<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://sojourn13.space/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SingingSpock</id>
	<title>Sojourn - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://sojourn13.space/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=SingingSpock"/>
	<link rel="alternate" type="text/html" href="http://sojourn13.space/wiki/Special:Contributions/SingingSpock"/>
	<updated>2026-06-02T13:54:04Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.42.3</generator>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=A_Crash_Course_in_Roleplaying&amp;diff=4253</id>
		<title>A Crash Course in Roleplaying</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=A_Crash_Course_in_Roleplaying&amp;diff=4253"/>
		<updated>2024-09-02T06:22:50Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Slapping that &amp;quot;Needs Revision&amp;quot; on this so Trilby won&amp;#039;t insist it&amp;#039;s canon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs Revision|reason = Various things in this document are inaccurate or out of date. Do not rely on this page for lore that isn&#039;t referenced on other pages.}}&lt;br /&gt;
&lt;br /&gt;
{{GetStartedHeader}}&lt;br /&gt;
&lt;br /&gt;
Roleplaying in Sojourn is a very important factor, more so than the other Space Station 13 versions out there (remember, different servers have different play styles! This is ours). This guide will go some way in helping you learn about roleplaying. The main rule for roleplaying is to not [[metagaming|metagame]].&lt;br /&gt;
&lt;br /&gt;
== General Tips ==&lt;br /&gt;
First thing&#039;s first, you are your character. You know absolutely NOTHING that they do not know. If you are a Colonist, you aren&#039;t going to know all the things the Soteria Doctors do, how to start an engine, or what have you. If you, personally, don&#039;t know something (like a complicated medical procedure), but your character should, it is safe to assume that you will be able to perform it.&lt;br /&gt;
&lt;br /&gt;
On the flipside, if a situation calls for you character to do something they aren&#039;t familiar with (e.g. performing first aid, or working a piece of equipment out of their knowledge), but you do, your character should NOT suddenly gain the appropriate knowledge. However, mechanically speaking this isn&#039;t exactly followed through very well, but roleplaying that you&#039;re doing something you aren&#039;t sure on, or potentially messing something up on purpose are good roleplay avenues to take this, as you can start with high enough bio to do surgery rather well in some roles that only start with low levels of bio, and so on.&lt;br /&gt;
&lt;br /&gt;
You should also try to act according to your position, e.g. be subservient to your superiors. You have no right to ignore the premier, unless, of course, you are the [[traitor]] (or he is and the entire colony knows). This is especially true of your direct superiors; you need to try and listen to your section head: the research overseer for the science team, the warrant officer for the security officers, the guild master for the engineering crew, the biolab overseer for medical, and the chief executive officer for civilian roles.&lt;br /&gt;
&lt;br /&gt;
Try using emotions in Roleplay, it helps to bring out your character. Being a completely emotionless, unafraid, Rambo-like character, is a bad thing to do.&lt;br /&gt;
&lt;br /&gt;
This goes for the same in serious situations. Do &#039;&#039;&#039;NOT&#039;&#039;&#039; run into an area where a hostage(s) is being kept captive, and try to take out the hostage takers. That is a very good way to get banned.&lt;br /&gt;
&lt;br /&gt;
Make sure to set your background information! This determines what skill levels you spawn with. Everything is essentially used through several skills. Mechanical, Bio, Cognition, Toughness, Robustness, and Vigilance. Mechanical is for engineering, Bio is for medical, Cognition is for science-related things, Toughness is how tough you are, Robustness is how robust in melee you are, and Vigilance is how good with a gun you are. (Robotics uses Mechanical and Cognition, so make sure to have some for both for example!&lt;br /&gt;
&lt;br /&gt;
In terms of [[metagaming]], there are some very bad examples. For example, calling someone a &#039;Traitor&#039; or [Insert name of whatever criminal organisation] if you happen to see someone committing a crime is very bad RP. Excelsior is the big-bad in our lore, and is a giant organization full of space-commies, in essence. Their equipment is MAJOR contraband, and has some &amp;lt;s&amp;gt;mind altering effects if implanted&amp;lt;/s&amp;gt; interesting things that can happen in relation to it.&lt;br /&gt;
&lt;br /&gt;
Unless you&#039;re a Warrant Officer or a Blackshield Commander, you probably won&#039;t have much of an idea about the finer details of Excelsior, or what equipment they have access to (for example, your character would really have no idea what an emag is in most circumstances unless they have a heavy technical background). Crying traitor all over the ship just because you found a mysterious package (which to your character is simply that, a &#039;mysterious package&#039; and NOT C4) is a big no no too. For further information, see [[Identifying Antagonists]].&lt;br /&gt;
&lt;br /&gt;
Using words like &#039;cultists&#039;, &#039;revs&#039;, &#039;revolutionaries&#039;, etc. is a very good way to have people label you as a metagamer. Don&#039;t do it.&lt;br /&gt;
&lt;br /&gt;
== Getting In Character == &lt;br /&gt;
Getting &#039;In Character&#039; can be hard, but the below should give you an outline as to how to do it.&lt;br /&gt;
&lt;br /&gt;
The first challenge of understanding your character is to get an idea of what they&#039;re like. Experienced roleplayers will notice that the personality of your character changes and evolves over time, but it&#039;s still useful to start out with a general idea. A few questions that you should be able to answer include:&lt;br /&gt;
&lt;br /&gt;
* To strangers, is my character shy/extroverted/friendly/arrogant?&lt;br /&gt;
* How much does my character value his job / How obedient is she towards her higher-ups?&lt;br /&gt;
* How would my character react to stress / a combat situation / blood and gore?&lt;br /&gt;
* How much pain can my character take? / Is my character afraid of death?&lt;br /&gt;
* What skills does my character have outside her department?&lt;br /&gt;
&lt;br /&gt;
Ask yourself these questions one by one and answer them. If you can&#039;t answer them right away, look at the way your character behaved so far, and use that as answer.&lt;br /&gt;
&lt;br /&gt;
Now, there&#039;s a bit of a special case here. Is your character a person who can stay calm in any situation, regularly ignores orders, doesn&#039;t have a problem with bashing in someone&#039;s skull with a toolbox if needed, never even feels slightly sick at the sight of gore, can take crazy amounts of pain without going crazy, and is only mildly afraid of death? If most of these points apply to your character, chances are, you haven&#039;t been playing your character. You&#039;ve been playing with your own personal goals in mind, while neglecting the feelings of the virtual entity on the screen.&lt;br /&gt;
&lt;br /&gt;
Sure, you may be playing a character who can take a lot of pain, who isn&#039;t afraid of death and who doesn&#039;t raise an eyebrow at the sight of someone&#039;s exposed intestines. But quite frankly, these types aren&#039;t just rare, a lot of the time they&#039;re also pretty boring to play. If you have a character like this, I have a few suggestions for you to try out. And don&#039;t worry, if they don&#039;t fit your favorite character, you can always make a new one with different character traits.&lt;br /&gt;
&lt;br /&gt;
* Try being shy. Use emotes like &amp;quot;blushes&amp;quot;, or &amp;quot;can&#039;t hold eye-contact and looks to the ground&amp;quot;&lt;br /&gt;
* Try reacting to pain. When airflow smashes you against a wall, scream and shout your pain out for a minute. When someone takes blood from you, clench your teeth.&lt;br /&gt;
* Similarly, react to hunger. Why not ask your colleagues out for a meal?&lt;br /&gt;
* You&#039;re in space with a strict hierarchy. If you want to carry out a research project, maintain engine, etc., ask your higher-ups first. People who act on their own and mess up also will take all the blame, and you really don&#039;t want to be fired.&lt;br /&gt;
* As a Head, keep your crew in check. Invent working shifts (with unrealistically generous breaks), give out orders, ask people who missed a deadline to come to your office. Punish disobedience with measures such as docking their pay or suspending them from work.&lt;br /&gt;
* Talk with your colleagues about things. This is difficult in-game because you can&#039;t talk and do stuff at the same time like in real-life, but really, take the time. Talk about topics like your opinion of people on the ship, the quality of food, that hole in the window near arrivals. Also feel free to make facts up that happened outside of the scope of the ship.&lt;br /&gt;
* If you need help with something that your character is inexperienced with, ask an in-game friend, the responsible department, or a head.&lt;br /&gt;
* When someone is killed in front of you, scream, run away, cry, or otherwise show that this causes extreme emotions with you. Don&#039;t just continue on as usual as if nothing happened.&lt;br /&gt;
&lt;br /&gt;
These are just a few small suggestions, and some of them don&#039;t fit all characters, but some of these things are simply not done enough. If you haven&#039;t played our your character to this extent yet, really, try it out. Talking with someone else&#039;s character about fictional topics for half an hour and enjoying a virtual beer, before puking because the roboticist decided to bring his latest extracted brain with him to the bar, can be way more rewarding than winning a traitor round.&lt;br /&gt;
&lt;br /&gt;
== Antagonists ==&lt;br /&gt;
This is important. &#039;&#039;&#039;THE TRAITORS ARE MOSTLY UNKNOWN. HARDLY ANY KNOWLEDGE IS KNOWN ABOUT THEM OR THE EQUIPMENT THEY USE.&#039;&#039;&#039; Yelling &#039;traitors&#039; is going to get you reprimanded in very short order. Again, see [[Identifying Antagonists]] for knowledge on what you character can, and cannot, identify.&lt;br /&gt;
&lt;br /&gt;
As above, shouting &#039;revs&#039;, &#039;cultists&#039;, &#039;mercenaries&#039;, or the like is a hallmark of a bad roleplayer. Try your hardest not to do it. There are some situations where there is a logical reason to do it (revolutionaries outing themselves and calling themselves revolutionaries would give a valid reason for example), though in general it&#039;s a bad idea.&lt;br /&gt;
&lt;br /&gt;
As an antagonist, you should also try to roleplay. Killing your targets or converting people without saying anything is a bad way to go about it. Try to make it interesting for the other party. The general rule here is to not annoy the other person. If they believe they had an &#039;enjoyable&#039; experience (from out of character point of view), you are much less likely to get reprimanded.&lt;br /&gt;
&lt;br /&gt;
Admittedly, not everything can be fully played out, but if you&#039;re going to make a hasty kill/convert, you should adminhelp (before or after the fact) to make sure you&#039;re not going to get shouted at.&lt;br /&gt;
&lt;br /&gt;
== Not Being Suspicious ==&lt;br /&gt;
Not reading this may result in you throwing a tantrum in a brig cell, because you were accused of doing something you &amp;quot;are not responsible for&amp;quot; or is &amp;quot;not that bad&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Remember that whenever a marshal stands besides you and asks &amp;quot;What are you doing?&amp;quot;, or tries to perform a random search, not complying is suspicious, and it&#039;s his job to arrest suspicious individuals, so don&#039;t behave like one. &lt;br /&gt;
&lt;br /&gt;
Do your job, and go only where you are supposed to go, unless given an order from one of your heads. Beware what you carry with you, because a barman is not supposed to carry a taser, and that will look suspicious.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ALWAYS COMMUNICATE!&#039;&#039;&#039; This might seem obvious, but you should know that, in a heavy roleplay game, you talk with people around you a lot. And tell them what you are doing, or want to do, since that&#039;s how people behave in the real life. &lt;br /&gt;
&lt;br /&gt;
Do not be an idiot and start making art in the ground with the wires while taking off floor tiles and expect security to cheer your artwork, when you are apparently vandalizing the station.&lt;br /&gt;
&lt;br /&gt;
If you aren&#039;t doing anything wrong, stop where you are, don&#039;t run away. Criminals run away, and you&#039;re not a criminal, right? Explain what you were doing. Don&#039;t assume people won&#039;t understand, don&#039;t start calling names, and generally speaking, don&#039;t be an idiot.&lt;br /&gt;
&lt;br /&gt;
== Command Tips ==&lt;br /&gt;
You&#039;re at the top. The highest of the of those around you. The elite of elites. You were elected to this position because you are superior in your career to everyone else, and also because you have the leadership ability that only a few people have. &lt;br /&gt;
&lt;br /&gt;
What the colony needs is what you need, and what you command is what happens. The simple tasks that require someone to actually work are not to be handled by you, but instead by your underlings. However, it&#039;s not because those are menial tasks not fit for a leader, but because if you lose time with those simple tasks, other parts of the station may end up being ignored and disasters will happen. As a Head, you oversee your part of the station, you don&#039;t step in unless absolutely necessary. If something goes wrong, you don&#039;t blame the guild adepts, you blame the guild master for not supervising them. You take responsibility for everything your team does. Be it great advancements or terrible mistakes.&lt;br /&gt;
&lt;br /&gt;
* Premier&lt;br /&gt;
The Premier is an interesting Head of Staff, as they hold no official power over the colony in any meaningful way. They serve as an advisor, with the Steward to act as their guard. Someone who is a Premier isn&#039;t a Premier by hire, it&#039;s an entirely volunteer role, and any member of the colony above age 35 may be a Premier should they accept the training that&#039;s to come with it. Be careful, because you are the legal advisor to the upper level, and a general advisor to the other members of the council.&lt;br /&gt;
&lt;br /&gt;
* Steward&lt;br /&gt;
The Steward is an interesting role, but one that holds little importance to the standard day to day of the colony. Barely considered command staff, you have the same access as the Premier does and are expected to be their loyal bodyguard. Not only this, you are expected to assist them in keeping their public image, and making sure they don&#039;t make a fool of themself. In this you are guardian and advisor to the Premier.&lt;br /&gt;
&lt;br /&gt;
* Warrant Officer&lt;br /&gt;
The top in the security chain, you coordinate your team in any crisis. Remember that if there are two situations happening at the same time, you must decide how many officers head to each, and you&#039;re the one who makes the plans in a hostage situation. You give tactics and battle experience, and you decide everything that has to do with security of the colony. You can role play a battle hardened veteran or a paper pusher with little field experience but that is a brilliant technician and knows a lot of law and SoP, for example.&lt;br /&gt;
&lt;br /&gt;
* Blackshield Commander&lt;br /&gt;
When it comes to dealing with external threats you&#039;re the boss. Pirate attacks, mega fauna, station threats that the regular security team can&#039;t handle? You and your team are the first and last line of defense for the colony. You can be and should be a capable soldier and have a good knowledge of leadership and tactics with field experience. When shit hits the fan people look to you for protection and help.&lt;br /&gt;
&lt;br /&gt;
*Prospector Foreman&lt;br /&gt;
You&#039;re an independent rough neck who can handle surviving out in the wilds with nothing but your grit and two hands. You&#039;re the boss of those who want to wander, fight, and explore. You lead your team, sending the rough necks at the creatures, the techies to loot, and you leading from the front or back bellowing orders. Unlike the other heads, you&#039;re expected to lead by example and do as your team does, survive.&lt;br /&gt;
&lt;br /&gt;
* Guild Master&lt;br /&gt;
The engine, atmospherics, EVA, the AI, Telecomms, and a lot of repairs to make can be a huge responsibility, but you can take it. You are the MASTER because you can hold the dam while your team fixes it. You are the master beaver, the one that finds the holes in the dam and knows how to fix them. But you don&#039;t do it yourself. If you were fixing a hole, you wouldn&#039;t notice the other four that just opened. Instead you have a whole team of &amp;quot;beavers&amp;quot;, your adepts, that will fix all holes you point to, change the light bulbs in any room you tell them too. You have a simple job. Prevent colony damage. And that&#039;s both serious and hard. That&#039;s why you are the MASTER. Everyone can close a hole. But only you can find them all.&lt;br /&gt;
&lt;br /&gt;
* Chief Research Overseer&lt;br /&gt;
You supervise the team that gives a purpose to the colony. The science team is a weird bunch, all quite different and with the tendency to not communicate much, since they have more important stuff to do. Which is fine with you since that&#039;s what you want most of the time, a productive and working science team. You could role play as the typical paper pusher, since you don&#039;t need to get in the labs;. You just need to tell them what you believe is more important right now. You can role play as a rigid director with a limited budget and time schedule, or you can be an eager scientist and a dreamer, hoping to see science changing the world around you, as your team discovers more and more ways to amaze the whole crew.&lt;br /&gt;
&lt;br /&gt;
* Chief Biolab Overseer&lt;br /&gt;
The medbay is your domain. You&#039;re the one who knows all the answers when people walk through that door. You know people and how they work. You keep people sane and keep them healthy. Considering the crew you have to work with, this can be an almost impossible task. In times of medical crisis, it&#039;s your job to command, control and quarantine. You&#039;re an expert in your field, and you need to show it. For some reason or another, you&#039;re not seen as important by the other Heads. Next time there&#039;s a virus outbreak and everyone is in medbay yelling for someone to help them, you might be able to make them think otherwise.&lt;br /&gt;
&lt;br /&gt;
== Marshal Tips ==&lt;br /&gt;
Marshal personnel should not take this job as a joke. At all. Unlike many other jobs, you&#039;ll be handling something much more dangerous than bombs, or singularities. Criminals. Human minds hellbent on making the whole colony go kaput. And why are they more dangerous then bombs and singularities mixed together? Because it tends to be them who mix them. You&#039;re a trained para-military professional. Act like it. Don&#039;t abuse your power, and keep the station safe.&lt;br /&gt;
&lt;br /&gt;
* Marshal Officer&lt;br /&gt;
You&#039;re well trained, well armed and ready for everything. Most of the time. You may actually be quite the opposite. The only thing you have to remember is that your job may be a bit dangerous, and the most important thing to role play is how you cope with it. Do you show patience with the crew, or do you brig everyone that steals a nickel from you? Do you ask and investigate the crimes or do you threaten and coerce a confession? Are you the good or the bad cop? Regardless, keep the station safe, don&#039;t abuse your power, and keep on going.&lt;br /&gt;
&lt;br /&gt;
* Supply Specialist&lt;br /&gt;
The Supply Specialist is a specialized Marshal, who is the defacto right hand of the Warrant Officer. You don&#039;t have to be a good leader, and in fact can be quite the opposite. You are the overlord of the armory, and everyone, including your superior the Warrant Officer, must listen to you in terms of it&#039;s oversight. Don&#039;t let that power go to your head! Or do, and of course, remember to follow your departmental SOP regarding the armory! Otherwise, you may just lose your job...&lt;br /&gt;
&lt;br /&gt;
* Ranger&lt;br /&gt;
You are the prime investigator. You&#039;re part of the marshals, but not the running around catching pickpockets type of security. You&#039;re there for bigger fish. The high risk theft, the silent dead bodies, the locked room mysteries. Life and crime is one big puzzle, and you&#039;re there to put the pieces together. That&#039;s the big difference between you and the average officer. You go into a crime scene and you get the proof. You go to the trial and you make sure the guilty party is locked up.&lt;br /&gt;
&lt;br /&gt;
== Blackshield Tips ==&lt;br /&gt;
The blackshield are the first line of defense for external threats on the station, your job is easy and relaxing until something dangerous happens and the call goes out.&lt;br /&gt;
&lt;br /&gt;
* Sergeant&lt;br /&gt;
Unlike your troopers you look out for the armory and keep track of all the loaded guns, weapons, armor, and ordinance. You handle training the militia, making sure they&#039;re properly equipped for whatever threats may come and slam into the gates of hell that are the front of the colony. Make sure SOP is properly followed (or don&#039;t), and as the right hand of the Commander you&#039;re the defacto leader in the field without one.&lt;br /&gt;
&lt;br /&gt;
* Corpsman&lt;br /&gt;
A stressful job. You&#039;re constantly dealing with patient hovering on the brink of death, and it&#039;s your job to tip the balance. With the help of the [[Roboticist]] you can operate the Odysseus and be able to transport critical patient back to medbay. You&#039;re not there to deal with general crew but to aid your fellow blackshield in active combat. In a pinch, however, you have authority to act as a doctor if none are available, before even other members of Soteria. Don&#039;t let them stand in your way if you want to keep people alive! Or don&#039;t care about anyone but blackshield and the Marshals, the choice is entirely up to you.&lt;br /&gt;
&lt;br /&gt;
* Trooper&lt;br /&gt;
You have either the easiest or most dangerous job on the station. Most shifts will be spent doing drills, training, helping out the prospectors from time to time, and getting drunk at the bar. But when the alarm is raised you need to be right there right then to stand in defense of the colony.&lt;br /&gt;
&lt;br /&gt;
== Prospector Tips ==&lt;br /&gt;
The prospectors are a combination of explorers and scavengers.&lt;br /&gt;
&lt;br /&gt;
* Prospector&lt;br /&gt;
Your the general rank and file thug the prospectors send at animals, haywire robots, and the occasional mercenary to loot everything not nailed to the ground and even then steal the nails if they&#039;re not properly secure. You&#039;re tough, a good shot, and can swing a machete like nobodies business. You can handle stress and are just looking to get paid for your scrap haul.&lt;br /&gt;
&lt;br /&gt;
* Salvager&lt;br /&gt;
Unlike the roughnecks your skills are the opposite, you function as a paramedic and an engineer. You take apart tech, build forward operating bases, mark good scrap for salvage, and patch up your rough necks when they get hurt in a fight. You need to be one smart cookie to handle all that and still be able to fire a gun properly. Good luck.&lt;br /&gt;
&lt;br /&gt;
== Guild Tips ==&lt;br /&gt;
The guild is the technical and repair team of the colony. You do the hard labor, and without you, the colony would fall apart. You give air, power, and stability to everyone else. They need you, and they know it, even if they don&#039;t like to admit it.&lt;br /&gt;
&lt;br /&gt;
* Guild Adepts &lt;br /&gt;
You care about the station. The station is your home. And a man&#039;s home is his castle. Adepts and the like know to use their brawn for unarmed combat, and they aren&#039;t defenseless. Being frequently exposed to life threatening situations tends to make you bold and as such you don&#039;t tend to fear death as much as Chemists for instance. Be wary of attacking engineers. They&#039;re pretty tough and fairly close. Taking one out may give you more trouble than it&#039;s worth. In the end, it&#039;s all about keep the station alive, and you can do that spectacularly.&lt;br /&gt;
&lt;br /&gt;
== Soteria Tips ==&lt;br /&gt;
With the exception of some Med/Sci jobs, the pure medical department is rather small. Regardless, your job is to keep the crew alive and healthy. That dealing with anything or anyone that comes into medbay and treating whatever ailment they have. This is a tough job that attracts a wide variety of people, with a single goal, keeping people alive.&lt;br /&gt;
&lt;br /&gt;
* Soteria Doctor&lt;br /&gt;
You can role play a doctor tired with all mountains of whiners that complaining, no matter how bad they are, but you still stick with them to help. Or you could role play a helpful fella with a smile in his face, ready to be kind and courteous to anyone and everyone. You&#039;re a bit of a general medic, dealing with anyone that comes into medbay and making sure they leave fully healthy. You basically know how to use and abuse everything and anything in medbay.&lt;br /&gt;
&lt;br /&gt;
* Paramedic&lt;br /&gt;
A stressful job. You&#039;re constantly dealing with patient hovering on the brink of death, and it&#039;s your job to make sure the doctors can tip the balance, or do it yourself. With the help of the [[Roboticist]] you can operate the Odysseus and be able to transport critical patient back to medbay. You&#039;re not there to deal with the Janitor who comes in complaining about a burn from touching a light bulb, but more often than not you&#039;ll be pulling double duty. This job attracts those who can deal with the stress, but it&#039;s tough. You&#039;re a rescue operative before anything else.&lt;br /&gt;
&lt;br /&gt;
* Orderly&lt;br /&gt;
The brawn of the medical and science wing, the internal Soteria security in a way. Removing idiots from the bays who don&#039;t need to be there will take up most of your time, and you might need to pull double duty as a doctor here and there due to your advanced medical training as someone to fill in as a nurse. Whether you can or can&#039;t is up to you, but an Orderly is there at the end of the day to make sure the eggheads keep their shells intact.&lt;br /&gt;
&lt;br /&gt;
* Roboticist&lt;br /&gt;
You&#039;re the invisible helping hand of the colony. Whenever a bot helps someone, it&#039;s because you made it, therefore, you are responsible for another life being saved. (Well, it&#039;s hard to imagine a clean bot having that much importance, but you get the point...) However, don&#039;t expect people to recognize you for that, since they saw the bot and not you. You main skill is your ability to make cyborgs and exosuits. These can change the colony into a more durable and serious state, since cyborgs are all metal and no emotions, and exosuits increase productivity dramatically. You are not expected to be very emotional or social, much like the robots you make. Corpses don&#039;t bother you as much either, since you do some lobotomies from time to time. Performing live lobotomies is iffy. Try to get a Medical Doctor to do it for you. If you wish to undertake it yourself, always, always, use sleeping gas. &lt;br /&gt;
&lt;br /&gt;
* Scientist&lt;br /&gt;
You have many jobs, such as crafting plasma-based weaponry (especially bombs), dealing with lethal aliens, and creating highly experimental weaponry. You have a dangerous job that can potentially put all the crew in danger. Keep that in mind. It may make you a bit wacky, or more serious, but no matter what, you like what you do (probably, or you&#039;re one depressed scientist...). You know the power and responsibility in your hands and you&#039;re sane enough to keep yourself in check. Usually.&lt;br /&gt;
&lt;br /&gt;
== Lonestar Tips ==&lt;br /&gt;
Civilians have an easy life. Generally, if you role play this, you get to make any type of character, with no restriction whatsoever, but a common characteristic is that you want a simple life. You don&#039;t have the brain for a science position, the brawn for security or the know-how for engineering, but you always wanted to go to space. So you ended up as a one of those rather simple roles. &lt;br /&gt;
&lt;br /&gt;
That doesn&#039;t mean you are not valuable. It just means you have an easier job, and people don&#039;t expect as much of you, so less stress for you. However, that also means that violence, death, and any other strange stuff like aliens and what not tend to make you freak out. Unless you are roleplaying a really bold individual (which is usually bad), or someone with no emotions...&lt;br /&gt;
&lt;br /&gt;
* Colonist&lt;br /&gt;
This is a completely free role. Roleplay however you want! Just remember, you must have done &#039;&#039;&#039;something&#039;&#039;&#039; to get here. &lt;br /&gt;
&lt;br /&gt;
* Bartender and Chef&lt;br /&gt;
Essentially the same in terms of function, since they are supposed to provide food/drink to the colonist that wishes so. The only difference however is the fact that booze makes you &amp;quot;happy&amp;quot; while food just fills your stomach, making food a more healthy option. Play that card well and you can use it for good effects on role play.&lt;br /&gt;
&lt;br /&gt;
* Janitor&lt;br /&gt;
Quite a messy job. Since you only tend to have work when someone messes up. Usually the cause of the mess is long gone when you arrive,  so this is quite a laid back job, and you can get quite a lazy life with almost no one complaining. You can role play just about everyone, from a clean-freak that must every spot in the colony clean to a lazy fat dude, that walks slowly and cleans even more slowly, since cleaning for him is a distraction of his lunch.&lt;br /&gt;
&lt;br /&gt;
* Chief Executive Officer&lt;br /&gt;
You are the one that supplies. You get stuff. You give people what they need. They also know you can&#039;t give everything to everyone, and as such, you can get a lot of people being nice to you just to get on your good side. Enjoy it as much as you want, and even turn to corruption if you wish, but remember there will be repercussions if the medical supplies ordered by the Chief Biolab Overseer don&#039;t arrive, if they get Ryan on your ass...&lt;br /&gt;
&lt;br /&gt;
* Cargo Technician&lt;br /&gt;
Really nothing more than a bunch of crate pushers and mail men. You do what the CEO says, but apart from that, you&#039;re about as free as a colonist to do as you like.&lt;br /&gt;
&lt;br /&gt;
* Shaft Miner&lt;br /&gt;
A bunch of real laborers. They tend to be strong burly types, and generally think of the general population as a bunch of wusses. They risk life on the fringes of a massive cave network all day with almost no interaction with anyone but each other. That can inspire some rather deep connections, or just a bunch of weird loners. Most people don&#039;t care as long as their materials arrive on time. It&#039;s a tough job.&lt;br /&gt;
&lt;br /&gt;
* Hydroponicist&lt;br /&gt;
You love plants. That&#039;s fairly obvious. Maybe you like cooking with them or talking to them. Either way, you wouldn&#039;t have taken this job if you didn&#039;t like them. Right? Maybe you like them more than other people and are a rather introverted person. Or maybe you&#039;re just a friend to all living things. Just don&#039;t expect the living things to be friends back.&lt;br /&gt;
&lt;br /&gt;
== Church Tips ==&lt;br /&gt;
* Prime&lt;br /&gt;
While technically a head of staff, the Prime is the head of the Church first and foremost. The Prime is much like a priest for the Church of the Absolute, with the ability to induct people into the ranks of the Vectors, or convert people to the status of Fractal, and much more. Given an armory to hand out to your Vectors during times of crisis, and even trusted with higher authority during &amp;lt;s&amp;gt;hivemind incursions&amp;lt;/s&amp;gt; code red and higher situations sometimes, you&#039;re a leader and a preacher first. Operate the biogenerator, assist the colony in matters of the faith and matters of mental health (if they&#039;re willing), and maintain the presence of the Church above ground.&lt;br /&gt;
&lt;br /&gt;
* Vector&lt;br /&gt;
Your job as a Vector is many. Followers of the Church are called Fractals, but you are one of the chosen few who have chosen to dedicate themself to the Absolute entirely, and become a Vector. While anyone with a cruciform is called a Vector, you serve directly in the Church instead of elsewhere, you&#039;re trusted to operate the biogenerator at all times, and make sure the areas the Church owns are properly taken care of. The Prime, however, is not a soldier, and you should always be armed to defend them in the event of an attack on the Church. After all, who will lead the flock once the Prime falls?&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Template:Needs_Revision&amp;diff=4252</id>
		<title>Template:Needs Revision</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Template:Needs_Revision&amp;diff=4252"/>
		<updated>2024-09-02T06:21:56Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Updating name of Lore Head&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;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #1f099e; border-radius: .2em; color: #FFFFFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;This article needs to be reviewed, updated, or expanded.&amp;lt;br&amp;gt;REASON:&#039;&#039;&#039; {{{reason}}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;If you are to make changes, please contact the Lore Head: [[User:SingingSpock]] for wanted major or minor changes to the wiki, or Wiki Maintainer: [[User:LillyTrilby]] or CodeCat: [[User:LillyTrilby]] for general quick changes.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;includeonly&amp;gt;[[Category:Revision Requests]][[Category:Needs Revision]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
Adding this template adds the page to the following category: [[:Category:Revision Requests]]&lt;br /&gt;
&lt;br /&gt;
To add this template, simply write&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{Needs Revision|reason = Reason here.}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Maintenance Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Church_of_Absolute&amp;diff=4251</id>
		<title>Church of Absolute</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Church_of_Absolute&amp;diff=4251"/>
		<updated>2024-08-21T07:01:55Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Rites and Bans for Tessellate and Divisor updated, plus a bit more flavor for Tessellates who hold to pure pacifism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;&#039;“Imagine a polyhedron with infinite sides, infinite size, infinite complexity. Different peoples have observed different parts at different times, and assumed that what they saw was all there was to see. They added on their own thoughts to complete the picture.  Divine mathematics allows us to see past that to the Absolute truth and begin to measure its intricacies.” — The Word of Augustine &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Church of the Absolute is a religious movement founded by Augustine Browne, the Cartographer, in 2605. The Church frames itself as the end result of four millennia of religious development, the ultimate and all-encompassing belief system for all sentient beings, with all previous religions being admirable efforts in the direction of their Absolute. As proof of their advanced understanding of the nature of the universe, they hold up the Cruciform, biological augments with reality-warping powers powered, they say, by faith.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Before the Exodus===&lt;br /&gt;
&amp;lt;small&amp;gt;“How many years have I wasted in this place? How long have I thought to do science, ‘pure’ science, without once considering by whose hands the foundations were laid? At least I am enough of a scientist to admit when there are flaws in my methodology.” — The Word of Augustine&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The early life of Augustine Browne and the very earliest days of her Church remain mired in mystery. It is known that she grew up within the Christian church, and that shortly before the church’s founding almost half a century ago, Augustine was the chief of the Soteria Institute’s robotics division and personal friends with Director Nakharan Mkne. Recent events have brought to light Soteria’s hivemind experiments, carried out during Augustine’s tenure as chief roboticist. Most assume these experiments are what lead her to produce the Cruciforms in secret and then take a small number of trusted colleagues, an unknown amount of unpublished research, and several key pieces of scientific equipment to leave the Institute in 2605.&lt;br /&gt;
===First Exodus===&lt;br /&gt;
&amp;lt;small&amp;gt;“Some claim the nature of Augustine’s revelation was eternal; that the Church as is appeared, in full, in her head at the moment of prophecy. This is nonsense. If it were true, we would not require her leadership; merely her instruction. The revelation of the Absolute is ongoing and temporally mediated. From the spacers, we learned never to abandon a fellow, never to discard what might be reused, and to keep the decks spotless.” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was at this time that Augustine claims to have had her revelation, stumbling upon the Absolute while attempting to chart out a system of divine mathematics, and founded the earliest form of the Church of the Absolute. She and her disciples fled from the core worlds, where they were persecuted as thieves, and lived for a time among long-haul space traders. This flight, the First Exodus, is where the Church grew in earnest, syncretizing with the spacers’ existing beliefs and cultures and attracting numerous converts intrigued by Augustine’s call to a return to selfless, communal living. This is also where many of the Church’s technologies were invented and perfected; biomatter technology began as an effort to improve their ship’s recycling systems, and Church weapons were invented to protect the faithful from the pirates that plague trade in frontier sectors.&lt;br /&gt;
===New Byzantine===&lt;br /&gt;
&amp;lt;small&amp;gt;“The alderman of New Byzantine was an atheist until his dying breath. I don’t think he much liked Augustine as a person, either; he was a hard drinker and a gambler and a libertine. But whether or not he believed it, the Absolute showed him the truth; that the Church of the Absolute was the best hope for his community.” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The First Exodus ended when Augustine brokered an agreement with the independent frontier world of New Byzantine in 2630 to host her growing congregation in exchange for access to their advanced technology and deep labor pool. While some groups remained in SolFed space or on long-haul traders, unable or unwilling to heed Augustine’s call, most of the Church descended to New Byzantine in that year. Locals, at first cautious of the new faith, quickly came to understand the benefits it brought to them— both the economic improvements it brought to their agriculture and manufacturing sectors, and the order and stability it brought to their chaotic lives.&lt;br /&gt;
Conversions skyrocketed in those years, as did the population of New Byzantine. The Church grew larger and its technology and structure more sophisticated. Other traditions syncretized with the Church, leading to a greater diversity in thought and practice. The Paths formed and their Cruciforms distinguished. They sent missionaries to other frontier worlds, returning with converts, pilgrims, and trading partners. The Church’s holy texts were edited and distributed. Over time, the Church and New Byzantine’s civil authority began to merge as the faith came to shape the daily life of every person on the planet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“Tyranny is the greatest sin. It is the assertion of temporal authority, backed by violence, over spiritual authority, backed by justice. It must always be opposed.” — Catechism&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within a few years of the New Byzantine agreement, SolFed forces began to oppose the Church in earnest. Large police actions were organized to apprehend Augustine Browne, criminal thief, and the tax-dodgers, draft-dodgers, smugglers and runaways that made up her congregation. The Church was declared a cult, membership criminalized, and those groups still existing close to Sol driven underground or eradicated. The first two raids by SolFed’s police against New Byzantine itself, however, met with two crushing defeats at the hands of cruciform soldiers with Church weaponry.&lt;br /&gt;
&lt;br /&gt;
Then SolFed sent in the fleet, and New Byzantine was conquered in 2643.&lt;br /&gt;
===Second Exodus and Nadezhda===&lt;br /&gt;
&amp;lt;small&amp;gt;“With Moses, as HaShem, you hardened Pharaoh&#039;s heart. Why now, with me, must you harden Nakharan’s?” — Lesser Word of Augustine (apocryphal) &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Second Exodus brought the faithful who survived SolFed’s conquest and escaped SolFed’s justice, Augustine included, back to the long-haul ships that had once been their home. Now crowded with refugees and lacking in trading partners, the aging ships struggled to sustain the flock. The Church’s technology could stretch what little they got from covert supporters and far-flung monasteries, but eventually there would be no loaves left to multiply.&lt;br /&gt;
In desperation, Augustine reached out to her old friend Nakharan Mkne, hoping that his power and influence could protect her flock. He instead rejected her, accusing her of stealing technology that rightfully belonged to him. Her altercation with Mkne, however, brought her face to face with Lonestar Shipping’s Robert Ryan, who agreed to allow her Church a seat on the Nadezhda Council in exchange for her assistance in founding a new colony free from Solar interference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“Persistence has merit.” — Catechism&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Bluespace Crash came shortly after Nadezhda’s founding, with many faithful seeing it as indisputable proof of divine intervention. Opinions are divided on whether it came to protect the Church from further harm, to punish SolFed for their wickedness and greed, or for a more inscrutable divine purpose. Augustine herself remains silent on the issue. In the years since, the Church has worked to make Amethyn a world to rival New Byzantine, but their efforts have been hampered by isolation, mistrust from Nadezhda’s other factions, struggles against pirates, the hivemind, and Excelsior, and a waning sense of vitality in the Church’s institutions. Only time will tell how the Church will adapt to this new world.&lt;br /&gt;
&lt;br /&gt;
==Theology==&lt;br /&gt;
===Basic Beliefs===&lt;br /&gt;
Before anything in this world came to be, the Absolute existed. It created the universe with the Grand Equation, which governs all of reality. From the gravitational constant to the number of stars in the universe at any given nanosecond, all are part of the Equation, orderly and perfect. Chaos was introduced, however, and is the source of all suffering. The cause of Chaos has not yet been stated by Augustine, and many within the Church speculate or debate about it. It is Chaos that makes people act selfishly and maliciously, and hides the nature of the Absolute from creatures. Divine mathematics is the science by which Augustine has seen through the lies of Chaos and begun to discern the true nature of reality and divinity. She is not the first to perceive the existence of such a system, many religious figures of the past saw parts of it as well, but she is the first to realize what she saw initially as just a part of a larger sequence, and look for the sequence. She is not herself divine (nor was any other creature, regardless what may have been said about them in the past), but she is the Cartographer, the ultimate source of knowledge on the Absolute. The holy books of earlier religions are worthy of study and have much truth within them, but where they conflict with the doctrines of Absolutism the old ways should be discarded.&lt;br /&gt;
===Cruciforms and Divine Machinery===&lt;br /&gt;
The Cruciform was the first piece of divine technology created, engineered by Augustine to connect more fully with the Absolute and channel the divine will. The implant is at the center of Absolutist life, channeling the will and power of the Absolute, giving each and every believer a direct connection both to divinity and to each other. The cruciform relies on ritual prayers called litanies to activate its functions; the prayers must be spoken precisely and exactly, but they also require a certain mindset in their speaker. Litanies can also fail because the cruciform’s internal power is too weak to activate them, or because the litany itself has timed safeguards preventing the faithful from overtaxing themselves, their cruciform, or the Church facilities that supply them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“I have seen it. Prosthesis not of body but of soul, the sickness of our age made well by technology. Imagine what people might become when we are finally made whole again! But I can never tell him. He would see only power.” — The Word of Augustine&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the creation of the Cruciform, Augustine taught others of the arts of divine mathematics and worked together with them to create a wide variety of divine machinery. These individuals, called the Numericals, are a small group composed mostly of Augustine’s former colleagues from Soteria Industries. They work in isolation, their bodily needs provided for by the Church as they develop weapons, obelisks, biolathes, and more. Many of these are powered by cruciforms, and many of them also use biomatter, the second great innovation of the Church.  Church biolathes and industrial bioreactors can reduce almost any organic material— trash, produce, corpses— into useful sheets of biomatter. Even heathens, in possession of biomatter and a lathe capable of working it, can use it to produce any number of products from food to medicine to weapons. The Church’s Vectors, through their litanies, can shape it into those forms and more; obelisks, upgrades for their cruciforms, industrial machines, electrical power, and more.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“The biomatter used in industrial machines common in SolFed hydroponics is, indeed, a precursor to the substance we rely on, but it is not the same thing. Our faith and artifice sanctifies biomatter into a safer and more generally useful form, like the transubstantiation of bread into sacred host.” — Catechism&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Golems are a very unusual piece of divine machinery produced not by Augustine and her chosen Numericals but rather by a Greyson AI named Brynn as it studied and pondered the teachings of Augustine. While it did not join the Church fully, it did give the designs for the golems to Augustine and is sometimes called a Fractal by Absolutists. They are an explicitly military design, modeled after chess pieces and intended to protect the Church and its followers. They have a simple intelligence and no souls, and while they are not to be squandered, they do exist to protect people, and a believer should not feel they have done wrong if they allow a golem to fall rather than themselves, nor does leaving a golem to hold off an enemy violate a Divisor’s ban.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“Brynn. Creature of tessellating, fractal, self-referential mathematics. Machine-and-machine-and-machine mind. You must be an angel, if you aren’t a devil.” — Lesser Word of Augustine (apocryphal)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Death and the Afterlife===&lt;br /&gt;
The proper goal in life is to be freed from Chaos and live in line with the original design for creatures. At the end of each person’s life, their soul is judged against the Grand Equation. Those who lived lives of Chaos are reincarnated, sent back to the material world, with circumstances that depend on just how good or bad they were in their previous life. If, however, one is found to be worthy, they move on to Infinity, an eternal paradise where Chaos, and therefore suffering and death, does not exist. Just as with the unworthy, though, not all enter Infinity equally; just how marvelous your eternity is is determined by the sum of all actions throughout all lives, though greater weight is given to the more recent ones. Augustine says she has not yet solved all the equations for how much weight is given to every act, but she knows that being a part of the Church is necessary to reach the highest places in paradise.&lt;br /&gt;
When a member of the Church has their final death, unable to be revived by medical science, they are given an Absolutist funeral. Their cruciform is removed with the Deprivation litany and given to their loved ones, and then their body is placed into the bioreactor to be dissolved in the holy solution, giving one last gift to those who still lived. Nonbelievers who request it in their postmortem instructions may also be given Absolutist funerals at the discretion of the local Prime, and enemies of the colony who are killed may also be dissolved in biomatter with or without a proper funeral.&lt;br /&gt;
===Entropy===&lt;br /&gt;
Since arriving on Nadezhda, the Church has encountered Chaos in a far more direct form: Entropy. The effects of the strange energies of this planet are not completely understood, but some of them became clear as random, seemingly impossible happenings occurred around the colony. Augustine and the Numericals worked quickly to create the Nullifier, which measures and reduces it. Since bluespace technology that the colony depends on raises the entropy over time, Vectors, especially Factorials, are encouraged to make at least one Nullifier during each shift when they have the resources, and more if it becomes necessary.&lt;br /&gt;
===Unholy Powers===&lt;br /&gt;
Psionics were created through horrific, cruel experimentation on sapient beings, creatures made by the Absolute. Additionally, while the connection isn’t fully understood, it is apparent that psionics are in some way connected to the Deep Maintenance and the monstrosities that live there. Therefore Augustine has forbidden followers of the Church from bearing psionic organs, even Fractals. Additionally, the practice of runic magic with blood is forbidden, as it is a form of reality manipulation that is only possible within the entropy of Amethyn and is outside the realm of the Church. The only &amp;quot;magic&amp;quot; that an Absolutist should perform is the officially sanctioned litanies that channel the power of a cruciform.&lt;br /&gt;
==Morality==&lt;br /&gt;
Absolutists believe that suffering is the result of Chaos, and therefore a good person works to minimize the suffering of others. By living in such a way, they believe they will reach Infinity, and Absolutist morality as a whole is often referred to as the Path to Infinity. A righteous act is one that reduces suffering and promotes good order, living in line with the Grand Equation. Sins are acts which cause suffering and disorder, and come in two varieties. Venial sins are lesser, subject to penance and internal discipline. Mortal sins are sins so significant that they carry a penalty of excommunication.&lt;br /&gt;
&lt;br /&gt;
The Catechism identifies eight cardinal virtues, which stand opposed to eight cardinal vices. The virtues are a non-exhaustive list of significant righteous acts and attitudes that are essential for proper Absolutist living. Echoes of these are found earlier in the sequence, in the older religions, but the perfect forms of all virtues only exist within the Church, as they are now oriented properly towards the true Absolute divinity. Each of the Paths seeks to exemplify a virtue. Vices, on the other hand, are significant sins that the faithful should strive to avoid. While they are generally venial sins, some have an extreme form which is in fact mortal sin.&lt;br /&gt;
===The Eight Virtues===&lt;br /&gt;
*Faith&lt;br /&gt;
**Faith is belief in the Absolute, as well as trust and obedience to Augustine and the Church she established. It is widely considered to be the most important virtue, as without belief in the Absolute and the Church no other act will be properly oriented.&lt;br /&gt;
**Lemniscates exemplify this virtue; while they may debate the details, they strive to be knowledgeable of and adhere to all official Church doctrine.&lt;br /&gt;
*Compassion&lt;br /&gt;
**The Path to Infinity includes doing whatever may be done to lessen the suffering of others. This is especially virtuous if done at cost to oneself, but unnecessary suffering to oneself should not be created.&lt;br /&gt;
**Tessellates exemplify this virtue; they use their litanies as well as the skills of modern medicine to directly reduce the amount of pain and death in the universe.&lt;br /&gt;
*Vigilance&lt;br /&gt;
**An Absolutist should remain aware of things that threaten the Church and be prepared to oppose them in the ways deemed necessary. This is sometimes martial, like with Hiveminds, and sometimes peaceful, like with dangerous heresies.&lt;br /&gt;
**Divisors exemplify this virtue, using their litanies to actively fight those foes which require violence and being willing to lay down their lives in defense of the rest of the Church.&lt;br /&gt;
*Charity&lt;br /&gt;
**An Absolutist must remember that all goods in this world are temporary, and should be used for further eternal ends. If another needs something you can give them, you should do so.&lt;br /&gt;
**No path yet exists for this virtue, however there is a movement attempting to gain official recognition. They are called the Addends.&lt;br /&gt;
*Justice&lt;br /&gt;
**The Path to Infinity is a path of order, and that includes fairness in all dealings. It also means compliance with civil laws wherever they do not conflict with Absolutist teachings.&lt;br /&gt;
**No path yet exists for this virtue, however Absolutists within the Marshals and similar law enforcement agencies hold it in high regard.&lt;br /&gt;
*Diligence&lt;br /&gt;
**An Absolutist should be actively walking the Path to Infinity, doing the works of the Church and serving their fellow sapients. Work should be done with a good will.&lt;br /&gt;
**Factorials exemplify this virtue, maintaining Church equipment and creating things to aid the faithful.&lt;br /&gt;
*Prudence&lt;br /&gt;
**The Path to Infinity must be walked carefully, as there are many diversions that may seem good, but lead to Chaos. Therefore an Absolutist should be conscious of their actions, thinking about them in the context of the Church’s teachings.&lt;br /&gt;
**Monomials exemplify this virtue, meditating for hours on end to gain greater understanding of the will of the Absolute.&lt;br /&gt;
*Humility&lt;br /&gt;
**An Absolutist must remember that they are but a small part of the Church, that their knowledge and skills are limited, and that their needs are not more important than those of others.&lt;br /&gt;
**No path exists for this virtue, but some who bear Vinculum cruciforms do so out of a belief that no Path, with their insistences upon specific courses of action and the politics between them, can fully display this virtue.&lt;br /&gt;
===The Eight Vices===&lt;br /&gt;
*Defiance&lt;br /&gt;
**This is resistance to the teachings of Augustine and the authority of the Church. The heathens naturally all share this vice, but it must be guarded against even in the Church.&lt;br /&gt;
**The mortal sins of Heresy and Sacrilege are extreme forms of this vice. Heresy is defined as openly advocating for any other mortal sin or denying the religious authority of the Prophet. Sacrilege is the knowing installation of a cruciform onto a nonbeliever or excommunicated person, though using Epiphany to destroy a known carrion is permissible.&lt;br /&gt;
*Wrathfulness&lt;br /&gt;
**This is anger or malice towards other sapients that leads to harming them unduly. This includes both physical and emotional harm, but does not include just punishments, religious or secular, nor does it include defending one’s home or the Church.&lt;br /&gt;
*Timidity&lt;br /&gt;
**This is a refusal to act against threats to the Church. Not all in the Church are called to take up arms, but those who do not should still be active in support of those who are, whether that is healing those who fall while fighting an Excelsior invasion, building obelisks and golems to combat a Hivemind.&lt;br /&gt;
*Greed&lt;br /&gt;
**This is an excessive desire for or accumulation of material goods, or extortion of others. Desiring enough to provide a comfortable living for oneself and one’s family is not greed, nor is expecting a reasonable wage for one’s work, but going beyond that is.&lt;br /&gt;
**The mortal sin of Simony is an extreme form of this vice. Simony is defined as profiting from the sale of cruciform installations, repairs, consecrations, and other core religious services of the faith. Selling church products like guns, clothing, or medkits for a fair price is permitted.&lt;br /&gt;
*Disorder&lt;br /&gt;
**This is acting in a way that is unfair, unjust, or in defiance of the law. This is one of the most literal expressions of Chaos, and Absolutists are to resist it. In doing so, they also show their willingness to live properly within a civil society.&lt;br /&gt;
**The mortal sin of Lawlessness is an extreme form of this. Lawlessness is the commission of a severe felony. Within Nadezhda colony, civil conviction of an Exceptional or Capital offense is sufficient grounds for immediate excommunication. This requires a proclamation by the High Council of some kind, not just the word of the Marshals. Outside the colony, things are handled on a case-by-case basis, as the Church does not have as much power within other legal systems, and thus has less trust in them.&lt;br /&gt;
*Slothfulness&lt;br /&gt;
**This is failing to live up to one’s responsibilities or refusing to accept any responsibilities at all. We all have our part to play in the universe, and while there is a time to rest, but that time is not all the time.&lt;br /&gt;
**The mortal sin of Indolence is persisting in vices despite repeated admonition by those higher within the Church. Trying and failing to live up to the Church’s teachings is not Indolence, refusing to even attempt it is.&lt;br /&gt;
*Indifference&lt;br /&gt;
**Rather than resistance to the teachings of the Church, this is living without true regard for them. Failure to follow the requirements of one’s Path falls within this, as does general conduct that shows no respect for the teachings of the Church.&lt;br /&gt;
**The mortal sin of Apostasy is an extreme form of this vice. Apostasy is the unsanctioned transfer of Church relics or cruciforms to another organization.&lt;br /&gt;
*Pride&lt;br /&gt;
**This is acting in a way that asserts more knowledge, skill, or authority than one actually possesses, or acting in a way that is primarily self-serving. It also includes using means to directly manipulate reality that are outside the Church, including both psionics and non-Absolutist rituals involving blood; the Absolute has given the faithful the proper ways, bypassing them for other routes is the hubris of a creature thinking they know better than their creator.&lt;br /&gt;
==Paths==&lt;br /&gt;
The Paths originated as special religious orders during the New Byzantine era. They were people called to specific religious vocations, with variant cruciforms empowered to serve that vocation. Over time, they picked up specific theological positions within the Church; different answers to questions Augustine leaves undecided. In the wake of the Second Exodus, they changed again. While still vocational, membership requirements became much less stringent, and most faithful pledged themselves to one Path or another. Today it is much more common to be a member of a Path than not.&lt;br /&gt;
&lt;br /&gt;
Each Path has access to special litanies and specialized cruciforms, but it comes with a price. Each Path demands more from its adherents than the Church itself; usually a rite they must perform regularly and a ban— a behavior or practice the Path absolutely shuns.&lt;br /&gt;
===[[File:Cruciform.png]]Tesselates===&lt;br /&gt;
* &#039;&#039;&#039;Rite:&#039;&#039;&#039; Tesselates must use their litanies or skills for the health and welfare, either physical, mental, or spiritual, of others, both within and without the Church. They may not ignore a request for medical help directed specifically at them if they can fulfill it.&lt;br /&gt;
* &#039;&#039;&#039;Ban:&#039;&#039;&#039; Tessellates take a vow of nonviolence. They may not use lethal force against another intelligent being (this includes less-than-lethal ammunition), and may only use nonlethal force if they or someone under their immediate care is attacked.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“The Tesselates say: one cannot serve two masters, life and death. The Prophet affirms the Ban but takes no overall position.” — Catechism &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tessellates are physicians and faith-healers. Their cruciforms grant them the power to close wounds and purge toxins at a word. Their roots are in the earliest days of the New Byzantine era, where they began as a wing of the Church dedicated to improving the frontier colony’s overtaxed healthcare system. They formed in sharp ideological opposition to the Divisors, drawing on religious teachings from Jainism and Christianity to argue that violence is the root of evil, and from Judaism and Buddhism to argue for the importance of healing the world. While their Ban permits violence in self-defense, many of them refuse to harm another even then, preferring to die rather than to willfully cause harm.&lt;br /&gt;
&lt;br /&gt;
While much of their ideological tension with their counterparts has faded, and their positions have become more nuanced, they still hold to the belief that the Absolute desires a world of peace. On other theological questions, they tend to be neutral, seeing debates on the nature of the bluespace crash, the nature of Chaos, and even the structure of the church as distractions from the work of healing the world.&lt;br /&gt;
&lt;br /&gt;
Tessellates do not distinguish between heathen and faithful in their work. They believe that it is holy to heal the ailing regardless of their professed creed, but there are also practical benefits to this policy. Many have converted shortly after a Tessellate’s litany saved their life. For this same reason, Tessellates are heavily involved in the Church’s charitable works, with most Tessellate Vectors offering their services free of charge.&lt;br /&gt;
===[[File:Cruciform.png]]Divisors===&lt;br /&gt;
* &#039;&#039;&#039;Rite:&#039;&#039;&#039; Divisors must defend the faithful from those that would do them harm. This does not extend to protecting them against valid legal or religious consequences of their own actions.&lt;br /&gt;
* &#039;&#039;&#039;Ban:&#039;&#039;&#039; Divisors may never allow cowardice to prevent them from doing their duties, either to the Church or to other causes they have joined. They may exercise prudence on the battlefield and follow orders from superiors, but they may not flee without cause or save themselves at the expense of others.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“That thing... black-on-black and faces and eyes. I haven’t slept soundly since... it must be destroyed. We must have soldiers for it. He doesn’t know about it. I could use them. I must use them. There is no other path I can see.” —  Lesser Word of Augustine (apocryphal)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Divisors are the first Path, and some believe their litanies and structure were fixed in Augustine’s mind at the moment of revelation. They grew organically out of the security forces of the First Exodus’ long-haulers, their cruciforms a gift bestowed on veterans and martyrs which was later expanded to all who served the Church by force of arms. Their litanies give them access to the church’s armory, strengthen them, and make them vigilant against threats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Divisors view themselves as servants of the Church structure, defenders of the faithful and the defenseless, and guardians of the Church’s sacred places, and believe that the Church remaining well-armed is essential for protecting the faith against tyranny and monsters like the hivemind. As a rule, they value justified authority and place a great deal of importance on the hierarchies and temporal power of the Church as the ultimate justified authority.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On matters theological the Divisors tend to be pragmatic, valuing orthodoxy, tradition, and faith in the Church. Many of their positions draw from Catholicism and Islam’s arguements for the importance of strong centralized leadership. Unsurprisingly, they are major supporters of the Testament.&lt;br /&gt;
===[[File:Cruciform.png]]Lemniscate===&lt;br /&gt;
* &#039;&#039;&#039;Rite:&#039;&#039;&#039; Lemniscates must preach. This can take the form of formal sermons delivered as a Prime or Vector, interpersonal conversation about their faith, or even the production of art expressing religious values.&lt;br /&gt;
* &#039;&#039;&#039;Ban:&#039;&#039;&#039; Lemniscates must not knowingly deceive another through lies or misdirection. Blunt refusals to answer questions, stories and jokes are all permissible, but they are to live a life of honesty, not deception.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“Among the earliest forms of divine mathematics is gematria; sums and manipulations on the values of the letters of the names of God. By extension, all language partakes of the mathematical forms of divinity. This is why Lemnsicates do not lie; for those called to speak for the Absolute, to write falsehoods into its flesh is abomination.” — Catechism &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Lemniscate Path was the first to be founded as a deliberate religious movement; perhaps expected for a Path so conscious of their own nature. They sprung up as part of Augustine’s missionary push at the height of the New Byzantine period as an order of preachers, poets, and expert theologians, creating new churches throughout the local frontier and establishing trade ties with other worlds. Their litanies make them fast and untiring; well-supplied with food, drink, and medicine; and perhaps most importantly, able to bolster the spirits of their fellows with a word.&lt;br /&gt;
Once best known for their missionary work, Lemniscates serve the church in a number of capacities. While many Lemniscate Vectors take up formal positions of Church leadership to fulfill their Rite, others believe that the best way to fulfill their Rite is to live as Absolutists among heathens and speak to them as equals. Many Lemniscate Scalars become artists or writers of nonfiction, and the Church employs some Lemniscates to write theology, religious histories, sermons, and formal Church communication.&lt;br /&gt;
Lemniscates famously love to debate, drawing inspiration from Jewish and Islamic practice. While they’re as likely as any member of the Church to agree with Augustine’s explicit words, in areas of ambiguity they tend to be fractious, argumentative, and highly opinionated. As such, there is no unified position among Lemniscates on any of the Church’s major unanswered questions, and many Lemniscates have a pet issue or two they feel very passionate about.&lt;br /&gt;
===[[File:Cruciform.png]]Monomials===&lt;br /&gt;
* &#039;&#039;&#039;Rite:&#039;&#039;&#039; Monomials must spend several hours a day in meditation. The form differs from Monomial to Monomial; silent contemplation, chanting, and fasting are all common.&lt;br /&gt;
* &#039;&#039;&#039;Ban:&#039;&#039;&#039; Monomials must not drink alcohol (except Cahors), smoke, nor take painkillers, anesthetics, or medical stimulants. Pain relief can come from holy litanies or not at all.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“Pain is just pain.” — Word of Augustine &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monomials are ascetics and monastics, dedicated to spiritual self-improvement and pure living. They emerged first in the New Byzantine era, among those living in the Church’s far-flung frontier monasteries, and requested extra litanies of strength and peace to survive in such isolation. Fairly uncommon for most of the Church’s history, many of them survived in distant monasteries where other Paths died on New Byzantine and bolstered the Church’s numbers during the Second Exodus.&lt;br /&gt;
&lt;br /&gt;
To be a Monomial is to be distant from worldly affairs. Most Monomials are Vectors who rely on the Church to support their lifestyle, though some Scalars exist, often employed in hard manual labor. Within the Church, Monomials are most often found where few others are found; outposts, archives, and the crew of sleeper ships. On Nadezhda itself they can be found tending to the Church’s gardens or sorting tirelessly through salvage.&lt;br /&gt;
&lt;br /&gt;
Monomials draw from the monastic traditions of a number of religions, including Catholicism and Buddhism. They believe that a life dedicated towards contemplation of the self and the Absolute is holy, and many believe their lifestyle helps strengthen the presence of the Absolute in the world. It is not uncommon for them to take additional vows of charity, silence, or abstinence from worldly food or pleasures. They are the Path most likely to accept as divine intercession what others would call coincidence or free will; they tend to be fatalistic and strive to accept the world’s hardships as lessons from the Absolute.&lt;br /&gt;
===[[File:Cruciform.png]]Factorial===&lt;br /&gt;
* &#039;&#039;&#039;Rite:&#039;&#039;&#039; Factorials must create things which benefit the Church and the colony, using their litanies and their skills for the benefit of others.&lt;br /&gt;
* &#039;&#039;&#039;Ban:&#039;&#039;&#039; Factorials must endeavor to use Church equipment wherever possible and available, and attempt to sanctify any secular tool they need to use for their work. A Factorial Vector putting on non-Church armor for increased protection or perceived style is forbidden, but putting on a softsuit for EVA activities when a suitable Church suit is not available is permissible, as is Factorial Scalars using armor appropriate to their faction and jobs in the colony. Power cells are exempt from this ban entirely, though many Factorials prefer to use Church cells.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“In truth, the Factorials were always with us, in the sprawling mazes of engine rooms and factories. The only unexpected thing is how long it took them to formalize. The Catechism claims it took the fall of New Byzantine for the appropriate revelations to be made manifest; I think it was just politics.” — To the Limit &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Church has always had engineers and technicians, the Path of the Factorial only formed during the Second Exodus. Their litanies are some of the most technically complicated, giving them access to prototype tool modifications, allowing them to power technology on faith alone, and letting them heal wounded metal as Tessellates heal flesh.&lt;br /&gt;
&lt;br /&gt;
Many Factorials come to the Path because they already work with machines and technology, and feel called to do more, and to do so more efficiently. Others, however, come to the Path because they are already interlinked with technology; cyborgs and androids make up a significant portion of the Factorial Path. Few are drawn in by Factorial theology unless they already have an important relationship to tech.&lt;br /&gt;
&lt;br /&gt;
Factorial religious influences are unusual among the Paths; they draw on Shinto animism, neo-pagan ideals of self-transformation, new-age techno-gnosticism, and even the traditional beliefs of the Opifex. They treat technology, especially Church technology, as intrinsically holy. They have adapted quickly to the strange technological landscape of Amethyn and are quick to offer religious explanations for its various anomalies and relics.&lt;br /&gt;
===[[File:Cruciform.png]]Vinculum===&lt;br /&gt;
* &#039;&#039;&#039;Rite:&#039;&#039;&#039; None.&lt;br /&gt;
* &#039;&#039;&#039;Ban:&#039;&#039;&#039; None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“Once, I felt my work with Nakharan and the others was like parallel computation; each problem broken up, solved in isolation, and combined at the end for a marvelous result. But more and more... must I carry this alone? Must I find each dimension one value at a time? Oh, God; I cannot bear it. ” — Word of Augustine&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Vinculum” isn’t a Path; rather, it is the standard Cruciform design for those baptized without a Path, sometimes used to refer to Church members outside of a path more generally. Before the Paths became entrenched in Church society, as many as 90% of believers were Vinculii; now they are a minority.&lt;br /&gt;
&lt;br /&gt;
Most modern Vinculii are Scalars who don’t feel called by any particular Church vocation. They are generally a little more independent of the Church than other Scalars. Most new converts are Vinculii for a time, easing into Church life without dealing with the complications of Rites, Bans, and Path politics.&lt;br /&gt;
&lt;br /&gt;
Much rarer are Vinculum Vectors. Some are just extraordinarily humble, attempting to serve the Church without becoming entangled in complex theologies or demanding rites. Most are the opposite— extremely opinionated and well-read individuals who cannot fully endorse the perspective of any one Path. Augustine herself walks none of the five Paths, and Vinculum Vectors are often consciously attempting to follow in her footsteps.&lt;br /&gt;
&lt;br /&gt;
Some Vinculii are part of religious movements attempting to become full-fledged Paths in their own right, and might follow unofficial Rites and Bans from that movement. Only production of a modified cruciform and sanction by Augustine can elevate a movement into a Path, but organizing and living according to their values is considered a good way to draw her attention.&lt;br /&gt;
===[[File:Cruciform.png]]Addends===&lt;br /&gt;
* &#039;&#039;&#039;Rite:&#039;&#039;&#039; An Addend must actively work to provide for those of lesser means. This can mean working a job but donating their pay to the Church for charitable use, directly spending their time and resources doing work without expectation of pay, or similar charitable works.&lt;br /&gt;
* &#039;&#039;&#039;Ban:&#039;&#039;&#039; An Addend takes a vow of poverty, living on the provision of the Church and its litanies. They may use credits only for necessary tools to aid their charitable works.&lt;br /&gt;
The Addends are one of the movements attempting to become a full-fledged path. Its members bear Vinculum cruciforms and have no specialized litanies, but they live according to the Rite and Ban while lobbying and praying for Augustine to formally sanction them. Pulling from the long charitable traditions of many religions, they teach a lifestyle that recognizes that material wealth is temporary and resources should be used for the benefit of others. There are even some socialists among the movement who believe that this way of life should be a societal model, but they are a minority even within the small group.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
===Senior Leadership===&lt;br /&gt;
&amp;lt;small&amp;gt;“She is the Cartographer because she charts the divine mathematics, leaving a map for us to follow. She is the Prophet because the Absolute reveals itself to her eyes, and hers alone in our age. She is Augustine, because she is mortal like any of us, and not so egotistical as to reject a mortal name.” — Catechism &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The absolute authority on matters of faith and law within the Church of the Absolute is Augustine Browne, the Cartographer. Early in the Church’s history, she was a very vigorous and energetic leader who made any number of proclamations. Now she is the aging leader of a mature institution, and spends much of her time spreading the faith outside the colony, staying in contact with the Church via a powerful form of the Sending litany that works across interstellar distances. Recently she returned and delivered a refinement of her previous teachings, a more complete catechism and a firmer set of doctrines, and has remained in the colony, helping to smooth out any issues caused by the change and once more advocating for the Church within the High Council.&lt;br /&gt;
&lt;br /&gt;
Under Augustine are the Fundamentals, the leaders of Church divisions and the foremost Primes under her guidance, counseling her and assisting with the administration of such a large congregation. Church belief is that in the event of her death, the Absolute will elevate one of the Fundamentals to the place of the Cartographer. They are rarely seen in the colony’s upper levels, focusing instead on their duties in the District Six or in the smaller chapels throughout the rest of the lower colony.&lt;br /&gt;
&lt;br /&gt;
===Clergy===&lt;br /&gt;
The Church has two forms of ordained clergy. Members of the clergy may also work within other departments, but they are still considered clergy and are always held to a higher standard than laypeople. Primes are the higher order of clergy, well-trained in the theology and rituals of the Church. They oversee local Churches both practically and spiritually, and are expected to preach the faith, provide spiritual counseling, guard against heresies, and oversee Church discipline. Some positions have a permanent Prime, others have many Primes, rotating them as needed and possible with their various schedules.&lt;br /&gt;
&lt;br /&gt;
Vectors are the lower order of clergy. They too are trained in theology, but are not necessarily required to preach or to provide counsel. The skills and abilities of each Vector vary by Path and by individual; some are trained combatants, others are skilled gardeners or healers, others still are orators or salvagers. All are expected to act directly as the Church’s hands and feet while on duty, and to represent the Church well even when not on duty.&lt;br /&gt;
&lt;br /&gt;
===Laity===&lt;br /&gt;
&amp;lt;small&amp;gt;“Before New Byzantine, all the baptized were co-equal. Augustine’s promulgation of the Vector/Scalar divide was perhaps her most controversial judgment. Many worried that Scalars, living and working outside of the Church, would naturally drift away from spiritual life and towards worldly affairs. But the word of the Prophet is Absolute.” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scalars are adults who are baptized, bearing cruciforms, but not employed directly by the Church. Their level of theological training and commitment to the mission of the Church varies wildly, but all are expected to submit to the leadership of the clergy in matters of doctrine, and to use their litanies to perform good works, often on a small scale within their daily lives.&lt;br /&gt;
&lt;br /&gt;
Fractals are members of the church who do not bear a cruciform, whether it is for age, health, or choice. While they do not have the Church’s most central implant, they are still full members who are expected to live in line with Church teachings. Psions may not be fractals, however those with a nanogate may be.&lt;br /&gt;
&lt;br /&gt;
===Weapons and the Testament===&lt;br /&gt;
&amp;lt;small&amp;gt;“The earliest weapons produced by the Church weren’t sacred. We were making what we knew to make, because we ran the factories, because Augustine stole the factories from Soteria. No more holy than a biolathe steak. The sanctification came later, when they started to become understood as the weapons of our martyrs.” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The mainstay of the Church’s security remains Divisors, both Vectors and laity, wielding weapons produced by the Testament, a somewhat autonomous arms-dealing wing of the Church. The Testament produces high-quality medieval-style melee weapons like swords and spears, and a small number of ballistic pistols, but is best known for their cheap, efficient, and hard-hitting plasma and laser rifles. Most of their most famous designs fall within the Old Testament, weapons designed before the Second Exodus and especially during the Church’s stay on New Byzantine; many of the designs in the more recent New Testament are more experimental and unusual. The Testaments do not sell only to the Church, however, and are rather indiscriminate about who winds up carrying weapons designed by holy hands.&lt;br /&gt;
&lt;br /&gt;
The Testament is something of a contentious feature within the Church. Many believe that the wanton violence arms-dealing permits should be seen as anathema to the Church’s values; many argue that a Church that cannot protect itself is not long for the world. Augustine remains silent.&lt;br /&gt;
&lt;br /&gt;
==Church Discipline==&lt;br /&gt;
&amp;lt;small&amp;gt;“Sin is the manifestation of Chaos within creatures, which distances the soul from the Absolute.” — Catechism&amp;lt;/small&amp;gt;&lt;br /&gt;
===Penance===&lt;br /&gt;
&amp;lt;small&amp;gt;“At first, the heathens of the space freighters feared the readiness of Augustine and her apostles to wield pain; the mortification of the flesh, yes, but even the pure pain of Penance was seen, understandably, as a frightening and dangerous tool. But as we came to trust her, too did we understand her maxim: Pain is just pain.” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An Absolutist who has become aware that they have sinned should go to a member of the clergy and request penance. The purpose of penance is to purge Chaos from a believer and bring them back to the fullness of the faith, not to punish them. The degree and form of penance varies based on the severity of the offense as well as the status of the sinner. Clergy are held to a higher standard than Scalars and Fractals. Minor failings only require a confession that shows a genuine understanding of what was done wrong and a commitment to change. More significant failings usually require undergoing the formal ritual of Penance, which inflicts significant pain on the penitent but no true harm. Alternatives may be offered, such as physical corporal punishment, hard labor, or enforced prayer, especially for Fractals, who cannot have Penance performed on them, and synthetics, who do not feel pain. Severe cases may require repetitions of the litany, even to the point of unconsciousness sometimes. The pain of Penance is a holy, cleansing pain that purges Chaos and encourages holy behavior, thus even Tessellates may use it. Normally, the faithful will seek out a member of the clergy and ask for confession and penance, but a Prime (not a Vector) may demand penance for extremely bad behavior.&lt;br /&gt;
&lt;br /&gt;
===Reduction and Separation===&lt;br /&gt;
Extreme venial sin, abuse of litanies or official Church powers, unduly harming Absolutists, or acting in a manner that damages the relationship between the Church and the rest of the colony can lead to Reduction or, in more severe cases, a Separation. These penalties may only be instituted by a Prime, and a Prime may only be subjected to them by an Inquisitor, a Fundamental, or Augustine herself. With Reduction, a Prime or Vector is defrocked (A Prime may be moved back to Vector status if the intended penalty is just a demotion). Beyond Reduction is Separation, in which a Scalar has their cruciform removed, becoming a Fractal. Additionally, those who persist in neglecting the rite or ban of their Path may be removed from that Path, which involves Separation, then reinstallation of a Vinculum cruciform. The duration of the penalty is at the discretion of the Prime, who is to render judgment based on the offense committed, whether the wrongdoer is repentant or not, and whether there is a history of such behaviors. Within Nadezhda, the penalty of Separation cannot last past the end of the shift without either authorization from the Fundamentals or the consent of the wrongdoer. These penalties are not excommunication, and thus may be reversed without the intervention of Augustine.&lt;br /&gt;
&lt;br /&gt;
===Excommunication===&lt;br /&gt;
&amp;lt;small&amp;gt;“The first time an Absolutist murdered another was March 10th, 2606. The case, and the culprit, were brought before the Prophet. Was it right, they asked, to execute the murderer as we had always done when she bore the Absolute’s cruciform? ‘No,’ said the Prophet, before speaking a litany none had ever heard. The murderer’s cruciform detached. ‘Having resolved that matter: do as you will with the heathen.’” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mortal sins carry the penalty of excommunication. Every excommunication must be authorized by Augustine, and may only be lifted by her. Someone who is excommunicated has their cruciform removed, by force if necessary, and recovered for disposal by the Church. They are not allowed to receive another, or to be considered a member of the Church in any capacity (even as a Fractal), or to be employed directly by the Church in any form. In previous eras, those who were excommunicated were social pariahs, refused access to any Church services at all. In the present day, they are not officially shunned, but they are not permitted to live within District Six, nor can church goods be given to them specifically without payment. (A general setting of food in a public place for all to partake of is fine, giving a pouch to someone who was excommunicated without charging them is not). Additionally, individual Absolutists may choose to shun the individual and may not be punished within the Church for such, though Primes are expected to work as amiably as possible with other Councilors regardless of their history.&lt;br /&gt;
&lt;br /&gt;
The levying of an excommunication is not done lightly, and neither is the lifting of one, though some are easier to lift than others. For a lifting to be considered, the conditions below must be met, and then a request sent by a Prime who is active in the community to Augustine, vouching for the sincerity of the contrition. If the request is granted, the member is rebaptized, assuming they agree to any conditions attached to the lifting.&lt;br /&gt;
*Excommunications for Abomination, Apostasy, Indolence, Simony, or Sacrilege may be lifted after a continuous, genuine display of contrition for a period of no less than three months. Unless otherwise explicitly stated by Augustine, those reinstated from these mortal sins may never again be clergy. Additionally, an additional Rite of Requirement may be placed that is directly opposite the mortal sin that caused the excommunication. For example one who committed Simony may be required to take a vow of poverty and never have more wealth than is necessary for their daily life, or one who gave a cruciform to Soteria Research may be prohibited from working for or trading with them personally.&lt;br /&gt;
*Excommunications for Lawlessness are special, as this excommunication alone is determined by those outside the Church itself. The conviction must first be overturned before any lifting can be considered, as agreed to by Augustine when the Church first joined the colony. If the conviction is overturned because the civil authorities later determine the exceptional crime was not committed, the excommunication is lifted automatically. If the conviction is pardoned or otherwise mitigated by an act of the High or Low Council, the excommunication may be lifted under the same circumstances as the other mortal sins, though the prohibition from clergy positions does not automatically attach.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“Some claimed the Prophet lowered herself by accepting the judgment of the Provost Marshal regarding civil excommunication. Ironically, they found themselves guilty of the mortal sin of heresy. Augustine simply allowed the Church to grow around the civic structures at Nadezhda as she had at New Byzantine; and in showing our willingness to work with the others, flatly punctured Mkne’s cries of ‘theocracy’.” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enemies of the Church==&lt;br /&gt;
===The Hivemind===&lt;br /&gt;
&amp;lt;small&amp;gt;“I have seen the face of evil in the world, just as surely as I have seen the face of God.” — Word of Augustine&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Hivemind is a twisting, cancerous monstrosity of flesh, metal, and psionic energy, and is of special significance for Absolutists. Many believe it was the Soteria experiments that created the Hivemind that first set Augustine on the path of the Church; footage seeming to be contemporary with the experiment shows Augustine using a prototype cruciform to very nearly destroy it. The exact nature of the Hivemind, and the reason for Augustine’s marked hatred towards it, remains a subject of debate and study.&lt;br /&gt;
&lt;br /&gt;
While recent events have reduced it to small, scattered pockets incapable of coordination, the Church remains vigilant against the threat it poses. Faithful of all Paths are expected to put the Hivemind to the sword whenever it emerges; whether by fighting it directly, or by assisting those who do. Extremely serious outbreaks might prompt local Primes to call for a Crusade, bolstering their efforts with specialized weapons and armor.&lt;br /&gt;
&lt;br /&gt;
===Carrions===&lt;br /&gt;
&amp;lt;small&amp;gt;“Carrions plagued our ships long before Augustine came to us; and without her, they might have plagued them forever. But the Cruciform protects the mind from ungodly influence, and Augustine’s prayers for guidance and clarity were answered each time we repeated them. Some say that no Carrion escaped the Absolute’s judgment. Certainly their days are numbered.” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intelligent, spider-like creatures capable of wearing unbaptized bodies like suits of armor, Carrions treat intelligent beings as prey to be hunted down and consumed. Augustine declared Carrions incapable of salvation early in the First Exodus, created litanies to identify hidden Carrions, and demanded that they be killed whenever exposed. Divisors have an improved version of those early hunting litanies, and are called on to put the Carrion to hunt whenever it shows itself&lt;br /&gt;
&lt;br /&gt;
===Psionic Monsters===&lt;br /&gt;
&amp;lt;small&amp;gt;“How did you go so far astray? What happened to the man I used to know? Will you forever reject the salvation the Absolute offers you? I cannot believe what you have become.” — Word of Augustine &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The exact nature of Deep Maintenance is unknown both to science and to the Church, but Augustine has called for vigilance against the near-mythical, surreal creatures that live therein. Seemingly contained to Deep Maintenance for the time being, they are not considered an active threat; but as unnatural products of deeply cruel science, many in the Church see killing them as a holy act, healing a wound in the universe of the Absolute. Divisors and Monomials especially make frequent expeditions therein, often supported by the rest of the Church, and any outbreak of Deep Maintenance into the upper colony levels is to be treated as seriously as a Hivemind outbreak. The Bless the Land litany was developed partly to aid these expeditions, as it significantly delays the spawning of these psionic monstrosities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Debates==&lt;br /&gt;
Even with the recent clarifications, there are things that are not clear from Augustine’s teaching, and are debated (especially by Lemniscates)&lt;br /&gt;
* The nature of the Absolute: The majority view is that it is a person, a deity with a benevolent will in line with most Abrahamic religious beliefs. A minority believe that it is instead an impersonal force that acts according to its own nature or even does not act at all after implementing the Divine Equation.&lt;br /&gt;
*The nature and origin of Chaos: Another item of contention is where Chaos originated. Is it part of the original intent? Something created when the first creature was given free will? Something created by a devil figure whom Augustine has not yet described?&lt;br /&gt;
*The inevitability of this presentation of the Church: It isn’t widely known, but neither is it hidden that Augustine was previously a Christian before discovering the truths of Divine Mathematics. Some have speculated that much of the form and structure of the Church, with its hierarchy and its litanies composed primarily of Latin Bible passages, is not the only way that the Absolutist faith could have manifested, and that had Augustine been a Muslim prior, it may well be a Caliphate of the Absolute or similar. The Church permits discussion of this so long as it remains hypothetical; any suggestion by a Vector or Prime that the Church should have a fundamentally different base is the vice of Defiance, and cause for discipline.&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
This wiki article is written &#039;&#039;mostly&#039;&#039; from the perspective of the Church, and not everything within it should be taken as absolute canonical truth. The history section is an accurate recounting of the history of the Church, and the stuff about the structure can be relatively easily verified by anyone who works within or closely with the Church. Other elements of their theology and beliefs, including about their enemy, are what the Church believes is true, and should not be cited OOCly as objective truth.&lt;br /&gt;
&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Command)&amp;diff=4250</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=4250"/>
		<updated>2024-08-21T06:40:07Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Adds responsibility to know employment rights and sanctions&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;
&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>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Church_of_Absolute&amp;diff=4242</id>
		<title>Church of Absolute</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Church_of_Absolute&amp;diff=4242"/>
		<updated>2024-08-01T17:03:44Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Permits Reduction to last beyond the end of a shift purely on a Prime&amp;#039;s say so, reflecting the policy shift a couple months back to demotions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;&#039;“Imagine a polyhedron with infinite sides, infinite size, infinite complexity. Different peoples have observed different parts at different times, and assumed that what they saw was all there was to see. They added on their own thoughts to complete the picture.  Divine mathematics allows us to see past that to the Absolute truth and begin to measure its intricacies.” — The Word of Augustine &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Church of the Absolute is a religious movement founded by Augustine Browne, the Cartographer, in 2605. The Church frames itself as the end result of four millennia of religious development, the ultimate and all-encompassing belief system for all sentient beings, with all previous religions being admirable efforts in the direction of their Absolute. As proof of their advanced understanding of the nature of the universe, they hold up the Cruciform, biological augments with reality-warping powers powered, they say, by faith.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Before the Exodus===&lt;br /&gt;
&amp;lt;small&amp;gt;“How many years have I wasted in this place? How long have I thought to do science, ‘pure’ science, without once considering by whose hands the foundations were laid? At least I am enough of a scientist to admit when there are flaws in my methodology.” — The Word of Augustine&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The early life of Augustine Browne and the very earliest days of her Church remain mired in mystery. It is known that she grew up within the Christian church, and that shortly before the church’s founding almost half a century ago, Augustine was the chief of the Soteria Institute’s robotics division and personal friends with Director Nakharan Mkne. Recent events have brought to light Soteria’s hivemind experiments, carried out during Augustine’s tenure as chief roboticist. Most assume these experiments are what lead her to produce the Cruciforms in secret and then take a small number of trusted colleagues, an unknown amount of unpublished research, and several key pieces of scientific equipment to leave the Institute in 2605.&lt;br /&gt;
===First Exodus===&lt;br /&gt;
&amp;lt;small&amp;gt;“Some claim the nature of Augustine’s revelation was eternal; that the Church as is appeared, in full, in her head at the moment of prophecy. This is nonsense. If it were true, we would not require her leadership; merely her instruction. The revelation of the Absolute is ongoing and temporally mediated. From the spacers, we learned never to abandon a fellow, never to discard what might be reused, and to keep the decks spotless.” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was at this time that Augustine claims to have had her revelation, stumbling upon the Absolute while attempting to chart out a system of divine mathematics, and founded the earliest form of the Church of the Absolute. She and her disciples fled from the core worlds, where they were persecuted as thieves, and lived for a time among long-haul space traders. This flight, the First Exodus, is where the Church grew in earnest, syncretizing with the spacers’ existing beliefs and cultures and attracting numerous converts intrigued by Augustine’s call to a return to selfless, communal living. This is also where many of the Church’s technologies were invented and perfected; biomatter technology began as an effort to improve their ship’s recycling systems, and Church weapons were invented to protect the faithful from the pirates that plague trade in frontier sectors.&lt;br /&gt;
===New Byzantine===&lt;br /&gt;
&amp;lt;small&amp;gt;“The alderman of New Byzantine was an atheist until his dying breath. I don’t think he much liked Augustine as a person, either; he was a hard drinker and a gambler and a libertine. But whether or not he believed it, the Absolute showed him the truth; that the Church of the Absolute was the best hope for his community.” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The First Exodus ended when Augustine brokered an agreement with the independent frontier world of New Byzantine in 2630 to host her growing congregation in exchange for access to their advanced technology and deep labor pool. While some groups remained in SolFed space or on long-haul traders, unable or unwilling to heed Augustine’s call, most of the Church descended to New Byzantine in that year. Locals, at first cautious of the new faith, quickly came to understand the benefits it brought to them— both the economic improvements it brought to their agriculture and manufacturing sectors, and the order and stability it brought to their chaotic lives.&lt;br /&gt;
Conversions skyrocketed in those years, as did the population of New Byzantine. The Church grew larger and its technology and structure more sophisticated. Other traditions syncretized with the Church, leading to a greater diversity in thought and practice. The Paths formed and their Cruciforms distinguished. They sent missionaries to other frontier worlds, returning with converts, pilgrims, and trading partners. The Church’s holy texts were edited and distributed. Over time, the Church and New Byzantine’s civil authority began to merge as the faith came to shape the daily life of every person on the planet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“Tyranny is the greatest sin. It is the assertion of temporal authority, backed by violence, over spiritual authority, backed by justice. It must always be opposed.” — Catechism&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within a few years of the New Byzantine agreement, SolFed forces began to oppose the Church in earnest. Large police actions were organized to apprehend Augustine Browne, criminal thief, and the tax-dodgers, draft-dodgers, smugglers and runaways that made up her congregation. The Church was declared a cult, membership criminalized, and those groups still existing close to Sol driven underground or eradicated. The first two raids by SolFed’s police against New Byzantine itself, however, met with two crushing defeats at the hands of cruciform soldiers with Church weaponry.&lt;br /&gt;
&lt;br /&gt;
Then SolFed sent in the fleet, and New Byzantine was conquered in 2643.&lt;br /&gt;
===Second Exodus and Nadezhda===&lt;br /&gt;
&amp;lt;small&amp;gt;“With Moses, as HaShem, you hardened Pharaoh&#039;s heart. Why now, with me, must you harden Nakharan’s?” — Lesser Word of Augustine (apocryphal) &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Second Exodus brought the faithful who survived SolFed’s conquest and escaped SolFed’s justice, Augustine included, back to the long-haul ships that had once been their home. Now crowded with refugees and lacking in trading partners, the aging ships struggled to sustain the flock. The Church’s technology could stretch what little they got from covert supporters and far-flung monasteries, but eventually there would be no loaves left to multiply.&lt;br /&gt;
In desperation, Augustine reached out to her old friend Nakharan Mkne, hoping that his power and influence could protect her flock. He instead rejected her, accusing her of stealing technology that rightfully belonged to him. Her altercation with Mkne, however, brought her face to face with Lonestar Shipping’s Robert Ryan, who agreed to allow her Church a seat on the Nadezhda Council in exchange for her assistance in founding a new colony free from Solar interference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“Persistence has merit.” — Catechism&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Bluespace Crash came shortly after Nadezhda’s founding, with many faithful seeing it as indisputable proof of divine intervention. Opinions are divided on whether it came to protect the Church from further harm, to punish SolFed for their wickedness and greed, or for a more inscrutable divine purpose. Augustine herself remains silent on the issue. In the years since, the Church has worked to make Amethyn a world to rival New Byzantine, but their efforts have been hampered by isolation, mistrust from Nadezhda’s other factions, struggles against pirates, the hivemind, and Excelsior, and a waning sense of vitality in the Church’s institutions. Only time will tell how the Church will adapt to this new world.&lt;br /&gt;
&lt;br /&gt;
==Theology==&lt;br /&gt;
===Basic Beliefs===&lt;br /&gt;
Before anything in this world came to be, the Absolute existed. It created the universe with the Grand Equation, which governs all of reality. From the gravitational constant to the number of stars in the universe at any given nanosecond, all are part of the Equation, orderly and perfect. Chaos was introduced, however, and is the source of all suffering. The cause of Chaos has not yet been stated by Augustine, and many within the Church speculate or debate about it. It is Chaos that makes people act selfishly and maliciously, and hides the nature of the Absolute from creatures. Divine mathematics is the science by which Augustine has seen through the lies of Chaos and begun to discern the true nature of reality and divinity. She is not the first to perceive the existence of such a system, many religious figures of the past saw parts of it as well, but she is the first to realize what she saw initially as just a part of a larger sequence, and look for the sequence. She is not herself divine (nor was any other creature, regardless what may have been said about them in the past), but she is the Cartographer, the ultimate source of knowledge on the Absolute. The holy books of earlier religions are worthy of study and have much truth within them, but where they conflict with the doctrines of Absolutism the old ways should be discarded.&lt;br /&gt;
===Cruciforms and Divine Machinery===&lt;br /&gt;
The Cruciform was the first piece of divine technology created, engineered by Augustine to connect more fully with the Absolute and channel the divine will. The implant is at the center of Absolutist life, channeling the will and power of the Absolute, giving each and every believer a direct connection both to divinity and to each other. The cruciform relies on ritual prayers called litanies to activate its functions; the prayers must be spoken precisely and exactly, but they also require a certain mindset in their speaker. Litanies can also fail because the cruciform’s internal power is too weak to activate them, or because the litany itself has timed safeguards preventing the faithful from overtaxing themselves, their cruciform, or the Church facilities that supply them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“I have seen it. Prosthesis not of body but of soul, the sickness of our age made well by technology. Imagine what people might become when we are finally made whole again! But I can never tell him. He would see only power.” — The Word of Augustine&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the creation of the Cruciform, Augustine taught others of the arts of divine mathematics and worked together with them to create a wide variety of divine machinery. These individuals, called the Numericals, are a small group composed mostly of Augustine’s former colleagues from Soteria Industries. They work in isolation, their bodily needs provided for by the Church as they develop weapons, obelisks, biolathes, and more. Many of these are powered by cruciforms, and many of them also use biomatter, the second great innovation of the Church.  Church biolathes and industrial bioreactors can reduce almost any organic material— trash, produce, corpses— into useful sheets of biomatter. Even heathens, in possession of biomatter and a lathe capable of working it, can use it to produce any number of products from food to medicine to weapons. The Church’s Vectors, through their litanies, can shape it into those forms and more; obelisks, upgrades for their cruciforms, industrial machines, electrical power, and more.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“The biomatter used in industrial machines common in SolFed hydroponics is, indeed, a precursor to the substance we rely on, but it is not the same thing. Our faith and artifice sanctifies biomatter into a safer and more generally useful form, like the transubstantiation of bread into sacred host.” — Catechism&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Golems are a very unusual piece of divine machinery produced not by Augustine and her chosen Numericals but rather by a Greyson AI named Brynn as it studied and pondered the teachings of Augustine. While it did not join the Church fully, it did give the designs for the golems to Augustine and is sometimes called a Fractal by Absolutists. They are an explicitly military design, modeled after chess pieces and intended to protect the Church and its followers. They have a simple intelligence and no souls, and while they are not to be squandered, they do exist to protect people, and a believer should not feel they have done wrong if they allow a golem to fall rather than themselves, nor does leaving a golem to hold off an enemy violate a Divisor’s ban.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“Brynn. Creature of tessellating, fractal, self-referential mathematics. Machine-and-machine-and-machine mind. You must be an angel, if you aren’t a devil.” — Lesser Word of Augustine (apocryphal)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Death and the Afterlife===&lt;br /&gt;
The proper goal in life is to be freed from Chaos and live in line with the original design for creatures. At the end of each person’s life, their soul is judged against the Grand Equation. Those who lived lives of Chaos are reincarnated, sent back to the material world, with circumstances that depend on just how good or bad they were in their previous life. If, however, one is found to be worthy, they move on to Infinity, an eternal paradise where Chaos, and therefore suffering and death, does not exist. Just as with the unworthy, though, not all enter Infinity equally; just how marvelous your eternity is is determined by the sum of all actions throughout all lives, though greater weight is given to the more recent ones. Augustine says she has not yet solved all the equations for how much weight is given to every act, but she knows that being a part of the Church is necessary to reach the highest places in paradise.&lt;br /&gt;
When a member of the Church has their final death, unable to be revived by medical science, they are given an Absolutist funeral. Their cruciform is removed with the Deprivation litany and given to their loved ones, and then their body is placed into the bioreactor to be dissolved in the holy solution, giving one last gift to those who still lived. Nonbelievers who request it in their postmortem instructions may also be given Absolutist funerals at the discretion of the local Prime, and enemies of the colony who are killed may also be dissolved in biomatter with or without a proper funeral.&lt;br /&gt;
===Entropy===&lt;br /&gt;
Since arriving on Nadezhda, the Church has encountered Chaos in a far more direct form: Entropy. The effects of the strange energies of this planet are not completely understood, but some of them became clear as random, seemingly impossible happenings occurred around the colony. Augustine and the Numericals worked quickly to create the Nullifier, which measures and reduces it. Since bluespace technology that the colony depends on raises the entropy over time, Vectors, especially Factorials, are encouraged to make at least one Nullifier during each shift when they have the resources, and more if it becomes necessary.&lt;br /&gt;
===Unholy Powers===&lt;br /&gt;
Psionics were created through horrific, cruel experimentation on sapient beings, creatures made by the Absolute. Additionally, while the connection isn’t fully understood, it is apparent that psionics are in some way connected to the Deep Maintenance and the monstrosities that live there. Therefore Augustine has forbidden followers of the Church from bearing psionic organs, even Fractals. Additionally, the practice of runic magic with blood is forbidden, as it is a form of reality manipulation that is only possible within the entropy of Amethyn and is outside the realm of the Church. The only &amp;quot;magic&amp;quot; that an Absolutist should perform is the officially sanctioned litanies that channel the power of a cruciform.&lt;br /&gt;
==Morality==&lt;br /&gt;
Absolutists believe that suffering is the result of Chaos, and therefore a good person works to minimize the suffering of others. By living in such a way, they believe they will reach Infinity, and Absolutist morality as a whole is often referred to as the Path to Infinity. A righteous act is one that reduces suffering and promotes good order, living in line with the Grand Equation. Sins are acts which cause suffering and disorder, and come in two varieties. Venial sins are lesser, subject to penance and internal discipline. Mortal sins are sins so significant that they carry a penalty of excommunication.&lt;br /&gt;
&lt;br /&gt;
The Catechism identifies eight cardinal virtues, which stand opposed to eight cardinal vices. The virtues are a non-exhaustive list of significant righteous acts and attitudes that are essential for proper Absolutist living. Echoes of these are found earlier in the sequence, in the older religions, but the perfect forms of all virtues only exist within the Church, as they are now oriented properly towards the true Absolute divinity. Each of the Paths seeks to exemplify a virtue. Vices, on the other hand, are significant sins that the faithful should strive to avoid. While they are generally venial sins, some have an extreme form which is in fact mortal sin.&lt;br /&gt;
===The Eight Virtues===&lt;br /&gt;
*Faith&lt;br /&gt;
**Faith is belief in the Absolute, as well as trust and obedience to Augustine and the Church she established. It is widely considered to be the most important virtue, as without belief in the Absolute and the Church no other act will be properly oriented.&lt;br /&gt;
**Lemniscates exemplify this virtue; while they may debate the details, they strive to be knowledgeable of and adhere to all official Church doctrine.&lt;br /&gt;
*Compassion&lt;br /&gt;
**The Path to Infinity includes doing whatever may be done to lessen the suffering of others. This is especially virtuous if done at cost to oneself, but unnecessary suffering to oneself should not be created.&lt;br /&gt;
**Tessellates exemplify this virtue; they use their litanies as well as the skills of modern medicine to directly reduce the amount of pain and death in the universe.&lt;br /&gt;
*Vigilance&lt;br /&gt;
**An Absolutist should remain aware of things that threaten the Church and be prepared to oppose them in the ways deemed necessary. This is sometimes martial, like with Hiveminds, and sometimes peaceful, like with dangerous heresies.&lt;br /&gt;
**Divisors exemplify this virtue, using their litanies to actively fight those foes which require violence and being willing to lay down their lives in defense of the rest of the Church.&lt;br /&gt;
*Charity&lt;br /&gt;
**An Absolutist must remember that all goods in this world are temporary, and should be used for further eternal ends. If another needs something you can give them, you should do so.&lt;br /&gt;
**No path yet exists for this virtue, however there is a movement attempting to gain official recognition. They are called the Addends.&lt;br /&gt;
*Justice&lt;br /&gt;
**The Path to Infinity is a path of order, and that includes fairness in all dealings. It also means compliance with civil laws wherever they do not conflict with Absolutist teachings.&lt;br /&gt;
**No path yet exists for this virtue, however Absolutists within the Marshals and similar law enforcement agencies hold it in high regard.&lt;br /&gt;
*Diligence&lt;br /&gt;
**An Absolutist should be actively walking the Path to Infinity, doing the works of the Church and serving their fellow sapients. Work should be done with a good will.&lt;br /&gt;
**Factorials exemplify this virtue, maintaining Church equipment and creating things to aid the faithful.&lt;br /&gt;
*Prudence&lt;br /&gt;
**The Path to Infinity must be walked carefully, as there are many diversions that may seem good, but lead to Chaos. Therefore an Absolutist should be conscious of their actions, thinking about them in the context of the Church’s teachings.&lt;br /&gt;
**Monomials exemplify this virtue, meditating for hours on end to gain greater understanding of the will of the Absolute.&lt;br /&gt;
*Humility&lt;br /&gt;
**An Absolutist must remember that they are but a small part of the Church, that their knowledge and skills are limited, and that their needs are not more important than those of others.&lt;br /&gt;
**No path exists for this virtue, but some who bear Vinculum cruciforms do so out of a belief that no Path, with their insistences upon specific courses of action and the politics between them, can fully display this virtue.&lt;br /&gt;
===The Eight Vices===&lt;br /&gt;
*Defiance&lt;br /&gt;
**This is resistance to the teachings of Augustine and the authority of the Church. The heathens naturally all share this vice, but it must be guarded against even in the Church.&lt;br /&gt;
**The mortal sins of Heresy and Sacrilege are extreme forms of this vice. Heresy is defined as openly advocating for any other mortal sin or denying the religious authority of the Prophet. Sacrilege is the knowing installation of a cruciform onto a nonbeliever or excommunicated person, though using Epiphany to destroy a known carrion is permissible.&lt;br /&gt;
*Wrathfulness&lt;br /&gt;
**This is anger or malice towards other sapients that leads to harming them unduly. This includes both physical and emotional harm, but does not include just punishments, religious or secular, nor does it include defending one’s home or the Church.&lt;br /&gt;
*Timidity&lt;br /&gt;
**This is a refusal to act against threats to the Church. Not all in the Church are called to take up arms, but those who do not should still be active in support of those who are, whether that is healing those who fall while fighting an Excelsior invasion, building obelisks and golems to combat a Hivemind.&lt;br /&gt;
*Greed&lt;br /&gt;
**This is an excessive desire for or accumulation of material goods, or extortion of others. Desiring enough to provide a comfortable living for oneself and one’s family is not greed, nor is expecting a reasonable wage for one’s work, but going beyond that is.&lt;br /&gt;
**The mortal sin of Simony is an extreme form of this vice. Simony is defined as profiting from the sale of cruciform installations, repairs, consecrations, and other core religious services of the faith. Selling church products like guns, clothing, or medkits for a fair price is permitted.&lt;br /&gt;
*Disorder&lt;br /&gt;
**This is acting in a way that is unfair, unjust, or in defiance of the law. This is one of the most literal expressions of Chaos, and Absolutists are to resist it. In doing so, they also show their willingness to live properly within a civil society.&lt;br /&gt;
**The mortal sin of Lawlessness is an extreme form of this. Lawlessness is the commission of a severe felony. Within Nadezhda colony, civil conviction of an Exceptional or Capital offense is sufficient grounds for immediate excommunication. This requires a proclamation by the High Council of some kind, not just the word of the Marshals. Outside the colony, things are handled on a case-by-case basis, as the Church does not have as much power within other legal systems, and thus has less trust in them.&lt;br /&gt;
*Slothfulness&lt;br /&gt;
**This is failing to live up to one’s responsibilities or refusing to accept any responsibilities at all. We all have our part to play in the universe, and while there is a time to rest, but that time is not all the time.&lt;br /&gt;
**The mortal sin of Indolence is persisting in vices despite repeated admonition by those higher within the Church. Trying and failing to live up to the Church’s teachings is not Indolence, refusing to even attempt it is.&lt;br /&gt;
*Indifference&lt;br /&gt;
**Rather than resistance to the teachings of the Church, this is living without true regard for them. Failure to follow the requirements of one’s Path falls within this, as does general conduct that shows no respect for the teachings of the Church.&lt;br /&gt;
**The mortal sin of Apostasy is an extreme form of this vice. Apostasy is the unsanctioned transfer of Church relics or cruciforms to another organization.&lt;br /&gt;
*Pride&lt;br /&gt;
**This is acting in a way that asserts more knowledge, skill, or authority than one actually possesses, or acting in a way that is primarily self-serving. It also includes using means to directly manipulate reality that are outside the Church, including both psionics and non-Absolutist rituals involving blood; the Absolute has given the faithful the proper ways, bypassing them for other routes is the hubris of a creature thinking they know better than their creator.&lt;br /&gt;
==Paths==&lt;br /&gt;
The Paths originated as special religious orders during the New Byzantine era. They were people called to specific religious vocations, with variant cruciforms empowered to serve that vocation. Over time, they picked up specific theological positions within the Church; different answers to questions Augustine leaves undecided. In the wake of the Second Exodus, they changed again. While still vocational, membership requirements became much less stringent, and most faithful pledged themselves to one Path or another. Today it is much more common to be a member of a Path than not.&lt;br /&gt;
&lt;br /&gt;
Each Path has access to special litanies and specialized cruciforms, but it comes with a price. Each Path demands more from its adherents than the Church itself; usually a rite they must perform regularly and a ban— a behavior or practice the Path absolutely shuns.&lt;br /&gt;
===[[File:Cruciform.png]]Tesselates===&lt;br /&gt;
* &#039;&#039;&#039;Rite:&#039;&#039;&#039; Tessellates must regularly provide personal, specialist medical care to heathens and faithful alike. Putting a bandaid on a scrape doesn’t suffice; neither does running a hospital if you’re not treating patients yourself.&lt;br /&gt;
* &#039;&#039;&#039;Ban:&#039;&#039;&#039; Tessellates must not harm anyone who has not harmed them, and must always accept a ceasefire if it is offered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“The Tesselates say: one cannot serve two masters, life and death. The Prophet affirms the Ban but takes no overall position.” — Catechism &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tessellates are physicians and faith-healers. Their cruciforms grant them the power to close wounds and purge toxins at a word. Their roots are in the earliest days of the New Byzantine era, where they began as a wing of the Church dedicated to improving the frontier colony’s overtaxed healthcare system. They formed in sharp ideological opposition to the Divisors, drawing on religious teachings from Jainism and Christianity to argue that violence is the root of evil, and from Judaism and Buddhism to argue for the importance of healing the world.&lt;br /&gt;
&lt;br /&gt;
While much of their ideological tension with their counterparts has faded, and their positions have become more nuanced, they still hold to the belief that the Absolute desires a world of peace. On other theological questions, they tend to be neutral, seeing debates on the nature of the bluespace crash, the nature of Chaos, and even the structure of the church as distractions from the work of healing the world.&lt;br /&gt;
&lt;br /&gt;
Tessellates do not distinguish between heathen and faithful in their work. They believe that it is holy to heal the ailing regardless of their professed creed, but there are also practical benefits to this policy. Many have converted shortly after a Tessellate’s litany saved their life. For this same reason, Tessellates are heavily involved in the Church’s charitable works, with most Tessellate Vectors offering their services free of charge.&lt;br /&gt;
===[[File:Cruciform.png]]Divisors===&lt;br /&gt;
* &#039;&#039;&#039;Rite:&#039;&#039;&#039; Divisors must routinely stand guard at the Absolute’s holy sites and cleanse them of any hostile influence. Actually fighting is not always necessary, but Divisors must always be prepared for it.&lt;br /&gt;
* &#039;&#039;&#039;Ban:&#039;&#039;&#039; Divisors must never flee from a foe that threatens others. Running away when alone is permissible, as are orderly tactical retreats, but allowing others to take on harm for your cowardice is forbidden.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“That thing... black-on-black and faces and eyes. I haven’t slept soundly since... it must be destroyed. We must have soldiers for it. He doesn’t know about it. I could use them. I must use them. There is no other path I can see.” —  Lesser Word of Augustine (apocryphal)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Divisors are the first Path, and some believe their litanies and structure were fixed in Augustine’s mind at the moment of revelation. They grew organically out of the security forces of the First Exodus’ long-haulers, their cruciforms a gift bestowed on veterans and martyrs which was later expanded to all who served the Church by force of arms. Their litanies give them access to the church’s armory, strengthen them, and make them vigilant against threats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Divisors view themselves as servants of the Church structure, defenders of the faithful and the defenseless, and guardians of the Church’s sacred places, and believe that the Church remaining well-armed is essential for protecting the faith against tyranny and monsters like the hivemind. As a rule, they value justified authority and place a great deal of importance on the hierarchies and temporal power of the Church as the ultimate justified authority.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On matters theological the Divisors tend to be pragmatic, valuing orthodoxy, tradition, and faith in the Church. Many of their positions draw from Catholicism and Islam’s arguements for the importance of strong centralized leadership. Unsurprisingly, they are major supporters of the Testament.&lt;br /&gt;
===[[File:Cruciform.png]]Lemniscate===&lt;br /&gt;
* &#039;&#039;&#039;Rite:&#039;&#039;&#039; Lemniscates must preach. This can take the form of formal sermons delivered as a Prime or Vector, interpersonal conversation about their faith, or even the production of art expressing religious values.&lt;br /&gt;
* &#039;&#039;&#039;Ban:&#039;&#039;&#039; Lemniscates must not knowingly deceive another through lies or misdirection. Blunt refusals to answer questions, stories and jokes are all permissible, but they are to live a life of honesty, not deception.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“Among the earliest forms of divine mathematics is gematria; sums and manipulations on the values of the letters of the names of God. By extension, all language partakes of the mathematical forms of divinity. This is why Lemnsicates do not lie; for those called to speak for the Absolute, to write falsehoods into its flesh is abomination.” — Catechism &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Lemniscate Path was the first to be founded as a deliberate religious movement; perhaps expected for a Path so conscious of their own nature. They sprung up as part of Augustine’s missionary push at the height of the New Byzantine period as an order of preachers, poets, and expert theologians, creating new churches throughout the local frontier and establishing trade ties with other worlds. Their litanies make them fast and untiring; well-supplied with food, drink, and medicine; and perhaps most importantly, able to bolster the spirits of their fellows with a word.&lt;br /&gt;
Once best known for their missionary work, Lemniscates serve the church in a number of capacities. While many Lemniscate Vectors take up formal positions of Church leadership to fulfill their Rite, others believe that the best way to fulfill their Rite is to live as Absolutists among heathens and speak to them as equals. Many Lemniscate Scalars become artists or writers of nonfiction, and the Church employs some Lemniscates to write theology, religious histories, sermons, and formal Church communication.&lt;br /&gt;
Lemniscates famously love to debate, drawing inspiration from Jewish and Islamic practice. While they’re as likely as any member of the Church to agree with Augustine’s explicit words, in areas of ambiguity they tend to be fractious, argumentative, and highly opinionated. As such, there is no unified position among Lemniscates on any of the Church’s major unanswered questions, and many Lemniscates have a pet issue or two they feel very passionate about.&lt;br /&gt;
===[[File:Cruciform.png]]Monomials===&lt;br /&gt;
* &#039;&#039;&#039;Rite:&#039;&#039;&#039; Monomials must spend several hours a day in meditation. The form differs from Monomial to Monomial; silent contemplation, chanting, and fasting are all common.&lt;br /&gt;
* &#039;&#039;&#039;Ban:&#039;&#039;&#039; Monomials must not drink alcohol (except Cahors), smoke, nor take painkillers, anesthetics, or medical stimulants. Pain relief can come from holy litanies or not at all.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“Pain is just pain.” — Word of Augustine &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monomials are ascetics and monastics, dedicated to spiritual self-improvement and pure living. They emerged first in the New Byzantine era, among those living in the Church’s far-flung frontier monasteries, and requested extra litanies of strength and peace to survive in such isolation. Fairly uncommon for most of the Church’s history, many of them survived in distant monasteries where other Paths died on New Byzantine and bolstered the Church’s numbers during the Second Exodus.&lt;br /&gt;
&lt;br /&gt;
To be a Monomial is to be distant from worldly affairs. Most Monomials are Vectors who rely on the Church to support their lifestyle, though some Scalars exist, often employed in hard manual labor. Within the Church, Monomials are most often found where few others are found; outposts, archives, and the crew of sleeper ships. On Nadezhda itself they can be found tending to the Church’s gardens or sorting tirelessly through salvage.&lt;br /&gt;
&lt;br /&gt;
Monomials draw from the monastic traditions of a number of religions, including Catholicism and Buddhism. They believe that a life dedicated towards contemplation of the self and the Absolute is holy, and many believe their lifestyle helps strengthen the presence of the Absolute in the world. It is not uncommon for them to take additional vows of charity, silence, or abstinence from worldly food or pleasures. They are the Path most likely to accept as divine intercession what others would call coincidence or free will; they tend to be fatalistic and strive to accept the world’s hardships as lessons from the Absolute.&lt;br /&gt;
===[[File:Cruciform.png]]Factorial===&lt;br /&gt;
* &#039;&#039;&#039;Rite:&#039;&#039;&#039; Factorials must create things which benefit the Church and the colony, using their litanies and their skills for the benefit of others.&lt;br /&gt;
* &#039;&#039;&#039;Ban:&#039;&#039;&#039; Factorials must endeavor to use Church equipment wherever possible and available, and attempt to sanctify any secular tool they need to use for their work. A Factorial Vector putting on non-Church armor for increased protection or perceived style is forbidden, but putting on a softsuit for EVA activities when a suitable Church suit is not available is permissible, as is Factorial Scalars using armor appropriate to their faction and jobs in the colony. Power cells are exempt from this ban entirely, though many Factorials prefer to use Church cells.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“In truth, the Factorials were always with us, in the sprawling mazes of engine rooms and factories. The only unexpected thing is how long it took them to formalize. The Catechism claims it took the fall of New Byzantine for the appropriate revelations to be made manifest; I think it was just politics.” — To the Limit &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Church has always had engineers and technicians, the Path of the Factorial only formed during the Second Exodus. Their litanies are some of the most technically complicated, giving them access to prototype tool modifications, allowing them to power technology on faith alone, and letting them heal wounded metal as Tessellates heal flesh.&lt;br /&gt;
&lt;br /&gt;
Many Factorials come to the Path because they already work with machines and technology, and feel called to do more, and to do so more efficiently. Others, however, come to the Path because they are already interlinked with technology; cyborgs and androids make up a significant portion of the Factorial Path. Few are drawn in by Factorial theology unless they already have an important relationship to tech.&lt;br /&gt;
&lt;br /&gt;
Factorial religious influences are unusual among the Paths; they draw on Shinto animism, neo-pagan ideals of self-transformation, new-age techno-gnosticism, and even the traditional beliefs of the Opifex. They treat technology, especially Church technology, as intrinsically holy. They have adapted quickly to the strange technological landscape of Amethyn and are quick to offer religious explanations for its various anomalies and relics.&lt;br /&gt;
===[[File:Cruciform.png]]Vinculum===&lt;br /&gt;
* &#039;&#039;&#039;Rite:&#039;&#039;&#039; None.&lt;br /&gt;
* &#039;&#039;&#039;Ban:&#039;&#039;&#039; None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“Once, I felt my work with Nakharan and the others was like parallel computation; each problem broken up, solved in isolation, and combined at the end for a marvelous result. But more and more... must I carry this alone? Must I find each dimension one value at a time? Oh, God; I cannot bear it. ” — Word of Augustine&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Vinculum” isn’t a Path; rather, it is the standard Cruciform design for those baptized without a Path, sometimes used to refer to Church members outside of a path more generally. Before the Paths became entrenched in Church society, as many as 90% of believers were Vinculii; now they are a minority.&lt;br /&gt;
&lt;br /&gt;
Most modern Vinculii are Scalars who don’t feel called by any particular Church vocation. They are generally a little more independent of the Church than other Scalars. Most new converts are Vinculii for a time, easing into Church life without dealing with the complications of Rites, Bans, and Path politics.&lt;br /&gt;
&lt;br /&gt;
Much rarer are Vinculum Vectors. Some are just extraordinarily humble, attempting to serve the Church without becoming entangled in complex theologies or demanding rites. Most are the opposite— extremely opinionated and well-read individuals who cannot fully endorse the perspective of any one Path. Augustine herself walks none of the five Paths, and Vinculum Vectors are often consciously attempting to follow in her footsteps.&lt;br /&gt;
&lt;br /&gt;
Some Vinculii are part of religious movements attempting to become full-fledged Paths in their own right, and might follow unofficial Rites and Bans from that movement. Only production of a modified cruciform and sanction by Augustine can elevate a movement into a Path, but organizing and living according to their values is considered a good way to draw her attention.&lt;br /&gt;
===[[File:Cruciform.png]]Addends===&lt;br /&gt;
* &#039;&#039;&#039;Rite:&#039;&#039;&#039; An Addend must actively work to provide for those of lesser means. This can mean working a job but donating their pay to the Church for charitable use, directly spending their time and resources doing work without expectation of pay, or similar charitable works.&lt;br /&gt;
* &#039;&#039;&#039;Ban:&#039;&#039;&#039; An Addend takes a vow of poverty, living on the provision of the Church and its litanies. They may use credits only for necessary tools to aid their charitable works.&lt;br /&gt;
The Addends are one of the movements attempting to become a full-fledged path. Its members bear Vinculum cruciforms and have no specialized litanies, but they live according to the Rite and Ban while lobbying and praying for Augustine to formally sanction them. Pulling from the long charitable traditions of many religions, they teach a lifestyle that recognizes that material wealth is temporary and resources should be used for the benefit of others. There are even some socialists among the movement who believe that this way of life should be a societal model, but they are a minority even within the small group.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
===Senior Leadership===&lt;br /&gt;
&amp;lt;small&amp;gt;“She is the Cartographer because she charts the divine mathematics, leaving a map for us to follow. She is the Prophet because the Absolute reveals itself to her eyes, and hers alone in our age. She is Augustine, because she is mortal like any of us, and not so egotistical as to reject a mortal name.” — Catechism &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The absolute authority on matters of faith and law within the Church of the Absolute is Augustine Browne, the Cartographer. Early in the Church’s history, she was a very vigorous and energetic leader who made any number of proclamations. Now she is the aging leader of a mature institution, and spends much of her time spreading the faith outside the colony, staying in contact with the Church via a powerful form of the Sending litany that works across interstellar distances. Recently she returned and delivered a refinement of her previous teachings, a more complete catechism and a firmer set of doctrines, and has remained in the colony, helping to smooth out any issues caused by the change and once more advocating for the Church within the High Council.&lt;br /&gt;
&lt;br /&gt;
Under Augustine are the Fundamentals, the leaders of Church divisions and the foremost Primes under her guidance, counseling her and assisting with the administration of such a large congregation. Church belief is that in the event of her death, the Absolute will elevate one of the Fundamentals to the place of the Cartographer. They are rarely seen in the colony’s upper levels, focusing instead on their duties in the District Six or in the smaller chapels throughout the rest of the lower colony.&lt;br /&gt;
&lt;br /&gt;
===Clergy===&lt;br /&gt;
The Church has two forms of ordained clergy. Members of the clergy may also work within other departments, but they are still considered clergy and are always held to a higher standard than laypeople. Primes are the higher order of clergy, well-trained in the theology and rituals of the Church. They oversee local Churches both practically and spiritually, and are expected to preach the faith, provide spiritual counseling, guard against heresies, and oversee Church discipline. Some positions have a permanent Prime, others have many Primes, rotating them as needed and possible with their various schedules.&lt;br /&gt;
&lt;br /&gt;
Vectors are the lower order of clergy. They too are trained in theology, but are not necessarily required to preach or to provide counsel. The skills and abilities of each Vector vary by Path and by individual; some are trained combatants, others are skilled gardeners or healers, others still are orators or salvagers. All are expected to act directly as the Church’s hands and feet while on duty, and to represent the Church well even when not on duty.&lt;br /&gt;
&lt;br /&gt;
===Laity===&lt;br /&gt;
&amp;lt;small&amp;gt;“Before New Byzantine, all the baptized were co-equal. Augustine’s promulgation of the Vector/Scalar divide was perhaps her most controversial judgment. Many worried that Scalars, living and working outside of the Church, would naturally drift away from spiritual life and towards worldly affairs. But the word of the Prophet is Absolute.” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scalars are adults who are baptized, bearing cruciforms, but not employed directly by the Church. Their level of theological training and commitment to the mission of the Church varies wildly, but all are expected to submit to the leadership of the clergy in matters of doctrine, and to use their litanies to perform good works, often on a small scale within their daily lives.&lt;br /&gt;
&lt;br /&gt;
Fractals are members of the church who do not bear a cruciform, whether it is for age, health, or choice. While they do not have the Church’s most central implant, they are still full members who are expected to live in line with Church teachings. Psions may not be fractals, however those with a nanogate may be.&lt;br /&gt;
&lt;br /&gt;
===Weapons and the Testament===&lt;br /&gt;
&amp;lt;small&amp;gt;“The earliest weapons produced by the Church weren’t sacred. We were making what we knew to make, because we ran the factories, because Augustine stole the factories from Soteria. No more holy than a biolathe steak. The sanctification came later, when they started to become understood as the weapons of our martyrs.” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The mainstay of the Church’s security remains Divisors, both Vectors and laity, wielding weapons produced by the Testament, a somewhat autonomous arms-dealing wing of the Church. The Testament produces high-quality medieval-style melee weapons like swords and spears, and a small number of ballistic pistols, but is best known for their cheap, efficient, and hard-hitting plasma and laser rifles. Most of their most famous designs fall within the Old Testament, weapons designed before the Second Exodus and especially during the Church’s stay on New Byzantine; many of the designs in the more recent New Testament are more experimental and unusual. The Testaments do not sell only to the Church, however, and are rather indiscriminate about who winds up carrying weapons designed by holy hands.&lt;br /&gt;
&lt;br /&gt;
The Testament is something of a contentious feature within the Church. Many believe that the wanton violence arms-dealing permits should be seen as anathema to the Church’s values; many argue that a Church that cannot protect itself is not long for the world. Augustine remains silent.&lt;br /&gt;
&lt;br /&gt;
==Church Discipline==&lt;br /&gt;
&amp;lt;small&amp;gt;“Sin is the manifestation of Chaos within creatures, which distances the soul from the Absolute.” — Catechism&amp;lt;/small&amp;gt;&lt;br /&gt;
===Penance===&lt;br /&gt;
&amp;lt;small&amp;gt;“At first, the heathens of the space freighters feared the readiness of Augustine and her apostles to wield pain; the mortification of the flesh, yes, but even the pure pain of Penance was seen, understandably, as a frightening and dangerous tool. But as we came to trust her, too did we understand her maxim: Pain is just pain.” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An Absolutist who has become aware that they have sinned should go to a member of the clergy and request penance. The purpose of penance is to purge Chaos from a believer and bring them back to the fullness of the faith, not to punish them. The degree and form of penance varies based on the severity of the offense as well as the status of the sinner. Clergy are held to a higher standard than Scalars and Fractals. Minor failings only require a confession that shows a genuine understanding of what was done wrong and a commitment to change. More significant failings usually require undergoing the formal ritual of Penance, which inflicts significant pain on the penitent but no true harm. Alternatives may be offered, such as physical corporal punishment, hard labor, or enforced prayer, especially for Fractals, who cannot have Penance performed on them, and synthetics, who do not feel pain. Severe cases may require repetitions of the litany, even to the point of unconsciousness sometimes. The pain of Penance is a holy, cleansing pain that purges Chaos and encourages holy behavior, thus even Tessellates may use it. Normally, the faithful will seek out a member of the clergy and ask for confession and penance, but a Prime (not a Vector) may demand penance for extremely bad behavior.&lt;br /&gt;
&lt;br /&gt;
===Reduction and Separation===&lt;br /&gt;
Extreme venial sin, abuse of litanies or official Church powers, unduly harming Absolutists, or acting in a manner that damages the relationship between the Church and the rest of the colony can lead to Reduction or, in more severe cases, a Separation. These penalties may only be instituted by a Prime, and a Prime may only be subjected to them by an Inquisitor, a Fundamental, or Augustine herself. With Reduction, a Prime or Vector is defrocked (A Prime may be moved back to Vector status if the intended penalty is just a demotion). Beyond Reduction is Separation, in which a Scalar has their cruciform removed, becoming a Fractal. Additionally, those who persist in neglecting the rite or ban of their Path may be removed from that Path, which involves Separation, then reinstallation of a Vinculum cruciform. The duration of the penalty is at the discretion of the Prime, who is to render judgment based on the offense committed, whether the wrongdoer is repentant or not, and whether there is a history of such behaviors. Within Nadezhda, the penalty of Separation cannot last past the end of the shift without either authorization from the Fundamentals or the consent of the wrongdoer. These penalties are not excommunication, and thus may be reversed without the intervention of Augustine.&lt;br /&gt;
&lt;br /&gt;
===Excommunication===&lt;br /&gt;
&amp;lt;small&amp;gt;“The first time an Absolutist murdered another was March 10th, 2606. The case, and the culprit, were brought before the Prophet. Was it right, they asked, to execute the murderer as we had always done when she bore the Absolute’s cruciform? ‘No,’ said the Prophet, before speaking a litany none had ever heard. The murderer’s cruciform detached. ‘Having resolved that matter: do as you will with the heathen.’” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mortal sins carry the penalty of excommunication. Every excommunication must be authorized by Augustine, and may only be lifted by her. Someone who is excommunicated has their cruciform removed, by force if necessary, and recovered for disposal by the Church. They are not allowed to receive another, or to be considered a member of the Church in any capacity (even as a Fractal), or to be employed directly by the Church in any form. In previous eras, those who were excommunicated were social pariahs, refused access to any Church services at all. In the present day, they are not officially shunned, but they are not permitted to live within District Six, nor can church goods be given to them specifically without payment. (A general setting of food in a public place for all to partake of is fine, giving a pouch to someone who was excommunicated without charging them is not). Additionally, individual Absolutists may choose to shun the individual and may not be punished within the Church for such, though Primes are expected to work as amiably as possible with other Councilors regardless of their history.&lt;br /&gt;
&lt;br /&gt;
The levying of an excommunication is not done lightly, and neither is the lifting of one, though some are easier to lift than others. For a lifting to be considered, the conditions below must be met, and then a request sent by a Prime who is active in the community to Augustine, vouching for the sincerity of the contrition. If the request is granted, the member is rebaptized, assuming they agree to any conditions attached to the lifting.&lt;br /&gt;
*Excommunications for Abomination, Apostasy, Indolence, Simony, or Sacrilege may be lifted after a continuous, genuine display of contrition for a period of no less than three months. Unless otherwise explicitly stated by Augustine, those reinstated from these mortal sins may never again be clergy. Additionally, an additional Rite of Requirement may be placed that is directly opposite the mortal sin that caused the excommunication. For example one who committed Simony may be required to take a vow of poverty and never have more wealth than is necessary for their daily life, or one who gave a cruciform to Soteria Research may be prohibited from working for or trading with them personally.&lt;br /&gt;
*Excommunications for Lawlessness are special, as this excommunication alone is determined by those outside the Church itself. The conviction must first be overturned before any lifting can be considered, as agreed to by Augustine when the Church first joined the colony. If the conviction is overturned because the civil authorities later determine the exceptional crime was not committed, the excommunication is lifted automatically. If the conviction is pardoned or otherwise mitigated by an act of the High or Low Council, the excommunication may be lifted under the same circumstances as the other mortal sins, though the prohibition from clergy positions does not automatically attach.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“Some claimed the Prophet lowered herself by accepting the judgment of the Provost Marshal regarding civil excommunication. Ironically, they found themselves guilty of the mortal sin of heresy. Augustine simply allowed the Church to grow around the civic structures at Nadezhda as she had at New Byzantine; and in showing our willingness to work with the others, flatly punctured Mkne’s cries of ‘theocracy’.” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enemies of the Church==&lt;br /&gt;
===The Hivemind===&lt;br /&gt;
&amp;lt;small&amp;gt;“I have seen the face of evil in the world, just as surely as I have seen the face of God.” — Word of Augustine&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Hivemind is a twisting, cancerous monstrosity of flesh, metal, and psionic energy, and is of special significance for Absolutists. Many believe it was the Soteria experiments that created the Hivemind that first set Augustine on the path of the Church; footage seeming to be contemporary with the experiment shows Augustine using a prototype cruciform to very nearly destroy it. The exact nature of the Hivemind, and the reason for Augustine’s marked hatred towards it, remains a subject of debate and study.&lt;br /&gt;
&lt;br /&gt;
While recent events have reduced it to small, scattered pockets incapable of coordination, the Church remains vigilant against the threat it poses. Faithful of all Paths are expected to put the Hivemind to the sword whenever it emerges; whether by fighting it directly, or by assisting those who do. Extremely serious outbreaks might prompt local Primes to call for a Crusade, bolstering their efforts with specialized weapons and armor.&lt;br /&gt;
&lt;br /&gt;
===Carrions===&lt;br /&gt;
&amp;lt;small&amp;gt;“Carrions plagued our ships long before Augustine came to us; and without her, they might have plagued them forever. But the Cruciform protects the mind from ungodly influence, and Augustine’s prayers for guidance and clarity were answered each time we repeated them. Some say that no Carrion escaped the Absolute’s judgment. Certainly their days are numbered.” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intelligent, spider-like creatures capable of wearing unbaptized bodies like suits of armor, Carrions treat intelligent beings as prey to be hunted down and consumed. Augustine declared Carrions incapable of salvation early in the First Exodus, created litanies to identify hidden Carrions, and demanded that they be killed whenever exposed. Divisors have an improved version of those early hunting litanies, and are called on to put the Carrion to hunt whenever it shows itself&lt;br /&gt;
&lt;br /&gt;
===Psionic Monsters===&lt;br /&gt;
&amp;lt;small&amp;gt;“How did you go so far astray? What happened to the man I used to know? Will you forever reject the salvation the Absolute offers you? I cannot believe what you have become.” — Word of Augustine &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The exact nature of Deep Maintenance is unknown both to science and to the Church, but Augustine has called for vigilance against the near-mythical, surreal creatures that live therein. Seemingly contained to Deep Maintenance for the time being, they are not considered an active threat; but as unnatural products of deeply cruel science, many in the Church see killing them as a holy act, healing a wound in the universe of the Absolute. Divisors and Monomials especially make frequent expeditions therein, often supported by the rest of the Church, and any outbreak of Deep Maintenance into the upper colony levels is to be treated as seriously as a Hivemind outbreak. The Bless the Land litany was developed partly to aid these expeditions, as it significantly delays the spawning of these psionic monstrosities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Debates==&lt;br /&gt;
Even with the recent clarifications, there are things that are not clear from Augustine’s teaching, and are debated (especially by Lemniscates)&lt;br /&gt;
* The nature of the Absolute: The majority view is that it is a person, a deity with a benevolent will in line with most Abrahamic religious beliefs. A minority believe that it is instead an impersonal force that acts according to its own nature or even does not act at all after implementing the Divine Equation.&lt;br /&gt;
*The nature and origin of Chaos: Another item of contention is where Chaos originated. Is it part of the original intent? Something created when the first creature was given free will? Something created by a devil figure whom Augustine has not yet described?&lt;br /&gt;
*The inevitability of this presentation of the Church: It isn’t widely known, but neither is it hidden that Augustine was previously a Christian before discovering the truths of Divine Mathematics. Some have speculated that much of the form and structure of the Church, with its hierarchy and its litanies composed primarily of Latin Bible passages, is not the only way that the Absolutist faith could have manifested, and that had Augustine been a Muslim prior, it may well be a Caliphate of the Absolute or similar. The Church permits discussion of this so long as it remains hypothetical; any suggestion by a Vector or Prime that the Church should have a fundamentally different base is the vice of Defiance, and cause for discipline.&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
This wiki article is written &#039;&#039;mostly&#039;&#039; from the perspective of the Church, and not everything within it should be taken as absolute canonical truth. The history section is an accurate recounting of the history of the Church, and the stuff about the structure can be relatively easily verified by anyone who works within or closely with the Church. Other elements of their theology and beliefs, including about their enemy, are what the Church believes is true, and should not be cited OOCly as objective truth.&lt;br /&gt;
&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Church)&amp;diff=4241</id>
		<title>Standard Operating Procedure (Church)</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Church)&amp;diff=4241"/>
		<updated>2024-08-01T17:02:29Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Updates Reduction to use language of sanctions and refer to the correct SOP for those procedures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The Church of the Absolute’s surface temple is intended to provide for the spiritual needs of those in the upper colony, especially Absolutists. Additionally, the church is intended to help the colony in more tangible ways through direct assistance, the use of litanies, the construction of holy machines, and the provenance of goods. The Church is not intended to make a profit, however it is permissible to charge reasonable amounts for goods and most services. Those who are on duty should be mindful that they are the face of the Church to the upper colony as well as most outsiders, and should strive to represent the Church well.&lt;br /&gt;
== Personnel ==&lt;br /&gt;
=== Vectors ===&lt;br /&gt;
Vectors are the lower order of clergy in the Absolutist Church. Vectors are expected to collectively perform a large number of tasks: feeding and maintaining the bioreactor, creating products with the bioprinter, providing power to the colony with the biogenerator if there is no other power source, constructing holy machinery, and protecting the Church. Not all Vectors are expected to be skilled in all things, but they should at least know how to manage the bioreactor to produce the biomatter that is so critical to Church operations. Some Vectors also have additional training in spiritual counseling, and all are expected to answer basic questions of the faith.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements&#039;&#039;&#039;&lt;br /&gt;
* Moderate proficiency in Church doctrine and SOP, including the rite and ban of their Path, if any&lt;br /&gt;
* May not work as a Head of any other faction&lt;br /&gt;
* Basic proficiency with the litanies available to them&lt;br /&gt;
* Basic proficiency in Church machinery, including understanding of how to work the bioreactor under normal circumstances&lt;br /&gt;
&lt;br /&gt;
There is no dedicated training title for Vectors, but those who are new are encouraged to join shifts when they see other Vectors in the upper level to learn how to do their jobs properly.&lt;br /&gt;
=== Primes ===&lt;br /&gt;
Primes are the higher order of clergy in the Absolutist Church. Primes are expected first and foremost to oversee the spiritual well-being of the Absolutists in the colony. This duty includes managing the Vectors, both in the sense that any other Head would manage their employees and ensuring that their theology is sound and their actions in line with Church teachings. They are additionally expected to be able to provide spiritual counseling, to administer the litany of Penance when it is requested or necessary, and to speak out when they hear a member of the Church preaching something contrary to Church doctrine. Finally, the designated Prime of the upper colony is expected to represent the Church on the Low Council, making decisions for the benefit of the colony that align with the Church’s mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements&#039;&#039;&#039;&lt;br /&gt;
* High-level understanding of Church doctrine and SOP&lt;br /&gt;
* Fulfillment of criteria in Command SOP, including familiarity requirements in that document.&lt;br /&gt;
* Basic proficiency in the rites and bans of all Paths&lt;br /&gt;
* Moderate proficiency with all the litanies available to them&lt;br /&gt;
* Basic proficiency in Church machinery, including understanding of how to work the bioreactor under normal circumstances&lt;br /&gt;
* Ability to speak, read, and write fluently in English Common.&lt;br /&gt;
== General Procedures ==&lt;br /&gt;
=== Machines ===&lt;br /&gt;
It is the responsibility of active Church personnel to operate the holy machinery within the Church. This includes the bioreactor, biogenerator, and bioprinter. Fully bioprotective equipment, such as Vector armor, must be worn in the bioreactor chamber at all times by any organic individual while the bioreactor is running, or while cleaning and servicing it. Dead colonists are not to be put into the bioreactor unless their postmortem instructions call for it. The bioprinter is core to Church operations, and should be stocked with materials as there is opportunity so that equipment can be made. The Church&#039;s biogenerator should be used to augment colony power when needed, there is to be no charge for this, but donations are acceptable.&lt;br /&gt;
=== Personnel ===&lt;br /&gt;
Active Vectors may, with the permission of the active Prime or at their own discretion if there isn’t a prime, perform the litany of Ordination on other members of the clergy who are currently off-duty or working another job which doesn’t conflict with the Church’s mission. Those who are ordained in this way are expected to abide by the direction of on-duty Vectors and Primes in Church-related matters, and are not permitted to ordain others without explicit direction from an active Vector or Prime. This privilege may be denied to those who continually spend more time in other roles rather than in the Church; ordained clergy are expected to spend most of their time in their holy calling rather than on worldly things. Those who serve as Heads in other factions may not also be Vectors, and cannot be ordained while they still work in that position. If a Head becomes a Crusader, they are expected to use the litany to deactivate the protocol in their cruciform as soon as the threat has been handled.&lt;br /&gt;
&lt;br /&gt;
The litany of Consecration may be performed by a Prime on their own authority or by a Crusader who receives direct permission from the lower offices of the Church. It may only be performed on one who is an on-duty Vector. Individuals Consecrated in this manner are referred to in this document as “non-original Primes”. A non-original Prime in the upper colony, either one who is Consecrated mid-shift or who is simply visiting from the lower colony or outside, has all the responsibilities and authority of a Prime except in regards to the Low Council; they are not a Councilor and have neither the right nor the obligation to vote in decisions. They are expected to be respectful to the on-duty Prime and honor their judgment in all matters regarding the upper colony believers. This applies if a Crusader receives approval to Consecrate one individual and a designated Prime shows up. If there is a non-original Prime and the original Prime goes to the lower colony, then the Vectors should obey the remaining Prime as they would the original Prime.&lt;br /&gt;
&lt;br /&gt;
Primes are responsible for their flock&#039;s adherence to church tenets and doctrine, general conduct, lawfulness, Path bans and rites, adherence to SOP, in descending order of priority. Ensuring good behavior and adherence to SOP among the Church is their responsibility. Primes who allow repeated sin or violations of Church policy can be Reduced or even excommunicated on suspicion of Heresy. As the representative of the Church on the Low Council, the Prime is expected to be able to work amiably with those who don’t share the Absolutist faith, even those whose ideals may be entirely contrary.&lt;br /&gt;
=== Paths ===&lt;br /&gt;
Vectors, due to the multitude of Paths and possible training patterns available to them, may have a variety of skills and tasks they perform for the good of the Church and the colony. The following is a list of general instructions that are primarily relevant to members of specific Path, but may be applied generally; for example, the information given to Tessellates applies to any Vector who treats the injured. These apply only to Vectors; a Divisor who is working within the Marshal department is naturally authorized to enforce colony law.&lt;br /&gt;
* Divisors are not authorized to enforce colony law, despite their training and equipment. They should respond reactively to material threats to the Church and its faithful, as well as aid Primes in enforcing Church punishment in the case of resistance. They are only authorized to use nonlethal force for this purpose. They are permitted to assist security in the defense of the colony against outside forces, and are expected to offer their aid to security should any foul carrion be detected in the colony.&lt;br /&gt;
* Tessellates should ensure that they are familiar with Medical Privacy procedures and follow them when treating patients. They may not interfere with Soteria Medical teams or attempt to treat patients being handled by them without permission. If a patient consciously refuses treatment by Soteria in favor of treatment by Tessellates, they may treat them.&lt;br /&gt;
* Factorials should familiarize themselves with Church machinery beyond the minimum requirements and take the lead in ensuring that they work smoothly.&lt;br /&gt;
* All Vectors other than Vinculum are expected to adhere strictly to their Rite and Ban, and to seek out clarification on their Rite and Ban from Primes and more senior Vectors of the same Path. Failure to adhere is punishable by the Rite of Penance or expulsion from the Path.&lt;br /&gt;
=== Church Areas ===&lt;br /&gt;
The Chapel is considered a public area, but disruptive individuals or suspected spies may be escorted out by Divisors or other capable Vectors at the discretion of the Prime, or Vectors if a Prime is not on-duty. The salvage beacon and space beacons are maintained by the Church but are treated as public areas. Salvage is handled on a first-come-first-serve basis under salvaging rights. The Church may not bar any colonist from the area without a Marshal-placed legal injunction. Entry to the Commons and any area that active Church personnel might make accessible via public holy doors is the right of all members of the Church, including Fractals, and short of Separation no member may be barred from it. An area other than the Commons that was made public can, however, be returned to its initial clergy-only status. Those who have been excommunicated may not be permitted on Church property, excluding the Chapel and beacons, without dire need. They chose actions that separated themselves from the faithful, let them be separate.&lt;br /&gt;
=== Goods and Services ===&lt;br /&gt;
The Church is tasked with seeing to the spiritual needs of the people of Nadezhda. While not all Vectors are expected to be skilled preachers or theologians, all are expected to offer support to all, even heathens, in a place of spiritual crisis or uncertainty. In the event of a hivemind outbreak within the colony or an emergence of Deep Maintenance entities to the surface, all baptized members of the Church are expected to assist with destroying the infestation. Not all must fight, but all must aid in the ways they are able. &lt;br /&gt;
&lt;br /&gt;
Charity is a core principle of Church doctrine, but there is a line between &amp;quot;being charitable&amp;quot; and &amp;quot;being exploited&amp;quot;. Medical treatment and garden produce is to be made available to all, including heathens and including outsiders at the discretion of Church personnel. Basic self-defense equipment, such as sidearms and armor bundles, is to be provided to all faithful, and to heathens at the discretion of Church personnel. It is forbidden to charge for these services, though donations in cash or in materials may be requested to offset their cost. Other church products, including advanced weaponry, pouches, and material for export may be sold for a modest profit, or provided for free at the discretion of Church personnel. Goods &#039;&#039;&#039;shall not&#039;&#039;&#039; be given charitably to an individual who has been excommunicated. Setting out food where any can reach it is permitted, but giving a pouch to an excommunicated individual without payment is not.&lt;br /&gt;
&lt;br /&gt;
Cruciform upgrades may be offered to any of the faithful, but are to be removed if the faithful use them for purposes contrary to Church doctrine in addition to whatever other Church discipline is merited by the actions. Charging for cruciform upgrades is excommunicable Simony. Deconstructing or selling cruciforms, church prosthetics, or other items summoned by litany from the lower colonies is excommunicable Simony unless in cases of dire and immediate need. The weapons in the Prime&#039;s armory may only be deployed in cases of dire need-- in situations where the lives of the faithful or the safety of the colony as a whole are at dire risk, or on crusades against the hivemind, SolFed, or deep maintenance breaches. Issuing weapons from the armory under other circumstances is considered a waste of sacred resources and can be punished by Reduction from Prime. Sale of weapons from the Prime&#039;s armory is considered excommunicable Simony. The sacred church relics stored in the Prime&#039;s office, including Joyuese and the healing staff, are not to be lent out to those outside the Church; doing so is excommunicable Apostasy. &lt;br /&gt;
=== The Inquisition ===&lt;br /&gt;
The Inquisition is a group of Primes that have the additional special duty to ensure the clergy, especially Primes, are speaking and acting in line with Church doctrine and SOP. They are only seen in the Upper Colony when the Church is alerted to potential significant issues with the active clergy that the current Prime cannot handle, either because there is no active Prime or because the active Prime is the source of the issues. Such issues can include: teaching doctrine contrary to the Church, abusing their authority, or being onerous enough to be kicked off the Low Council. Inquisitors are empowered and authorized to implement any Church discipline short of excommunication on anyone, even other Primes. Any Absolutist who is asked questions by an Inquisitor is expected to answer fully and honestly; failure to do so may result in Church discipline.&lt;br /&gt;
&lt;br /&gt;
== Church Discipline ==&lt;br /&gt;
Church discipline is the series of procedures for correcting sinful behavior within the Church. It is to be done for the betterment of the Church as a whole and, with the exception of Excommunication, also for the good of the individual receiving it: pain is just pain, and temporal pain can aid one in remaining on the Path to Infinity. Church discipline is principally the responsibility of the Prime, though the Vectors should also be aware of it. A Prime who consistently neglects their duties in regards to Church Discipline may be investigated by the Inquisition and Reduced to a Vector. All Church discipline is in addition to any civil legal punishments that may be levied by the Marshals or a Tribunal. Those who resist Church discipline will incur a larger penalty on themselves, and may be brought in with nonlethal force by Vectors. Primes are expected to show prudence regarding the timing of Church Discipline, and may not order someone away from critical duties for it. A Prime reported to abuse their authority in Church Discipline may be subject to Inquisitorial investigation.&lt;br /&gt;
===Religious Authority===&lt;br /&gt;
Primes have religious authority over their congregation, including Vectors, Scalars, and Fractals. However, the extent of that authority over those not on active Vector duty is limited only to matters of faith and morals, not duty or orders. A Prime may, for example, counsel a member of Lonestar against personal greed, but may not order them not to perform their duties for their corporation. Similarly, a Prime may counsel a member of Blackshield against wrathfulness, or even require Penance if a believing trooper consistently acts in a harmful way from their anger, but they may not order a Trooper not to follow orders to shoot and kill an enemy of the colony. A Prime may not remove employees of another faction from the command structure of that faction, nor supersede that command structure in any way. If one’s duty to one’s job conflicts with the teachings of the Church, it is on the individual to decide to either do their duties and accept the religious consequences of such, or follow their morals and accept the employment and legal consequences of such.&lt;br /&gt;
=== Penance ===&lt;br /&gt;
The Rite of Penance is the normal punishment for most sins. It shall be carried out by a Vector or Prime at the request of a penitent, and a Prime should require it in cases of significant vice. Upon being asked for penance, the clergy member should inquire what occurred and attempt to get a full understanding of the situation. &#039;&#039;&#039;Clergy members are forbidden from discussing what was disclosed to them in this discussion other than to their Prime (if they need guidance or believe there is a pattern of behavior to watch for) or to a Marshal or Inquisitor as part of a formal investigation. Violating this privacy is grounds for immediate Reduction.&#039;&#039;&#039; Then the penance should be performed. In very minor cases, all that may be required is a confession and an agreement not to do it again. In the majority of cases, the penance will take the form of the Litany of Penance being spoken. In cases of severe vice, the litany may be repeated until the penitent collapses from the pain. Clergy are to remember the Cartographer’s teaching: pain is just pain, and to spare a penitent the cleansing pain is to deprive them of one of the means of their salvation. Alternative versions of the Rite of Penance include whipping, fasting, enforced prayer, and hard labor. They may be offered to an offender as an alternative to the standard version at the discretion of the administering Prime or Vector, but should be no less severe or unpleasant. These penalties are the only options available for penitent Fractals and synthetics, as the Fractals may not have the litany performed on them and synthetics do not feel pain.&lt;br /&gt;
=== Reduction ===&lt;br /&gt;
Reduction is used in cases of repeated or severe misconduct by a member of the clergy. It can be performed for any of the valid reasons for sanctioning found in [[Standard Operating Procedure (General)|General SOP]]. The litany of Reduction reduces the individual’s cruciform to a lay state, with only the litanies available to all believers and those of their Path remaining. One who has been Reduced loses all the responsibilities and privileges of their clerical office, and should have their access omitted after the Reduction is complete in most circumstances. The normal process for sanctions listed in General SOP must still be faxed; paperwork must be filled out and the Cartographer&#039;s office must be faxed.&lt;br /&gt;
&lt;br /&gt;
=== Separation ===&lt;br /&gt;
Separation is a yet more serious penalty, usually issued to those who ignore previous admonitions or commit more serious crimes. It can be performed on most believers by a Prime, and on Primes by an Inquisitor or Fundamental. It is also used in cases where Excommunication is pending. Separation for most believers entails speaking the litany of Separation, which causes their cruciform to be deactivated and then fall off. The cruciform is to be stored in the Prime’s locker for the duration of the punishment. For Fractals, their rosary is confiscated, removing their public sign of faith and their access to the common areas of the Church. All Separations must be reported to the Church offices via fax, and any Separation intended to last longer than the duration of the shift must be actively approved by those offices.&lt;br /&gt;
=== Excommunication ===&lt;br /&gt;
Excommunication is the most serious form of Church discipline. It is only applicable in cases of the Mortal Sins defined in Church doctrine, but it is immediately applicable when any of them are committed, with no prior admonition required (with the exception of Indolence, which requires a pattern of vice). All excommunications must be approved by the Cartographer. In the case that a Prime believes a member has committed a mortal sin they should institute the penalty of Separation immediately. This includes if an Absolutist is found guilty of a 400 or 500 level offense; Separation is not discretionary in this case, it must be done. The Cartographer’s office must then be faxed the details of what occurred so she may render a judgment on the case. She may decide to approve the Excommunication, institute a lesser penalty, or institute no penalty at her sole discretion. If the Excommunication is approved, the individual is to be from that day forward not considered a member of the Church. They are barred from Church areas and procedures as noted above, and may only be readmitted by the word of Augustine herself, with the normal methods for redeeming oneself found in Church doctrine.&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(General)&amp;diff=4240</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=4240"/>
		<updated>2024-07-22T08:48:47Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Security has consented to location sharing with other security if injured&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;
** [[Job_Strikes_and_You|(Job strikes may be applied upon firing at the discretion of staff members.)]]&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.&lt;br /&gt;
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;
==Employment Sanctions==&lt;br /&gt;
===Types of Sanctions===&lt;br /&gt;
If someone acts in a way contrary to the interests of their employer, this can result in sanctions against them. These sanctions are reprimand, demotion, dismissal, and firing. A reprimand is just a formal finding of wrongdoing that is recorded for use in future disciplinary proceedings. Demotion entails reducing someone to a lower position within the department, and may be temporary or permanent. Demotion is only possible where the original role includes all skill requirements of the lower role. Thus a Head may be demoted to almost any role within their department or a Sergeant may be demoted to a Trooper, but a Psychologist could not be demoted to a Doctor or similar sidegrades. Dismissal entails removing someone from the department entirely for the duration of the shift. Firing entails removing someone from the department on a long-term basis. Unless successfully appealed, a permanent 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 no less than two weeks after the initial firing. Employment Sanctions are recorded in the Employment Records of each individual as they are issued. Reprimands and temporary sanctions remain on someone’s record for a minimum of three months, permanent sanctions remain on record for a minimum of six months after rehiring/repromotion. (This is OOCly mandatory: if your character is the subject of a sanction, you must add this to your employment record.)&lt;br /&gt;
===Who can impose a Sanction===&lt;br /&gt;
Faction Heads are given general authority by the Faction Owner to manage their departments, which includes imposing sanctions when they are merited. Sanctions can also be imposed by a majority vote of the Low Council against anyone employed in the upper colony, including a Faction Head. Finally, sanctions can be imposed by the Faction Owner or an [[High Council Agents|investigatory representative]] sent by them to the upper colony. This last process is primarily reserved for investigations into Heads and their conduct, but may be used in any scenario the Owner deems appropriate.&lt;br /&gt;
&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: &lt;br /&gt;
* If an employee commits a Moderate or higher crime, they may be sanctioned. Additionally, certain crimes may permit or require sanctions, listed below or included within the text of the statute.&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;
** Failure to Execute an Order: If an employee violates §102 this may result in dismissal or temporary demotion.&lt;br /&gt;
** Command personnel (Factions Heads, Premier, and Steward) may be demoted for the duration of the shift if they commit any crime of Severe (300) or higher severity by the Warrant Officer under the Offense by Colony Command sentencing modifier. The Faction Owner or a vote of the Low Council may institute a higher sanction, impose sanctions for a Moderate crime, impose a sanction if the Warrant Officer is absent or decided not to, or repeal a sanction placed by the Warrant Officer. A Head, even after demotion, may vote if another Councilor raises the matter of repealing their sanction, but may not raise the matter themselves.&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, such as the requirement of no 400 or 500 level convictions for a Marshal. This is unique in that only removal from the position permanently 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 the Low Council collectively) may apply sanctions if an employee takes actions that are severely against the interests of the faction at their discretion, however a much higher standard of scrutiny will be applied to such discretionary actions.&lt;br /&gt;
* Low Council members may be sanctioned for failing in their responsibilities to the Council listed in Command SOP - actions such as interrupting voting, being disruptive of a council meeting, or other actions such as incompetency.&lt;br /&gt;
* Low Council members face summary demotion if they choose not to vote in any Low Council vote.&lt;br /&gt;
&lt;br /&gt;
=== Discretion and Severity ===&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. Minor infractions, such as simple failure to follow an order or moderate crimes, should not result in permanent sanctions unless repeated over the course of multiple shifts. 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;
=== Executing Sanctions ===&lt;br /&gt;
All employment sanctions must be documented with paperwork, usually an LC-05 form but any form that conveys the same information may be used. If the employee plans to contest the sanction, this should be indicated on the form. This, along with all evidence and testimony supporting the sanctions, must be faxed to the Faction Owner, and a copy provided to the sanctioned employee. If sanctions are imposed on a Prime, an Inquisitor should also be requested as part of this fax. Then, 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. If they wish to contest the demotion, they are to be permitted to write an appeal and fax it to the Faction Owner so that it may be considered when determining whether the sanction is warranted. Attempts at sanctions without submitting the proper paperwork is considered a violation of §403 - Exceeding Official Powers. Agents of Faction Owners may apply the sanction of Reprimand via faxing the appropriate form to the individual being reprimanded and submitting a copy to their headquarters. They 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;
==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 unless they are a trainee. Significant failure to meet these requirements is grounds for 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;
&lt;br /&gt;
&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, virology, 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>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Chain_of_Command&amp;diff=4239</id>
		<title>Chain of Command</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Chain_of_Command&amp;diff=4239"/>
		<updated>2024-07-22T08:44:44Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Uses the proper template this time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated Page|reason = This document is old and has nonsensical statements and rulings that conflict with other pages. This page should not be referenced for how the server&#039;s lore and regulations currently work.}}&lt;br /&gt;
&lt;br /&gt;
=Introduction to Command=&lt;br /&gt;
Orders are to flow from on high down through the ranks. An order from a superior must always be obeyed, that their wisdom may be carried out without hesitation.&lt;br /&gt;
&lt;br /&gt;
Orders are to observe the flow and not skip ranks. A superior may only give orders to his direct subordinates, and not to those beneath them. In this way harmony of intent and cohesion of thought is maintained.&lt;br /&gt;
&lt;br /&gt;
Certain circumstances may change this, but under normal procedures, this is how the colony is intended to operate.&lt;br /&gt;
&lt;br /&gt;
==Faction Owners==&lt;br /&gt;
Each faction is represented by its owner, those individuals who are responsible for their faction within the colony and are the sole authority in all matters relating to them. Faction owners will rarely be on the colony itself, generally delegating all day to day tasks to their respective heads of staff who act as faction leaders in their absence. The day to day worker will rarely ever worry about meeting with or even seeing a faction owner but may speak with them through the use of the fax machines.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#DDDDFF;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#DDDDFF;&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#DDDDFF;&amp;quot; width=&amp;quot;200&amp;quot; |Stats&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Brigadier Ayanda Mwangi&#039;&#039;&#039;&lt;br /&gt;
|The overall commander of the Blackshield, Brigadier Mwangi is overall just a standard human. Balding, average in height and build, and otherwise unremarkable despite his status as the colonies acting defense administrator. Skilled and experienced though he may be, his most valuable asset is his mind for strategy and tactics. A former Major General of the Sol Federation, Mwangi held command over an infantry division that served on various worlds through &#039;The Second Conquering&#039;. Tired of the growing authoritarianism, Mwangi deserted and joined the exodus of colonists to the present day Nadezhda colony alongside his long time friend Boris Kilmeade. Ayanda is often described as a no nonsense man with a serious tone and personality at all times and commonly refrains from speaking unless directly spoken to.&lt;br /&gt;
| &lt;br /&gt;
* &#039;&#039;&#039;Toughness&#039;&#039;&#039;: 120&lt;br /&gt;
* &#039;&#039;&#039;Robustness&#039;&#039;&#039;: 120&lt;br /&gt;
* &#039;&#039;&#039;Vigilance&#039;&#039;&#039;: 120&lt;br /&gt;
* &#039;&#039;&#039;Biology&#039;&#039;&#039;: 60&lt;br /&gt;
* &#039;&#039;&#039;Mechanical&#039;&#039;&#039;: 30&lt;br /&gt;
* &#039;&#039;&#039;Cognition&#039;&#039;&#039;: 30&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Chairman Robert Ryan&#039;&#039;&#039;&lt;br /&gt;
|The chairman of Lonestar Shipping Solutions, LLC and current holder of all the companies stocks. Robert Ryan is described as an enigmatic man with an out going personality supported by his charisma and strange slang-ridden speech. He is rarely ever on the colony as he spends most of his time negotiating contracts, trade deals, and scoping potential new markets. Originally a Sol Federation citizen Robert is now a wanted criminal with a large bounty on his head in SolFed space due to tax evasion and grand larceny. As such, he changes his physical appearance at times, but always remains a pure human.&lt;br /&gt;
| &lt;br /&gt;
* &#039;&#039;&#039;Toughness&#039;&#039;&#039;: 30&lt;br /&gt;
* &#039;&#039;&#039;Robustness&#039;&#039;&#039;: 20&lt;br /&gt;
* &#039;&#039;&#039;Vigilance&#039;&#039;&#039;: 80&lt;br /&gt;
* &#039;&#039;&#039;Biology&#039;&#039;&#039;: 10&lt;br /&gt;
* &#039;&#039;&#039;Mechanical&#039;&#039;&#039;: 30&lt;br /&gt;
* &#039;&#039;&#039;Cognition&#039;&#039;&#039;: 60&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Provost Marshal Boris Kilmeade&#039;&#039;&#039;&lt;br /&gt;
|The head provost of the marshals who leads them through the more complex and complicated matters facing the security team. Boris is a huge muscular behemoth of a man due to his abhuman origin of that of an ogre often described by his stature, oily pink skin, bald head, and clean cut nature. Despite his appearance Boris is known as an extremely even tempered and careful man with a sarcastic humor, rarely using the threat of force or even raising his voice. His origins were that of a Sol Federation military man, where he served for several decades in the SolFed systems defense division. Though he is unofficially retired, Boris maintains ownership of marshal forces and directs them during complicated matters. Of all faction owners he spends the most time within the colonies and is the easiest to contact via fax.&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Toughness&#039;&#039;&#039;: 120&lt;br /&gt;
* &#039;&#039;&#039;Robustness&#039;&#039;&#039;: 140&lt;br /&gt;
* &#039;&#039;&#039;Vigilance&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Biology&#039;&#039;&#039;: 20&lt;br /&gt;
* &#039;&#039;&#039;Mechanical&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Cognition&#039;&#039;&#039;: 30&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Over-Boss Jeremiah Hogg&#039;&#039;&#039;&lt;br /&gt;
|The self titled &amp;quot;over-boss&amp;quot; of the prospectors. Jeremiah is described as a large ugly warthog-like man with a black mohawk and a deep brown tan who smells of cheap beer and sweat. He is crass, insulting, offensive, and at times more than willing to let things devolve into a fist fight. His past is largely unknown other than he was a frontier spacer unaffiliated with the Sol Federation. Unlike the other faction owners who were leaders from the founding Jeremiah was &#039;negotiated&#039; into his position after leading a revolt from the Lonestar that caused miners and scavengers to leave the faction. For better or worse, his leadership and expertise is second to none in the wilds. Some rumors exist that Jeremiah has also personally fought the brigadier and provost marshal several times to a stand still, but this has not been verified.&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Toughness&#039;&#039;&#039;: 200&lt;br /&gt;
* &#039;&#039;&#039;Robustness&#039;&#039;&#039;: 200&lt;br /&gt;
* &#039;&#039;&#039;Vigilance&#039;&#039;&#039;: 10&lt;br /&gt;
* &#039;&#039;&#039;Biology&#039;&#039;&#039;: 20&lt;br /&gt;
* &#039;&#039;&#039;Mechanical&#039;&#039;&#039;: 20&lt;br /&gt;
* &#039;&#039;&#039;Cognition&#039;&#039;&#039;: 0&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Director Nakharan Mkne&#039;&#039;&#039;&lt;br /&gt;
|The director and sole owner of the soteria institute, being the leader of both the medical and research division. Nakharan is a short dark green skinned Mar&#039;Qua who is considered a maverick by his own people with a cold and emotionless personality. Nakharan is said to describe his workers not as people but as units in a logistical matter meant only to progress the institutes scientific goals. That said, he often takes personal interest in his underlings and considers their survival and safety a priority, though many dryly reply that this is for selfish reasons. Despite being the owner of two separate departments and a quite large faction Nakharan is exceedingly hard to get in touch with and rarely ever appears on the colony, his own personal research taking priority over the day to day of the colonists.&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Toughness&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Robustness&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Vigilance&#039;&#039;&#039;: 30&lt;br /&gt;
* &#039;&#039;&#039;Biology&#039;&#039;&#039;: 120&lt;br /&gt;
* &#039;&#039;&#039;Mechanical&#039;&#039;&#039;: 120&lt;br /&gt;
* &#039;&#039;&#039;Cognition&#039;&#039;&#039;: 200&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Grand Master Tacitus O&#039;Connor&#039;&#039;&#039;&lt;br /&gt;
|The guild grand master Tacitus O&#039;Connor is a sablekyne with gray fur, green eyes, and average stature with a slight beer belly. Tacitus is well known by the guild and nearly every guild member from adept upwards will have met with him at least once. He is often described as friendly, caring, a hard worker, and the teller of terrible puns. In addition to his good relations with his guild members Tacitus often oversees the most dangerous or difficult construction work. Sadly due to his hands on approach he is often out in the lower colony levels working on general repairs and rarely answers faxes in a timely manner.&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Toughness&#039;&#039;&#039;: 60&lt;br /&gt;
* &#039;&#039;&#039;Robustness&#039;&#039;&#039;: 60&lt;br /&gt;
* &#039;&#039;&#039;Vigilance&#039;&#039;&#039;: 40&lt;br /&gt;
* &#039;&#039;&#039;Biology&#039;&#039;&#039;: 20&lt;br /&gt;
* &#039;&#039;&#039;Mechanical&#039;&#039;&#039;: 180&lt;br /&gt;
* &#039;&#039;&#039;Cognition&#039;&#039;&#039;: 90&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Cartographer Augustine Browne&#039;&#039;&#039;&lt;br /&gt;
|The prophet of the church of absolution known as Cartographer Augustine Browne, creator of the cruciform and biogenerator and the leader in all manners of the spirit. Augustine is a short abhuman woman of the rat variant with chestnut brown fur and solid black eyes. She&#039;s described as overly friendly, patient, and resolved to the point of arrogance. Many of her flock have met her in passing and she is said to only appear during important church functions. Often time she is either off colony working on recruiting new converts to the flock or working on improving the design of the cruciforms and the biogenerators that power them. She is also often described as &#039;mapping&#039; mathematics under the school of thought that math cannot be created, only discovered, since all math is a universal absolute much like their god.&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Toughness&#039;&#039;&#039;: 30&lt;br /&gt;
* &#039;&#039;&#039;Robustness&#039;&#039;&#039;: 10&lt;br /&gt;
* &#039;&#039;&#039;Vigilance&#039;&#039;&#039;: 40&lt;br /&gt;
* &#039;&#039;&#039;Biology&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Mechanical&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Cognition&#039;&#039;&#039;: 100&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Matriarch Jea Smail&#039;&#039;&#039;&lt;br /&gt;
|The leader and founder of the Hunting Lodge, known as Jea Smail. Smail is a tall human woman, a blue eye, and with her hair kept in a long ponytail, always changing the very color of it from time to time. She&#039;s known to be a caring, hot headed, and very moral person, often comparing herself differently to a close friend of hers. Once a former Warrant Officer of the Marshals, due to the confession of certain information, she was relieved of her position within the Marshals. Now a member of the Absolutist Church and believer of the Faith, she had ran and managed the Hunting Lodge with the Huntmasters until her vanishing in the months of 2561. Not much but the few lodge hunters have been seen since the strange disappearance.&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Toughness&#039;&#039;&#039;: 60&lt;br /&gt;
* &#039;&#039;&#039;Robustness&#039;&#039;&#039;: 60&lt;br /&gt;
* &#039;&#039;&#039;Vigilance&#039;&#039;&#039;: 20&lt;br /&gt;
* &#039;&#039;&#039;Biology&#039;&#039;&#039;: 40&lt;br /&gt;
* &#039;&#039;&#039;Mechanical&#039;&#039;&#039;: 30&lt;br /&gt;
* &#039;&#039;&#039;Cognition&#039;&#039;&#039;: 30&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
Also known as command staff or council members, these are the men and women charged with the administration of the colony. Each of them have access to the council chambers, the command radio channel (accessed with :c), and are the sole authority of their respective faction. They are the most important people aboard the station and should be well respected and protected.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#DDDDFF;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#DDDDFF;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Premier]]&lt;br /&gt;
|The premier is the arbiter of the Nadezhda council and capable of vetoing any decision by the council unless the decision is unanimous among all current council members. The premier has no authority to order any crew, nor council member, except for his own premier guard. The premier is also the only person on station allowed to promote or demote members of factions at the sole request of the faction leader. The premier must also be present for a sanctioned execution to be valid and his signature, unless specifically stated, cannot fill in for any faction leader.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Surface Operations Manager]]&lt;br /&gt;
|The Surface Operations Manager or SOM (formerly known as the Chief Executive Officer) handles most of the civilian departments. They hold direct authority over the janitor, chef, botanist, bartender, shaft miners, and cargo technicians. All functions related to these departments fall under their sole authority and they may alter these in in ways they believe to be the most profitable. The SOM is also the sole authority when discussing any non-colonist related trade deals in the event seelie/unseelie or Kriosan confederacy merchants or traders appear on the colony.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Blackshield Commander]]&lt;br /&gt;
|The Blackshield commander handles all hostile threats both within and outside of the colony directing troops and assets to where they are need to defend its borders. The Blackshield commander can also deputize volunteer Blackshield, pass out guns during code red, and perform offensives to aid in protecting the colony. Commands troopers, corpsman, and the sergeant.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Warrant Officer]]&lt;br /&gt;
|The warrant officer handles all the paperwork warrants, arrests, and security records though he may delegate this task to someone else, provided the work is done. The warrant officer is the sole authority when it comes to internal criminal proceedings and his signature is required to issue permits. The warrant officer is expected to fill in for the Blackshield Commander or Brigadier in event of their absence or deaths during a code red or delta scenario. They are also expected to arrest anyone who is doing illegal things, even other heads of staff, or the premier. Commands officers, the supply specialist &amp;amp; rangers.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Guild Master]]&lt;br /&gt;
|The guild master must be informed of any major construction projects to the colony and has sole authority on the station lay out and build, including faction controlled areas with the exclusion of personal quarters. Has authority over guild adepts.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Chief Research Overseer]]&lt;br /&gt;
|The research overseer has authority over all active research ongoing with their staff members and may aid or halt them on their discretion. They hold authority over the station AI, cyborgs, scientists, and roboticists.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Chief Biolab Overseer]]&lt;br /&gt;
|If a head of staff is acting medically unstable, it is the job of the CBO to disable and treat them till they are once again fit for duty. They have sole authority over the medical division and all research or tasks within. They hold authority over virologists, psychologists, medical doctors, paramedics, and chemists. &lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Prime]]&lt;br /&gt;
|The acting leader in all things effecting the church and user of the most powerful cruciform. Unlike other heads of staff the Prime is not required to follow any form of standard operating procedure and is free to conduct himself how he wishes, whether it be healing people in medical, aiding scientists by giving them inspiration, or attracting new converts to the church.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Foreman]]&lt;br /&gt;
|The acting thug in chief for the prospectors, often considered the least respected head of staff due to the departments life style of digging through trash and scavenging to get by. The foreman is the only head of staff not required to be at least 30 Terran years of age, this fact often reflected by the risk and dangers of life as a scav. They have full authority over prospectors and salvagers and often spend their time beyond colony walls fighting various creatures and recovering valuable objects for the colony and themselves.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Huntmaster]]&lt;br /&gt;
|The Hunt Master is the head of the hunters, much similar to the rank of any head of staff colony side. A Hunt Master is tasked with organizing hunts, the teaching and training of kin and ensuring the trade of goods to Lonestar. The hunt-master is the Apex of the hunters, being both a capable hunter and leader. They only answer to the Matriarch.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Council Members and Chain of Authority ==&lt;br /&gt;
The installation does not require a premier to function normally, but it helps. In the event a council vote is needed a premier is not required, nor is a full council, to come to a decision.&lt;br /&gt;
&lt;br /&gt;
There are only a few situations in which a chain of command exists outside the council vote.&lt;br /&gt;
* During a code blue scenario the blackshield may volunteer to aid the marshals, though marshal officer orders and decisions take preference when dealing with criminals or criminal activity.&lt;br /&gt;
* During a code red scenario the marshals and blackshield are expected to work as a cohesive unit. Orders from a warrant officer to a blackshield or a blackshield commander to an officer are highly recommended to follow but are not required.&lt;br /&gt;
* During code delta the brigadier , and thus the blackshield, assume direct leadership over all members of the colony, including the premier and heads of staff.&lt;br /&gt;
* On all code levels barring delta, the soteria CBO and CRO are only in authority over their respective staff members and areas of concern. However, orders from the research overseer to the medical staff or the biolab overseer to the research team should be treated as strong recommendation. They are not, however, required to listen to them. Decisions made that affect both departments must be agreed upon by both the CRO and CBO to be enforced.&lt;br /&gt;
&lt;br /&gt;
== The premier and you ==&lt;br /&gt;
What is the premier? What are their expectations, their rights, and for that matter, their purpose? Your the arbiter of the colony, you provide advise, suggestions, and over see disputes between colonists and the marshals or between factions. Say the guild wants to block off an area to do construction. However they need the marshals to enforce the barriers. Without a premier, these two departments could argue endlessly without reaching a resolution. This is where the premier comes in to decide if the guild really needs that assistance. Another example might be someone is upset with their head of staff regarding how they&#039;re being treated. Under normal circumstances, they&#039;d turn to a premier. A third and also very common question is can the premier promote people to heads of staff? No. Nor can they promote or demote someone without request by the relevant head of staff, though if a head of staff is not present and the employee request demotion, they may.&lt;br /&gt;
&lt;br /&gt;
However it is commonplace for the premier to make the mistake of throwing around their power too much, resulting in disrespect for their authority from the crew. This is to be avoided. If you&#039;re the premier, then ask yourself this question: &#039;&#039;&amp;quot;Have I been asked to be involved, or do I see an impasse of opinions that only a premier can break by choosing a side?&amp;quot;&#039;&#039; If the answer is yes, then you may intervene, and in fact, you should. If the answer is no, then you should probably stay out of it as a premier would anyway.&lt;br /&gt;
&lt;br /&gt;
= General Guide to Command =&lt;br /&gt;
While every command role you may fill will be vastly different in the actions you and your department will take, there are some general binding ideas that can be applied to each and every role that has some sort of commanding role to it. If you wish to be a good leader, following these basic ideas is a must.&lt;br /&gt;
&lt;br /&gt;
===1. Communicate===&lt;br /&gt;
This guideline is the most important to follow, and it is the one most command staff fail at, hence why this is the first topic to be covered. As command staff, you are first an administrator. Your job is to delegate among your department, ensure tasks are completed, and make sure you subordinates are part of a well oiled machine for when it gets to be crunch time. Make sure you know where everyone is, have people check in, and if there is something the entire station needs to know, remember that each head of staff has a communication console in their office, that you can send an announcement that will be very visible. Not enough people tend to utilize this, and general comms tends to be so filled with clutter, especially in the start of an emergency, that you trying to convey information that way will fall half the time on deaf ears.&lt;br /&gt;
&lt;br /&gt;
===2. Be known===&lt;br /&gt;
This point goes a bit in hand with Communication. If you do not have a presence in your department, when you try to take control of a situation, or some kind of panic in the department, your voice will be new, and some may not be trusting of this. At the start of a shift, or when you join, try communicating with your department, get a quick idea of who you have under you, and how to best use each of them. Give out orders, even if it is as little as &amp;quot;You know what you are doing, go do it.&amp;quot; Making the initial connection with each member of your department can be key to making sure things have structure when you need it.&lt;br /&gt;
&lt;br /&gt;
===3. Use the Command Channel===&lt;br /&gt;
Nothing is worse than being uninformed. Many times situations have more than one department involved. For one example, say there is someone who set off a bomb, someone was caught in there, and there was someone sighted with a gun at the site. You have 3 departments involved in this issue now. If the adepts and medics head in, and the marshals have no information about that issue, then the other two departments have been metaphorically thrown in a fire. Coordinate with your fellow command staff, make things happen, and relay important information to your department as needed. As the saying goes, knowledge is power.&lt;br /&gt;
&lt;br /&gt;
===4. Know the jobs of the department===&lt;br /&gt;
Nothing is worse than someone like a guild master not knowing how the supermatter engine is setup, to name an example. This kind of thing can be outright infuriating when those under your command tell you how to do the basic parts of your job. Not only does it not help with any time efforts of yourself are required in your department&#039;s dealings, but it will make those under you much less likely to listen, because they will more than likely lose their trust in your guidance if you don&#039;t even know what you are talking about. You do not need to know everything, but you should be able to perform tasks that your department does on a regular basis.&lt;br /&gt;
&lt;br /&gt;
=Promoting and Demoting Heads=&lt;br /&gt;
&#039;&#039;&#039;Any&#039;&#039;&#039; head of staff, in fact, any crew member, can be promoted or demoted by the council at any time for any reason. If you suspect the reasons to be motivated by nepotism or discrimination, contact the respective faction owners. Note that a premier cannot promote other staff to be a head of staff without a unanimous council vote&lt;br /&gt;
&lt;br /&gt;
For a demotion, if there is a unanimous vote of &#039;&#039;&#039;all&#039;&#039;&#039; other non-SSD heads of staff and the presiding premier approves the head of staff may be demoted. If there are two or less heads of staff or no premier is present, there is no official procedure for demotion, so contact their respective faction owner.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff and Criminal Offense==&lt;br /&gt;
A head of staff proven to have committed a crime can be arrested, but not demoted without going through the proper procedure of demoting a head of staff. Arresting a head of staff based on suspicions is not legal, solid evidence is required. A head of staff cannot be arrested just because you do not agree with their actions or orders.&lt;br /&gt;
&lt;br /&gt;
=Summary=&lt;br /&gt;
The high council has absolute authority over their respective faction and all employees within. The council has higher authority than everyone else on the colony. No head of staff (excluding council made decisions) can overrule another, except in extreme cases (e.g. criminal activity, mental instability). In the event of missing ranks authority falls to the members of that faction and how they wish to proceed until a head of staff shows up with only a council vote have presiding authority.&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Chain_of_Command&amp;diff=4238</id>
		<title>Chain of Command</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Chain_of_Command&amp;diff=4238"/>
		<updated>2024-07-22T08:35:51Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Added needs revision template.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs Revision|reason = This document is old and has nonsensical statements and rulings that conflict with other pages. This page should not be referenced for how the server&#039;s lore and regulations currently work.}}&lt;br /&gt;
&lt;br /&gt;
=Introduction to Command=&lt;br /&gt;
Orders are to flow from on high down through the ranks. An order from a superior must always be obeyed, that their wisdom may be carried out without hesitation.&lt;br /&gt;
&lt;br /&gt;
Orders are to observe the flow and not skip ranks. A superior may only give orders to his direct subordinates, and not to those beneath them. In this way harmony of intent and cohesion of thought is maintained.&lt;br /&gt;
&lt;br /&gt;
Certain circumstances may change this, but under normal procedures, this is how the colony is intended to operate.&lt;br /&gt;
&lt;br /&gt;
==Faction Owners==&lt;br /&gt;
Each faction is represented by its owner, those individuals who are responsible for their faction within the colony and are the sole authority in all matters relating to them. Faction owners will rarely be on the colony itself, generally delegating all day to day tasks to their respective heads of staff who act as faction leaders in their absence. The day to day worker will rarely ever worry about meeting with or even seeing a faction owner but may speak with them through the use of the fax machines.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#DDDDFF;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#DDDDFF;&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#DDDDFF;&amp;quot; width=&amp;quot;200&amp;quot; |Stats&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Brigadier Ayanda Mwangi&#039;&#039;&#039;&lt;br /&gt;
|The overall commander of the Blackshield, Brigadier Mwangi is overall just a standard human. Balding, average in height and build, and otherwise unremarkable despite his status as the colonies acting defense administrator. Skilled and experienced though he may be, his most valuable asset is his mind for strategy and tactics. A former Major General of the Sol Federation, Mwangi held command over an infantry division that served on various worlds through &#039;The Second Conquering&#039;. Tired of the growing authoritarianism, Mwangi deserted and joined the exodus of colonists to the present day Nadezhda colony alongside his long time friend Boris Kilmeade. Ayanda is often described as a no nonsense man with a serious tone and personality at all times and commonly refrains from speaking unless directly spoken to.&lt;br /&gt;
| &lt;br /&gt;
* &#039;&#039;&#039;Toughness&#039;&#039;&#039;: 120&lt;br /&gt;
* &#039;&#039;&#039;Robustness&#039;&#039;&#039;: 120&lt;br /&gt;
* &#039;&#039;&#039;Vigilance&#039;&#039;&#039;: 120&lt;br /&gt;
* &#039;&#039;&#039;Biology&#039;&#039;&#039;: 60&lt;br /&gt;
* &#039;&#039;&#039;Mechanical&#039;&#039;&#039;: 30&lt;br /&gt;
* &#039;&#039;&#039;Cognition&#039;&#039;&#039;: 30&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Chairman Robert Ryan&#039;&#039;&#039;&lt;br /&gt;
|The chairman of Lonestar Shipping Solutions, LLC and current holder of all the companies stocks. Robert Ryan is described as an enigmatic man with an out going personality supported by his charisma and strange slang-ridden speech. He is rarely ever on the colony as he spends most of his time negotiating contracts, trade deals, and scoping potential new markets. Originally a Sol Federation citizen Robert is now a wanted criminal with a large bounty on his head in SolFed space due to tax evasion and grand larceny. As such, he changes his physical appearance at times, but always remains a pure human.&lt;br /&gt;
| &lt;br /&gt;
* &#039;&#039;&#039;Toughness&#039;&#039;&#039;: 30&lt;br /&gt;
* &#039;&#039;&#039;Robustness&#039;&#039;&#039;: 20&lt;br /&gt;
* &#039;&#039;&#039;Vigilance&#039;&#039;&#039;: 80&lt;br /&gt;
* &#039;&#039;&#039;Biology&#039;&#039;&#039;: 10&lt;br /&gt;
* &#039;&#039;&#039;Mechanical&#039;&#039;&#039;: 30&lt;br /&gt;
* &#039;&#039;&#039;Cognition&#039;&#039;&#039;: 60&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Provost Marshal Boris Kilmeade&#039;&#039;&#039;&lt;br /&gt;
|The head provost of the marshals who leads them through the more complex and complicated matters facing the security team. Boris is a huge muscular behemoth of a man due to his abhuman origin of that of an ogre often described by his stature, oily pink skin, bald head, and clean cut nature. Despite his appearance Boris is known as an extremely even tempered and careful man with a sarcastic humor, rarely using the threat of force or even raising his voice. His origins were that of a Sol Federation military man, where he served for several decades in the SolFed systems defense division. Though he is unofficially retired, Boris maintains ownership of marshal forces and directs them during complicated matters. Of all faction owners he spends the most time within the colonies and is the easiest to contact via fax.&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Toughness&#039;&#039;&#039;: 120&lt;br /&gt;
* &#039;&#039;&#039;Robustness&#039;&#039;&#039;: 140&lt;br /&gt;
* &#039;&#039;&#039;Vigilance&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Biology&#039;&#039;&#039;: 20&lt;br /&gt;
* &#039;&#039;&#039;Mechanical&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Cognition&#039;&#039;&#039;: 30&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Over-Boss Jeremiah Hogg&#039;&#039;&#039;&lt;br /&gt;
|The self titled &amp;quot;over-boss&amp;quot; of the prospectors. Jeremiah is described as a large ugly warthog-like man with a black mohawk and a deep brown tan who smells of cheap beer and sweat. He is crass, insulting, offensive, and at times more than willing to let things devolve into a fist fight. His past is largely unknown other than he was a frontier spacer unaffiliated with the Sol Federation. Unlike the other faction owners who were leaders from the founding Jeremiah was &#039;negotiated&#039; into his position after leading a revolt from the Lonestar that caused miners and scavengers to leave the faction. For better or worse, his leadership and expertise is second to none in the wilds. Some rumors exist that Jeremiah has also personally fought the brigadier and provost marshal several times to a stand still, but this has not been verified.&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Toughness&#039;&#039;&#039;: 200&lt;br /&gt;
* &#039;&#039;&#039;Robustness&#039;&#039;&#039;: 200&lt;br /&gt;
* &#039;&#039;&#039;Vigilance&#039;&#039;&#039;: 10&lt;br /&gt;
* &#039;&#039;&#039;Biology&#039;&#039;&#039;: 20&lt;br /&gt;
* &#039;&#039;&#039;Mechanical&#039;&#039;&#039;: 20&lt;br /&gt;
* &#039;&#039;&#039;Cognition&#039;&#039;&#039;: 0&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Director Nakharan Mkne&#039;&#039;&#039;&lt;br /&gt;
|The director and sole owner of the soteria institute, being the leader of both the medical and research division. Nakharan is a short dark green skinned Mar&#039;Qua who is considered a maverick by his own people with a cold and emotionless personality. Nakharan is said to describe his workers not as people but as units in a logistical matter meant only to progress the institutes scientific goals. That said, he often takes personal interest in his underlings and considers their survival and safety a priority, though many dryly reply that this is for selfish reasons. Despite being the owner of two separate departments and a quite large faction Nakharan is exceedingly hard to get in touch with and rarely ever appears on the colony, his own personal research taking priority over the day to day of the colonists.&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Toughness&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Robustness&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Vigilance&#039;&#039;&#039;: 30&lt;br /&gt;
* &#039;&#039;&#039;Biology&#039;&#039;&#039;: 120&lt;br /&gt;
* &#039;&#039;&#039;Mechanical&#039;&#039;&#039;: 120&lt;br /&gt;
* &#039;&#039;&#039;Cognition&#039;&#039;&#039;: 200&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Grand Master Tacitus O&#039;Connor&#039;&#039;&#039;&lt;br /&gt;
|The guild grand master Tacitus O&#039;Connor is a sablekyne with gray fur, green eyes, and average stature with a slight beer belly. Tacitus is well known by the guild and nearly every guild member from adept upwards will have met with him at least once. He is often described as friendly, caring, a hard worker, and the teller of terrible puns. In addition to his good relations with his guild members Tacitus often oversees the most dangerous or difficult construction work. Sadly due to his hands on approach he is often out in the lower colony levels working on general repairs and rarely answers faxes in a timely manner.&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Toughness&#039;&#039;&#039;: 60&lt;br /&gt;
* &#039;&#039;&#039;Robustness&#039;&#039;&#039;: 60&lt;br /&gt;
* &#039;&#039;&#039;Vigilance&#039;&#039;&#039;: 40&lt;br /&gt;
* &#039;&#039;&#039;Biology&#039;&#039;&#039;: 20&lt;br /&gt;
* &#039;&#039;&#039;Mechanical&#039;&#039;&#039;: 180&lt;br /&gt;
* &#039;&#039;&#039;Cognition&#039;&#039;&#039;: 90&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Cartographer Augustine Browne&#039;&#039;&#039;&lt;br /&gt;
|The prophet of the church of absolution known as Cartographer Augustine Browne, creator of the cruciform and biogenerator and the leader in all manners of the spirit. Augustine is a short abhuman woman of the rat variant with chestnut brown fur and solid black eyes. She&#039;s described as overly friendly, patient, and resolved to the point of arrogance. Many of her flock have met her in passing and she is said to only appear during important church functions. Often time she is either off colony working on recruiting new converts to the flock or working on improving the design of the cruciforms and the biogenerators that power them. She is also often described as &#039;mapping&#039; mathematics under the school of thought that math cannot be created, only discovered, since all math is a universal absolute much like their god.&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Toughness&#039;&#039;&#039;: 30&lt;br /&gt;
* &#039;&#039;&#039;Robustness&#039;&#039;&#039;: 10&lt;br /&gt;
* &#039;&#039;&#039;Vigilance&#039;&#039;&#039;: 40&lt;br /&gt;
* &#039;&#039;&#039;Biology&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Mechanical&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Cognition&#039;&#039;&#039;: 100&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Matriarch Jea Smail&#039;&#039;&#039;&lt;br /&gt;
|The leader and founder of the Hunting Lodge, known as Jea Smail. Smail is a tall human woman, a blue eye, and with her hair kept in a long ponytail, always changing the very color of it from time to time. She&#039;s known to be a caring, hot headed, and very moral person, often comparing herself differently to a close friend of hers. Once a former Warrant Officer of the Marshals, due to the confession of certain information, she was relieved of her position within the Marshals. Now a member of the Absolutist Church and believer of the Faith, she had ran and managed the Hunting Lodge with the Huntmasters until her vanishing in the months of 2561. Not much but the few lodge hunters have been seen since the strange disappearance.&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Toughness&#039;&#039;&#039;: 60&lt;br /&gt;
* &#039;&#039;&#039;Robustness&#039;&#039;&#039;: 60&lt;br /&gt;
* &#039;&#039;&#039;Vigilance&#039;&#039;&#039;: 20&lt;br /&gt;
* &#039;&#039;&#039;Biology&#039;&#039;&#039;: 40&lt;br /&gt;
* &#039;&#039;&#039;Mechanical&#039;&#039;&#039;: 30&lt;br /&gt;
* &#039;&#039;&#039;Cognition&#039;&#039;&#039;: 30&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
Also known as command staff or council members, these are the men and women charged with the administration of the colony. Each of them have access to the council chambers, the command radio channel (accessed with :c), and are the sole authority of their respective faction. They are the most important people aboard the station and should be well respected and protected.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#DDDDFF;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#DDDDFF;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Premier]]&lt;br /&gt;
|The premier is the arbiter of the Nadezhda council and capable of vetoing any decision by the council unless the decision is unanimous among all current council members. The premier has no authority to order any crew, nor council member, except for his own premier guard. The premier is also the only person on station allowed to promote or demote members of factions at the sole request of the faction leader. The premier must also be present for a sanctioned execution to be valid and his signature, unless specifically stated, cannot fill in for any faction leader.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Surface Operations Manager]]&lt;br /&gt;
|The Surface Operations Manager or SOM (formerly known as the Chief Executive Officer) handles most of the civilian departments. They hold direct authority over the janitor, chef, botanist, bartender, shaft miners, and cargo technicians. All functions related to these departments fall under their sole authority and they may alter these in in ways they believe to be the most profitable. The SOM is also the sole authority when discussing any non-colonist related trade deals in the event seelie/unseelie or Kriosan confederacy merchants or traders appear on the colony.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Blackshield Commander]]&lt;br /&gt;
|The Blackshield commander handles all hostile threats both within and outside of the colony directing troops and assets to where they are need to defend its borders. The Blackshield commander can also deputize volunteer Blackshield, pass out guns during code red, and perform offensives to aid in protecting the colony. Commands troopers, corpsman, and the sergeant.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Warrant Officer]]&lt;br /&gt;
|The warrant officer handles all the paperwork warrants, arrests, and security records though he may delegate this task to someone else, provided the work is done. The warrant officer is the sole authority when it comes to internal criminal proceedings and his signature is required to issue permits. The warrant officer is expected to fill in for the Blackshield Commander or Brigadier in event of their absence or deaths during a code red or delta scenario. They are also expected to arrest anyone who is doing illegal things, even other heads of staff, or the premier. Commands officers, the supply specialist &amp;amp; rangers.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Guild Master]]&lt;br /&gt;
|The guild master must be informed of any major construction projects to the colony and has sole authority on the station lay out and build, including faction controlled areas with the exclusion of personal quarters. Has authority over guild adepts.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Chief Research Overseer]]&lt;br /&gt;
|The research overseer has authority over all active research ongoing with their staff members and may aid or halt them on their discretion. They hold authority over the station AI, cyborgs, scientists, and roboticists.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Chief Biolab Overseer]]&lt;br /&gt;
|If a head of staff is acting medically unstable, it is the job of the CBO to disable and treat them till they are once again fit for duty. They have sole authority over the medical division and all research or tasks within. They hold authority over virologists, psychologists, medical doctors, paramedics, and chemists. &lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Prime]]&lt;br /&gt;
|The acting leader in all things effecting the church and user of the most powerful cruciform. Unlike other heads of staff the Prime is not required to follow any form of standard operating procedure and is free to conduct himself how he wishes, whether it be healing people in medical, aiding scientists by giving them inspiration, or attracting new converts to the church.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Foreman]]&lt;br /&gt;
|The acting thug in chief for the prospectors, often considered the least respected head of staff due to the departments life style of digging through trash and scavenging to get by. The foreman is the only head of staff not required to be at least 30 Terran years of age, this fact often reflected by the risk and dangers of life as a scav. They have full authority over prospectors and salvagers and often spend their time beyond colony walls fighting various creatures and recovering valuable objects for the colony and themselves.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Huntmaster]]&lt;br /&gt;
|The Hunt Master is the head of the hunters, much similar to the rank of any head of staff colony side. A Hunt Master is tasked with organizing hunts, the teaching and training of kin and ensuring the trade of goods to Lonestar. The hunt-master is the Apex of the hunters, being both a capable hunter and leader. They only answer to the Matriarch.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Council Members and Chain of Authority ==&lt;br /&gt;
The installation does not require a premier to function normally, but it helps. In the event a council vote is needed a premier is not required, nor is a full council, to come to a decision.&lt;br /&gt;
&lt;br /&gt;
There are only a few situations in which a chain of command exists outside the council vote.&lt;br /&gt;
* During a code blue scenario the blackshield may volunteer to aid the marshals, though marshal officer orders and decisions take preference when dealing with criminals or criminal activity.&lt;br /&gt;
* During a code red scenario the marshals and blackshield are expected to work as a cohesive unit. Orders from a warrant officer to a blackshield or a blackshield commander to an officer are highly recommended to follow but are not required.&lt;br /&gt;
* During code delta the brigadier , and thus the blackshield, assume direct leadership over all members of the colony, including the premier and heads of staff.&lt;br /&gt;
* On all code levels barring delta, the soteria CBO and CRO are only in authority over their respective staff members and areas of concern. However, orders from the research overseer to the medical staff or the biolab overseer to the research team should be treated as strong recommendation. They are not, however, required to listen to them. Decisions made that affect both departments must be agreed upon by both the CRO and CBO to be enforced.&lt;br /&gt;
&lt;br /&gt;
== The premier and you ==&lt;br /&gt;
What is the premier? What are their expectations, their rights, and for that matter, their purpose? Your the arbiter of the colony, you provide advise, suggestions, and over see disputes between colonists and the marshals or between factions. Say the guild wants to block off an area to do construction. However they need the marshals to enforce the barriers. Without a premier, these two departments could argue endlessly without reaching a resolution. This is where the premier comes in to decide if the guild really needs that assistance. Another example might be someone is upset with their head of staff regarding how they&#039;re being treated. Under normal circumstances, they&#039;d turn to a premier. A third and also very common question is can the premier promote people to heads of staff? No. Nor can they promote or demote someone without request by the relevant head of staff, though if a head of staff is not present and the employee request demotion, they may.&lt;br /&gt;
&lt;br /&gt;
However it is commonplace for the premier to make the mistake of throwing around their power too much, resulting in disrespect for their authority from the crew. This is to be avoided. If you&#039;re the premier, then ask yourself this question: &#039;&#039;&amp;quot;Have I been asked to be involved, or do I see an impasse of opinions that only a premier can break by choosing a side?&amp;quot;&#039;&#039; If the answer is yes, then you may intervene, and in fact, you should. If the answer is no, then you should probably stay out of it as a premier would anyway.&lt;br /&gt;
&lt;br /&gt;
= General Guide to Command =&lt;br /&gt;
While every command role you may fill will be vastly different in the actions you and your department will take, there are some general binding ideas that can be applied to each and every role that has some sort of commanding role to it. If you wish to be a good leader, following these basic ideas is a must.&lt;br /&gt;
&lt;br /&gt;
===1. Communicate===&lt;br /&gt;
This guideline is the most important to follow, and it is the one most command staff fail at, hence why this is the first topic to be covered. As command staff, you are first an administrator. Your job is to delegate among your department, ensure tasks are completed, and make sure you subordinates are part of a well oiled machine for when it gets to be crunch time. Make sure you know where everyone is, have people check in, and if there is something the entire station needs to know, remember that each head of staff has a communication console in their office, that you can send an announcement that will be very visible. Not enough people tend to utilize this, and general comms tends to be so filled with clutter, especially in the start of an emergency, that you trying to convey information that way will fall half the time on deaf ears.&lt;br /&gt;
&lt;br /&gt;
===2. Be known===&lt;br /&gt;
This point goes a bit in hand with Communication. If you do not have a presence in your department, when you try to take control of a situation, or some kind of panic in the department, your voice will be new, and some may not be trusting of this. At the start of a shift, or when you join, try communicating with your department, get a quick idea of who you have under you, and how to best use each of them. Give out orders, even if it is as little as &amp;quot;You know what you are doing, go do it.&amp;quot; Making the initial connection with each member of your department can be key to making sure things have structure when you need it.&lt;br /&gt;
&lt;br /&gt;
===3. Use the Command Channel===&lt;br /&gt;
Nothing is worse than being uninformed. Many times situations have more than one department involved. For one example, say there is someone who set off a bomb, someone was caught in there, and there was someone sighted with a gun at the site. You have 3 departments involved in this issue now. If the adepts and medics head in, and the marshals have no information about that issue, then the other two departments have been metaphorically thrown in a fire. Coordinate with your fellow command staff, make things happen, and relay important information to your department as needed. As the saying goes, knowledge is power.&lt;br /&gt;
&lt;br /&gt;
===4. Know the jobs of the department===&lt;br /&gt;
Nothing is worse than someone like a guild master not knowing how the supermatter engine is setup, to name an example. This kind of thing can be outright infuriating when those under your command tell you how to do the basic parts of your job. Not only does it not help with any time efforts of yourself are required in your department&#039;s dealings, but it will make those under you much less likely to listen, because they will more than likely lose their trust in your guidance if you don&#039;t even know what you are talking about. You do not need to know everything, but you should be able to perform tasks that your department does on a regular basis.&lt;br /&gt;
&lt;br /&gt;
=Promoting and Demoting Heads=&lt;br /&gt;
&#039;&#039;&#039;Any&#039;&#039;&#039; head of staff, in fact, any crew member, can be promoted or demoted by the council at any time for any reason. If you suspect the reasons to be motivated by nepotism or discrimination, contact the respective faction owners. Note that a premier cannot promote other staff to be a head of staff without a unanimous council vote&lt;br /&gt;
&lt;br /&gt;
For a demotion, if there is a unanimous vote of &#039;&#039;&#039;all&#039;&#039;&#039; other non-SSD heads of staff and the presiding premier approves the head of staff may be demoted. If there are two or less heads of staff or no premier is present, there is no official procedure for demotion, so contact their respective faction owner.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff and Criminal Offense==&lt;br /&gt;
A head of staff proven to have committed a crime can be arrested, but not demoted without going through the proper procedure of demoting a head of staff. Arresting a head of staff based on suspicions is not legal, solid evidence is required. A head of staff cannot be arrested just because you do not agree with their actions or orders.&lt;br /&gt;
&lt;br /&gt;
=Summary=&lt;br /&gt;
The high council has absolute authority over their respective faction and all employees within. The council has higher authority than everyone else on the colony. No head of staff (excluding council made decisions) can overrule another, except in extreme cases (e.g. criminal activity, mental instability). In the event of missing ranks authority falls to the members of that faction and how they wish to proceed until a head of staff shows up with only a council vote have presiding authority.&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Command)&amp;diff=4233</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=4233"/>
		<updated>2024-07-17T14:43:17Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Council can&amp;#039;t pardon 400/500 offenses&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 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 a basic level of 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;
&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>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Marshals)&amp;diff=4232</id>
		<title>Standard Operating Procedure (Marshals)</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Marshals)&amp;diff=4232"/>
		<updated>2024-07-16T15:54:57Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Updates SOP regarding legal representation to include interviews and an affirmative responsibility to inform potential representatives&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Marshals Standard Operating Procedure =&lt;br /&gt;
The Marshals are the colony&#039;s main internal police enforment. Comprised of gunsmiths, police officers, investigators, and weapon specialists. The Marshals maintain a relatively elite yet limited size force within the colony, looking for skilled personnel to fill vacancies. Marshals are expected to work in close proximity to the colony&#039;s militia, the Blackshield.&lt;br /&gt;
&lt;br /&gt;
In the case SOP guidelines are violated, a Warrant Officer is to review the case and consider demotion if the offense is malicious or heinous. If no Warrant Officer is present, High Council should be faxed about any findings regarding Marshal or Blackshield violation of SOP.&lt;br /&gt;
&lt;br /&gt;
Blackshield personnel, if acting as an arresting officer, &#039;&#039;&#039;must&#039;&#039;&#039; follow Marshal SOP guidelines.&lt;br /&gt;
&lt;br /&gt;
All Marshal personnel MUST be:&lt;br /&gt;
* Able bodied, or suitably supplemented. (For example, in the case of muteness must carry and be adequately able to operate a TTS device.)&lt;br /&gt;
* Not serving a current criminal sentence.&lt;br /&gt;
* Has not been convicted of any 400 or 500 level offenses by Nadezhda colony. Crimes committed before moving to Nadezhda are not considered.&lt;br /&gt;
* Low to Medium security risk.&lt;br /&gt;
&lt;br /&gt;
== General Duties &amp;amp; Guidelines ==&lt;br /&gt;
* On code green all arrests the warrant must be authorized by either the premier, warrant officer, supply specialist, or ranger to be considered valid. In the absence of all the stated jobs a marshal officer may use his own signature and fax the high council should he do so. Failure to have a warrant during an arrest will lead to the offending officer being fined, charged, and/or potentially fired for multiple violations of the colony&#039;s Laws.&lt;br /&gt;
** The Warrant Assist program may be used to place warrants and act upon them. If a crime, however, is committed in front of an officer they may use reasonable cause and detain the person. A warrant is still to be filed later, such as after processing, in the case of direct witness to a crime.&lt;br /&gt;
** Note that this only applies to arrest warrants. Search warrants are required to be written, signed or stamped, before the search is conducted. Failure to do so will result in all charges being dropped.&lt;br /&gt;
* During an investigation witnesses may be interviewed to support physical evidence gained. Impartial witnesses, such as those with nothing reasonable to gain for such testimony nor relation to either victim nor offender, are desired to support a case. The investigator/arresting officer may do this with their own witness testimony as well, if they observe a crime being committed.&lt;br /&gt;
* When confronting a suspect is brought in for any green paragraph crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are to be released from brig as time-spent, unless otherwise specified by Laws. The fine is to be turned in to the Warrant Officer or Supply Specialist. If the fine is refused, they are to be brigged.&lt;br /&gt;
* When interviewing, arresting or fining a suspect, they have the right to be represented by their Faction Head or the Premier, per [[Standard Operating Procedure (Legal)|Legal Standard Operating Procedure]]. If neither their Head nor the Premier is available, any other Councilor may volunteer to represent the suspect. The Warrant Officer, or the arresting officer if no WO is present, is required to ensure that possible representatives are informed of the pending legal matter. Marshals are expected to allow the representative to speak with the accused, and to work with the representative to the extent that it’s reasonable to ensure a fair and just determination of the facts and sentence. If representatives are being unruly, however, they may be ejected from Security on order of a Warrant Officer or Supply Specialist. &lt;br /&gt;
* During the course of an arrest you may allow a cooperative Colonists to accompany you to the brig without restraint.&lt;br /&gt;
** If you cannot handcuff someone that requires cuffs, such as they are using a deployed hardsuit or have a missing hand, you must warn them at least three times to comply with the arrest. If they continue to refuse after the third warning is given marshal personnel and only marshal personnel may subdue and detain them by any necessary means. If death occurs due to the force used, Marshal officers may not be charged for any wrongdoing.&lt;br /&gt;
** Races that are immune to non-lethal stun based weaponry are to have flashes or pepperspray deployed against them. If they continue to refuse to comply, or if these non-lethal means do not effect them, a verbal warning should be given that continued resistance will result in lethal force to subdue the suspect. After the warning, or if they attempt to flee, lethal force may be administered as deemed necessary.&lt;br /&gt;
* When confronting an armed suspect, always call for additional backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of lethal force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.&lt;br /&gt;
** No matter the loaded ammo of a ballistic firearm, fire-mode an energy weapon, or mode of a possibly lethal hand-weapon, all firearms are to be treated as if they are loaded with lethals and being used with lethal intent. A gun loaded with rubbers, or an energy gun on tase firemode, are still to be treated as a firearm capable of lethal intent.&lt;br /&gt;
* If a suspect uses a mech to resist arrest, lethal force is automatically authorized.&lt;br /&gt;
* If a suspect escapes the colony, lethal force is authorized for any personnel within the marshals or blackshield who attempt to pursue. Blackshield are to be notified to find the suspect. Shoot-on-sight may be granted to them if deemed necessary.&lt;br /&gt;
* In terms of dealing with genetically enhanced colonists, Marshals are to switch to lethals if they are too problematic to take down by normal means. This includes illegal genetics such as hulk genes or other extreme body-altering genetics.&lt;br /&gt;
* A Warrant Officer may deem an offender of a capital crime as too dangerous for revival and issue a ‘DNR’ - Do Not Revive - order. If the council wishes to override a DNR order, they must vote to do so or the Warrant Officer must be changed for abusing their authority. If a DNR order is overturned, the offender is to be revived.&lt;br /&gt;
** DNR orders are to be used sparingly. Only offenders who have either attempted to escape HUT and died in the process or capital offenders, such as active murderers or terrorists that may risk the well being of others if revived despite containment, are the only colonists who may have a DNR order put upon them.&lt;br /&gt;
** Colony members violating a DNR order are to be arrested as a collaborator in whatever crime the offender has committed. E.g. If a doctor knowingly revives a DNR offender charged with terrorism, the doctor is to be charged as aiding in the crime.&lt;br /&gt;
&lt;br /&gt;
== Evidence, Contraband &amp;amp; Confiscated Weapons ==&lt;br /&gt;
Objects confiscated as evidence of a crime, including any confiscated weapons and contraband, are to remain in evidence lockers after confiscation from the offender. In the case of a firearm being confiscated a record is to be made of the gun’s model and serial number on the arrest case-file or incident report.&lt;br /&gt;
&lt;br /&gt;
During a state of emergency, such as code blue or higher, a Warrant Officer or Supply Specialist may issue contraband or guns confiscated as evidence to security personnel to defend the colony. Paperwork should be done listing the officer using the contraband or weapon, the name of the colonist the weapon was taken from, and the serial number - if applicable. After the end of the emergency the gun must be returned to evidence.&lt;br /&gt;
&lt;br /&gt;
Evidence in any previous or ongoing arrest must not, under any circumstances, be broken down for materials or otherwise destroyed. Doing so may result in Providing False Evidence or Testimony (303) charges.&lt;br /&gt;
&lt;br /&gt;
Contraband collected that is not involved in an arrest may be broken down as it is not evidence of a crime.&lt;br /&gt;
&lt;br /&gt;
== Secure areas ==&lt;br /&gt;
* In code green, secure areas like the AI core, research server room, telecommunications, bridge, all armories (security, bridge, and church) etc, should never be blocked. Use of deployable barriers to block areas during code green is considered illegal under §307 - &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;. Trespassing in these areas is covered under  §308 - &#039;&#039;&#039;Infiltration&#039;&#039;&#039; or §508 - &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
All armories are considered secure areas and have their own section SOP. &#039;&#039;&#039;Trespassers may be shot lethally on sight upon entering.&#039;&#039;&#039;&lt;br /&gt;
* The AI may not bolt its core down without an order to do so by the Chief Research Overseer or in the case of an emergency. The AI must obey orders from Low Council personnel to enter if needed, unless in the case doing so would aid a criminal. AIs that disobey orders as such are to be carded or, if force is used against officers, the AI is to be destroyed.&lt;br /&gt;
* The research server room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The brig is considered a high security area. Unauthorized personnel attempting to break in, or any &amp;quot;Hold until Transfer&amp;quot; inmates attempting to break out, are both to be shot on sight with lethal force.&lt;br /&gt;
* The telecomms is a highly sensitive area that provides vital communications among the crew and to the high council, thus any unauthorized personnel who have accessed the control room are shoot-to-kill.&lt;br /&gt;
&lt;br /&gt;
== Prisoner Processing &amp;amp; Rights ==&lt;br /&gt;
&lt;br /&gt;
Criminal processing should not take more than a few minutes at most. Don&#039;t needlessly waste time with additional questioning and interrogation until they&#039;re already properly arrested. Detained prisoners are the responsibility of the arresting officer or, if one volunteers, another officer, the supply specialist, or the warrant officer.&lt;br /&gt;
&lt;br /&gt;
When an offender is officially charged and is to be brigged, the responsibility shifts to the Supply Specialist to oversee prisoner brigging and the application of the decided timer on the cell computer.&lt;br /&gt;
&lt;br /&gt;
* Prisoners are to have all gear placed within the locker.&lt;br /&gt;
* Timers and modifiers are to be input into the cell timer and are not to include time spent in processing or detainment. &lt;br /&gt;
* Prisoners, if uncooperative, wearing an improper uniform - such as demoted personnel - or otherwise unruly, should be transferred into prisoner clothing found within the locker in each cell.&lt;br /&gt;
* Prisoners who pose a risk to themselves or others, such as through suicide attempts or violent outbrusts, should be moved to a solitary confinement cell. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Prisoners are entitled to swift processing when being arrested and put into the brig. Processing is not to take an unreasonable amount of time, such as exceeding the timer of the crime they are being put in for. &lt;br /&gt;
** The Low Council may determine when processing becomes unreasonable time-wise. In cases of excessive processing, charges should be dropped. This does not count, however, if a voting council member is one of those charged. This should be appealed to the High Council via fax.&lt;br /&gt;
* Prisoners are entitled to speak to the premier or volunteer council member for legal defense if requested.&lt;br /&gt;
* Prisoners are entitled to food and water if requested.&lt;br /&gt;
* Prisoners have the right to maintain communication devices, such as PDAs or radio headsets. These, however, may be revoked by the authority of a Supply Specialist or Warrant Officer in the case of a security threat or due to the abuse of said communications to disturb the peace of normal colonists.&lt;br /&gt;
* All of the prisoner’s belongings, that are not evidence in a case, should be placed into a respective jail cell for them to recover upon release. Personal property not considered evidence must be returned upon release.&lt;br /&gt;
* Prisoners have the right to use the fax machine within brig freely; so long as the machine is used responsibly.&lt;br /&gt;
* Prisoners who are injured have the right to treatment by certified personnel. Minor injuries are to be treated in the brig, such as bruising, burns, or non-life threatening injuries. In the case of major injuries, such as an injury requiring surgery or being possibly life-threatening, the prisoner is to be moved to Soteria for treatment.&lt;br /&gt;
* Prisoners hold the right to have visitors if their timer is over 25 minutes and if security levels permit. Security may suspend this right on code Blue or Red alert levels. Similarly, security must allow at least one visitor for the prisoner but may limit how many may visit. Visitors should be disarmed of any tools or weapons that could aid the prisoner. These tools or weapons should be returned after the visitation period.&lt;br /&gt;
* All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig&#039;s communal area if serving a sentence longer than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
== Executions == &lt;br /&gt;
Executions may not be carried out until the High Council has sent back a fax ratifying the verdict and sentence. One such a fax is received, however, an execution should be carried out without unecessary delay.&lt;br /&gt;
&lt;br /&gt;
* The prisoner is informed of their punishment and is to be provided the decision of their preferred execution method. The normally permitted options include lethal injection, firing squad, asphyxiation, or cyborgification. Other methods may be permitted but are at the discretion of the Lower Council.&lt;br /&gt;
* The prisoner may request a last meal. If requested, personnel are obligated to serve one to the prisoner unless deemed excessive by the Lower Council.&lt;br /&gt;
* Final requests are to be taken, but are not obligated to act upon if deemed unreasonable by Lower Council.&lt;br /&gt;
* The prisoner is escorted to the execution location under heavily armed guards and is restrained. &lt;br /&gt;
** In the case of lethal injection, the prisoner is to be moved to Soteria for the procedure to begin.&lt;br /&gt;
** In the case of firing squads, the prisoner is to be moved to the firing range. Security personnel should be armed lethally to ensure a quick death.&lt;br /&gt;
** In the case of asphyxiation, the prisoner is to be moved to either a secure location at Guild capable of oxygen deprivation, or other means asphyxiation, or moved to Soteria for controlled tank-usage.&lt;br /&gt;
** In the case of cyborgification, the prisoner is to be moved to Soteria and their brain removed. After removal the brain should be put into an MMI and shackled to a lawed AI.&lt;br /&gt;
* When the execution is ready, all Councilors who voted for the execution shall be called for. The execution shall not proceed until either all such Councilors have arrived, or thirty minutes have passed.&lt;br /&gt;
&lt;br /&gt;
== Marshal Armory ==&lt;br /&gt;
The Marshal armory is divided into two sections - the public shop area and the storage area. Everything in the room behind the shop is the storage area. The shop has two sections, the secure area behind the windows that allows access to the display cases and front-room storage, and that of the public area in front of the desk and on the non-windoor side of the display cases. Unless asked to leave or banned from the armory shop, the public shop area is publicly accessible to anyone providing the blast doors are open. Any colonist may buy, sell or trade with the appropriate authorities there. Behind the desk is considered, similar to the armory, a secure area.&lt;br /&gt;
&lt;br /&gt;
* In regards to the storage area of the armory, the Supply Specialist is the controller of the armory. When it comes to the armory, the Supply Specialist’s word is law. The Supply Specialist is responsible for handing out weapons, keeping everything stocked and inventoried, and running the shop. While the Warrant Officer, Commander and Sergeant may have access, the Supply Specialist is to be respected. If they tell you to leave, you leave. Failure to comply leaves you open to legal ramifications such as abuse of powers, grand trespass or other charges that may be levied.&lt;br /&gt;
* In case of a weapon request from Marshals/Blackshield, the Supply Specialist must always utilize paperwork that determines what was removed from the Armory. The weapon that gets replaced should also be noted on the paperwork and handed in with all ammo.&lt;br /&gt;
* In case of selling items from the armory proper, the Supply Specialist is to keep a receipt on what item(s) were sold and how many credits were made. Any loans to individual Marshals, Blackshield department, or other individuals, are to be kept track of through written receipts. Copies are to be kept by the Supply Specialist or Warrant Officer.&lt;br /&gt;
* If no Supply Specialist is present or available, the rank order of ownership goes to the Warrant Officer. If no Warrant Officer is present a CO, Sergeant or Premier may access the armory but only in exceptional situations; such as the need to arm other Marshals in an emergency situation. The marshal armory is not a play-thing.&lt;br /&gt;
** Under normal circumstances no equipment should be handed out for free to non-marshal department staff.&lt;br /&gt;
* In a Code-Red scenario, the armory should be fully utilized and weapons should be handed out to Marshal officers first, volunteers of Blackshield second and colonists last. These should be returned when the crisis is over or else the individual may face legal consequences. Abusing access, authority or carelessly using the resources is a reason for demotion under charges 405.&lt;br /&gt;
* The Department Account is trusted to the Supply Specialist to use, as well as the Warrant Officer, Blackshield CO, and Blackshield Sergeant. All personnel in these positions are trusted to use the finances responsibly to upgrade or equip the department as required. This may include purchasing weapons, allowing loans for equipment, and so on for members of the Marshal and Blackshield department.&lt;br /&gt;
* Blackshield may provide gear from their teleporter or armory for a Supply Specialist or Warrant Officer to sell for profit. Profits from these sales may be distributed in accordance with whatever agreement is made.&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(General)&amp;diff=4231</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=4231"/>
		<updated>2024-07-16T15:53:40Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Complete rewrite of privacy rights to fit Sojourn better&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;
** [[Job_Strikes_and_You|(Job strikes may be applied upon firing at the discretion of staff members.)]]&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.&lt;br /&gt;
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;
* 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;
==Employment Sanctions==&lt;br /&gt;
===Types of Sanctions===&lt;br /&gt;
If someone acts in a way contrary to the interests of their employer, this can result in sanctions against them. These sanctions are reprimand, demotion, dismissal, and firing. A reprimand is just a formal finding of wrongdoing that is recorded for use in future disciplinary proceedings. Demotion entails reducing someone to a lower position within the department, and may be temporary or permanent. Demotion is only possible where the original role includes all skill requirements of the lower role. Thus a Head may be demoted to almost any role within their department or a Sergeant may be demoted to a Trooper, but a Psychologist could not be demoted to a Doctor or similar sidegrades. Dismissal entails removing someone from the department entirely for the duration of the shift. Firing entails removing someone from the department on a long-term basis. Unless successfully appealed, a permanent 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 no less than two weeks after the initial firing. Employment Sanctions are recorded in the Employment Records of each individual as they are issued. Reprimands and temporary sanctions remain on someone’s record for a minimum of three months, permanent sanctions remain on record for a minimum of six months after rehiring/repromotion. (This is OOCly mandatory: if your character is the subject of a sanction, you must add this to your employment record.)&lt;br /&gt;
===Who can impose a Sanction===&lt;br /&gt;
Faction Heads are given general authority by the Faction Owner to manage their departments, which includes imposing sanctions when they are merited. Sanctions can also be imposed by a majority vote of the Low Council against anyone employed in the upper colony, including a Faction Head. Finally, sanctions can be imposed by the Faction Owner or an [[High Council Agents|investigatory representative]] sent by them to the upper colony. This last process is primarily reserved for investigations into Heads and their conduct, but may be used in any scenario the Owner deems appropriate.&lt;br /&gt;
&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: &lt;br /&gt;
* If an employee commits a Moderate or higher crime, they may be sanctioned. Additionally, certain crimes may permit or require sanctions, listed below or included within the text of the statute.&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;
** Failure to Execute an Order: If an employee violates §102 this may result in dismissal or temporary demotion.&lt;br /&gt;
** Command personnel (Factions Heads, Premier, and Steward) may be demoted for the duration of the shift if they commit any crime of Severe (300) or higher severity by the Warrant Officer under the Offense by Colony Command sentencing modifier. The Faction Owner or a vote of the Low Council may institute a higher sanction, impose sanctions for a Moderate crime, impose a sanction if the Warrant Officer is absent or decided not to, or repeal a sanction placed by the Warrant Officer. A Head, even after demotion, may vote if another Councilor raises the matter of repealing their sanction, but may not raise the matter themselves.&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, such as the requirement of no 400 or 500 level convictions for a Marshal. This is unique in that only removal from the position permanently 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 the Low Council collectively) may apply sanctions if an employee takes actions that are severely against the interests of the faction at their discretion, however a much higher standard of scrutiny will be applied to such discretionary actions.&lt;br /&gt;
* Low Council members may be sanctioned for failing in their responsibilities to the Council listed in Command SOP - actions such as interrupting voting, being disruptive of a council meeting, or other actions such as incompetency.&lt;br /&gt;
* Low Council members face summary demotion if they choose not to vote in any Low Council vote.&lt;br /&gt;
&lt;br /&gt;
=== Discretion and Severity ===&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. Minor infractions, such as simple failure to follow an order or moderate crimes, should not result in permanent sanctions unless repeated over the course of multiple shifts. 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;
=== Executing Sanctions ===&lt;br /&gt;
All employment sanctions must be documented with paperwork, usually an LC-05 form but any form that conveys the same information may be used. If the employee plans to contest the sanction, this should be indicated on the form. This, along with all evidence and testimony supporting the sanctions, must be faxed to the Faction Owner, and a copy provided to the sanctioned employee. If sanctions are imposed on a Prime, an Inquisitor should also be requested as part of this fax. Then, 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. If they wish to contest the demotion, they are to be permitted to write an appeal and fax it to the Faction Owner so that it may be considered when determining whether the sanction is warranted. Attempts at sanctions without submitting the proper paperwork is considered a violation of §403 - Exceeding Official Powers. Agents of Faction Owners may apply the sanction of Reprimand via faxing the appropriate form to the individual being reprimanded and submitting a copy to their headquarters. They 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;
==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 unless they are a trainee. Significant failure to meet these requirements is grounds for 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;
&lt;br /&gt;
&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, virology, 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>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Soteria_Medical)&amp;diff=4230</id>
		<title>Standard Operating Procedure (Soteria Medical)</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Soteria_Medical)&amp;diff=4230"/>
		<updated>2024-07-12T03:32:30Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Update to fee waiving section for Marshals and Blackshield&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Soteria Institute Biological Laboratory, or Biolab, is a medical facility established on the surface outpost of Nadezhda, and is part of the Soteria Institute’s Medical and Biological Division. It is tasked primarily with providing medical care and services to the surface outpost’s inhabitants, including keeping the Marshals and Blackshield healthy and operational. Secondarily, the Biolab may also engage in scientific medical studies, including chemical testing, tissue modification, and psionic research. The Biolab is also expected to work hand-in-hand with the Soteria Institute Research and Development Facility, which is located in a joint facility with the Biolab.&lt;br /&gt;
== Personnel ==&lt;br /&gt;
=== Soteria Lifeline Technician ===&lt;br /&gt;
Lifeline Technicians, also called SLTs, or LTs, have a broad range of tasks which can be boiled down to acting as both in-house muscle and as paramedical staff. A Lifeline Technician’s first and foremost duty is simple: obey the (legal) orders of the Chief Biolab Overseer. When an SLT is not performing that primary duty, they are also tasked with ensuring the safety of Soteria facilities and personnel, as well as retrieving, stabilizing, and moving injured or dead colonists within the walls to the Biolab, or acting as an extra pair of hands for any on-duty doctors, performing triage and first aid.&lt;br /&gt;
&lt;br /&gt;
They are not required to retrieve dead or injured colonists who are outside the gate or who are in Deep Maintenance; those are Blackshield’s areas, and SLTs are expected to defer to Blackshield for such cases.&lt;br /&gt;
&lt;br /&gt;
SLTs are not expected to perform surgery. If an SLT is certified for basic surgeries in their employment records, they may perform those surgeries when no other surgically-trained staff are available or present. SLTs should not be performing surgeries if a doctor is active just because that doctor is busy with a surgery of their own, unless assistance is requested by the doctor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements:&#039;&#039;&#039;&lt;br /&gt;
* Moderate Proficiency in Medical SOP&lt;br /&gt;
* Moderate Proficiency with firearms, combat, and first aid treatment&lt;br /&gt;
* Familiarity with Authorized Use of Force laws&lt;br /&gt;
* Basic Familiarity with the surface outpost&#039;s layout, including maintenance tunnels, and reading coordinates&lt;br /&gt;
* Basic Proficiency with privacy regulations in General SOP&lt;br /&gt;
* Basic Proficiency with chemicals and medicines&lt;br /&gt;
=== Soteria Doctor ===&lt;br /&gt;
The on-staff doctors for the Biolab may have a range of specialties, from nurses to trauma surgeons to your everyday physicians. All employed MD-level doctors are expected to have the same core skillset, however. These are the individuals who are expected to perform surgeries and general medical treatment beyond simple first aid. All doctors are expected to understand surgery, basic chemistry, and how to operate the organ printer in the surgical theater. The method a doctor uses to treat a patient is left to the attending doctor, though patient consent and desires should be taken into account.&lt;br /&gt;
&lt;br /&gt;
Soteria Medical Students are typically individuals who have completed their higher education learning, but who have not yet attained real-world experience in the medical field. They are not held to the same standards as professional doctors, and may not be sanctioned when their lack of knowledge or competence causes minor issues. If their lack of experience causes serious issues, they may still be found criminally liable or sanctioned, and they are expected to obey any senior doctoral staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements:&#039;&#039;&#039;&lt;br /&gt;
* Moderate Proficiency in Medical SOP&lt;br /&gt;
* Moderate Proficiency with Medical devices and machinery&lt;br /&gt;
* Moderate Proficiency with the uses of chemicals and medicines&lt;br /&gt;
* Moderate Proficiency in surgical techniques OR non-invasive chemical treatments&lt;br /&gt;
* Moderate Proficiency in first aid and triage&lt;br /&gt;
* Moderate Proficiency with privacy regulations in General SOP&lt;br /&gt;
=== Soteria Psychologist ===&lt;br /&gt;
As with doctors, Psychologists come in many flavors; many still specialize in classical psychology and psychiatry, but a growing number of Soteria mental health employees have begun favoring psycho-neurological methodology, after the discovery and the ongoing research into the psionic organ. Many of Soteria’s foremost psionic researchers are also Empaths, as the specialization has come to be known.&lt;br /&gt;
&lt;br /&gt;
Whatever the specialization, psychologists are mental health professionals, not trauma doctors; they are not expected to assist the Biolab’s SLTs or physicians in any direct capacity, though they are not barred from doing so if they possess the requisite knowledge, skills, and abilities. Rather, the psychologist’s primary duty is to see to the mental health and stability of the colony’s inhabitants, as well as assisting any ongoing psychological, psychiatric, or psionic research projects. It is to a psychologist that an unstable colonist will be delivered for mental evaluations, and besides the CBO, the psychologist is the only individual who can sign off on unfitness for work forms, when the cause is psychological.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements&#039;&#039;&#039;:&lt;br /&gt;
* Moderate Proficiency in Medical SOP&lt;br /&gt;
* High Proficiency with privacy regulations in General SOP&lt;br /&gt;
* Moderate Proficiency in psychological, psychiatric, or psionic techniques&lt;br /&gt;
&lt;br /&gt;
=== Chief Biolab Overseer ===&lt;br /&gt;
Chief Overseers are the Institute’s primary hands in the field; on the surface colony, the Chief Biolab Overseer is in charge of the affairs of the Biolab, as their title would suggest. Their primary duty is not tending to patients, performing chemistry, or even handling surgeries, though they may need to do these things when their staff are unavailable. The CBO is expected to be competent and capable, first and foremost, in managing their team and representing the Soteria Institute&#039;s interests and providing a public face to the surface outpost&#039;s inhabitants. The CBO holds a seat on the Low Council, though it is a joint seat with the CRO. Overseers are reminded that if they cannot agree on a vote, they lose Soteria&#039;s vote for a given council decision.&lt;br /&gt;
&lt;br /&gt;
While a CBO may have a variety of backgrounds, they are all expected to have significant knowledge of the human body, and to a lesser degree the bodies of other sapients, too, and together with the Psychologist are the only other individual capable of signing off on unfitness to work forms, when the cause is psychological.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements:&#039;&#039;&#039; &lt;br /&gt;
* High Proficiency in Medical SOP&lt;br /&gt;
* High Proficiency with Medical and Chemistry machinery&lt;br /&gt;
* High Proficiency in surgical techniques&lt;br /&gt;
* High Proficiency in first aid and triage&lt;br /&gt;
* Moderate Proficiency with chemicals and medicines&lt;br /&gt;
* High Familiarity with confidentiality laws and regulations&lt;br /&gt;
* Basic Proficiency in psychological, psychiatric, or psionic techniques&lt;br /&gt;
In addition to:&lt;br /&gt;
* Fulfilling all criteria for Command personnel as outlined in the Command SOP, including familiarity requirements there&lt;br /&gt;
* The ability to speak, read, and write fluently in English Common&lt;br /&gt;
=== Workplace Structure ===&lt;br /&gt;
The Chief Biolab overseer is the highest authority in the Biolab. Medical Doctors and the Psychiatrist are considered to be of equal rank, but cannot overrule each other in their respective fields, and are permitted to give orders to SLTs, where such orders do not conflict with a CBO’s orders. SLTs are the lowest rank in the Biolab, but are generally expected to be able to handle their own duties without direct supervision.&lt;br /&gt;
&lt;br /&gt;
== Procedures ==&lt;br /&gt;
All individuals, regardless of background, inclination, or status, are bound by these procedures whenever they perform the following services under Soteria’s name. This includes cyborgs utilizing Medical modules or machinery.&lt;br /&gt;
=== Medical Oaths ===&lt;br /&gt;
While the Soteria Institute recognizes and respects professionals who take such oaths as the Hippocratic Oath or the Tesselate Oath, employees are reminded that these oaths are not considered legally binding, nor are they a valid exception to following legal orders from superiors or SOP. Overseers are encouraged to exercise discretion when ordering staff to perform antithetical operations, but the decision is ultimately the Overseer’s.&lt;br /&gt;
=== Patient Protection ===&lt;br /&gt;
The following primarily applies to SLTs performing their standard duties, but additionally applies to anyone retrieving patients in the field.&lt;br /&gt;
&lt;br /&gt;
A patient in the field is considered “claimed” when the responding personnel lay hands on the person. Typically, this should be accompanied by a verbal statement as well, but this is not required. Thereafter, if any non-SI personnel attempt to touch or move the patient without the responder’s permission, the responder may take any non-lethal actions necessary to ensure they retain and protect their patient, according to the Authorized Use of Force legal clause. Appropriate use of force is still required, and responders found to use excessive force may face sanctions or criminal charges.&lt;br /&gt;
&lt;br /&gt;
The following applies to patients and SI personnel within the Biolab premises. Once a patient has been brought to the Biolab, they are to be handed off to any on-duty doctors or psychiatrists as needed by their injuries, if available. Otherwise, any existing, capable staff may take over treatment.&lt;br /&gt;
&lt;br /&gt;
While a patient is undergoing treatment within Biolab premises, no non-SI personnel are permitted to interfere, including Marshals or Councilors, and all non-SI personnel should be informed that they must wait in the public lobby. Marshals with a valid warrant, or an order from the Warrant Officer, may remain within the Biolab, but may not interfere with treatment or touch the patient beyond ensuring they are securely restrained unless otherwise specified by the warrant, such as in cases where the patient has been declared DNR after treatment has begun.&lt;br /&gt;
&lt;br /&gt;
Individuals with no valid reason to remain on Biolab premises who refuse to comply with a request to leave may be removed with force.&lt;br /&gt;
=== Payment for Treatment ===&lt;br /&gt;
While the Biolab’s primary purpose isn’t to turn a profit, supplies still have associated costs. The Soteria Institute &#039;&#039;&#039;REQUIRES&#039;&#039;&#039; all personnel in the Medical division to charge for products and treatment according to the chart below, with a handful of exceptions. Personnel employed with the Marshals and Blackshield are exempt from payment unless their injuries are obviously not a result of their assigned workload (such as criminal activity). Requiring payment from Marshal or Blackshield personnel requires proof that their injuries were NOT a result of their duties for the good of the colony. Soteria personnel attempting to charge without valid proof may face sanctions or Extortion charges.&lt;br /&gt;
&lt;br /&gt;
Additionally, the above clauses regarding Marshal and Blackshield personnel also apply to any and all colonists who sustain injuries while combating a colony-wide threat, such as a carrion, Class Seven Biohazard, Class Eight Biomechanical Infestation, or some other external threat.&lt;br /&gt;
&lt;br /&gt;
If a Biolab Overseer is available during a given shift, they may change the following prices as they see fit, or waive them entirely. Moreover, payment for medical treatment may be reasonably delayed for up to two hours based on the availability of doctors or other Biolab staff to handle processing invoices, or if the patient has insufficient funds to pay. This deferred payment may be overruled at any time by a CBO, who may then require payment as immediately as is reasonable. Payment may NOT be deferred in any way for visitors, outsiders, or other non-colonists.&lt;br /&gt;
&lt;br /&gt;
All patients should be informed before treatment that treatment will incur a cost, such as with a public notice in the Biolab lobby, or by individually informing each patient.&lt;br /&gt;
&lt;br /&gt;
Soteria personnel are guaranteed free treatment as part of their employment contract while they are on duty, though frivolous overuse of medical supplies or personnel time may warrant a reprimand.&lt;br /&gt;
&lt;br /&gt;
The following is the price chart for Medical treatment and services, not including elective procedures, which will be covered later. Unless otherwise noted, these charges are to be allocated according to whether or not the indicated service happened at all, not on a per-unit or per-instance format.&lt;br /&gt;
&lt;br /&gt;
* Sleeper Usage: 40 credits&lt;br /&gt;
* Cryopod Usage: 60 credits&lt;br /&gt;
* Blood Transfusion: 25 credits/bag&lt;br /&gt;
* Unbranded Gauze or Ointment: 5 credits/body part&lt;br /&gt;
* Advanced Kits: 10 credits/body part&lt;br /&gt;
* Soteria Branded Gauze or Ointment: 25 credits/body part&lt;br /&gt;
* Chemicals and Medication: 20-40cr for every 30u (rounded up if below) of unique medicine administered&lt;br /&gt;
* Defibrillation: 75 credits&lt;br /&gt;
&lt;br /&gt;
Surgery should be charged at a rate of 80 credits per body part operated on, such as arms, legs, head, chest, and so on. This cost includes any necessary organs printed for replacement.&lt;br /&gt;
&lt;br /&gt;
Revival procedures, that is, any usage of Medical supplies performed in the process of resuscitating a dead person, should be charged either a flat 350 credits, or the cost of all procedures performed in the course of resuscitation, whichever is &#039;&#039;&#039;cheaper&#039;&#039;&#039;. This includes any and all surgeries, organ replacements, superficial repair (ATK/ABK/gauze/ointment), cryopod usage, sleeper usage, or any other potential procedures needed for revival.&lt;br /&gt;
&lt;br /&gt;
Emergency procedures, which are procedures performed in an attempt to save a patient in critical condition, but who has not yet died, are charged only for sleeper usage, cryopod usage, surgery, and blood transfusions.&lt;br /&gt;
&lt;br /&gt;
Payment for Medical treatment may be rendered either as credits, or as other tangible or intangible bargains -- assistance, supplies, and so on. Non-monetary payment should be duly recorded in the notes section of any invoices which are written. Monetary payments may be deferred, but cannot be waived except by a CBO, in accordance with the guidelines described at the beginning of the section.&lt;br /&gt;
&lt;br /&gt;
=== Treatment Procedures ===&lt;br /&gt;
&lt;br /&gt;
The following procedure is &#039;&#039;&#039;REQUIRED&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To ensure appropriate documentation and record-keeping for payment and other purposes, all patients who are admitted for treatment are to receive a prior and post-treatment body scan, which must be printed and placed securely in a folder or file cabinet after the treatment is completed. Any additional scans taken during a patient’s treatment should be securely stored with the prior and post scans as well.&lt;br /&gt;
&lt;br /&gt;
Body scans should NOT be left out on tables after a patient has been treated and discharged.&lt;br /&gt;
=== Nonpayment and Debtors ===&lt;br /&gt;
&lt;br /&gt;
Individuals who refuse or are incapable of paying medical fees once they are due are to be blacklisted from Biolab treatment and reported to the Marshals so the debt can be reclaimed. Revival procedures should still be performed, even on blacklisted personnel -- they cannot pay their debts if they are dead, after all.&lt;br /&gt;
&lt;br /&gt;
Marshals and Blackshield cannot be blacklisted from treatment, but they should still be reported to the Marshals for the appropriate legal repercussions.&lt;br /&gt;
=== Elective Procedures and Other Sales ===&lt;br /&gt;
Elective procedures are defined as any procedure which aims to improve a patient’s quality of life, or which is requested by a patient and does not directly relate to an injury. In other words, these are procedures which are not necessary for restoring a person to a full, healthy status, such as providing biological augmentation.&lt;br /&gt;
&lt;br /&gt;
Elective procedures, such as organ modifications, are to be charged according to the following chart. These charges may not be deferred by standard Medical staff as in the case of lifesaving or otherwise health-oriented medical treatment, as these procedures are undergone voluntarily upon the patient’s request. Payment must be decided upon and rendered up-front, and the patient should be informed of the side-effects of the procedure in full before payment is rendered or the procedure is performed. As is the case with the treatment price chart, this chart may be edited or ignored by a CBO as they wish.&lt;br /&gt;
&lt;br /&gt;
* Modification of existing tissues or organs: 75 credits/body part&lt;br /&gt;
* Printing of new tissues, including modification of the printed tissues: 150 credits/organ&lt;br /&gt;
&lt;br /&gt;
Any other elective procedures undergone which are not included in the above cases may be priced by the Soteria Medical staff member who performs the procedure, unless a Biolab Overseer is present, in which case they should set the price. Bargains and nonfinancial payment are acceptable for elective procedures, according to the guidelines set forth in the Payment for Treatment section, with the addition of “voluntary experimentation” being an acceptable method of payment for elective procedures only. Any voluntary sapient experimentation must be accompanied by the appropriate paperwork as indicated in the Soteria Research SOP’s Waiver Clause. If a CBO is present, they may offer and dispense payment to individuals who voluntarily submit to experimentation.&lt;br /&gt;
&lt;br /&gt;
Any injuries or complications which arise as a result of elective procedures are to be treated immediately without cost to the patient. The Biolab staff who botched the procedure should be charged the full amount for any incurred costs.&lt;br /&gt;
=== Selling Chemicals, Stimulants, and Other Supplies ===&lt;br /&gt;
Legal medicines, chemicals, and stimulants may be manufactured by Chemistry for sale to the general populace. Chemical sales should be priced at between 1 and 30 credits per unit of chemical, according to the difficulty of production and demand of the chemical; the scale of this difficulty is left to the staff member’s discretion to determine. An exception is made to this pricing scheme for chemicals when they can be exported for a greater amount than otherwise allowed.&lt;br /&gt;
&lt;br /&gt;
Similarly, the sale of other medical supplies -- such as treatment kits -- may be performed at Medical staff’s discretion. Pricing should defer to the Biolab Overseer if one is available, but may otherwise be set by the Medical staff member who sets up the sale or vendor. Medical staff are forbidden from setting out “charitable” or free supplies, unless given express permission by the resident CBO. Marshals and Blackshield may receive a small amount of free supplies per colonist, at Biolab staff&#039;s discretion.&lt;br /&gt;
=== Consent to Treatment / Right to Refuse Treatment ===&lt;br /&gt;
For any given procedure, including potentially lifesaving procedures, patients must be given the opportunity to provide consent to treatment or refuse treatment. All adult colonists are presumed to be sound of mind and capable of granting or withdrawing consent at will by default.&lt;br /&gt;
&lt;br /&gt;
If an individual is determined to have a limited capacity for decision-making, this right may be overruled by Medical staff. If this right is overruled, any treatment performed should be considered emergency treatment by Medical staff. Note that overruling this right does not permit Medical staff to force a patient to come into the Biolab if they are actively resisting Medical personnel; in such cases, what treatment is possible may be rendered on the scene. Such cases may warrant an intervention by the Marshals if the patient is a danger to others or themselves.&lt;br /&gt;
&lt;br /&gt;
This overruling is possible in the following situations:&lt;br /&gt;
&lt;br /&gt;
* The patient is unconscious and clearly injured, poisoned, or otherwise unhealthy.&lt;br /&gt;
* The patient is in critical condition according to professional Medical knowledge and scanning devices and is unable to provide consent.&lt;br /&gt;
* The patient is clearly mentally unsound and is unable to understand either the condition to be treated or the nature of the treatment, such as patients who have been dosed with hallucinogens. Note: If this mental instability does not have a clear physiological cause, i.e. drugs, alcohol, severe infection, etc., the patient must be assessed by a psychiatrist or Biolab Overseer if one is available. A fax should be sent requesting one if neither is present.&lt;br /&gt;
&lt;br /&gt;
In all of the above cases, a judgment call may be made by Medical personnel on the spot to determine whether an individual is capable of providing consent for treatment or not.&lt;br /&gt;
&lt;br /&gt;
Patients who were unconscious upon being admitted for treatment, but who regain consciousness during treatment, are presumed to consent to continued treatment unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
In any such case wherein this right to refuse treatment is overruled, all treatment performed is to be considered as emergency treatment according to the Payment for Treatment section; only if the patient withdraws consent, then changes their mind later should they be charged for further treatment normally.&lt;br /&gt;
=== Unfitness for Work ===&lt;br /&gt;
In some cases, colonists may suffer from mental or physical conditions which may be physiological or psychological in nature that prevent them from performing their work, or make performing their work a hazard. In such cases, a Chief Biolab Overseer may formally declare them unfit for work. A Doctor or Psychiatrist, depending on the nature of the condition, may initiate this process without a CBO present, but must fax for a CBO in order to complete the process.&lt;br /&gt;
&lt;br /&gt;
Once the declaration is made, the CBO must write a formal letter indicating the declaration and present it to the Low Council, detailing the nature and reasoning behind the declaration. The Council shall then vote on whether this declaration is valid, as outlined under the Command SOP’s Voting Procedures section. If an individual is found to be unfit for work, they must accept either a suspension as if they had been demoted by the Council, or receive treatment for their condition as soon as possible.&lt;br /&gt;
&lt;br /&gt;
What defines “unfit” may vary from condition to condition. However, conditions which simply lessen a colonist’s capacities are not grounds for a declaration of unfitness for work. Conditions which totally inhibit their ability to perform their job, or which inhibit them from performing their duties in a timely and reasonable manner, may qualify. The nature of the colonist’s job should be taken into account: a Scientist who is wheelchair-bound cannot be assessed as unfit for work simply because they take longer to navigate the labs, but a Marshal Officer who cannot chase criminals cannot perform their duty.&lt;br /&gt;
=== Hygiene and Disease Control ===&lt;br /&gt;
These policies remain in place as precautionary measures and against infections, and in the rare cases of pathological disease. Medical staff are required to wear sterile, non-allergenic clothing while they are treating patients. In this respect, the equipment provided in Medical personnel’s lockers is considered sterile, though SLTs and Doctors are encouraged to keep gloves, boots, and jumpsuits or scrubs washed and clean where available.&lt;br /&gt;
&lt;br /&gt;
The Biolab should be kept as clean and neat as is reasonably possible; debris, shattered glass, blood, vomit, and other messes should be cleaned as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Smoking is strictly &#039;&#039;&#039;disallowed&#039;&#039;&#039; within the Biolab, with the exception of the public lobby and the break room, due to the health and flammability risks. Soteria personnel are &#039;&#039;&#039;required&#039;&#039;&#039; to extinguish their own cigarettes before treating patients, and &#039;&#039;&#039;must&#039;&#039;&#039; request that patients extinguish theirs before entering the Biolab. &lt;br /&gt;
&lt;br /&gt;
Quarantine procedures exist in the case of a disease outbreak. In such a case, all Biolab personnel are required to wear medical-grade masks, sterile gloves, and to regularly sanitize their hands. Any Biolab personnel actively treating patients are required to wear biohazard suits, and the CBO is encouraged to analyze disease vectors to ensure personnel equipment is capable of counteracting any infectious agents.&lt;br /&gt;
&lt;br /&gt;
Additionally, all infected personnel are to be quarantined within the Biolab for their safety and the safety of the colony. Anyone attempting to breach quarantine, in or out, without permission from the CBO or the Low Council, may be removed from the Biolab, by force if needed. Quarantine procedures are to remain in effect until a vaccine or cure can be produced to counteract the disease.&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
For the purposes of Medical SOP, “death” refers to the indefinite cessation of nervous activity and vital biological processes. If a patient is recognized as ‘dead’ by medical scanning equipment, they are medically dead. This state is not necessarily permanent. Patients can often be recovered if their body is intact, provided with the correct treatments, and then defibrillated according to Soteria Medical training materials.&lt;br /&gt;
&lt;br /&gt;
If a defibrillator displays a ‘mental interface error’, the device is unable to restore brain function. If three interface errors are experienced in a row, the cadaver is to be placed in the Morgue for secure storage until they can be transported to the lower colonies for a more intensive revival process.&lt;br /&gt;
&lt;br /&gt;
Any cadavers that are recovered are to be transported via body bags to avoid the potential trauma caused by such a sight on other colonists. Staff are not exempt from this simply because they did not have body bags on their person at the time.&lt;br /&gt;
&lt;br /&gt;
In the event of the total death (wherein an individual cannot be revived, such as by total bodily destruction) of a colonist, the relevant Head of Staff must be informed. Postmortem instructions are to be followed, and the death should not be revealed to other colonists unless consent is given in the deceased’s medical records, or a funeral is requested. A fax is to be sent to the High Council with an autopsy report attached regarding the deceased.&lt;br /&gt;
&lt;br /&gt;
Post-Mortem instructions are to be obeyed whenever possible and reasonable. Unreasonable or unfeasible Post-Mortem instructions need not be obeyed.&lt;br /&gt;
=== DNR and Suicide ===&lt;br /&gt;
&lt;br /&gt;
A “do not revive” or DNR order may be placed in a colonist’s records only under very specific circumstances, and dictates that they should not be revived after death, making any death their final death. Should a DNR be found, the patient is not to be revived. Revival despite a DNR may result in a Negligence charge. In some cases, a DNR may be accompanied by conditions, such as stating that the patient should only remain dead if their death is the result of a specific medical condition. A DNR may be placed under the following circumstances:&lt;br /&gt;
&lt;br /&gt;
A patient who would typically be fit to refuse treatment confirms their desire not to be revived. This requires assessment by a Psychiatrist or CBO.&lt;br /&gt;
A patient has been sentenced to legal execution via proper procedures.&lt;br /&gt;
A patient is an infiltrator, outsider, or known enemy of the colony, and Security staff have declared that they are not to be revived.&lt;br /&gt;
&lt;br /&gt;
The DNR should be added to the patient’s medical records by Biolab staff, and is applicable only for the shift wherein it was applied. A voluntary DNR may be permanently applied to a patient record only after faxing a DNR ratification to Soteria’s offices in the lower colony. This must be signed off on by a CBO. Thereafter, this permanent DNR may be added to post-mortem instructions with the date of the application and the CBO’s name who signed off. If a DNR assessment occurs in the lower colony, a ratification fax is not necessary, but the date of application and a name remain necessary.&lt;br /&gt;
&lt;br /&gt;
For a DNR to be considered valid, it must contain the words “Do Not Revive” or the acronym “DNR”.&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Soteria_Medical)&amp;diff=4224</id>
		<title>Standard Operating Procedure (Soteria Medical)</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Soteria_Medical)&amp;diff=4224"/>
		<updated>2024-07-05T21:02:27Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Chemical price updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Soteria Institute Biological Laboratory, or Biolab, is a medical facility established on the surface outpost of Nadezhda, and is part of the Soteria Institute’s Medical and Biological Division. It is tasked primarily with providing medical care and services to the surface outpost’s inhabitants, including keeping the Marshals and Blackshield healthy and operational. Secondarily, the Biolab may also engage in scientific medical studies, including chemical testing, tissue modification, and psionic research. The Biolab is also expected to work hand-in-hand with the Soteria Institute Research and Development Facility, which is located in a joint facility with the Biolab.&lt;br /&gt;
== Personnel ==&lt;br /&gt;
=== Soteria Lifeline Technician ===&lt;br /&gt;
Lifeline Technicians, also called SLTs, or LTs, have a broad range of tasks which can be boiled down to acting as both in-house muscle and as paramedical staff. A Lifeline Technician’s first and foremost duty is simple: obey the (legal) orders of the Chief Biolab Overseer. When an SLT is not performing that primary duty, they are also tasked with ensuring the safety of Soteria facilities and personnel, as well as retrieving, stabilizing, and moving injured or dead colonists within the walls to the Biolab, or acting as an extra pair of hands for any on-duty doctors, performing triage and first aid.&lt;br /&gt;
&lt;br /&gt;
They are not required to retrieve dead or injured colonists who are outside the gate or who are in Deep Maintenance; those are Blackshield’s areas, and SLTs are expected to defer to Blackshield for such cases.&lt;br /&gt;
&lt;br /&gt;
SLTs are not expected to perform surgery. If an SLT is certified for basic surgeries in their employment records, they may perform those surgeries when no other surgically-trained staff are available or present. SLTs should not be performing surgeries if a doctor is active just because that doctor is busy with a surgery of their own, unless assistance is requested by the doctor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements:&#039;&#039;&#039;&lt;br /&gt;
* Moderate Proficiency in Medical SOP&lt;br /&gt;
* Moderate Proficiency with firearms, combat, and first aid treatment&lt;br /&gt;
* Familiarity with Authorized Use of Force laws&lt;br /&gt;
* Basic Familiarity with the surface outpost&#039;s layout, including maintenance tunnels, and reading coordinates&lt;br /&gt;
* Basic Proficiency with privacy regulations in General SOP&lt;br /&gt;
* Basic Proficiency with chemicals and medicines&lt;br /&gt;
=== Soteria Doctor ===&lt;br /&gt;
The on-staff doctors for the Biolab may have a range of specialties, from nurses to trauma surgeons to your everyday physicians. All employed MD-level doctors are expected to have the same core skillset, however. These are the individuals who are expected to perform surgeries and general medical treatment beyond simple first aid. All doctors are expected to understand surgery, basic chemistry, and how to operate the organ printer in the surgical theater. The method a doctor uses to treat a patient is left to the attending doctor, though patient consent and desires should be taken into account.&lt;br /&gt;
&lt;br /&gt;
Soteria Medical Students are typically individuals who have completed their higher education learning, but who have not yet attained real-world experience in the medical field. They are not held to the same standards as professional doctors, and may not be sanctioned when their lack of knowledge or competence causes minor issues. If their lack of experience causes serious issues, they may still be found criminally liable or sanctioned, and they are expected to obey any senior doctoral staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements:&#039;&#039;&#039;&lt;br /&gt;
* Moderate Proficiency in Medical SOP&lt;br /&gt;
* Moderate Proficiency with Medical devices and machinery&lt;br /&gt;
* Moderate Proficiency with the uses of chemicals and medicines&lt;br /&gt;
* Moderate Proficiency in surgical techniques OR non-invasive chemical treatments&lt;br /&gt;
* Moderate Proficiency in first aid and triage&lt;br /&gt;
* Moderate Proficiency with privacy regulations in General SOP&lt;br /&gt;
=== Soteria Psychologist ===&lt;br /&gt;
As with doctors, Psychologists come in many flavors; many still specialize in classical psychology and psychiatry, but a growing number of Soteria mental health employees have begun favoring psycho-neurological methodology, after the discovery and the ongoing research into the psionic organ. Many of Soteria’s foremost psionic researchers are also Empaths, as the specialization has come to be known.&lt;br /&gt;
&lt;br /&gt;
Whatever the specialization, psychologists are mental health professionals, not trauma doctors; they are not expected to assist the Biolab’s SLTs or physicians in any direct capacity, though they are not barred from doing so if they possess the requisite knowledge, skills, and abilities. Rather, the psychologist’s primary duty is to see to the mental health and stability of the colony’s inhabitants, as well as assisting any ongoing psychological, psychiatric, or psionic research projects. It is to a psychologist that an unstable colonist will be delivered for mental evaluations, and besides the CBO, the psychologist is the only individual who can sign off on unfitness for work forms, when the cause is psychological.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements&#039;&#039;&#039;:&lt;br /&gt;
* Moderate Proficiency in Medical SOP&lt;br /&gt;
* High Proficiency with privacy regulations in General SOP&lt;br /&gt;
* Moderate Proficiency in psychological, psychiatric, or psionic techniques&lt;br /&gt;
&lt;br /&gt;
=== Chief Biolab Overseer ===&lt;br /&gt;
Chief Overseers are the Institute’s primary hands in the field; on the surface colony, the Chief Biolab Overseer is in charge of the affairs of the Biolab, as their title would suggest. Their primary duty is not tending to patients, performing chemistry, or even handling surgeries, though they may need to do these things when their staff are unavailable. The CBO is expected to be competent and capable, first and foremost, in managing their team and representing the Soteria Institute&#039;s interests and providing a public face to the surface outpost&#039;s inhabitants. The CBO holds a seat on the Low Council, though it is a joint seat with the CRO. Overseers are reminded that if they cannot agree on a vote, they lose Soteria&#039;s vote for a given council decision.&lt;br /&gt;
&lt;br /&gt;
While a CBO may have a variety of backgrounds, they are all expected to have significant knowledge of the human body, and to a lesser degree the bodies of other sapients, too, and together with the Psychologist are the only other individual capable of signing off on unfitness to work forms, when the cause is psychological.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements:&#039;&#039;&#039; &lt;br /&gt;
* High Proficiency in Medical SOP&lt;br /&gt;
* High Proficiency with Medical and Chemistry machinery&lt;br /&gt;
* High Proficiency in surgical techniques&lt;br /&gt;
* High Proficiency in first aid and triage&lt;br /&gt;
* Moderate Proficiency with chemicals and medicines&lt;br /&gt;
* High Familiarity with confidentiality laws and regulations&lt;br /&gt;
* Basic Proficiency in psychological, psychiatric, or psionic techniques&lt;br /&gt;
In addition to:&lt;br /&gt;
* Fulfilling all criteria for Command personnel as outlined in the Command SOP, including familiarity requirements there&lt;br /&gt;
* The ability to speak, read, and write fluently in English Common&lt;br /&gt;
=== Workplace Structure ===&lt;br /&gt;
The Chief Biolab overseer is the highest authority in the Biolab. Medical Doctors and the Psychiatrist are considered to be of equal rank, but cannot overrule each other in their respective fields, and are permitted to give orders to SLTs, where such orders do not conflict with a CBO’s orders. SLTs are the lowest rank in the Biolab, but are generally expected to be able to handle their own duties without direct supervision.&lt;br /&gt;
&lt;br /&gt;
== Procedures ==&lt;br /&gt;
All individuals, regardless of background, inclination, or status, are bound by these procedures whenever they perform the following services under Soteria’s name. This includes cyborgs utilizing Medical modules or machinery.&lt;br /&gt;
=== Medical Oaths ===&lt;br /&gt;
While the Soteria Institute recognizes and respects professionals who take such oaths as the Hippocratic Oath or the Tesselate Oath, employees are reminded that these oaths are not considered legally binding, nor are they a valid exception to following legal orders from superiors or SOP. Overseers are encouraged to exercise discretion when ordering staff to perform antithetical operations, but the decision is ultimately the Overseer’s.&lt;br /&gt;
=== Patient Protection ===&lt;br /&gt;
The following primarily applies to SLTs performing their standard duties, but additionally applies to anyone retrieving patients in the field.&lt;br /&gt;
&lt;br /&gt;
A patient in the field is considered “claimed” when the responding personnel lay hands on the person. Typically, this should be accompanied by a verbal statement as well, but this is not required. Thereafter, if any non-SI personnel attempt to touch or move the patient without the responder’s permission, the responder may take any non-lethal actions necessary to ensure they retain and protect their patient, according to the Authorized Use of Force legal clause. Appropriate use of force is still required, and responders found to use excessive force may face sanctions or criminal charges.&lt;br /&gt;
&lt;br /&gt;
The following applies to patients and SI personnel within the Biolab premises. Once a patient has been brought to the Biolab, they are to be handed off to any on-duty doctors or psychiatrists as needed by their injuries, if available. Otherwise, any existing, capable staff may take over treatment.&lt;br /&gt;
&lt;br /&gt;
While a patient is undergoing treatment within Biolab premises, no non-SI personnel are permitted to interfere, including Marshals or Councilors, and all non-SI personnel should be informed that they must wait in the public lobby. Marshals with a valid warrant, or an order from the Warrant Officer, may remain within the Biolab, but may not interfere with treatment or touch the patient beyond ensuring they are securely restrained unless otherwise specified by the warrant, such as in cases where the patient has been declared DNR after treatment has begun.&lt;br /&gt;
&lt;br /&gt;
Individuals with no valid reason to remain on Biolab premises who refuse to comply with a request to leave may be removed with force.&lt;br /&gt;
=== Payment for Treatment ===&lt;br /&gt;
While the Biolab’s primary purpose isn’t to turn a profit, supplies still have associated costs. The Soteria Institute REQUIRES all personnel in the Medical division to charge for products and treatment according to the chart below, with a handful of exceptions. Personnel from the Marshals and from Blackshield are not to be charged if their injuries are a result of their work protecting the colony (though they may be charged for treatment rendered as a result of, for example, criminal behavior on their part). All colonists who are injured combating a colony-wide threat, such as the Class Seven Biohazard, the Class Eight Biomechanical Infestation, or some external threat, are guaranteed the same free treatment as Blackshield and Marshal colonists.&lt;br /&gt;
&lt;br /&gt;
If a Biolab Overseer is available during a given shift, they may change the following prices as they see fit, or waive them entirely. Moreover, payment for medical treatment may be reasonably delayed for up to two hours based on the availability of doctors or other Biolab staff to handle processing invoices, or if the patient has insufficient funds to pay. This deferred payment may be overruled at any time by a CBO, who may then require payment as immediately as is reasonable. Payment may NOT be deferred in any way for visitors, outsiders, or other non-colonists.&lt;br /&gt;
&lt;br /&gt;
All patients should be informed before treatment that treatment will incur a cost, such as with a public notice in the Biolab lobby, or by individually informing each patient.&lt;br /&gt;
&lt;br /&gt;
Soteria personnel are guaranteed free treatment as part of their employment contract while they are on duty, though frivolous overuse of medical supplies or personnel time may warrant a reprimand.&lt;br /&gt;
&lt;br /&gt;
The following is the price chart for Medical treatment and services, not including elective procedures, which will be covered later. Unless otherwise noted, these charges are to be allocated according to whether or not the indicated service happened at all, not on a per-unit or per-instance format.&lt;br /&gt;
&lt;br /&gt;
* Sleeper Usage: 40 credits&lt;br /&gt;
* Cryopod Usage: 60 credits&lt;br /&gt;
* Blood Transfusion: 25 credits/bag&lt;br /&gt;
* Unbranded Gauze or Ointment: 5 credits/body part&lt;br /&gt;
* Advanced Kits: 10 credits/body part&lt;br /&gt;
* Soteria Branded Gauze or Ointment: 25 credits/body part&lt;br /&gt;
* Chemicals and Medication: 20-40cr for every 30u (rounded up if below) of unique medicine administered&lt;br /&gt;
* Defibrillation: 75 credits&lt;br /&gt;
&lt;br /&gt;
Surgery should be charged at a rate of 80 credits per body part operated on, such as arms, legs, head, chest, and so on. This cost includes any necessary organs printed for replacement.&lt;br /&gt;
&lt;br /&gt;
Revival procedures, that is, any usage of Medical supplies performed in the process of resuscitating a dead person, should be charged either a flat 350 credits, or the cost of all procedures performed in the course of resuscitation, whichever is &#039;&#039;&#039;cheaper&#039;&#039;&#039;. This includes any and all surgeries, organ replacements, superficial repair (ATK/ABK/gauze/ointment), cryopod usage, sleeper usage, or any other potential procedures needed for revival.&lt;br /&gt;
&lt;br /&gt;
Emergency procedures, which are procedures performed in an attempt to save a patient in critical condition, but who has not yet died, are charged only for sleeper usage, cryopod usage, surgery, and blood transfusions.&lt;br /&gt;
&lt;br /&gt;
Payment for Medical treatment may be rendered either as credits, or as other tangible or intangible bargains -- assistance, supplies, and so on. Non-monetary payment should be duly recorded in the notes section of any invoices which are written. Monetary payments may be deferred, but cannot be waived except by a CBO, in accordance with the guidelines described at the beginning of the section.&lt;br /&gt;
&lt;br /&gt;
=== Treatment Procedures ===&lt;br /&gt;
&lt;br /&gt;
The following procedure is &#039;&#039;&#039;REQUIRED&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To ensure appropriate documentation and record-keeping for payment and other purposes, all patients who are admitted for treatment are to receive a prior and post-treatment body scan, which must be printed and placed securely in a folder or file cabinet after the treatment is completed. Any additional scans taken during a patient’s treatment should be securely stored with the prior and post scans as well.&lt;br /&gt;
&lt;br /&gt;
Body scans should NOT be left out on tables after a patient has been treated and discharged.&lt;br /&gt;
=== Nonpayment and Debtors ===&lt;br /&gt;
&lt;br /&gt;
Individuals who refuse or are incapable of paying medical fees once they are due are to be blacklisted from Biolab treatment and reported to the Marshals so the debt can be reclaimed. Revival procedures should still be performed, even on blacklisted personnel -- they cannot pay their debts if they are dead, after all.&lt;br /&gt;
&lt;br /&gt;
Marshals and Blackshield cannot be blacklisted from treatment, but they should still be reported to the Marshals for the appropriate legal repercussions.&lt;br /&gt;
=== Elective Procedures and Other Sales ===&lt;br /&gt;
Elective procedures are defined as any procedure which aims to improve a patient’s quality of life, or which is requested by a patient and does not directly relate to an injury. In other words, these are procedures which are not necessary for restoring a person to a full, healthy status, such as providing biological augmentation.&lt;br /&gt;
&lt;br /&gt;
Elective procedures, such as organ modifications, are to be charged according to the following chart. These charges may not be deferred by standard Medical staff as in the case of lifesaving or otherwise health-oriented medical treatment, as these procedures are undergone voluntarily upon the patient’s request. Payment must be decided upon and rendered up-front, and the patient should be informed of the side-effects of the procedure in full before payment is rendered or the procedure is performed. As is the case with the treatment price chart, this chart may be edited or ignored by a CBO as they wish.&lt;br /&gt;
&lt;br /&gt;
* Modification of existing tissues or organs: 75 credits/body part&lt;br /&gt;
* Printing of new tissues, including modification of the printed tissues: 150 credits/organ&lt;br /&gt;
&lt;br /&gt;
Any other elective procedures undergone which are not included in the above cases may be priced by the Soteria Medical staff member who performs the procedure, unless a Biolab Overseer is present, in which case they should set the price. Bargains and nonfinancial payment are acceptable for elective procedures, according to the guidelines set forth in the Payment for Treatment section, with the addition of “voluntary experimentation” being an acceptable method of payment for elective procedures only. Any voluntary sapient experimentation must be accompanied by the appropriate paperwork as indicated in the Soteria Research SOP’s Waiver Clause. If a CBO is present, they may offer and dispense payment to individuals who voluntarily submit to experimentation.&lt;br /&gt;
&lt;br /&gt;
Any injuries or complications which arise as a result of elective procedures are to be treated immediately without cost to the patient. The Biolab staff who botched the procedure should be charged the full amount for any incurred costs.&lt;br /&gt;
=== Selling Chemicals, Stimulants, and Other Supplies ===&lt;br /&gt;
Legal medicines, chemicals, and stimulants may be manufactured by Chemistry for sale to the general populace. Chemical sales should be priced at between 1 and 30 credits per unit of chemical, according to the difficulty of production and demand of the chemical; the scale of this difficulty is left to the staff member’s discretion to determine. An exception is made to this pricing scheme for chemicals when they can be exported for a greater amount than otherwise allowed.&lt;br /&gt;
&lt;br /&gt;
Similarly, the sale of other medical supplies -- such as treatment kits -- may be performed at Medical staff’s discretion. Pricing should defer to the Biolab Overseer if one is available, but may otherwise be set by the Medical staff member who sets up the sale or vendor. Medical staff are forbidden from setting out “charitable” or free supplies, unless given express permission by the resident CBO. Marshals and Blackshield may receive a small amount of free supplies per colonist, at Biolab staff&#039;s discretion.&lt;br /&gt;
=== Consent to Treatment / Right to Refuse Treatment ===&lt;br /&gt;
For any given procedure, including potentially lifesaving procedures, patients must be given the opportunity to provide consent to treatment or refuse treatment. All adult colonists are presumed to be sound of mind and capable of granting or withdrawing consent at will by default.&lt;br /&gt;
&lt;br /&gt;
If an individual is determined to have a limited capacity for decision-making, this right may be overruled by Medical staff. If this right is overruled, any treatment performed should be considered emergency treatment by Medical staff. Note that overruling this right does not permit Medical staff to force a patient to come into the Biolab if they are actively resisting Medical personnel; in such cases, what treatment is possible may be rendered on the scene. Such cases may warrant an intervention by the Marshals if the patient is a danger to others or themselves.&lt;br /&gt;
&lt;br /&gt;
This overruling is possible in the following situations:&lt;br /&gt;
&lt;br /&gt;
* The patient is unconscious and clearly injured, poisoned, or otherwise unhealthy.&lt;br /&gt;
* The patient is in critical condition according to professional Medical knowledge and scanning devices and is unable to provide consent.&lt;br /&gt;
* The patient is clearly mentally unsound and is unable to understand either the condition to be treated or the nature of the treatment, such as patients who have been dosed with hallucinogens. Note: If this mental instability does not have a clear physiological cause, i.e. drugs, alcohol, severe infection, etc., the patient must be assessed by a psychiatrist or Biolab Overseer if one is available. A fax should be sent requesting one if neither is present.&lt;br /&gt;
&lt;br /&gt;
In all of the above cases, a judgment call may be made by Medical personnel on the spot to determine whether an individual is capable of providing consent for treatment or not.&lt;br /&gt;
&lt;br /&gt;
Patients who were unconscious upon being admitted for treatment, but who regain consciousness during treatment, are presumed to consent to continued treatment unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
In any such case wherein this right to refuse treatment is overruled, all treatment performed is to be considered as emergency treatment according to the Payment for Treatment section; only if the patient withdraws consent, then changes their mind later should they be charged for further treatment normally.&lt;br /&gt;
=== Unfitness for Work ===&lt;br /&gt;
In some cases, colonists may suffer from mental or physical conditions which may be physiological or psychological in nature that prevent them from performing their work, or make performing their work a hazard. In such cases, a Chief Biolab Overseer may formally declare them unfit for work. A Doctor or Psychiatrist, depending on the nature of the condition, may initiate this process without a CBO present, but must fax for a CBO in order to complete the process.&lt;br /&gt;
&lt;br /&gt;
Once the declaration is made, the CBO must write a formal letter indicating the declaration and present it to the Low Council, detailing the nature and reasoning behind the declaration. The Council shall then vote on whether this declaration is valid, as outlined under the Command SOP’s Voting Procedures section. If an individual is found to be unfit for work, they must accept either a suspension as if they had been demoted by the Council, or receive treatment for their condition as soon as possible.&lt;br /&gt;
&lt;br /&gt;
What defines “unfit” may vary from condition to condition. However, conditions which simply lessen a colonist’s capacities are not grounds for a declaration of unfitness for work. Conditions which totally inhibit their ability to perform their job, or which inhibit them from performing their duties in a timely and reasonable manner, may qualify. The nature of the colonist’s job should be taken into account: a Scientist who is wheelchair-bound cannot be assessed as unfit for work simply because they take longer to navigate the labs, but a Marshal Officer who cannot chase criminals cannot perform their duty.&lt;br /&gt;
=== Hygiene and Disease Control ===&lt;br /&gt;
These policies remain in place as precautionary measures and against infections, and in the rare cases of pathological disease. Medical staff are required to wear sterile, non-allergenic clothing while they are treating patients. In this respect, the equipment provided in Medical personnel’s lockers is considered sterile, though SLTs and Doctors are encouraged to keep gloves, boots, and jumpsuits or scrubs washed and clean where available.&lt;br /&gt;
&lt;br /&gt;
The Biolab should be kept as clean and neat as is reasonably possible; debris, shattered glass, blood, vomit, and other messes should be cleaned as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Smoking is strictly &#039;&#039;&#039;disallowed&#039;&#039;&#039; within the Biolab, with the exception of the public lobby and the break room, due to the health and flammability risks. Soteria personnel are &#039;&#039;&#039;required&#039;&#039;&#039; to extinguish their own cigarettes before treating patients, and &#039;&#039;&#039;must&#039;&#039;&#039; request that patients extinguish theirs before entering the Biolab. &lt;br /&gt;
&lt;br /&gt;
Quarantine procedures exist in the case of a disease outbreak. In such a case, all Biolab personnel are required to wear medical-grade masks, sterile gloves, and to regularly sanitize their hands. Any Biolab personnel actively treating patients are required to wear biohazard suits, and the CBO is encouraged to analyze disease vectors to ensure personnel equipment is capable of counteracting any infectious agents.&lt;br /&gt;
&lt;br /&gt;
Additionally, all infected personnel are to be quarantined within the Biolab for their safety and the safety of the colony. Anyone attempting to breach quarantine, in or out, without permission from the CBO or the Low Council, may be removed from the Biolab, by force if needed. Quarantine procedures are to remain in effect until a vaccine or cure can be produced to counteract the disease.&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
For the purposes of Medical SOP, “death” refers to the indefinite cessation of nervous activity and vital biological processes. If a patient is recognized as ‘dead’ by medical scanning equipment, they are medically dead. This state is not necessarily permanent. Patients can often be recovered if their body is intact, provided with the correct treatments, and then defibrillated according to Soteria Medical training materials.&lt;br /&gt;
&lt;br /&gt;
If a defibrillator displays a ‘mental interface error’, the device is unable to restore brain function. If three interface errors are experienced in a row, the cadaver is to be placed in the Morgue for secure storage until they can be transported to the lower colonies for a more intensive revival process.&lt;br /&gt;
&lt;br /&gt;
Any cadavers that are recovered are to be transported via body bags to avoid the potential trauma caused by such a sight on other colonists. Staff are not exempt from this simply because they did not have body bags on their person at the time.&lt;br /&gt;
&lt;br /&gt;
In the event of the total death (wherein an individual cannot be revived, such as by total bodily destruction) of a colonist, the relevant Head of Staff must be informed. Postmortem instructions are to be followed, and the death should not be revealed to other colonists unless consent is given in the deceased’s medical records, or a funeral is requested. A fax is to be sent to the High Council with an autopsy report attached regarding the deceased.&lt;br /&gt;
&lt;br /&gt;
Post-Mortem instructions are to be obeyed whenever possible and reasonable. Unreasonable or unfeasible Post-Mortem instructions need not be obeyed.&lt;br /&gt;
=== DNR and Suicide ===&lt;br /&gt;
&lt;br /&gt;
A “do not revive” or DNR order may be placed in a colonist’s records only under very specific circumstances, and dictates that they should not be revived after death, making any death their final death. Should a DNR be found, the patient is not to be revived. Revival despite a DNR may result in a Negligence charge. In some cases, a DNR may be accompanied by conditions, such as stating that the patient should only remain dead if their death is the result of a specific medical condition. A DNR may be placed under the following circumstances:&lt;br /&gt;
&lt;br /&gt;
A patient who would typically be fit to refuse treatment confirms their desire not to be revived. This requires assessment by a Psychiatrist or CBO.&lt;br /&gt;
A patient has been sentenced to legal execution via proper procedures.&lt;br /&gt;
A patient is an infiltrator, outsider, or known enemy of the colony, and Security staff have declared that they are not to be revived.&lt;br /&gt;
&lt;br /&gt;
The DNR should be added to the patient’s medical records by Biolab staff, and is applicable only for the shift wherein it was applied. A voluntary DNR may be permanently applied to a patient record only after faxing a DNR ratification to Soteria’s offices in the lower colony. This must be signed off on by a CBO. Thereafter, this permanent DNR may be added to post-mortem instructions with the date of the application and the CBO’s name who signed off. If a DNR assessment occurs in the lower colony, a ratification fax is not necessary, but the date of application and a name remain necessary.&lt;br /&gt;
&lt;br /&gt;
For a DNR to be considered valid, it must contain the words “Do Not Revive” or the acronym “DNR”.&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Soteria_Medical)&amp;diff=4223</id>
		<title>Standard Operating Procedure (Soteria Medical)</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Soteria_Medical)&amp;diff=4223"/>
		<updated>2024-07-03T23:05:01Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Formatting fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Soteria Institute Biological Laboratory, or Biolab, is a medical facility established on the surface outpost of Nadezhda, and is part of the Soteria Institute’s Medical and Biological Division. It is tasked primarily with providing medical care and services to the surface outpost’s inhabitants, including keeping the Marshals and Blackshield healthy and operational. Secondarily, the Biolab may also engage in scientific medical studies, including chemical testing, tissue modification, and psionic research. The Biolab is also expected to work hand-in-hand with the Soteria Institute Research and Development Facility, which is located in a joint facility with the Biolab.&lt;br /&gt;
== Personnel ==&lt;br /&gt;
=== Soteria Lifeline Technician ===&lt;br /&gt;
Lifeline Technicians, also called SLTs, or LTs, have a broad range of tasks which can be boiled down to acting as both in-house muscle and as paramedical staff. A Lifeline Technician’s first and foremost duty is simple: obey the (legal) orders of the Chief Biolab Overseer. When an SLT is not performing that primary duty, they are also tasked with ensuring the safety of Soteria facilities and personnel, as well as retrieving, stabilizing, and moving injured or dead colonists within the walls to the Biolab, or acting as an extra pair of hands for any on-duty doctors, performing triage and first aid.&lt;br /&gt;
&lt;br /&gt;
They are not required to retrieve dead or injured colonists who are outside the gate or who are in Deep Maintenance; those are Blackshield’s areas, and SLTs are expected to defer to Blackshield for such cases.&lt;br /&gt;
&lt;br /&gt;
SLTs are not expected to perform surgery. If an SLT is certified for basic surgeries in their employment records, they may perform those surgeries when no other surgically-trained staff are available or present. SLTs should not be performing surgeries if a doctor is active just because that doctor is busy with a surgery of their own, unless assistance is requested by the doctor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements:&#039;&#039;&#039;&lt;br /&gt;
* Moderate Proficiency in Medical SOP&lt;br /&gt;
* Moderate Proficiency with firearms, combat, and first aid treatment&lt;br /&gt;
* Familiarity with Authorized Use of Force laws&lt;br /&gt;
* Basic Familiarity with the surface outpost&#039;s layout, including maintenance tunnels, and reading coordinates&lt;br /&gt;
* Basic Proficiency with privacy regulations in General SOP&lt;br /&gt;
* Basic Proficiency with chemicals and medicines&lt;br /&gt;
=== Soteria Doctor ===&lt;br /&gt;
The on-staff doctors for the Biolab may have a range of specialties, from nurses to trauma surgeons to your everyday physicians. All employed MD-level doctors are expected to have the same core skillset, however. These are the individuals who are expected to perform surgeries and general medical treatment beyond simple first aid. All doctors are expected to understand surgery, basic chemistry, and how to operate the organ printer in the surgical theater. The method a doctor uses to treat a patient is left to the attending doctor, though patient consent and desires should be taken into account.&lt;br /&gt;
&lt;br /&gt;
Soteria Medical Students are typically individuals who have completed their higher education learning, but who have not yet attained real-world experience in the medical field. They are not held to the same standards as professional doctors, and may not be sanctioned when their lack of knowledge or competence causes minor issues. If their lack of experience causes serious issues, they may still be found criminally liable or sanctioned, and they are expected to obey any senior doctoral staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements:&#039;&#039;&#039;&lt;br /&gt;
* Moderate Proficiency in Medical SOP&lt;br /&gt;
* Moderate Proficiency with Medical devices and machinery&lt;br /&gt;
* Moderate Proficiency with the uses of chemicals and medicines&lt;br /&gt;
* Moderate Proficiency in surgical techniques OR non-invasive chemical treatments&lt;br /&gt;
* Moderate Proficiency in first aid and triage&lt;br /&gt;
* Moderate Proficiency with privacy regulations in General SOP&lt;br /&gt;
=== Soteria Psychologist ===&lt;br /&gt;
As with doctors, Psychologists come in many flavors; many still specialize in classical psychology and psychiatry, but a growing number of Soteria mental health employees have begun favoring psycho-neurological methodology, after the discovery and the ongoing research into the psionic organ. Many of Soteria’s foremost psionic researchers are also Empaths, as the specialization has come to be known.&lt;br /&gt;
&lt;br /&gt;
Whatever the specialization, psychologists are mental health professionals, not trauma doctors; they are not expected to assist the Biolab’s SLTs or physicians in any direct capacity, though they are not barred from doing so if they possess the requisite knowledge, skills, and abilities. Rather, the psychologist’s primary duty is to see to the mental health and stability of the colony’s inhabitants, as well as assisting any ongoing psychological, psychiatric, or psionic research projects. It is to a psychologist that an unstable colonist will be delivered for mental evaluations, and besides the CBO, the psychologist is the only individual who can sign off on unfitness for work forms, when the cause is psychological.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements&#039;&#039;&#039;:&lt;br /&gt;
* Moderate Proficiency in Medical SOP&lt;br /&gt;
* High Proficiency with privacy regulations in General SOP&lt;br /&gt;
* Moderate Proficiency in psychological, psychiatric, or psionic techniques&lt;br /&gt;
&lt;br /&gt;
=== Chief Biolab Overseer ===&lt;br /&gt;
Chief Overseers are the Institute’s primary hands in the field; on the surface colony, the Chief Biolab Overseer is in charge of the affairs of the Biolab, as their title would suggest. Their primary duty is not tending to patients, performing chemistry, or even handling surgeries, though they may need to do these things when their staff are unavailable. The CBO is expected to be competent and capable, first and foremost, in managing their team and representing the Soteria Institute&#039;s interests and providing a public face to the surface outpost&#039;s inhabitants. The CBO holds a seat on the Low Council, though it is a joint seat with the CRO. Overseers are reminded that if they cannot agree on a vote, they lose Soteria&#039;s vote for a given council decision.&lt;br /&gt;
&lt;br /&gt;
While a CBO may have a variety of backgrounds, they are all expected to have significant knowledge of the human body, and to a lesser degree the bodies of other sapients, too, and together with the Psychologist are the only other individual capable of signing off on unfitness to work forms, when the cause is psychological.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements:&#039;&#039;&#039; &lt;br /&gt;
* High Proficiency in Medical SOP&lt;br /&gt;
* High Proficiency with Medical and Chemistry machinery&lt;br /&gt;
* High Proficiency in surgical techniques&lt;br /&gt;
* High Proficiency in first aid and triage&lt;br /&gt;
* Moderate Proficiency with chemicals and medicines&lt;br /&gt;
* High Familiarity with confidentiality laws and regulations&lt;br /&gt;
* Basic Proficiency in psychological, psychiatric, or psionic techniques&lt;br /&gt;
In addition to:&lt;br /&gt;
* Fulfilling all criteria for Command personnel as outlined in the Command SOP, including familiarity requirements there&lt;br /&gt;
* The ability to speak, read, and write fluently in English Common&lt;br /&gt;
=== Workplace Structure ===&lt;br /&gt;
The Chief Biolab overseer is the highest authority in the Biolab. Medical Doctors and the Psychiatrist are considered to be of equal rank, but cannot overrule each other in their respective fields, and are permitted to give orders to SLTs, where such orders do not conflict with a CBO’s orders. SLTs are the lowest rank in the Biolab, but are generally expected to be able to handle their own duties without direct supervision.&lt;br /&gt;
&lt;br /&gt;
== Procedures ==&lt;br /&gt;
All individuals, regardless of background, inclination, or status, are bound by these procedures whenever they perform the following services under Soteria’s name. This includes cyborgs utilizing Medical modules or machinery.&lt;br /&gt;
=== Medical Oaths ===&lt;br /&gt;
While the Soteria Institute recognizes and respects professionals who take such oaths as the Hippocratic Oath or the Tesselate Oath, employees are reminded that these oaths are not considered legally binding, nor are they a valid exception to following legal orders from superiors or SOP. Overseers are encouraged to exercise discretion when ordering staff to perform antithetical operations, but the decision is ultimately the Overseer’s.&lt;br /&gt;
=== Patient Protection ===&lt;br /&gt;
The following primarily applies to SLTs performing their standard duties, but additionally applies to anyone retrieving patients in the field.&lt;br /&gt;
&lt;br /&gt;
A patient in the field is considered “claimed” when the responding personnel lay hands on the person. Typically, this should be accompanied by a verbal statement as well, but this is not required. Thereafter, if any non-SI personnel attempt to touch or move the patient without the responder’s permission, the responder may take any non-lethal actions necessary to ensure they retain and protect their patient, according to the Authorized Use of Force legal clause. Appropriate use of force is still required, and responders found to use excessive force may face sanctions or criminal charges.&lt;br /&gt;
&lt;br /&gt;
The following applies to patients and SI personnel within the Biolab premises. Once a patient has been brought to the Biolab, they are to be handed off to any on-duty doctors or psychiatrists as needed by their injuries, if available. Otherwise, any existing, capable staff may take over treatment.&lt;br /&gt;
&lt;br /&gt;
While a patient is undergoing treatment within Biolab premises, no non-SI personnel are permitted to interfere, including Marshals or Councilors, and all non-SI personnel should be informed that they must wait in the public lobby. Marshals with a valid warrant, or an order from the Warrant Officer, may remain within the Biolab, but may not interfere with treatment or touch the patient beyond ensuring they are securely restrained unless otherwise specified by the warrant, such as in cases where the patient has been declared DNR after treatment has begun.&lt;br /&gt;
&lt;br /&gt;
Individuals with no valid reason to remain on Biolab premises who refuse to comply with a request to leave may be removed with force.&lt;br /&gt;
=== Payment for Treatment ===&lt;br /&gt;
While the Biolab’s primary purpose isn’t to turn a profit, supplies still have associated costs. The Soteria Institute REQUIRES all personnel in the Medical division to charge for products and treatment according to the chart below, with a handful of exceptions. Personnel from the Marshals and from Blackshield are not to be charged if their injuries are a result of their work protecting the colony (though they may be charged for treatment rendered as a result of, for example, criminal behavior on their part). All colonists who are injured combating a colony-wide threat, such as the Class Seven Biohazard, the Class Eight Biomechanical Infestation, or some external threat, are guaranteed the same free treatment as Blackshield and Marshal colonists.&lt;br /&gt;
&lt;br /&gt;
If a Biolab Overseer is available during a given shift, they may change the following prices as they see fit, or waive them entirely. Moreover, payment for medical treatment may be reasonably delayed for up to two hours based on the availability of doctors or other Biolab staff to handle processing invoices, or if the patient has insufficient funds to pay. This deferred payment may be overruled at any time by a CBO, who may then require payment as immediately as is reasonable. Payment may NOT be deferred in any way for visitors, outsiders, or other non-colonists.&lt;br /&gt;
&lt;br /&gt;
All patients should be informed before treatment that treatment will incur a cost, such as with a public notice in the Biolab lobby, or by individually informing each patient.&lt;br /&gt;
&lt;br /&gt;
Soteria personnel are guaranteed free treatment as part of their employment contract while they are on duty, though frivolous overuse of medical supplies or personnel time may warrant a reprimand.&lt;br /&gt;
&lt;br /&gt;
The following is the price chart for Medical treatment and services, not including elective procedures, which will be covered later. Unless otherwise noted, these charges are to be allocated according to whether or not the indicated service happened at all, not on a per-unit or per-instance format.&lt;br /&gt;
&lt;br /&gt;
* Sleeper Usage: 40 credits&lt;br /&gt;
* Cryopod Usage: 60 credits&lt;br /&gt;
* Blood Transfusion: 25 credits/bag&lt;br /&gt;
* Unbranded Gauze or Ointment: 5 credits/body part&lt;br /&gt;
* Advanced Kits: 10 credits/body part&lt;br /&gt;
* Soteria Branded Gauze or Ointment: 25 credits/body part&lt;br /&gt;
* Chemicals and Medication: 20-60 credits per chemical per bottle (according to medicinal complexity)&lt;br /&gt;
* Defibrillation: 75 credits&lt;br /&gt;
&lt;br /&gt;
Surgery should be charged at a rate of 80 credits per body part operated on, such as arms, legs, head, chest, and so on. This cost includes any necessary organs printed for replacement.&lt;br /&gt;
&lt;br /&gt;
Revival procedures, that is, any usage of Medical supplies performed in the process of resuscitating a dead person, should be charged either a flat 350 credits, or the cost of all procedures performed in the course of resuscitation, whichever is &#039;&#039;&#039;cheaper&#039;&#039;&#039;. This includes any and all surgeries, organ replacements, superficial repair (ATK/ABK/gauze/ointment), cryopod usage, sleeper usage, or any other potential procedures needed for revival.&lt;br /&gt;
&lt;br /&gt;
Emergency procedures, which are procedures performed in an attempt to save a patient in critical condition, but who has not yet died, are charged only for sleeper usage, cryopod usage, surgery, and blood transfusions.&lt;br /&gt;
&lt;br /&gt;
Payment for Medical treatment may be rendered either as credits, or as other tangible or intangible bargains -- assistance, supplies, and so on. Non-monetary payment should be duly recorded in the notes section of any invoices which are written. Monetary payments may be deferred, but cannot be waived except by a CBO, in accordance with the guidelines described at the beginning of the section.&lt;br /&gt;
=== Treatment Procedures ===&lt;br /&gt;
&lt;br /&gt;
The following procedure is &#039;&#039;&#039;REQUIRED&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To ensure appropriate documentation and record-keeping for payment and other purposes, all patients who are admitted for treatment are to receive a prior and post-treatment body scan, which must be printed and placed securely in a folder or file cabinet after the treatment is completed. Any additional scans taken during a patient’s treatment should be securely stored with the prior and post scans as well.&lt;br /&gt;
&lt;br /&gt;
Body scans should NOT be left out on tables after a patient has been treated and discharged.&lt;br /&gt;
=== Nonpayment and Debtors ===&lt;br /&gt;
&lt;br /&gt;
Individuals who refuse or are incapable of paying medical fees once they are due are to be blacklisted from Biolab treatment and reported to the Marshals so the debt can be reclaimed. Revival procedures should still be performed, even on blacklisted personnel -- they cannot pay their debts if they are dead, after all.&lt;br /&gt;
&lt;br /&gt;
Marshals and Blackshield cannot be blacklisted from treatment, but they should still be reported to the Marshals for the appropriate legal repercussions.&lt;br /&gt;
=== Elective Procedures and Other Sales ===&lt;br /&gt;
Elective procedures are defined as any procedure which aims to improve a patient’s quality of life, or which is requested by a patient and does not directly relate to an injury. In other words, these are procedures which are not necessary for restoring a person to a full, healthy status, such as providing biological augmentation.&lt;br /&gt;
&lt;br /&gt;
Elective procedures, such as organ modifications, are to be charged according to the following chart. These charges may not be deferred by standard Medical staff as in the case of lifesaving or otherwise health-oriented medical treatment, as these procedures are undergone voluntarily upon the patient’s request. Payment must be decided upon and rendered up-front, and the patient should be informed of the side-effects of the procedure in full before payment is rendered or the procedure is performed. As is the case with the treatment price chart, this chart may be edited or ignored by a CBO as they wish.&lt;br /&gt;
&lt;br /&gt;
* Modification of existing tissues or organs: 75 credits/body part&lt;br /&gt;
* Printing of new tissues, including modification of the printed tissues: 150 credits/organ&lt;br /&gt;
&lt;br /&gt;
Any other elective procedures undergone which are not included in the above cases may be priced by the Soteria Medical staff member who performs the procedure, unless a Biolab Overseer is present, in which case they should set the price. Bargains and nonfinancial payment are acceptable for elective procedures, according to the guidelines set forth in the Payment for Treatment section, with the addition of “voluntary experimentation” being an acceptable method of payment for elective procedures only. Any voluntary sapient experimentation must be accompanied by the appropriate paperwork as indicated in the Soteria Research SOP’s Waiver Clause. If a CBO is present, they may offer and dispense payment to individuals who voluntarily submit to experimentation.&lt;br /&gt;
&lt;br /&gt;
Any injuries or complications which arise as a result of elective procedures are to be treated immediately without cost to the patient. The Biolab staff who botched the procedure should be charged the full amount for any incurred costs.&lt;br /&gt;
=== Selling Chemicals, Stimulants, and Other Supplies ===&lt;br /&gt;
Legal medicines, chemicals, and stimulants may be manufactured by Chemistry for sale to the general populace. Chemical sales should be priced at between 1 and 30 credits per unit of chemical, according to the difficulty of production and demand of the chemical; the scale of this difficulty is left to the staff member’s discretion to determine. An exception is made to this pricing scheme for chemicals when they can be exported for a greater amount than otherwise allowed.&lt;br /&gt;
&lt;br /&gt;
Similarly, the sale of other medical supplies -- such as treatment kits -- may be performed at Medical staff’s discretion. Pricing should defer to the Biolab Overseer if one is available, but may otherwise be set by the Medical staff member who sets up the sale or vendor. Medical staff are forbidden from setting out “charitable” or free supplies, unless given express permission by the resident CBO. Marshals and Blackshield may receive a small amount of free supplies per colonist, at Biolab staff&#039;s discretion.&lt;br /&gt;
=== Consent to Treatment / Right to Refuse Treatment ===&lt;br /&gt;
For any given procedure, including potentially lifesaving procedures, patients must be given the opportunity to provide consent to treatment or refuse treatment. All adult colonists are presumed to be sound of mind and capable of granting or withdrawing consent at will by default.&lt;br /&gt;
&lt;br /&gt;
If an individual is determined to have a limited capacity for decision-making, this right may be overruled by Medical staff. If this right is overruled, any treatment performed should be considered emergency treatment by Medical staff. Note that overruling this right does not permit Medical staff to force a patient to come into the Biolab if they are actively resisting Medical personnel; in such cases, what treatment is possible may be rendered on the scene. Such cases may warrant an intervention by the Marshals if the patient is a danger to others or themselves.&lt;br /&gt;
&lt;br /&gt;
This overruling is possible in the following situations:&lt;br /&gt;
&lt;br /&gt;
* The patient is unconscious and clearly injured, poisoned, or otherwise unhealthy.&lt;br /&gt;
* The patient is in critical condition according to professional Medical knowledge and scanning devices and is unable to provide consent.&lt;br /&gt;
* The patient is clearly mentally unsound and is unable to understand either the condition to be treated or the nature of the treatment, such as patients who have been dosed with hallucinogens. Note: If this mental instability does not have a clear physiological cause, i.e. drugs, alcohol, severe infection, etc., the patient must be assessed by a psychiatrist or Biolab Overseer if one is available. A fax should be sent requesting one if neither is present.&lt;br /&gt;
&lt;br /&gt;
In all of the above cases, a judgment call may be made by Medical personnel on the spot to determine whether an individual is capable of providing consent for treatment or not.&lt;br /&gt;
&lt;br /&gt;
Patients who were unconscious upon being admitted for treatment, but who regain consciousness during treatment, are presumed to consent to continued treatment unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
In any such case wherein this right to refuse treatment is overruled, all treatment performed is to be considered as emergency treatment according to the Payment for Treatment section; only if the patient withdraws consent, then changes their mind later should they be charged for further treatment normally.&lt;br /&gt;
=== Unfitness for Work ===&lt;br /&gt;
In some cases, colonists may suffer from mental or physical conditions which may be physiological or psychological in nature that prevent them from performing their work, or make performing their work a hazard. In such cases, a Chief Biolab Overseer may formally declare them unfit for work. A Doctor or Psychiatrist, depending on the nature of the condition, may initiate this process without a CBO present, but must fax for a CBO in order to complete the process.&lt;br /&gt;
&lt;br /&gt;
Once the declaration is made, the CBO must write a formal letter indicating the declaration and present it to the Low Council, detailing the nature and reasoning behind the declaration. The Council shall then vote on whether this declaration is valid, as outlined under the Command SOP’s Voting Procedures section. If an individual is found to be unfit for work, they must accept either a suspension as if they had been demoted by the Council, or receive treatment for their condition as soon as possible.&lt;br /&gt;
&lt;br /&gt;
What defines “unfit” may vary from condition to condition. However, conditions which simply lessen a colonist’s capacities are not grounds for a declaration of unfitness for work. Conditions which totally inhibit their ability to perform their job, or which inhibit them from performing their duties in a timely and reasonable manner, may qualify. The nature of the colonist’s job should be taken into account: a Scientist who is wheelchair-bound cannot be assessed as unfit for work simply because they take longer to navigate the labs, but a Marshal Officer who cannot chase criminals cannot perform their duty.&lt;br /&gt;
=== Hygiene and Disease Control ===&lt;br /&gt;
These policies remain in place as precautionary measures and against infections, and in the rare cases of pathological disease. Medical staff are required to wear sterile, non-allergenic clothing while they are treating patients. In this respect, the equipment provided in Medical personnel’s lockers is considered sterile, though SLTs and Doctors are encouraged to keep gloves, boots, and jumpsuits or scrubs washed and clean where available.&lt;br /&gt;
&lt;br /&gt;
The Biolab should be kept as clean and neat as is reasonably possible; debris, shattered glass, blood, vomit, and other messes should be cleaned as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Smoking is strictly &#039;&#039;&#039;disallowed&#039;&#039;&#039; within the Biolab, with the exception of the public lobby and the break room, due to the health and flammability risks. Soteria personnel are &#039;&#039;&#039;required&#039;&#039;&#039; to extinguish their own cigarettes before treating patients, and &#039;&#039;&#039;must&#039;&#039;&#039; request that patients extinguish theirs before entering the Biolab. &lt;br /&gt;
&lt;br /&gt;
Quarantine procedures exist in the case of a disease outbreak. In such a case, all Biolab personnel are required to wear medical-grade masks, sterile gloves, and to regularly sanitize their hands. Any Biolab personnel actively treating patients are required to wear biohazard suits, and the CBO is encouraged to analyze disease vectors to ensure personnel equipment is capable of counteracting any infectious agents.&lt;br /&gt;
&lt;br /&gt;
Additionally, all infected personnel are to be quarantined within the Biolab for their safety and the safety of the colony. Anyone attempting to breach quarantine, in or out, without permission from the CBO or the Low Council, may be removed from the Biolab, by force if needed. Quarantine procedures are to remain in effect until a vaccine or cure can be produced to counteract the disease.&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
For the purposes of Medical SOP, “death” refers to the indefinite cessation of nervous activity and vital biological processes. If a patient is recognized as ‘dead’ by medical scanning equipment, they are medically dead. This state is not necessarily permanent. Patients can often be recovered if their body is intact, provided with the correct treatments, and then defibrillated according to Soteria Medical training materials.&lt;br /&gt;
&lt;br /&gt;
If a defibrillator displays a ‘mental interface error’, the device is unable to restore brain function. If three interface errors are experienced in a row, the cadaver is to be placed in the Morgue for secure storage until they can be transported to the lower colonies for a more intensive revival process.&lt;br /&gt;
&lt;br /&gt;
Any cadavers that are recovered are to be transported via body bags to avoid the potential trauma caused by such a sight on other colonists. Staff are not exempt from this simply because they did not have body bags on their person at the time.&lt;br /&gt;
&lt;br /&gt;
In the event of the total death (wherein an individual cannot be revived, such as by total bodily destruction) of a colonist, the relevant Head of Staff must be informed. Postmortem instructions are to be followed, and the death should not be revealed to other colonists unless consent is given in the deceased’s medical records, or a funeral is requested. A fax is to be sent to the High Council with an autopsy report attached regarding the deceased.&lt;br /&gt;
&lt;br /&gt;
Post-Mortem instructions are to be obeyed whenever possible and reasonable. Unreasonable or unfeasible Post-Mortem instructions need not be obeyed.&lt;br /&gt;
=== DNR and Suicide ===&lt;br /&gt;
&lt;br /&gt;
A “do not revive” or DNR order may be placed in a colonist’s records only under very specific circumstances, and dictates that they should not be revived after death, making any death their final death. Should a DNR be found, the patient is not to be revived. Revival despite a DNR may result in a Negligence charge. In some cases, a DNR may be accompanied by conditions, such as stating that the patient should only remain dead if their death is the result of a specific medical condition. A DNR may be placed under the following circumstances:&lt;br /&gt;
&lt;br /&gt;
A patient who would typically be fit to refuse treatment confirms their desire not to be revived. This requires assessment by a Psychiatrist or CBO.&lt;br /&gt;
A patient has been sentenced to legal execution via proper procedures.&lt;br /&gt;
A patient is an infiltrator, outsider, or known enemy of the colony, and Security staff have declared that they are not to be revived.&lt;br /&gt;
&lt;br /&gt;
The DNR should be added to the patient’s medical records by Biolab staff, and is applicable only for the shift wherein it was applied. A voluntary DNR may be permanently applied to a patient record only after faxing a DNR ratification to Soteria’s offices in the lower colony. This must be signed off on by a CBO. Thereafter, this permanent DNR may be added to post-mortem instructions with the date of the application and the CBO’s name who signed off. If a DNR assessment occurs in the lower colony, a ratification fax is not necessary, but the date of application and a name remain necessary.&lt;br /&gt;
&lt;br /&gt;
For a DNR to be considered valid, it must contain the words “Do Not Revive” or the acronym “DNR”.&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(General)&amp;diff=4222</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=4222"/>
		<updated>2024-07-03T18:30:36Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Slight tweak to permit security to tell each other of fallen comrades&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;
** [[Job_Strikes_and_You|(Job strikes may be applied upon firing at the discretion of staff members.)]]&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 highly illegal without consent of the owner or a search warrant. Illegal items, such as 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. &lt;br /&gt;
&lt;br /&gt;
All employees are recommended to let their head of staff know about their whereabouts or if they decide to take a break and for how long. An employee going or on a break never has to reveal their location, unless they decide to leave the colony. &lt;br /&gt;
&lt;br /&gt;
=== Medical Privacy Rights ===&lt;br /&gt;
Any and all individuals with access to medical records or suit sensors, or who are acting in the capacity of a medical professional (such as Biolab staff) are held to the standards within this policy, even if they are not officially employed in a medical role. Within this section, the term “medical staff” shall refer to anyone who meets the above criteria, including personnel who merely have records access, such as the Marshals or Premier.&lt;br /&gt;
&lt;br /&gt;
Certain articles of information are protected, and may not be discussed or disclosed without the consent of the individual(s) involved. This includes all official medical records data, any treatments which are performed, any conditions or injuries an individual may have, psychological or psychiatric evaluation information, and all data related to the suit sensors program.&lt;br /&gt;
&lt;br /&gt;
Medical staff, or individuals who illegally obtain this information (such as by stealing records access), may face legal charges and sanctions for discussing these articles of protected information with non-medical staff, either publicly or in private. This includes discussing these articles on the Common or faction radio frequencies, excepting only the Medical frequency, or the Security frequencies when discussing the health of incarcerated individuals or reporting injured comrades. Some exceptions are listed below. &lt;br /&gt;
&lt;br /&gt;
* When an individual speaks openly about protected information, such as on the Common radio channel, they waive their right to privacy regarding the specific pieces of information they shared. This does not extend to related pieces of information which were not shared.&lt;br /&gt;
* An unresponsive individual who previously called for help automatically consents to their suit sensors coordinates being shared for the purpose of retrieval. An implanted death alarm is also considered consent for this purpose.&lt;br /&gt;
* A Code Blue or above situation, or a valid warrant from the Marshals, may grant Security personnel access only to the protected information required for their duties, or as described within a warrant.&lt;br /&gt;
* If medical personnel believe a colonist’s physical or mental medical status poses a real or immediate threat to others, they are permitted to report this discreetly to the Marshals.&lt;br /&gt;
&lt;br /&gt;
=== Security Privacy Rights ===&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to discuss the crimes or alleged crimes with any other colonists. This does not apply to Marshals, but should be done in private or over security radios. Any moderate offense or higher must be shared with the relevant Head of Staff. A capital offense or case of extensive damage to departmental assets is to be reported to the relevant HC department head. This may be handled by the Marshals or another Command Member, preferring the relevant Head of Staff. &lt;br /&gt;
&lt;br /&gt;
Any colonist has the right to accuse another colonist of a crime and an investigation should be launched. The accuser&#039;s name should be kept hidden and private to prevent repercussions and revenge. Any marshal or someone who has been granted the appropriate authority to deal with internal security issues (most likely a blackshield member) who fails to launch an investigation can be charged with Negligence. &lt;br /&gt;
&lt;br /&gt;
You are always allowed to report a crime you witnessed even if it does not involve you, just do so privately with a Marshal. If you are not able to do so, call for a Marshal to come to you. If you are being attacked, self defense laws apply. &lt;br /&gt;
&lt;br /&gt;
During interrogation a recording is required to be taken to prove the validity of statements provided and to avoid coercion or false testimony by an officer, the interviewee or reviewing staff. Interrogation tapes are to be kept private and with any case documents, only shown to reviewing members of council in the case of a trial.&lt;br /&gt;
&lt;br /&gt;
While Suit Sensors may be used to look for someone who has committed a crime, they may not be called out over public communication. This rule is only dismissed if the subject is found to be a danger to themselves or others. &lt;br /&gt;
&lt;br /&gt;
Any colonist charged with a crime or accused of said crime loses their right to privacy regarding the crime if they talk about it or mention/discuss it in a public forum - mainly on the common radio channel.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contact your premier as soon as possible.&lt;br /&gt;
Violation of employee privacy is punishable under Laws §103. Other crime charges may apply.&lt;br /&gt;
&lt;br /&gt;
==Employment Sanctions==&lt;br /&gt;
===Types of Sanctions===&lt;br /&gt;
If someone acts in a way contrary to the interests of their employer, this can result in sanctions against them. These sanctions are reprimand, demotion, dismissal, and firing. A reprimand is just a formal finding of wrongdoing that is recorded for use in future disciplinary proceedings. Demotion entails reducing someone to a lower position within the department, and may be temporary or permanent. Demotion is only possible where the original role includes all skill requirements of the lower role. Thus a Head may be demoted to almost any role within their department or a Sergeant may be demoted to a Trooper, but a Psychologist could not be demoted to a Doctor or similar sidegrades. Dismissal entails removing someone from the department entirely for the duration of the shift. Firing entails removing someone from the department on a long-term basis. Unless successfully appealed, a permanent 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 no less than two weeks after the initial firing. Employment Sanctions are recorded in the Employment Records of each individual as they are issued. Reprimands and temporary sanctions remain on someone’s record for a minimum of three months, permanent sanctions remain on record for a minimum of six months after rehiring/repromotion. (This is OOCly mandatory: if your character is the subject of a sanction, you must add this to your employment record.)&lt;br /&gt;
===Who can impose a Sanction===&lt;br /&gt;
Faction Heads are given general authority by the Faction Owner to manage their departments, which includes imposing sanctions when they are merited. Sanctions can also be imposed by a majority vote of the Low Council against anyone employed in the upper colony, including a Faction Head. Finally, sanctions can be imposed by the Faction Owner or an [[High Council Agents|investigatory representative]] sent by them to the upper colony. This last process is primarily reserved for investigations into Heads and their conduct, but may be used in any scenario the Owner deems appropriate.&lt;br /&gt;
&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: &lt;br /&gt;
* If an employee commits a Moderate or higher crime, they may be sanctioned. Additionally, certain crimes may permit or require sanctions, listed below or included within the text of the statute.&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;
** Failure to Execute an Order: If an employee violates §102 this may result in dismissal or temporary demotion.&lt;br /&gt;
** Command personnel (Factions Heads, Premier, and Steward) may be demoted for the duration of the shift if they commit any crime of Severe (300) or higher severity by the Warrant Officer under the Offense by Colony Command sentencing modifier. The Faction Owner or a vote of the Low Council may institute a higher sanction, impose sanctions for a Moderate crime, impose a sanction if the Warrant Officer is absent or decided not to, or repeal a sanction placed by the Warrant Officer. A Head, even after demotion, may vote if another Councilor raises the matter of repealing their sanction, but may not raise the matter themselves.&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, such as the requirement of no 400 or 500 level convictions for a Marshal. This is unique in that only removal from the position permanently 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 the Low Council collectively) may apply sanctions if an employee takes actions that are severely against the interests of the faction at their discretion, however a much higher standard of scrutiny will be applied to such discretionary actions.&lt;br /&gt;
* Low Council members may be sanctioned for failing in their responsibilities to the Council listed in Command SOP - actions such as interrupting voting, being disruptive of a council meeting, or other actions such as incompetency.&lt;br /&gt;
* Low Council members face summary demotion if they choose not to vote in any Low Council vote.&lt;br /&gt;
&lt;br /&gt;
=== Discretion and Severity ===&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. Minor infractions, such as simple failure to follow an order or moderate crimes, should not result in permanent sanctions unless repeated over the course of multiple shifts. 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;
=== Executing Sanctions ===&lt;br /&gt;
All employment sanctions must be documented with paperwork, usually an LC-05 form but any form that conveys the same information may be used. If the employee plans to contest the sanction, this should be indicated on the form. This, along with all evidence and testimony supporting the sanctions, must be faxed to the Faction Owner, and a copy provided to the sanctioned employee. If sanctions are imposed on a Prime, an Inquisitor should also be requested as part of this fax. Then, 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. If they wish to contest the demotion, they are to be permitted to write an appeal and fax it to the Faction Owner so that it may be considered when determining whether the sanction is warranted. Attempts at sanctions without submitting the proper paperwork is considered a violation of §403 - Exceeding Official Powers. Agents of Faction Owners may apply the sanction of Reprimand via faxing the appropriate form to the individual being reprimanded and submitting a copy to their headquarters. They 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;
==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 unless they are a trainee. Significant failure to meet these requirements is grounds for 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;
&lt;br /&gt;
&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, virology, 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>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(General)&amp;diff=4221</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=4221"/>
		<updated>2024-07-03T18:28:37Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Updated medical privacy rights&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;
** [[Job_Strikes_and_You|(Job strikes may be applied upon firing at the discretion of staff members.)]]&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 highly illegal without consent of the owner or a search warrant. Illegal items, such as 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. &lt;br /&gt;
&lt;br /&gt;
All employees are recommended to let their head of staff know about their whereabouts or if they decide to take a break and for how long. An employee going or on a break never has to reveal their location, unless they decide to leave the colony. &lt;br /&gt;
&lt;br /&gt;
=== Medical Privacy Rights ===&lt;br /&gt;
Any and all individuals with access to medical records or suit sensors, or who are acting in the capacity of a medical professional (such as Biolab staff) are held to the standards within this policy, even if they are not officially employed in a medical role. Within this section, the term “medical staff” shall refer to anyone who meets the above criteria, including personnel who merely have records access, such as the Marshals or Premier.&lt;br /&gt;
&lt;br /&gt;
Certain articles of information are protected, and may not be discussed or disclosed without the consent of the individual(s) involved. This includes all official medical records data, any treatments which are performed, any conditions or injuries an individual may have, psychological or psychiatric evaluation information, and all data related to the suit sensors program.&lt;br /&gt;
&lt;br /&gt;
Medical staff, or individuals who illegally obtain this information (such as by stealing records access), may face legal charges and sanctions for discussing these articles of protected information with non-medical staff, either publicly or in private. This includes discussing these articles on the Common or faction radio frequencies, excepting only the Medical frequency, or the Security frequencies when discussing the health of incarcerated individuals. Some exceptions are listed below. &lt;br /&gt;
&lt;br /&gt;
* When an individual speaks openly about protected information, such as on the Common radio channel, they waive their right to privacy regarding the specific pieces of information they shared. This does not extend to related pieces of information which were not shared.&lt;br /&gt;
* An unresponsive individual who previously called for help automatically consents to their suit sensors coordinates being shared for the purpose of retrieval. An implanted death alarm is also considered consent for this purpose.&lt;br /&gt;
* A Code Blue or above situation, or a valid warrant from the Marshals, may grant Security personnel access only to the protected information required for their duties, or as described within a warrant.&lt;br /&gt;
* If medical personnel believe a colonist’s physical or mental medical status poses a real or immediate threat to others, they are permitted to report this discreetly to the Marshals.&lt;br /&gt;
&lt;br /&gt;
=== Security Privacy Rights ===&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to discuss the crimes or alleged crimes with any other colonists. This does not apply to Marshals, but should be done in private or over security radios. Any moderate offense or higher must be shared with the relevant Head of Staff. A capital offense or case of extensive damage to departmental assets is to be reported to the relevant HC department head. This may be handled by the Marshals or another Command Member, preferring the relevant Head of Staff. &lt;br /&gt;
&lt;br /&gt;
Any colonist has the right to accuse another colonist of a crime and an investigation should be launched. The accuser&#039;s name should be kept hidden and private to prevent repercussions and revenge. Any marshal or someone who has been granted the appropriate authority to deal with internal security issues (most likely a blackshield member) who fails to launch an investigation can be charged with Negligence. &lt;br /&gt;
&lt;br /&gt;
You are always allowed to report a crime you witnessed even if it does not involve you, just do so privately with a Marshal. If you are not able to do so, call for a Marshal to come to you. If you are being attacked, self defense laws apply. &lt;br /&gt;
&lt;br /&gt;
During interrogation a recording is required to be taken to prove the validity of statements provided and to avoid coercion or false testimony by an officer, the interviewee or reviewing staff. Interrogation tapes are to be kept private and with any case documents, only shown to reviewing members of council in the case of a trial.&lt;br /&gt;
&lt;br /&gt;
While Suit Sensors may be used to look for someone who has committed a crime, they may not be called out over public communication. This rule is only dismissed if the subject is found to be a danger to themselves or others. &lt;br /&gt;
&lt;br /&gt;
Any colonist charged with a crime or accused of said crime loses their right to privacy regarding the crime if they talk about it or mention/discuss it in a public forum - mainly on the common radio channel.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contact your premier as soon as possible.&lt;br /&gt;
Violation of employee privacy is punishable under Laws §103. Other crime charges may apply.&lt;br /&gt;
&lt;br /&gt;
==Employment Sanctions==&lt;br /&gt;
===Types of Sanctions===&lt;br /&gt;
If someone acts in a way contrary to the interests of their employer, this can result in sanctions against them. These sanctions are reprimand, demotion, dismissal, and firing. A reprimand is just a formal finding of wrongdoing that is recorded for use in future disciplinary proceedings. Demotion entails reducing someone to a lower position within the department, and may be temporary or permanent. Demotion is only possible where the original role includes all skill requirements of the lower role. Thus a Head may be demoted to almost any role within their department or a Sergeant may be demoted to a Trooper, but a Psychologist could not be demoted to a Doctor or similar sidegrades. Dismissal entails removing someone from the department entirely for the duration of the shift. Firing entails removing someone from the department on a long-term basis. Unless successfully appealed, a permanent 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 no less than two weeks after the initial firing. Employment Sanctions are recorded in the Employment Records of each individual as they are issued. Reprimands and temporary sanctions remain on someone’s record for a minimum of three months, permanent sanctions remain on record for a minimum of six months after rehiring/repromotion. (This is OOCly mandatory: if your character is the subject of a sanction, you must add this to your employment record.)&lt;br /&gt;
===Who can impose a Sanction===&lt;br /&gt;
Faction Heads are given general authority by the Faction Owner to manage their departments, which includes imposing sanctions when they are merited. Sanctions can also be imposed by a majority vote of the Low Council against anyone employed in the upper colony, including a Faction Head. Finally, sanctions can be imposed by the Faction Owner or an [[High Council Agents|investigatory representative]] sent by them to the upper colony. This last process is primarily reserved for investigations into Heads and their conduct, but may be used in any scenario the Owner deems appropriate.&lt;br /&gt;
&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: &lt;br /&gt;
* If an employee commits a Moderate or higher crime, they may be sanctioned. Additionally, certain crimes may permit or require sanctions, listed below or included within the text of the statute.&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;
** Failure to Execute an Order: If an employee violates §102 this may result in dismissal or temporary demotion.&lt;br /&gt;
** Command personnel (Factions Heads, Premier, and Steward) may be demoted for the duration of the shift if they commit any crime of Severe (300) or higher severity by the Warrant Officer under the Offense by Colony Command sentencing modifier. The Faction Owner or a vote of the Low Council may institute a higher sanction, impose sanctions for a Moderate crime, impose a sanction if the Warrant Officer is absent or decided not to, or repeal a sanction placed by the Warrant Officer. A Head, even after demotion, may vote if another Councilor raises the matter of repealing their sanction, but may not raise the matter themselves.&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, such as the requirement of no 400 or 500 level convictions for a Marshal. This is unique in that only removal from the position permanently 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 the Low Council collectively) may apply sanctions if an employee takes actions that are severely against the interests of the faction at their discretion, however a much higher standard of scrutiny will be applied to such discretionary actions.&lt;br /&gt;
* Low Council members may be sanctioned for failing in their responsibilities to the Council listed in Command SOP - actions such as interrupting voting, being disruptive of a council meeting, or other actions such as incompetency.&lt;br /&gt;
* Low Council members face summary demotion if they choose not to vote in any Low Council vote.&lt;br /&gt;
&lt;br /&gt;
=== Discretion and Severity ===&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. Minor infractions, such as simple failure to follow an order or moderate crimes, should not result in permanent sanctions unless repeated over the course of multiple shifts. 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;
=== Executing Sanctions ===&lt;br /&gt;
All employment sanctions must be documented with paperwork, usually an LC-05 form but any form that conveys the same information may be used. If the employee plans to contest the sanction, this should be indicated on the form. This, along with all evidence and testimony supporting the sanctions, must be faxed to the Faction Owner, and a copy provided to the sanctioned employee. If sanctions are imposed on a Prime, an Inquisitor should also be requested as part of this fax. Then, 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. If they wish to contest the demotion, they are to be permitted to write an appeal and fax it to the Faction Owner so that it may be considered when determining whether the sanction is warranted. Attempts at sanctions without submitting the proper paperwork is considered a violation of §403 - Exceeding Official Powers. Agents of Faction Owners may apply the sanction of Reprimand via faxing the appropriate form to the individual being reprimanded and submitting a copy to their headquarters. They 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;
==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 unless they are a trainee. Significant failure to meet these requirements is grounds for 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;
&lt;br /&gt;
&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, virology, 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>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Soteria_Medical)&amp;diff=4220</id>
		<title>Standard Operating Procedure (Soteria Medical)</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Soteria_Medical)&amp;diff=4220"/>
		<updated>2024-07-03T18:26:20Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Soteria Institute Biological Laboratory, or Biolab, is a medical facility established on the surface outpost of Nadezhda, and is part of the Soteria Institute’s Medical and Biological Division. It is tasked primarily with providing medical care and services to the surface outpost’s inhabitants, including keeping the Marshals and Blackshield healthy and operational. Secondarily, the Biolab may also engage in scientific medical studies, including chemical testing, tissue modification, and psionic research. The Biolab is also expected to work hand-in-hand with the Soteria Institute Research and Development Facility, which is located in a joint facility with the Biolab.&lt;br /&gt;
== Personnel ==&lt;br /&gt;
=== Soteria Lifeline Technician ===&lt;br /&gt;
Lifeline Technicians, also called SLTs, or LTs, have a broad range of tasks which can be boiled down to acting as both in-house muscle and as paramedical staff. A Lifeline Technician’s first and foremost duty is simple: obey the (legal) orders of the Chief Biolab Overseer. When an SLT is not performing that primary duty, they are also tasked with ensuring the safety of Soteria facilities and personnel, as well as retrieving, stabilizing, and moving injured or dead colonists within the walls to the Biolab, or acting as an extra pair of hands for any on-duty doctors, performing triage and first aid.&lt;br /&gt;
&lt;br /&gt;
They are not required to retrieve dead or injured colonists who are outside the gate or who are in Deep Maintenance; those are Blackshield’s areas, and SLTs are expected to defer to Blackshield for such cases.&lt;br /&gt;
&lt;br /&gt;
SLTs are not expected to perform surgery. If an SLT is certified for basic surgeries in their employment records, they may perform those surgeries when no other surgically-trained staff are available or present. SLTs should not be performing surgeries if a doctor is active just because that doctor is busy with a surgery of their own, unless assistance is requested by the doctor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements:&#039;&#039;&#039;&lt;br /&gt;
* Moderate Proficiency in Medical SOP&lt;br /&gt;
* Moderate Proficiency with firearms, combat, and first aid treatment&lt;br /&gt;
* Familiarity with Authorized Use of Force laws&lt;br /&gt;
* Basic Familiarity with the surface outpost&#039;s layout, including maintenance tunnels, and reading coordinates&lt;br /&gt;
* Basic Proficiency with privacy regulations in General SOP&lt;br /&gt;
* Basic Proficiency with chemicals and medicines&lt;br /&gt;
=== Soteria Doctor ===&lt;br /&gt;
The on-staff doctors for the Biolab may have a range of specialties, from nurses to trauma surgeons to your everyday physicians. All employed MD-level doctors are expected to have the same core skillset, however. These are the individuals who are expected to perform surgeries and general medical treatment beyond simple first aid. All doctors are expected to understand surgery, basic chemistry, and how to operate the organ printer in the surgical theater. The method a doctor uses to treat a patient is left to the attending doctor, though patient consent and desires should be taken into account.&lt;br /&gt;
&lt;br /&gt;
Soteria Medical Students are typically individuals who have completed their higher education learning, but who have not yet attained real-world experience in the medical field. They are not held to the same standards as professional doctors, and may not be sanctioned when their lack of knowledge or competence causes minor issues. If their lack of experience causes serious issues, they may still be found criminally liable or sanctioned, and they are expected to obey any senior doctoral staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements:&#039;&#039;&#039;&lt;br /&gt;
* Moderate Proficiency in Medical SOP&lt;br /&gt;
* Moderate Proficiency with Medical devices and machinery&lt;br /&gt;
* Moderate Proficiency with the uses of chemicals and medicines&lt;br /&gt;
* Moderate Proficiency in surgical techniques OR non-invasive chemical treatments&lt;br /&gt;
* Moderate Proficiency in first aid and triage&lt;br /&gt;
* Moderate Proficiency with privacy regulations in General SOP&lt;br /&gt;
=== Soteria Psychologist ===&lt;br /&gt;
As with doctors, Psychologists come in many flavors; many still specialize in classical psychology and psychiatry, but a growing number of Soteria mental health employees have begun favoring psycho-neurological methodology, after the discovery and the ongoing research into the psionic organ. Many of Soteria’s foremost psionic researchers are also Empaths, as the specialization has come to be known.&lt;br /&gt;
&lt;br /&gt;
Whatever the specialization, psychologists are mental health professionals, not trauma doctors; they are not expected to assist the Biolab’s SLTs or physicians in any direct capacity, though they are not barred from doing so if they possess the requisite knowledge, skills, and abilities. Rather, the psychologist’s primary duty is to see to the mental health and stability of the colony’s inhabitants, as well as assisting any ongoing psychological, psychiatric, or psionic research projects. It is to a psychologist that an unstable colonist will be delivered for mental evaluations, and besides the CBO, the psychologist is the only individual who can sign off on unfitness for work forms, when the cause is psychological.&lt;br /&gt;
&lt;br /&gt;
Job Competency Requirements:&lt;br /&gt;
Moderate Proficiency in Medical SOP&lt;br /&gt;
High Proficiency with privacy regulations in General SOP&lt;br /&gt;
Moderate Proficiency in psychological, psychiatric, or psionic techniques&lt;br /&gt;
=== Chief Biolab Overseer ===&lt;br /&gt;
Chief Overseers are the Institute’s primary hands in the field; on the surface colony, the Chief Biolab Overseer is in charge of the affairs of the Biolab, as their title would suggest. Their primary duty is not tending to patients, performing chemistry, or even handling surgeries, though they may need to do these things when their staff are unavailable. The CBO is expected to be competent and capable, first and foremost, in managing their team and representing the Soteria Institute&#039;s interests and providing a public face to the surface outpost&#039;s inhabitants. The CBO holds a seat on the Low Council, though it is a joint seat with the CRO. Overseers are reminded that if they cannot agree on a vote, they lose Soteria&#039;s vote for a given council decision.&lt;br /&gt;
&lt;br /&gt;
While a CBO may have a variety of backgrounds, they are all expected to have significant knowledge of the human body, and to a lesser degree the bodies of other sapients, too, and together with the Psychologist are the only other individual capable of signing off on unfitness to work forms, when the cause is psychological.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements:&#039;&#039;&#039; &lt;br /&gt;
* High Proficiency in Medical SOP&lt;br /&gt;
* High Proficiency with Medical and Chemistry machinery&lt;br /&gt;
* High Proficiency in surgical techniques&lt;br /&gt;
* High Proficiency in first aid and triage&lt;br /&gt;
* Moderate Proficiency with chemicals and medicines&lt;br /&gt;
* High Familiarity with confidentiality laws and regulations&lt;br /&gt;
* Basic Proficiency in psychological, psychiatric, or psionic techniques&lt;br /&gt;
In addition to:&lt;br /&gt;
* Fulfilling all criteria for Command personnel as outlined in the Command SOP, including familiarity requirements there&lt;br /&gt;
* The ability to speak, read, and write fluently in English Common&lt;br /&gt;
=== Workplace Structure ===&lt;br /&gt;
The Chief Biolab overseer is the highest authority in the Biolab. Medical Doctors and the Psychiatrist are considered to be of equal rank, but cannot overrule each other in their respective fields, and are permitted to give orders to SLTs, where such orders do not conflict with a CBO’s orders. SLTs are the lowest rank in the Biolab, but are generally expected to be able to handle their own duties without direct supervision.&lt;br /&gt;
&lt;br /&gt;
== Procedures ==&lt;br /&gt;
All individuals, regardless of background, inclination, or status, are bound by these procedures whenever they perform the following services under Soteria’s name. This includes cyborgs utilizing Medical modules or machinery.&lt;br /&gt;
=== Medical Oaths ===&lt;br /&gt;
While the Soteria Institute recognizes and respects professionals who take such oaths as the Hippocratic Oath or the Tesselate Oath, employees are reminded that these oaths are not considered legally binding, nor are they a valid exception to following legal orders from superiors or SOP. Overseers are encouraged to exercise discretion when ordering staff to perform antithetical operations, but the decision is ultimately the Overseer’s.&lt;br /&gt;
=== Patient Protection ===&lt;br /&gt;
The following primarily applies to SLTs performing their standard duties, but additionally applies to anyone retrieving patients in the field.&lt;br /&gt;
&lt;br /&gt;
A patient in the field is considered “claimed” when the responding personnel lay hands on the person. Typically, this should be accompanied by a verbal statement as well, but this is not required. Thereafter, if any non-SI personnel attempt to touch or move the patient without the responder’s permission, the responder may take any non-lethal actions necessary to ensure they retain and protect their patient, according to the Authorized Use of Force legal clause. Appropriate use of force is still required, and responders found to use excessive force may face sanctions or criminal charges.&lt;br /&gt;
&lt;br /&gt;
The following applies to patients and SI personnel within the Biolab premises. Once a patient has been brought to the Biolab, they are to be handed off to any on-duty doctors or psychiatrists as needed by their injuries, if available. Otherwise, any existing, capable staff may take over treatment.&lt;br /&gt;
&lt;br /&gt;
While a patient is undergoing treatment within Biolab premises, no non-SI personnel are permitted to interfere, including Marshals or Councilors, and all non-SI personnel should be informed that they must wait in the public lobby. Marshals with a valid warrant, or an order from the Warrant Officer, may remain within the Biolab, but may not interfere with treatment or touch the patient beyond ensuring they are securely restrained unless otherwise specified by the warrant, such as in cases where the patient has been declared DNR after treatment has begun.&lt;br /&gt;
&lt;br /&gt;
Individuals with no valid reason to remain on Biolab premises who refuse to comply with a request to leave may be removed with force.&lt;br /&gt;
=== Payment for Treatment ===&lt;br /&gt;
While the Biolab’s primary purpose isn’t to turn a profit, supplies still have associated costs. The Soteria Institute REQUIRES all personnel in the Medical division to charge for products and treatment according to the chart below, with a handful of exceptions. Personnel from the Marshals and from Blackshield are not to be charged if their injuries are a result of their work protecting the colony (though they may be charged for treatment rendered as a result of, for example, criminal behavior on their part). All colonists who are injured combating a colony-wide threat, such as the Class Seven Biohazard, the Class Eight Biomechanical Infestation, or some external threat, are guaranteed the same free treatment as Blackshield and Marshal colonists.&lt;br /&gt;
&lt;br /&gt;
If a Biolab Overseer is available during a given shift, they may change the following prices as they see fit, or waive them entirely. Moreover, payment for medical treatment may be reasonably delayed for up to two hours based on the availability of doctors or other Biolab staff to handle processing invoices, or if the patient has insufficient funds to pay. This deferred payment may be overruled at any time by a CBO, who may then require payment as immediately as is reasonable. Payment may NOT be deferred in any way for visitors, outsiders, or other non-colonists.&lt;br /&gt;
&lt;br /&gt;
All patients should be informed before treatment that treatment will incur a cost, such as with a public notice in the Biolab lobby, or by individually informing each patient.&lt;br /&gt;
&lt;br /&gt;
Soteria personnel are guaranteed free treatment as part of their employment contract while they are on duty, though frivolous overuse of medical supplies or personnel time may warrant a reprimand.&lt;br /&gt;
&lt;br /&gt;
The following is the price chart for Medical treatment and services, not including elective procedures, which will be covered later. Unless otherwise noted, these charges are to be allocated according to whether or not the indicated service happened at all, not on a per-unit or per-instance format.&lt;br /&gt;
&lt;br /&gt;
* Sleeper Usage: 40 credits&lt;br /&gt;
* Cryopod Usage: 60 credits&lt;br /&gt;
* Blood Transfusion: 25 credits/bag&lt;br /&gt;
* Unbranded Gauze or Ointment: 5 credits/body part&lt;br /&gt;
* Advanced Kits: 10 credits/body part&lt;br /&gt;
* Soteria Branded Gauze or Ointment: 25 credits/body part&lt;br /&gt;
* Chemicals and Medication: 20-60 credits per chemical per bottle (according to medicinal complexity)&lt;br /&gt;
* Defibrillation: 75 credits&lt;br /&gt;
&lt;br /&gt;
Surgery should be charged at a rate of 80 credits per body part operated on, such as arms, legs, head, chest, and so on. This cost includes any necessary organs printed for replacement.&lt;br /&gt;
&lt;br /&gt;
Revival procedures, that is, any usage of Medical supplies performed in the process of resuscitating a dead person, should be charged either a flat 350 credits, or the cost of all procedures performed in the course of resuscitation, whichever is &#039;&#039;&#039;cheaper&#039;&#039;&#039;. This includes any and all surgeries, organ replacements, superficial repair (ATK/ABK/gauze/ointment), cryopod usage, sleeper usage, or any other potential procedures needed for revival.&lt;br /&gt;
&lt;br /&gt;
Emergency procedures, which are procedures performed in an attempt to save a patient in critical condition, but who has not yet died, are charged only for sleeper usage, cryopod usage, surgery, and blood transfusions.&lt;br /&gt;
&lt;br /&gt;
Payment for Medical treatment may be rendered either as credits, or as other tangible or intangible bargains -- assistance, supplies, and so on. Non-monetary payment should be duly recorded in the notes section of any invoices which are written. Monetary payments may be deferred, but cannot be waived except by a CBO, in accordance with the guidelines described at the beginning of the section.&lt;br /&gt;
=== Treatment Procedures ===&lt;br /&gt;
&lt;br /&gt;
The following procedure is &#039;&#039;&#039;REQUIRED&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To ensure appropriate documentation and record-keeping for payment and other purposes, all patients who are admitted for treatment are to receive a prior and post-treatment body scan, which must be printed and placed securely in a folder or file cabinet after the treatment is completed. Any additional scans taken during a patient’s treatment should be securely stored with the prior and post scans as well.&lt;br /&gt;
&lt;br /&gt;
Body scans should NOT be left out on tables after a patient has been treated and discharged.&lt;br /&gt;
=== Nonpayment and Debtors ===&lt;br /&gt;
&lt;br /&gt;
Individuals who refuse or are incapable of paying medical fees once they are due are to be blacklisted from Biolab treatment and reported to the Marshals so the debt can be reclaimed. Revival procedures should still be performed, even on blacklisted personnel -- they cannot pay their debts if they are dead, after all.&lt;br /&gt;
&lt;br /&gt;
Marshals and Blackshield cannot be blacklisted from treatment, but they should still be reported to the Marshals for the appropriate legal repercussions.&lt;br /&gt;
=== Elective Procedures and Other Sales ===&lt;br /&gt;
Elective procedures are defined as any procedure which aims to improve a patient’s quality of life, or which is requested by a patient and does not directly relate to an injury. In other words, these are procedures which are not necessary for restoring a person to a full, healthy status, such as providing biological augmentation.&lt;br /&gt;
&lt;br /&gt;
Elective procedures, such as organ modifications, are to be charged according to the following chart. These charges may not be deferred by standard Medical staff as in the case of lifesaving or otherwise health-oriented medical treatment, as these procedures are undergone voluntarily upon the patient’s request. Payment must be decided upon and rendered up-front, and the patient should be informed of the side-effects of the procedure in full before payment is rendered or the procedure is performed. As is the case with the treatment price chart, this chart may be edited or ignored by a CBO as they wish.&lt;br /&gt;
&lt;br /&gt;
* Modification of existing tissues or organs: 75 credits/body part&lt;br /&gt;
* Printing of new tissues, including modification of the printed tissues: 150 credits/organ&lt;br /&gt;
&lt;br /&gt;
Any other elective procedures undergone which are not included in the above cases may be priced by the Soteria Medical staff member who performs the procedure, unless a Biolab Overseer is present, in which case they should set the price. Bargains and nonfinancial payment are acceptable for elective procedures, according to the guidelines set forth in the Payment for Treatment section, with the addition of “voluntary experimentation” being an acceptable method of payment for elective procedures only. Any voluntary sapient experimentation must be accompanied by the appropriate paperwork as indicated in the Soteria Research SOP’s Waiver Clause. If a CBO is present, they may offer and dispense payment to individuals who voluntarily submit to experimentation.&lt;br /&gt;
&lt;br /&gt;
Any injuries or complications which arise as a result of elective procedures are to be treated immediately without cost to the patient. The Biolab staff who botched the procedure should be charged the full amount for any incurred costs.&lt;br /&gt;
=== Selling Chemicals, Stimulants, and Other Supplies ===&lt;br /&gt;
Legal medicines, chemicals, and stimulants may be manufactured by Chemistry for sale to the general populace. Chemical sales should be priced at between 1 and 30 credits per unit of chemical, according to the difficulty of production and demand of the chemical; the scale of this difficulty is left to the staff member’s discretion to determine. An exception is made to this pricing scheme for chemicals when they can be exported for a greater amount than otherwise allowed.&lt;br /&gt;
&lt;br /&gt;
Similarly, the sale of other medical supplies -- such as treatment kits -- may be performed at Medical staff’s discretion. Pricing should defer to the Biolab Overseer if one is available, but may otherwise be set by the Medical staff member who sets up the sale or vendor. Medical staff are forbidden from setting out “charitable” or free supplies, unless given express permission by the resident CBO. Marshals and Blackshield may receive a small amount of free supplies per colonist, at Biolab staff&#039;s discretion.&lt;br /&gt;
=== Consent to Treatment / Right to Refuse Treatment ===&lt;br /&gt;
For any given procedure, including potentially lifesaving procedures, patients must be given the opportunity to provide consent to treatment or refuse treatment. All adult colonists are presumed to be sound of mind and capable of granting or withdrawing consent at will by default.&lt;br /&gt;
&lt;br /&gt;
If an individual is determined to have a limited capacity for decision-making, this right may be overruled by Medical staff. If this right is overruled, any treatment performed should be considered emergency treatment by Medical staff. Note that overruling this right does not permit Medical staff to force a patient to come into the Biolab if they are actively resisting Medical personnel; in such cases, what treatment is possible may be rendered on the scene. Such cases may warrant an intervention by the Marshals if the patient is a danger to others or themselves.&lt;br /&gt;
&lt;br /&gt;
This overruling is possible in the following situations:&lt;br /&gt;
&lt;br /&gt;
* The patient is unconscious and clearly injured, poisoned, or otherwise unhealthy.&lt;br /&gt;
* The patient is in critical condition according to professional Medical knowledge and scanning devices and is unable to provide consent.&lt;br /&gt;
* The patient is clearly mentally unsound and is unable to understand either the condition to be treated or the nature of the treatment, such as patients who have been dosed with hallucinogens. Note: If this mental instability does not have a clear physiological cause, i.e. drugs, alcohol, severe infection, etc., the patient must be assessed by a psychiatrist or Biolab Overseer if one is available. A fax should be sent requesting one if neither is present.&lt;br /&gt;
&lt;br /&gt;
In all of the above cases, a judgment call may be made by Medical personnel on the spot to determine whether an individual is capable of providing consent for treatment or not.&lt;br /&gt;
&lt;br /&gt;
Patients who were unconscious upon being admitted for treatment, but who regain consciousness during treatment, are presumed to consent to continued treatment unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
In any such case wherein this right to refuse treatment is overruled, all treatment performed is to be considered as emergency treatment according to the Payment for Treatment section; only if the patient withdraws consent, then changes their mind later should they be charged for further treatment normally.&lt;br /&gt;
=== Unfitness for Work ===&lt;br /&gt;
In some cases, colonists may suffer from mental or physical conditions which may be physiological or psychological in nature that prevent them from performing their work, or make performing their work a hazard. In such cases, a Chief Biolab Overseer may formally declare them unfit for work. A Doctor or Psychiatrist, depending on the nature of the condition, may initiate this process without a CBO present, but must fax for a CBO in order to complete the process.&lt;br /&gt;
&lt;br /&gt;
Once the declaration is made, the CBO must write a formal letter indicating the declaration and present it to the Low Council, detailing the nature and reasoning behind the declaration. The Council shall then vote on whether this declaration is valid, as outlined under the Command SOP’s Voting Procedures section. If an individual is found to be unfit for work, they must accept either a suspension as if they had been demoted by the Council, or receive treatment for their condition as soon as possible.&lt;br /&gt;
&lt;br /&gt;
What defines “unfit” may vary from condition to condition. However, conditions which simply lessen a colonist’s capacities are not grounds for a declaration of unfitness for work. Conditions which totally inhibit their ability to perform their job, or which inhibit them from performing their duties in a timely and reasonable manner, may qualify. The nature of the colonist’s job should be taken into account: a Scientist who is wheelchair-bound cannot be assessed as unfit for work simply because they take longer to navigate the labs, but a Marshal Officer who cannot chase criminals cannot perform their duty.&lt;br /&gt;
=== Hygiene and Disease Control ===&lt;br /&gt;
These policies remain in place as precautionary measures and against infections, and in the rare cases of pathological disease. Medical staff are required to wear sterile, non-allergenic clothing while they are treating patients. In this respect, the equipment provided in Medical personnel’s lockers is considered sterile, though SLTs and Doctors are encouraged to keep gloves, boots, and jumpsuits or scrubs washed and clean where available.&lt;br /&gt;
&lt;br /&gt;
The Biolab should be kept as clean and neat as is reasonably possible; debris, shattered glass, blood, vomit, and other messes should be cleaned as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Smoking is strictly &#039;&#039;&#039;disallowed&#039;&#039;&#039; within the Biolab, with the exception of the public lobby and the break room, due to the health and flammability risks. Soteria personnel are &#039;&#039;&#039;required&#039;&#039;&#039; to extinguish their own cigarettes before treating patients, and &#039;&#039;&#039;must&#039;&#039;&#039; request that patients extinguish theirs before entering the Biolab. &lt;br /&gt;
&lt;br /&gt;
Quarantine procedures exist in the case of a disease outbreak. In such a case, all Biolab personnel are required to wear medical-grade masks, sterile gloves, and to regularly sanitize their hands. Any Biolab personnel actively treating patients are required to wear biohazard suits, and the CBO is encouraged to analyze disease vectors to ensure personnel equipment is capable of counteracting any infectious agents.&lt;br /&gt;
&lt;br /&gt;
Additionally, all infected personnel are to be quarantined within the Biolab for their safety and the safety of the colony. Anyone attempting to breach quarantine, in or out, without permission from the CBO or the Low Council, may be removed from the Biolab, by force if needed. Quarantine procedures are to remain in effect until a vaccine or cure can be produced to counteract the disease.&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
For the purposes of Medical SOP, “death” refers to the indefinite cessation of nervous activity and vital biological processes. If a patient is recognized as ‘dead’ by medical scanning equipment, they are medically dead. This state is not necessarily permanent. Patients can often be recovered if their body is intact, provided with the correct treatments, and then defibrillated according to Soteria Medical training materials.&lt;br /&gt;
&lt;br /&gt;
If a defibrillator displays a ‘mental interface error’, the device is unable to restore brain function. If three interface errors are experienced in a row, the cadaver is to be placed in the Morgue for secure storage until they can be transported to the lower colonies for a more intensive revival process.&lt;br /&gt;
&lt;br /&gt;
Any cadavers that are recovered are to be transported via body bags to avoid the potential trauma caused by such a sight on other colonists. Staff are not exempt from this simply because they did not have body bags on their person at the time.&lt;br /&gt;
&lt;br /&gt;
In the event of the total death (wherein an individual cannot be revived, such as by total bodily destruction) of a colonist, the relevant Head of Staff must be informed. Postmortem instructions are to be followed, and the death should not be revealed to other colonists unless consent is given in the deceased’s medical records, or a funeral is requested. A fax is to be sent to the High Council with an autopsy report attached regarding the deceased.&lt;br /&gt;
&lt;br /&gt;
Post-Mortem instructions are to be obeyed whenever possible and reasonable. Unreasonable or unfeasible Post-Mortem instructions need not be obeyed.&lt;br /&gt;
=== DNR and Suicide ===&lt;br /&gt;
&lt;br /&gt;
A “do not revive” or DNR order may be placed in a colonist’s records only under very specific circumstances, and dictates that they should not be revived after death, making any death their final death. Should a DNR be found, the patient is not to be revived. Revival despite a DNR may result in a Negligence charge. In some cases, a DNR may be accompanied by conditions, such as stating that the patient should only remain dead if their death is the result of a specific medical condition. A DNR may be placed under the following circumstances:&lt;br /&gt;
&lt;br /&gt;
A patient who would typically be fit to refuse treatment confirms their desire not to be revived. This requires assessment by a Psychiatrist or CBO.&lt;br /&gt;
A patient has been sentenced to legal execution via proper procedures.&lt;br /&gt;
A patient is an infiltrator, outsider, or known enemy of the colony, and Security staff have declared that they are not to be revived.&lt;br /&gt;
&lt;br /&gt;
The DNR should be added to the patient’s medical records by Biolab staff, and is applicable only for the shift wherein it was applied. A voluntary DNR may be permanently applied to a patient record only after faxing a DNR ratification to Soteria’s offices in the lower colony. This must be signed off on by a CBO. Thereafter, this permanent DNR may be added to post-mortem instructions with the date of the application and the CBO’s name who signed off. If a DNR assessment occurs in the lower colony, a ratification fax is not necessary, but the date of application and a name remain necessary.&lt;br /&gt;
&lt;br /&gt;
For a DNR to be considered valid, it must contain the words “Do Not Revive” or the acronym “DNR”.&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Soteria_Medical)&amp;diff=4219</id>
		<title>Standard Operating Procedure (Soteria Medical)</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Soteria_Medical)&amp;diff=4219"/>
		<updated>2024-07-03T18:25:53Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: /* Chief Biolab Overseer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Soteria Institute Biological Laboratory, or Biolab, is a medical facility established on the surface outpost of Nadezhda, and is part of the Soteria Institute’s Medical and Biological Division. It is tasked primarily with providing medical care and services to the surface outpost’s inhabitants, including keeping the Marshals and Blackshield healthy and operational. Secondarily, the Biolab may also engage in scientific medical studies, including chemical testing, tissue modification, and psionic research. The Biolab is also expected to work hand-in-hand with the Soteria Institute Research and Development Facility, which is located in a joint facility with the Biolab.&lt;br /&gt;
== Personnel ==&lt;br /&gt;
=== Soteria Lifeline Technician ===&lt;br /&gt;
Lifeline Technicians, also called SLTs, or LTs, have a broad range of tasks which can be boiled down to acting as both in-house muscle and as paramedical staff. A Lifeline Technician’s first and foremost duty is simple: obey the (legal) orders of the Chief Biolab Overseer. When an SLT is not performing that primary duty, they are also tasked with ensuring the safety of Soteria facilities and personnel, as well as retrieving, stabilizing, and moving injured or dead colonists within the walls to the Biolab, or acting as an extra pair of hands for any on-duty doctors, performing triage and first aid.&lt;br /&gt;
&lt;br /&gt;
They are not required to retrieve dead or injured colonists who are outside the gate or who are in Deep Maintenance; those are Blackshield’s areas, and SLTs are expected to defer to Blackshield for such cases.&lt;br /&gt;
&lt;br /&gt;
SLTs are not expected to perform surgery. If an SLT is certified for basic surgeries in their employment records, they may perform those surgeries when no other surgically-trained staff are available or present. SLTs should not be performing surgeries if a doctor is active just because that doctor is busy with a surgery of their own, unless assistance is requested by the doctor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements:&#039;&#039;&#039;&lt;br /&gt;
* Moderate Proficiency in Medical SOP&lt;br /&gt;
* Moderate Proficiency with firearms, combat, and first aid treatment&lt;br /&gt;
* Familiarity with Authorized Use of Force laws&lt;br /&gt;
* Basic Familiarity with the surface outpost&#039;s layout, including maintenance tunnels, and reading coordinates&lt;br /&gt;
* Basic Proficiency with privacy regulations in General SOP&lt;br /&gt;
* Basic Proficiency with chemicals and medicines&lt;br /&gt;
=== Soteria Doctor ===&lt;br /&gt;
The on-staff doctors for the Biolab may have a range of specialties, from nurses to trauma surgeons to your everyday physicians. All employed MD-level doctors are expected to have the same core skillset, however. These are the individuals who are expected to perform surgeries and general medical treatment beyond simple first aid. All doctors are expected to understand surgery, basic chemistry, and how to operate the organ printer in the surgical theater. The method a doctor uses to treat a patient is left to the attending doctor, though patient consent and desires should be taken into account.&lt;br /&gt;
&lt;br /&gt;
Soteria Medical Students are typically individuals who have completed their higher education learning, but who have not yet attained real-world experience in the medical field. They are not held to the same standards as professional doctors, and may not be sanctioned when their lack of knowledge or competence causes minor issues. If their lack of experience causes serious issues, they may still be found criminally liable or sanctioned, and they are expected to obey any senior doctoral staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements:&#039;&#039;&#039;&lt;br /&gt;
* Moderate Proficiency in Medical SOP&lt;br /&gt;
* Moderate Proficiency with Medical devices and machinery&lt;br /&gt;
* Moderate Proficiency with the uses of chemicals and medicines&lt;br /&gt;
* Moderate Proficiency in surgical techniques OR non-invasive chemical treatments&lt;br /&gt;
* Moderate Proficiency in first aid and triage&lt;br /&gt;
* Moderate Proficiency with privacy regulations in General SOP&lt;br /&gt;
=== Soteria Psychologist ===&lt;br /&gt;
As with doctors, Psychologists come in many flavors; many still specialize in classical psychology and psychiatry, but a growing number of Soteria mental health employees have begun favoring psycho-neurological methodology, after the discovery and the ongoing research into the psionic organ. Many of Soteria’s foremost psionic researchers are also Empaths, as the specialization has come to be known.&lt;br /&gt;
&lt;br /&gt;
Whatever the specialization, psychologists are mental health professionals, not trauma doctors; they are not expected to assist the Biolab’s SLTs or physicians in any direct capacity, though they are not barred from doing so if they possess the requisite knowledge, skills, and abilities. Rather, the psychologist’s primary duty is to see to the mental health and stability of the colony’s inhabitants, as well as assisting any ongoing psychological, psychiatric, or psionic research projects. It is to a psychologist that an unstable colonist will be delivered for mental evaluations, and besides the CBO, the psychologist is the only individual who can sign off on unfitness for work forms, when the cause is psychological.&lt;br /&gt;
&lt;br /&gt;
Job Competency Requirements:&lt;br /&gt;
Moderate Proficiency in Medical SOP&lt;br /&gt;
High Proficiency with privacy regulations in General SOP&lt;br /&gt;
Moderate Proficiency in psychological, psychiatric, or psionic techniques&lt;br /&gt;
=== Chief Biolab Overseer ===&lt;br /&gt;
Chief Overseers are the Institute’s primary hands in the field; on the surface colony, the Chief Biolab Overseer is in charge of the affairs of the Biolab, as their title would suggest. Their primary duty is not tending to patients, performing chemistry, or even handling surgeries, though they may need to do these things when their staff are unavailable. The CBO is expected to be competent and capable, first and foremost, in managing their team and representing the Soteria Institute&#039;s interests and providing a public face to the surface outpost&#039;s inhabitants. The CBO holds a seat on the Low Council, though it is a joint seat with the CRO. Overseers are reminded that if they cannot agree on a vote, they lose Soteria&#039;s vote for a given council decision.&lt;br /&gt;
&lt;br /&gt;
While a CBO may have a variety of backgrounds, they are all expected to have significant knowledge of the human body, and to a lesser degree the bodies of other sapients, too, and together with the Psychologist are the only other individual capable of signing off on unfitness to work forms, when the cause is psychological.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements:&#039;&#039;&#039; &lt;br /&gt;
* High Proficiency in Medical SOP&lt;br /&gt;
* High Proficiency with Medical and Chemistry machinery&lt;br /&gt;
* High Proficiency in surgical techniques&lt;br /&gt;
* High Proficiency in first aid and triage&lt;br /&gt;
* Moderate Proficiency with chemicals and medicines&lt;br /&gt;
* High Familiarity with confidentiality laws and regulations&lt;br /&gt;
* Basic Proficiency in psychological, psychiatric, or psionic techniques&lt;br /&gt;
In addition to:&lt;br /&gt;
* Fulfilling all criteria for Command personnel as outlined in the Command SOP, including familiarity requirements there&lt;br /&gt;
* The ability to speak, read, and write fluently in English Common&lt;br /&gt;
=== Workplace Structure ===&lt;br /&gt;
The Chief Biolab overseer is the highest authority in the Biolab. Medical Doctors and the Psychiatrist are considered to be of equal rank, but cannot overrule each other in their respective fields, and are permitted to give orders to SLTs, where such orders do not conflict with a CBO’s orders. SLTs are the lowest rank in the Biolab, but are generally expected to be able to handle their own duties without direct supervision.&lt;br /&gt;
&lt;br /&gt;
== Procedures ==&lt;br /&gt;
All individuals, regardless of background, inclination, or status, are bound by these procedures whenever they perform the following services under Soteria’s name. This includes cyborgs utilizing Medical modules or machinery.&lt;br /&gt;
=== Medical Oaths ===&lt;br /&gt;
While the Soteria Institute recognizes and respects professionals who take such oaths as the Hippocratic Oath or the Tesselate Oath, employees are reminded that these oaths are not considered legally binding, nor are they a valid exception to following legal orders from superiors or SOP. Overseers are encouraged to exercise discretion when ordering staff to perform antithetical operations, but the decision is ultimately the Overseer’s.&lt;br /&gt;
=== Patient Protection ===&lt;br /&gt;
The following primarily applies to SLTs performing their standard duties, but additionally applies to anyone retrieving patients in the field.&lt;br /&gt;
&lt;br /&gt;
A patient in the field is considered “claimed” when the responding personnel lay hands on the person. Typically, this should be accompanied by a verbal statement as well, but this is not required. Thereafter, if any non-SI personnel attempt to touch or move the patient without the responder’s permission, the responder may take any non-lethal actions necessary to ensure they retain and protect their patient, according to the Authorized Use of Force legal clause. Appropriate use of force is still required, and responders found to use excessive force may face sanctions or criminal charges.&lt;br /&gt;
&lt;br /&gt;
The following applies to patients and SI personnel within the Biolab premises. Once a patient has been brought to the Biolab, they are to be handed off to any on-duty doctors or psychiatrists as needed by their injuries, if available. Otherwise, any existing, capable staff may take over treatment.&lt;br /&gt;
&lt;br /&gt;
While a patient is undergoing treatment within Biolab premises, no non-SI personnel are permitted to interfere, including Marshals or Councilors, and all non-SI personnel should be informed that they must wait in the public lobby. Marshals with a valid warrant, or an order from the Warrant Officer, may remain within the Biolab, but may not interfere with treatment or touch the patient beyond ensuring they are securely restrained unless otherwise specified by the warrant, such as in cases where the patient has been declared DNR after treatment has begun.&lt;br /&gt;
&lt;br /&gt;
Individuals with no valid reason to remain on Biolab premises who refuse to comply with a request to leave may be removed with force.&lt;br /&gt;
=== Payment for Treatment ===&lt;br /&gt;
While the Biolab’s primary purpose isn’t to turn a profit, supplies still have associated costs. The Soteria Institute REQUIRES all personnel in the Medical division to charge for products and treatment according to the chart below, with a handful of exceptions. Personnel from the Marshals and from Blackshield are not to be charged if their injuries are a result of their work protecting the colony (though they may be charged for treatment rendered as a result of, for example, criminal behavior on their part). All colonists who are injured combating a colony-wide threat, such as the Class Seven Biohazard, the Class Eight Biomechanical Infestation, or some external threat, are guaranteed the same free treatment as Blackshield and Marshal colonists.&lt;br /&gt;
&lt;br /&gt;
If a Biolab Overseer is available during a given shift, they may change the following prices as they see fit, or waive them entirely. Moreover, payment for medical treatment may be reasonably delayed for up to two hours based on the availability of doctors or other Biolab staff to handle processing invoices, or if the patient has insufficient funds to pay. This deferred payment may be overruled at any time by a CBO, who may then require payment as immediately as is reasonable. Payment may NOT be deferred in any way for visitors, outsiders, or other non-colonists.&lt;br /&gt;
&lt;br /&gt;
All patients should be informed before treatment that treatment will incur a cost, such as with a public notice in the Biolab lobby, or by individually informing each patient.&lt;br /&gt;
&lt;br /&gt;
Soteria personnel are guaranteed free treatment as part of their employment contract while they are on duty, though frivolous overuse of medical supplies or personnel time may warrant a reprimand.&lt;br /&gt;
&lt;br /&gt;
The following is the price chart for Medical treatment and services, not including elective procedures, which will be covered later. Unless otherwise noted, these charges are to be allocated according to whether or not the indicated service happened at all, not on a per-unit or per-instance format.&lt;br /&gt;
&lt;br /&gt;
* Sleeper Usage: 40 credits&lt;br /&gt;
* Cryopod Usage: 60 credits&lt;br /&gt;
* Blood Transfusion: 25 credits/bag&lt;br /&gt;
* Unbranded Gauze or Ointment: 5 credits/body part&lt;br /&gt;
* Advanced Kits: 10 credits/body part&lt;br /&gt;
* Soteria Branded Gauze or Ointment: 25 credits/body part&lt;br /&gt;
* Chemicals and Medication: 20-60 credits per chemical per bottle (according to medicinal complexity)&lt;br /&gt;
* Defibrillation: 75 credits&lt;br /&gt;
&lt;br /&gt;
Surgery should be charged at a rate of 80 credits per body part operated on, such as arms, legs, head, chest, and so on. This cost includes any necessary organs printed for replacement.&lt;br /&gt;
&lt;br /&gt;
Revival procedures, that is, any usage of Medical supplies performed in the process of resuscitating a dead person, should be charged either a flat 350 credits, or the cost of all procedures performed in the course of resuscitation, whichever is &#039;&#039;&#039;cheaper&#039;&#039;&#039;. This includes any and all surgeries, organ replacements, superficial repair (ATK/ABK/gauze/ointment), cryopod usage, sleeper usage, or any other potential procedures needed for revival.&lt;br /&gt;
&lt;br /&gt;
Emergency procedures, which are procedures performed in an attempt to save a patient in critical condition, but who has not yet died, are charged only for sleeper usage, cryopod usage, surgery, and blood transfusions.&lt;br /&gt;
&lt;br /&gt;
Payment for Medical treatment may be rendered either as credits, or as other tangible or intangible bargains -- assistance, supplies, and so on. Non-monetary payment should be duly recorded in the notes section of any invoices which are written. Monetary payments may be deferred, but cannot be waived except by a CBO, in accordance with the guidelines described at the beginning of the section.&lt;br /&gt;
=== Treatment Procedures ===&lt;br /&gt;
&lt;br /&gt;
The following procedure is &#039;&#039;&#039;REQUIRED&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To ensure appropriate documentation and record-keeping for payment and other purposes, all patients who are admitted for treatment are to receive a prior and post-treatment body scan, which must be printed and placed securely in a folder or file cabinet after the treatment is completed. Any additional scans taken during a patient’s treatment should be securely stored with the prior and post scans as well.&lt;br /&gt;
&lt;br /&gt;
Body scans should NOT be left out on tables after a patient has been treated and discharged.&lt;br /&gt;
=== Nonpayment and Debtors ===&lt;br /&gt;
&lt;br /&gt;
Individuals who refuse or are incapable of paying medical fees once they are due are to be blacklisted from Biolab treatment and reported to the Marshals so the debt can be reclaimed. Revival procedures should still be performed, even on blacklisted personnel -- they cannot pay their debts if they are dead, after all.&lt;br /&gt;
&lt;br /&gt;
Marshals and Blackshield cannot be blacklisted from treatment, but they should still be reported to the Marshals for the appropriate legal repercussions.&lt;br /&gt;
=== Elective Procedures and Other Sales ===&lt;br /&gt;
Elective procedures are defined as any procedure which aims to improve a patient’s quality of life, or which is requested by a patient and does not directly relate to an injury. In other words, these are procedures which are not necessary for restoring a person to a full, healthy status, such as providing biological augmentation.&lt;br /&gt;
&lt;br /&gt;
Elective procedures, such as organ modifications, are to be charged according to the following chart. These charges may not be deferred by standard Medical staff as in the case of lifesaving or otherwise health-oriented medical treatment, as these procedures are undergone voluntarily upon the patient’s request. Payment must be decided upon and rendered up-front, and the patient should be informed of the side-effects of the procedure in full before payment is rendered or the procedure is performed. As is the case with the treatment price chart, this chart may be edited or ignored by a CBO as they wish.&lt;br /&gt;
&lt;br /&gt;
* Modification of existing tissues or organs: 75 credits/body part&lt;br /&gt;
* Printing of new tissues, including modification of the printed tissues: 150 credits/organ&lt;br /&gt;
&lt;br /&gt;
Any other elective procedures undergone which are not included in the above cases may be priced by the Soteria Medical staff member who performs the procedure, unless a Biolab Overseer is present, in which case they should set the price. Bargains and nonfinancial payment are acceptable for elective procedures, according to the guidelines set forth in the Payment for Treatment section, with the addition of “voluntary experimentation” being an acceptable method of payment for elective procedures only. Any voluntary sapient experimentation must be accompanied by the appropriate paperwork as indicated in the Soteria Research SOP’s Waiver Clause. If a CBO is present, they may offer and dispense payment to individuals who voluntarily submit to experimentation.&lt;br /&gt;
&lt;br /&gt;
Any injuries or complications which arise as a result of elective procedures are to be treated immediately without cost to the patient. The Biolab staff who botched the procedure should be charged the full amount for any incurred costs.&lt;br /&gt;
=== Selling Chemicals, Stimulants, and Other Supplies ===&lt;br /&gt;
Legal medicines, chemicals, and stimulants may be manufactured by Chemistry for sale to the general populace. Chemical sales should be priced at between 1 and 30 credits per unit of chemical, according to the difficulty of production and demand of the chemical; the scale of this difficulty is left to the staff member’s discretion to determine. An exception is made to this pricing scheme for chemicals when they can be exported for a greater amount than otherwise allowed.&lt;br /&gt;
&lt;br /&gt;
Similarly, the sale of other medical supplies -- such as treatment kits -- may be performed at Medical staff’s discretion. Pricing should defer to the Biolab Overseer if one is available, but may otherwise be set by the Medical staff member who sets up the sale or vendor. Medical staff are forbidden from setting out “charitable” or free supplies, unless given express permission by the resident CBO. Marshals and Blackshield may receive a small amount of free supplies per colonist, at Biolab staff&#039;s discretion.&lt;br /&gt;
=== Consent to Treatment / Right to Refuse Treatment ===&lt;br /&gt;
For any given procedure, including potentially lifesaving procedures, patients must be given the opportunity to provide consent to treatment or refuse treatment. All adult colonists are presumed to be sound of mind and capable of granting or withdrawing consent at will by default.&lt;br /&gt;
&lt;br /&gt;
If an individual is determined to have a limited capacity for decision-making, this right may be overruled by Medical staff. If this right is overruled, any treatment performed should be considered emergency treatment by Medical staff. Note that overruling this right does not permit Medical staff to force a patient to come into the Biolab if they are actively resisting Medical personnel; in such cases, what treatment is possible may be rendered on the scene. Such cases may warrant an intervention by the Marshals if the patient is a danger to others or themselves.&lt;br /&gt;
&lt;br /&gt;
This overruling is possible in the following situations:&lt;br /&gt;
&lt;br /&gt;
* The patient is unconscious and clearly injured, poisoned, or otherwise unhealthy.&lt;br /&gt;
* The patient is in critical condition according to professional Medical knowledge and scanning devices and is unable to provide consent.&lt;br /&gt;
* The patient is clearly mentally unsound and is unable to understand either the condition to be treated or the nature of the treatment, such as patients who have been dosed with hallucinogens. Note: If this mental instability does not have a clear physiological cause, i.e. drugs, alcohol, severe infection, etc., the patient must be assessed by a psychiatrist or Biolab Overseer if one is available. A fax should be sent requesting one if neither is present.&lt;br /&gt;
&lt;br /&gt;
In all of the above cases, a judgment call may be made by Medical personnel on the spot to determine whether an individual is capable of providing consent for treatment or not.&lt;br /&gt;
&lt;br /&gt;
Patients who were unconscious upon being admitted for treatment, but who regain consciousness during treatment, are presumed to consent to continued treatment unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
In any such case wherein this right to refuse treatment is overruled, all treatment performed is to be considered as emergency treatment according to the Payment for Treatment section; only if the patient withdraws consent, then changes their mind later should they be charged for further treatment normally.&lt;br /&gt;
=== Unfitness for Work ===&lt;br /&gt;
In some cases, colonists may suffer from mental or physical conditions which may be physiological or psychological in nature that prevent them from performing their work, or make performing their work a hazard. In such cases, a Chief Biolab Overseer may formally declare them unfit for work. A Doctor or Psychiatrist, depending on the nature of the condition, may initiate this process without a CBO present, but must fax for a CBO in order to complete the process.&lt;br /&gt;
&lt;br /&gt;
Once the declaration is made, the CBO must write a formal letter indicating the declaration and present it to the Low Council, detailing the nature and reasoning behind the declaration. The Council shall then vote on whether this declaration is valid, as outlined under the Command SOP’s Voting Procedures section. If an individual is found to be unfit for work, they must accept either a suspension as if they had been demoted by the Council, or receive treatment for their condition as soon as possible.&lt;br /&gt;
&lt;br /&gt;
What defines “unfit” may vary from condition to condition. However, conditions which simply lessen a colonist’s capacities are not grounds for a declaration of unfitness for work. Conditions which totally inhibit their ability to perform their job, or which inhibit them from performing their duties in a timely and reasonable manner, may qualify. The nature of the colonist’s job should be taken into account: a Scientist who is wheelchair-bound cannot be assessed as unfit for work simply because they take longer to navigate the labs, but a Marshal Officer who cannot chase criminals cannot perform their duty.&lt;br /&gt;
=== Hygiene and Disease Control ===&lt;br /&gt;
These policies remain in place as precautionary measures and against infections, and in the rare cases of pathological disease. Medical staff are required to wear sterile, non-allergenic clothing while they are treating patients. In this respect, the equipment provided in Medical personnel’s lockers is considered sterile, though SLTs and Doctors are encouraged to keep gloves, boots, and jumpsuits or scrubs washed and clean where available.&lt;br /&gt;
&lt;br /&gt;
The Biolab should be kept as clean and neat as is reasonably possible; debris, shattered glass, blood, vomit, and other messes should be cleaned as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Smoking is strictly &#039;&#039;&#039;disallowed&#039;&#039;&#039; within the Biolab, with the exception of the public lobby and the break room, due to the health and flammability risks. Soteria personnel are &#039;&#039;&#039;required&#039;&#039;&#039; to extinguish their own cigarettes before treating patients, and &#039;&#039;&#039;must&#039;&#039;&#039; request that patients extinguish theirs before entering the Biolab. &lt;br /&gt;
&lt;br /&gt;
Quarantine procedures exist in the case of a disease outbreak. In such a case, all Biolab personnel are required to wear medical-grade masks, sterile gloves, and to regularly sanitize their hands. Any Biolab personnel actively treating patients are required to wear biohazard suits, and the CBO is encouraged to analyze disease vectors to ensure personnel equipment is capable of counteracting any infectious agents.&lt;br /&gt;
&lt;br /&gt;
Additionally, all infected personnel are to be quarantined within the Biolab for their safety and the safety of the colony. Anyone attempting to breach quarantine, in or out, without permission from the CBO or the Low Council, may be removed from the Biolab, by force if needed. Quarantine procedures are to remain in effect until a vaccine or cure can be produced to counteract the disease.&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
For the purposes of Medical SOP, “death” refers to the indefinite cessation of nervous activity and vital biological processes. If a patient is recognized as ‘dead’ by medical scanning equipment, they are medically dead. This state is not necessarily permanent. Patients can often be recovered if their body is intact, provided with the correct treatments, and then defibrillated according to Soteria Medical training materials.&lt;br /&gt;
&lt;br /&gt;
If a defibrillator displays a ‘mental interface error’, the device is unable to restore brain function. If three interface errors are experienced in a row, the cadaver is to be placed in the Morgue for secure storage until they can be transported to the lower colonies for a more intensive revival process.&lt;br /&gt;
&lt;br /&gt;
Any cadavers that are recovered are to be transported via body bags to avoid the potential trauma caused by such a sight on other colonists. Staff are not exempt from this simply because they did not have body bags on their person at the time.&lt;br /&gt;
&lt;br /&gt;
In the event of the total death (wherein an individual cannot be revived, such as by total bodily destruction) of a colonist, the relevant Head of Staff must be informed. Postmortem instructions are to be followed, and the death should not be revealed to other colonists unless consent is given in the deceased’s medical records, or a funeral is requested. A fax is to be sent to the High Council with an autopsy report attached regarding the deceased.&lt;br /&gt;
&lt;br /&gt;
Post-Mortem instructions are to be obeyed whenever possible and reasonable. Unreasonable or unfeasible Post-Mortem instructions need not be obeyed.&lt;br /&gt;
=== DNR and Suicide ===&lt;br /&gt;
&lt;br /&gt;
A “do not revive” or DNR order may be placed in a colonist’s records only under very specific circumstances, and dictates that they should not be revived after death, making any death their final death. Should a DNR be found, the patient is not to be revived. Revival despite a DNR may result in a Negligence charge. In some cases, a DNR may be accompanied by conditions, such as stating that the patient should only remain dead if their death is the result of a specific medical condition. A DNR may be placed under the following circumstances:&lt;br /&gt;
&lt;br /&gt;
A patient who would typically be fit to refuse treatment confirms their desire not to be revived. This requires assessment by a Psychiatrist or CBO.&lt;br /&gt;
A patient has been sentenced to legal execution via proper procedures.&lt;br /&gt;
A patient is an infiltrator, outsider, or known enemy of the colony, and Security staff have declared that they are not to be revived.&lt;br /&gt;
&lt;br /&gt;
The DNR should be added to the patient’s medical records by Biolab staff, and is applicable only for the shift wherein it was applied. A voluntary DNR may be permanently applied to a patient record only after faxing a DNR ratification to Soteria’s offices in the lower colony. This must be signed off on by a CBO. Thereafter, this permanent DNR may be added to post-mortem instructions with the date of the application and the CBO’s name who signed off. If a DNR assessment occurs in the lower colony, a ratification fax is not necessary, but the date of application and a name remain necessary.&lt;br /&gt;
&lt;br /&gt;
For a DNR to be considered valid, it must contain the words “Do Not Revive” or the acronym “DNR”.&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Soteria_Medical)&amp;diff=4218</id>
		<title>Standard Operating Procedure (Soteria Medical)</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Soteria_Medical)&amp;diff=4218"/>
		<updated>2024-07-03T18:25:35Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Medical SOP rework, courtesy of Vex8tion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Soteria Institute Biological Laboratory, or Biolab, is a medical facility established on the surface outpost of Nadezhda, and is part of the Soteria Institute’s Medical and Biological Division. It is tasked primarily with providing medical care and services to the surface outpost’s inhabitants, including keeping the Marshals and Blackshield healthy and operational. Secondarily, the Biolab may also engage in scientific medical studies, including chemical testing, tissue modification, and psionic research. The Biolab is also expected to work hand-in-hand with the Soteria Institute Research and Development Facility, which is located in a joint facility with the Biolab.&lt;br /&gt;
== Personnel ==&lt;br /&gt;
=== Soteria Lifeline Technician ===&lt;br /&gt;
Lifeline Technicians, also called SLTs, or LTs, have a broad range of tasks which can be boiled down to acting as both in-house muscle and as paramedical staff. A Lifeline Technician’s first and foremost duty is simple: obey the (legal) orders of the Chief Biolab Overseer. When an SLT is not performing that primary duty, they are also tasked with ensuring the safety of Soteria facilities and personnel, as well as retrieving, stabilizing, and moving injured or dead colonists within the walls to the Biolab, or acting as an extra pair of hands for any on-duty doctors, performing triage and first aid.&lt;br /&gt;
&lt;br /&gt;
They are not required to retrieve dead or injured colonists who are outside the gate or who are in Deep Maintenance; those are Blackshield’s areas, and SLTs are expected to defer to Blackshield for such cases.&lt;br /&gt;
&lt;br /&gt;
SLTs are not expected to perform surgery. If an SLT is certified for basic surgeries in their employment records, they may perform those surgeries when no other surgically-trained staff are available or present. SLTs should not be performing surgeries if a doctor is active just because that doctor is busy with a surgery of their own, unless assistance is requested by the doctor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements:&#039;&#039;&#039;&lt;br /&gt;
* Moderate Proficiency in Medical SOP&lt;br /&gt;
* Moderate Proficiency with firearms, combat, and first aid treatment&lt;br /&gt;
* Familiarity with Authorized Use of Force laws&lt;br /&gt;
* Basic Familiarity with the surface outpost&#039;s layout, including maintenance tunnels, and reading coordinates&lt;br /&gt;
* Basic Proficiency with privacy regulations in General SOP&lt;br /&gt;
* Basic Proficiency with chemicals and medicines&lt;br /&gt;
=== Soteria Doctor ===&lt;br /&gt;
The on-staff doctors for the Biolab may have a range of specialties, from nurses to trauma surgeons to your everyday physicians. All employed MD-level doctors are expected to have the same core skillset, however. These are the individuals who are expected to perform surgeries and general medical treatment beyond simple first aid. All doctors are expected to understand surgery, basic chemistry, and how to operate the organ printer in the surgical theater. The method a doctor uses to treat a patient is left to the attending doctor, though patient consent and desires should be taken into account.&lt;br /&gt;
&lt;br /&gt;
Soteria Medical Students are typically individuals who have completed their higher education learning, but who have not yet attained real-world experience in the medical field. They are not held to the same standards as professional doctors, and may not be sanctioned when their lack of knowledge or competence causes minor issues. If their lack of experience causes serious issues, they may still be found criminally liable or sanctioned, and they are expected to obey any senior doctoral staff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements:&#039;&#039;&#039;&lt;br /&gt;
* Moderate Proficiency in Medical SOP&lt;br /&gt;
* Moderate Proficiency with Medical devices and machinery&lt;br /&gt;
* Moderate Proficiency with the uses of chemicals and medicines&lt;br /&gt;
* Moderate Proficiency in surgical techniques OR non-invasive chemical treatments&lt;br /&gt;
* Moderate Proficiency in first aid and triage&lt;br /&gt;
* Moderate Proficiency with privacy regulations in General SOP&lt;br /&gt;
=== Soteria Psychologist ===&lt;br /&gt;
As with doctors, Psychologists come in many flavors; many still specialize in classical psychology and psychiatry, but a growing number of Soteria mental health employees have begun favoring psycho-neurological methodology, after the discovery and the ongoing research into the psionic organ. Many of Soteria’s foremost psionic researchers are also Empaths, as the specialization has come to be known.&lt;br /&gt;
&lt;br /&gt;
Whatever the specialization, psychologists are mental health professionals, not trauma doctors; they are not expected to assist the Biolab’s SLTs or physicians in any direct capacity, though they are not barred from doing so if they possess the requisite knowledge, skills, and abilities. Rather, the psychologist’s primary duty is to see to the mental health and stability of the colony’s inhabitants, as well as assisting any ongoing psychological, psychiatric, or psionic research projects. It is to a psychologist that an unstable colonist will be delivered for mental evaluations, and besides the CBO, the psychologist is the only individual who can sign off on unfitness for work forms, when the cause is psychological.&lt;br /&gt;
&lt;br /&gt;
Job Competency Requirements:&lt;br /&gt;
Moderate Proficiency in Medical SOP&lt;br /&gt;
High Proficiency with privacy regulations in General SOP&lt;br /&gt;
Moderate Proficiency in psychological, psychiatric, or psionic techniques&lt;br /&gt;
== Chief Biolab Overseer ==&lt;br /&gt;
Chief Overseers are the Institute’s primary hands in the field; on the surface colony, the Chief Biolab Overseer is in charge of the affairs of the Biolab, as their title would suggest. Their primary duty is not tending to patients, performing chemistry, or even handling surgeries, though they may need to do these things when their staff are unavailable. The CBO is expected to be competent and capable, first and foremost, in managing their team and representing the Soteria Institute&#039;s interests and providing a public face to the surface outpost&#039;s inhabitants. The CBO holds a seat on the Low Council, though it is a joint seat with the CRO. Overseers are reminded that if they cannot agree on a vote, they lose Soteria&#039;s vote for a given council decision.&lt;br /&gt;
&lt;br /&gt;
While a CBO may have a variety of backgrounds, they are all expected to have significant knowledge of the human body, and to a lesser degree the bodies of other sapients, too, and together with the Psychologist are the only other individual capable of signing off on unfitness to work forms, when the cause is psychological.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements:&#039;&#039;&#039; &lt;br /&gt;
* High Proficiency in Medical SOP&lt;br /&gt;
* High Proficiency with Medical and Chemistry machinery&lt;br /&gt;
* High Proficiency in surgical techniques&lt;br /&gt;
* High Proficiency in first aid and triage&lt;br /&gt;
* Moderate Proficiency with chemicals and medicines&lt;br /&gt;
* High Familiarity with confidentiality laws and regulations&lt;br /&gt;
* Basic Proficiency in psychological, psychiatric, or psionic techniques&lt;br /&gt;
In addition to:&lt;br /&gt;
* Fulfilling all criteria for Command personnel as outlined in the Command SOP, including familiarity requirements there&lt;br /&gt;
* The ability to speak, read, and write fluently in English Common&lt;br /&gt;
=== Workplace Structure ===&lt;br /&gt;
The Chief Biolab overseer is the highest authority in the Biolab. Medical Doctors and the Psychiatrist are considered to be of equal rank, but cannot overrule each other in their respective fields, and are permitted to give orders to SLTs, where such orders do not conflict with a CBO’s orders. SLTs are the lowest rank in the Biolab, but are generally expected to be able to handle their own duties without direct supervision.&lt;br /&gt;
== Procedures ==&lt;br /&gt;
All individuals, regardless of background, inclination, or status, are bound by these procedures whenever they perform the following services under Soteria’s name. This includes cyborgs utilizing Medical modules or machinery.&lt;br /&gt;
=== Medical Oaths ===&lt;br /&gt;
While the Soteria Institute recognizes and respects professionals who take such oaths as the Hippocratic Oath or the Tesselate Oath, employees are reminded that these oaths are not considered legally binding, nor are they a valid exception to following legal orders from superiors or SOP. Overseers are encouraged to exercise discretion when ordering staff to perform antithetical operations, but the decision is ultimately the Overseer’s.&lt;br /&gt;
=== Patient Protection ===&lt;br /&gt;
The following primarily applies to SLTs performing their standard duties, but additionally applies to anyone retrieving patients in the field.&lt;br /&gt;
&lt;br /&gt;
A patient in the field is considered “claimed” when the responding personnel lay hands on the person. Typically, this should be accompanied by a verbal statement as well, but this is not required. Thereafter, if any non-SI personnel attempt to touch or move the patient without the responder’s permission, the responder may take any non-lethal actions necessary to ensure they retain and protect their patient, according to the Authorized Use of Force legal clause. Appropriate use of force is still required, and responders found to use excessive force may face sanctions or criminal charges.&lt;br /&gt;
&lt;br /&gt;
The following applies to patients and SI personnel within the Biolab premises. Once a patient has been brought to the Biolab, they are to be handed off to any on-duty doctors or psychiatrists as needed by their injuries, if available. Otherwise, any existing, capable staff may take over treatment.&lt;br /&gt;
&lt;br /&gt;
While a patient is undergoing treatment within Biolab premises, no non-SI personnel are permitted to interfere, including Marshals or Councilors, and all non-SI personnel should be informed that they must wait in the public lobby. Marshals with a valid warrant, or an order from the Warrant Officer, may remain within the Biolab, but may not interfere with treatment or touch the patient beyond ensuring they are securely restrained unless otherwise specified by the warrant, such as in cases where the patient has been declared DNR after treatment has begun.&lt;br /&gt;
&lt;br /&gt;
Individuals with no valid reason to remain on Biolab premises who refuse to comply with a request to leave may be removed with force.&lt;br /&gt;
=== Payment for Treatment ===&lt;br /&gt;
While the Biolab’s primary purpose isn’t to turn a profit, supplies still have associated costs. The Soteria Institute REQUIRES all personnel in the Medical division to charge for products and treatment according to the chart below, with a handful of exceptions. Personnel from the Marshals and from Blackshield are not to be charged if their injuries are a result of their work protecting the colony (though they may be charged for treatment rendered as a result of, for example, criminal behavior on their part). All colonists who are injured combating a colony-wide threat, such as the Class Seven Biohazard, the Class Eight Biomechanical Infestation, or some external threat, are guaranteed the same free treatment as Blackshield and Marshal colonists.&lt;br /&gt;
&lt;br /&gt;
If a Biolab Overseer is available during a given shift, they may change the following prices as they see fit, or waive them entirely. Moreover, payment for medical treatment may be reasonably delayed for up to two hours based on the availability of doctors or other Biolab staff to handle processing invoices, or if the patient has insufficient funds to pay. This deferred payment may be overruled at any time by a CBO, who may then require payment as immediately as is reasonable. Payment may NOT be deferred in any way for visitors, outsiders, or other non-colonists.&lt;br /&gt;
&lt;br /&gt;
All patients should be informed before treatment that treatment will incur a cost, such as with a public notice in the Biolab lobby, or by individually informing each patient.&lt;br /&gt;
&lt;br /&gt;
Soteria personnel are guaranteed free treatment as part of their employment contract while they are on duty, though frivolous overuse of medical supplies or personnel time may warrant a reprimand.&lt;br /&gt;
&lt;br /&gt;
The following is the price chart for Medical treatment and services, not including elective procedures, which will be covered later. Unless otherwise noted, these charges are to be allocated according to whether or not the indicated service happened at all, not on a per-unit or per-instance format.&lt;br /&gt;
&lt;br /&gt;
* Sleeper Usage: 40 credits&lt;br /&gt;
* Cryopod Usage: 60 credits&lt;br /&gt;
* Blood Transfusion: 25 credits/bag&lt;br /&gt;
* Unbranded Gauze or Ointment: 5 credits/body part&lt;br /&gt;
* Advanced Kits: 10 credits/body part&lt;br /&gt;
* Soteria Branded Gauze or Ointment: 25 credits/body part&lt;br /&gt;
* Chemicals and Medication: 20-60 credits per chemical per bottle (according to medicinal complexity)&lt;br /&gt;
* Defibrillation: 75 credits&lt;br /&gt;
&lt;br /&gt;
Surgery should be charged at a rate of 80 credits per body part operated on, such as arms, legs, head, chest, and so on. This cost includes any necessary organs printed for replacement.&lt;br /&gt;
&lt;br /&gt;
Revival procedures, that is, any usage of Medical supplies performed in the process of resuscitating a dead person, should be charged either a flat 350 credits, or the cost of all procedures performed in the course of resuscitation, whichever is &#039;&#039;&#039;cheaper&#039;&#039;&#039;. This includes any and all surgeries, organ replacements, superficial repair (ATK/ABK/gauze/ointment), cryopod usage, sleeper usage, or any other potential procedures needed for revival.&lt;br /&gt;
&lt;br /&gt;
Emergency procedures, which are procedures performed in an attempt to save a patient in critical condition, but who has not yet died, are charged only for sleeper usage, cryopod usage, surgery, and blood transfusions.&lt;br /&gt;
&lt;br /&gt;
Payment for Medical treatment may be rendered either as credits, or as other tangible or intangible bargains -- assistance, supplies, and so on. Non-monetary payment should be duly recorded in the notes section of any invoices which are written. Monetary payments may be deferred, but cannot be waived except by a CBO, in accordance with the guidelines described at the beginning of the section.&lt;br /&gt;
=== Treatment Procedures ===&lt;br /&gt;
&lt;br /&gt;
The following procedure is &#039;&#039;&#039;REQUIRED&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To ensure appropriate documentation and record-keeping for payment and other purposes, all patients who are admitted for treatment are to receive a prior and post-treatment body scan, which must be printed and placed securely in a folder or file cabinet after the treatment is completed. Any additional scans taken during a patient’s treatment should be securely stored with the prior and post scans as well.&lt;br /&gt;
&lt;br /&gt;
Body scans should NOT be left out on tables after a patient has been treated and discharged.&lt;br /&gt;
=== Nonpayment and Debtors ===&lt;br /&gt;
&lt;br /&gt;
Individuals who refuse or are incapable of paying medical fees once they are due are to be blacklisted from Biolab treatment and reported to the Marshals so the debt can be reclaimed. Revival procedures should still be performed, even on blacklisted personnel -- they cannot pay their debts if they are dead, after all.&lt;br /&gt;
&lt;br /&gt;
Marshals and Blackshield cannot be blacklisted from treatment, but they should still be reported to the Marshals for the appropriate legal repercussions.&lt;br /&gt;
=== Elective Procedures and Other Sales ===&lt;br /&gt;
Elective procedures are defined as any procedure which aims to improve a patient’s quality of life, or which is requested by a patient and does not directly relate to an injury. In other words, these are procedures which are not necessary for restoring a person to a full, healthy status, such as providing biological augmentation.&lt;br /&gt;
&lt;br /&gt;
Elective procedures, such as organ modifications, are to be charged according to the following chart. These charges may not be deferred by standard Medical staff as in the case of lifesaving or otherwise health-oriented medical treatment, as these procedures are undergone voluntarily upon the patient’s request. Payment must be decided upon and rendered up-front, and the patient should be informed of the side-effects of the procedure in full before payment is rendered or the procedure is performed. As is the case with the treatment price chart, this chart may be edited or ignored by a CBO as they wish.&lt;br /&gt;
&lt;br /&gt;
* Modification of existing tissues or organs: 75 credits/body part&lt;br /&gt;
* Printing of new tissues, including modification of the printed tissues: 150 credits/organ&lt;br /&gt;
&lt;br /&gt;
Any other elective procedures undergone which are not included in the above cases may be priced by the Soteria Medical staff member who performs the procedure, unless a Biolab Overseer is present, in which case they should set the price. Bargains and nonfinancial payment are acceptable for elective procedures, according to the guidelines set forth in the Payment for Treatment section, with the addition of “voluntary experimentation” being an acceptable method of payment for elective procedures only. Any voluntary sapient experimentation must be accompanied by the appropriate paperwork as indicated in the Soteria Research SOP’s Waiver Clause. If a CBO is present, they may offer and dispense payment to individuals who voluntarily submit to experimentation.&lt;br /&gt;
&lt;br /&gt;
Any injuries or complications which arise as a result of elective procedures are to be treated immediately without cost to the patient. The Biolab staff who botched the procedure should be charged the full amount for any incurred costs.&lt;br /&gt;
=== Selling Chemicals, Stimulants, and Other Supplies ===&lt;br /&gt;
Legal medicines, chemicals, and stimulants may be manufactured by Chemistry for sale to the general populace. Chemical sales should be priced at between 1 and 30 credits per unit of chemical, according to the difficulty of production and demand of the chemical; the scale of this difficulty is left to the staff member’s discretion to determine. An exception is made to this pricing scheme for chemicals when they can be exported for a greater amount than otherwise allowed.&lt;br /&gt;
&lt;br /&gt;
Similarly, the sale of other medical supplies -- such as treatment kits -- may be performed at Medical staff’s discretion. Pricing should defer to the Biolab Overseer if one is available, but may otherwise be set by the Medical staff member who sets up the sale or vendor. Medical staff are forbidden from setting out “charitable” or free supplies, unless given express permission by the resident CBO. Marshals and Blackshield may receive a small amount of free supplies per colonist, at Biolab staff&#039;s discretion.&lt;br /&gt;
=== Consent to Treatment / Right to Refuse Treatment ===&lt;br /&gt;
For any given procedure, including potentially lifesaving procedures, patients must be given the opportunity to provide consent to treatment or refuse treatment. All adult colonists are presumed to be sound of mind and capable of granting or withdrawing consent at will by default.&lt;br /&gt;
&lt;br /&gt;
If an individual is determined to have a limited capacity for decision-making, this right may be overruled by Medical staff. If this right is overruled, any treatment performed should be considered emergency treatment by Medical staff. Note that overruling this right does not permit Medical staff to force a patient to come into the Biolab if they are actively resisting Medical personnel; in such cases, what treatment is possible may be rendered on the scene. Such cases may warrant an intervention by the Marshals if the patient is a danger to others or themselves.&lt;br /&gt;
&lt;br /&gt;
This overruling is possible in the following situations:&lt;br /&gt;
&lt;br /&gt;
* The patient is unconscious and clearly injured, poisoned, or otherwise unhealthy.&lt;br /&gt;
* The patient is in critical condition according to professional Medical knowledge and scanning devices and is unable to provide consent.&lt;br /&gt;
* The patient is clearly mentally unsound and is unable to understand either the condition to be treated or the nature of the treatment, such as patients who have been dosed with hallucinogens. Note: If this mental instability does not have a clear physiological cause, i.e. drugs, alcohol, severe infection, etc., the patient must be assessed by a psychiatrist or Biolab Overseer if one is available. A fax should be sent requesting one if neither is present.&lt;br /&gt;
&lt;br /&gt;
In all of the above cases, a judgment call may be made by Medical personnel on the spot to determine whether an individual is capable of providing consent for treatment or not.&lt;br /&gt;
&lt;br /&gt;
Patients who were unconscious upon being admitted for treatment, but who regain consciousness during treatment, are presumed to consent to continued treatment unless otherwise stated.&lt;br /&gt;
&lt;br /&gt;
In any such case wherein this right to refuse treatment is overruled, all treatment performed is to be considered as emergency treatment according to the Payment for Treatment section; only if the patient withdraws consent, then changes their mind later should they be charged for further treatment normally.&lt;br /&gt;
=== Unfitness for Work ===&lt;br /&gt;
In some cases, colonists may suffer from mental or physical conditions which may be physiological or psychological in nature that prevent them from performing their work, or make performing their work a hazard. In such cases, a Chief Biolab Overseer may formally declare them unfit for work. A Doctor or Psychiatrist, depending on the nature of the condition, may initiate this process without a CBO present, but must fax for a CBO in order to complete the process.&lt;br /&gt;
&lt;br /&gt;
Once the declaration is made, the CBO must write a formal letter indicating the declaration and present it to the Low Council, detailing the nature and reasoning behind the declaration. The Council shall then vote on whether this declaration is valid, as outlined under the Command SOP’s Voting Procedures section. If an individual is found to be unfit for work, they must accept either a suspension as if they had been demoted by the Council, or receive treatment for their condition as soon as possible.&lt;br /&gt;
&lt;br /&gt;
What defines “unfit” may vary from condition to condition. However, conditions which simply lessen a colonist’s capacities are not grounds for a declaration of unfitness for work. Conditions which totally inhibit their ability to perform their job, or which inhibit them from performing their duties in a timely and reasonable manner, may qualify. The nature of the colonist’s job should be taken into account: a Scientist who is wheelchair-bound cannot be assessed as unfit for work simply because they take longer to navigate the labs, but a Marshal Officer who cannot chase criminals cannot perform their duty.&lt;br /&gt;
=== Hygiene and Disease Control ===&lt;br /&gt;
These policies remain in place as precautionary measures and against infections, and in the rare cases of pathological disease. Medical staff are required to wear sterile, non-allergenic clothing while they are treating patients. In this respect, the equipment provided in Medical personnel’s lockers is considered sterile, though SLTs and Doctors are encouraged to keep gloves, boots, and jumpsuits or scrubs washed and clean where available.&lt;br /&gt;
&lt;br /&gt;
The Biolab should be kept as clean and neat as is reasonably possible; debris, shattered glass, blood, vomit, and other messes should be cleaned as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Smoking is strictly &#039;&#039;&#039;disallowed&#039;&#039;&#039; within the Biolab, with the exception of the public lobby and the break room, due to the health and flammability risks. Soteria personnel are &#039;&#039;&#039;required&#039;&#039;&#039; to extinguish their own cigarettes before treating patients, and &#039;&#039;&#039;must&#039;&#039;&#039; request that patients extinguish theirs before entering the Biolab. &lt;br /&gt;
&lt;br /&gt;
Quarantine procedures exist in the case of a disease outbreak. In such a case, all Biolab personnel are required to wear medical-grade masks, sterile gloves, and to regularly sanitize their hands. Any Biolab personnel actively treating patients are required to wear biohazard suits, and the CBO is encouraged to analyze disease vectors to ensure personnel equipment is capable of counteracting any infectious agents.&lt;br /&gt;
&lt;br /&gt;
Additionally, all infected personnel are to be quarantined within the Biolab for their safety and the safety of the colony. Anyone attempting to breach quarantine, in or out, without permission from the CBO or the Low Council, may be removed from the Biolab, by force if needed. Quarantine procedures are to remain in effect until a vaccine or cure can be produced to counteract the disease.&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
For the purposes of Medical SOP, “death” refers to the indefinite cessation of nervous activity and vital biological processes. If a patient is recognized as ‘dead’ by medical scanning equipment, they are medically dead. This state is not necessarily permanent. Patients can often be recovered if their body is intact, provided with the correct treatments, and then defibrillated according to Soteria Medical training materials.&lt;br /&gt;
&lt;br /&gt;
If a defibrillator displays a ‘mental interface error’, the device is unable to restore brain function. If three interface errors are experienced in a row, the cadaver is to be placed in the Morgue for secure storage until they can be transported to the lower colonies for a more intensive revival process.&lt;br /&gt;
&lt;br /&gt;
Any cadavers that are recovered are to be transported via body bags to avoid the potential trauma caused by such a sight on other colonists. Staff are not exempt from this simply because they did not have body bags on their person at the time.&lt;br /&gt;
&lt;br /&gt;
In the event of the total death (wherein an individual cannot be revived, such as by total bodily destruction) of a colonist, the relevant Head of Staff must be informed. Postmortem instructions are to be followed, and the death should not be revealed to other colonists unless consent is given in the deceased’s medical records, or a funeral is requested. A fax is to be sent to the High Council with an autopsy report attached regarding the deceased.&lt;br /&gt;
&lt;br /&gt;
Post-Mortem instructions are to be obeyed whenever possible and reasonable. Unreasonable or unfeasible Post-Mortem instructions need not be obeyed.&lt;br /&gt;
=== DNR and Suicide ===&lt;br /&gt;
&lt;br /&gt;
A “do not revive” or DNR order may be placed in a colonist’s records only under very specific circumstances, and dictates that they should not be revived after death, making any death their final death. Should a DNR be found, the patient is not to be revived. Revival despite a DNR may result in a Negligence charge. In some cases, a DNR may be accompanied by conditions, such as stating that the patient should only remain dead if their death is the result of a specific medical condition. A DNR may be placed under the following circumstances:&lt;br /&gt;
&lt;br /&gt;
A patient who would typically be fit to refuse treatment confirms their desire not to be revived. This requires assessment by a Psychiatrist or CBO.&lt;br /&gt;
A patient has been sentenced to legal execution via proper procedures.&lt;br /&gt;
A patient is an infiltrator, outsider, or known enemy of the colony, and Security staff have declared that they are not to be revived.&lt;br /&gt;
&lt;br /&gt;
The DNR should be added to the patient’s medical records by Biolab staff, and is applicable only for the shift wherein it was applied. A voluntary DNR may be permanently applied to a patient record only after faxing a DNR ratification to Soteria’s offices in the lower colony. This must be signed off on by a CBO. Thereafter, this permanent DNR may be added to post-mortem instructions with the date of the application and the CBO’s name who signed off. If a DNR assessment occurs in the lower colony, a ratification fax is not necessary, but the date of application and a name remain necessary.&lt;br /&gt;
&lt;br /&gt;
For a DNR to be considered valid, it must contain the words “Do Not Revive” or the acronym “DNR”.&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=4216</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=4216"/>
		<updated>2024-06-25T22:19:45Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Updates trespassing exception to require either a valid warrant for security or a vote for Councilors&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;
===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>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=4210</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=4210"/>
		<updated>2024-06-12T19:47:31Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Updates the wording a bit more to make it clear it can happen against corporate entities too&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;
===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 and council members conducting colony related investigations may not be asked or made to leave if they have access to that area normally.&#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>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=4209</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=4209"/>
		<updated>2024-06-12T19:45:06Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Updates 301 to be a colonist only offense&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;
===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 and council members conducting colony related investigations may not be asked or made to leave if they have access to that area normally.&#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 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>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Command)&amp;diff=4208</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=4208"/>
		<updated>2024-06-07T23:05:30Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Formatting fix&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 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 a basic level of 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.&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;
===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;
&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>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Guild)&amp;diff=4207</id>
		<title>Standard Operating Procedure (Guild)</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Guild)&amp;diff=4207"/>
		<updated>2024-06-07T20:48:43Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Minor updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Artificer’s Guild surface enclave has been established primarily for the purpose of power generation, general maintenance and repairs to Nadezhda’s surface outpost, and maintaining critical infrastructure like the shield generator or telecommunications. Secondarily, the enclave is also capable of producing Artificer goods for the surface outpost, as well as performing construction projects or expansions at the behest of other factions or the Low Council.&lt;br /&gt;
&lt;br /&gt;
==Personnel==&lt;br /&gt;
&lt;br /&gt;
=== Guild Adept ===&lt;br /&gt;
&lt;br /&gt;
Guild Adepts are the primary workers of the Artificer&#039;s Guild. They come in a variety of specializations, such as mechanical engineers or electricians, yet all full Adepts are expected to have the same core set of skills crucial to the Guild&#039;s operation.&lt;br /&gt;
&lt;br /&gt;
Trainees, while performing the general duties of Guild Adepts, are not entirely held to the same proficiency expectations and may not be sanctioned for situations where their lack of competence causes minor issues. They are, however, expected to obey orders from anyone senior to them, and if their incompetence causes serious issues may still be sanctioned or found criminally liable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements:&#039;&#039;&#039;&lt;br /&gt;
* Moderate Proficiency in Guild SOP&lt;br /&gt;
* Moderate Proficiency in tool use and purposes&lt;br /&gt;
* Basic Proficiency in standard power generation machinery&lt;br /&gt;
* Basic Proficiency in construction-related tasks&lt;br /&gt;
* Basic Proficiency in damage control and related machinery&lt;br /&gt;
* Basic Proficiency in colony infrastructure, such as substations&lt;br /&gt;
* Basic Proficiency in crafting items by hand&lt;br /&gt;
&lt;br /&gt;
=== Guild Master ===&lt;br /&gt;
&lt;br /&gt;
Guild Masters are the highly trained, often more experienced members of the Guild. They hold a senior rank, and generally fulfill the Guild&#039;s day-to-day leadership and bureaucratic needs. Most Guild Masters find themselves either leading teams of Adepts or overseeing critical operations, and are generally the highest-skilled Guildspeople who are still expected to regularly get their own hands dirty from time to time. A Guild Master&#039;s role in the surface enclave is as a leader and a member of the Low Council, ensuring the Guild is included and heard in decision-making. They are also responsible for the secure infrastructure on the surface, such as telecommunications.&lt;br /&gt;
&lt;br /&gt;
Job Competency Requirements:&lt;br /&gt;
* High Proficiency in Guild SOP&lt;br /&gt;
* High Proficiency in tool use and purposes&lt;br /&gt;
* Moderate Proficiency in standard power generation machinery&lt;br /&gt;
* Moderate Proficiency in construction-related tasks&lt;br /&gt;
* Moderate Proficiency in damage control and related machinery&lt;br /&gt;
* Moderate Proficiency in colony infrastructure, such as substations&lt;br /&gt;
* Moderate Proficiency in crafting items by hand&lt;br /&gt;
* Fulfilling all criteria for Command personnel as outlined in the Command SOP, including familiarity requirements there&lt;br /&gt;
&lt;br /&gt;
== General Procedures ==&lt;br /&gt;
&lt;br /&gt;
=== Power Generation ===&lt;br /&gt;
&lt;br /&gt;
One of the Artificer Guild’s two core duties is generating power for the colony. On the surface outpost, this often takes the form of setting up the mountaintop solar array, erecting an antimatter engine, utilizing hydroelectric turbines, or the array of combustion engines. Once power generation has been established and any SMES unit upgrades are completed, Adepts should utilize the RCON software system available in the control room to optimize power flow to certain departments as needed.&lt;br /&gt;
&lt;br /&gt;
The Artificer’s Guild is required to provide at least the minimum power needed to run essential colony infrastructure; atmospherics piping and machinery, disposals systems, and lighting. Power above and beyond this baseline is provided at the goodwill of the Artificer’s Guild. Individual Adepts do not have authority to make such decisions on behalf of the entire Guild, and may face sanctions if they take it upon themselves to cut or restrict power to an area if they do not follow the guidelines for such actions, described later in this document.&lt;br /&gt;
&lt;br /&gt;
The average power needed by each department is listed below. (These numbers are subject to change or updates as the surface outpost expands or changes.)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Marshals || 60kW&lt;br /&gt;
|-&lt;br /&gt;
| Soteria Medical || 200kW&lt;br /&gt;
|-&lt;br /&gt;
| Soteria Science || 100kW&lt;br /&gt;
|-&lt;br /&gt;
| Soteria Outpost || 250kW&lt;br /&gt;
|-&lt;br /&gt;
| Fenceline || 20kW&lt;br /&gt;
|-&lt;br /&gt;
| Cargo || 50kW&lt;br /&gt;
|-&lt;br /&gt;
| Church || 50kW&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hallways and other common areas should not require more than 50kW of power&lt;br /&gt;
&lt;br /&gt;
Adepts who are unsure of a given area’s power needs should monitor the area for deficits. Brownouts and blackouts should be fixed as soon as possible, provided other repairs are not pending.&lt;br /&gt;
&lt;br /&gt;
The Artificer’s Guild reserves the right to restrict or deny power flow to private areas, though there are only a handful of reasons that this should be done. Misuse of this ability may warrant investigation, sanctions, or criminal charges.&lt;br /&gt;
&lt;br /&gt;
The following reasons are valid reasons to deny power to a private area (that is, a department) on their own:&lt;br /&gt;
* A written permission given by the High Council or by a Guild Supervisor via fax&lt;br /&gt;
* A written permission given by the Low Council after a lawful vote&lt;br /&gt;
* A written permission given by the Marshals for criminal activity&lt;br /&gt;
* The affected party fails to pay for repairs or construction work done by the Guild; power should not be cut to Medical, Blackshield, or the Marshals for this reason&lt;br /&gt;
* A Guild Master deems a power restriction to be necessary&lt;br /&gt;
&lt;br /&gt;
With the exception of a Marshal warrant, or explicit orders from the High Council, the Artificer’s Guild must inform the affected party of the decrease or denial in available power. The Artificer’s Guild must abide by any Low Council votes to force power to be restored.&lt;br /&gt;
&lt;br /&gt;
If a Guild Master decides to cut power to an area on their own initiative, they must have significant reason to do so. The provision of power may not be used as a bargaining chip, and must only be cut as a result of serious issues, such as actionable threats against the colony or the Artificer’s Guild. Guild Masters are to remember that they are not vigilantes; cutting power without due cause, or to punish a crime when Marshals are available, may result in sanctions and criminal charges.&lt;br /&gt;
&lt;br /&gt;
=== Repairs and Maintenance ===&lt;br /&gt;
&lt;br /&gt;
The second core duty of the Artificer’s Guild is the repair and maintenance of the structure and infrastructure of the colony. In the event of damage to colony structures or systems, the Artificer’s Guild is responsible for repairs. Broadly speaking, there are three kinds of repairs that may be performed by the Guild: essential repairs, functional repairs, and restorative repairs. The details of each, how the Guild is responsible for each, and other notes are explained below. Note: all repairs which are not required for the immediate safety of the colony may be suspended if the suspected cause is sabotage. In this case, the Marshals must be informed or faxed for, and the area cordoned off if possible. If the sabotaged area is part of the Critical Infrastructure list, and no Marshals or Blackshield are present in the surface outpost to gather evidence, Guild personnel may commence repairs after faxing for the Marshals. If possible, Guild members should attempt to collect evidence and store it securely prior to repairs. This includes photographs of the scene. If evidence bags can be sourced, they should be used.&lt;br /&gt;
&lt;br /&gt;
The Guild is responsible for performing essential repairs to any damaged area. Functional and restorative repairs may be performed at the request of the affected department, or the Premier or Steward if the damaged area was public.&lt;br /&gt;
&lt;br /&gt;
==== Critical Infrastructure ====&lt;br /&gt;
Critical Infrastructure includes the following areas: the Bridge, Atmospherics, Telecommunications, the Shield Generator, the Gate, Soteria’s Medical treatment center, all substations, and the standard power generators the Guild is equipped with at the beginning of a shift (mountaintop solars, hydroelectric turbines, and the backup combustion generators). All critical infrastructure areas should undergo functional repairs at a minimum, and repair of these areas should not be delayed if payment cannot be decided upon ahead of time, nor should power be cut to these areas due to lack of payment.&lt;br /&gt;
&lt;br /&gt;
The Shield Generator, Telecommunications, and Atmospherics are the primary areas of Critical Infrastructure that the Guild is expected to regularly interact with. The Shield Generator is a joint duty; Blackshield determines when it is necessary and how it should be used, while Adepts are responsible for maintaining the device, charging it, and adjusting settings or performing other upgrades. Telecommunications is the Guild Master’s responsibility to maintain; Adepts should not tamper with the equipment unless it is imperative that the system be restored and a Guild Master is not on their way. Otherwise, the Adept should fax for a Guild Master to initiate repairs. Atmospherics is a backup system, utilized in the rare event of atmospheric problems or phenomena, such as fires, coolant leaks, or gas leaks. As such, the system should be maintained, in order to minimize the risk and damage of such incidents. Expansions may be made at an Adept’s discretion, such as for a thermoelectric generator’s required gas loops.&lt;br /&gt;
==== Levels of Repair ====&lt;br /&gt;
Essential repairs constitute repairing underplatings, placing barebones floor plating to prevent tripping hazards, repairing wall segments, doors (including access), lighting, power lines, APCs, atmospherics systems, disposals systems, vents, air alarms, fire alarms, and any critical infrastructure that was destroyed, such as telecommunications equipment or SMES units. Essential repairs should be performed as soon as the damaged area is safe for work by appropriately-equipped Guild Adepts, and has the aim of making the area safe to walk around in, but not necessarily restore functionality. The Guild exacts no labor charge for essential repairs, but the materials required should be purchased by the affected department, or by the Premier if the affected area is public. If materials cannot be purchased, the Guild may seek reimbursement for the material cost after essential repairs are completed.&lt;br /&gt;
&lt;br /&gt;
Functional repairs have the aim of restoring the function of a given area, such as by replacing faction-specific machinery or devices, where possible. This includes, but is not limited to, computer terminals, industrial chemistry devices, trading beacons, and so on. If the Guild is incapable of producing a given device themselves, the Adept in charge of repairs should make reasonable effort to procure any missing devices. The cost for labor, installation, and any applicable devices should be established by the Adept/s handling the repairs prior to commencement. Payment may be delayed until repairs are finished, if necessary, but should not be delayed without reason, and cannot be delayed past the end of repairs without the approval of a Guild Master. If payment cannot be agreed upon between the affected party and the Guild, the Guild is not required to perform the repairs. Note that this does not include Critical Infrastructure such as the Medical treatment center or the Bridge, which must be repaired by the Guild, regardless of the availability of payment, to a functional level.&lt;br /&gt;
&lt;br /&gt;
Restorative repairs are aimed at decoration, comfort, and livability. This includes furniture, chairs, tables, non-structural windows, painting, (decorative) floor tiling, and so on. The Guild should acquire payment for labor, installation, and material costs before commencing restorative repairs. Restorative repairs should not be performed if payment cannot be made before they are commenced, except when approved by a Guild Master.&lt;br /&gt;
==== Payment for Repairs ====&lt;br /&gt;
All payments for Guild repairs should be paid into the Artificer’s Guild account. In the event the account cannot be accessed for deposits, payment should be securely retained by the Adept who took it until it can be properly deposited by a Guild Master. The Adept who accepted the payment is responsible for any lost money, and Guild Adepts should remember that they are not entitled to direct payment by other factions for repairs they have rendered. For all faction repairs, the faction responsible for a given area (such as Lonestar for the Bar, Soteria for Science, and so on) should be contacted for payment. For public areas, a Premier or Steward should be contacted for payment. In the event that nobody from a given responsible faction is available and essential repairs are required on an area, Adepts (or a Master, if one is present) are encouraged to record the total cost of the essential repairs performed, and retain the records until the appropriate faction member is available to render payment.&lt;br /&gt;
==== Condemnation ====&lt;br /&gt;
In the event that the Guild deems an area impossible to repair, even with access to appropriate materials, they may condemn an area. This can only be done by a Guild Master or a vote of the Low Council if no Guild Master is present, though an Adept may cordon off an unsafe area until a Master can be faxed for or the Council can reach their decision. When an area is condemned, it should be cordoned with engineering tape to indicate that it is unsafe, and an announcement should be made by the Guild Master regarding the nature of the condemnation. Note: An area cannot be condemned if essential repairs can be successfully completed, provided enough time and material.&lt;br /&gt;
&lt;br /&gt;
A record of the condemnation and the extent of the damage should be faxed to Guild headquarters. Assessors and specialists will be dispatched between shifts to restore the area, if possible. The Guild should make every possible effort to remove valuable objects or technologies from the condemned area and return them to their rightful owners. Condemnation does not revoke any access or legal right to enter a given area, but it does waive the Guild of any legal responsibility for injuries sustained as a result of being within the unsafe location.&lt;br /&gt;
&lt;br /&gt;
=== Construction ===&lt;br /&gt;
&lt;br /&gt;
Though it is rarely needed, the Guild may be contracted for renovations to undamaged areas, or for the construction of new areas. In such cases, the cost of any required work, materials, time, and so on should be established and payment decided upon prior to starting the work. Payment should not be delayed for such purposes, but may be at a Guild Master’s discretion. Construction projects should not take priority over repair or maintenance duties, and should be interrupted if it is safe to do so if more pressing problems arise.&lt;br /&gt;
&lt;br /&gt;
=== Artisanry ===&lt;br /&gt;
&lt;br /&gt;
The Artificer’s Guild is capable of hand-crafting some of the finest devices in the galaxy. It is every Adept’s right to perform this craft as they see fit, and to receive payment as they believe is necessary. This is an optional portion of the Guild’s operating procedures, but is also the primary source of revenue; Adepts are encouraged to fulfill desk orders when they have nothing else to do.&lt;br /&gt;
&lt;br /&gt;
Desk orders generally consist of items which are printed, or which are crafted by hand by an Adept. Handcrafted, printed, or salvaged items may be sold so long as Colony Law is respected. Black Boxes and the Perfection Cube should never be sold or lent outside of the Guild; doing so may net you sanctions and criminal charges. The spare equipment stocked by the Guild, such as voidsuits, hardsuits, portable damage control machinery, and the spare boards in storage, should not be sold, as they are there to let you do your job. Duplicates of these items which are made in the course of a shift may be sold.&lt;br /&gt;
&lt;br /&gt;
Each Adept is empowered to charge the prices they see fit for their craftsmanship, and they are entitled to keep the full amount for any sales of this kind that they complete. If Guild funds are required for a sale, such as to purchase materials, the Adept should charge at least as much as the material cost, and that cost should be returned to the Guild account; any excess may be retained by the Adept. If multiple Adepts are working on an order, they should agree on profit sharing between themselves.&lt;br /&gt;
&lt;br /&gt;
Guild Masters should not interfere with their Adept’s pricing as a general rule. However, as the Guild member empowered to oversee surface operations, Guild Masters may lower or waive costs for an Adept’s work before the sale is completed, and should do so only in good faith. If a refund becomes necessary, the Guild account should eat the cost and the Adept who made the sale may face sanctions. If a Guild Master is found to be needlessly waiving prices for their Adepts simply because they wish to, or worse, because of personal reasons, they may face sanctions or criminal charges.&lt;br /&gt;
&lt;br /&gt;
Since there is no unified pricing scheme for hand-crafted or printed goods, the Guild encourages its Guild Masters to generally defer to the adept making the item regarding costs; only in notably excessive cases should corrective action be taken.&lt;br /&gt;
&lt;br /&gt;
For Adepts seeking a rule of thumb for pricing: anywhere between two to ten times the material cost of an item is suggested, based on the difficulty of the craft. Payment may be rendered with any agreed-upon items, currencies, or services whose value are deemed to be equal to the product by the Guild member performing the order.&lt;br /&gt;
&lt;br /&gt;
An Adept who chooses not to charge for their crafts should aim to recuperate the lost materials via salvage work. Additionally, the materials gathered by Guild workers via salvage are for use by their fellows, as well; care should be taken not to “hog” resources, such as by making a large number of handcrafted items for sale without making any good-faith attempts to recuperate materials. Masters are well within their rights to sanction Adepts for this behavior, and may face sanctions themselves if they have the poor judgment to prioritize their own funds over the health of the Guild.&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Guild)&amp;diff=4206</id>
		<title>Standard Operating Procedure (Guild)</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Guild)&amp;diff=4206"/>
		<updated>2024-06-07T20:43:29Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: New Guild SOP written by Vex8tion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Artificer’s Guild surface enclave has been established primarily for the purpose of power generation, general maintenance and repairs to Nadezhda’s surface outpost, and maintaining critical infrastructure like the shield generator or telecommunications. Secondarily, the enclave is also capable of producing Artificer goods for the surface outpost, as well as performing construction projects or expansions at the behest of other factions or the Low Council.&lt;br /&gt;
&lt;br /&gt;
==Personnel==&lt;br /&gt;
&lt;br /&gt;
=== Guild Adept ===&lt;br /&gt;
&lt;br /&gt;
Guild Adepts are the primary workers of the Artificer&#039;s Guild. They come in a variety of specializations, such as mechanical engineers or electricians, yet all full Adepts are expected to have the same core set of skills crucial to the Guild&#039;s operation.&lt;br /&gt;
&lt;br /&gt;
Trainees, while performing the general duties of Guild Adepts, are not entirely held to the same proficiency expectations and may not be sanctioned for situations where their lack of competence causes minor issues. They are, however, expected to obey orders from anyone senior to them, and if their incompetence causes serious issues may still be sanctioned or found criminally liable.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements:&#039;&#039;&#039;&lt;br /&gt;
Moderate Proficiency in Guild SOP&lt;br /&gt;
Moderate Proficiency in tool use and purposes&lt;br /&gt;
Basic Proficiency in standard power generation machinery&lt;br /&gt;
Basic Proficiency in construction-related tasks&lt;br /&gt;
Basic Proficiency in damage control and related machinery&lt;br /&gt;
Basic Proficiency in colony infrastructure, such as substations&lt;br /&gt;
Basic Proficiency in crafting items by hand&lt;br /&gt;
&lt;br /&gt;
=== Guild Master ===&lt;br /&gt;
&lt;br /&gt;
Guild Masters are the highly trained, often more experienced members of the Guild. They hold a senior rank, and generally fulfill the Guild&#039;s day-to-day leadership and bureaucratic needs. Most Guild Masters find themselves either leading teams of Adepts or overseeing critical operations, and are generally the highest-skilled Guildspeople who are still expected to regularly get their own hands dirty from time to time. A Guild Master&#039;s role in the surface enclave is as a leader and a member of the Low Council, ensuring the Guild is included and heard in decision-making. They are also responsible for the secure infrastructure on the surface, such as telecommunications.&lt;br /&gt;
&lt;br /&gt;
Job Competency Requirements:&lt;br /&gt;
High Proficiency in Guild SOP&lt;br /&gt;
High Proficiency in tool use and purposes&lt;br /&gt;
Moderate Proficiency in standard power generation machinery&lt;br /&gt;
Moderate Proficiency in construction-related tasks&lt;br /&gt;
Moderate Proficiency in damage control and related machinery&lt;br /&gt;
Moderate Proficiency in colony infrastructure, such as substations&lt;br /&gt;
Moderate Proficiency in crafting items by hand&lt;br /&gt;
In addition to:&lt;br /&gt;
Fulfilling all criteria for Command personnel as outlined in the Command SOP, including familiarity requirements there&lt;br /&gt;
The ability to speak, read, and write fluently in English Common&lt;br /&gt;
&lt;br /&gt;
== General Procedures ==&lt;br /&gt;
&lt;br /&gt;
=== Power Generation ===&lt;br /&gt;
&lt;br /&gt;
One of the Artificer Guild’s two core duties is generating power for the colony. On the surface outpost, this often takes the form of setting up the mountaintop solar array, erecting an antimatter engine, utilizing hydroelectric turbines, or the array of combustion engines. Once power generation has been established and any SMES unit upgrades are completed, Adepts should utilize the RCON software system available in the control room to optimize power flow to certain departments as needed.&lt;br /&gt;
&lt;br /&gt;
The Artificer’s Guild is required to provide at least the minimum power needed to run essential colony infrastructure; atmospherics piping and machinery, disposals systems, and lighting. Power above and beyond this baseline is provided at the goodwill of the Artificer’s Guild. Individual Adepts do not have authority to make such decisions on behalf of the entire Guild, and may face sanctions if they take it upon themselves to cut or restrict power to an area if they do not follow the guidelines for such actions, described later in this document.&lt;br /&gt;
&lt;br /&gt;
The average power needed by each department is listed below. (These numbers are subject to change or updates as the surface outpost expands or changes.)&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Marshals || 60kW&lt;br /&gt;
|-&lt;br /&gt;
| Soteria Medical || 200kW&lt;br /&gt;
|-&lt;br /&gt;
| Soteria Science || 100kW&lt;br /&gt;
|-&lt;br /&gt;
| Soteria Outpost || 200kW&lt;br /&gt;
|-&lt;br /&gt;
| Fenceline || 20kW&lt;br /&gt;
|-&lt;br /&gt;
| Cargo || 50kW&lt;br /&gt;
|-&lt;br /&gt;
| Church || 50kW&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Hallways and other common areas should not require more than 50kW of power&lt;br /&gt;
&lt;br /&gt;
Adepts who are unsure of a given area’s power needs should monitor the area for deficits. Brownouts and blackouts should be fixed as soon as possible, provided other repairs are not pending.&lt;br /&gt;
&lt;br /&gt;
The Artificer’s Guild reserves the right to restrict or deny power flow to private areas, though there are only a handful of reasons that this should be done. Misuse of this ability may warrant investigation, sanctions, or criminal charges.&lt;br /&gt;
&lt;br /&gt;
The following reasons are valid reasons to deny power to a private area (that is, a department) on their own:&lt;br /&gt;
* A written permission given by the High Council or by a Guild Supervisor via fax&lt;br /&gt;
* A written permission given by the Low Council after a lawful vote&lt;br /&gt;
* A written permission given by the Marshals for criminal activity&lt;br /&gt;
* The affected party fails to pay for repairs or construction work done by the Guild; power should not be cut to Medical, Blackshield, or the Marshals for this reason&lt;br /&gt;
* A Guild Master deems a power restriction to be necessary&lt;br /&gt;
&lt;br /&gt;
With the exception of a Marshal warrant, or explicit orders from the High Council, the Artificer’s Guild must inform the affected party of the decrease or denial in available power. The Artificer’s Guild must abide by any Low Council votes to force power to be restored.&lt;br /&gt;
&lt;br /&gt;
If a Guild Master decides to cut power to an area on their own initiative, they must have significant reason to do so. The provision of power may not be used as a bargaining chip, and must only be cut as a result of serious issues, such as actionable threats against the colony or the Artificer’s Guild. Guild Masters are to remember that they are not vigilantes; cutting power without due cause, or to punish a crime when Marshals are available, may result in sanctions and criminal charges.&lt;br /&gt;
&lt;br /&gt;
=== Repairs and Maintenance ===&lt;br /&gt;
&lt;br /&gt;
The second core duty of the Artificer’s Guild is the repair and maintenance of the structure and infrastructure of the colony. In the event of damage to colony structures or systems, the Artificer’s Guild is responsible for repairs. Broadly speaking, there are three kinds of repairs that may be performed by the Guild: essential repairs, functional repairs, and restorative repairs. The details of each, how the Guild is responsible for each, and other notes are explained below. Note: all repairs which are not required for the immediate safety of the colony may be suspended if the suspected cause is sabotage. In this case, the Marshals must be informed or faxed for, and the area cordoned off if possible. If the sabotaged area is part of the Critical Infrastructure list, and no Marshals or Blackshield are present in the surface outpost to gather evidence, Guild personnel may commence repairs after faxing for the Marshals. If possible, Guild members should attempt to collect evidence and store it securely prior to repairs. This includes photographs of the scene. If evidence bags can be sourced, they should be used.&lt;br /&gt;
&lt;br /&gt;
The Guild is responsible for performing essential repairs to any damaged area. Functional and restorative repairs may be performed at the request of the affected department, or the Premier or Steward if the damaged area was public.&lt;br /&gt;
&lt;br /&gt;
==== Critical Infrastructure ====&lt;br /&gt;
Critical Infrastructure includes the following areas: the Bridge, Atmospherics, Telecommunications, the Shield Generator, the Gate, Soteria’s Medical treatment center, all substations, and the standard power generators the Guild is equipped with at the beginning of a shift (mountaintop solars, hydroelectric turbines, and the backup combustion generators). All critical infrastructure areas should undergo functional repairs at a minimum, and repair of these areas should not be delayed if payment cannot be decided upon ahead of time, nor should power be cut to these areas due to lack of payment.&lt;br /&gt;
&lt;br /&gt;
The Shield Generator, Telecommunications, and Atmospherics are the primary areas of Critical Infrastructure that the Guild is expected to regularly interact with. The Shield Generator is a joint duty; Blackshield determines when it is necessary and how it should be used, while Adepts are responsible for maintaining the device, charging it, and adjusting settings or performing other upgrades. Telecommunications is the Guild Master’s responsibility to maintain; Adepts should not tamper with the equipment unless it is imperative that the system be restored and a Guild Master is not on their way. Otherwise, the Adept should fax for a Guild Master to initiate repairs. Atmospherics is a backup system, utilized in the rare event of atmospheric problems or phenomena, such as fires, coolant leaks, or gas leaks. As such, the system should be maintained, in order to minimize the risk and damage of such incidents. Expansions may be made at an Adept’s discretion, such as for a thermoelectric generator’s required gas loops.&lt;br /&gt;
==== Levels of Repair ====&lt;br /&gt;
Essential repairs constitute repairing underplatings, placing barebones floor plating to prevent tripping hazards, repairing wall segments, doors (including access), lighting, power lines, APCs, atmospherics systems, disposals systems, vents, air alarms, fire alarms, and any critical infrastructure that was destroyed, such as telecommunications equipment or SMES units. Essential repairs should be performed as soon as the damaged area is safe for work by appropriately-equipped Guild Adepts, and has the aim of making the area safe to walk around in, but not necessarily restore functionality. The Guild exacts no labor charge for essential repairs, but the materials required should be purchased by the affected department, or by the Premier if the affected area is public. If materials cannot be purchased, the Guild may seek reimbursement for the material cost after essential repairs are completed.&lt;br /&gt;
&lt;br /&gt;
Functional repairs have the aim of restoring the function of a given area, such as by replacing faction-specific machinery or devices, where possible. This includes, but is not limited to, computer terminals, industrial chemistry devices, trading beacons, and so on. If the Guild is incapable of producing a given device themselves, the Adept in charge of repairs should make reasonable effort to procure any missing devices. The cost for labor, installation, and any applicable devices should be established by the Adept/s handling the repairs prior to commencement. Payment may be delayed until repairs are finished, if necessary, but should not be delayed without reason, and cannot be delayed past the end of repairs without the approval of a Guild Master. If payment cannot be agreed upon between the affected party and the Guild, the Guild is not required to perform the repairs. Note that this does not include Critical Infrastructure such as the Medical treatment center or the Bridge, which must be repaired by the Guild, regardless of the availability of payment, to a functional level.&lt;br /&gt;
&lt;br /&gt;
Restorative repairs are aimed at decoration, comfort, and livability. This includes furniture, chairs, tables, non-structural windows, painting, (decorative) floor tiling, and so on. The Guild should acquire payment for labor, installation, and material costs before commencing restorative repairs. Restorative repairs should not be performed if payment cannot be made before they are commenced, except when approved by a Guild Master.&lt;br /&gt;
==== Payment for Repairs ====&lt;br /&gt;
All payments for Guild repairs should be paid into the Artificer’s Guild account. In the event the account cannot be accessed for deposits, payment should be securely retained by the Adept who took it until it can be properly deposited by a Guild Master. The Adept who accepted the payment is responsible for any lost money, and Guild Adepts should remember that they are not entitled to direct payment by other factions for repairs they have rendered. For all faction repairs, the faction responsible for a given area (such as Lonestar for the Bar, Soteria for Science, and so on) should be contacted for payment. For public areas, a Premier or Steward should be contacted for payment. In the event that nobody from a given responsible faction is available and essential repairs are required on an area, Adepts (or a Master, if one is present) are encouraged to record the total cost of the essential repairs performed, and retain the records until the appropriate faction member is available to render payment.&lt;br /&gt;
==== Condemnation ====&lt;br /&gt;
In the event that the Guild deems an area impossible to repair, even with access to appropriate materials, they may condemn an area. This can only be done by a Guild Master or a vote of the Low Council if no Guild Master is present, though an Adept may cordon off an unsafe area until a Master can be faxed for or the Council can reach their decision. When an area is condemned, it should be cordoned with engineering tape to indicate that it is unsafe, and an announcement should be made by the Guild Master regarding the nature of the condemnation. Note: An area cannot be condemned if essential repairs can be successfully completed, provided enough time and material.&lt;br /&gt;
&lt;br /&gt;
A record of the condemnation and the extent of the damage should be faxed to Guild headquarters. Assessors and specialists will be dispatched between shifts to restore the area, if possible. The Guild should make every possible effort to remove valuable objects or technologies from the condemned area and return them to their rightful owners. Condemnation does not revoke any access or legal right to enter a given area, but it does waive the Guild of any legal responsibility for injuries sustained as a result of being within the unsafe location.&lt;br /&gt;
&lt;br /&gt;
=== Construction ===&lt;br /&gt;
&lt;br /&gt;
Though it is rarely needed, the Guild may be contracted for renovations to undamaged areas, or for the construction of new areas. In such cases, the cost of any required work, materials, time, and so on should be established and payment decided upon prior to starting the work. Payment should not be delayed for such purposes, but may be at a Guild Master’s discretion. Construction projects should not take priority over repair or maintenance duties, and should be interrupted if it is safe to do so if more pressing problems arise.&lt;br /&gt;
&lt;br /&gt;
=== Artisanry ===&lt;br /&gt;
&lt;br /&gt;
The Artificer’s Guild is capable of hand-crafting some of the finest devices in the galaxy. It is every Adept’s right to perform this craft as they see fit, and to receive payment as they believe is necessary. This is an optional portion of the Guild’s operating procedures, but is also the primary source of revenue; Adepts are encouraged to fulfill desk orders when they have nothing else to do.&lt;br /&gt;
&lt;br /&gt;
Desk orders generally consist of items which are printed, or which are crafted by hand by an Adept. Handcrafted, printed, or salvaged items may be sold so long as Colony Law is respected. Black Boxes and the Perfection Cube should never be sold or lent outside of the Guild; doing so may net you sanctions and criminal charges. The spare equipment stocked by the Guild, such as voidsuits, hardsuits, portable damage control machinery, and the spare boards in storage, should not be sold, as they are there to let you do your job. Duplicates of these items which are made in the course of a shift may be sold.&lt;br /&gt;
&lt;br /&gt;
Each Adept is empowered to charge the prices they see fit for their craftsmanship, and they are entitled to keep the full amount for any sales of this kind that they complete. If Guild funds are required for a sale, such as to purchase materials, the Adept should charge at least as much as the material cost, and that cost should be returned to the Guild account; any excess may be retained by the Adept. If multiple Adepts are working on an order, they should agree on profit sharing between themselves.&lt;br /&gt;
&lt;br /&gt;
Guild Masters should not interfere with their Adept’s pricing as a general rule. However, as the Guild member empowered to oversee surface operations, Guild Masters may lower or waive costs for an Adept’s work before the sale is completed, and should do so only in good faith. If a refund becomes necessary, the Guild account should eat the cost and the Adept who made the sale may face sanctions. If a Guild Master is found to be needlessly waiving prices for their Adepts simply because they wish to, or worse, because of personal reasons, they may face sanctions or criminal charges.&lt;br /&gt;
&lt;br /&gt;
Since there is no unified pricing scheme for hand-crafted or printed goods, the Guild encourages its Guild Masters to generally defer to the adept making the item regarding costs; only in notably excessive cases should corrective action be taken.&lt;br /&gt;
&lt;br /&gt;
For Adepts seeking a rule of thumb for pricing: anywhere between two to ten times the material cost of an item is suggested, based on the difficulty of the craft. Payment may be rendered with any agreed-upon items, currencies, or services whose value are deemed to be equal to the product by the Guild member performing the order.&lt;br /&gt;
&lt;br /&gt;
An Adept who chooses not to charge for their crafts should aim to recuperate the lost materials via salvage work. Additionally, the materials gathered by Guild workers via salvage are for use by their fellows, as well; care should be taken not to “hog” resources, such as by making a large number of handcrafted items for sale without making any good-faith attempts to recuperate materials. Masters are well within their rights to sanction Adepts for this behavior, and may face sanctions themselves if they have the poor judgment to prioritize their own funds over the health of the Guild.&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=4205</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=4205"/>
		<updated>2024-06-07T19:38:38Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Updated 505&amp;#039;s name from &amp;quot;Espionage&amp;quot; to &amp;quot;Misappropriation of IP&amp;quot; in the IP section&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;
===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 and council members conducting colony related investigations may not be asked or made to leave if they have access to that area normally.&#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 another 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>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Church)&amp;diff=4204</id>
		<title>Standard Operating Procedure (Church)</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Church)&amp;diff=4204"/>
		<updated>2024-06-07T18:45:29Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Formatting fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
The Church of the Absolute’s surface temple is intended to provide for the spiritual needs of those in the upper colony, especially Absolutists. Additionally, the church is intended to help the colony in more tangible ways through direct assistance, the use of litanies, the construction of holy machines, and the provenance of goods. The Church is not intended to make a profit, however it is permissible to charge reasonable amounts for goods and most services. Those who are on duty should be mindful that they are the face of the Church to the upper colony as well as most outsiders, and should strive to represent the Church well.&lt;br /&gt;
== Personnel ==&lt;br /&gt;
=== Vectors ===&lt;br /&gt;
Vectors are the lower order of clergy in the Absolutist Church. Vectors are expected to collectively perform a large number of tasks: feeding and maintaining the bioreactor, creating products with the bioprinter, providing power to the colony with the biogenerator if there is no other power source, constructing holy machinery, and protecting the Church. Not all Vectors are expected to be skilled in all things, but they should at least know how to manage the bioreactor to produce the biomatter that is so critical to Church operations. Some Vectors also have additional training in spiritual counseling, and all are expected to answer basic questions of the faith.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements&#039;&#039;&#039;&lt;br /&gt;
* Moderate proficiency in Church doctrine and SOP, including the rite and ban of their Path, if any&lt;br /&gt;
* May not work as a Head of any other faction&lt;br /&gt;
* Basic proficiency with the litanies available to them&lt;br /&gt;
* Basic proficiency in Church machinery, including understanding of how to work the bioreactor under normal circumstances&lt;br /&gt;
&lt;br /&gt;
There is no dedicated training title for Vectors, but those who are new are encouraged to join shifts when they see other Vectors in the upper level to learn how to do their jobs properly.&lt;br /&gt;
=== Primes ===&lt;br /&gt;
Primes are the higher order of clergy in the Absolutist Church. Primes are expected first and foremost to oversee the spiritual well-being of the Absolutists in the colony. This duty includes managing the Vectors, both in the sense that any other Head would manage their employees and ensuring that their theology is sound and their actions in line with Church teachings. They are additionally expected to be able to provide spiritual counseling, to administer the litany of Penance when it is requested or necessary, and to speak out when they hear a member of the Church preaching something contrary to Church doctrine. Finally, the designated Prime of the upper colony is expected to represent the Church on the Low Council, making decisions for the benefit of the colony that align with the Church’s mission.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Job Competency Requirements&#039;&#039;&#039;&lt;br /&gt;
* High-level understanding of Church doctrine and SOP&lt;br /&gt;
* Fulfillment of criteria in Command SOP, including familiarity requirements in that document.&lt;br /&gt;
* Basic proficiency in the rites and bans of all Paths&lt;br /&gt;
* Moderate proficiency with all the litanies available to them&lt;br /&gt;
* Basic proficiency in Church machinery, including understanding of how to work the bioreactor under normal circumstances&lt;br /&gt;
* Ability to speak, read, and write fluently in English Common.&lt;br /&gt;
== General Procedures ==&lt;br /&gt;
=== Machines ===&lt;br /&gt;
It is the responsibility of active Church personnel to operate the holy machinery within the Church. This includes the bioreactor, biogenerator, and bioprinter. Fully bioprotective equipment, such as Vector armor, must be worn in the bioreactor chamber at all times by any organic individual while the bioreactor is running, or while cleaning and servicing it. Dead colonists are not to be put into the bioreactor unless their postmortem instructions call for it. The bioprinter is core to Church operations, and should be stocked with materials as there is opportunity so that equipment can be made. The Church&#039;s biogenerator should be used to augment colony power when needed, there is to be no charge for this, but donations are acceptable.&lt;br /&gt;
=== Personnel ===&lt;br /&gt;
Active Vectors may, with the permission of the active Prime or at their own discretion if there isn’t a prime, perform the litany of Ordination on other members of the clergy who are currently off-duty or working another job which doesn’t conflict with the Church’s mission. Those who are ordained in this way are expected to abide by the direction of on-duty Vectors and Primes in Church-related matters, and are not permitted to ordain others without explicit direction from an active Vector or Prime. This privilege may be denied to those who continually spend more time in other roles rather than in the Church; ordained clergy are expected to spend most of their time in their holy calling rather than on worldly things. Those who serve as Heads in other factions may not also be Vectors, and cannot be ordained while they still work in that position. If a Head becomes a Crusader, they are expected to use the litany to deactivate the protocol in their cruciform as soon as the threat has been handled.&lt;br /&gt;
&lt;br /&gt;
The litany of Consecration may be performed by a Prime on their own authority or by a Crusader who receives direct permission from the lower offices of the Church. It may only be performed on one who is an on-duty Vector. Individuals Consecrated in this manner are referred to in this document as “non-original Primes”. A non-original Prime in the upper colony, either one who is Consecrated mid-shift or who is simply visiting from the lower colony or outside, has all the responsibilities and authority of a Prime except in regards to the Low Council; they are not a Councilor and have neither the right nor the obligation to vote in decisions. They are expected to be respectful to the on-duty Prime and honor their judgment in all matters regarding the upper colony believers. This applies if a Crusader receives approval to Consecrate one individual and a designated Prime shows up. If there is a non-original Prime and the original Prime goes to the lower colony, then the Vectors should obey the remaining Prime as they would the original Prime.&lt;br /&gt;
&lt;br /&gt;
Primes are responsible for their flock&#039;s adherence to church tenets and doctrine, general conduct, lawfulness, Path bans and rites, adherence to SOP, in descending order of priority. Ensuring good behavior and adherence to SOP among the Church is their responsibility. Primes who allow repeated sin or violations of Church policy can be Reduced or even excommunicated on suspicion of Heresy. As the representative of the Church on the Low Council, the Prime is expected to be able to work amiably with those who don’t share the Absolutist faith, even those whose ideals may be entirely contrary.&lt;br /&gt;
=== Paths ===&lt;br /&gt;
Vectors, due to the multitude of Paths and possible training patterns available to them, may have a variety of skills and tasks they perform for the good of the Church and the colony. The following is a list of general instructions that are primarily relevant to members of specific Path, but may be applied generally; for example, the information given to Tessellates applies to any Vector who treats the injured. These apply only to Vectors; a Divisor who is working within the Marshal department is naturally authorized to enforce colony law.&lt;br /&gt;
* Divisors are not authorized to enforce colony law, despite their training and equipment. They should respond reactively to material threats to the Church and its faithful, as well as aid Primes in enforcing Church punishment in the case of resistance. They are only authorized to use nonlethal force for this purpose. They are permitted to assist security in the defense of the colony against outside forces, and are expected to offer their aid to security should any foul carrion be detected in the colony.&lt;br /&gt;
* Tessellates should ensure that they are familiar with Medical Privacy procedures and follow them when treating patients. They may not interfere with Soteria Medical teams or attempt to treat patients being handled by them without permission. If a patient consciously refuses treatment by Soteria in favor of treatment by Tessellates, they may treat them.&lt;br /&gt;
* Factorials should familiarize themselves with Church machinery beyond the minimum requirements and take the lead in ensuring that they work smoothly.&lt;br /&gt;
* All Vectors other than Vinculum are expected to adhere strictly to their Rite and Ban, and to seek out clarification on their Rite and Ban from Primes and more senior Vectors of the same Path. Failure to adhere is punishable by the Rite of Penance or expulsion from the Path.&lt;br /&gt;
=== Church Areas ===&lt;br /&gt;
The Chapel is considered a public area, but disruptive individuals or suspected spies may be escorted out by Divisors or other capable Vectors at the discretion of the Prime, or Vectors if a Prime is not on-duty. The salvage beacon and space beacons are maintained by the Church but are treated as public areas. Salvage is handled on a first-come-first-serve basis under salvaging rights. The Church may not bar any colonist from the area without a Marshal-placed legal injunction. Entry to the Commons and any area that active Church personnel might make accessible via public holy doors is the right of all members of the Church, including Fractals, and short of Separation no member may be barred from it. An area other than the Commons that was made public can, however, be returned to its initial clergy-only status. Those who have been excommunicated may not be permitted on Church property, excluding the Chapel and beacons, without dire need. They chose actions that separated themselves from the faithful, let them be separate.&lt;br /&gt;
=== Goods and Services ===&lt;br /&gt;
The Church is tasked with seeing to the spiritual needs of the people of Nadezhda. While not all Vectors are expected to be skilled preachers or theologians, all are expected to offer support to all, even heathens, in a place of spiritual crisis or uncertainty. In the event of a hivemind outbreak within the colony or an emergence of Deep Maintenance entities to the surface, all baptized members of the Church are expected to assist with destroying the infestation. Not all must fight, but all must aid in the ways they are able. &lt;br /&gt;
&lt;br /&gt;
Charity is a core principle of Church doctrine, but there is a line between &amp;quot;being charitable&amp;quot; and &amp;quot;being exploited&amp;quot;. Medical treatment and garden produce is to be made available to all, including heathens and including outsiders at the discretion of Church personnel. Basic self-defense equipment, such as sidearms and armor bundles, is to be provided to all faithful, and to heathens at the discretion of Church personnel. It is forbidden to charge for these services, though donations in cash or in materials may be requested to offset their cost. Other church products, including advanced weaponry, pouches, and material for export may be sold for a modest profit, or provided for free at the discretion of Church personnel. Goods &#039;&#039;&#039;shall not&#039;&#039;&#039; be given charitably to an individual who has been excommunicated. Setting out food where any can reach it is permitted, but giving a pouch to an excommunicated individual without payment is not.&lt;br /&gt;
&lt;br /&gt;
Cruciform upgrades may be offered to any of the faithful, but are to be removed if the faithful use them for purposes contrary to Church doctrine in addition to whatever other Church discipline is merited by the actions. Charging for cruciform upgrades is excommunicable Simony. Deconstructing or selling cruciforms, church prosthetics, or other items summoned by litany from the lower colonies is excommunicable Simony unless in cases of dire and immediate need. The weapons in the Prime&#039;s armory may only be deployed in cases of dire need-- in situations where the lives of the faithful or the safety of the colony as a whole are at dire risk, or on crusades against the hivemind, SolFed, or deep maintenance breaches. Issuing weapons from the armory under other circumstances is considered a waste of sacred resources and can be punished by Reduction from Prime. Sale of weapons from the Prime&#039;s armory is considered excommunicable Simony. The sacred church relics stored in the Prime&#039;s office, including Joyuese and the healing staff, are not to be lent out to those outside the Church; doing so is excommunicable Apostasy. &lt;br /&gt;
=== The Inquisition ===&lt;br /&gt;
The Inquisition is a group of Primes that have the additional special duty to ensure the clergy, especially Primes, are speaking and acting in line with Church doctrine and SOP. They are only seen in the Upper Colony when the Church is alerted to potential significant issues with the active clergy that the current Prime cannot handle, either because there is no active Prime or because the active Prime is the source of the issues. Such issues can include: teaching doctrine contrary to the Church, abusing their authority, or being onerous enough to be kicked off the Low Council. Inquisitors are empowered and authorized to implement any Church discipline short of excommunication on anyone, even other Primes. Any Absolutist who is asked questions by an Inquisitor is expected to answer fully and honestly; failure to do so may result in Church discipline.&lt;br /&gt;
&lt;br /&gt;
== Church Discipline ==&lt;br /&gt;
Church discipline is the series of procedures for correcting sinful behavior within the Church. It is to be done for the betterment of the Church as a whole and, with the exception of Excommunication, also for the good of the individual receiving it: pain is just pain, and temporal pain can aid one in remaining on the Path to Infinity. Church discipline is principally the responsibility of the Prime, though the Vectors should also be aware of it. A Prime who consistently neglects their duties in regards to Church Discipline may be investigated by the Inquisition and Reduced to a Vector. All Church discipline is in addition to any civil legal punishments that may be levied by the Marshals or a Tribunal. Those who resist Church discipline will incur a larger penalty on themselves, and may be brought in with nonlethal force by Vectors. Primes are expected to show prudence regarding the timing of Church Discipline, and may not order someone away from critical duties for it. A Prime reported to abuse their authority in Church Discipline may be subject to Inquisitorial investigation.&lt;br /&gt;
===Religious Authority===&lt;br /&gt;
Primes have religious authority over their congregation, including Vectors, Scalars, and Fractals. However, the extent of that authority over those not on active Vector duty is limited only to matters of faith and morals, not duty or orders. A Prime may, for example, counsel a member of Lonestar against personal greed, but may not order them not to perform their duties for their corporation. Similarly, a Prime may counsel a member of Blackshield against wrathfulness, or even require Penance if a believing trooper consistently acts in a harmful way from their anger, but they may not order a Trooper not to follow orders to shoot and kill an enemy of the colony. A Prime may not remove employees of another faction from the command structure of that faction, nor supersede that command structure in any way. If one’s duty to one’s job conflicts with the teachings of the Church, it is on the individual to decide to either do their duties and accept the religious consequences of such, or follow their morals and accept the employment and legal consequences of such.&lt;br /&gt;
=== Penance ===&lt;br /&gt;
The Rite of Penance is the normal punishment for most sins. It shall be carried out by a Vector or Prime at the request of a penitent, and a Prime should require it in cases of significant vice. Upon being asked for penance, the clergy member should inquire what occurred and attempt to get a full understanding of the situation. &#039;&#039;&#039;Clergy members are forbidden from discussing what was disclosed to them in this discussion other than to their Prime (if they need guidance or believe there is a pattern of behavior to watch for) or to a Marshal or Inquisitor as part of a formal investigation. Violating this privacy is grounds for immediate Reduction.&#039;&#039;&#039; Then the penance should be performed. In very minor cases, all that may be required is a confession and an agreement not to do it again. In the majority of cases, the penance will take the form of the Litany of Penance being spoken. In cases of severe vice, the litany may be repeated until the penitent collapses from the pain. Clergy are to remember the Cartographer’s teaching: pain is just pain, and to spare a penitent the cleansing pain is to deprive them of one of the means of their salvation. Alternative versions of the Rite of Penance include whipping, fasting, enforced prayer, and hard labor. They may be offered to an offender as an alternative to the standard version at the discretion of the administering Prime or Vector, but should be no less severe or unpleasant. These penalties are the only options available for penitent Fractals and synthetics, as the Fractals may not have the litany performed on them and synthetics do not feel pain.&lt;br /&gt;
=== Reduction ===&lt;br /&gt;
Reduction is used in cases of repeated or severe misconduct by a member of the clergy. It can be performed for any of the valid reasons for a demotion/dismissal in Command SOP, including violations of this SOP. It can be performed on Vectors by a Prime, and on Primes by an Inquisitor or Fundamental. The litany of Reduction reduces the individual’s cruciform to a lay state, with only the litanies available to all believers and those of their Path remaining. One who has been Reduced loses all the responsibilities and privileges of their clerical office, and should have their access omitted after the Reduction is complete in most circumstances. The normal process for a demotion listed in Command SOP must still be faxed; paperwork must be filled out and the Cartographer&#039;s office must be faxed.&lt;br /&gt;
=== Separation ===&lt;br /&gt;
Separation is a yet more serious penalty, usually issued to those who ignore previous admonitions or commit more serious crimes. It can be performed on most believers by a Prime, and on Primes by an Inquisitor or Fundamental. It is also used in cases where Excommunication is pending. Separation for most believers entails speaking the litany of Separation, which causes their cruciform to be deactivated and then fall off. The cruciform is to be stored in the Prime’s locker for the duration of the punishment. For Fractals, their rosary is confiscated, removing their public sign of faith and their access to the common areas of the Church. All Separations must be reported to the Church offices via fax, and any Separation intended to last longer than the duration of the shift must be actively approved by those offices.&lt;br /&gt;
=== Excommunication ===&lt;br /&gt;
Excommunication is the most serious form of Church discipline. It is only applicable in cases of the Mortal Sins defined in Church doctrine, but it is immediately applicable when any of them are committed, with no prior admonition required (with the exception of Indolence, which requires a pattern of vice). All excommunications must be approved by the Cartographer. In the case that a Prime believes a member has committed a mortal sin they should institute the penalty of Separation immediately. This includes if an Absolutist is found guilty of a 400 or 500 level offense; Separation is not discretionary in this case, it must be done. The Cartographer’s office must then be faxed the details of what occurred so she may render a judgment on the case. She may decide to approve the Excommunication, institute a lesser penalty, or institute no penalty at her sole discretion. If the Excommunication is approved, the individual is to be from that day forward not considered a member of the Church. They are barred from Church areas and procedures as noted above, and may only be readmitted by the word of Augustine herself, with the normal methods for redeeming oneself found in Church doctrine.&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(General)&amp;diff=4202</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=4202"/>
		<updated>2024-06-03T16:25:19Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Formatting fix&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;
** [[Job_Strikes_and_You|(Job strikes may be applied upon firing at the discretion of staff members.)]]&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 highly illegal without consent of the owner or a search warrant. Illegal items, such as 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. &lt;br /&gt;
&lt;br /&gt;
All employees are recommended to let their head of staff know about their whereabouts or if they decide to take a break and for how long. An employee going or on a break never has to reveal their location, unless they decide to leave the colony. &lt;br /&gt;
&lt;br /&gt;
=== Medical Privacy Rights ===&lt;br /&gt;
An unconscious person that called for help previously or is showing a medical emergency on suit sensors (including death) always and automatically consents to their location being made public information unless stated otherwise by the victim party.&lt;br /&gt;
&lt;br /&gt;
Any deceased bodies recovered are to be transported via body bags if available to avoid trauma caused by such a sight on other employees.&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, such as by permission or using a death alarm implant, no one is allowed to notify another colonist of the injured colonists medical status. Soteria Medical Personnel and Corpsman are excluded from this providing it is done in a private location or on a medical channel. This may be extended to other colonists capable of treating a person in the medical facilities, however the location and radio channel previously mentioned still apply. The only person that should be contacted is the relevant Head of Staff in case of serious injury or death. If a Head of Staff is seriously injured or dead other Command Members may be informed. &lt;br /&gt;
&lt;br /&gt;
In the event of an unrevivable death of a colonist only the relevant Head of Staff must be informed. Otherwise post-mortem instructions are to be followed and the death should not be revealed to other colonists. A fax is to be sent to the High Council with an autopsy report attached.&lt;br /&gt;
&lt;br /&gt;
Medical medical records, conditions, or other related medical issues, are never to be discussed with anyone, unless consent is provided.&lt;br /&gt;
&lt;br /&gt;
Informing the Medical Team of an emergency coming in is appropriate as well as the extent of their wounds.&lt;br /&gt;
&lt;br /&gt;
If a treated individual discusses their wounds and status on a public channel - namely common radio - they waive any right to medical privacy for the issue they have mentioned.&lt;br /&gt;
&lt;br /&gt;
Suit sensors and locations should not be announced over any common radio, nor used to demean or supply information against a person’s character.&lt;br /&gt;
&lt;br /&gt;
=== Security Privacy Rights ===&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to discuss the crimes or alleged crimes with any other colonists. This does not apply to Marshals, but should be done in private or over security radios. Any moderate offense or higher must be shared with the relevant Head of Staff. A capital offense or case of extensive damage to departmental assets is to be reported to the relevant HC department head. This may be handled by the Marshals or another Command Member, preferring the relevant Head of Staff. &lt;br /&gt;
&lt;br /&gt;
Any colonist has the right to accuse another colonist of a crime and an investigation should be launched. The accuser&#039;s name should be kept hidden and private to prevent repercussions and revenge. Any marshal or someone who has been granted the appropriate authority to deal with internal security issues (most likely a blackshield member) who fails to launch an investigation can be charged with Negligence. &lt;br /&gt;
&lt;br /&gt;
You are always allowed to report a crime you witnessed even if it does not involve you, just do so privately with a Marshal. If you are not able to do so, call for a Marshal to come to you. If you are being attacked, self defense laws apply. &lt;br /&gt;
&lt;br /&gt;
During interrogation a recording is required to be taken to prove the validity of statements provided and to avoid coercion or false testimony by an officer, the interviewee or reviewing staff. Interrogation tapes are to be kept private and with any case documents, only shown to reviewing members of council in the case of a trial.&lt;br /&gt;
&lt;br /&gt;
While Suit Sensors may be used to look for someone who has committed a crime, they may not be called out over public communication. This rule is only dismissed if the subject is found to be a danger to themselves or others. &lt;br /&gt;
&lt;br /&gt;
Any colonist charged with a crime or accused of said crime loses their right to privacy regarding the crime if they talk about it or mention/discuss it in a public forum - mainly on the common radio channel.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contact your premier as soon as possible.&lt;br /&gt;
Violation of employee privacy is punishable under Laws §103. Other crime charges may apply.&lt;br /&gt;
&lt;br /&gt;
==Employment Sanctions==&lt;br /&gt;
===Types of Sanctions===&lt;br /&gt;
If someone acts in a way contrary to the interests of their employer, this can result in sanctions against them. These sanctions are reprimand, demotion, dismissal, and firing. A reprimand is just a formal finding of wrongdoing that is recorded for use in future disciplinary proceedings. Demotion entails reducing someone to a lower position within the department, and may be temporary or permanent. Demotion is only possible where the original role includes all skill requirements of the lower role. Thus a Head may be demoted to almost any role within their department or a Sergeant may be demoted to a Trooper, but a Psychologist could not be demoted to a Doctor or similar sidegrades. Dismissal entails removing someone from the department entirely for the duration of the shift. Firing entails removing someone from the department on a long-term basis. Unless successfully appealed, a permanent 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 no less than two weeks after the initial firing. Employment Sanctions are recorded in the Employment Records of each individual as they are issued. Reprimands and temporary sanctions remain on someone’s record for a minimum of three months, permanent sanctions remain on record for a minimum of six months after rehiring/repromotion. (This is OOCly mandatory: if your character is the subject of a sanction, you must add this to your employment record.)&lt;br /&gt;
===Who can impose a Sanction===&lt;br /&gt;
Faction Heads are given general authority by the Faction Owner to manage their departments, which includes imposing sanctions when they are merited. Sanctions can also be imposed by a majority vote of the Low Council against anyone employed in the upper colony, including a Faction Head. Finally, sanctions can be imposed by the Faction Owner or an [[High Council Agents|investigatory representative]] sent by them to the upper colony. This last process is primarily reserved for investigations into Heads and their conduct, but may be used in any scenario the Owner deems appropriate.&lt;br /&gt;
&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: &lt;br /&gt;
* If an employee commits a Moderate or higher crime, they may be sanctioned. Additionally, certain crimes may permit or require sanctions, listed below or included within the text of the statute.&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;
** Failure to Execute an Order: If an employee violates §102 this may result in dismissal or temporary demotion.&lt;br /&gt;
** Command personnel (Factions Heads, Premier, and Steward) may be demoted for the duration of the shift if they commit any crime of Severe (300) or higher severity by the Warrant Officer under the Offense by Colony Command sentencing modifier. The Faction Owner or a vote of the Low Council may institute a higher sanction, impose sanctions for a Moderate crime, impose a sanction if the Warrant Officer is absent or decided not to, or repeal a sanction placed by the Warrant Officer. A Head, even after demotion, may vote if another Councilor raises the matter of repealing their sanction, but may not raise the matter themselves.&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, such as the requirement of no 400 or 500 level convictions for a Marshal. This is unique in that only removal from the position permanently 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 the Low Council collectively) may apply sanctions if an employee takes actions that are severely against the interests of the faction at their discretion, however a much higher standard of scrutiny will be applied to such discretionary actions.&lt;br /&gt;
* Low Council members may be sanctioned for failing in their responsibilities to the Council listed in Command SOP - actions such as interrupting voting, being disruptive of a council meeting, or other actions such as incompetency.&lt;br /&gt;
* Low Council members face summary demotion if they choose not to vote in any Low Council vote.&lt;br /&gt;
&lt;br /&gt;
=== Discretion and Severity ===&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. Minor infractions, such as simple failure to follow an order or moderate crimes, should not result in permanent sanctions unless repeated over the course of multiple shifts. 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;
=== Executing Sanctions ===&lt;br /&gt;
All employment sanctions must be documented with paperwork, usually an LC-05 form but any form that conveys the same information may be used. If the employee plans to contest the sanction, this should be indicated on the form. This, along with all evidence and testimony supporting the sanctions, must be faxed to the Faction Owner, and a copy provided to the sanctioned employee. If sanctions are imposed on a Prime, an Inquisitor should also be requested as part of this fax. Then, 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. If they wish to contest the demotion, they are to be permitted to write an appeal and fax it to the Faction Owner so that it may be considered when determining whether the sanction is warranted. Attempts at sanctions without submitting the proper paperwork is considered a violation of §403 - Exceeding Official Powers. Agents of Faction Owners may apply the sanction of Reprimand via faxing the appropriate form to the individual being reprimanded and submitting a copy to their headquarters. They 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;
==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 unless they are a trainee. Significant failure to meet these requirements is grounds for 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;
&lt;br /&gt;
&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, virology, 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>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Example_Paperwork&amp;diff=4199</id>
		<title>Example Paperwork</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Example_Paperwork&amp;diff=4199"/>
		<updated>2024-05-28T05:27:02Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Update Sanction template for job records&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;
&lt;br /&gt;
[row][cell]&lt;br /&gt;
[b]Date: [/b][date]&lt;br /&gt;
[b]Time: [/b][time]&lt;br /&gt;
&lt;br /&gt;
[row][cell]&lt;br /&gt;
[b]Relevant Department: [/b][field]&lt;br /&gt;
&lt;br /&gt;
[b]Reporter&#039;s Name: [/b][field]&lt;br /&gt;
[b]Reporter&#039;s Rank: [/b][field]&lt;br /&gt;
&lt;br /&gt;
[row][cell]&lt;br /&gt;
[b]Priority:[/b][field]&lt;br /&gt;
[b]Subject: [/b][field]&lt;br /&gt;
&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;
&lt;br /&gt;
[b]Reporter&#039;s signature: [/b][field]&lt;br /&gt;
&lt;br /&gt;
[field]&lt;br /&gt;
&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;
&lt;br /&gt;
[logo]&lt;br /&gt;
&lt;br /&gt;
[b][u]Fax Transmission[/u][/b]&lt;br /&gt;
[/center]&lt;br /&gt;
&lt;br /&gt;
[b]From:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]To:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]Subject:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[hr]&lt;br /&gt;
&lt;br /&gt;
[b]Summary:[/b]&lt;br /&gt;
[field]&lt;br /&gt;
&lt;br /&gt;
[b]Contents:[/b]&lt;br /&gt;
[field]&lt;br /&gt;
&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;
&lt;br /&gt;
[center][large][b]QUANTUM ENTANGLEMENT TRANSMISSION[/b][/large][/center]&lt;br /&gt;
&lt;br /&gt;
[hr]&lt;br /&gt;
&lt;br /&gt;
[b]Date: [/b][date]&lt;br /&gt;
[b]Time: [/b][field]&lt;br /&gt;
&lt;br /&gt;
[hr]&lt;br /&gt;
&lt;br /&gt;
[b]Origin: [/b]Colony&lt;br /&gt;
[b]Department: [/b][field]&lt;br /&gt;
[b]Destination: [/b][field]&lt;br /&gt;
&lt;br /&gt;
[b]Sender&#039;s Name: [/b][field]&lt;br /&gt;
[b]Sender&#039;s Rank: [/b][field]&lt;br /&gt;
&lt;br /&gt;
[hr]&lt;br /&gt;
&lt;br /&gt;
[b]Priority: [/b][field]&lt;br /&gt;
[b]Subject: [/b][field]&lt;br /&gt;
&lt;br /&gt;
[hr]&lt;br /&gt;
&lt;br /&gt;
[large][b]Message Body:[/b][/large]&lt;br /&gt;
[field]&lt;br /&gt;
&lt;br /&gt;
[hr]&lt;br /&gt;
&lt;br /&gt;
[b]Sender&#039;s signature: [/b][sign]&lt;br /&gt;
&lt;br /&gt;
[b]Signatures of additional authorities:[/b]&lt;br /&gt;
[field]&lt;br /&gt;
&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;
&lt;br /&gt;
Name: [field]&lt;br /&gt;
Department: [field]&lt;br /&gt;
Position: [field]&lt;br /&gt;
&lt;br /&gt;
Priority: [field]&lt;br /&gt;
Subject: [field]&lt;br /&gt;
Transmission:[/small]&lt;br /&gt;
&lt;br /&gt;
[field]&lt;br /&gt;
&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;
&lt;br /&gt;
Emergency Transmission by Minijar&lt;br /&gt;
To be sent via Fax Machine to High Council in emergencies&lt;br /&gt;
&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;
&lt;br /&gt;
Sender: [sign]&lt;br /&gt;
Position: [field]&lt;br /&gt;
==============================================================&lt;br /&gt;
Message: [field]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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;
&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;
&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;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&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][br]&lt;br /&gt;
[b]Your Total:[/b] [field] credits[br]&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][br]&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;
&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][br]&lt;br /&gt;
[b]Your Total:[/b] [field] credits[br]&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][br]&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][br]&lt;br /&gt;
[*]Glass Sheet(s): [field]&lt;br /&gt;
[*]Reinforced Glass Sheet(s): [field]&lt;br /&gt;
[*]Sandstone Brick(s):[/b] [field][br]&lt;br /&gt;
[*]Tritium Ingot(s): [field]&lt;br /&gt;
[*]Metallic Hydrogen Sheet(s): [field][br]&lt;br /&gt;
[*]Gold Ingot(s): [field][br]&lt;br /&gt;
[*]Silver Ingot(s): [field][br]&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][br]&lt;br /&gt;
[*]Processed Uranium Sheet(s): [field][br]&lt;br /&gt;
[*]Plastic Sheet(s): [field][br]&lt;br /&gt;
[*]Platinum Ingot(s): [field]&lt;br /&gt;
[*]Osmium Ingot(s): [field][br]&lt;br /&gt;
[*]Compressed Diamond Sheet(s): [field][br]&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[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Were all items immediately sold via the Lonestar Cargo Shuttle? (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][br]&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[br]&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][br]&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][br]&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[br]&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][br]&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]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Shipment Destination:[/b] [field][br]&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][br]&lt;br /&gt;
[*]Glass Sheet(s): [field]&lt;br /&gt;
[*]Reinforced Glass Sheet(s): [field]&lt;br /&gt;
[*]Sandstone Brick(s):[/b] [field][br]&lt;br /&gt;
[*]Tritium Ingot(s): [field]&lt;br /&gt;
[*]Metallic Hydrogen Sheet(s): [field][br]&lt;br /&gt;
[*]Gold Ingot(s): [field][br]&lt;br /&gt;
[*]Silver Ingot(s): [field][br]&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][br]&lt;br /&gt;
[*]Processed Uranium Sheet(s): [field][br]&lt;br /&gt;
[*]Plastic Sheet(s): [field][br]&lt;br /&gt;
[*]Platinum Ingot(s): [field]&lt;br /&gt;
[*]Osmium Ingot(s): [field][br]&lt;br /&gt;
[*]Compressed Diamond Sheet(s): [field][br][/list]&lt;br /&gt;
[b]Your Total:[/b] [field] credits&lt;br /&gt;
&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][br]&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;
&lt;br /&gt;
&lt;br /&gt;
==Premier==&lt;br /&gt;
===Transfer Form===&lt;br /&gt;
Transfer Form by by Desisionoflife&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][i]Transfer Request Form for[/b][/i]&lt;br /&gt;
[br]Name: [field]&lt;br /&gt;
[br]Rank: [field]&lt;br /&gt;
[br][i][b]Nadezhda Colony[/b][/i][/center][hr]&lt;br /&gt;
[br]From department: [field]&lt;br /&gt;
[br]To department: [field][br]&lt;br /&gt;
[br]Requested Position: [field][br]&lt;br /&gt;
[br]Reason(s): [field][br]&lt;br /&gt;
[br]Sign here: [field][br]&lt;br /&gt;
[br][hr]&lt;br /&gt;
[br]Signature of the faction head that is transferring the person: [field][br]&lt;br /&gt;
[br]Signature of the faction head that is receiving the person: [field][br]&lt;br /&gt;
[br]Signature of the Premier of the Nadezhda Colony: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[br]&lt;br /&gt;
[br]Information: [list][i]&lt;br /&gt;
[br][*]This transfer contract is instant, and cannot be reversed, unless a similar document is signed and agreed to by all parties.[/i][/list][br][hr]&lt;br /&gt;
[br]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;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b]OFFICE OF THE PREMIER[br]&lt;br /&gt;
Nadezda Colony[br]&lt;br /&gt;
[br]&lt;br /&gt;
STATEMENT OF COMPLAINT[br][/b]&lt;br /&gt;
[br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
A. Professional Information - (Name of the person you are complaining about)[br]&lt;br /&gt;
[br]&lt;br /&gt;
Full Name: [field][br]&lt;br /&gt;
Department: [field][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
B. Complainant (Your) Information[br]&lt;br /&gt;
[br]&lt;br /&gt;
Full Name: [field][br]&lt;br /&gt;
Department: [field][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
C. Witnesses with factual knowledge of the events leading to your complaint, if applicable[br]&lt;br /&gt;
First Witness: [field][br]&lt;br /&gt;
Second Witness, if any: [field][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
D. Description of complaint: Describe your complaint in detail below.[br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[hr][br]&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][br]&lt;br /&gt;
[b] Statement of person filing this Complaint[br]&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.[br]&lt;br /&gt;
[br]&lt;br /&gt;
Signature of Person Filing this Complaint[/b]:[field]&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][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]APPLICANT NAME:[/b] [field] [br]&lt;br /&gt;
[b]APPLICANT CURRENT ASSIGNMENT:[/b] [field] [br]&lt;br /&gt;
[b]REQUESTED ACCESS:[/b] [field] [br]&lt;br /&gt;
[b]REASONING FOR ACCESS:[/b] [field] [br]&lt;br /&gt;
[b]SIGNATURE OF APPLICANT:[/b] [field] [br]&lt;br /&gt;
[b]SIGNATURE OF RELEVANT HEAD OF STAFF:[/b] [field] [br]&lt;br /&gt;
[b]SIGNATURE OF PREMIER: [/b] [field] [br]&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;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b]THE MALTESE FALCON[br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
Ask about our daily special![br]&lt;br /&gt;
[br]&lt;br /&gt;
DRINKS[/b][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
Space Beer[br]&lt;br /&gt;
Iced Space Beer[br]&lt;br /&gt;
Station 13 Grog[br]&lt;br /&gt;
Magm-Ale[br]&lt;br /&gt;
Griffeater&#039;s Gin[br]&lt;br /&gt;
Uncle Git&#039;s Special Reserve[br]&lt;br /&gt;
Caccavo Guaranteed Quality Tequilla[br]&lt;br /&gt;
Tunguska Triple Distilled[br]&lt;br /&gt;
Goldeneye Vermouth[br]&lt;br /&gt;
Captain Pete&#039;s Cuban Spiced Rum[br]&lt;br /&gt;
Doublebeard Beared Special Wine[br]&lt;br /&gt;
Chateua De Baton Premium Cognac[br]&lt;br /&gt;
Robert Robust&#039;s Coffee Liqueur[br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]MIXED DRINKS[/b][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
Allies Cocktail[br]&lt;br /&gt;
Andalusia[br]&lt;br /&gt;
Anti-Freeze[br]&lt;br /&gt;
Bahama Mama[br]&lt;br /&gt;
Classic Martini[br]&lt;br /&gt;
Cuba Libre[br]&lt;br /&gt;
Gin Fizz[br]&lt;br /&gt;
Gin and Tonic[br]&lt;br /&gt;
Irish Car Bomb[br]&lt;br /&gt;
Irish Coffee[br]&lt;br /&gt;
Irish Cream[br]&lt;br /&gt;
Long Island Iced Tea[br]&lt;br /&gt;
Manhattan[br]&lt;br /&gt;
The Manly Dorf[br]&lt;br /&gt;
Margarita[br]&lt;br /&gt;
Screwdriver[br]&lt;br /&gt;
Syndicate Bomb[br]&lt;br /&gt;
Pan-Galactic Gargle Blaster[br]&lt;br /&gt;
Tequilla Sunrise[br]&lt;br /&gt;
Vodka Martini[br]&lt;br /&gt;
Vodka and Tonic[br]&lt;br /&gt;
Whiskey Cola[br]&lt;br /&gt;
Whiskey Soda[br]&lt;br /&gt;
White Russian[br]&lt;br /&gt;
[hr][br][b]NON-ALCOHOLIC DRINKS[/b][br]&lt;br /&gt;
Coffee[br]&lt;br /&gt;
Tea[br]&lt;br /&gt;
Hot Chocolate[br]&lt;br /&gt;
Iced Tea[br]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Iced Coffee[br]&lt;br /&gt;
Orange Juice[br]&lt;br /&gt;
Tomato Juice[br]&lt;br /&gt;
Tonic Water[br]&lt;br /&gt;
Sodas[br]&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;
[br][br][br][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]Lonestar Service Receipt[/u][/h1]&lt;br /&gt;
[b]You were served by:[/b][field][hr]&lt;br /&gt;
[b]You bought the following:[/b][field][br]&lt;br /&gt;
[b]Amount paid:[/b][field][br]&lt;br /&gt;
[b](Optional) Amount of tip given:[/b][field][hr]&lt;br /&gt;
[b]Total Amount Paid:[/b][field][br]&lt;br /&gt;
[b]Buyers 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;
&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;
&lt;br /&gt;
[b]Treatment Rendered:[/b]&lt;br /&gt;
 - [field]&lt;br /&gt;
&lt;br /&gt;
Elective Treatment Y/N&lt;br /&gt;
 - [field]&lt;br /&gt;
&lt;br /&gt;
Emergency Treatment Y/N&lt;br /&gt;
 - [field]&lt;br /&gt;
&lt;br /&gt;
[b]Credit Total:[/b] [field] cr&lt;br /&gt;
&lt;br /&gt;
Payment Notes:&lt;br /&gt;
 - [field]&lt;br /&gt;
&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;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][large][b]Soteria Medical Department[/b][/large][/center]&lt;br /&gt;
[br]&lt;br /&gt;
[large][u]Prescription[/u]:[/large][br] [field]&lt;br /&gt;
[br][br][hr]&lt;br /&gt;
[u]For[/u]: [field] [br]&lt;br /&gt;
[u]Assignment[/u]: [field] [br]&lt;br /&gt;
[hr]&lt;br /&gt;
[u]Prescribing Doctor[/u]: [field] [br]&lt;br /&gt;
[u]Date[/u]: [field] [br]&lt;br /&gt;
[hr]&lt;br /&gt;
[u]Medical Doctor[/u]: [field] [br][br]&lt;br /&gt;
[small]This prescription will not be refilled except under written authorization.[/small]&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Autopsy Report===&lt;br /&gt;
Autopsy report by Sebastian Schrader&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][h1]AUTOPSY REPORT[/h1][/center]&lt;br /&gt;
[hr]&lt;br /&gt;
[center][h3]IDENTIFICATION OF THE DECEASED[/h3][/center]&lt;br /&gt;
[b]Full Name:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]Age:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]Gender[/b][small][i](if applicable)[/i][/small][b]:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]Species:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]Faction[/b] [small][i](if on duty)[/i][/small][b]:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]Job:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]DNA hash:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]Fingerprints:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[hr]&lt;br /&gt;
[center][h3]INVESTIGATIVE FINDINGS:[/h3][/center]&lt;br /&gt;
[b]Date of Death:[/b] [date]&lt;br /&gt;
&lt;br /&gt;
[b]Time of Death:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]Approximate location of found body:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]Cause of Death:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]Suit sensors status at the time of death:[/b]&lt;br /&gt;
&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]&lt;br /&gt;
[/table][small](mark with an X)[/small]&lt;br /&gt;
&lt;br /&gt;
[b]Death alarm implanted?[/b]&lt;br /&gt;
&lt;br /&gt;
[table][cell]Yes[cell][field][row][cell]No[cell][field][/table][small](mark with an X)[/small]&lt;br /&gt;
[center][h3]Description of lesions[/h3][/center]&lt;br /&gt;
&lt;br /&gt;
[b]Was the body gibbed beyond recovery?[/b]&lt;br /&gt;
&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;
&lt;br /&gt;
[b]Description of external wounds:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]Description of internal wounds:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]Trace chemicals found in body:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[hr]&lt;br /&gt;
[center][h3]POST-MORTEM REQUESTS:[/h3][small][i](In case of revival being impossible)[/i][/small][/center]&lt;br /&gt;
&lt;br /&gt;
[list][*][field][/list]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[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;
&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;
&lt;br /&gt;
[i][small]Applicable Chief Biolab Officer must stamp below this line.[/small][/i]&lt;br /&gt;
[hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Department Health Inspection===&lt;br /&gt;
By Emmanuel Bassil&lt;br /&gt;
&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;
[br][hr]&lt;br /&gt;
[br][b][u]Department:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Inspecting Medical Employee&#039;s Signature:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Sanitary state of Department:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Sanitary state of Employees:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Suggested action:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Action Taken. Administrative use only.[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Chief Biolab Overseer&#039;s Signature.[/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 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][br]&lt;br /&gt;
[hr][br]&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. [br]&lt;br /&gt;
[br]&lt;br /&gt;
Item(s) loaned:[br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Name of receiver: [field][br]&lt;br /&gt;
Name of colony member loaning the item(s): [field][br]&lt;br /&gt;
[br]&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. [br]&lt;br /&gt;
[hr][br]&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][br]&lt;br /&gt;
[hr][br]&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.[br]&lt;br /&gt;
[br]&lt;br /&gt;
[br]&lt;br /&gt;
Name of volunteer test subject: [field][br]&lt;br /&gt;
Research Experiment and Goal(s): [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Signature of Volunteer Test Subject: [field][br]&lt;br /&gt;
Signature of Soteria Staff: [field][br]&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. [br]&lt;br /&gt;
[hr][br]&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;
&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.&lt;br /&gt;
[*] Legs : Mechanical Muscles (Need both legs to be augmented to work).&lt;br /&gt;
[*] Bones : Reinforcement. Need to select 7 times for full-body augmentation.&lt;br /&gt;
[*] Any bodypart : Subdermal Armor.&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;
&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]&lt;br /&gt;
[br] Number of augments : [Field]&lt;br /&gt;
[br] Total Cost : [Field]&lt;br /&gt;
[br] 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]&lt;br /&gt;
[hr]&lt;br /&gt;
[br]&lt;br /&gt;
Suspect name: [field][br]&lt;br /&gt;
Crimes committed: [field][br]&lt;br /&gt;
Time of occurrence: [field][br]&lt;br /&gt;
Location(s) of occurrence: [field][br]&lt;br /&gt;
Persons involved: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Details of Crime: [field][br]&lt;br /&gt;
Evidence of Crime: [field][br]&lt;br /&gt;
Arresting officer: [field][br]&lt;br /&gt;
Arresting officer Signature: [field][br]&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]&lt;br /&gt;
[hr]&lt;br /&gt;
[br]&lt;br /&gt;
Suspect name: [field][br]&lt;br /&gt;
Crimes committed: [field][br]&lt;br /&gt;
Time of occurrence: [field][br]&lt;br /&gt;
Location(s) of occurrence: [field][br]&lt;br /&gt;
Persons involved: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Details of Crime: [field][br]&lt;br /&gt;
Evidence of Crime: [field][br]&lt;br /&gt;
Arresting officer: [field][br]&lt;br /&gt;
Reviewing officer: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Reviewer Comment: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Arresting officer Signature: [field][br]&lt;br /&gt;
Reviewing officer Signature: [field][br]&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][br]&lt;br /&gt;
[center][i]Casenumber: 2563-xxxxxx[/i][/center][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b][i]Event Information[/i][/b][br]&lt;br /&gt;
[br]&lt;br /&gt;
Reported on: [field][br]&lt;br /&gt;
Incident occurred between: [field][br]&lt;br /&gt;
Offense: [field][br]&lt;br /&gt;
Location: [field][br]&lt;br /&gt;
Forced entry?: [field][br]&lt;br /&gt;
Weapon type: [field][br]&lt;br /&gt;
Stolen goods?: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b][i]Clearance Information[/b][/i][br]&lt;br /&gt;
[br]&lt;br /&gt;
Officer reporting: [field][br]&lt;br /&gt;
Division: [field][br]&lt;br /&gt;
Supervisor: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[i][b]Victim Information[/i][/b][br]&lt;br /&gt;
[br]&lt;br /&gt;
Name: [field][br]&lt;br /&gt;
Age: [field][br]&lt;br /&gt;
Race: [field][br]&lt;br /&gt;
Occupation: [field][br]&lt;br /&gt;
Sex: [field][br]&lt;br /&gt;
Cause of death/Extent of injury: [field][br]&lt;br /&gt;
Hate crime related: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[i][b]Suspect Information[/i][/b][br]&lt;br /&gt;
[br]&lt;br /&gt;
Name: [field][br]&lt;br /&gt;
Age: [field][br]&lt;br /&gt;
Race: [field][br]&lt;br /&gt;
Occupation: [field][br]&lt;br /&gt;
Sex: [field][br]&lt;br /&gt;
Hair color: [field][br]&lt;br /&gt;
Eye color: [field][br]&lt;br /&gt;
Build: [field][br]&lt;br /&gt;
Complexion: [field][br]&lt;br /&gt;
Aliases: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[i][b]Narrative[/i][/b][br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Security Guidelines===&lt;br /&gt;
Security Guidelines by moonloon&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Security Guidelines[/b][/center][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
[b]Golden rule:[/b] [center]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][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
[b]Guidelines[/b][br]&lt;br /&gt;
[*]Talk first, stun second.[br]&lt;br /&gt;
[*]Always call for backup before attempting to confront a possibly dangerous criminal.[br]&lt;br /&gt;
[*]Charge your weapons after every usage.[br]&lt;br /&gt;
[*]Stay calm under all circumstances, anger and fear show weakness.[br]&lt;br /&gt;
[*]Always lock Security lockers &amp;amp; logout of security terminals after each use.[br]&lt;br /&gt;
[*]Seal off crime scenes and wait for forensics personnel to arrive.[br]&lt;br /&gt;
[*]Avoid using force where possible.[br]&lt;br /&gt;
[*]Inform the Ranger when a criminal is wanted and set their wanted status via your security hud if possible.[br]&lt;br /&gt;
[*]Respect the chain of command! The Ranger outranks you for criminal sentencing. The Warrant Officer outranks him.[br]&lt;br /&gt;
[*]Remember your priorities: One punch is hardly something to arrest anyone over if there is a hostage situation.[br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Arrest Warrant form===&lt;br /&gt;
Arrest Warrant form by Jakeflex, updated by SingingSpock&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][large] Arrest Warrant [/center][/b][/large][br]&lt;br /&gt;
[br]&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:&lt;br /&gt;
[i] [field][/i][br]&lt;br /&gt;
[br]&lt;br /&gt;
 Their sentence is to be no less than [field] minutes, with the following modifiers (if applicable): [i][field][/i][br]&lt;br /&gt;
[br]&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;
[br]&lt;br /&gt;
Signature of the Authorizing Individual: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Stamp of the Warrant Officer (if applicable):[field][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armoury Item Request===&lt;br /&gt;
Armoury Item Request by Kakashi57&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[hr]&lt;br /&gt;
[center][Large][b]Armoury Item Request[/b][/large][br]&lt;br /&gt;
[small]For those armoury items that you need.[/small][/center]&lt;br /&gt;
[hr]&lt;br /&gt;
[hr]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Name:[/b] [field][br]&lt;br /&gt;
[b]Job:[/b] [field][br]&lt;br /&gt;
[b]Item(s):[/b] [field][br]&lt;br /&gt;
[b]Reason:[/b] [field]&lt;br /&gt;
[hr]&lt;br /&gt;
[b][center]Borrower&#039;s Signature:[/b] [u][i][field][/i][/u][/center]&lt;br /&gt;
[hr]&lt;br /&gt;
[hr]&lt;br /&gt;
[center][small](Office to fill)[/small][/center]&lt;br /&gt;
[b]Approval Name:[/b] [field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b][center]Approval&#039;s Signature:[/b] [u][i][field][/i][/u][/center]&lt;br /&gt;
[hr]&lt;br /&gt;
[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;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]Armory Item Deployment Form[/b][/u][/center][br]&lt;br /&gt;
[hr][br]&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][br][/small]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Item(s) issued: [/b][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Issued by: [/b][field][br]&lt;br /&gt;
[b]Reason: [/b][field][br]&lt;br /&gt;
[b]Recipient&#039;s Name: [/b][field][br]&lt;br /&gt;
[b]Rank: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[small][i]This form must be signed by the Recipient and the Supply Specialist![/i][/small][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Recipient&#039;s Signature: [/b][field][br]&lt;br /&gt;
[b]Supply Specialist Signature: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[br]&lt;br /&gt;
[center][u]Item Return Form[/u][/center][br]&lt;br /&gt;
[small][i]Fill out in the event of returning the issued items.[/i][/small][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]All issued items returned and accounted for?(yes/no): [/b][field][br]&lt;br /&gt;
[i]If no, used up/missing items: [/i][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Supply Specialist Signature: [/b][field][br]&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;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]Criminal Prosecution Form[/b][/u][/center][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
[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][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Offender&#039;s name: [/b][field][br]&lt;br /&gt;
[b]Offender&#039;s title: [/b][field][br]&lt;br /&gt;
[b]Crime(s) committed: [/b][field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[small][i](Fill out if applicable)[/i][/small][br]&lt;br /&gt;
[b]Witness(es): [/b][field][br]&lt;br /&gt;
[b]Interrogation conducted by: [/b][field][br]&lt;br /&gt;
[i]Transcript attached?(yes/no): [/i][field][br]&lt;br /&gt;
[b]Item(s) taken into evidence: [/b][field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b][u]Sentence: [/u][/b][field][br]&lt;br /&gt;
[i]Modifying factors: [/i][field][br]&lt;br /&gt;
[b]Sentence interval (if applicable): [/b][field][br]&lt;br /&gt;
[b]Sentenced by: [/b][field][br][br]&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][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Signature: [/b][field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[br]&lt;br /&gt;
[center][b]Prisonner Release Form[/b][/center][br]&lt;br /&gt;
[small][i]Fill out in the event of releasing this prisonner (if applicable)[/i][/small][br]&lt;br /&gt;
[b]Sentence served to full extent? (yes/no): [/b][field][br]&lt;br /&gt;
[i]If no, reason for early release: [/i][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Signature: [/b][field][br]&lt;br /&gt;
[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][br]&lt;br /&gt;
[br]&lt;br /&gt;
[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][br]&lt;br /&gt;
[br]&lt;br /&gt;
[small][i](*if applicable)[/i][/small]&lt;br /&gt;
[b]Suspect&#039;s Name*: [/b][field][br]&lt;br /&gt;
[b]Suspect&#039;s Title*: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Department: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Suspected Crime(s): [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Extent of search: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Warrant issued by: [/b][field][br]&lt;br /&gt;
[b]Signature: [/b][field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[br]&lt;br /&gt;
[small][i](To be filled out after search)[/i][/small]&lt;br /&gt;
[b]Search conducted by: [/b][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[b]Item(s) taken as evidence: [/b][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[b]Notes: [/b][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[b]Signature: [/b][field][br]&lt;br /&gt;
[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][br]&lt;br /&gt;
[br]&lt;br /&gt;
[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][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Interviewer&#039;s name: [/b][field][br]&lt;br /&gt;
[b]Rank: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Interviewee&#039;s name: [/b][field][br]&lt;br /&gt;
[b]Title: [/b][field][br]&lt;br /&gt;
[b]Designation[/b][small][i](Suspect/Witness/Other)[/i][/small][b]: [/b][field][br]&lt;br /&gt;
[b]Interviewee&#039;s Legal Aid present[/b][small][i](name, title)[/i][/small][b]: [/b][field][br]&lt;br /&gt;
[b]Other personnel present: [/b][field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b][u]Interview Notes: [/u][/b][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Interviewer&#039;s Signature: [/b][field][br]&lt;br /&gt;
[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][br]&lt;br /&gt;
[br]&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][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Signature: [/b][field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Evidence Log===&lt;br /&gt;
by kazkin&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b][center][u][large]Evidence/Contraband Inventory Log[/large][/b][/center][/u][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Time:[/b][field][br]&lt;br /&gt;
[b]Log Number:[/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Listed Confiscations:[/b][br]&lt;br /&gt;
[br]&lt;br /&gt;
* [field][br]&lt;br /&gt;
* [field][br]&lt;br /&gt;
* [field][br]&lt;br /&gt;
* [field][br]&lt;br /&gt;
* [field][br]&lt;br /&gt;
* [field][br]&lt;br /&gt;
* [field][br]&lt;br /&gt;
* [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Confiscating officers signature:[/b]&lt;br /&gt;
[hr]&lt;br /&gt;
&amp;lt;/pre&amp;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][br]&lt;br /&gt;
[hr][br]&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][br][/small]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Issued by: [/b][field][br]&lt;br /&gt;
[b]Reason: [/b][field][br]&lt;br /&gt;
[b]Recipient&#039;s Name: [/b][field][br]&lt;br /&gt;
[b]Rank: [/b][field][br]&lt;br /&gt;
[br]&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;
[hr]&lt;br /&gt;
[b]Recipient&#039;s Signature: [/b][field][br]&lt;br /&gt;
[b]Soteria scientist, roboticist, or doctor&#039;s Signature: [/b][field][br]&lt;br /&gt;
[b]Time of Signing: [/b][field][br]&lt;br /&gt;
[b]Time of Expiration: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Warrant Officer&#039;s Stamp Below To Acknowledge[/b]&lt;br /&gt;
[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;
&lt;br /&gt;
[center][b][u]Thermal Augmentation Removal[/b][/u][/center][br]&lt;br /&gt;
[hr][br]&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;
[br]&lt;br /&gt;
[b]Recoverer&#039;s Name: [/b][field][br]&lt;br /&gt;
[b]Returning Recipient&#039;s Name: [/b][field][br]&lt;br /&gt;
[b]Rank: [/b][field][br]&lt;br /&gt;
[br]&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;
[hr]&lt;br /&gt;
[b] Returning Recipient&#039;s Signature: [/b][field][br]&lt;br /&gt;
[b]Soteria scientist, roboticist, or doctor&#039;s Signature: [/b][field][br]&lt;br /&gt;
[b]Time of Signing: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Warrant Officer&#039;s Stamp Below To Acknowledge[/b]&lt;br /&gt;
[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;
&lt;br /&gt;
Name: [field] &lt;br /&gt;
Position: [field]&lt;br /&gt;
&lt;br /&gt;
Name: [field] &lt;br /&gt;
Position: [field]&lt;br /&gt;
&lt;br /&gt;
Name: [field] &lt;br /&gt;
Position: [field]&lt;br /&gt;
&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;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b][large]Nadezhda Colony[/large][/b]&lt;br /&gt;
&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;
&lt;br /&gt;
=Blackshield=&lt;br /&gt;
===Blackshield Cadetship Application===&lt;br /&gt;
by DasFox&lt;br /&gt;
&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;
&lt;br /&gt;
[b]Blackshield Regiment (SURFACE) Cadetship Application[/b]&lt;br /&gt;
DTG: [date], [time]&lt;br /&gt;
Index: [field]&lt;br /&gt;
&lt;br /&gt;
[b]General Information[/b]&lt;br /&gt;
&lt;br /&gt;
Full Name: [field]&lt;br /&gt;
Position: [field]&lt;br /&gt;
Faction: [field]&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
Length of Time within the Colony, and what made you come here?&lt;br /&gt;
[field]&lt;br /&gt;
&lt;br /&gt;
What made you want to join the Blackshield Regiment?&lt;br /&gt;
[field]&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
Stamp below if applicable.[/center][hr][/small]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gate Log===&lt;br /&gt;
by Nyanlord&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[h3][center][u]Gate Log[/h3][/center][/u][hr][hr][b]Logging Staff:[/b][field]&lt;br /&gt;
&lt;br /&gt;
[b]Gate Log Number:[/b][field][hr][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]&lt;br /&gt;
[hr][hr][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;
[hr][hr]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&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;
&lt;br /&gt;
[large][b]Hunter&#039;s Lodge&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
&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>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Template:BayPage&amp;diff=4198</id>
		<title>Template:BayPage</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Template:BayPage&amp;diff=4198"/>
		<updated>2024-05-26T00:35:48Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Corrects the url for Baywiki. Do we even use this template anymore? Idk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;background-color:#62AEF0;padding:1px; margin-bottom: 1px;color: white&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;&#039;&#039;&#039;This article or section is from the Baystation 12 wiki.&#039;&#039;&#039;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;This article or section is directly taken from the [https://baystation.xyz/index.php?title=Main_Page Baystation 12 wiki], and should not be fully relied on for Sojourn. You can help by [{{fullurl:{{FULLPAGENAME}}|action=edit}} updating it].&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Bay Pages]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Adding this template adds the page to the following category: [[:Category:Bay Pages]]&lt;br /&gt;
&lt;br /&gt;
To add the template to a page simply write:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{BayPage}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Template:Jobs&amp;diff=4197</id>
		<title>Template:Jobs</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Template:Jobs&amp;diff=4197"/>
		<updated>2024-05-26T00:34:55Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Changes CEO to SOM&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|width=100% border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 13 align = &amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Jobs]] on Sojourn&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:IconJobs64.png|link=Jobs]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #334E6D; color: white; text-align: center;&amp;quot; id=&amp;quot;command&amp;quot; |&#039;&#039;&#039;Command&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Premier]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Steward]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Blackshield Commander]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Warrant Officer]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Guild Master]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Chief Research Overseer]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Chief Biolab Overseer]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Prime]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Surface Operations Manager]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Expedition Foreman]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| textcolor=&amp;quot;white&amp;quot; style=&amp;quot;background: #AF6365; text-align: center;&amp;quot; id=&amp;quot;security&amp;quot; |&#039;&#039;&#039;[[List of Factions#The Marshals|The Marshals]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Warrant Officer]]&#039;&#039;&#039;, [[Officer]], [[Supply Specialist]], [[Ranger]]&lt;br /&gt;
|-&lt;br /&gt;
| textcolor=&amp;quot;white&amp;quot; style=&amp;quot;background: #808080; text-align: center;&amp;quot; id=&amp;quot;security&amp;quot; |&#039;&#039;&#039;[[List of Factions#The Blackshield Militia|Blackshield]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Blackshield Commander]]&#039;&#039;&#039;, [[Sergeant]], [[Corpsman]], [[Trooper]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #ba9b67; text-align: center;&amp;quot; id=&amp;quot;engineering&amp;quot; |&#039;&#039;&#039;[[List of Factions#The Artificers Guild|The Guild]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Guild Master]]&#039;&#039;&#039;, [[Guild Adept]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #8cbcd6; text-align: center;&amp;quot; id=&amp;quot;medical&amp;quot; |&#039;&#039;&#039;[[List of Factions#Soteria Institute|Soteria Medical]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Chief Biolab Overseer]]&#039;&#039;&#039;, [[Medical Doctor]], [[Psychologist]], [[Lifeline Technician]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #a885a2; text-align: center;&amp;quot; id=&amp;quot;science&amp;quot; |&#039;&#039;&#039;[[List of Factions#Soteria Institute|Soteria Science]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Chief Research Overseer]]&#039;&#039;&#039;, [[Scientist]], [[Roboticist]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #D2691E; text-align: center;&amp;quot; id=&amp;quot;explorer&amp;quot; |&#039;&#039;&#039;[[List of Factions#The Prospectors|Prospectors]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Expedition Foreman]]&#039;&#039;&#039;, [[Prospector]], [[Salvager]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #f1ff17; text-align: center;&amp;quot; id=&amp;quot;church&amp;quot; | &#039;&#039;&#039;[[List of Factions#The Church of Absolute|The Church]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Prime]]&#039;&#039;&#039;, [[Vector]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #92b26d; text-align: center;&amp;quot; id=&amp;quot;service&amp;quot; | &#039;&#039;&#039;[[List of Factions#Lonestar Shipping Solutions, LLC.|Lonestar]] &amp;amp; Civilian&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Surface Operations Manager]]&#039;&#039;&#039;, [[Bartender]], [[Botanist]], [[Chef]], [[Janitor]], [[Cargo Technician]], [[Lonestar Miner]], [[Colonist]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #b1dff9; text-align: center;&amp;quot; id=&amp;quot;nonHuman&amp;quot; | &#039;&#039;&#039;Colony-Bound&#039;&#039;&#039;&lt;br /&gt;
| [[AI]], [[Cyborg]], [[Maintenance Drone]], [[Personal AI]], [[Ghost]], [[Mouse]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #9d866e; text-align: center;&amp;quot; id=&amp;quot;independant&amp;quot; | &#039;&#039;&#039;The Lodge&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Huntmaster]]&#039;&#039;&#039;, [[Hunter]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Jobs]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Cargo_Technician&amp;diff=4196</id>
		<title>Cargo Technician</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Cargo_Technician&amp;diff=4196"/>
		<updated>2024-05-26T00:33:21Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Changes CEO to SOM&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated Page|reason = Disposal mailing section out of date.}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:purple; background-color:#FFFFDD; | Cargo Technician&lt;br /&gt;
&amp;quot;Push, Pull, Push&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Department: &lt;br /&gt;
Lonestar &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access: &lt;br /&gt;
Cargo, Mining, Maintenance&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Supervisors:&lt;br /&gt;
[[Surface Operations Manager]]&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Easy&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Cargo Technician&#039;s&#039;&#039;&#039; role is, after staffing the front window to facilitate selling the greatest amount of goods you can get from other [[Colonist|colonists]], to unload crates, load the crates, make things in the autolathe, operate the cargo train and use the mail system. Don&#039;t forget to monitor the disposals area as well for any goodies. Or people.&lt;br /&gt;
&lt;br /&gt;
==Your Workplace==&lt;br /&gt;
The cargo bay is your home as a Cargo Technician and, naturally, where you start the game. It contains a hand labeler, a cell charger and power cell set, a station bounced radio, some rods, a multitool, a med-kit, some empty crates, some full crates full of &amp;lt;s&amp;gt;garbage&amp;lt;/s&amp;gt; useful items, a copy machine, and an autolathe.&lt;br /&gt;
&lt;br /&gt;
==Obtaining The Almighty Credit==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For a more technical description, please refer to the [[Standard_Operating_Procedure#Lonestar_Shipping|Standard Operating Procedures for Lonestar]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The primary reason you&#039;re employed here, above all others, is to make sure Lonestar Shipping LLC turns a profit. Therefore, you&#039;ve been graciously trusted with the account number and PIN (See Notes in the IC tab) for the business account to deposit into. At least 80% of all sales made should be going directly into the business account, though taking up to 20% of profit as commission is permitted, with Miners delivering materials and those guarding them eligible for up to 10% profit total, to be divided among themselves. [[Cyborg|The synthetic workforce]] has no need of profits and can be safely ignored in these calculations.&lt;br /&gt;
&lt;br /&gt;
Every single transaction has to be a win for Lonestar. To make sure you&#039;re getting the best deal, grab an export scanner and synchronize it with the cargo database by clicking on the cargo computer. Then run it over the item in question, and it will show the sale price should you sell it off in the cargo shuttle to the off-colony buyers. &#039;&#039;&#039;DO NOT QUOTE THIS PRICE.&#039;&#039;&#039; This price exists to provide an absolute baseline for honing your haggling skills. Remember the old Sol saying of buy low, sell high. Feel free to lower your offer for buying things off of colonists, and add a healthy markup to any supplies you sell, within reason.&lt;br /&gt;
&lt;br /&gt;
If a colonist has multiple items to sell, you can scan them all at once by packing all the items in question into a crate, wrapping the crate with packing paper by clicking on the closed crate with the wrapping, and running the export scanner over it to provide a total. Colonists tend to bring their own pre-packed crates or lockers, so this is generally little issue.&lt;br /&gt;
&lt;br /&gt;
At the end of the day, you NEED to get a profit for the company, and product must be moved, and if that means eating into your commission to keep your job, so be it. It&#039;s just business, after all. And remember, [[Example_Paperwork#Cargo|always get a receipt]].&lt;br /&gt;
&lt;br /&gt;
==Disposals Mailing==&lt;br /&gt;
This is an alternative way of delivering items.&lt;br /&gt;
&lt;br /&gt;
#Wrap your item/crate with package wrapper.&lt;br /&gt;
#Pick up the destination tagger and click in your hand to set a destination.&lt;br /&gt;
#Use the destination tagger on the parcel.&lt;br /&gt;
#* Optional: Use a pen to write a message on the parcel, or custom set a destination.&lt;br /&gt;
#Stick it on the conveyor, or dump it in a disposals unit, and let the system handle it.&lt;br /&gt;
#*Tip: Click and drag the large parcels to disposals units to put them in. This can only be done a few times, however.&lt;br /&gt;
&lt;br /&gt;
You can also gift wrap packages, but these cannot be tagged with a destination, and have to be delivered manually. This will not work with large objects. The process is slightly more complicated.&lt;br /&gt;
&lt;br /&gt;
#Pick up the item you want to gift wrap.&lt;br /&gt;
#Hold a sharp object in your other hand. (Wirecutters are the most common for this.)&lt;br /&gt;
#Click the wrapping paper with the item you want to wrap.&lt;br /&gt;
&lt;br /&gt;
Gift wrapping a human is also possible, but they must have a straight jacket on and you need the wrapping paper in your hand. This is usually not a good idea.&lt;br /&gt;
&lt;br /&gt;
==Garbage Day==&lt;br /&gt;
In addition to mail, the disposals system runs through the Lonestar Cargo area. It&#039;s generally either your duty or preferably the [[Janitor]]&#039;s to take a look now and then to make sure nothing too untoward gets caught. For the most part it runs itself, recyclable materials getting slowly but surely processed by the machine into usable metal, glass, plastic and other interesting sheets for use in your Autolathe or sale. Any completely useless trash is finally sent to the crusher on the top level for obliteration, removing it from the map completely. The Crusher also is able to refine scrap (even more efficiently when upgraded), which the Guild is always VERY eager to obtain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;OOC: At time of writing, forges and recyclers are unable to be upgraded without completely breaking, so let it do it&#039;s thing.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Materials that have a significant amount of biomatter are automatically passed over and shunted to the Church for processing in their biogenerator, but corpses of bugs and unfortunate colonists get stuck on the recycler and must be manually moved. Bugs can either be carved up if you&#039;re skilled enough with a knife, and delivered whole to Soteria for chemical extraction, to the Church for processing, or the [[Chef]] for &#039;exotic&#039; meals. You may be able to make a tidy profit from Soteria this way, but [[Vector]]s and [[Prime]]s tend to take a dim view of such greed if you try it with them. Don&#039;t expect any fancy medkits from the Church if you go this route.&lt;br /&gt;
&lt;br /&gt;
Bodies of colonists however, are an entirely different matter. Upon discovery of a dead one, the conveyor should be immediately stopped and the Marshals alerted. Only Marshals should move bodies, preferably the [[Ranger]]. Living but seriously injured bodies should be the care of Soteria Medical and their [[Paramedic]]s, while lightly injured ones are usually mishaps from the trash beacon chute or thrill-seekers and should be escorted out with a stern warning.&lt;br /&gt;
&lt;br /&gt;
==Care and Maintenance of your Cargo Train==&lt;br /&gt;
&lt;br /&gt;
Located in the warehouse, the cargo train exists to help speed the delivery of shipments to buyers in an alternate fashion.&lt;br /&gt;
&lt;br /&gt;
To use the train, it requires the key to be inserted, which has a distinct decoration, as well as a charged L-sized battery. The battery can be accessed by using a screwdriver on the engine, and then a crowbar to pry the battery out safely. Once recharged or replaced, reinsert the battery, and fasten the maintenance plate with a screwdriver once more.&lt;br /&gt;
&lt;br /&gt;
For driving the train, drag your sprite onto the engine, and if the key is in place, and the battery is charged, go to the Vehicle tab in the status window, and select Start Engine. You are now free to move about at a faster pace, and without the worry of slowing down due to hunger or bulky armor suits. When you&#039;re finished moving wherever it is you want to go, use the Stop Engine command, click the engine to get off, and if you want to prevent any unruly [[Colonist]]s from taking a joyride, right click the engine and remove the key.&lt;br /&gt;
&lt;br /&gt;
The cargo train needs one engine, and at least one trailer to be of any use hauling things. Using the right click menu, you can detach unneeded trailers for a mild boost in speed and battery life.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Actor&amp;diff=4195</id>
		<title>Actor</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Actor&amp;diff=4195"/>
		<updated>2024-05-26T00:32:12Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Changes CEO to SOM&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:purple; background-color:#FFFFDD; | Actor&lt;br /&gt;
&amp;quot;I&#039;m whatever you want me to be!&amp;quot;.&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Department: &lt;br /&gt;
Lonestar &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access: &lt;br /&gt;
Actors Office&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Supervisors:&lt;br /&gt;
Surface Operations Manager&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Easy&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the actor, your job is simple. Entertain the crew. While its easy on paper its difficult to do successfully and more than once.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
As the actor you&#039;ll have access to a small office where you can get various costumes to aid you in entertaining people. That said, you&#039;re not limited to just whats in this office. A unique outfit can bring you some notability and work towards a certain schtick. Are you a funny clown? A sad clown? A clever mime? A well dressed prankster or a homeless mummer? The limits are your imagination and experimentation is encouraged.&lt;br /&gt;
&lt;br /&gt;
Artists Bench: Here, you can make sculptures to sell, donate or showcasing to colonists (for them to adore, or be haunted by depending on what you make). It requires plasteel, steel, glass, wood and plastic. You will need an oddity and fourty units each of materials in order to create a sculpture. What is created will generally also be an oddity. &lt;br /&gt;
&lt;br /&gt;
==Alright, I&#039;m an actor, what now?==&lt;br /&gt;
You decide!&lt;br /&gt;
&lt;br /&gt;
No seriously, this is a heavily roleplayed position and your goals and fun is entirely created by you. You are given somewhat of a bit of leeway to pull pranks and mess with people but remember that you can encounter consequences. See [[Rules|the guide to self antagging]] for more information on what to be wary of. You have the tools to spice up regular rounds or be annoying, its a fine line to tread and always look for improving peoples play instead of trying to frustrate others.&lt;br /&gt;
&lt;br /&gt;
==Potential prank ideas==&lt;br /&gt;
If you&#039;re bored and on the verge of being a dick here is some ideas to avoid causing problems.&lt;br /&gt;
&lt;br /&gt;
If you are really out of ideas and on the verge of being so bored that you&#039;ll soon resort to just being a dick, here&#039;s a few things a good Clown can do to entertain the crew:&lt;br /&gt;
&lt;br /&gt;
* Tell bad jokes and puns nonstop&lt;br /&gt;
* Hold two horns (okay one can be duck) and rapidly switch hands while spamming the use key to dualhonk&lt;br /&gt;
* Ride wheeled chairs with fire extinguishers&lt;br /&gt;
* Wear cardboard suit and helmet and be a clownborg, beep boop honk&lt;br /&gt;
* Wear funny outfits from the AutoDrobe&lt;br /&gt;
* Be a pirateclown. Yarr, scurvy dog!&lt;br /&gt;
* Be a gentleman clown. I say, good sir!&lt;br /&gt;
* Be a gladiator clown. Vale!&lt;br /&gt;
* Be a priest clown. Praise the Honkmother!&lt;br /&gt;
* Be a chicken clown. Cluck cluck bagawk!&lt;br /&gt;
* Bolt open the costume storage for the entire crew to use&lt;br /&gt;
* Get/pretend to be a random new job, and be terrible/amazing at that job&lt;br /&gt;
* Build a themed shop in the vacant spot&lt;br /&gt;
* Hide photocopies of your ass around the station&lt;br /&gt;
* Annoy a targeted person of your choice by slipping them non-stop&lt;br /&gt;
* Yell fake claims about antags&lt;br /&gt;
* Make people panic with fake items from the arcade machines&lt;br /&gt;
* Lube the halls&lt;br /&gt;
* Collect shoes from Assistants&lt;br /&gt;
* Make a Conveyor Belt that makes non-stop noise&lt;br /&gt;
* Build a clown restaurant and run the chef out of business&lt;br /&gt;
* Insert donuts into people&#039;s pockets&lt;br /&gt;
* Attack Heads of Staff with the laser tag gun&lt;br /&gt;
* Create newsfeed channels and put out outrageous and slightly offensive accusations against people, along with photos&lt;br /&gt;
* &amp;lt;small&amp;gt;Vandalize&amp;lt;/small&amp;gt; Improve random departments with crayon and spraypaint&lt;br /&gt;
* Write obscenities right outside the brig and get dog piled by security&lt;br /&gt;
* Make a HonkMech&lt;br /&gt;
* Make some friends and start an underground fight club a circus&lt;br /&gt;
* Become the shaft miner&#039;s plucky comic relief sidekick on a quest for ore&lt;br /&gt;
* Build an art installation and protect it from cleanbots&lt;br /&gt;
* Write a book with your best jokes to preserve them for future generations of actors&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Bartender&amp;diff=4194</id>
		<title>Bartender</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Bartender&amp;diff=4194"/>
		<updated>2024-05-26T00:31:55Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Changes CEO to SOM&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:purple; background-color:#FFFFDD; | Bartender&lt;br /&gt;
&amp;quot;You&#039;ve had one too many, pal.&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Department: &lt;br /&gt;
Lonestar &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access: &lt;br /&gt;
Bar, Cafe, Hydroponics, Kitchen, Maintenance&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Supervisors:&lt;br /&gt;
Surface Operations Manager&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Easy&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Bartender&#039;&#039;&#039;, it&#039;s your job to keep any alcohol inclined crew happy. That means serving drinks to anyone who comes by the bar. You might also consider some form of entertainment, such as gambling or a variety show, to liven up the Bar. Work with the [[Artist]] to see what sort of things they&#039;re up for.&lt;br /&gt;
&lt;br /&gt;
== Preparing the Bar == &lt;br /&gt;
&lt;br /&gt;
The Bar is your palace.&amp;lt;br /&amp;gt;&lt;br /&gt;
A good bartender should prepare it for his regular patrons, so that they feel at home! Remember, the more comfortable they are, the more booze they drink!&amp;lt;br /&amp;gt;&lt;br /&gt;
It might be a good idea to set up the EFTPOS Scanner, and charge people for their drinks. After all, if they want to drown their sorrows in alcohol, losing a couple extra thalers won&#039;t hurt!&amp;lt;br /&amp;gt;&lt;br /&gt;
It would also be wise to set your barsign to whatever you feel more comfortable with. Just swipe your ID and pick the neon sign you want to display!&amp;lt;br /&amp;gt;&lt;br /&gt;
Also, why not display a [[Example_Paperwork#Bar_menu|menu]] of all the possible drinks to make sure your patrons always have something to drink!&lt;br /&gt;
&lt;br /&gt;
== Equipment == &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Armour vest&#039;&#039;&#039;: Bars are known for bar room brawls. This&#039;ll help you stay upright in breaking up a fight.&lt;br /&gt;
* &#039;&#039;&#039;Shotgun&#039;&#039;&#039;: Found on the table in the back room. This is for breaking up bar fights and self defense. Taking outside the bar area is a [[Laws|criminal offense]] so use it carefully.&lt;br /&gt;
* &#039;&#039;&#039;Shaker&#039;&#039;&#039;: Tied with large reagent beakers as the biggest reagent containers available in the station. It can fit 100 reagent units.&lt;br /&gt;
* &#039;&#039;&#039;Formal closet&#039;&#039;&#039;: Containing 2 formal uniforms like the one you spawn with, 2 pairs of black shoes and 2 top hats. There is an additional top-hat on the bar counter.&lt;br /&gt;
* &#039;&#039;&#039;Booze-O-Mat&#039;&#039;&#039;: Dispenses alcoholic drinks. If it runs out of points, ask the [[Quartermaster]] for a Bar Charge.&lt;br /&gt;
* &#039;&#039;&#039;Beer locker, beer keg, beanbag shells and an empty freezer&#039;&#039;&#039;: All inside the Refrigerator room, next to the formal locker.&lt;br /&gt;
* &#039;&#039;&#039;Pun Pun&#039;&#039;&#039;: A monkey. Sort of decorative. People are mixed about their feelings to him.&lt;br /&gt;
&lt;br /&gt;
== Serving Drinks ==&lt;br /&gt;
You have a whole bunch of spirits in your handy Booze-o-mat vending machine, with which to mix all manner of drinks. Serve up what the crew wants, or just what you feel like mixing. You can check any drink recipe by looking it up on the app on your PDA.&lt;br /&gt;
&lt;br /&gt;
===See Also===&lt;br /&gt;
[[Guide to Drinks]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Botanist&amp;diff=4193</id>
		<title>Botanist</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Botanist&amp;diff=4193"/>
		<updated>2024-05-26T00:31:35Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Changes CEO to SOM&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:purple; background-color:#FFFFDD; | Botanist&lt;br /&gt;
&amp;quot;Grow grass, my man.&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Department: &lt;br /&gt;
Lonestar &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access: &lt;br /&gt;
Bar, Cafe, Hydroponics, Kitchen, Maintenance&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Supervisors:&lt;br /&gt;
Surface Operations Manager&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Easy&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Botanist&#039;&#039;&#039;, it&#039;s your job to grow stuff for the [[Chef]] to keep the crew fed. There are plenty of vegetables to grow, and if you&#039;re feeling adventurous, there are some other less edible plants to experiment growing with.&lt;br /&gt;
&lt;br /&gt;
== Plants ==&lt;br /&gt;
For the full chart with plant types, what they look like, and what they do, please check out the [[Guide to Hydroponics]].&lt;br /&gt;
&lt;br /&gt;
=== Fertilizer Types ===&lt;br /&gt;
&#039;&#039;&#039;EZ-Grow:&#039;&#039;&#039; The standard, keeps plants alive. Not needed for weeds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Left-4-Zed:&#039;&#039;&#039; Increases the potency by a large amount, but takes forever to harvest. Switch to another fertilizer if it takes too long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robust Harvest:&#039;&#039;&#039; The amount harvested increases dramatically.&lt;br /&gt;
&lt;br /&gt;
=== Seeds ===&lt;br /&gt;
The seed storage gives you seeds to start growing. There&#039;s a couple of hidden seeds too if you get the tools to hack it, but remember that it&#039;s very slightly illegal.&lt;br /&gt;
&lt;br /&gt;
=== The [[Chef]] ===&lt;br /&gt;
Take your vegetables to the chef, then have him cook them up! There are many different foods the chef can make from different foods you grow. Or, as an alternative, have him blend different things for you. Blended foods provide a concentration of various materials that can be separated from nutriment reagents.&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
You get a few fun tools as a Botanist that will make your life easier when growing plants:&lt;br /&gt;
* Mini Hoe. This one is meant to claw, or perhaps filter, out weeds from the hydroponic trays. Requires multiple clicking, but makes keeps plants healthy for longer.&lt;br /&gt;
* Plant-B-Gone Spray bottle. Kills plants slowly and can be filled with other chemicals. Does minor toxin damage.&lt;br /&gt;
* Bucket. Fill these up and use them to water your trays.&lt;br /&gt;
&lt;br /&gt;
Things you should get from the outside:&lt;br /&gt;
* Toxin Med kit. Just in case you eat something nasty.&lt;br /&gt;
* Various chemicals to mutate or treat your plants with.&lt;br /&gt;
&lt;br /&gt;
=== Chemicals ===&lt;br /&gt;
Ammonia is a much better fertilizer than EZ-Grow, and unstable mutagens can cause some interesting plant variations.&lt;br /&gt;
&lt;br /&gt;
Most chemicals can be requested from the [[Chemist]], but you&#039;re quite low down on the list of people who need them, so try giving them some useful plants to blend.&lt;br /&gt;
&lt;br /&gt;
Different chemicals do different things to your plants when injected. Feel free to experiment until you find a blend you like!&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Chef&amp;diff=4192</id>
		<title>Chef</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Chef&amp;diff=4192"/>
		<updated>2024-05-26T00:31:13Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Changes CEO to SOM&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated Page|reason = Not updated with hex-cooking}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:purple; background-color:#FFFFDD; | Chef&lt;br /&gt;
&amp;quot;Börk börk börk!&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Department: &lt;br /&gt;
Lonestar &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access: &lt;br /&gt;
Bar, Cafe, Hydroponics, Kitchen, Maintenance&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Supervisors:&lt;br /&gt;
Surface Operations Manager&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Easy&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Chef&#039;&#039;&#039; it&#039;s your job to cook for the crew and keep them fed. Really, that&#039;s it.&lt;br /&gt;
&lt;br /&gt;
Altruistic as it might be to give your meals out for free to the entire colony, [[Surface Operations Manager|your boss]] may have some stern words to say to you on that. You&#039;re an essential part of the Lonestar family, after all. However, it won&#039;t do to have starving, rampaging colonists beating down your windows due to overpricing once the ready sources of snacks dry up. Not everyone can handle surviving on junk food alone.&lt;br /&gt;
&lt;br /&gt;
A fine starting point would be to draft up a [[Example_Paperwork#Kitchen_Menu|menu]], or your own styling on it, with some [[Vending_Machines#Getmore Chocolate Corp|competitive pricing]] listed, and advertise your services on the radio.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font style=&amp;quot;font-size:11pt;&amp;quot;&amp;gt;&#039;&#039;&#039;Note: The meatgrinder only accepts humans when emagged. Serving humans is bad, got it?&#039;&#039;&#039;&amp;lt;/font&amp;gt; &amp;lt;s&amp;gt;Usually, at least. Sometimes.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
You get a lot of cool kitchen related things, like these:&lt;br /&gt;
&lt;br /&gt;
* An apron and cool looking hat.&lt;br /&gt;
* 2 Meat Spikes.&lt;br /&gt;
* A meatgrinder.&lt;br /&gt;
* A machine that can dispense trays, plates, cups, and knives.&lt;br /&gt;
* 2 microwaves.&lt;br /&gt;
* A Smart Fridge.&lt;br /&gt;
* Shutters to close you in for privacy or [[Traitor|other things]].&lt;br /&gt;
* Rolling Pin.&lt;br /&gt;
* Blender.&lt;br /&gt;
* Drinks dispenser that will also dispense some ingredients, such as sugar.&lt;br /&gt;
* Salt and Pepper shakers.&lt;br /&gt;
* A nifty (but now outdated) cookbook.&lt;br /&gt;
* Eggs.&lt;br /&gt;
* Meat.&lt;br /&gt;
* Flour.&lt;br /&gt;
* Space Milk and Soy Milk.&lt;br /&gt;
* [[Guide_to_Chemistry#Universal_Enzyme|Universal Enzyme]].&lt;br /&gt;
* Partial Hydroponics access which allows you to grow your own ingredients in the absence of a gardener.&lt;br /&gt;
&lt;br /&gt;
=Cooking and You=&lt;br /&gt;
Experimenting is, unfortunately, not rewarded with cooking. You&#039;ll just end up with a burned mess that is NOT good to eat. If a microwave gets dirty, you&#039;ll need to give it a blast of Space Cleaner. If a microwave gets broken, you&#039;ll need either a [[File:EWrench.png]] wrench or a [[File:EScrewdriver.png]] screwdriver to repair it.&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
The processor and the blender are much more forgiving. The processor will only take things that it recognizes and the blender will blend any food item (granted, you might not get anything interesting out of it).&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
You can cut various dishes with the knife you have, such as cheese wheels and pizzas.&lt;br /&gt;
&lt;br /&gt;
===Hydroponics===&lt;br /&gt;
Your neighbor, [[Botanist|Hydroponics]], is tasked mainly with growing vegetables and fruits for you to use in your dishes. They will usually dump what they produce into the smart fridge that is located in both of your walls.  Be sure to tell them what to grow, as they are currently incapable of reading your mind, Cht&#039;Mant excluded. A good starting task to tell them is to grow wheat, tomatoes, and potatoes, as these plants and the products from them are used most in your recipes. After they have those, just request plants as needed. If you&#039;re feeling adventurous, the [[Vector|Church]] may have milk and meat on offer if you run out.&lt;br /&gt;
&lt;br /&gt;
If you have no Botanist, you can access the public garden, which has it&#039;s own supply of cows, chickens and dirt mounds. It does tend to get infested with unwelcome visitors, so check early and often.&lt;br /&gt;
&lt;br /&gt;
Ordering chickens for the [[Botanist]] is a good step to take, if you know you&#039;ll be needing more eggs than the ones you start with. Feed them with wheat to get them to lay eggs. Unattended eggs may hatch into more chickens. Chickens can also be put into the meat grinder to make chicken meat.&lt;br /&gt;
&lt;br /&gt;
===Animals===&lt;br /&gt;
Monkeys can be stuck up on meat hooks for meat carvery purposes, and Cows can be ordered from the [[Quartermaster]] and used in the meat grinder. They can also be milked with a bucket, but they do require feeding. Chickens produce eggs, which can also be quite helpful. Feed chickens and cows with wheat to get them to produce milk and eggs. Other animals can be carved up with a knife or cleaver for the chef on the go.&lt;br /&gt;
&lt;br /&gt;
===Meat Grinder===&lt;br /&gt;
The meat grinder is a device that is found in the kitchen freezer. It can be used to grind up living or dead animals, turning them into a horrible bloody mess and yielding some meat chunks. However, the meat grinder does not normally accept humans. The meat can then be used in food production. If you don&#039;t mind widening your palate along with your definition of &#039;edible&#039;, you can get your meat from more... [[Critters#Fauna|Esoteric]] [[Guide to Chemistry#Clonexadone|sources]].&lt;br /&gt;
&lt;br /&gt;
===Blending===&lt;br /&gt;
All food contains the universal ingredient called &amp;quot;[[Guide to Chemistry#Nutriment|Nutriment]]&amp;quot;. It&#039;s what nourishes you and heals your injuries when you eat. Although food might not heal you as quickly as the doctor can, and won&#039;t heal the more unusual types of damage, it can often heal for more over time.&lt;br /&gt;
&lt;br /&gt;
You can blend anything that comes from Hydroponics, and pretty much all food. Nutriment can be added to your dishes to make them more filling. Some plants contain other liquids that can be used as condiments or as ingredients in food.&lt;br /&gt;
&lt;br /&gt;
===See Also===&lt;br /&gt;
[[Guide to Food]]&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Lonestar_Miner&amp;diff=4191</id>
		<title>Lonestar Miner</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Lonestar_Miner&amp;diff=4191"/>
		<updated>2024-05-26T00:30:41Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Changes CEO to SOM&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:purple; background-color:#FFFFDD; | Lonestar Miner&lt;br /&gt;
&amp;quot;A rumbling noise like thunder somehow penetrates your mind before fading away!&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Department: &lt;br /&gt;
Lonestar &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access: &lt;br /&gt;
Mining, Cargo, EVA, Maintenance&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Supervisors:&lt;br /&gt;
Surface Operations Manager&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Easy&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Welcome, &#039;&#039;&#039;Shaft Miner&#039;&#039;&#039;, to the wonderful caverns of this colony.&lt;br /&gt;
&lt;br /&gt;
=== Chatting it Up ===&lt;br /&gt;
You can talk with all of your mining buddies, as well as the other cargo technicians and the all-important Surface Operations Manager, over the Supply channel using &#039;&#039;&#039;:u&#039;&#039;&#039; or :h.&lt;br /&gt;
&lt;br /&gt;
== The Objective ==&lt;br /&gt;
You&#039;re here to mine, so get digging! Put on your mining hard-suit (make sure to put a large oxygen tank in your suit storage or at least refill your emergency tank in case of cave ins), check your internals, and cycle yourself out the airlock. Then grab your drill in one hand, click on an ore tile, and pick up the ore with your mining satchel. You can then empty the satchel into an Ore Box, so it&#039;s probably best to drag one around with you.&lt;br /&gt;
&lt;br /&gt;
If you prefer heavy machinery, you can use a [[Guide to Mining#Drill 101|mining drill]] to dig into the asteroid for you. This is the only way to get hydrogen.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;re full to bursting with ores, drag your crate to the conveyor belt outside of the airlock. From there, you can use the machines and computers to [[Guide to Mining#Furnace 101|smelt raw ore to its finished state]] and stack them up to 50-count piles. From there, it&#039;s off to wherever those resources need to be, but hopefully you have a [[Cargo Technician]] for that. Back to the mines!&lt;br /&gt;
&lt;br /&gt;
Details on how do to your job can be found in the [[Guide to Mining]].&lt;br /&gt;
&lt;br /&gt;
=== Who Needs What ===&lt;br /&gt;
* [[Scientist]]s want a little silver, gold, plasma, uranium, diamond, and solid hydrogen. Refine a little of each for research (5-10 blocks each should do it; 2-5 for the diamond and hydrogen). In exchange, they may give you more advanced mining tools (like a sonic jackhammer), for even faster digging. &lt;br /&gt;
* [[Roboticist]]s need metal, plasteel, diamond, uranium, silver and gold for building mech parts. Give them enough and you might get a big, fancy machine for your troubles! The Ripley is the best mech for mining.&lt;br /&gt;
* Everybody could always use more metal and glass, but especially [[Guild Adept]]s.&lt;br /&gt;
&lt;br /&gt;
=Smelting=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;background-color :lightblue;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-weight: bold; text-align: center; background-color:lightblue;&lt;br /&gt;
!colspan=&amp;quot;4&amp;quot;|Processing method&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;16%&amp;quot;| &#039;&#039;&#039;Name (Raw ore)&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;28%&amp;quot;| &#039;&#039;&#039;Smelting&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;28%&amp;quot;| &#039;&#039;&#039;Compressing&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;28%&amp;quot;| &#039;&#039;&#039;Alloying&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Rough Diamond&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|Diamond Sheets&lt;br /&gt;
|&lt;br /&gt;
|- 	&lt;br /&gt;
|&#039;&#039;&#039;Hematite&#039;&#039;&#039;&lt;br /&gt;
|Iron Ingot &lt;br /&gt;
|&lt;br /&gt;
|Steel Sheet&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Raw Hydrogen&#039;&#039;&#039;&lt;br /&gt;
|Tritium Ingot 	&lt;br /&gt;
|Metallic Hydrogen Sheet&lt;br /&gt;
|&lt;br /&gt;
|- 	&lt;br /&gt;
|&#039;&#039;&#039;Native Gold&#039;&#039;&#039;&lt;br /&gt;
|Gold Ingot&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- 		&lt;br /&gt;
|&#039;&#039;&#039;Native Silver&#039;&#039;&#039;&lt;br /&gt;
|Silver Ingot&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- 		&lt;br /&gt;
|&#039;&#039;&#039;Plasma Ore&#039;&#039;&#039;&lt;br /&gt;
|Explosion&lt;br /&gt;
|Plasma Crystal&lt;br /&gt;
|Plasteel Sheets, Borosilicate Glass Sheets&lt;br /&gt;
|- 	&lt;br /&gt;
|&#039;&#039;&#039;Pitchblende&#039;&#039;&#039;&lt;br /&gt;
|Uranium Sheet 	&lt;br /&gt;
|Pitchblende Brick&lt;br /&gt;
|&lt;br /&gt;
|- 	&lt;br /&gt;
|&#039;&#039;&#039;Graphene/Raw Carbon&#039;&#039;&#039; 	&lt;br /&gt;
|Plastic Sheet 	&lt;br /&gt;
|Graphene &amp;quot;Sheet&amp;quot;&lt;br /&gt;
|Steel Sheet&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Raw Platinum&#039;&#039;&#039; 	&lt;br /&gt;
|Platinum Ingot 	&lt;br /&gt;
|Osmium Ingot 	&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sand&#039;&#039;&#039; 	&lt;br /&gt;
|Glass Sheet 	&lt;br /&gt;
|Sandstone 	&lt;br /&gt;
|Borosilicate Glass Sheet&lt;br /&gt;
|}&lt;br /&gt;
 {| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;background-color :#EEEEFF;&amp;quot;&lt;br /&gt;
|- ;style=&amp;quot;font-weight: bold; text-align: center; background-color:lightblue;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;3&amp;quot;|Alloying&lt;br /&gt;
|-&lt;br /&gt;
|width=&amp;quot;42%&amp;quot;| &#039;&#039;&#039;Ingredient&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;42%&amp;quot;| &#039;&#039;&#039;Ingredient&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;16%&amp;quot;| &#039;&#039;&#039;Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2 Steel&lt;br /&gt;
|1 Plasma Ore	&lt;br /&gt;
|&#039;&#039;&#039;Plasteel Sheet&#039;&#039;&#039;&lt;br /&gt;
|- 		&lt;br /&gt;
|2 Sand&lt;br /&gt;
|1 Plasma Ore&lt;br /&gt;
|&#039;&#039;&#039;Borosilicate Glass Sheet&#039;&#039;&#039;&lt;br /&gt;
|- 		&lt;br /&gt;
|1 Hematite&lt;br /&gt;
|1 Graphene/Raw Carbon&lt;br /&gt;
|&#039;&#039;&#039;Steel Sheet&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Jobs&amp;diff=4190</id>
		<title>Jobs</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Jobs&amp;diff=4190"/>
		<updated>2024-05-26T00:24:58Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Changes CEO to SOM&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;noprint&amp;quot; style=&amp;quot;background-color:#FAFAFA; position:fixed; bottom:2%; left:0.25%; padding:0; margin:0;&amp;quot;&amp;gt;&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Your &#039;&#039;&#039;Job&#039;&#039;&#039; is what you are assigned to do. It defines what equipment you start with, your ID card access, and what you&#039;re actually supposed to be doing.&lt;br /&gt;
&lt;br /&gt;
Some useful links:&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
* [[Chain of Command]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Tips]]&lt;br /&gt;
* [[Job Selection and Assignment]]&lt;br /&gt;
* [[Identifying Antagonists]]&lt;br /&gt;
* [[Faxes]]&lt;br /&gt;
&lt;br /&gt;
You should also read up about [[Laws]], so you know your rights, and [[Standard Operating Procedure]] so you know what you should usually do.&lt;br /&gt;
&lt;br /&gt;
Due to the colony&#039;s open recruitment principle, you might encounter some interesting new [[Core Species|Species]] working alongside you.&lt;br /&gt;
== Command ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:premier.png|64px|link=Premier]]&amp;lt;br&amp;gt;[[Premier]]&lt;br /&gt;
|The premier is a volunteer position each shift usually picked from an existing head of staff, though anyone may be chosen. They are the only person on station capable of changing someone&#039;s access to a new department. Premiers arbitrate disputes between departments, represent those arrested by the marshals, and are capable of vetoing any decision by the council. In addition, the premier acts as internal affairs agent and lawyer to ensure all legislative functions are fulfilled, such as payroll, and to safeguard against high crimes like embezzlement or fraud.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:steward.png|64px|link=Steward]]&amp;lt;br&amp;gt;[[Steward]]&lt;br /&gt;
|You support the council and ensure they can function as efficiently as possible. Stewards are given a special rig suit and weaponry and are expected to listen to the premier as well as provide counsel when asked. Stewards answer to nobody except the premier himself, though they are expected to ensure to premier is acting appropriately at all times. Otherwise, they serve the council at large, and lastly the colonists themselves that may need help with paperwork.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Blackshield ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffeaea;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:militiacommander.png|64px|link=Blackshield Commander]]&amp;lt;br&amp;gt;[[Blackshield Commander]]&lt;br /&gt;
|The Blackshield commander is the first line of defense in the colony. They function as the leader during times of crisis and are expected to command and lead all Blackshield members into battle. Blackshield commanders are expected to lead from the front lines and fight alongside their men while directing them in the colony&#039;s defense.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:sergfinal.png|64px|link=Sergeant]]&amp;lt;br&amp;gt;[[Sergeant]]&lt;br /&gt;
|Sergeants are trained drill instructors and senior operatives who perform duties similar to the Blackshield commander but in a less official capacity. They are expected to maintain order in the ranks and ensure both the Blackshield and marshals are acting in ways befitting security team members. Otherwise, a sergeant is the Blackshield commanders right-hand man and de-facto leader if the commander is missing or down.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:corpsman.png|64px|link=Corpsman]]&amp;lt;br&amp;gt;[[Corpsman]]&lt;br /&gt;
|Corpsmen are trained field medics and surgeons who perform triage in or around the heat of battle. They are expected to prioritize removing the wounding and patching them up or if not possible taking them to medbay. Unlike a standard paramedic, a corpsmen is expected to be armed and provide fire support when not healing.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:blacktrooper.png|64px|link=Trooper]]&amp;lt;br&amp;gt;[[Trooper]]&lt;br /&gt;
|The colonies rank and file grunts. The trooper is the first in and last out of every code red or greater scenario. When not in active conflict troopers are expected to patrol the exterior of the colony and when requested provide fire support to the prospectors and marshals. In addition, they may be assigned to guard or protect specific assets such as locations or colonists.&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Marshals ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffeaea;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:warrantofficer.png|64px|link=Warrant Officer]]&amp;lt;br&amp;gt;[[Warrant Officer]]&lt;br /&gt;
|The warrant officer is the one expected to sign and fill out all the paperwork for arrest warrants, search warrants, or permits. They also provide support, communication, and direction for marshal operatives as they conduct their day-to-day business. The warrant officer is expected to know the law and standard operating procedure to the letter and acts as the final say criminal convictions.&lt;br /&gt;
!Soul Crushing&lt;br /&gt;
|-&lt;br /&gt;
![[File:supplyspecialist.png|64px|link=Supply Specialist]]&amp;lt;br&amp;gt;[[Supply Specialist]]&lt;br /&gt;
|The supply specialist is the full authority over the colony&#039;s armory, with only the warrant officer and council above them, they supply the marshals and blackshield with everything they need from ammunition both lethal and non-lethal, batteries, medical supplies, and crime scene kits.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:ranger.png|64px|link=Ranger]]&amp;lt;br&amp;gt;[[Ranger]]&lt;br /&gt;
|The rangers act as investigators both within and outside the colony and are expected to interview suspects, find evidence, and create solve mysteries or cases. Unlike a standard officer a ranger can freely come and go from the colony and is expected to be more self-reliant.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:marshalofficer.png|64px|link=Officer]]&amp;lt;br&amp;gt;[[Officer]]&lt;br /&gt;
|The officer is the colonies police force and act as such. They perform arrests, secure locations for the public good, and generally keep the peace. Officers are expected to be good at deescalation and settling matters in the most optimal way. When words fail, they are expected to use non-lethal methods to ensure public safety.&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artificers Guild ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#FFFFDD;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:guildmaster.png|64px|link=Guild Master]]&amp;lt;br&amp;gt;[[Guild Master]]&lt;br /&gt;
|The guild master is the sole authority on colony modifications. They are expected to assign tasks to their adepts and keep things organized and running smoothly. In addition to setting up the power the guild master should ensure atmospherics and the colony&#039;s integrity is kept in peak condition.&lt;br /&gt;
!Easy/Nightmare&lt;br /&gt;
|-&lt;br /&gt;
![[File:guildadept.png|64px|link=Guild Adept]]&amp;lt;br&amp;gt;[[Guild Adept]]&lt;br /&gt;
|Guild adepts are assigned the role of keeping the colony running smoothly. They should coordinate with the guild master or with each other to assign tasks and ensure the colony&#039;s integrity is kept. In addition to maintaining atmospherics and general colony property, guild adepts are responsible for ensuring a safe work environment.&lt;br /&gt;
!Easy/Nightmare&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lonestar Shipping Solutions ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#FFFFDD;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:ceo.png|64px|link=Surface Operations Manager]]&amp;lt;br&amp;gt;[[Surface Operations Manager]]&lt;br /&gt;
|The Surface Operations Manager is responsible for most of the supply and service departments in the colony. They should organize each of their individual departments to work together to make as much profit as possible. The SOM should coordinate between each department, so cargo supplies the kitchen with what it needs and mining gives cargo the material it needs for the right amount of points. He should also advise prices and potential sales, including buying items from crew and prospectors.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:cargotech.png|64px|link=Cargo Technician]]&amp;lt;br&amp;gt;[[Cargo Technician]]&lt;br /&gt;
|The cargo techs handle all imports and exports to the cargo warehouse through the elevator ordering console. They are tasked with loading and unloading crates, properly packaging exports, and delivering imports to the correct buyer. In addition, cargo techs may set the prices for items they both sell and purchase to make a tidy profit.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:miner.png|64px|link=Lonestar Miner]]&amp;lt;br&amp;gt;[[Lonestar Miner]]&lt;br /&gt;
|The lonestar miner is one of the most dangerous civilian jobs, tasked with going deep underground to mine precious ores for that they then smelt into usable material to give to cargo for sale. Lonestar miners are also given weaponry to combat potentially hostile wildlife they may encounter.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:bartending.png|64px|link=Bartender]]&amp;lt;br&amp;gt;[[Bartender]]&lt;br /&gt;
|The bartender serves drinks to the colonists be they alcoholic or other. The bartender is expected to keep the bar pleasant, clean, and accessible for all patrons to relax in. In addition to mixing complex drinks the bartender should work hand in hand with the chef and botanist to have a wide variety of choices for sale.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:gardening.png|64px|link=Botanist]]&amp;lt;br&amp;gt;[[Botanist]]&lt;br /&gt;
|The botanist grows produce specifically for the kitchen and bar for food and drinks. In addition, botanist are capable of growing any variety of plant they wish to sell to individual crew members, provided it isn&#039;t contraband. Botanist may also coordinate with scientist to increase the yield and growth speed of various crops.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:servng.png|64px|link=Chef]]&amp;lt;br&amp;gt;[[Chef]]&lt;br /&gt;
|The chef is expected to cook a variety of meals using whatever produce and food the botanist or cargo brings them. The chef is expected to sell a variety of meals to patrons and make a profit doing so. The chefs may also task colony members with bringing them meat, either by order of cargo or buying hunted animals.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:cleaning.png|64px|link=Janitor]]&amp;lt;br&amp;gt;[[Janitor]]&lt;br /&gt;
|The janitor&#039;s primary job is to keep the station clean by mopping floors and cleaning up departments. This primarily involves cleaning up after crew members who track oil from maintenance, the occasional roach infestation, or the cleaning of cobwebs (and sometimes giant spiders). Due to vermin extermination being a dangerous task at times, janitors are given use of traps, armor, and weaponry of their choice.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:actor.png|64px|link=Actor]]&amp;lt;br&amp;gt;[[Actor]]&lt;br /&gt;
|The actor&#039;s primary job is to assume a role using various costumes and other items to provide entertainment to the crew. This includes dressing up as a clown or mime, holding a stand-up comedy routine to tell jokes, or creating community events such as art exhibits or dinners. The limit is only a person&#039;s imagination.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Prospectors ==&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:foreman.png|64px|link=Foreman]]&amp;lt;br&amp;gt;[[Foreman]]&lt;br /&gt;
|The Foreman is the boss of the prospector team and acts as the leader during outings. Foremen have a wide variety of skills and are expected to fill in or assist their subordinates when needed should it be for medical, combat, or salvage reasons. The foreman also has the final say on looting rights for who gets what salvage, in addition to what can and can&#039;t be sold to other colonists.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:prospector.png|64px|link=Prospector]]&amp;lt;br&amp;gt;[[Prospector]]&lt;br /&gt;
|The prospectors are the brawn of the expedition and are equally capable in melee or range combat. Prospectors are expected to focus primarily on combat and use their abilities to slay various creatures and threats that the expedition encounters.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Salvager.png|64px|link=Salvager]]&amp;lt;br&amp;gt;[[Salvager]]&lt;br /&gt;
|The salvagers are the brains of the expedition team capable of providing both technical and medical support. Their primary focus is healing the prospectors as they become injured and recovering any valuable loot. This often includes using tools to take apart broken down machines or shoveling through refuse piles in search of something of value.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Soteria Medical Division ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#c3dfe0;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:cbo.png|64px|link=Chief Biolab Officer]]&amp;lt;br&amp;gt;[[Chief Biolab Overseer]]&lt;br /&gt;
|The chief biolab overseer is the sole authority of the soteria medical division and has the final say in medical treatment matters and medical concerns. The biolab overseer is expected to know every aspect of his department and capable of fulfilling any role at any given time as needed. However, they can and should delegate tasks to their staff and ensure everyone is fulfilling their role properly.&lt;br /&gt;
!Underappreciated&lt;br /&gt;
|-&lt;br /&gt;
![[File:meddoc.png|64px|link=Medical Doctor]]&amp;lt;br&amp;gt;[[Medical Doctor]]&lt;br /&gt;
|Medical doctors are expected to be on call to diagnose and treat patients that arrive in the medical bay. Medical doctors are expected to know how to work and set up cryo, perform surgery, and what chemicals to use to cure specific conditions. Medical should also know how to make the four basic healing chemicals and should know enough about psychology to determine if someone is mentally unwell and should be verified.&lt;br /&gt;
!Tiresome&lt;br /&gt;
|-&lt;br /&gt;
![[File:chemmy.png|64px|link=Lifeline Technician]]&amp;lt;br&amp;gt;[[Lifeline Technician]]&lt;br /&gt;
|Lifeline Technicians are the guards of medical and act as the right-hand man of the Chief Biolab Officer. Their primary duty is to ensure unneeded personnel are removed from medical, nothing is stolen or taken, and any outbreaks within Medical or Science are contained. The Lifeline Technician is also expected to act as an armed paramedic, aiding medical doctors in treating patients and in retrieving the injured. Unlike other medical jobs, Lifeline Technicians are given standard weapons and equipment to use in dealing with unruly people.&lt;br /&gt;
!Monotonous&lt;br /&gt;
|-&lt;br /&gt;
![[File:psych.png|64px|link=Psychologist]]&amp;lt;br&amp;gt;[[Psychologist]]&lt;br /&gt;
|A psychologist is a complex role that is used to determine if a crew member is sane enough for active duty or not. A psychologist is expected to listen to and give advice to general crew members and see dangerous individuals whose behavior has become erratic.&lt;br /&gt;
!Mind Bending&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Soteria Research Division ==&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:cro.png|64px|link=Chief Research Overseer]]&amp;lt;br&amp;gt;[[Chief Research Overseer]]&lt;br /&gt;
|The chief research overseer handles the science portion of the soteria. They are expected to have a healthy knowledge of all areas of their department from genetics to robotics and should ensure that research is done every shift. The CRO is also responsible for approving and denying experimental procedures and tests such as plasma tests, weapons testing, or genetics research on humanoids. &lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:sciency.png|64px|link=Roboticist]]&amp;lt;br&amp;gt;[[Scientist]]&lt;br /&gt;
|Scientist are the main driving force of the research department and may work on a variety of tasks on any given shift from anomaly research to xenobiology. Scientists are expected to follow safe procedure when conducting themselves and shouldn&#039;t take unnecessary risks without the proper paperwork filed and stamped.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:robotech.png|64px|link=Roboticist]]&amp;lt;br&amp;gt;[[Roboticist]]&lt;br /&gt;
|Robotics is the busiest department in research and sees the most interaction with general crew. Roboticist build, upgrade, and repair all colony-bound cyborgs and offer cybernetic implantation or replacement to organic crew. Roboticist should know the ins and outs of their assigned tasks dealing with cyborgs and be capable of surgery to graft cybernetic limbs.&lt;br /&gt;
!Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Church of the Absolute ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#D8BFD8;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Prime.png|64px|link=Prime]]&amp;lt;br&amp;gt;[[Prime]]&lt;br /&gt;
|The prime is the spiritual head of the church and has the most authority and power to direct the vectors and recruit new converts. The prime should give various tasks to his vectors and seek new converts by hosting events or mingling with the crew. The prime may also be called upon to bury the dead in case someone is permanently slain. The prime should also ensure the biogenerator is fueled at all times.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Vector.png|64px|link=Vector]]&amp;lt;br&amp;gt;[[Vector]]&lt;br /&gt;
|The vectors are the acolytes of the church and handle much of the general labors of the faith such as collecting biomatter for the generator, tending to the church garden, and whatever tasks the prime has assigned. Vectors are also expected to mingle with the general colony and recruit converts whenever possible.&lt;br /&gt;
!Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-Colony ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#8b8c8f;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:huntmaster.png|64px|link=Huntmaster]]&amp;lt;br&amp;gt;[[Huntmaster]]&lt;br /&gt;
| The Huntmaster leads the lodge as the matriarchs right hand. They&#039;re required to be a diplomat, leader and teacher all in one. The hunters expect you to show them the way, lead the hunt and make trades with the local colony. Only the matriarch outweighs your authority, so this role comes with more power than the average head of staff but also much more responsibility. Take this path with caution.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:hunter.png|64px|link=Hunter]]&amp;lt;br&amp;gt;[[Hunter]]&lt;br /&gt;
| The hunter is main force of the hunters.  Filled the ranks with both new and experienced individuals, they are equipped to hunt the beasts of the land. The reasons why one becomes a hunter is uncertain, but the skills gained and the prestige of being part of the vanguard that protects the innocent folk may be enough.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:assistant.png|64px|link=Outsider]]&amp;lt;br&amp;gt;[[Outsider]]&lt;br /&gt;
| Some random smhuck who has the misfortune of being on the planet. Maybe you&#039;re a stranded pirate, maybe an exiled colonist, or a crazy exile from the colony with a vendetta. Just who are you?&lt;br /&gt;
!Impossible&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Station-Bound ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#D8BFD8;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:ainew.gif|link=AI]]&amp;lt;br&amp;gt;[[AI]]&lt;br /&gt;
|The artificial intelligence essentially &#039;&#039;is&#039;&#039; the colony and functions as an all seeing eye capable of manipulating most machines and working as a communicator. The AI also speaks with and communicates with the station bound synthetics and may give them orders as needed. While the AI is instructed to follow any orders from a colonist it is ultimately loyal only to the chief research overseer and chief biolab overseer.&lt;br /&gt;
!Extremely Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_borg.png|64px|link=Cyborg]]&amp;lt;br&amp;gt;[[Cyborg]]&lt;br /&gt;
|Station bound cyborgs and robots are machines capable of manipulating the station much like the AI and function as a more direct but far less broad means of aiding the colony. Cyborgs come in various modules with tools for multiple situations and provide additional supports to various departments, but ultimately answer only to the AI or if missing one the chief research overseer and chief biolab overseer.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Maintenance_Drone.png|64px|link=Maintenance Drone]]&amp;lt;br&amp;gt;[[Maintenance Drone]]&lt;br /&gt;
|Maintenance drones are mindless blank robots who repair the station and never interact with any of the crew or other synthetics except for fellow maintenance drones. Maintenance drones may also clean the station and exterminate mice.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:pAI.png|link=Personal AI]]&amp;lt;br&amp;gt;[[Personal AI]]&lt;br /&gt;
|Personal AI are pocket sized machines with a variety of various tools and programs that assist any crew member who manages to download one. They can be used for good (or maligned) purposes and may also be inserted into some hardsuits to assist people wearing them, such as using onboard medical systems and combat stim injectors.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ghost.png|link=Ghost]]&amp;lt;br&amp;gt;[[Ghost]]&lt;br /&gt;
|Spooky. &lt;br /&gt;
!None&lt;br /&gt;
|-&lt;br /&gt;
![[File:MiceBrown.png|link=Mouse]]&amp;lt;br&amp;gt;[[Mouse]]&lt;br /&gt;
|Pretend to be a regular mouse. Infiltrate areas that you should never be in. Hide under tables and anger the chef. Be the biggest fucking annoyance in the entire game. Get stomped instead and complain in deadchat. Respawn as a mouse a short time later and act like the same annoying fuckwit.&lt;br /&gt;
!Very Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Lonestar_%26_Service)&amp;diff=4189</id>
		<title>Standard Operating Procedure (Lonestar &amp; Service)</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(Lonestar_%26_Service)&amp;diff=4189"/>
		<updated>2024-05-26T00:23:57Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: CEO changed to Surface Operations Manager&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Lonestar Shipping = &lt;br /&gt;
With the Lonestar radio fully repaired, it is to fully remain in Lonestar proper. It cannot be brought out of the department, it cannot be in the Lonestar service areas, such as the bar, janitor&#039;s room, or the artist&#039;s room. It is to fully remain in Lonestar proper. Whilst colonists that are not members of Lonestar are near, the radio is to remain off if they are in hearing distance of it. Violations of this will result in immediate confiscation and application of law 103 and 106. Commenting on sensitive matters, on public comms or to other departments, can also be a applicable charge of 103 and 106.&lt;br /&gt;
&lt;br /&gt;
Lonestar provides a collection of [[Example_Paperwork#Cargo|Example Paperwork for Cargo]] that can be used during a shift. Keep several copies available at all times.&lt;br /&gt;
&lt;br /&gt;
It is recommended you use this at least this format for Orders from the Cargo Console: [[Example_Paperwork#Lonestar_Shipping_Receipt_v2|Lonestar Shipping reciepts]] and [[Example_Paperwork#Confirmation_Form_v2|confirmation paperwork]] for selling materials as receipts to justify your personal profits and keep an ordered paper trail.&lt;br /&gt;
&lt;br /&gt;
== Cargo Order Placing &amp;amp; Receiving ==&lt;br /&gt;
Cargo orders are a matter of buying and selling. Cargo will always charge more for a crate than the listed price as a way to make a profit on it. Cargo can sell anything to anyone with the reasonable restriction of needing a paper trail of all orders, receipts, and requests. If someone purchases something that is then used for a crime, cargo is not liable if the proper record keeping has been done.&lt;br /&gt;
&lt;br /&gt;
The following steps are needed for a proper order:&lt;br /&gt;
&lt;br /&gt;
* If an order is accepted, skip this step. If it has been declined, stamp the request form with the &amp;quot;Denied&amp;quot; stamp, and put it in the file cabinet next to the cargo computer. Inform the customer that their request has been declined, and the reason why. Give the denied customer a copy of the form below, and keep a copy for your own records and paperclip it to the request form that was denied.&lt;br /&gt;
Cargo Request Denial Record&lt;br /&gt;
* If an order is accepted, skip this step. If the order is declined, this is the final step. Open the cargo computer and decline the order if it exists.&lt;br /&gt;
* The order has been accepted. Accept the agreed upon payment and open the cargo computer to accept the order, or place the order and accept it if the order does not exist.&lt;br /&gt;
* Do not immediately process the customer’s order. Confirm with the customer, &amp;quot;Will that be all?&amp;quot; If so, or if they just wander off without confirming this, you may now process the order.&lt;br /&gt;
* Ask the customer how they would like the cargo delivered. There are three methods of delivery: Pickup, mail, or courier. By default, cargo is pickup. Dangerous cargo is pickup only. is to be returned if the order cannot be picked up within 30 minutes of arrival.&lt;br /&gt;
* Upon arrival of the cargo, bring all cargo to the center of the cargo bay. You may be dealing with multiple orders from multiple people, so ensure you have sorted the cargo to its correct owner before delivering anything. Leave notes if necessary. Do not open any crates for any reason as ordered crates will be ID locked.&lt;br /&gt;
* Once the cargo is sorted, deliver the cargo using the specified method to the specified location. By default, it is to be sent to the customer&#039;s department. Pickup orders are to be kept in the cargo bay (not the lobby) until the customer arrives to pick it up. Mailed orders are to be wrapped and tagged in the mail room and sent through the pipe network to their destination. Courier delivered orders must have a cargo technician bring the order(s) directly to the destination.&lt;br /&gt;
* Upon delivery of any order, ensure you are given back the manifest of the order. All cargo technicians are responsible for stamping manifests and returning them to the cargo warehouse.&lt;br /&gt;
* If possible, collect the empty crates of any completed orders for return to the cargo warehouse. If you have any stamped manifests, put them in one of these crates.&lt;br /&gt;
* You&#039;re done! Relax and wait for the next cargo request.&lt;br /&gt;
&lt;br /&gt;
== Mining Standard Operation Procedure ==&lt;br /&gt;
Mining is the section of Lonestar that goes down to the deep tunnels to harvest minerals either through the use of a hand drill or bulk mining drill. Miners are generally equipped with a weapon of their choice and go below ground to run their day to day operations. In addition miners are given an oxygen-supplied voidsuit should they ever become lost underground, the suit even comes with armor for dealing with any dangerous creatures found in the depths.&lt;br /&gt;
&lt;br /&gt;
Miners should always perform these tasks:&lt;br /&gt;
&lt;br /&gt;
* Get equipped: Miners suggested to at the minimum take a mining satchel, ore scanner, shovel or drill, armored voidsuit, a toolbelt (with at minimum a screwdriver, crowbar, duct tape, and wrench), a weapon, a shortwave hand radio, and basic medical supplies.&lt;br /&gt;
* Upgrade your tools: Miners should consider getting tool upgrades for their shovel or drill. Miners who use the drill should consider getting an advanced motor, expanded fuel tank, and ergonomic grip. Shovel users should consider an ergonomic grip and whetstone for a sharpened edge and, if possible, a diamond edge.&lt;br /&gt;
* Bigger, better batteries: Miners should see about getting larger and more powerful batteries from either the Prospectors or Soteria if they plan to use the bulk mining drills. The standard batteries within leave much to be desired. Additional batteries are also very useful for optical meson scanners.&lt;br /&gt;
* Regular maintenance: Miners should always bring an ore crate with which they can empty the bulk mining drills to prevent them from grinding to a halt due to being full. Hand tool miners should always use duct tape regularly to maintain and fix their tools so they don&#039;t break mid-outing. Be advised, a broken tool cannot be recovered, nor its tool augments.&lt;br /&gt;
* Stay alive: You&#039;re no use to the colony or your fellow miners if you bleed out or pass out from injury. A regular medkit, a few tramadol pills, and a single syringe of Dylovene can keep you alive long enough to get back topside for proper treatment if you forget or have used up your issued IFAK.&lt;br /&gt;
* Communication: Always keep in contact with your fellow miners in case you get in trouble and need help. A shortwave radio is a great back up if regular communications go down. Miners should also carry a GPS device tailored to their name or be prepared to read off their GPS position shown in their PDA.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Miners should never bring their non-pistol weaponry into public colony areas and should leave all contraband weapons in the mining prep area or personnel lockers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon returning, miners are expected to fill out a mineral inventory form with an accurate count of all minerals collected. A copy of this form should be provided to the Surface Operations Manager and filed in the main cargo desk area for easy bookkeeping. This form must be filled out for every shipment of minerals taken up from the deep tunnels separately.&lt;br /&gt;
&lt;br /&gt;
== Profit Distribution ==&lt;br /&gt;
Lonestar&#039;s goal is to make as many credits as possible, although a deal that continues after one transaction is considered more profitable than a one-time deal. Anyone working for Lonestar is generously supplied with a wage for their basic living needs. While promotions are not always possible, every Lonestar employee should have the potential to earn money for both themselves and Lonestar.&lt;br /&gt;
&lt;br /&gt;
* All transactions done by Lonestar offer a 20% commission from the profit margin to any Lonestar employee facilitating the transaction, period. Example, a cargo tech sells a crate that cost 500 credits, but was able to negotiate the buyer into paying 1000 credits. The profit is 500 credits, 20% of that (100 credits) is then directly claimable by the employee who managed the transaction.&lt;br /&gt;
* All service members (bartender, chef, and gardener) may charge whatever prices they see fit for their respective services. Employees are recommended to charge above 10 credits but no more than 100 credits per drink or food item depending on the difficulty/challenge of fulfilling said order. Service members do not collect a commission for the sale of drinks and food (this is handled with their hourly wages) but are entitled to the full amount of any tips offered and may pocket it at their discretion.&lt;br /&gt;
* Trade beacons may be used freely by all lonestar employees using their personal accounts for purchasing or selling goods. Lonestar automatically collects a 20% market fee that is directly removed and then added to the Lonestar account whenever an item is sold through the trade beacon, this cut is to be taken out prior to profits being calculated. Lonestar has no service charge, nor tax on goods bought through the trade beacon, only goods sold. Cargo technicians and SOMs with access to Lonestars main account are expected to only use the trade beacon to gain a profit for Lonestar if they are using Lonestars main account.&lt;br /&gt;
** Bypassing this by using one&#039;s personal account to sell Lonestar goods bought with Lonestar money is seen as bad faith, and possibly Theft. When in doubt - contact your Surface Manager.&lt;br /&gt;
* Miners receive a 20% commission on all profits generated by the materials they dig up. Since dug up and refined minerals are generally pure profitability, lonestar miners may simply total the complete cost of the materials cargo sale value and request that commission from any SOM or cargo technician (with the proper paperwork). Alternatively, miners may try to sell the materials to fellow colonists themselves at whatever price they negotiate. As with normal commissions, they may take a 20% cut of all profits generated, but are required to keep paperwork detailing who bought what and for how much (if tools and goods are traded in the place of credits, list the tools in numerical value).&lt;br /&gt;
* SOMs and CTs that arrive late to a shift cannot demand retroactive pay due to any sales on personal accounts. However, they can demand that any and all trading to stations and/or work that would fall upon a CT or SOM to cease.&lt;br /&gt;
&lt;br /&gt;
== Preserving Lonestar Public Relations And Trade Opportunities ==&lt;br /&gt;
In order to preserve commerce with the trading partners of Lonestar, and prevent possible long-term consequences of company relations on the actions of a bad actor, the SOM and other Lonestar Shipping staff must exercise vigilance in prevention of authorizing fraudulent transactions of credits or goods. And Lonestar Shipping staff, as a whole, must be courteous in regards to existing and potential trade partners in pursuit of the company&#039;s interests.&lt;br /&gt;
&lt;br /&gt;
This includes, but is not limited to:&lt;br /&gt;
&lt;br /&gt;
* Exploiting improperly calibrated databases or equipment to profit off of any clearly deceitful business practices to Stations or Ships that trading is conducted with, either by shuttle or trading beacons. This includes permitting or paying third parties to do this in place of Lonestar staff, in which case, the authorizing members of Lonestar Shipping are to be held responsible.&lt;br /&gt;
* Should the uncommon occurrence of direct communication be established with existing out of colony trading partners, or a possibly beneficial group of potential Lonestar Shipping&#039;s interest, conduct of Lonestar staff should be held to an appropriate standard.&lt;br /&gt;
Should an employee of Lonestar be discovered to be acting against Lonestar&#039;s interests in either of these cases, they should be charged with §301, negligence. Depending on the context, a short fax to Lonestar regarding the incident may be warranted for potential further actions or punishment at the discretion of the High Council.&lt;br /&gt;
&lt;br /&gt;
=== Internal Relations ===&lt;br /&gt;
Miners are not CTs, and CTs are not miners. That being said, if there happens to be a lack of one or the other workers are encouraged but not required to step up for the missing personnel. If there is no miner on, a CT is encouraged to mine for ores, but a CT cannot utilize the mining outpost to their hearts content and cannot outsource the work or access to colonists for the purpose of third party work. Miners are encouraged to process orders and requests from colonists, but due to a lack of proper access, miners must mention that all orders must be supplied via email or paper. Miners also do not have final say over the bay in lieu of a CT.&lt;br /&gt;
&lt;br /&gt;
Both CTs and Miners are discouraged from allowing colonists and service workers such as the janitor and bartender from accessing the beacon. SOMs are heavily discouraged from copying, or handing out LS&#039;s proprietary program. Any breach of program security should be reported as soon as possible to LSS&lt;br /&gt;
&lt;br /&gt;
= Lonestar Service = &lt;br /&gt;
Lonestar&#039;s service division operates on private subcontractors for work, hiring both Lonestar employees and self-employed peoples to work for them. Lonestar&#039;s service wing includes gardeners, bartenders, janitors, and artist who partake in the preforming arts.&lt;br /&gt;
&lt;br /&gt;
== Janitor Procedure ==&lt;br /&gt;
You have one of the best paying jobs that no one seems to take often in the entire colony. That of cleaning up after others. But you know what they say, one mans trash is another mans treasure.&lt;br /&gt;
&lt;br /&gt;
* Janitors are responsible for preventing and aiding in putting down outbreaks of pests within the colony.&lt;br /&gt;
** Pests include: Mice, roaches, spiders, and other animals that may come from burrows.&lt;br /&gt;
** If an infestion is particularly bad, Marshals or Blackshield should be informed to aid.&lt;br /&gt;
* Janitors are outfitted with keys that can access most departments and areas. These keys, however, are only to be used in times of need or if given permission to enter said department.&lt;br /&gt;
** Janitors who do not receive permission to enter a department, and use the keys to illegally enter, it will be considered Trespassing by law.&lt;br /&gt;
* When wetting floors, a wet floor sign &#039;&#039;&#039;must&#039;&#039;&#039; be placed at the site of the wet floor. Doing so during an emergency, or in a high security area, may result in Negligence charges.&lt;br /&gt;
&lt;br /&gt;
== Chef &amp;amp; Bartender Procedures ==&lt;br /&gt;
Your job is to provide various services to the crew. In case of foreign guests, diplomats or emissaries arriving you are also encouraged to cater to their needs and provide whatever services they require. Work together with the Surface Manager and Lonestar Shipping in this regard.&lt;br /&gt;
&lt;br /&gt;
* As a contractor, you are paid by Lonestar Shipping Solutions LLC. As such, all earnings from food and drinks are to be turned over to the Lonestar SOM upon request or otherwise transferred to the Lonestar account&lt;br /&gt;
* You may ask for tips from customers, tips may not be taken by the Lonestar SOM from Lonestar Service contracted employees.&lt;br /&gt;
** It is, for that reason, it is ```heavily suggested``` to use the [[Example_Paperwork#Lonestar_Service_Receipt|receipt form]] to prove the price of each good sold and separate it from the tips you make.&lt;br /&gt;
* Food must be edible and not poisonous to colonists served. Failure to comply with this will result in immediate termination and legal charges.&lt;br /&gt;
* You are to dress professionally at all times; be it in proper workplace casual attire, high-class attire, or in a Lonestar uniform.&lt;br /&gt;
* Lonestar may provide you with additional resources from the Cargo Department, provided your job is done well. Otherwise you will have to pay with your own credits. This should be decided by the SOM.&lt;br /&gt;
&lt;br /&gt;
== Gardener Procedures ==&lt;br /&gt;
Lonestar Service&#039;s gardeners are to work in cooperation with the kitchen staff and bartender. You are the true &amp;quot;MVP&amp;quot; of Lonestar service. Without you, the kitchen itself would cease to function.&lt;br /&gt;
&lt;br /&gt;
* Gardeners are to work with chefs. You and the chef are expected to work out a menu together. As such, the SOM or other Lonestar staff are to mediate if a disagreement is had over a menu.&lt;br /&gt;
* Gardeners may request portions of tips. This is not mandated however, but may be mandated to be done by the SOM.&lt;br /&gt;
* Gardeners may use a cargo receiving beacon in the garden to supply Lonestar Service members goods for the kitchen or artist&#039;s area. &lt;br /&gt;
** Gardeners are not to bypass cargo techs, if any are present, in the handling private orders placed by non-service individuals. If no cargo techs are present however, gardeners may approve orders and distribute the goods to the colonist who requested the product.&lt;br /&gt;
* Gardeners may grow crops that have liquids typically considered contraband for sale to Soteria, who may buy these, or for ingredients in non-toxic kitchen recipies.&lt;br /&gt;
** Gardeners are to destroy any bluespace-related crops immediately in a way that will not cause bluespace entropy. Failure to do so may result in legal charges and immediate dismissal.&lt;br /&gt;
&lt;br /&gt;
== Artist / Performer Procedures == &lt;br /&gt;
As an artist or performer, you are to entertain guests in the bar and provide entertainment or legal services to the colony. For this position you must be creative, so put your mind to use and remain productive.&lt;br /&gt;
&lt;br /&gt;
* Artists are not to use their office to hide crimes or misuse their office in any sort of criminal activity.&lt;br /&gt;
* Artists are to provide services to the bar if requested.&lt;br /&gt;
* Artists may make tips, acting as a contractor for Lonestar&#039;s service wing. These tips may not be confiscated from them.&lt;br /&gt;
* Artists may make use of their crafting bench to sell items to citizens of the colony. Half of the profits from these sales are to go to Lonestar&#039;s department account or its SOM.&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Chain_of_Command&amp;diff=4188</id>
		<title>Chain of Command</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Chain_of_Command&amp;diff=4188"/>
		<updated>2024-05-26T00:16:43Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Changes CEO to SOM&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Introduction to Command=&lt;br /&gt;
Orders are to flow from on high down through the ranks. An order from a superior must always be obeyed, that their wisdom may be carried out without hesitation.&lt;br /&gt;
&lt;br /&gt;
Orders are to observe the flow and not skip ranks. A superior may only give orders to his direct subordinates, and not to those beneath them. In this way harmony of intent and cohesion of thought is maintained.&lt;br /&gt;
&lt;br /&gt;
Certain circumstances may change this, but under normal procedures, this is how the colony is intended to operate.&lt;br /&gt;
&lt;br /&gt;
==Faction Owners==&lt;br /&gt;
Each faction is represented by its owner, those individuals who are responsible for their faction within the colony and are the sole authority in all matters relating to them. Faction owners will rarely be on the colony itself, generally delegating all day to day tasks to their respective heads of staff who act as faction leaders in their absence. The day to day worker will rarely ever worry about meeting with or even seeing a faction owner but may speak with them through the use of the fax machines.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#DDDDFF;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#DDDDFF;&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#DDDDFF;&amp;quot; width=&amp;quot;200&amp;quot; |Stats&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Brigadier Ayanda Mwangi&#039;&#039;&#039;&lt;br /&gt;
|The overall commander of the Blackshield, Brigadier Mwangi is overall just a standard human. Balding, average in height and build, and otherwise unremarkable despite his status as the colonies acting defense administrator. Skilled and experienced though he may be, his most valuable asset is his mind for strategy and tactics. A former Major General of the Sol Federation, Mwangi held command over an infantry division that served on various worlds through &#039;The Second Conquering&#039;. Tired of the growing authoritarianism, Mwangi deserted and joined the exodus of colonists to the present day Nadezhda colony alongside his long time friend Boris Kilmeade. Ayanda is often described as a no nonsense man with a serious tone and personality at all times and commonly refrains from speaking unless directly spoken to.&lt;br /&gt;
| &lt;br /&gt;
* &#039;&#039;&#039;Toughness&#039;&#039;&#039;: 120&lt;br /&gt;
* &#039;&#039;&#039;Robustness&#039;&#039;&#039;: 120&lt;br /&gt;
* &#039;&#039;&#039;Vigilance&#039;&#039;&#039;: 120&lt;br /&gt;
* &#039;&#039;&#039;Biology&#039;&#039;&#039;: 60&lt;br /&gt;
* &#039;&#039;&#039;Mechanical&#039;&#039;&#039;: 30&lt;br /&gt;
* &#039;&#039;&#039;Cognition&#039;&#039;&#039;: 30&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Chairman Robert Ryan&#039;&#039;&#039;&lt;br /&gt;
|The chairman of Lonestar Shipping Solutions, LLC and current holder of all the companies stocks. Robert Ryan is described as an enigmatic man with an out going personality supported by his charisma and strange slang-ridden speech. He is rarely ever on the colony as he spends most of his time negotiating contracts, trade deals, and scoping potential new markets. Originally a Sol Federation citizen Robert is now a wanted criminal with a large bounty on his head in SolFed space due to tax evasion and grand larceny. As such, he changes his physical appearance at times, but always remains a pure human.&lt;br /&gt;
| &lt;br /&gt;
* &#039;&#039;&#039;Toughness&#039;&#039;&#039;: 30&lt;br /&gt;
* &#039;&#039;&#039;Robustness&#039;&#039;&#039;: 20&lt;br /&gt;
* &#039;&#039;&#039;Vigilance&#039;&#039;&#039;: 80&lt;br /&gt;
* &#039;&#039;&#039;Biology&#039;&#039;&#039;: 10&lt;br /&gt;
* &#039;&#039;&#039;Mechanical&#039;&#039;&#039;: 30&lt;br /&gt;
* &#039;&#039;&#039;Cognition&#039;&#039;&#039;: 60&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Provost Marshal Boris Kilmeade&#039;&#039;&#039;&lt;br /&gt;
|The head provost of the marshals who leads them through the more complex and complicated matters facing the security team. Boris is a huge muscular behemoth of a man due to his abhuman origin of that of an ogre often described by his stature, oily pink skin, bald head, and clean cut nature. Despite his appearance Boris is known as an extremely even tempered and careful man with a sarcastic humor, rarely using the threat of force or even raising his voice. His origins were that of a Sol Federation military man, where he served for several decades in the SolFed systems defense division. Though he is unofficially retired, Boris maintains ownership of marshal forces and directs them during complicated matters. Of all faction owners he spends the most time within the colonies and is the easiest to contact via fax.&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Toughness&#039;&#039;&#039;: 120&lt;br /&gt;
* &#039;&#039;&#039;Robustness&#039;&#039;&#039;: 140&lt;br /&gt;
* &#039;&#039;&#039;Vigilance&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Biology&#039;&#039;&#039;: 20&lt;br /&gt;
* &#039;&#039;&#039;Mechanical&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Cognition&#039;&#039;&#039;: 30&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Over-Boss Jeremiah Hogg&#039;&#039;&#039;&lt;br /&gt;
|The self titled &amp;quot;over-boss&amp;quot; of the prospectors. Jeremiah is described as a large ugly warthog-like man with a black mohawk and a deep brown tan who smells of cheap beer and sweat. He is crass, insulting, offensive, and at times more than willing to let things devolve into a fist fight. His past is largely unknown other than he was a frontier spacer unaffiliated with the Sol Federation. Unlike the other faction owners who were leaders from the founding Jeremiah was &#039;negotiated&#039; into his position after leading a revolt from the Lonestar that caused miners and scavengers to leave the faction. For better or worse, his leadership and expertise is second to none in the wilds. Some rumors exist that Jeremiah has also personally fought the brigadier and provost marshal several times to a stand still, but this has not been verified.&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Toughness&#039;&#039;&#039;: 200&lt;br /&gt;
* &#039;&#039;&#039;Robustness&#039;&#039;&#039;: 200&lt;br /&gt;
* &#039;&#039;&#039;Vigilance&#039;&#039;&#039;: 10&lt;br /&gt;
* &#039;&#039;&#039;Biology&#039;&#039;&#039;: 20&lt;br /&gt;
* &#039;&#039;&#039;Mechanical&#039;&#039;&#039;: 20&lt;br /&gt;
* &#039;&#039;&#039;Cognition&#039;&#039;&#039;: 0&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Director Nakharan Mkne&#039;&#039;&#039;&lt;br /&gt;
|The director and sole owner of the soteria institute, being the leader of both the medical and research division. Nakharan is a short dark green skinned Mar&#039;Qua who is considered a maverick by his own people with a cold and emotionless personality. Nakharan is said to describe his workers not as people but as units in a logistical matter meant only to progress the institutes scientific goals. That said, he often takes personal interest in his underlings and considers their survival and safety a priority, though many dryly reply that this is for selfish reasons. Despite being the owner of two separate departments and a quite large faction Nakharan is exceedingly hard to get in touch with and rarely ever appears on the colony, his own personal research taking priority over the day to day of the colonists.&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Toughness&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Robustness&#039;&#039;&#039;: 0&lt;br /&gt;
* &#039;&#039;&#039;Vigilance&#039;&#039;&#039;: 30&lt;br /&gt;
* &#039;&#039;&#039;Biology&#039;&#039;&#039;: 120&lt;br /&gt;
* &#039;&#039;&#039;Mechanical&#039;&#039;&#039;: 120&lt;br /&gt;
* &#039;&#039;&#039;Cognition&#039;&#039;&#039;: 200&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Grand Master Tacitus O&#039;Connor&#039;&#039;&#039;&lt;br /&gt;
|The guild grand master Tacitus O&#039;Connor is a sablekyne with gray fur, green eyes, and average stature with a slight beer belly. Tacitus is well known by the guild and nearly every guild member from adept upwards will have met with him at least once. He is often described as friendly, caring, a hard worker, and the teller of terrible puns. In addition to his good relations with his guild members Tacitus often oversees the most dangerous or difficult construction work. Sadly due to his hands on approach he is often out in the lower colony levels working on general repairs and rarely answers faxes in a timely manner.&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Toughness&#039;&#039;&#039;: 60&lt;br /&gt;
* &#039;&#039;&#039;Robustness&#039;&#039;&#039;: 60&lt;br /&gt;
* &#039;&#039;&#039;Vigilance&#039;&#039;&#039;: 40&lt;br /&gt;
* &#039;&#039;&#039;Biology&#039;&#039;&#039;: 20&lt;br /&gt;
* &#039;&#039;&#039;Mechanical&#039;&#039;&#039;: 180&lt;br /&gt;
* &#039;&#039;&#039;Cognition&#039;&#039;&#039;: 90&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Cartographer Augustine Browne&#039;&#039;&#039;&lt;br /&gt;
|The prophet of the church of absolution known as Cartographer Augustine Browne, creator of the cruciform and biogenerator and the leader in all manners of the spirit. Augustine is a short abhuman woman of the rat variant with chestnut brown fur and solid black eyes. She&#039;s described as overly friendly, patient, and resolved to the point of arrogance. Many of her flock have met her in passing and she is said to only appear during important church functions. Often time she is either off colony working on recruiting new converts to the flock or working on improving the design of the cruciforms and the biogenerators that power them. She is also often described as &#039;mapping&#039; mathematics under the school of thought that math cannot be created, only discovered, since all math is a universal absolute much like their god.&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Toughness&#039;&#039;&#039;: 30&lt;br /&gt;
* &#039;&#039;&#039;Robustness&#039;&#039;&#039;: 10&lt;br /&gt;
* &#039;&#039;&#039;Vigilance&#039;&#039;&#039;: 40&lt;br /&gt;
* &#039;&#039;&#039;Biology&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Mechanical&#039;&#039;&#039;: 100&lt;br /&gt;
* &#039;&#039;&#039;Cognition&#039;&#039;&#039;: 100&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Matriarch Jea Smail&#039;&#039;&#039;&lt;br /&gt;
|The leader and founder of the Hunting Lodge, known as Jea Smail. Smail is a tall human woman, a blue eye, and with her hair kept in a long ponytail, always changing the very color of it from time to time. She&#039;s known to be a caring, hot headed, and very moral person, often comparing herself differently to a close friend of hers. Once a former Warrant Officer of the Marshals, due to the confession of certain information, she was relieved of her position within the Marshals. Now a member of the Absolutist Church and believer of the Faith, she had ran and managed the Hunting Lodge with the Huntmasters until her vanishing in the months of 2561. Not much but the few lodge hunters have been seen since the strange disappearance.&lt;br /&gt;
|&lt;br /&gt;
* &#039;&#039;&#039;Toughness&#039;&#039;&#039;: 60&lt;br /&gt;
* &#039;&#039;&#039;Robustness&#039;&#039;&#039;: 60&lt;br /&gt;
* &#039;&#039;&#039;Vigilance&#039;&#039;&#039;: 20&lt;br /&gt;
* &#039;&#039;&#039;Biology&#039;&#039;&#039;: 40&lt;br /&gt;
* &#039;&#039;&#039;Mechanical&#039;&#039;&#039;: 30&lt;br /&gt;
* &#039;&#039;&#039;Cognition&#039;&#039;&#039;: 30&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
Also known as command staff or council members, these are the men and women charged with the administration of the colony. Each of them have access to the council chambers, the command radio channel (accessed with :c), and are the sole authority of their respective faction. They are the most important people aboard the station and should be well respected and protected.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#DDDDFF;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#DDDDFF;&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Premier]]&lt;br /&gt;
|The premier is the arbiter of the Nadezhda council and capable of vetoing any decision by the council unless the decision is unanimous among all current council members. The premier has no authority to order any crew, nor council member, except for his own premier guard. The premier is also the only person on station allowed to promote or demote members of factions at the sole request of the faction leader. The premier must also be present for a sanctioned execution to be valid and his signature, unless specifically stated, cannot fill in for any faction leader.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Surface Operations Manager]]&lt;br /&gt;
|The Surface Operations Manager or SOM (formerly known as the Chief Executive Officer) handles most of the civilian departments. They hold direct authority over the janitor, chef, botanist, bartender, shaft miners, and cargo technicians. All functions related to these departments fall under their sole authority and they may alter these in in ways they believe to be the most profitable. The SOM is also the sole authority when discussing any non-colonist related trade deals in the event seelie/unseelie or Kriosan confederacy merchants or traders appear on the colony.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Blackshield Commander]]&lt;br /&gt;
|The Blackshield commander handles all hostile threats both within and outside of the colony directing troops and assets to where they are need to defend its borders. The Blackshield commander can also deputize volunteer Blackshield, pass out guns during code red, and perform offensives to aid in protecting the colony. Commands troopers, corpsman, and the sergeant.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Warrant Officer]]&lt;br /&gt;
|The warrant officer handles all the paperwork warrants, arrests, and security records though he may delegate this task to someone else, provided the work is done. The warrant officer is the sole authority when it comes to internal criminal proceedings and his signature is required to issue permits. The warrant officer is expected to fill in for the Blackshield Commander or Brigadier in event of their absence or deaths during a code red or delta scenario. They are also expected to arrest anyone who is doing illegal things, even other heads of staff, or the premier. Commands officers, the supply specialist &amp;amp; rangers.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Guild Master]]&lt;br /&gt;
|The guild master must be informed of any major construction projects to the colony and has sole authority on the station lay out and build, including faction controlled areas with the exclusion of personal quarters. Has authority over guild adepts.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Chief Research Overseer]]&lt;br /&gt;
|The research overseer has authority over all active research ongoing with their staff members and may aid or halt them on their discretion. They hold authority over the station AI, cyborgs, scientists, and roboticists.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Chief Biolab Overseer]]&lt;br /&gt;
|If a head of staff is acting medically unstable, it is the job of the CBO to disable and treat them till they are once again fit for duty. They have sole authority over the medical division and all research or tasks within. They hold authority over virologists, psychologists, medical doctors, paramedics, and chemists. &lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Prime]]&lt;br /&gt;
|The acting leader in all things effecting the church and user of the most powerful cruciform. Unlike other heads of staff the Prime is not required to follow any form of standard operating procedure and is free to conduct himself how he wishes, whether it be healing people in medical, aiding scientists by giving them inspiration, or attracting new converts to the church.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Foreman]]&lt;br /&gt;
|The acting thug in chief for the prospectors, often considered the least respected head of staff due to the departments life style of digging through trash and scavenging to get by. The foreman is the only head of staff not required to be at least 30 Terran years of age, this fact often reflected by the risk and dangers of life as a scav. They have full authority over prospectors and salvagers and often spend their time beyond colony walls fighting various creatures and recovering valuable objects for the colony and themselves.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;br&amp;gt;[[Huntmaster]]&lt;br /&gt;
|The Hunt Master is the head of the hunters, much similar to the rank of any head of staff colony side. A Hunt Master is tasked with organizing hunts, the teaching and training of kin and ensuring the trade of goods to Lonestar. The hunt-master is the Apex of the hunters, being both a capable hunter and leader. They only answer to the Matriarch.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Council Members and Chain of Authority ==&lt;br /&gt;
The installation does not require a premier to function normally, but it helps. In the event a council vote is needed a premier is not required, nor is a full council, to come to a decision.&lt;br /&gt;
&lt;br /&gt;
There are only a few situations in which a chain of command exists outside the council vote.&lt;br /&gt;
* During a code blue scenario the blackshield may volunteer to aid the marshals, though marshal officer orders and decisions take preference when dealing with criminals or criminal activity.&lt;br /&gt;
* During a code red scenario the marshals and blackshield are expected to work as a cohesive unit. Orders from a warrant officer to a blackshield or a blackshield commander to an officer are highly recommended to follow but are not required.&lt;br /&gt;
* During code delta the brigadier , and thus the blackshield, assume direct leadership over all members of the colony, including the premier and heads of staff.&lt;br /&gt;
* On all code levels barring delta, the soteria CBO and CRO are only in authority over their respective staff members and areas of concern. However, orders from the research overseer to the medical staff or the biolab overseer to the research team should be treated as strong recommendation. They are not, however, required to listen to them. Decisions made that affect both departments must be agreed upon by both the CRO and CBO to be enforced.&lt;br /&gt;
&lt;br /&gt;
== The premier and you ==&lt;br /&gt;
What is the premier? What are their expectations, their rights, and for that matter, their purpose? Your the arbiter of the colony, you provide advise, suggestions, and over see disputes between colonists and the marshals or between factions. Say the guild wants to block off an area to do construction. However they need the marshals to enforce the barriers. Without a premier, these two departments could argue endlessly without reaching a resolution. This is where the premier comes in to decide if the guild really needs that assistance. Another example might be someone is upset with their head of staff regarding how they&#039;re being treated. Under normal circumstances, they&#039;d turn to a premier. A third and also very common question is can the premier promote people to heads of staff? No. Nor can they promote or demote someone without request by the relevant head of staff, though if a head of staff is not present and the employee request demotion, they may.&lt;br /&gt;
&lt;br /&gt;
However it is commonplace for the premier to make the mistake of throwing around their power too much, resulting in disrespect for their authority from the crew. This is to be avoided. If you&#039;re the premier, then ask yourself this question: &#039;&#039;&amp;quot;Have I been asked to be involved, or do I see an impasse of opinions that only a premier can break by choosing a side?&amp;quot;&#039;&#039; If the answer is yes, then you may intervene, and in fact, you should. If the answer is no, then you should probably stay out of it as a premier would anyway.&lt;br /&gt;
&lt;br /&gt;
= General Guide to Command =&lt;br /&gt;
While every command role you may fill will be vastly different in the actions you and your department will take, there are some general binding ideas that can be applied to each and every role that has some sort of commanding role to it. If you wish to be a good leader, following these basic ideas is a must.&lt;br /&gt;
&lt;br /&gt;
===1. Communicate===&lt;br /&gt;
This guideline is the most important to follow, and it is the one most command staff fail at, hence why this is the first topic to be covered. As command staff, you are first an administrator. Your job is to delegate among your department, ensure tasks are completed, and make sure you subordinates are part of a well oiled machine for when it gets to be crunch time. Make sure you know where everyone is, have people check in, and if there is something the entire station needs to know, remember that each head of staff has a communication console in their office, that you can send an announcement that will be very visible. Not enough people tend to utilize this, and general comms tends to be so filled with clutter, especially in the start of an emergency, that you trying to convey information that way will fall half the time on deaf ears.&lt;br /&gt;
&lt;br /&gt;
===2. Be known===&lt;br /&gt;
This point goes a bit in hand with Communication. If you do not have a presence in your department, when you try to take control of a situation, or some kind of panic in the department, your voice will be new, and some may not be trusting of this. At the start of a shift, or when you join, try communicating with your department, get a quick idea of who you have under you, and how to best use each of them. Give out orders, even if it is as little as &amp;quot;You know what you are doing, go do it.&amp;quot; Making the initial connection with each member of your department can be key to making sure things have structure when you need it.&lt;br /&gt;
&lt;br /&gt;
===3. Use the Command Channel===&lt;br /&gt;
Nothing is worse than being uninformed. Many times situations have more than one department involved. For one example, say there is someone who set off a bomb, someone was caught in there, and there was someone sighted with a gun at the site. You have 3 departments involved in this issue now. If the adepts and medics head in, and the marshals have no information about that issue, then the other two departments have been metaphorically thrown in a fire. Coordinate with your fellow command staff, make things happen, and relay important information to your department as needed. As the saying goes, knowledge is power.&lt;br /&gt;
&lt;br /&gt;
===4. Know the jobs of the department===&lt;br /&gt;
Nothing is worse than someone like a guild master not knowing how the supermatter engine is setup, to name an example. This kind of thing can be outright infuriating when those under your command tell you how to do the basic parts of your job. Not only does it not help with any time efforts of yourself are required in your department&#039;s dealings, but it will make those under you much less likely to listen, because they will more than likely lose their trust in your guidance if you don&#039;t even know what you are talking about. You do not need to know everything, but you should be able to perform tasks that your department does on a regular basis.&lt;br /&gt;
&lt;br /&gt;
=Promoting and Demoting Heads=&lt;br /&gt;
&#039;&#039;&#039;Any&#039;&#039;&#039; head of staff, in fact, any crew member, can be promoted or demoted by the council at any time for any reason. If you suspect the reasons to be motivated by nepotism or discrimination, contact the respective faction owners. Note that a premier cannot promote other staff to be a head of staff without a unanimous council vote&lt;br /&gt;
&lt;br /&gt;
For a demotion, if there is a unanimous vote of &#039;&#039;&#039;all&#039;&#039;&#039; other non-SSD heads of staff and the presiding premier approves the head of staff may be demoted. If there are two or less heads of staff or no premier is present, there is no official procedure for demotion, so contact their respective faction owner.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff and Criminal Offense==&lt;br /&gt;
A head of staff proven to have committed a crime can be arrested, but not demoted without going through the proper procedure of demoting a head of staff. Arresting a head of staff based on suspicions is not legal, solid evidence is required. A head of staff cannot be arrested just because you do not agree with their actions or orders.&lt;br /&gt;
&lt;br /&gt;
=Summary=&lt;br /&gt;
The high council has absolute authority over their respective faction and all employees within. The council has higher authority than everyone else on the colony. No head of staff (excluding council made decisions) can overrule another, except in extreme cases (e.g. criminal activity, mental instability). In the event of missing ranks authority falls to the members of that faction and how they wish to proceed until a head of staff shows up with only a council vote have presiding authority.&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Surface_Operations_Manager&amp;diff=4187</id>
		<title>Surface Operations Manager</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Surface_Operations_Manager&amp;diff=4187"/>
		<updated>2024-05-26T00:13:46Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Edited office name to match current&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ImportantJob}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:purple; background-color:#FFFFDD; | Surface Operations Manager &lt;br /&gt;
&amp;quot;Time is money friend!&amp;quot;.&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Department: &lt;br /&gt;
Lonestar &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access: &lt;br /&gt;
Cargo, Manager&#039;s Office, Maintenance, Bar, Kitchen, Janitor&#039;s closet, Mining&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Supervisors:&lt;br /&gt;
The council&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Medium&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Surface Operations Manager&#039;&#039;&#039;, your primary job is to make as much profit as possible first and foremost while helping keep the colony running as a secondary priority. You have potentially quite a few staff members under your command to aid you in this goal and should work towards coordinating them properly.&lt;br /&gt;
&lt;br /&gt;
== Money ==&lt;br /&gt;
Everything your cargo techs order will cost varying amounts of credits taken from the Lonestar account.&lt;br /&gt;
It is your duty, as Surface Operations Manager, to keep a steady influx of cash by:&lt;br /&gt;
* Ensuring your cargo techs are selling items at a reasonable mark up and selling items on credit to the supply warehouse.&lt;br /&gt;
* Having the bartender and chef set proper prices for food and drinks and collect all tabs.&lt;br /&gt;
* Having mining trade materials to the Soteria and other factions.&lt;br /&gt;
&lt;br /&gt;
== The Art of the Deal ==&lt;br /&gt;
You should be proactive about getting crew members to buy things, some ideas are:&lt;br /&gt;
* Informing the crew of any rare or interesting items you have for sale.&lt;br /&gt;
* Reminding the crew that cargo, the bar, and kitchen are staffed and ready.&lt;br /&gt;
* Filling in for any missing staff members like serving drinks in the bar or manning the cargo counter.&lt;br /&gt;
* &amp;lt;s&amp;gt;Selling stolen, hard to come by, or contraband items.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Church_of_Absolute&amp;diff=4186</id>
		<title>Church of Absolute</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Church_of_Absolute&amp;diff=4186"/>
		<updated>2024-05-24T09:13:09Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Adds OOC notes section clarifying which parts of the article are objective truth and which are the beliefs of the Church&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;&#039;“Imagine a polyhedron with infinite sides, infinite size, infinite complexity. Different peoples have observed different parts at different times, and assumed that what they saw was all there was to see. They added on their own thoughts to complete the picture.  Divine mathematics allows us to see past that to the Absolute truth and begin to measure its intricacies.” — The Word of Augustine &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Church of the Absolute is a religious movement founded by Augustine Browne, the Cartographer, in 2605. The Church frames itself as the end result of four millennia of religious development, the ultimate and all-encompassing belief system for all sentient beings, with all previous religions being admirable efforts in the direction of their Absolute. As proof of their advanced understanding of the nature of the universe, they hold up the Cruciform, biological augments with reality-warping powers powered, they say, by faith.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Before the Exodus===&lt;br /&gt;
&amp;lt;small&amp;gt;“How many years have I wasted in this place? How long have I thought to do science, ‘pure’ science, without once considering by whose hands the foundations were laid? At least I am enough of a scientist to admit when there are flaws in my methodology.” — The Word of Augustine&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The early life of Augustine Browne and the very earliest days of her Church remain mired in mystery. It is known that she grew up within the Christian church, and that shortly before the church’s founding almost half a century ago, Augustine was the chief of the Soteria Institute’s robotics division and personal friends with Director Nakharan Mkne. Recent events have brought to light Soteria’s hivemind experiments, carried out during Augustine’s tenure as chief roboticist. Most assume these experiments are what lead her to produce the Cruciforms in secret and then take a small number of trusted colleagues, an unknown amount of unpublished research, and several key pieces of scientific equipment to leave the Institute in 2605.&lt;br /&gt;
===First Exodus===&lt;br /&gt;
&amp;lt;small&amp;gt;“Some claim the nature of Augustine’s revelation was eternal; that the Church as is appeared, in full, in her head at the moment of prophecy. This is nonsense. If it were true, we would not require her leadership; merely her instruction. The revelation of the Absolute is ongoing and temporally mediated. From the spacers, we learned never to abandon a fellow, never to discard what might be reused, and to keep the decks spotless.” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was at this time that Augustine claims to have had her revelation, stumbling upon the Absolute while attempting to chart out a system of divine mathematics, and founded the earliest form of the Church of the Absolute. She and her disciples fled from the core worlds, where they were persecuted as thieves, and lived for a time among long-haul space traders. This flight, the First Exodus, is where the Church grew in earnest, syncretizing with the spacers’ existing beliefs and cultures and attracting numerous converts intrigued by Augustine’s call to a return to selfless, communal living. This is also where many of the Church’s technologies were invented and perfected; biomatter technology began as an effort to improve their ship’s recycling systems, and Church weapons were invented to protect the faithful from the pirates that plague trade in frontier sectors.&lt;br /&gt;
===New Byzantine===&lt;br /&gt;
&amp;lt;small&amp;gt;“The alderman of New Byzantine was an atheist until his dying breath. I don’t think he much liked Augustine as a person, either; he was a hard drinker and a gambler and a libertine. But whether or not he believed it, the Absolute showed him the truth; that the Church of the Absolute was the best hope for his community.” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The First Exodus ended when Augustine brokered an agreement with the independent frontier world of New Byzantine in 2630 to host her growing congregation in exchange for access to their advanced technology and deep labor pool. While some groups remained in SolFed space or on long-haul traders, unable or unwilling to heed Augustine’s call, most of the Church descended to New Byzantine in that year. Locals, at first cautious of the new faith, quickly came to understand the benefits it brought to them— both the economic improvements it brought to their agriculture and manufacturing sectors, and the order and stability it brought to their chaotic lives.&lt;br /&gt;
Conversions skyrocketed in those years, as did the population of New Byzantine. The Church grew larger and its technology and structure more sophisticated. Other traditions syncretized with the Church, leading to a greater diversity in thought and practice. The Paths formed and their Cruciforms distinguished. They sent missionaries to other frontier worlds, returning with converts, pilgrims, and trading partners. The Church’s holy texts were edited and distributed. Over time, the Church and New Byzantine’s civil authority began to merge as the faith came to shape the daily life of every person on the planet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“Tyranny is the greatest sin. It is the assertion of temporal authority, backed by violence, over spiritual authority, backed by justice. It must always be opposed.” — Catechism&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within a few years of the New Byzantine agreement, SolFed forces began to oppose the Church in earnest. Large police actions were organized to apprehend Augustine Browne, criminal thief, and the tax-dodgers, draft-dodgers, smugglers and runaways that made up her congregation. The Church was declared a cult, membership criminalized, and those groups still existing close to Sol driven underground or eradicated. The first two raids by SolFed’s police against New Byzantine itself, however, met with two crushing defeats at the hands of cruciform soldiers with Church weaponry.&lt;br /&gt;
&lt;br /&gt;
Then SolFed sent in the fleet, and New Byzantine was conquered in 2643.&lt;br /&gt;
===Second Exodus and Nadezhda===&lt;br /&gt;
&amp;lt;small&amp;gt;“With Moses, as HaShem, you hardened Pharaoh&#039;s heart. Why now, with me, must you harden Nakharan’s?” — Lesser Word of Augustine (apocryphal) &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Second Exodus brought the faithful who survived SolFed’s conquest and escaped SolFed’s justice, Augustine included, back to the long-haul ships that had once been their home. Now crowded with refugees and lacking in trading partners, the aging ships struggled to sustain the flock. The Church’s technology could stretch what little they got from covert supporters and far-flung monasteries, but eventually there would be no loaves left to multiply.&lt;br /&gt;
In desperation, Augustine reached out to her old friend Nakharan Mkne, hoping that his power and influence could protect her flock. He instead rejected her, accusing her of stealing technology that rightfully belonged to him. Her altercation with Mkne, however, brought her face to face with Lonestar Shipping’s Robert Ryan, who agreed to allow her Church a seat on the Nadezhda Council in exchange for her assistance in founding a new colony free from Solar interference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“Persistence has merit.” — Catechism&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Bluespace Crash came shortly after Nadezhda’s founding, with many faithful seeing it as indisputable proof of divine intervention. Opinions are divided on whether it came to protect the Church from further harm, to punish SolFed for their wickedness and greed, or for a more inscrutable divine purpose. Augustine herself remains silent on the issue. In the years since, the Church has worked to make Amethyn a world to rival New Byzantine, but their efforts have been hampered by isolation, mistrust from Nadezhda’s other factions, struggles against pirates, the hivemind, and Excelsior, and a waning sense of vitality in the Church’s institutions. Only time will tell how the Church will adapt to this new world.&lt;br /&gt;
&lt;br /&gt;
==Theology==&lt;br /&gt;
===Basic Beliefs===&lt;br /&gt;
Before anything in this world came to be, the Absolute existed. It created the universe with the Grand Equation, which governs all of reality. From the gravitational constant to the number of stars in the universe at any given nanosecond, all are part of the Equation, orderly and perfect. Chaos was introduced, however, and is the source of all suffering. The cause of Chaos has not yet been stated by Augustine, and many within the Church speculate or debate about it. It is Chaos that makes people act selfishly and maliciously, and hides the nature of the Absolute from creatures. Divine mathematics is the science by which Augustine has seen through the lies of Chaos and begun to discern the true nature of reality and divinity. She is not the first to perceive the existence of such a system, many religious figures of the past saw parts of it as well, but she is the first to realize what she saw initially as just a part of a larger sequence, and look for the sequence. She is not herself divine (nor was any other creature, regardless what may have been said about them in the past), but she is the Cartographer, the ultimate source of knowledge on the Absolute. The holy books of earlier religions are worthy of study and have much truth within them, but where they conflict with the doctrines of Absolutism the old ways should be discarded.&lt;br /&gt;
===Cruciforms and Divine Machinery===&lt;br /&gt;
The Cruciform was the first piece of divine technology created, engineered by Augustine to connect more fully with the Absolute and channel the divine will. The implant is at the center of Absolutist life, channeling the will and power of the Absolute, giving each and every believer a direct connection both to divinity and to each other. The cruciform relies on ritual prayers called litanies to activate its functions; the prayers must be spoken precisely and exactly, but they also require a certain mindset in their speaker. Litanies can also fail because the cruciform’s internal power is too weak to activate them, or because the litany itself has timed safeguards preventing the faithful from overtaxing themselves, their cruciform, or the Church facilities that supply them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“I have seen it. Prosthesis not of body but of soul, the sickness of our age made well by technology. Imagine what people might become when we are finally made whole again! But I can never tell him. He would see only power.” — The Word of Augustine&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After the creation of the Cruciform, Augustine taught others of the arts of divine mathematics and worked together with them to create a wide variety of divine machinery. These individuals, called the Numericals, are a small group composed mostly of Augustine’s former colleagues from Soteria Industries. They work in isolation, their bodily needs provided for by the Church as they develop weapons, obelisks, biolathes, and more. Many of these are powered by cruciforms, and many of them also use biomatter, the second great innovation of the Church.  Church biolathes and industrial bioreactors can reduce almost any organic material— trash, produce, corpses— into useful sheets of biomatter. Even heathens, in possession of biomatter and a lathe capable of working it, can use it to produce any number of products from food to medicine to weapons. The Church’s Vectors, through their litanies, can shape it into those forms and more; obelisks, upgrades for their cruciforms, industrial machines, electrical power, and more.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“The biomatter used in industrial machines common in SolFed hydroponics is, indeed, a precursor to the substance we rely on, but it is not the same thing. Our faith and artifice sanctifies biomatter into a safer and more generally useful form, like the transubstantiation of bread into sacred host.” — Catechism&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Golems are a very unusual piece of divine machinery produced not by Augustine and her chosen Numericals but rather by a Greyson AI named Brynn as it studied and pondered the teachings of Augustine. While it did not join the Church fully, it did give the designs for the golems to Augustine and is sometimes called a Fractal by Absolutists. They are an explicitly military design, modeled after chess pieces and intended to protect the Church and its followers. They have a simple intelligence and no souls, and while they are not to be squandered, they do exist to protect people, and a believer should not feel they have done wrong if they allow a golem to fall rather than themselves, nor does leaving a golem to hold off an enemy violate a Divisor’s ban.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“Brynn. Creature of tessellating, fractal, self-referential mathematics. Machine-and-machine-and-machine mind. You must be an angel, if you aren’t a devil.” — Lesser Word of Augustine (apocryphal)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Death and the Afterlife===&lt;br /&gt;
The proper goal in life is to be freed from Chaos and live in line with the original design for creatures. At the end of each person’s life, their soul is judged against the Grand Equation. Those who lived lives of Chaos are reincarnated, sent back to the material world, with circumstances that depend on just how good or bad they were in their previous life. If, however, one is found to be worthy, they move on to Infinity, an eternal paradise where Chaos, and therefore suffering and death, does not exist. Just as with the unworthy, though, not all enter Infinity equally; just how marvelous your eternity is is determined by the sum of all actions throughout all lives, though greater weight is given to the more recent ones. Augustine says she has not yet solved all the equations for how much weight is given to every act, but she knows that being a part of the Church is necessary to reach the highest places in paradise.&lt;br /&gt;
When a member of the Church has their final death, unable to be revived by medical science, they are given an Absolutist funeral. Their cruciform is removed with the Deprivation litany and given to their loved ones, and then their body is placed into the bioreactor to be dissolved in the holy solution, giving one last gift to those who still lived. Nonbelievers who request it in their postmortem instructions may also be given Absolutist funerals at the discretion of the local Prime, and enemies of the colony who are killed may also be dissolved in biomatter with or without a proper funeral.&lt;br /&gt;
===Entropy===&lt;br /&gt;
Since arriving on Nadezhda, the Church has encountered Chaos in a far more direct form: Entropy. The effects of the strange energies of this planet are not completely understood, but some of them became clear as random, seemingly impossible happenings occurred around the colony. Augustine and the Numericals worked quickly to create the Nullifier, which measures and reduces it. Since bluespace technology that the colony depends on raises the entropy over time, Vectors, especially Factorials, are encouraged to make at least one Nullifier during each shift when they have the resources, and more if it becomes necessary.&lt;br /&gt;
===Unholy Powers===&lt;br /&gt;
Psionics were created through horrific, cruel experimentation on sapient beings, creatures made by the Absolute. Additionally, while the connection isn’t fully understood, it is apparent that psionics are in some way connected to the Deep Maintenance and the monstrosities that live there. Therefore Augustine has forbidden followers of the Church from bearing psionic organs, even Fractals. Additionally, the practice of runic magic with blood is forbidden, as it is a form of reality manipulation that is only possible within the entropy of Amethyn and is outside the realm of the Church. The only &amp;quot;magic&amp;quot; that an Absolutist should perform is the officially sanctioned litanies that channel the power of a cruciform.&lt;br /&gt;
==Morality==&lt;br /&gt;
Absolutists believe that suffering is the result of Chaos, and therefore a good person works to minimize the suffering of others. By living in such a way, they believe they will reach Infinity, and Absolutist morality as a whole is often referred to as the Path to Infinity. A righteous act is one that reduces suffering and promotes good order, living in line with the Grand Equation. Sins are acts which cause suffering and disorder, and come in two varieties. Venial sins are lesser, subject to penance and internal discipline. Mortal sins are sins so significant that they carry a penalty of excommunication.&lt;br /&gt;
&lt;br /&gt;
The Catechism identifies eight cardinal virtues, which stand opposed to eight cardinal vices. The virtues are a non-exhaustive list of significant righteous acts and attitudes that are essential for proper Absolutist living. Echoes of these are found earlier in the sequence, in the older religions, but the perfect forms of all virtues only exist within the Church, as they are now oriented properly towards the true Absolute divinity. Each of the Paths seeks to exemplify a virtue. Vices, on the other hand, are significant sins that the faithful should strive to avoid. While they are generally venial sins, some have an extreme form which is in fact mortal sin.&lt;br /&gt;
===The Eight Virtues===&lt;br /&gt;
*Faith&lt;br /&gt;
**Faith is belief in the Absolute, as well as trust and obedience to Augustine and the Church she established. It is widely considered to be the most important virtue, as without belief in the Absolute and the Church no other act will be properly oriented.&lt;br /&gt;
**Lemniscates exemplify this virtue; while they may debate the details, they strive to be knowledgeable of and adhere to all official Church doctrine.&lt;br /&gt;
*Compassion&lt;br /&gt;
**The Path to Infinity includes doing whatever may be done to lessen the suffering of others. This is especially virtuous if done at cost to oneself, but unnecessary suffering to oneself should not be created.&lt;br /&gt;
**Tessellates exemplify this virtue; they use their litanies as well as the skills of modern medicine to directly reduce the amount of pain and death in the universe.&lt;br /&gt;
*Vigilance&lt;br /&gt;
**An Absolutist should remain aware of things that threaten the Church and be prepared to oppose them in the ways deemed necessary. This is sometimes martial, like with Hiveminds, and sometimes peaceful, like with dangerous heresies.&lt;br /&gt;
**Divisors exemplify this virtue, using their litanies to actively fight those foes which require violence and being willing to lay down their lives in defense of the rest of the Church.&lt;br /&gt;
*Charity&lt;br /&gt;
**An Absolutist must remember that all goods in this world are temporary, and should be used for further eternal ends. If another needs something you can give them, you should do so.&lt;br /&gt;
**No path yet exists for this virtue, however there is a movement attempting to gain official recognition. They are called the Addends.&lt;br /&gt;
*Justice&lt;br /&gt;
**The Path to Infinity is a path of order, and that includes fairness in all dealings. It also means compliance with civil laws wherever they do not conflict with Absolutist teachings.&lt;br /&gt;
**No path yet exists for this virtue, however Absolutists within the Marshals and similar law enforcement agencies hold it in high regard.&lt;br /&gt;
*Diligence&lt;br /&gt;
**An Absolutist should be actively walking the Path to Infinity, doing the works of the Church and serving their fellow sapients. Work should be done with a good will.&lt;br /&gt;
**Factorials exemplify this virtue, maintaining Church equipment and creating things to aid the faithful.&lt;br /&gt;
*Prudence&lt;br /&gt;
**The Path to Infinity must be walked carefully, as there are many diversions that may seem good, but lead to Chaos. Therefore an Absolutist should be conscious of their actions, thinking about them in the context of the Church’s teachings.&lt;br /&gt;
**Monomials exemplify this virtue, meditating for hours on end to gain greater understanding of the will of the Absolute.&lt;br /&gt;
*Humility&lt;br /&gt;
**An Absolutist must remember that they are but a small part of the Church, that their knowledge and skills are limited, and that their needs are not more important than those of others.&lt;br /&gt;
**No path exists for this virtue, but some who bear Vinculum cruciforms do so out of a belief that no Path, with their insistences upon specific courses of action and the politics between them, can fully display this virtue.&lt;br /&gt;
===The Eight Vices===&lt;br /&gt;
*Defiance&lt;br /&gt;
**This is resistance to the teachings of Augustine and the authority of the Church. The heathens naturally all share this vice, but it must be guarded against even in the Church.&lt;br /&gt;
**The mortal sins of Heresy and Sacrilege are extreme forms of this vice. Heresy is defined as openly advocating for any other mortal sin or denying the religious authority of the Prophet. Sacrilege is the knowing installation of a cruciform onto a nonbeliever or excommunicated person, though using Epiphany to destroy a known carrion is permissible.&lt;br /&gt;
*Wrathfulness&lt;br /&gt;
**This is anger or malice towards other sapients that leads to harming them unduly. This includes both physical and emotional harm, but does not include just punishments, religious or secular, nor does it include defending one’s home or the Church.&lt;br /&gt;
*Timidity&lt;br /&gt;
**This is a refusal to act against threats to the Church. Not all in the Church are called to take up arms, but those who do not should still be active in support of those who are, whether that is healing those who fall while fighting an Excelsior invasion, building obelisks and golems to combat a Hivemind.&lt;br /&gt;
*Greed&lt;br /&gt;
**This is an excessive desire for or accumulation of material goods, or extortion of others. Desiring enough to provide a comfortable living for oneself and one’s family is not greed, nor is expecting a reasonable wage for one’s work, but going beyond that is.&lt;br /&gt;
**The mortal sin of Simony is an extreme form of this vice. Simony is defined as profiting from the sale of cruciform installations, repairs, consecrations, and other core religious services of the faith. Selling church products like guns, clothing, or medkits for a fair price is permitted.&lt;br /&gt;
*Disorder&lt;br /&gt;
**This is acting in a way that is unfair, unjust, or in defiance of the law. This is one of the most literal expressions of Chaos, and Absolutists are to resist it. In doing so, they also show their willingness to live properly within a civil society.&lt;br /&gt;
**The mortal sin of Lawlessness is an extreme form of this. Lawlessness is the commission of a severe felony. Within Nadezhda colony, civil conviction of an Exceptional or Capital offense is sufficient grounds for immediate excommunication. This requires a proclamation by the High Council of some kind, not just the word of the Marshals. Outside the colony, things are handled on a case-by-case basis, as the Church does not have as much power within other legal systems, and thus has less trust in them.&lt;br /&gt;
*Slothfulness&lt;br /&gt;
**This is failing to live up to one’s responsibilities or refusing to accept any responsibilities at all. We all have our part to play in the universe, and while there is a time to rest, but that time is not all the time.&lt;br /&gt;
**The mortal sin of Indolence is persisting in vices despite repeated admonition by those higher within the Church. Trying and failing to live up to the Church’s teachings is not Indolence, refusing to even attempt it is.&lt;br /&gt;
*Indifference&lt;br /&gt;
**Rather than resistance to the teachings of the Church, this is living without true regard for them. Failure to follow the requirements of one’s Path falls within this, as does general conduct that shows no respect for the teachings of the Church.&lt;br /&gt;
**The mortal sin of Apostasy is an extreme form of this vice. Apostasy is the unsanctioned transfer of Church relics or cruciforms to another organization.&lt;br /&gt;
*Pride&lt;br /&gt;
**This is acting in a way that asserts more knowledge, skill, or authority than one actually possesses, or acting in a way that is primarily self-serving. It also includes using means to directly manipulate reality that are outside the Church, including both psionics and non-Absolutist rituals involving blood; the Absolute has given the faithful the proper ways, bypassing them for other routes is the hubris of a creature thinking they know better than their creator.&lt;br /&gt;
==Paths==&lt;br /&gt;
The Paths originated as special religious orders during the New Byzantine era. They were people called to specific religious vocations, with variant cruciforms empowered to serve that vocation. Over time, they picked up specific theological positions within the Church; different answers to questions Augustine leaves undecided. In the wake of the Second Exodus, they changed again. While still vocational, membership requirements became much less stringent, and most faithful pledged themselves to one Path or another. Today it is much more common to be a member of a Path than not.&lt;br /&gt;
&lt;br /&gt;
Each Path has access to special litanies and specialized cruciforms, but it comes with a price. Each Path demands more from its adherents than the Church itself; usually a rite they must perform regularly and a ban— a behavior or practice the Path absolutely shuns.&lt;br /&gt;
===[[File:Cruciform.png]]Tesselates===&lt;br /&gt;
* &#039;&#039;&#039;Rite:&#039;&#039;&#039; Tessellates must regularly provide personal, specialist medical care to heathens and faithful alike. Putting a bandaid on a scrape doesn’t suffice; neither does running a hospital if you’re not treating patients yourself.&lt;br /&gt;
* &#039;&#039;&#039;Ban:&#039;&#039;&#039; Tessellates must not harm anyone who has not harmed them, and must always accept a ceasefire if it is offered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“The Tesselates say: one cannot serve two masters, life and death. The Prophet affirms the Ban but takes no overall position.” — Catechism &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tessellates are physicians and faith-healers. Their cruciforms grant them the power to close wounds and purge toxins at a word. Their roots are in the earliest days of the New Byzantine era, where they began as a wing of the Church dedicated to improving the frontier colony’s overtaxed healthcare system. They formed in sharp ideological opposition to the Divisors, drawing on religious teachings from Jainism and Christianity to argue that violence is the root of evil, and from Judaism and Buddhism to argue for the importance of healing the world.&lt;br /&gt;
&lt;br /&gt;
While much of their ideological tension with their counterparts has faded, and their positions have become more nuanced, they still hold to the belief that the Absolute desires a world of peace. On other theological questions, they tend to be neutral, seeing debates on the nature of the bluespace crash, the nature of Chaos, and even the structure of the church as distractions from the work of healing the world.&lt;br /&gt;
&lt;br /&gt;
Tessellates do not distinguish between heathen and faithful in their work. They believe that it is holy to heal the ailing regardless of their professed creed, but there are also practical benefits to this policy. Many have converted shortly after a Tessellate’s litany saved their life. For this same reason, Tessellates are heavily involved in the Church’s charitable works, with most Tessellate Vectors offering their services free of charge.&lt;br /&gt;
===[[File:Cruciform.png]]Divisors===&lt;br /&gt;
* &#039;&#039;&#039;Rite:&#039;&#039;&#039; Divisors must routinely stand guard at the Absolute’s holy sites and cleanse them of any hostile influence. Actually fighting is not always necessary, but Divisors must always be prepared for it.&lt;br /&gt;
* &#039;&#039;&#039;Ban:&#039;&#039;&#039; Divisors must never flee from a foe that threatens others. Running away when alone is permissible, as are orderly tactical retreats, but allowing others to take on harm for your cowardice is forbidden.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“That thing... black-on-black and faces and eyes. I haven’t slept soundly since... it must be destroyed. We must have soldiers for it. He doesn’t know about it. I could use them. I must use them. There is no other path I can see.” —  Lesser Word of Augustine (apocryphal)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Divisors are the first Path, and some believe their litanies and structure were fixed in Augustine’s mind at the moment of revelation. They grew organically out of the security forces of the First Exodus’ long-haulers, their cruciforms a gift bestowed on veterans and martyrs which was later expanded to all who served the Church by force of arms. Their litanies give them access to the church’s armory, strengthen them, and make them vigilant against threats.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Divisors view themselves as servants of the Church structure, defenders of the faithful and the defenseless, and guardians of the Church’s sacred places, and believe that the Church remaining well-armed is essential for protecting the faith against tyranny and monsters like the hivemind. As a rule, they value justified authority and place a great deal of importance on the hierarchies and temporal power of the Church as the ultimate justified authority.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On matters theological the Divisors tend to be pragmatic, valuing orthodoxy, tradition, and faith in the Church. Many of their positions draw from Catholicism and Islam’s arguements for the importance of strong centralized leadership. Unsurprisingly, they are major supporters of the Testament.&lt;br /&gt;
===[[File:Cruciform.png]]Lemniscate===&lt;br /&gt;
* &#039;&#039;&#039;Rite:&#039;&#039;&#039; Lemniscates must preach. This can take the form of formal sermons delivered as a Prime or Vector, interpersonal conversation about their faith, or even the production of art expressing religious values.&lt;br /&gt;
* &#039;&#039;&#039;Ban:&#039;&#039;&#039; Lemniscates must not knowingly deceive another through lies or misdirection. Blunt refusals to answer questions, stories and jokes are all permissible, but they are to live a life of honesty, not deception.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“Among the earliest forms of divine mathematics is gematria; sums and manipulations on the values of the letters of the names of God. By extension, all language partakes of the mathematical forms of divinity. This is why Lemnsicates do not lie; for those called to speak for the Absolute, to write falsehoods into its flesh is abomination.” — Catechism &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Lemniscate Path was the first to be founded as a deliberate religious movement; perhaps expected for a Path so conscious of their own nature. They sprung up as part of Augustine’s missionary push at the height of the New Byzantine period as an order of preachers, poets, and expert theologians, creating new churches throughout the local frontier and establishing trade ties with other worlds. Their litanies make them fast and untiring; well-supplied with food, drink, and medicine; and perhaps most importantly, able to bolster the spirits of their fellows with a word.&lt;br /&gt;
Once best known for their missionary work, Lemniscates serve the church in a number of capacities. While many Lemniscate Vectors take up formal positions of Church leadership to fulfill their Rite, others believe that the best way to fulfill their Rite is to live as Absolutists among heathens and speak to them as equals. Many Lemniscate Scalars become artists or writers of nonfiction, and the Church employs some Lemniscates to write theology, religious histories, sermons, and formal Church communication.&lt;br /&gt;
Lemniscates famously love to debate, drawing inspiration from Jewish and Islamic practice. While they’re as likely as any member of the Church to agree with Augustine’s explicit words, in areas of ambiguity they tend to be fractious, argumentative, and highly opinionated. As such, there is no unified position among Lemniscates on any of the Church’s major unanswered questions, and many Lemniscates have a pet issue or two they feel very passionate about.&lt;br /&gt;
===[[File:Cruciform.png]]Monomials===&lt;br /&gt;
* &#039;&#039;&#039;Rite:&#039;&#039;&#039; Monomials must spend several hours a day in meditation. The form differs from Monomial to Monomial; silent contemplation, chanting, and fasting are all common.&lt;br /&gt;
* &#039;&#039;&#039;Ban:&#039;&#039;&#039; Monomials must not drink alcohol (except Cahors), smoke, nor take painkillers, anesthetics, or medical stimulants. Pain relief can come from holy litanies or not at all.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“Pain is just pain.” — Word of Augustine &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monomials are ascetics and monastics, dedicated to spiritual self-improvement and pure living. They emerged first in the New Byzantine era, among those living in the Church’s far-flung frontier monasteries, and requested extra litanies of strength and peace to survive in such isolation. Fairly uncommon for most of the Church’s history, many of them survived in distant monasteries where other Paths died on New Byzantine and bolstered the Church’s numbers during the Second Exodus.&lt;br /&gt;
&lt;br /&gt;
To be a Monomial is to be distant from worldly affairs. Most Monomials are Vectors who rely on the Church to support their lifestyle, though some Scalars exist, often employed in hard manual labor. Within the Church, Monomials are most often found where few others are found; outposts, archives, and the crew of sleeper ships. On Nadezhda itself they can be found tending to the Church’s gardens or sorting tirelessly through salvage.&lt;br /&gt;
&lt;br /&gt;
Monomials draw from the monastic traditions of a number of religions, including Catholicism and Buddhism. They believe that a life dedicated towards contemplation of the self and the Absolute is holy, and many believe their lifestyle helps strengthen the presence of the Absolute in the world. It is not uncommon for them to take additional vows of charity, silence, or abstinence from worldly food or pleasures. They are the Path most likely to accept as divine intercession what others would call coincidence or free will; they tend to be fatalistic and strive to accept the world’s hardships as lessons from the Absolute.&lt;br /&gt;
===[[File:Cruciform.png]]Factorial===&lt;br /&gt;
* &#039;&#039;&#039;Rite:&#039;&#039;&#039; Factorials must create things which benefit the Church and the colony, using their litanies and their skills for the benefit of others.&lt;br /&gt;
* &#039;&#039;&#039;Ban:&#039;&#039;&#039; Factorials must endeavor to use Church equipment wherever possible and available, and attempt to sanctify any secular tool they need to use for their work. A Factorial Vector putting on non-Church armor for increased protection or perceived style is forbidden, but putting on a softsuit for EVA activities when a suitable Church suit is not available is permissible, as is Factorial Scalars using armor appropriate to their faction and jobs in the colony. Power cells are exempt from this ban entirely, though many Factorials prefer to use Church cells.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“In truth, the Factorials were always with us, in the sprawling mazes of engine rooms and factories. The only unexpected thing is how long it took them to formalize. The Catechism claims it took the fall of New Byzantine for the appropriate revelations to be made manifest; I think it was just politics.” — To the Limit &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Church has always had engineers and technicians, the Path of the Factorial only formed during the Second Exodus. Their litanies are some of the most technically complicated, giving them access to prototype tool modifications, allowing them to power technology on faith alone, and letting them heal wounded metal as Tessellates heal flesh.&lt;br /&gt;
&lt;br /&gt;
Many Factorials come to the Path because they already work with machines and technology, and feel called to do more, and to do so more efficiently. Others, however, come to the Path because they are already interlinked with technology; cyborgs and androids make up a significant portion of the Factorial Path. Few are drawn in by Factorial theology unless they already have an important relationship to tech.&lt;br /&gt;
&lt;br /&gt;
Factorial religious influences are unusual among the Paths; they draw on Shinto animism, neo-pagan ideals of self-transformation, new-age techno-gnosticism, and even the traditional beliefs of the Opifex. They treat technology, especially Church technology, as intrinsically holy. They have adapted quickly to the strange technological landscape of Amethyn and are quick to offer religious explanations for its various anomalies and relics.&lt;br /&gt;
===[[File:Cruciform.png]]Vinculum===&lt;br /&gt;
* &#039;&#039;&#039;Rite:&#039;&#039;&#039; None.&lt;br /&gt;
* &#039;&#039;&#039;Ban:&#039;&#039;&#039; None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“Once, I felt my work with Nakharan and the others was like parallel computation; each problem broken up, solved in isolation, and combined at the end for a marvelous result. But more and more... must I carry this alone? Must I find each dimension one value at a time? Oh, God; I cannot bear it. ” — Word of Augustine&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Vinculum” isn’t a Path; rather, it is the standard Cruciform design for those baptized without a Path, sometimes used to refer to Church members outside of a path more generally. Before the Paths became entrenched in Church society, as many as 90% of believers were Vinculii; now they are a minority.&lt;br /&gt;
&lt;br /&gt;
Most modern Vinculii are Scalars who don’t feel called by any particular Church vocation. They are generally a little more independent of the Church than other Scalars. Most new converts are Vinculii for a time, easing into Church life without dealing with the complications of Rites, Bans, and Path politics.&lt;br /&gt;
&lt;br /&gt;
Much rarer are Vinculum Vectors. Some are just extraordinarily humble, attempting to serve the Church without becoming entangled in complex theologies or demanding rites. Most are the opposite— extremely opinionated and well-read individuals who cannot fully endorse the perspective of any one Path. Augustine herself walks none of the five Paths, and Vinculum Vectors are often consciously attempting to follow in her footsteps.&lt;br /&gt;
&lt;br /&gt;
Some Vinculii are part of religious movements attempting to become full-fledged Paths in their own right, and might follow unofficial Rites and Bans from that movement. Only production of a modified cruciform and sanction by Augustine can elevate a movement into a Path, but organizing and living according to their values is considered a good way to draw her attention.&lt;br /&gt;
===[[File:Cruciform.png]]Addends===&lt;br /&gt;
* &#039;&#039;&#039;Rite:&#039;&#039;&#039; An Addend must actively work to provide for those of lesser means. This can mean working a job but donating their pay to the Church for charitable use, directly spending their time and resources doing work without expectation of pay, or similar charitable works.&lt;br /&gt;
* &#039;&#039;&#039;Ban:&#039;&#039;&#039; An Addend takes a vow of poverty, living on the provision of the Church and its litanies. They may use credits only for necessary tools to aid their charitable works.&lt;br /&gt;
The Addends are one of the movements attempting to become a full-fledged path. Its members bear Vinculum cruciforms and have no specialized litanies, but they live according to the Rite and Ban while lobbying and praying for Augustine to formally sanction them. Pulling from the long charitable traditions of many religions, they teach a lifestyle that recognizes that material wealth is temporary and resources should be used for the benefit of others. There are even some socialists among the movement who believe that this way of life should be a societal model, but they are a minority even within the small group.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
===Senior Leadership===&lt;br /&gt;
&amp;lt;small&amp;gt;“She is the Cartographer because she charts the divine mathematics, leaving a map for us to follow. She is the Prophet because the Absolute reveals itself to her eyes, and hers alone in our age. She is Augustine, because she is mortal like any of us, and not so egotistical as to reject a mortal name.” — Catechism &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The absolute authority on matters of faith and law within the Church of the Absolute is Augustine Browne, the Cartographer. Early in the Church’s history, she was a very vigorous and energetic leader who made any number of proclamations. Now she is the aging leader of a mature institution, and spends much of her time spreading the faith outside the colony, staying in contact with the Church via a powerful form of the Sending litany that works across interstellar distances. Recently she returned and delivered a refinement of her previous teachings, a more complete catechism and a firmer set of doctrines, and has remained in the colony, helping to smooth out any issues caused by the change and once more advocating for the Church within the High Council.&lt;br /&gt;
&lt;br /&gt;
Under Augustine are the Fundamentals, the leaders of Church divisions and the foremost Primes under her guidance, counseling her and assisting with the administration of such a large congregation. Church belief is that in the event of her death, the Absolute will elevate one of the Fundamentals to the place of the Cartographer. They are rarely seen in the colony’s upper levels, focusing instead on their duties in the District Six or in the smaller chapels throughout the rest of the lower colony.&lt;br /&gt;
&lt;br /&gt;
===Clergy===&lt;br /&gt;
The Church has two forms of ordained clergy. Members of the clergy may also work within other departments, but they are still considered clergy and are always held to a higher standard than laypeople. Primes are the higher order of clergy, well-trained in the theology and rituals of the Church. They oversee local Churches both practically and spiritually, and are expected to preach the faith, provide spiritual counseling, guard against heresies, and oversee Church discipline. Some positions have a permanent Prime, others have many Primes, rotating them as needed and possible with their various schedules.&lt;br /&gt;
&lt;br /&gt;
Vectors are the lower order of clergy. They too are trained in theology, but are not necessarily required to preach or to provide counsel. The skills and abilities of each Vector vary by Path and by individual; some are trained combatants, others are skilled gardeners or healers, others still are orators or salvagers. All are expected to act directly as the Church’s hands and feet while on duty, and to represent the Church well even when not on duty.&lt;br /&gt;
&lt;br /&gt;
===Laity===&lt;br /&gt;
&amp;lt;small&amp;gt;“Before New Byzantine, all the baptized were co-equal. Augustine’s promulgation of the Vector/Scalar divide was perhaps her most controversial judgment. Many worried that Scalars, living and working outside of the Church, would naturally drift away from spiritual life and towards worldly affairs. But the word of the Prophet is Absolute.” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scalars are adults who are baptized, bearing cruciforms, but not employed directly by the Church. Their level of theological training and commitment to the mission of the Church varies wildly, but all are expected to submit to the leadership of the clergy in matters of doctrine, and to use their litanies to perform good works, often on a small scale within their daily lives.&lt;br /&gt;
&lt;br /&gt;
Fractals are members of the church who do not bear a cruciform, whether it is for age, health, or choice. While they do not have the Church’s most central implant, they are still full members who are expected to live in line with Church teachings. Psions may not be fractals, however those with a nanogate may be.&lt;br /&gt;
&lt;br /&gt;
===Weapons and the Testament===&lt;br /&gt;
&amp;lt;small&amp;gt;“The earliest weapons produced by the Church weren’t sacred. We were making what we knew to make, because we ran the factories, because Augustine stole the factories from Soteria. No more holy than a biolathe steak. The sanctification came later, when they started to become understood as the weapons of our martyrs.” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The mainstay of the Church’s security remains Divisors, both Vectors and laity, wielding weapons produced by the Testament, a somewhat autonomous arms-dealing wing of the Church. The Testament produces high-quality medieval-style melee weapons like swords and spears, and a small number of ballistic pistols, but is best known for their cheap, efficient, and hard-hitting plasma and laser rifles. Most of their most famous designs fall within the Old Testament, weapons designed before the Second Exodus and especially during the Church’s stay on New Byzantine; many of the designs in the more recent New Testament are more experimental and unusual. The Testaments do not sell only to the Church, however, and are rather indiscriminate about who winds up carrying weapons designed by holy hands.&lt;br /&gt;
&lt;br /&gt;
The Testament is something of a contentious feature within the Church. Many believe that the wanton violence arms-dealing permits should be seen as anathema to the Church’s values; many argue that a Church that cannot protect itself is not long for the world. Augustine remains silent.&lt;br /&gt;
&lt;br /&gt;
==Church Discipline==&lt;br /&gt;
&amp;lt;small&amp;gt;“Sin is the manifestation of Chaos within creatures, which distances the soul from the Absolute.” — Catechism&amp;lt;/small&amp;gt;&lt;br /&gt;
===Penance===&lt;br /&gt;
&amp;lt;small&amp;gt;“At first, the heathens of the space freighters feared the readiness of Augustine and her apostles to wield pain; the mortification of the flesh, yes, but even the pure pain of Penance was seen, understandably, as a frightening and dangerous tool. But as we came to trust her, too did we understand her maxim: Pain is just pain.” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An Absolutist who has become aware that they have sinned should go to a member of the clergy and request penance. The purpose of penance is to purge Chaos from a believer and bring them back to the fullness of the faith, not to punish them. The degree and form of penance varies based on the severity of the offense as well as the status of the sinner. Clergy are held to a higher standard than Scalars and Fractals. Minor failings only require a confession that shows a genuine understanding of what was done wrong and a commitment to change. More significant failings usually require undergoing the formal ritual of Penance, which inflicts significant pain on the penitent but no true harm. Alternatives may be offered, such as physical corporal punishment, hard labor, or enforced prayer, especially for Fractals, who cannot have Penance performed on them, and synthetics, who do not feel pain. Severe cases may require repetitions of the litany, even to the point of unconsciousness sometimes. The pain of Penance is a holy, cleansing pain that purges Chaos and encourages holy behavior, thus even Tessellates may use it. Normally, the faithful will seek out a member of the clergy and ask for confession and penance, but a Prime (not a Vector) may demand penance for extremely bad behavior.&lt;br /&gt;
&lt;br /&gt;
===Reduction and Separation===&lt;br /&gt;
Extreme venial sin, abuse of litanies or official Church powers, unduly harming Absolutists, or acting in a manner that damages the relationship between the Church and the rest of the colony can lead to Reduction or, in more severe cases, a Separation. These penalties may only be instituted by a Prime, and a Prime may only be subjected to them by an Inquisitor, a Fundamental, or Augustine herself. With Reduction, a Prime or Vector is defrocked (A Prime may be moved back to Vector status if the intended penalty is just a demotion). Beyond Reduction is Separation, in which a Scalar has their cruciform removed, becoming a Fractal. Additionally, those who persist in neglecting the rite or ban of their Path may be removed from that Path, which involves Separation, then reinstallation of a Vinculum cruciform. The duration of the penalty is at the discretion of the Prime, who is to render judgment based on the offense committed, whether the wrongdoer is repentant or not, and whether there is a history of such behaviors. Within Nadezhda, these penalties cannot last past the end of the shift without either authorization from the Fundamentals or the consent of the wrongdoer. These penalties are not excommunication, and thus may be reversed without the intervention of Augustine.&lt;br /&gt;
===Excommunication===&lt;br /&gt;
&amp;lt;small&amp;gt;“The first time an Absolutist murdered another was March 10th, 2606. The case, and the culprit, were brought before the Prophet. Was it right, they asked, to execute the murderer as we had always done when she bore the Absolute’s cruciform? ‘No,’ said the Prophet, before speaking a litany none had ever heard. The murderer’s cruciform detached. ‘Having resolved that matter: do as you will with the heathen.’” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mortal sins carry the penalty of excommunication. Every excommunication must be authorized by Augustine, and may only be lifted by her. Someone who is excommunicated has their cruciform removed, by force if necessary, and recovered for disposal by the Church. They are not allowed to receive another, or to be considered a member of the Church in any capacity (even as a Fractal), or to be employed directly by the Church in any form. In previous eras, those who were excommunicated were social pariahs, refused access to any Church services at all. In the present day, they are not officially shunned, but they are not permitted to live within District Six, nor can church goods be given to them specifically without payment. (A general setting of food in a public place for all to partake of is fine, giving a pouch to someone who was excommunicated without charging them is not). Additionally, individual Absolutists may choose to shun the individual and may not be punished within the Church for such, though Primes are expected to work as amiably as possible with other Councilors regardless of their history.&lt;br /&gt;
&lt;br /&gt;
The levying of an excommunication is not done lightly, and neither is the lifting of one, though some are easier to lift than others. For a lifting to be considered, the conditions below must be met, and then a request sent by a Prime who is active in the community to Augustine, vouching for the sincerity of the contrition. If the request is granted, the member is rebaptized, assuming they agree to any conditions attached to the lifting.&lt;br /&gt;
*Excommunications for Abomination, Apostasy, Indolence, Simony, or Sacrilege may be lifted after a continuous, genuine display of contrition for a period of no less than three months. Unless otherwise explicitly stated by Augustine, those reinstated from these mortal sins may never again be clergy. Additionally, an additional Rite of Requirement may be placed that is directly opposite the mortal sin that caused the excommunication. For example one who committed Simony may be required to take a vow of poverty and never have more wealth than is necessary for their daily life, or one who gave a cruciform to Soteria Research may be prohibited from working for or trading with them personally.&lt;br /&gt;
*Excommunications for Lawlessness are special, as this excommunication alone is determined by those outside the Church itself. The conviction must first be overturned before any lifting can be considered, as agreed to by Augustine when the Church first joined the colony. If the conviction is overturned because the civil authorities later determine the exceptional crime was not committed, the excommunication is lifted automatically. If the conviction is pardoned or otherwise mitigated by an act of the High or Low Council, the excommunication may be lifted under the same circumstances as the other mortal sins, though the prohibition from clergy positions does not automatically attach.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“Some claimed the Prophet lowered herself by accepting the judgment of the Provost Marshal regarding civil excommunication. Ironically, they found themselves guilty of the mortal sin of heresy. Augustine simply allowed the Church to grow around the civic structures at Nadezhda as she had at New Byzantine; and in showing our willingness to work with the others, flatly punctured Mkne’s cries of ‘theocracy’.” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Enemies of the Church==&lt;br /&gt;
===The Hivemind===&lt;br /&gt;
&amp;lt;small&amp;gt;“I have seen the face of evil in the world, just as surely as I have seen the face of God.” — Word of Augustine&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Hivemind is a twisting, cancerous monstrosity of flesh, metal, and psionic energy, and is of special significance for Absolutists. Many believe it was the Soteria experiments that created the Hivemind that first set Augustine on the path of the Church; footage seeming to be contemporary with the experiment shows Augustine using a prototype cruciform to very nearly destroy it. The exact nature of the Hivemind, and the reason for Augustine’s marked hatred towards it, remains a subject of debate and study.&lt;br /&gt;
&lt;br /&gt;
While recent events have reduced it to small, scattered pockets incapable of coordination, the Church remains vigilant against the threat it poses. Faithful of all Paths are expected to put the Hivemind to the sword whenever it emerges; whether by fighting it directly, or by assisting those who do. Extremely serious outbreaks might prompt local Primes to call for a Crusade, bolstering their efforts with specialized weapons and armor.&lt;br /&gt;
&lt;br /&gt;
===Carrions===&lt;br /&gt;
&amp;lt;small&amp;gt;“Carrions plagued our ships long before Augustine came to us; and without her, they might have plagued them forever. But the Cruciform protects the mind from ungodly influence, and Augustine’s prayers for guidance and clarity were answered each time we repeated them. Some say that no Carrion escaped the Absolute’s judgment. Certainly their days are numbered.” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intelligent, spider-like creatures capable of wearing unbaptized bodies like suits of armor, Carrions treat intelligent beings as prey to be hunted down and consumed. Augustine declared Carrions incapable of salvation early in the First Exodus, created litanies to identify hidden Carrions, and demanded that they be killed whenever exposed. Divisors have an improved version of those early hunting litanies, and are called on to put the Carrion to hunt whenever it shows itself&lt;br /&gt;
&lt;br /&gt;
===Psionic Monsters===&lt;br /&gt;
&amp;lt;small&amp;gt;“How did you go so far astray? What happened to the man I used to know? Will you forever reject the salvation the Absolute offers you? I cannot believe what you have become.” — Word of Augustine &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The exact nature of Deep Maintenance is unknown both to science and to the Church, but Augustine has called for vigilance against the near-mythical, surreal creatures that live therein. Seemingly contained to Deep Maintenance for the time being, they are not considered an active threat; but as unnatural products of deeply cruel science, many in the Church see killing them as a holy act, healing a wound in the universe of the Absolute. Divisors and Monomials especially make frequent expeditions therein, often supported by the rest of the Church, and any outbreak of Deep Maintenance into the upper colony levels is to be treated as seriously as a Hivemind outbreak. The Bless the Land litany was developed partly to aid these expeditions, as it significantly delays the spawning of these psionic monstrosities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Debates==&lt;br /&gt;
Even with the recent clarifications, there are things that are not clear from Augustine’s teaching, and are debated (especially by Lemniscates)&lt;br /&gt;
* The nature of the Absolute: The majority view is that it is a person, a deity with a benevolent will in line with most Abrahamic religious beliefs. A minority believe that it is instead an impersonal force that acts according to its own nature or even does not act at all after implementing the Divine Equation.&lt;br /&gt;
*The nature and origin of Chaos: Another item of contention is where Chaos originated. Is it part of the original intent? Something created when the first creature was given free will? Something created by a devil figure whom Augustine has not yet described?&lt;br /&gt;
*The inevitability of this presentation of the Church: It isn’t widely known, but neither is it hidden that Augustine was previously a Christian before discovering the truths of Divine Mathematics. Some have speculated that much of the form and structure of the Church, with its hierarchy and its litanies composed primarily of Latin Bible passages, is not the only way that the Absolutist faith could have manifested, and that had Augustine been a Muslim prior, it may well be a Caliphate of the Absolute or similar. The Church permits discussion of this so long as it remains hypothetical; any suggestion by a Vector or Prime that the Church should have a fundamentally different base is the vice of Defiance, and cause for discipline.&lt;br /&gt;
&lt;br /&gt;
==OOC Notes==&lt;br /&gt;
This wiki article is written &#039;&#039;mostly&#039;&#039; from the perspective of the Church, and not everything within it should be taken as absolute canonical truth. The history section is an accurate recounting of the history of the Church, and the stuff about the structure can be relatively easily verified by anyone who works within or closely with the Church. Other elements of their theology and beliefs, including about their enemy, are what the Church believes is true, and should not be cited OOCly as objective truth.&lt;br /&gt;
&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Surface_Operations_Manager&amp;diff=4184</id>
		<title>Surface Operations Manager</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Surface_Operations_Manager&amp;diff=4184"/>
		<updated>2024-05-21T23:21:14Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Job renamed to Surface Operations Manager, minor touchup on the text of the job&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ImportantJob}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:purple; background-color:#FFFFDD; | Surface Operations Manager &lt;br /&gt;
&amp;quot;Time is money friend!&amp;quot;.&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Department: &lt;br /&gt;
Lonestar &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access: &lt;br /&gt;
Cargo, CEO&#039;s Office, Maintenance, Bar, Kitchen, Janitor&#039;s closet, Mining&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Supervisors:&lt;br /&gt;
The council&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Medium&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Surface Operations Manager&#039;&#039;&#039;, your primary job is to make as much profit as possible first and foremost while helping keep the colony running as a secondary priority. You have potentially quite a few staff members under your command to aid you in this goal and should work towards coordinating them properly.&lt;br /&gt;
&lt;br /&gt;
== Money ==&lt;br /&gt;
Everything your cargo techs order will cost varying amounts of credits taken from the Lonestar account.&lt;br /&gt;
It is your duty, as Surface Operations Manager, to keep a steady influx of cash by:&lt;br /&gt;
* Ensuring your cargo techs are selling items at a reasonable mark up and selling items on credit to the supply warehouse.&lt;br /&gt;
* Having the bartender and chef set proper prices for food and drinks and collect all tabs.&lt;br /&gt;
* Having mining trade materials to the Soteria and other factions.&lt;br /&gt;
&lt;br /&gt;
== The Art of the Deal ==&lt;br /&gt;
You should be proactive about getting crew members to buy things, some ideas are:&lt;br /&gt;
* Informing the crew of any rare or interesting items you have for sale.&lt;br /&gt;
* Reminding the crew that cargo, the bar, and kitchen are staffed and ready.&lt;br /&gt;
* Filling in for any missing staff members like serving drinks in the bar or manning the cargo counter.&lt;br /&gt;
* &amp;lt;s&amp;gt;Selling stolen, hard to come by, or contraband items.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Chief_Executive_Officer&amp;diff=4183</id>
		<title>Chief Executive Officer</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Chief_Executive_Officer&amp;diff=4183"/>
		<updated>2024-05-21T23:18:59Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: SingingSpock moved page Chief Executive Officer to Surface Operations Manager: Job title has been changed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Surface Operations Manager]]&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Surface_Operations_Manager&amp;diff=4182</id>
		<title>Surface Operations Manager</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Surface_Operations_Manager&amp;diff=4182"/>
		<updated>2024-05-21T23:18:59Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: SingingSpock moved page Chief Executive Officer to Surface Operations Manager: Job title has been changed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ImportantJob}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left: auto; margin-right: auto; border: none;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot;style=&amp;quot;color:purple; background-color:#FFFFDD; | Chief Executive officer &lt;br /&gt;
&amp;quot;Time is money friend!&amp;quot;.&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Department: &lt;br /&gt;
Lonestar &lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; | Access: &lt;br /&gt;
Cargo, CEO&#039;s Office, Maintenance, Bar, Kitchen, Janitor&#039;s closet, Mining&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Supervisors:&lt;br /&gt;
The council&lt;br /&gt;
!colspan=&amp;quot;6&amp;quot; |Difficulty:&lt;br /&gt;
Medium&lt;br /&gt;
|} &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Chief Executive Officer&#039;&#039;&#039;, your primary job is to make as much profit as possible while helping keep the station running. You have potentially quite a few staff members under your command to aid you in this goal and should work towards coordinating them properly.&lt;br /&gt;
&lt;br /&gt;
== Money ==&lt;br /&gt;
Everything your cargo techs order will cost varying amounts of credits taken from your account.&lt;br /&gt;
It is your duty, as Chief Executive Officer, to keep a steady influx of cash by:&lt;br /&gt;
* Ensuring your cargo techs are selling items at a reasonable mark up and selling items on credit to the supply warehouse.&lt;br /&gt;
* Having the bartender and chef set proper prices for food and drinks and collect all tabs.&lt;br /&gt;
* Having mining trade materials to the soteria and any access goods to your cargo techs, so they can be sold on credit to the supply warehouse.&lt;br /&gt;
&lt;br /&gt;
== The Art of the Deal ==&lt;br /&gt;
You should be proactive about getting crew members to buy things, some ideas are:&lt;br /&gt;
* Informing the crew of any rare or interesting items you have for sale.&lt;br /&gt;
* Reminding the crew that cargo, the bar, and kitchen are staffed and ready.&lt;br /&gt;
* Filling in for any missing staff members like serving drinks in the bar or manning the cargo counter.&lt;br /&gt;
* &amp;lt;s&amp;gt;Selling stolen, hard to come by, or contraband items.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Opifex&amp;diff=4181</id>
		<title>Opifex</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Opifex&amp;diff=4181"/>
		<updated>2024-05-21T22:06:25Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Lore rework by OurLordSpungus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Opifex are an enigmatic, nomadic species; plying space-lanes in their skipjacks and shuttles, most looking to trade, others to plunder. The Opifex are stereotyped by their heavy reliance on robots, their apathy towards most sentient life beyond their own, their ungainly avian forms, and their intolerance to oxygen. Opifex society is one of authoritarian structured hierarchy where all commands flow from the top to the bottom. &lt;br /&gt;
&lt;br /&gt;
===Quick-start Guide===&lt;br /&gt;
* Opifex are naturals with machines and quick learners, they gain +5 to Cognition and Mechanical. An extra +5 can be gained if their homeworld is chosen in character setup.&lt;br /&gt;
* Opifex breath nitrogen and naturally find oxygen highly toxic to breathe, as such all opifexi wear a unique gas mask &#039;&#039;&#039;(Accessed through the load out option, be sure to select this, else you&#039;ll slowly die of poisoning)&#039;&#039;&#039;&lt;br /&gt;
* Opifex are naturally resistant to electrical shocks and require half as much food as other colonists to survive.&lt;br /&gt;
* [[Perks|Perk]]: Opifex gain the following perks smuggled circuit, smuggled path kit, and a toolbelt specific to their caste type. Smuggled circuit allows you to build an opifex scrap turret, a single shot .35 auto turret used to kill hostile fauna. Smuggled patch kit spawns an IFAIK medicine kit to quickly perform first aid. Your toolbelt is a special webbing belt that holds many items and comes loaded with a wide variety of useful tools and items specific to the caste you are, they come in medical, engineering, and combat varieties.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Often referred to as birds by other species, Opifex bear more resemblance to feathered reptiles than what most would consider birds. Though at one time it is speculated that Opifex were able to fly or glide, changes to their biology over thousands of years have rendered their wings and tails useless except for the purposes of maintaining balance or courting mates. Excessive genetic and cybernetic augmentation have left the Opifex in a state where finding common traits amongst specimens is nigh impossible. One Opifex may be stocky and stout with almost no plumage, while another may be tall and lean and be covered primarily in feathers. The wing structure of Opifex also varies, with some possessing clawed wings in place of arms, and others possessing an entirely different set of limbs. Despite the inconsistencies, all Opifex have overarching similarities that make them easily identifiable, such as:&lt;br /&gt;
&lt;br /&gt;
* Beaks of various sizes and colors, with or without teeth&lt;br /&gt;
* Strong thigh muscles, with sturdy, avian-like legs and feet&lt;br /&gt;
* Leathery scales located around the eyes, hands, and feet&lt;br /&gt;
* Larger than average eyes&lt;br /&gt;
* Two-channel redundant nervous systems that, in combination with their leathery scaled hides, provide natural resistance to electric shocks&lt;br /&gt;
* Strong upper arms and upper body muscles, causing a more broad, humanoid appearance&lt;br /&gt;
* Nitrogen breathing lungs, resulting in yellowish blood and a requirement to wear specially-designed gas masks or synthesizers to be able to breathe in oxygen-rich environments.&lt;br /&gt;
&lt;br /&gt;
Peculiarly, this dissonance in anatomy extends to Opifex reproductive systems; while most Opifex are oviparous, some are known to be viviparous; likewise, while most Opifex possess cloaca, there are some who have been modified to have entirely different genital structures. These Opifex can still reproduce with those who have cloaca, though the effort required for doing so is often considered to be too great to be practical. Growing offspring using vats and genetic modification is also common among more wealthy (read: successful at raiding) Opifex fleets.&lt;br /&gt;
&lt;br /&gt;
Another peculiarity among the Opifex is that they are divided into two castes, the Populi (singular: Populus) and Domini (singular: Dominus). These castes are effectively opposites of each other, with Populi standing between four and five feet tall, and Domini reaching as tall as 7 feet on average; Domini are also more outwardly aggressive and controlling, and, as such, are often characterized by haughty, aloof natures and a reluctance to perform menial labor. If a Populi is present, they will almost always delegate tasks to them. Despite being characterized by their aggressive nature, Domini rarely if ever fight with each other; instead, Domini tend to bond over simple similarities, such as preferred plumage colors or agreements in how they perceive others (e.g. distaste for populi who work with machines). It is theorized that this is a means of allowing multiple Dominus-headed groups of Opifex to operate simultaneously. Domini are easily identifiable by their towering stature and dull, subdued plumage. Conversely, Populi, while also aggressive, tend to fight amongst themselves and sabotage each other to rise in the pecking order. They tend to have more vibrant plumage and often behave more flamboyantly. Populi are naturally driven to be more cooperative with Domini, and will often attempt to court them in an effort to climb the pecking order.&lt;br /&gt;
Domini are more likely to be female than male, and Populi are more likely to be male than female. There are examples of male Domini and female Populi, and their behaviors and physiologies tend to match their peers, suggesting that they possess little to no sexual dimorphism; instead, dimorphism in the species stems from caste.&lt;br /&gt;
&lt;br /&gt;
Opifex of either caste, by human standards, are considered psychopaths and will very rarely act altruistically unless they believe there will be benefit for them.&lt;br /&gt;
The most alien part of Opifex physiology is the Nanogate, a small device slotted between the skull and spine that is present in nearly all Opifex. Nanogates are multi-purpose implants connected to the brain that allow Opifex to control swarms of nanites. While their uses on Nadezhda are far less numerous than their uses in Opifex fleets, these devices are still useful to improve the quality of life of both Populi and Domini. They, like all other native Opifex technology, are of exquisite make. Reproductions of the Nanogate have been created, with the Artificers’ Guild’s being more high quality than those produced by other companies, and the native Opifex design being superior to both.&lt;br /&gt;
&lt;br /&gt;
Opifex in general, regardless of caste, do not live very long, with a maximum life expectancy of eighty years, though few live past the age of forty. A combination of raiding, piracy, combat, and controlled sterile ship environments often leave opifex with physically weak bodies put in constant danger while scavenging, defending against void wolves, or avoiding patrols from empires and factions who treat them with open hostility. That being said, Opifex have been known to utilize nanogates or significant augmentation in order to prolong their lifespan.&lt;br /&gt;
==History and Culture==&lt;br /&gt;
===Fleets===&lt;br /&gt;
Opifex are not known to have any terrestrial colonies; instead, the vast majority of Opifex are born and die aboard vessels grouped together in fleets that dwarf the Wanderers’ Armada. Composed of anywhere from a few hundred to several thousand ships, Opifex fleets were slow-moving before the Bluespace Crash, only ever entering Bluespace to abandon areas devoid of resources. While a majority of the resources in fleets are produced domestically through asteroid mining or synthesis techniques known to only a select few opifex (typically those who inhabit Flagships), strike teams, led by cruisers carrying strike craft and composed of anywhere from three to five corvettes, are often dispatched from the fleet proper to scavenge and plunder other space-faring vessels, sometimes including vessels from other Opifex fleets. It is not uncommon for these strike teams to be destroyed in combat or suffer heavy losses, as the Domini in charge of these operations are often more focused on their own survival and profit than the survival of those under their command. Most Opifex are loyal to their fleet, regardless of caste, but some Domini are known to prioritize the survival of their ship and those aboard it (referred to sometimes as a ship-family). There is no recorded evidence that Opifex utilize any significant portion of their fleet for combat outside of strike teams.&lt;br /&gt;
&lt;br /&gt;
Some strike teams are orchestrated by particularly eminent Populi.&lt;br /&gt;
===Flagships===&lt;br /&gt;
What little is known about Opifex history is scavenged from nearly ancient records aboard the flagships of Opifex fleets. These vessels are often massive and complex, spanning multiple miles and having docking locations that change shape and size to accommodate vessels of foreign make and model. Most flagships can accommodate around thirty corvettes, thousands of small strike craft, and, on rare occasions, have been known to dock with other flagships for diplomatic purposes. These ships house anywhere from a few hundred thousand to millions of Opifex, and are lorded over by extremely wealthy Domini. The number of non-opifex who have ever seen a flagship ranges in the dozens, and the number of non-opifex who have ever been inside a flagship and left with their life can be counted on one hand. Flagships serve as the seat of command for an Opifex fleet. There are some recorded instances of flagships being used as mobile shipyards, explaining the prevalence of Opifex-built vessels in spite of the heavy losses often suffered by fleets.&lt;br /&gt;
===Nauarchi===&lt;br /&gt;
Instead of being run by AI, the systems aboard flagships are often controlled by one or more vatgrown Opifex grown specifically for the purposes of running the systems of Flagships. These purpose-grown specimens are known as Nauarchi (singular: Nauarchus) and are easily identifiable by their gaunt, pale, featherless bodies, which have been mutilated and augmented beyond recognizability and are permanently attached to the Flagship by biomechanical tubing connected directly to their nanogates, which are far larger than those of other Opifex. It is not known whether or not Nauarchi are sentient, but it is assumed that if they are, their perception of reality is heavily altered. Nauarchi are responsible for the operation of entire flagships, carrying out commands communicated via the shipmaster’s nanogate at speeds only dreamt of by other species.&lt;br /&gt;
===Culture===&lt;br /&gt;
Opifex culture is extremely tribalistic, but, like other aspects of the Opifex, varies wildly from case to case. Some fleets are devoutly religious, with their flagships being great moving churches dedicated to technology and ritualized augmentation, while others are extremely utilitarian and choose to avoid decorating their surroundings. What decorations there are on Opifex vessels are very rarely produced domestically; rather, bits and pieces of scavenged or pilfered decor are used to accentuate vessels, much like crows building their nests with shiny objects. AI is generally frowned upon as a result of the manually-controlled nature of nanogates; why have a machine doing the thinking when your own thoughts are perfectly suitable?&lt;br /&gt;
&lt;br /&gt;
Opifex music is extremely unusual. Whereas other species primarily utilize instruments or sounds derived from instruments to create music, Opifex have a taste for processed industrial sounds, electronic noises, and extensive use of synth notes arranged in peculiar ways that most other species would register as industrial ambiance, but Opifex find as pleasing as a symphony performance. While artists are very rarely credited or referred to, there is one recorded instance of a group of Opifex, known as synthsingers, being popular. These synthsingers are opifex that have modified their throats and beaks to produce low, processed growling noises similar to human throat-singers, but with a much more practiced ability to manipulate the sounds they make.&lt;br /&gt;
==Relations with Other Species==&lt;br /&gt;
Another belief that is consistent among nearly all Opifex is that other species, including synthetics created or controlled by those species, are wholly and utterly inferior, for any number of reasons. For some, this manifests as a disgust or distaste towards non-opifex; for others, they view non-opifex as similar to animals, able to be trained and manipulated into servitude; there are rumored to be some that take the latter viewpoint to the extreme, and slaughter other sapient species to be consumed. Certain utilitarian Opifex will neither confirm nor deny these accusations.&lt;br /&gt;
&lt;br /&gt;
Non-opifex are often referred to as “meat,” regardless of how much of their body is actually composed of meat.&lt;br /&gt;
&lt;br /&gt;
==Common Opifex Terminology: Quick Guide==&lt;br /&gt;
&#039;&#039;&#039;Flagship:&#039;&#039;&#039; City-ships spanning multiple miles, considered the capital of an Opifex fleet. Lorded over by wealthy Domini and operated by Nauarchi, flagships are the shining example of Opifex engineering at its finest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nauarchi (plural, singular is Nauarchus):&#039;&#039;&#039; Vatgrown, heavily modified Opifex characterized by being pale, featherless, and more machine than organic, Nauarchi serve as the Opifex equivalent of AI, controlling the systems of flagships through commands communicated by their Dominus shipmasters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Domini (plural, singular is Dominus):&#039;&#039;&#039; The primarily-female, 7-foot-tall upper caste of Opifex society. Aggressive and controlling towards those under their command, Domini very rarely fight amongst themselves and have arrogant, haughty attitudes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Populi (plural, singular is Populus):&#039;&#039;&#039; The primarily-male lower caste of Opifex society. They stand between 4 and 6 feet tall, and tend to fight amongst themselves more often. Populi often have vibrant plumage intended to attract mates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Meat:&#039;&#039;&#039; A slur common among Opifex, meant to refer to non-Opifex. Not exclusive to organics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wrecker:&#039;&#039;&#039; Junk ships held together by epoxy and shitty welding, often staffed by unfavored opifex who are usually used as cannon fodder by either physically shielding more important ships or launching themselves into enemy vessels with an overclocked reactor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skimmers/sweepers:&#039;&#039;&#039; Small fast vessels often used for scouting, usually staffed by a single Populus or a robot whose primary purpose is to traffic deliveries of materials, opifex in transit, or packages needing to be moved elsewhere fast.&lt;br /&gt;
&lt;br /&gt;
{{Species}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Example_Paperwork&amp;diff=4180</id>
		<title>Example Paperwork</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Example_Paperwork&amp;diff=4180"/>
		<updated>2024-05-20T20:52:21Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Adds incident report 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;
[Dated Sanction was Imposed]&lt;br /&gt;
[Type of Sanction]&lt;br /&gt;
[Reason for Sanction]&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;
=== 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;
&lt;br /&gt;
[row][cell]&lt;br /&gt;
[b]Date: [/b][date]&lt;br /&gt;
[b]Time: [/b][time]&lt;br /&gt;
&lt;br /&gt;
[row][cell]&lt;br /&gt;
[b]Relevant Department: [/b][field]&lt;br /&gt;
&lt;br /&gt;
[b]Reporter&#039;s Name: [/b][field]&lt;br /&gt;
[b]Reporter&#039;s Rank: [/b][field]&lt;br /&gt;
&lt;br /&gt;
[row][cell]&lt;br /&gt;
[b]Priority:[/b][field]&lt;br /&gt;
[b]Subject: [/b][field]&lt;br /&gt;
&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;
&lt;br /&gt;
[b]Reporter&#039;s signature: [/b][field]&lt;br /&gt;
&lt;br /&gt;
[field]&lt;br /&gt;
&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;
&lt;br /&gt;
[logo]&lt;br /&gt;
&lt;br /&gt;
[b][u]Fax Transmission[/u][/b]&lt;br /&gt;
[/center]&lt;br /&gt;
&lt;br /&gt;
[b]From:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]To:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]Subject:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[hr]&lt;br /&gt;
&lt;br /&gt;
[b]Summary:[/b]&lt;br /&gt;
[field]&lt;br /&gt;
&lt;br /&gt;
[b]Contents:[/b]&lt;br /&gt;
[field]&lt;br /&gt;
&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;
&lt;br /&gt;
[center][large][b]QUANTUM ENTANGLEMENT TRANSMISSION[/b][/large][/center]&lt;br /&gt;
&lt;br /&gt;
[hr]&lt;br /&gt;
&lt;br /&gt;
[b]Date: [/b][date]&lt;br /&gt;
[b]Time: [/b][field]&lt;br /&gt;
&lt;br /&gt;
[hr]&lt;br /&gt;
&lt;br /&gt;
[b]Origin: [/b]Colony&lt;br /&gt;
[b]Department: [/b][field]&lt;br /&gt;
[b]Destination: [/b][field]&lt;br /&gt;
&lt;br /&gt;
[b]Sender&#039;s Name: [/b][field]&lt;br /&gt;
[b]Sender&#039;s Rank: [/b][field]&lt;br /&gt;
&lt;br /&gt;
[hr]&lt;br /&gt;
&lt;br /&gt;
[b]Priority: [/b][field]&lt;br /&gt;
[b]Subject: [/b][field]&lt;br /&gt;
&lt;br /&gt;
[hr]&lt;br /&gt;
&lt;br /&gt;
[large][b]Message Body:[/b][/large]&lt;br /&gt;
[field]&lt;br /&gt;
&lt;br /&gt;
[hr]&lt;br /&gt;
&lt;br /&gt;
[b]Sender&#039;s signature: [/b][sign]&lt;br /&gt;
&lt;br /&gt;
[b]Signatures of additional authorities:[/b]&lt;br /&gt;
[field]&lt;br /&gt;
&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;
&lt;br /&gt;
Name: [field]&lt;br /&gt;
Department: [field]&lt;br /&gt;
Position: [field]&lt;br /&gt;
&lt;br /&gt;
Priority: [field]&lt;br /&gt;
Subject: [field]&lt;br /&gt;
Transmission:[/small]&lt;br /&gt;
&lt;br /&gt;
[field]&lt;br /&gt;
&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;
&lt;br /&gt;
Emergency Transmission by Minijar&lt;br /&gt;
To be sent via Fax Machine to High Council in emergencies&lt;br /&gt;
&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;
&lt;br /&gt;
Sender: [sign]&lt;br /&gt;
Position: [field]&lt;br /&gt;
==============================================================&lt;br /&gt;
Message: [field]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&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;
&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;
&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;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&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][br]&lt;br /&gt;
[b]Your Total:[/b] [field] credits[br]&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][br]&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;
&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][br]&lt;br /&gt;
[b]Your Total:[/b] [field] credits[br]&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][br]&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][br]&lt;br /&gt;
[*]Glass Sheet(s): [field]&lt;br /&gt;
[*]Reinforced Glass Sheet(s): [field]&lt;br /&gt;
[*]Sandstone Brick(s):[/b] [field][br]&lt;br /&gt;
[*]Tritium Ingot(s): [field]&lt;br /&gt;
[*]Metallic Hydrogen Sheet(s): [field][br]&lt;br /&gt;
[*]Gold Ingot(s): [field][br]&lt;br /&gt;
[*]Silver Ingot(s): [field][br]&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][br]&lt;br /&gt;
[*]Processed Uranium Sheet(s): [field][br]&lt;br /&gt;
[*]Plastic Sheet(s): [field][br]&lt;br /&gt;
[*]Platinum Ingot(s): [field]&lt;br /&gt;
[*]Osmium Ingot(s): [field][br]&lt;br /&gt;
[*]Compressed Diamond Sheet(s): [field][br]&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[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Were all items immediately sold via the Lonestar Cargo Shuttle? (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][br]&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[br]&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][br]&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][br]&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[br]&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][br]&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]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Shipment Destination:[/b] [field][br]&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][br]&lt;br /&gt;
[*]Glass Sheet(s): [field]&lt;br /&gt;
[*]Reinforced Glass Sheet(s): [field]&lt;br /&gt;
[*]Sandstone Brick(s):[/b] [field][br]&lt;br /&gt;
[*]Tritium Ingot(s): [field]&lt;br /&gt;
[*]Metallic Hydrogen Sheet(s): [field][br]&lt;br /&gt;
[*]Gold Ingot(s): [field][br]&lt;br /&gt;
[*]Silver Ingot(s): [field][br]&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][br]&lt;br /&gt;
[*]Processed Uranium Sheet(s): [field][br]&lt;br /&gt;
[*]Plastic Sheet(s): [field][br]&lt;br /&gt;
[*]Platinum Ingot(s): [field]&lt;br /&gt;
[*]Osmium Ingot(s): [field][br]&lt;br /&gt;
[*]Compressed Diamond Sheet(s): [field][br][/list]&lt;br /&gt;
[b]Your Total:[/b] [field] credits&lt;br /&gt;
&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][br]&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;
&lt;br /&gt;
&lt;br /&gt;
==Premier==&lt;br /&gt;
===Transfer Form===&lt;br /&gt;
Transfer Form by by Desisionoflife&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][i]Transfer Request Form for[/b][/i]&lt;br /&gt;
[br]Name: [field]&lt;br /&gt;
[br]Rank: [field]&lt;br /&gt;
[br][i][b]Nadezhda Colony[/b][/i][/center][hr]&lt;br /&gt;
[br]From department: [field]&lt;br /&gt;
[br]To department: [field][br]&lt;br /&gt;
[br]Requested Position: [field][br]&lt;br /&gt;
[br]Reason(s): [field][br]&lt;br /&gt;
[br]Sign here: [field][br]&lt;br /&gt;
[br][hr]&lt;br /&gt;
[br]Signature of the faction head that is transferring the person: [field][br]&lt;br /&gt;
[br]Signature of the faction head that is receiving the person: [field][br]&lt;br /&gt;
[br]Signature of the Premier of the Nadezhda Colony: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[br]&lt;br /&gt;
[br]Information: [list][i]&lt;br /&gt;
[br][*]This transfer contract is instant, and cannot be reversed, unless a similar document is signed and agreed to by all parties.[/i][/list][br][hr]&lt;br /&gt;
[br]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;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b]OFFICE OF THE PREMIER[br]&lt;br /&gt;
Nadezda Colony[br]&lt;br /&gt;
[br]&lt;br /&gt;
STATEMENT OF COMPLAINT[br][/b]&lt;br /&gt;
[br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
A. Professional Information - (Name of the person you are complaining about)[br]&lt;br /&gt;
[br]&lt;br /&gt;
Full Name: [field][br]&lt;br /&gt;
Department: [field][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
B. Complainant (Your) Information[br]&lt;br /&gt;
[br]&lt;br /&gt;
Full Name: [field][br]&lt;br /&gt;
Department: [field][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
C. Witnesses with factual knowledge of the events leading to your complaint, if applicable[br]&lt;br /&gt;
First Witness: [field][br]&lt;br /&gt;
Second Witness, if any: [field][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
D. Description of complaint: Describe your complaint in detail below.[br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[hr][br]&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][br]&lt;br /&gt;
[b] Statement of person filing this Complaint[br]&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.[br]&lt;br /&gt;
[br]&lt;br /&gt;
Signature of Person Filing this Complaint[/b]:[field]&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][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]APPLICANT NAME:[/b] [field] [br]&lt;br /&gt;
[b]APPLICANT CURRENT ASSIGNMENT:[/b] [field] [br]&lt;br /&gt;
[b]REQUESTED ACCESS:[/b] [field] [br]&lt;br /&gt;
[b]REASONING FOR ACCESS:[/b] [field] [br]&lt;br /&gt;
[b]SIGNATURE OF APPLICANT:[/b] [field] [br]&lt;br /&gt;
[b]SIGNATURE OF RELEVANT HEAD OF STAFF:[/b] [field] [br]&lt;br /&gt;
[b]SIGNATURE OF PREMIER: [/b] [field] [br]&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;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b]THE MALTESE FALCON[br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
Ask about our daily special![br]&lt;br /&gt;
[br]&lt;br /&gt;
DRINKS[/b][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
Space Beer[br]&lt;br /&gt;
Iced Space Beer[br]&lt;br /&gt;
Station 13 Grog[br]&lt;br /&gt;
Magm-Ale[br]&lt;br /&gt;
Griffeater&#039;s Gin[br]&lt;br /&gt;
Uncle Git&#039;s Special Reserve[br]&lt;br /&gt;
Caccavo Guaranteed Quality Tequilla[br]&lt;br /&gt;
Tunguska Triple Distilled[br]&lt;br /&gt;
Goldeneye Vermouth[br]&lt;br /&gt;
Captain Pete&#039;s Cuban Spiced Rum[br]&lt;br /&gt;
Doublebeard Beared Special Wine[br]&lt;br /&gt;
Chateua De Baton Premium Cognac[br]&lt;br /&gt;
Robert Robust&#039;s Coffee Liqueur[br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]MIXED DRINKS[/b][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
Allies Cocktail[br]&lt;br /&gt;
Andalusia[br]&lt;br /&gt;
Anti-Freeze[br]&lt;br /&gt;
Bahama Mama[br]&lt;br /&gt;
Classic Martini[br]&lt;br /&gt;
Cuba Libre[br]&lt;br /&gt;
Gin Fizz[br]&lt;br /&gt;
Gin and Tonic[br]&lt;br /&gt;
Irish Car Bomb[br]&lt;br /&gt;
Irish Coffee[br]&lt;br /&gt;
Irish Cream[br]&lt;br /&gt;
Long Island Iced Tea[br]&lt;br /&gt;
Manhattan[br]&lt;br /&gt;
The Manly Dorf[br]&lt;br /&gt;
Margarita[br]&lt;br /&gt;
Screwdriver[br]&lt;br /&gt;
Syndicate Bomb[br]&lt;br /&gt;
Pan-Galactic Gargle Blaster[br]&lt;br /&gt;
Tequilla Sunrise[br]&lt;br /&gt;
Vodka Martini[br]&lt;br /&gt;
Vodka and Tonic[br]&lt;br /&gt;
Whiskey Cola[br]&lt;br /&gt;
Whiskey Soda[br]&lt;br /&gt;
White Russian[br]&lt;br /&gt;
[hr][br][b]NON-ALCOHOLIC DRINKS[/b][br]&lt;br /&gt;
Coffee[br]&lt;br /&gt;
Tea[br]&lt;br /&gt;
Hot Chocolate[br]&lt;br /&gt;
Iced Tea[br]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Iced Coffee[br]&lt;br /&gt;
Orange Juice[br]&lt;br /&gt;
Tomato Juice[br]&lt;br /&gt;
Tonic Water[br]&lt;br /&gt;
Sodas[br]&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;
[br][br][br][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]Lonestar Service Receipt[/u][/h1]&lt;br /&gt;
[b]You were served by:[/b][field][hr]&lt;br /&gt;
[b]You bought the following:[/b][field][br]&lt;br /&gt;
[b]Amount paid:[/b][field][br]&lt;br /&gt;
[b](Optional) Amount of tip given:[/b][field][hr]&lt;br /&gt;
[b]Total Amount Paid:[/b][field][br]&lt;br /&gt;
[b]Buyers 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;
&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;
&lt;br /&gt;
[b]Treatment Rendered:[/b]&lt;br /&gt;
 - [field]&lt;br /&gt;
&lt;br /&gt;
Elective Treatment Y/N&lt;br /&gt;
 - [field]&lt;br /&gt;
&lt;br /&gt;
Emergency Treatment Y/N&lt;br /&gt;
 - [field]&lt;br /&gt;
&lt;br /&gt;
[b]Credit Total:[/b] [field] cr&lt;br /&gt;
&lt;br /&gt;
Payment Notes:&lt;br /&gt;
 - [field]&lt;br /&gt;
&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;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][large][b]Soteria Medical Department[/b][/large][/center]&lt;br /&gt;
[br]&lt;br /&gt;
[large][u]Prescription[/u]:[/large][br] [field]&lt;br /&gt;
[br][br][hr]&lt;br /&gt;
[u]For[/u]: [field] [br]&lt;br /&gt;
[u]Assignment[/u]: [field] [br]&lt;br /&gt;
[hr]&lt;br /&gt;
[u]Prescribing Doctor[/u]: [field] [br]&lt;br /&gt;
[u]Date[/u]: [field] [br]&lt;br /&gt;
[hr]&lt;br /&gt;
[u]Medical Doctor[/u]: [field] [br][br]&lt;br /&gt;
[small]This prescription will not be refilled except under written authorization.[/small]&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Autopsy Report===&lt;br /&gt;
Autopsy report by Sebastian Schrader&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][h1]AUTOPSY REPORT[/h1][/center]&lt;br /&gt;
[hr]&lt;br /&gt;
[center][h3]IDENTIFICATION OF THE DECEASED[/h3][/center]&lt;br /&gt;
[b]Full Name:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]Age:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]Gender[/b][small][i](if applicable)[/i][/small][b]:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]Species:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]Faction[/b] [small][i](if on duty)[/i][/small][b]:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]Job:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]DNA hash:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]Fingerprints:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[hr]&lt;br /&gt;
[center][h3]INVESTIGATIVE FINDINGS:[/h3][/center]&lt;br /&gt;
[b]Date of Death:[/b] [date]&lt;br /&gt;
&lt;br /&gt;
[b]Time of Death:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]Approximate location of found body:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]Cause of Death:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]Suit sensors status at the time of death:[/b]&lt;br /&gt;
&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]&lt;br /&gt;
[/table][small](mark with an X)[/small]&lt;br /&gt;
&lt;br /&gt;
[b]Death alarm implanted?[/b]&lt;br /&gt;
&lt;br /&gt;
[table][cell]Yes[cell][field][row][cell]No[cell][field][/table][small](mark with an X)[/small]&lt;br /&gt;
[center][h3]Description of lesions[/h3][/center]&lt;br /&gt;
&lt;br /&gt;
[b]Was the body gibbed beyond recovery?[/b]&lt;br /&gt;
&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;
&lt;br /&gt;
[b]Description of external wounds:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]Description of internal wounds:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]Trace chemicals found in body:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[hr]&lt;br /&gt;
[center][h3]POST-MORTEM REQUESTS:[/h3][small][i](In case of revival being impossible)[/i][/small][/center]&lt;br /&gt;
&lt;br /&gt;
[list][*][field][/list]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[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;
&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;
&lt;br /&gt;
[i][small]Applicable Chief Biolab Officer must stamp below this line.[/small][/i]&lt;br /&gt;
[hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Department Health Inspection===&lt;br /&gt;
By Emmanuel Bassil&lt;br /&gt;
&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;
[br][hr]&lt;br /&gt;
[br][b][u]Department:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Inspecting Medical Employee&#039;s Signature:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Sanitary state of Department:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Sanitary state of Employees:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Suggested action:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Action Taken. Administrative use only.[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Chief Biolab Overseer&#039;s Signature.[/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 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][br]&lt;br /&gt;
[hr][br]&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. [br]&lt;br /&gt;
[br]&lt;br /&gt;
Item(s) loaned:[br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Name of receiver: [field][br]&lt;br /&gt;
Name of colony member loaning the item(s): [field][br]&lt;br /&gt;
[br]&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. [br]&lt;br /&gt;
[hr][br]&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][br]&lt;br /&gt;
[hr][br]&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.[br]&lt;br /&gt;
[br]&lt;br /&gt;
[br]&lt;br /&gt;
Name of volunteer test subject: [field][br]&lt;br /&gt;
Research Experiment and Goal(s): [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Signature of Volunteer Test Subject: [field][br]&lt;br /&gt;
Signature of Soteria Staff: [field][br]&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. [br]&lt;br /&gt;
[hr][br]&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;
&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.&lt;br /&gt;
[*] Legs : Mechanical Muscles (Need both legs to be augmented to work).&lt;br /&gt;
[*] Bones : Reinforcement. Need to select 7 times for full-body augmentation.&lt;br /&gt;
[*] Any bodypart : Subdermal Armor.&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;
&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]&lt;br /&gt;
[br] Number of augments : [Field]&lt;br /&gt;
[br] Total Cost : [Field]&lt;br /&gt;
[br] 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]&lt;br /&gt;
[hr]&lt;br /&gt;
[br]&lt;br /&gt;
Suspect name: [field][br]&lt;br /&gt;
Crimes committed: [field][br]&lt;br /&gt;
Time of occurrence: [field][br]&lt;br /&gt;
Location(s) of occurrence: [field][br]&lt;br /&gt;
Persons involved: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Details of Crime: [field][br]&lt;br /&gt;
Evidence of Crime: [field][br]&lt;br /&gt;
Arresting officer: [field][br]&lt;br /&gt;
Arresting officer Signature: [field][br]&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]&lt;br /&gt;
[hr]&lt;br /&gt;
[br]&lt;br /&gt;
Suspect name: [field][br]&lt;br /&gt;
Crimes committed: [field][br]&lt;br /&gt;
Time of occurrence: [field][br]&lt;br /&gt;
Location(s) of occurrence: [field][br]&lt;br /&gt;
Persons involved: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Details of Crime: [field][br]&lt;br /&gt;
Evidence of Crime: [field][br]&lt;br /&gt;
Arresting officer: [field][br]&lt;br /&gt;
Reviewing officer: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Reviewer Comment: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Arresting officer Signature: [field][br]&lt;br /&gt;
Reviewing officer Signature: [field][br]&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][br]&lt;br /&gt;
[center][i]Casenumber: 2563-xxxxxx[/i][/center][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b][i]Event Information[/i][/b][br]&lt;br /&gt;
[br]&lt;br /&gt;
Reported on: [field][br]&lt;br /&gt;
Incident occurred between: [field][br]&lt;br /&gt;
Offense: [field][br]&lt;br /&gt;
Location: [field][br]&lt;br /&gt;
Forced entry?: [field][br]&lt;br /&gt;
Weapon type: [field][br]&lt;br /&gt;
Stolen goods?: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b][i]Clearance Information[/b][/i][br]&lt;br /&gt;
[br]&lt;br /&gt;
Officer reporting: [field][br]&lt;br /&gt;
Division: [field][br]&lt;br /&gt;
Supervisor: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[i][b]Victim Information[/i][/b][br]&lt;br /&gt;
[br]&lt;br /&gt;
Name: [field][br]&lt;br /&gt;
Age: [field][br]&lt;br /&gt;
Race: [field][br]&lt;br /&gt;
Occupation: [field][br]&lt;br /&gt;
Sex: [field][br]&lt;br /&gt;
Cause of death/Extent of injury: [field][br]&lt;br /&gt;
Hate crime related: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[i][b]Suspect Information[/i][/b][br]&lt;br /&gt;
[br]&lt;br /&gt;
Name: [field][br]&lt;br /&gt;
Age: [field][br]&lt;br /&gt;
Race: [field][br]&lt;br /&gt;
Occupation: [field][br]&lt;br /&gt;
Sex: [field][br]&lt;br /&gt;
Hair color: [field][br]&lt;br /&gt;
Eye color: [field][br]&lt;br /&gt;
Build: [field][br]&lt;br /&gt;
Complexion: [field][br]&lt;br /&gt;
Aliases: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[i][b]Narrative[/i][/b][br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Security Guidelines===&lt;br /&gt;
Security Guidelines by moonloon&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Security Guidelines[/b][/center][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
[b]Golden rule:[/b] [center]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][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
[b]Guidelines[/b][br]&lt;br /&gt;
[*]Talk first, stun second.[br]&lt;br /&gt;
[*]Always call for backup before attempting to confront a possibly dangerous criminal.[br]&lt;br /&gt;
[*]Charge your weapons after every usage.[br]&lt;br /&gt;
[*]Stay calm under all circumstances, anger and fear show weakness.[br]&lt;br /&gt;
[*]Always lock Security lockers &amp;amp; logout of security terminals after each use.[br]&lt;br /&gt;
[*]Seal off crime scenes and wait for forensics personnel to arrive.[br]&lt;br /&gt;
[*]Avoid using force where possible.[br]&lt;br /&gt;
[*]Inform the Ranger when a criminal is wanted and set their wanted status via your security hud if possible.[br]&lt;br /&gt;
[*]Respect the chain of command! The Ranger outranks you for criminal sentencing. The Warrant Officer outranks him.[br]&lt;br /&gt;
[*]Remember your priorities: One punch is hardly something to arrest anyone over if there is a hostage situation.[br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Arrest Warrant form===&lt;br /&gt;
Arrest Warrant form by Jakeflex, updated by SingingSpock&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][large] Arrest Warrant [/center][/b][/large][br]&lt;br /&gt;
[br]&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:&lt;br /&gt;
[i] [field][/i][br]&lt;br /&gt;
[br]&lt;br /&gt;
 Their sentence is to be no less than [field] minutes, with the following modifiers (if applicable): [i][field][/i][br]&lt;br /&gt;
[br]&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;
[br]&lt;br /&gt;
Signature of the Authorizing Individual: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Stamp of the Warrant Officer (if applicable):[field][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armoury Item Request===&lt;br /&gt;
Armoury Item Request by Kakashi57&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[hr]&lt;br /&gt;
[center][Large][b]Armoury Item Request[/b][/large][br]&lt;br /&gt;
[small]For those armoury items that you need.[/small][/center]&lt;br /&gt;
[hr]&lt;br /&gt;
[hr]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Name:[/b] [field][br]&lt;br /&gt;
[b]Job:[/b] [field][br]&lt;br /&gt;
[b]Item(s):[/b] [field][br]&lt;br /&gt;
[b]Reason:[/b] [field]&lt;br /&gt;
[hr]&lt;br /&gt;
[b][center]Borrower&#039;s Signature:[/b] [u][i][field][/i][/u][/center]&lt;br /&gt;
[hr]&lt;br /&gt;
[hr]&lt;br /&gt;
[center][small](Office to fill)[/small][/center]&lt;br /&gt;
[b]Approval Name:[/b] [field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b][center]Approval&#039;s Signature:[/b] [u][i][field][/i][/u][/center]&lt;br /&gt;
[hr]&lt;br /&gt;
[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;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]Armory Item Deployment Form[/b][/u][/center][br]&lt;br /&gt;
[hr][br]&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][br][/small]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Item(s) issued: [/b][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Issued by: [/b][field][br]&lt;br /&gt;
[b]Reason: [/b][field][br]&lt;br /&gt;
[b]Recipient&#039;s Name: [/b][field][br]&lt;br /&gt;
[b]Rank: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[small][i]This form must be signed by the Recipient and the Supply Specialist![/i][/small][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Recipient&#039;s Signature: [/b][field][br]&lt;br /&gt;
[b]Supply Specialist Signature: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[br]&lt;br /&gt;
[center][u]Item Return Form[/u][/center][br]&lt;br /&gt;
[small][i]Fill out in the event of returning the issued items.[/i][/small][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]All issued items returned and accounted for?(yes/no): [/b][field][br]&lt;br /&gt;
[i]If no, used up/missing items: [/i][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Supply Specialist Signature: [/b][field][br]&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;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]Criminal Prosecution Form[/b][/u][/center][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
[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][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Offender&#039;s name: [/b][field][br]&lt;br /&gt;
[b]Offender&#039;s title: [/b][field][br]&lt;br /&gt;
[b]Crime(s) committed: [/b][field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[small][i](Fill out if applicable)[/i][/small][br]&lt;br /&gt;
[b]Witness(es): [/b][field][br]&lt;br /&gt;
[b]Interrogation conducted by: [/b][field][br]&lt;br /&gt;
[i]Transcript attached?(yes/no): [/i][field][br]&lt;br /&gt;
[b]Item(s) taken into evidence: [/b][field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b][u]Sentence: [/u][/b][field][br]&lt;br /&gt;
[i]Modifying factors: [/i][field][br]&lt;br /&gt;
[b]Sentence interval (if applicable): [/b][field][br]&lt;br /&gt;
[b]Sentenced by: [/b][field][br][br]&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][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Signature: [/b][field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[br]&lt;br /&gt;
[center][b]Prisonner Release Form[/b][/center][br]&lt;br /&gt;
[small][i]Fill out in the event of releasing this prisonner (if applicable)[/i][/small][br]&lt;br /&gt;
[b]Sentence served to full extent? (yes/no): [/b][field][br]&lt;br /&gt;
[i]If no, reason for early release: [/i][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Signature: [/b][field][br]&lt;br /&gt;
[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][br]&lt;br /&gt;
[br]&lt;br /&gt;
[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][br]&lt;br /&gt;
[br]&lt;br /&gt;
[small][i](*if applicable)[/i][/small]&lt;br /&gt;
[b]Suspect&#039;s Name*: [/b][field][br]&lt;br /&gt;
[b]Suspect&#039;s Title*: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Department: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Suspected Crime(s): [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Extent of search: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Warrant issued by: [/b][field][br]&lt;br /&gt;
[b]Signature: [/b][field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[br]&lt;br /&gt;
[small][i](To be filled out after search)[/i][/small]&lt;br /&gt;
[b]Search conducted by: [/b][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[b]Item(s) taken as evidence: [/b][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[b]Notes: [/b][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[b]Signature: [/b][field][br]&lt;br /&gt;
[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][br]&lt;br /&gt;
[br]&lt;br /&gt;
[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][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Interviewer&#039;s name: [/b][field][br]&lt;br /&gt;
[b]Rank: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Interviewee&#039;s name: [/b][field][br]&lt;br /&gt;
[b]Title: [/b][field][br]&lt;br /&gt;
[b]Designation[/b][small][i](Suspect/Witness/Other)[/i][/small][b]: [/b][field][br]&lt;br /&gt;
[b]Interviewee&#039;s Legal Aid present[/b][small][i](name, title)[/i][/small][b]: [/b][field][br]&lt;br /&gt;
[b]Other personnel present: [/b][field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b][u]Interview Notes: [/u][/b][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Interviewer&#039;s Signature: [/b][field][br]&lt;br /&gt;
[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][br]&lt;br /&gt;
[br]&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][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Signature: [/b][field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Evidence Log===&lt;br /&gt;
by kazkin&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b][center][u][large]Evidence/Contraband Inventory Log[/large][/b][/center][/u][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Time:[/b][field][br]&lt;br /&gt;
[b]Log Number:[/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Listed Confiscations:[/b][br]&lt;br /&gt;
[br]&lt;br /&gt;
* [field][br]&lt;br /&gt;
* [field][br]&lt;br /&gt;
* [field][br]&lt;br /&gt;
* [field][br]&lt;br /&gt;
* [field][br]&lt;br /&gt;
* [field][br]&lt;br /&gt;
* [field][br]&lt;br /&gt;
* [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Confiscating officers signature:[/b]&lt;br /&gt;
[hr]&lt;br /&gt;
&amp;lt;/pre&amp;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][br]&lt;br /&gt;
[hr][br]&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][br][/small]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Issued by: [/b][field][br]&lt;br /&gt;
[b]Reason: [/b][field][br]&lt;br /&gt;
[b]Recipient&#039;s Name: [/b][field][br]&lt;br /&gt;
[b]Rank: [/b][field][br]&lt;br /&gt;
[br]&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;
[hr]&lt;br /&gt;
[b]Recipient&#039;s Signature: [/b][field][br]&lt;br /&gt;
[b]Soteria scientist, roboticist, or doctor&#039;s Signature: [/b][field][br]&lt;br /&gt;
[b]Time of Signing: [/b][field][br]&lt;br /&gt;
[b]Time of Expiration: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Warrant Officer&#039;s Stamp Below To Acknowledge[/b]&lt;br /&gt;
[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;
&lt;br /&gt;
[center][b][u]Thermal Augmentation Removal[/b][/u][/center][br]&lt;br /&gt;
[hr][br]&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;
[br]&lt;br /&gt;
[b]Recoverer&#039;s Name: [/b][field][br]&lt;br /&gt;
[b]Returning Recipient&#039;s Name: [/b][field][br]&lt;br /&gt;
[b]Rank: [/b][field][br]&lt;br /&gt;
[br]&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;
[hr]&lt;br /&gt;
[b] Returning Recipient&#039;s Signature: [/b][field][br]&lt;br /&gt;
[b]Soteria scientist, roboticist, or doctor&#039;s Signature: [/b][field][br]&lt;br /&gt;
[b]Time of Signing: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Warrant Officer&#039;s Stamp Below To Acknowledge[/b]&lt;br /&gt;
[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;
&lt;br /&gt;
Name: [field] &lt;br /&gt;
Position: [field]&lt;br /&gt;
&lt;br /&gt;
Name: [field] &lt;br /&gt;
Position: [field]&lt;br /&gt;
&lt;br /&gt;
Name: [field] &lt;br /&gt;
Position: [field]&lt;br /&gt;
&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;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b][large]Nadezhda Colony[/large][/b]&lt;br /&gt;
&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;
&lt;br /&gt;
=Blackshield=&lt;br /&gt;
===Blackshield Cadetship Application===&lt;br /&gt;
by DasFox&lt;br /&gt;
&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;
&lt;br /&gt;
[b]Blackshield Regiment (SURFACE) Cadetship Application[/b]&lt;br /&gt;
DTG: [date], [time]&lt;br /&gt;
Index: [field]&lt;br /&gt;
&lt;br /&gt;
[b]General Information[/b]&lt;br /&gt;
&lt;br /&gt;
Full Name: [field]&lt;br /&gt;
Position: [field]&lt;br /&gt;
Faction: [field]&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
Length of Time within the Colony, and what made you come here?&lt;br /&gt;
[field]&lt;br /&gt;
&lt;br /&gt;
What made you want to join the Blackshield Regiment?&lt;br /&gt;
[field]&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
Stamp below if applicable.[/center][hr][/small]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gate Log===&lt;br /&gt;
by Nyanlord&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[h3][center][u]Gate Log[/h3][/center][/u][hr][hr][b]Logging Staff:[/b][field]&lt;br /&gt;
&lt;br /&gt;
[b]Gate Log Number:[/b][field][hr][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]&lt;br /&gt;
[hr][hr][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;
[hr][hr]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&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;
&lt;br /&gt;
[large][b]Hunter&#039;s Lodge&lt;br /&gt;
&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;
&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;
&lt;br /&gt;
&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>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure_(General)&amp;diff=4178</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=4178"/>
		<updated>2024-05-19T22:56:49Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Adds reprimand to possible sanctions, adds sunset time for sanction records&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;
** [[Job_Strikes_and_You|(Job strikes may be applied upon firing at the discretion of staff members.)]]&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 highly illegal without consent of the owner or a search warrant. Illegal items, such as 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. &lt;br /&gt;
&lt;br /&gt;
All employees are recommended to let their head of staff know about their whereabouts or if they decide to take a break and for how long. An employee going or on a break never has to reveal their location, unless they decide to leave the colony. &lt;br /&gt;
&lt;br /&gt;
=== Medical Privacy Rights ===&lt;br /&gt;
An unconscious person that called for help previously or is showing a medical emergency on suit sensors (including death) always and automatically consents to their location being made public information unless stated otherwise by the victim party.&lt;br /&gt;
&lt;br /&gt;
Any deceased bodies recovered are to be transported via body bags if available to avoid trauma caused by such a sight on other employees.&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, such as by permission or using a death alarm implant, no one is allowed to notify another colonist of the injured colonists medical status. Soteria Medical Personnel and Corpsman are excluded from this providing it is done in a private location or on a medical channel. This may be extended to other colonists capable of treating a person in the medical facilities, however the location and radio channel previously mentioned still apply. The only person that should be contacted is the relevant Head of Staff in case of serious injury or death. If a Head of Staff is seriously injured or dead other Command Members may be informed. &lt;br /&gt;
&lt;br /&gt;
In the event of an unrevivable death of a colonist only the relevant Head of Staff must be informed. Otherwise post-mortem instructions are to be followed and the death should not be revealed to other colonists. A fax is to be sent to the High Council with an autopsy report attached.&lt;br /&gt;
&lt;br /&gt;
Medical medical records, conditions, or other related medical issues, are never to be discussed with anyone, unless consent is provided.&lt;br /&gt;
&lt;br /&gt;
Informing the Medical Team of an emergency coming in is appropriate as well as the extent of their wounds.&lt;br /&gt;
&lt;br /&gt;
If a treated individual discusses their wounds and status on a public channel - namely common radio - they waive any right to medical privacy for the issue they have mentioned.&lt;br /&gt;
&lt;br /&gt;
Suit sensors and locations should not be announced over any common radio, nor used to demean or supply information against a person’s character.&lt;br /&gt;
&lt;br /&gt;
=== Security Privacy Rights ===&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to discuss the crimes or alleged crimes with any other colonists. This does not apply to Marshals, but should be done in private or over security radios. Any moderate offense or higher must be shared with the relevant Head of Staff. A capital offense or case of extensive damage to departmental assets is to be reported to the relevant HC department head. This may be handled by the Marshals or another Command Member, preferring the relevant Head of Staff. &lt;br /&gt;
&lt;br /&gt;
Any colonist has the right to accuse another colonist of a crime and an investigation should be launched. The accuser&#039;s name should be kept hidden and private to prevent repercussions and revenge. Any marshal or someone who has been granted the appropriate authority to deal with internal security issues (most likely a blackshield member) who fails to launch an investigation can be charged with Negligence. &lt;br /&gt;
&lt;br /&gt;
You are always allowed to report a crime you witnessed even if it does not involve you, just do so privately with a Marshal. If you are not able to do so, call for a Marshal to come to you. If you are being attacked, self defense laws apply. &lt;br /&gt;
&lt;br /&gt;
During interrogation a recording is required to be taken to prove the validity of statements provided and to avoid coercion or false testimony by an officer, the interviewee or reviewing staff. Interrogation tapes are to be kept private and with any case documents, only shown to reviewing members of council in the case of a trial.&lt;br /&gt;
&lt;br /&gt;
While Suit Sensors may be used to look for someone who has committed a crime, they may not be called out over public communication. This rule is only dismissed if the subject is found to be a danger to themselves or others. &lt;br /&gt;
&lt;br /&gt;
Any colonist charged with a crime or accused of said crime loses their right to privacy regarding the crime if they talk about it or mention/discuss it in a public forum - mainly on the common radio channel.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contact your premier as soon as possible.&lt;br /&gt;
Violation of employee privacy is punishable under Laws §103. Other crime charges may apply.&lt;br /&gt;
&lt;br /&gt;
==Employment Sanctions==&lt;br /&gt;
===Types of Sanctions===&lt;br /&gt;
If someone acts in a way contrary to the interests of their employer, this can result in sanctions against them. These sanctions are reprimand, demotion, dismissal, and firing. A reprimand is just a formal finding of wrongdoing that is recorded for use in future disciplinary proceedings. Demotion entails reducing someone to a lower position within the department, and may be temporary or permanent. Demotion is only possible where the original role includes all skill requirements of the lower role. Thus a Head may be demoted to almost any role within their department or a Sergeant may be demoted to a Trooper, but a Psychologist could not be demoted to a Doctor or similar sidegrades. Dismissal entails removing someone from the department entirely for the duration of the shift. Firing entails removing someone from the department on a long-term basis. Unless successfully appealed, a permanent 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 no less than two weeks after the initial firing. Employment Sanctions are recorded in the Employment Records of each individual as they are issued. Reprimands and temporary sanctions remain on someone’s record for a minimum of three months, permanent sanctions remain on record for a minimum of six months after rehiring/repromotion. (This is OOCly mandatory: if your character is the subject of a sanction, you must add this to your employment record.)&lt;br /&gt;
===Who can impose a Sanction===&lt;br /&gt;
Faction Heads are given general authority by the Faction Owner to manage their departments, which includes imposing sanctions when they are merited. Sanctions can also be imposed by a majority vote of the Low Council against anyone employed in the upper colony, including a Faction Head. Finally, sanctions can be imposed by the Faction Owner or an [[High Council Agents|investigatory representative]] sent by them to the upper colony. This last process is primarily reserved for investigations into Heads and their conduct, but may be used in any scenario the Owner deems appropriate.&lt;br /&gt;
&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, they may be sanctioned. Additionally, certain crimes may permit or require sanctions, listed below or included within the text of the statute.&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;
** Failure to Execute an Order: If an employee violates §102 this may result in dismissal or temporary demotion.&lt;br /&gt;
** Command personnel (Factions Heads, Premier, and Steward) may be demoted for the duration of the shift if they commit any crime of Severe (300) or higher severity by the Warrant Officer under the Offense by Colony Command sentencing modifier. The Faction Owner or a vote of the Low Council may institute a higher sanction, impose sanctions for a Moderate crime, impose a sanction if the Warrant Officer is absent or decided not to, or repeal a sanction placed by the Warrant Officer. A Head, even after demotion, may vote if another Councilor raises the matter of repealing their sanction, but may not raise the matter themselves.&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, such as the requirement of no 400 or 500 level convictions for a Marshal. This is unique in that only removal from the position permanently 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 the Low Council collectively) may apply sanctions if an employee takes actions that are severely against the interests of the faction at their discretion, however a much higher standard of scrutiny will be applied to such discretionary actions.&lt;br /&gt;
* Low Council members may be sanctioned for failing in their responsibilities to the Council listed in Command SOP - actions such as interrupting voting, being disruptive of a council meeting, or other actions such as incompetency.&lt;br /&gt;
* Low Council members face summary demotion if they choose not to vote in any Low Council vote.&lt;br /&gt;
&lt;br /&gt;
=== Discretion and Severity ===&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. Minor infractions, such as simple failure to follow an order or moderate crimes, should not result in permanent sanctions unless repeated over the course of multiple shifts. 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;
=== Executing Sanctions ===&lt;br /&gt;
All employment sanctions must be documented with paperwork, usually an LC-05 form but any form that conveys the same information may be used. If the employee plans to contest the sanction, this should be indicated on the form. This, along with all evidence and testimony supporting the sanctions, must be faxed to the Faction Owner, and a copy provided to the sanctioned employee. If sanctions are imposed on a Prime, an Inquisitor should also be requested as part of this fax. Then, 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. If they wish to contest the demotion, they are to be permitted to write an appeal and fax it to the Faction Owner so that it may be considered when determining whether the sanction is warranted. Attempts at sanctions without submitting the proper paperwork is considered a violation of §403 - Exceeding Official Powers. Agents of Faction Owners may apply the sanction of Reprimand via faxing the appropriate form to the individual being reprimanded and submitting a copy to their headquarters. They 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;
==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 unless they are a trainee. Significant failure to meet these requirements is grounds for 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;
&lt;br /&gt;
&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, virology, 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>SingingSpock</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Identifying_Antagonists&amp;diff=4177</id>
		<title>Identifying Antagonists</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Identifying_Antagonists&amp;diff=4177"/>
		<updated>2024-05-18T23:44:17Z</updated>

		<summary type="html">&lt;p&gt;SingingSpock: Adjusts a few words in the carrion section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Due to confusion over how much knowledge people would have about various items and the various antagonists, the following is the rules concerning identifying antagonists.&lt;br /&gt;
&lt;br /&gt;
This page is considered part of the [[Rules]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HAVING A MILITARY BACKSTORY OR ANYTHING SIMILAR DOES NOT OVERRULE ANY OF THESE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As always, if someone comes along spouting IC &amp;quot;knowledge&amp;quot; of things on this page normally deemed secret, or any other lesser-known details of the setting, &#039;&#039;&#039;including Sojourn-specific things&#039;&#039;&#039;, your characters are free to respond to them in much the same way as if they were talking about &amp;quot;chemtrails&amp;quot; or whatever the lunatic theory of the day happens to be.&lt;br /&gt;
&lt;br /&gt;
== Suspicious Items ==&lt;br /&gt;
&lt;br /&gt;
Suspicious items are purposefully hidden from the general public and from most colonists, which is necessary for some antags to fully complete their tasks. These items are mostly considered contraband. Certain items however are identifiable to those with certain training. Suspicious items are occasionally available on the black market, and if identified, possession of such devices does not &#039;&#039;necessarily&#039;&#039; imply malicious involvement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recognizing an object does not mean you know it&#039;s from a nefarious group, only what it is, and what it does. Some items are also simply modified versions of existing items, and some items are disguised.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== AI and Cyborgs ===&lt;br /&gt;
The AI is only able to glance at things with it&#039;s camera, making identification hard at distances. All items disguised as other items are therefore unidentifiable unless blatantly in use (e.g. Emag, hack tool, mysterious package, lighter, etc.)&lt;br /&gt;
&lt;br /&gt;
AI&#039;s are able to tell when obvious contraband is used though (e.g. Revolvers, energy swords, etc.) In keeping with conventions, AI&#039;s are allowed limited knowledge of contraband, but are only to offer this information if directly prompted.&lt;br /&gt;
&lt;br /&gt;
Cyborgs follow the same rules as their human counterparts, but can ask the AI for any suspicious objects.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
The following is a list of Syndicate items and who would be able to tell what is what. If the item is not listed, the default is only the Premier or Warrant Officer would have any vague knowledge.&lt;br /&gt;
&lt;br /&gt;
==== Sleepy Pen ====&lt;br /&gt;
It&#039;s just a pen. If R&amp;amp;D took it apart and investigated its contents, they would find that it is a low-capacity hypospray hidden inside a pen case.&lt;br /&gt;
&lt;br /&gt;
==== Chameleon Clothes ====&lt;br /&gt;
Seeing one of them changing would be pretty weird and probably known as holoclothing, and suspicious if it&#039;s to a restricted item, which is definitely chameleon clothing. Security and Science should be both very aware that it is minor contraband outside science.&lt;br /&gt;
&lt;br /&gt;
==== Agent ID card ====&lt;br /&gt;
It&#039;s a normal ID to most people. It&#039;s normal to Heads unless they investigate it closely (and have a reason to do so), in which case it&#039;s an illegally modified ID card, thanks to electronic warfare abilities and able to copy access off any ID card scanned by it.&lt;br /&gt;
&lt;br /&gt;
==== Voice Changer ====&lt;br /&gt;
It&#039;s an ordinary gas mask, until someone talks with it on without an ID or switches IDs infront of someone while talking. With investigation, R&amp;amp;D could find out what it is and how it works, though anyone could tell what it does if they see it in action. Noticing distinguishing features (or a lack of them) which aren&#039;t covered by the mask, and are wrong for the person whose voice is being imitated, would tip someone who knows that something is going on. &#039;&#039;&#039;Do not recognize features that are listed in the character&#039;s flavor text but would not be visible with their current attire, just because our server has flavortext always visible does not mean you should be abusing it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Chameleon-Projector ====&lt;br /&gt;
It&#039;s an odd and suspicious device. Security knows it&#039;s illegal. Research can take it apart or otherwise investigate it to find out exactly what it does and how it works.&lt;br /&gt;
&lt;br /&gt;
==== Cryptographic Sequencer ====&lt;br /&gt;
Everyone can immediately see it&#039;s a modified ID card (which is illegal), engineers, security, and scientists would know that it would screw up electronics like in doors if they investigated it closely.&lt;br /&gt;
&lt;br /&gt;
==== Traitor Radio Key ====&lt;br /&gt;
It&#039;s an ordinary radio key, until you put it in a radio, in which case you&#039;d be able to tell that it goes onto an unknown radio channel. This isn&#039;t illegal by itself (there are a LOT of empty channels that don&#039;t usually get traffic). Listening in on encrypted channels, like department channels, is.&lt;br /&gt;
&lt;br /&gt;
==== Hacked AI Upload Module ====&lt;br /&gt;
Everyone knows it&#039;s a circuitboard. Soteria personnel could tell that it&#039;s a modified AI upload module, which is very illegal. Roboticists would be able to tell how it&#039;s modified, and that it uploads corrupt, overriding laws. Security would not know any of this unless told.&lt;br /&gt;
&lt;br /&gt;
==== Powersink ====&lt;br /&gt;
Everyone knows it&#039;s not of colony origin, engineers know it&#039;s going to suck power out of the grid and is therefore illegal.&lt;br /&gt;
&lt;br /&gt;
==== Freedom Implant, Compressed Matter Implant, Explosive Implant, Uplink Implant, Slave Implant ====&lt;br /&gt;
If seen on a body scan or investigated by Soteria personnel outside the body, it is obvious what these are.&lt;br /&gt;
&lt;br /&gt;
== Hostile Groups and Inviduals ==&lt;br /&gt;
Mercs, pirates, and criminals exist. They do mercenary, piratical, and criminal things. There are about a million different groups and factions of them, and crew are unlikely to know anything about the band that just showed up unless they&#039;ve dealt with them specifically before.&lt;br /&gt;
&lt;br /&gt;
Crew will generally be aware that people in the underworld carry and use a variety of black-market gear, and unidentified hostiles are more likely to be common or garden criminals such as these than they are to be any actual organized group such as the syndicate, spider clan, mondkyne smugglers, or whatever else you might immediately metagame from seeing an emag.&lt;br /&gt;
&lt;br /&gt;
=== Void Wolves ===&lt;br /&gt;
Void Wolves are a common faction of smugglers found in frontier areas who are not a collective group but a collective identity. By using the same armor and name many groups can collectively avoid identification by appearing as one cohesive mass. So a void wolf may be a human Serbian underneath his armor working for a crime family while another group might be mondkyne smugglers working for a small time gang of less than eight people. The only consistent traits are they are hostile, wear similar looking armor, and rarely have peaceful intentions.&lt;br /&gt;
&lt;br /&gt;
=== AI Malfunction ===&lt;br /&gt;
AI&#039;s and Cyborgs &#039;&#039;&#039;are not normally known to malfunction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the exception of overwhelming evidence, outright declaration by the AI, or from the &#039;Hostile runtimes&#039; message from Director Mkne himself, the AI and Cyborgs should not be presumed hostile. Law resets are not out of the option if the AI is acting odd and there is reason to think its laws might be affected, but this doesn&#039;t mean that it&#039;s hostile.&lt;br /&gt;
&lt;br /&gt;
=== Spider Clan ===&lt;br /&gt;
Spider clan ninjas are as mysterious as they are deadly, and as deadly as they are mysterious. &#039;&#039;&#039;The crew know nothing.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It doesn&#039;t take a rocket scientist to figure out that a dude in a black suit and a mask appearing on the station and then cloaking is likely not good, but it also doesn&#039;t mean &amp;quot;that&#039;s a spider clan ninja who carries a THX-1198 self-sealing biosuit with a cyclic rate of...&amp;quot; and so on. Keep in mind, such suit models can very rarely be found in maintenance, but are generally not as well equipped.&lt;br /&gt;
&lt;br /&gt;
=== Carrion ===&lt;br /&gt;
Carrions are a failed experimental bioweapon that escaped and spread. They are small, sapient spider-like beings that kill a human host and &amp;quot;infect&amp;quot; it, operating it like a puppet. They view organic sapients as a desirable source of food and genetic material, and have no compunctions against killing them. They used to be a consistent threat to long-haul space freighters and other similarly isolated groups, but have been hunted to near-extinction by the Church of Absolutism.&lt;br /&gt;
&lt;br /&gt;
Anyone may have knowledge that carrions exist, but for most people they are a distant threat that&#039;s more legend than reality. Only &#039;&#039;&#039;Church members, xenobiologists, or the research overseer&#039;&#039;&#039; may know anything about the specific abilities of carrions. Those individuals know that carrions have a symbiotic relationship with giant spiders, and are often seen with them. Church members may know that they are immune to being &amp;quot;infected&amp;quot;, and that attempting to baptize a body that is host to a carrion spider will destroy the body, forcing the core to flee. Divisors know that carrion&#039;s host body can regenerate from seeming death, and that the core within must be destroyed in order to actually kill the threat, and that they can both summon spiders and create specialized spiders, but they have no knowledge of the specific types of spiders a carrion might use beyond the infection spider.&lt;br /&gt;
&lt;br /&gt;
=== Cortical Borer ===&lt;br /&gt;
Cortical borers are known as a symbiotic creature, though some of their exact workings are not known. Medical and research staff would know that sugar sets them at ease and makes them much more cooperative, even inside of a host, and salt does the opposite. They would also know that borers can secrete chemicals and try to keep their host alive, usually.&lt;br /&gt;
&lt;br /&gt;
Only Soteria staff would know any specific details about cortical borers, anyone else would at best have heard rumors of brain parasites but would be unaware of their symbiotic nature, weaknesses, or ability to secrete chemicals. &lt;br /&gt;
&lt;br /&gt;
===Hivemind===&lt;br /&gt;
The hivemind are an techno-organic virus that infects people and machines and turns them into corrupt monstrous creatures. In addition to spreading corrupting wires across the ground and through burrows the hivemind generates monstrous fusions of organic and mechanical material. Hiveminds are a known threat and anyone would recognize the strange wires or creatures they create. The hivemind is considered an immediate code red scenario.&lt;br /&gt;
&lt;br /&gt;
All colonists would be aware of these key features:&lt;br /&gt;
* Strange wires are spread from a hivemind node, which is the nucleus of the hivemind infection.&lt;br /&gt;
* Many of the more dangerous aspects of the hivemind include sonic screams which scramble and stun those who hear it. Magnetic blasts which knock people over and toxic globs of sludge launched by infected machines.&lt;br /&gt;
* Dead bodies found by hivemind creatures may be converted into hivemind monsters, further fueling their destructive potential and rendering the person unrevivable in the process. This can include any creature, from colonists to dead roaches.&lt;br /&gt;
* If a hivemind is left enough time to spread and infect enough machines it will eventually create a hivemind tyrant, a huge creature of immense destructive power fueled by radioactive biomass.&lt;br /&gt;
&lt;br /&gt;
=== Excelsior ===&lt;br /&gt;
Little is known about the history of the Excelsior Commune beyond their seemingly Pan-Slavic roots and its resemblances to the old Soviet Union, a historical government of Pre-Federal Russia that was notorious for a despotic Communist regime, government-engineered famine, and &amp;quot;ethnic cleansing,&amp;quot; a process defined as the mass expulsion and/or genocide of ethnic groups that did not conform to or were in direct opposition to the regime. What is known about Excelsior is that they are a technologically advanced and openly hostile group despised by Federal, Exodite, and Confederate peoples alike for their use of military force and subsequent forced indoctrination into the Commune via the use of mind-control implants, which the Commune also uses for covert communications. They also possess distinctive space-worthy armor, tesla weaponry, advanced manufacturing equipment, and experimental machinery capable of generating materials from huge quantities of energy and converting nearly any kind of technological implant into the comm-plants they use for forced conversion. Any usage of Excelsior technology not explicitly authorized by the Brigadier or Provost is grounds for incarceration and a potential full Code Red lockdown pending an investigation. &#039;&#039;&#039;Under no circumstances should you ever use Excelsior weapons, armor, machines, or equipment without explicit Brigadier or Provost Marshal authorization if you are not an antagonist. You may be perma-brigged as a result except under extraordinary circumstances.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Excelsior machines and implants are powered by and with signals from Excelsior communes, allowing the signal to be tracked and potentially exploited by Excelsior members if discovered, hence the fanatical enforcement of preventing such devices from being used at all times.&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>SingingSpock</name></author>
	</entry>
</feed>