for them refusing treatment.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that you function heavily as a nurse when not acting as muscle and treatment of patients should be priority, in particular when assisting doctors. Lifeline techs are not expected to know everything in medical. They are not expected to know all of &#039;&#039;&#039;surgery&#039;&#039;&#039;, cryogenic operation, nor chemistry. &lt;br /&gt;
== Overview ==&lt;br /&gt;
You maintain order in medical and by extension science by being a mix between nurse and guard. While your primary purpose is as an enforcer for the Chief Biolab Overseer, you should focus on protecting and aiding anyone in Soteria to the best of your ability, ensuring safe operations.&lt;br /&gt;
&lt;br /&gt;
=== Full Duties and Powers ===&lt;br /&gt;
* Your first priority is ensuring medical is protected and remains functioning.&lt;br /&gt;
** You are given a set of less-than-lethal weapons to deal with thieves and trespassers, starting your shift with a selection of both lethal and less-than-lethal options, along with various detainment methods.&lt;br /&gt;
** These methods of detainment include handcuffs and a straight jacket with which you can legally use to restrain people in Soteria areas who warrant it. This includes people who are non-violent but refuse to leave for whatever reason.&lt;br /&gt;
* You are within your legal right to detain and remove &#039;&#039;&#039;anyone&#039;&#039;&#039; in medical or science who refuses to leave after being asked at least three times. This includes the legal right to stun and handcuff them. In the event the individual attempts to fight back, lethally or non-lethally, [[Officer|security]] should be notified and the offending person charged (this includes members of security themselves and heads of staff who fight Lifeline techs).&lt;br /&gt;
* While you are given the power to legally stun and cuffs others this does not make you &#039;&#039;&#039;THE LAW&#039;&#039;&#039; and the same rules that apply to security apply to you, excessive force, unwarranted stunning/cuffing, and general reckless behavior can and will get you charged. A [[corpsman]], [[roboticist]], or [[Vector]] aiding medical doctors and being useful can generally be left alone, but rubber neckers, looters, and people not being useful should be respectfully but firmly asked to leave.&lt;br /&gt;
* Your right to stun and detain others only applies in Soteria areas or those attempting to take a patient from you, you may not legally do this outside said areas unless you have a valid reason. In other words, outside your respective work zones you are just like any other colonist unless you have a patient in hand.&lt;br /&gt;
* After handcuffing and detaining someone you are required to take them out of medical or science &#039;&#039;&#039;immediately&#039;&#039;&#039; and uncuff them. The only time this changes is if the person committed a crime in medical, at which point you can hold the person until security comes to take them to processing. If they are still incredibly hostile even whilst handcuffed or have a large chance of breaking out of their handcuffs, you can inject them with soporifics and then transport them out into the medical lobby into a chair once they are unconscious. &lt;br /&gt;
&lt;br /&gt;
=== Secondary Duty: Being a Nurse ===&lt;br /&gt;
Your secondary duty is working with Soteria employees to ensure continued operation. &#039;&#039;&#039;Your primary concern should be Medical&#039;&#039;&#039;, aiding Doctors as an assistant and nurse in the form of treating critical and non-critical patients, fetching chemicals, and performing reasonable orders they request. Additionally, if Medical is secure and quiet, you may aid Blackshield or Prospectors within the colony. This can take the form of providing extra muscle to deal with whatever they might currently be dealing with, or simply being an extra set of hands to carry the wounded back to Medbay if it happens. While this is perfectly fine, keep in mind you do function as a guard for Medbay and should check in periodically if you leave or someone requests your assistance. Always verify with your CBO if one is present.&lt;br /&gt;
&lt;br /&gt;
You are also not limited to just Medical, as Lifeline Technician you can aid Soteria research as an assistant by providing protection and aid where you can. This can include protecting a [[Scientist|xenobiologist]] from slimes during xeno-research, following and defending an anomalist who is digging in the deep tunnels, and being an extra set of hands for any [[roboticist]] or researcher in the event they need it. In other words, you can be useful to any part of Soteria but you ultimately &#039;&#039;&#039;are Medical personnel and answer to the [[Chief Biolab Overseer|CBO]]&#039;&#039;&#039;. Keep that in mind if a scientist asks you to leave the research division &#039;&#039;&#039;or the [[Chief Research Overseer|Research Overseer]] attempts to boss you around&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>LillyTrilby</name></author>
	</entry>
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