Corporate Regulations and Guide to Xenobiology: Difference between pages

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Xenobiologists are in charge of the creation, care, and eventual culling and harvesting of 'Slimes', which are extremely dangerous to handle without the right equipment.


[[Corporate Regulations]] is the name for the current regulations in effect on the station at any given time. It also provides common and uncommon offenses and suggested punishments for them.
== Familiarize Yourself ==
Generally speaking, you and your slimes will be at a remote facility, far from the main station, referred to as Xenobiology. It has many cells to place your slimes inside of, where they cannot get out without some serious effort. Each cell has a disposals chute, used to safely give food to the slimes inside the cell without endangering yourself, as well as a button to lock down that specific cell, in case the glass breaks or you have something even more dangerous than a slime inside. Elsewhere, you should have a Processor machine, which is used to harvest dead slimes and recycle food.


This is not a general guide to Security. All new officers should review the official [[Guide to Security]].
==Get equipped==
You'll need these items to do your job.
* A fire extinguisher, to efficiently kill slimes. Some slimes might also light you on fire. For best use, move the slime into a corner so all the water hits them.
* A syringe, used to inject various fluids (generally Phoron, blood, or water) into Extracts, which you obtain from processing dead Slimes.
* A slimebaton, which functions similarly to a stunbaton, however it is only effectively against Slimes (and Prometheans). One hit will stun the slime for a few seconds, and will discipline it. A slime baton can be used to build a slime securitron, which is very useful if you're the only Xenobiologist but there is a friendly Roboticist onboard. More slimebations can be made in Research and Development.
* A Slime Taser, which like the above, functions similarly to a normal energy weapon, however it is only effective against slimy things like Slimes and Prometheans. The stun duration is smaller than the Baton, however it can be used at range, and across window panes. Like the baton, more can be made in Research and Development.
* Galoshes, which prevent you from slipping on wet surfaces. The fire extinguisher makes the floor wet, and not wearing these can be extremely dangerous if you slip while a slime is trying to eat you.
* Welder and welding helmet. Useful for minor self repairs that will be inevitable, if you or your co-worker is a Full Body Prosthetic or Bound Synthetic. Also useful for mending the cracks on the cell windows, as slimes tend to smash them if they see food on the other side of the window.
Optional but highly useful things to acquire to make your job easier.
* A slime securitron, from Robotics, which is optimized to fight slimes and other minor xeno-lifeforms.
* A medibot, also from Robotics, to heal you from minor harm the slimes may do to you, as the closest medical bay might be far away or even off-world.
* A temperature gun, from RnD. It can kill slimes at a range when set to the 'cold' setting, and can replace the fire extinguisher.


The following are all sentences you can apply to prisoners during your work as a member of Security.
==Basics of Slime Care==
When you start your shift, you should have two grey colored slimes in different cells. They will most likely try to escape their cell to eat you or your co-worker, so feel free to use the xeno taser to stop them. One of these cells should be dedicated to growing grey slimes, so you will have a renewable source of monkey cubes. If you run out of monkey cubes, you will need to get more from Cargo, which could take awhile.


It's important to remember that while the regulations on their own are mostly a suggestion, you are expected to follow them as a guideline. For example, you are not required to give a sentence if the problem can be resolved in alternative way that the suspect agrees to, such as community service, or peer mediation.
When your 'grey' cell slime reproduces, you should always ensure that one grey slime is always alive inside, and kill or separate the rest into different cells. It is a good idea to keep one grey extract in reserve in case all of your greys are lost, for whatever reason, as injecting a grey extract will create a new grey slime.


To understand how to go about a proper arrest, or other clarifications such a Prisoner Rights, Alert Levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is not enforced by threat of arrest or fine, so security should not be enforcing it. It is up to heads of staff and [[Internal Affairs]] to handle these policies.
Cells should never have more than one color of slime inside, as they tend to fight each other and it can be difficult to tase them due to other slimes being in the way.


=== Interpretation of the Law ===
Some colors are more useful than others, for instance;
A good working knowledge of Corporate Regulations 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 Corporate Regulations are required for such positions as the [[Warden]], [[Head of Personnel]], [[Colony Director]], and the [[Head of Security]].
* Dark Purple, obtained from going (Grey > Purple > Dark Purple) or (Grey > Orange > Dark Purple), allows for a renewable source of phoron. You start with two sheets, which gives 40u of liquid phoron when ground up, or 8 injections. Generally, the more useful reactions from extracts require phoron, so Dark Purple is a good goal to work towards early.
* Blue, which is just one step from Grey, will give you two useful things. Slime stability agents reduce the odds of mutation when a slime reproduces, which you should give to your dedicated Grey slime until the chance goes to 0%, to increase the average yield of monkey cubes as well as to prevent the rare but possible situation of all four new slimes not being Grey anymore. Blue slimes also give you Frost Oil, which isn't terribly useful on its own but can be very useful when paired with a Metal Slime, for reasons explained below.
* Metal, which like Blue, is one step from Grey. Metal slime extracts allow for most types of metal material to become renewable, which includes steel, plasteel, gold, silver, uranium, and platinum. One extract creates 20u metamorphic liquid metal, which will turn into a different type of liquid metal (e.g. liquid gold, liquid silver, etc) when it touches them in a reagent container, like a beaker. Liquid metals are not very useful on their own, but can be made into a solid sheet of material by adding 5u Frost Oil to the reagent container. The Frost Oil is consumed when this is done, and 20u of liquid metal makes one sheet. Frost Oil is obtained from Blue slimes.
* Purple, which is like Blue and Metal, one step away from Grey. The extract can make a Slime Steroid Agent, which when applied to a living slime, will increase how many extracts it will make when put in the processor.
* Cerulean, which is obtained from (Grey > Blue > Dark Blue > Cerulean) or (Grey > Purple > Dark Blue > Cerulean), will create Extract Enhancement Agent, which adds more uses to an extract. This is extremely useful, as less slimes need to be breed to produce a given number of things.
* Red, which is obtained from (Grey > Orange > Red), will make a Slime Mutation Agent, which increases the odds of mutation when slimes split. Useful for if you're targeting a specific color, as higher odds for mutation mean less generations are needed to get there.
* Yellow, obtained from (Grey > Orange > Yellow) or (Grey > Metal > Yellow), can create self recharging 10k power cells, which are very useful for Bound Synthetics, Hardsuits, Defibs, certain APCs, and potentally anything that uses power cells.
* Pink, obtained from (Grey > Blue > Pink), can be used as a source of healing, both while alive, as well as when using their extracts. The extracts can produce three different kinds of advanced medications, which Medical might want. The medications can fix organs, fix bleeding, or fix bones, depending on what is injected into the extract.
* Light Pink, which is one step from Pink (Grey > Blue > Pink > Light Pink), can be used to make a specific slime be friendly and harmless forever, which might be useful to use on a Pink slime, so you can replace a medibot.
* Sapphire, obtained from (Grey > Metal > Gold > Sapphire), is how you get Prometheans. The extract gives you a slime cube, which creates a Promethean if it can find another player who wishes to play as one.


For certain crimes, the accused party's intent is important. The difference between 'assault' and 'attempted murder' can be very hard to ascertain. It is important to note though, that 'assault' and 'attempted murder' are mutually exclusive. You cannot be charged with 'assault' and 'attempted murder' from the same crime as the intent of each is different. Likewise, 'assault with a deadly weapon' and 'assaulting an officer' are also crimes that exclude others. Pay careful attention to the requirements of each law and select the one that best fits the crime when deciding sentence.
== Slime Protection ==
Slimes can kill you in many ways, dependent mostly on their color. Wearing the correct armor when handling a specific color can make survival much easier. Xenobiology has been provided with a large range of specialized clothing to wear, when the need arises.
* Bio Suits, which prevent damage from slimes trying to eat you. Note that slimes will wise up to this and instead try to glomp you to death instead. A bio suit will also stop slimes from spreading certain chemical-based attacks onto you.
* Fire Suits, as the orange slime can ignite you, and the dark purple slime can release Phoron gas if killed improperly.
* Bomb suits, as the oil slime explodes if killed improperly (hit with fire).
* Radiation suits, as the green slime is radioactive. It is also thick enough to protect from slime chemical attacks.


If the crime has a victim involved who chooses '''not''' to press charges ''specific to them'', security may '''not''' decide to press charges anyway. It doesn't matter why. If someone punches someone else, security can still arrest the assailant, but if the victim decides they would rather talk it out instead of them getting jail time, then security should let them do it. Arresting them anyway falls under wrongful arrest. Note, the victim must '''choose''' this option. A murder victim cannot voice their choice and therefore cannot choose to drop charges. <sub>(Note that not all killings are murder - see '''Victim In A Willfully Dangerous Position''', below, if the victim is resleeved and testifies that it was willing, or the accused testifies that it was willing and there is no evidence to the contrary)</sub>
== Slime Life-cycle ==
[[File:Slime-mutations-Temp.png|thumb|
Here is a chart of all the slime reproductive color cycle.
]]
Slimes start their life as a small baby. Don't be fooled, it is still very dangerous and capable of killing anyone careless. Slimes require food, or else they will die. Starving slimes have been known to turn on their captors.


This does not mean a victim can excuse '''all''' crimes committed by the assailant, only the crimes committed '''directly''' against them. Security can still charge the assailant for crimes that, while may have happened at the same time as crimes committed against the victim, did not directly involve the victim. This includes crimes against other people and to property belonging to the base/station/etc. The victim cannot speak on behalf of these entities.
When fed enough, baby slimes will grow into an 'adult' form, which makes them tougher. When the slime eats enough as an adult, it will reproduce, by splitting into four new slimes. There is a small chance that one or more of the new slimes may mutate into a different color. If this happens, the mutated slime should be isolated from its siblings, as they will fight each other to the death if they are separate colors. A slime taser is useful for this, as it can shoot through the glass of the cell.


Victims suffering from non-contiguous memory disorder may be unreliable witnesses. See [[Non-Contiguous Memory Disorder]] for more information.
== Slime Psychology ==


In the case of violent crimes (assault, manslaughter, attempted murder and murder), and theft (petty, pickpocketing, and high value) take only the most severe.
=== Discipline ===
Slimes can be subjugated by force by various means, with the easiest way being the slimebation. The slime will give a sad face, however it won't harm humanoids for a little while. If it was trying to kill something, it will stop doing so.


A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of pickpocketing.
Successfully removing a slime from someone it's eating will also discipline it.


Keep in mind that people that cause major mayhem (and potentially any other criminals) have probably committed more than one crime. Add the time for each case together.
Beating the slime with a heavy object repeatively will sometimes discipline it, however this is not guaranteed.


Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.
=== Obedience ===
Giving 'justified' disciplining to a slime will cause it to become more obedient, making future disciplining last longer. Sufficient amounts of obedience can make discipline last forever. Note that slimes in that state are still dangerous, as they will still defend themselves against attackers.


As an arresting officer, follow the [[Guide to Security]] to ensure you don't fall foul of legal proceedings.
An act of discipline is 'justified' when it is done while the slime is trying to harm or eat someone, otherwise it is 'unjustified'.


Some crimes may have a fine tied to them, in this case, the detained person may either serve the sentence given to them, or pay a fine. Fines can be processed using an EFTPOS scanner or by paying cash from an ATM. Do note, however, that your [[Head of Security]] will most likely need to set up an EFTPOS scanner for you, as they need to be configured to place fines into the station security account. Otherwise, turn the cash in to a Warden for safe keeping, or directly to the the Head of Security who can add it to the security account.
A slime securitron will automatically engage 'guilty' slimes, but leave innocent ones alone.


=== Additional ===
=== Resentment ===
The Colony Director is not above Corporate Regulations, and can be arrested by Security for breaking it. The only time that the Corporate Regulations can be overridden is when there is an imminent and overwhelming threat to the station, such as during Code Delta evacuations.
Giving 'unjustified' disciplining to a slime will cause the slime to hold resentment towards their captors. If pushed too far, the slime will enrage, and try to kill everything it can see, so try to not be like Security.


Pardons are only legitimate if they come from a NanoTrasen higher-up (that is, someone who ranks above the Colony Director). Despite his high ranking, the Colony Director cannot spit in the face of Corporate Regulations, and any attempts to do so are infractions.
Sometimes it is possible to calm down a raging slime with enough disciplining, however it is generally easier and safer to just kill it with a slimebation and fire extinguisher.


If you can't find the incident listed in here you can set up a tribunal. See [[Corporate_Regulations#Legal_Standard_Operating_Procedure|Legal Standard Operating Procedure]].
A slime securitron engage an enraged slime in a fight to the death, not stopping until the slime dies, or the securitron is destroyed.
 
Tribunals should be held in place of hearings or trials. Trials by jury or 'regular' trials are usually done very badly, so don't. See [[Corporate_Regulations#Legal_Standard_Operating_Procedure|Legal Standard Operating Procedure]].
=== Speech ===
Slimes appear to be capable of slow, simple speech, and will respond to various topics and requests that it hears.
 
If a slime likes you enough or is sufficiently obedient, it can be given certain commands, such as to '''follow''' you, to '''stop''' attacking/eating/following things, or to '''attack''' a specific target. You'll need to say the slime's 'name', or say 'slimes' to give the command to all the slimes that can hear you.
 
You can also say hi to them, and they will respond.
 
=== Tactics ===
All slimes have various means to harm things. The most common attack is a 'glomp' which will hurt whatever it hits, and will hurt more if the slime is a big one. Some slime colors will cause a substance to enter your bloodstream if it successfully hits you. Sufficiently thick clothing should stop that from happening.
 
A more dangerous 'attack' is that the slime may decide to attach themselves onto their victim, which is how slimes eat things. This causes severe cellular damage to the victim, and will require advanced medical treatment to fix, so you are advised to remove the slime from yourself or your co-worker <abbr>ASAP</abbr> if it latches on. A slime securitron will rush to you if this happens to you. Slimes won't try to eat inorganic entities, instead glomping them.
 
Slimes can also incapacitate its target in two ways. First, it can try to knock down its target by shoving them down, which stuns for a brief moment, however it is not guaranteed to work. Second, it can use stored up electricity to shock a target to stun them for a longer period of time. After downing a target, a slime generally will try to eat it if it's organic, or continue glomping it to death if not.
 
=== Friend or Foe ===
Slimes will never willingly harm another slime of the same color, or a Promethean. When under the effects of discipline, a slime will not try to fight or eat humanoids or robotic entities, but will still eat monkeys.
 
A slime pacified with a slime docility agent will never harm anyone and is incapable of doing any harm. Pacified slimes will also never enrage, even with a red slime extract.
 
An enraged slime will ignore the effects of discipline.
 
== Slimes Biology ==
Slimes come in many colors, and most of them have unique properties. Their extracts will do different things depending on the color, as well. Slimes will attack slimes of a different color, so separating them with different cells is required.


Do '''NOT''' demand a tribunal for anything less than 10 minutes. You'll just be laughed at.
When slimes reproduce, there is a chance that one or more of the offspring will mutate into a different color. The chance is usually at around 25%, however this can be increased or deceased by giving the slime a mutation agent or stability agent, which can be obtained from a red extract and blue extract, respectively.


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.
Each color, except for the grey slime, will have a specific trait unique to that color, and may warrant additional preparation before handling. A list of slime colors is provided below.


You should apply the suggested sentence unless the Head of Security or Colony Director demands otherwise, or the arrested individual has been a continual problem during the shift.
=== Special: ===


If a sentence is 20 minutes or longer, allow the prisoner access to the communal jail area and not confine them to the cell except in cases of suicide attempts <s>or if their "cell" happens to be the interior of the arresting officer</s>.
==== '''Rainbow Slime''' [[File:rainbowbabyslime.gif|32px]] ====
'''Tier:''' N/A
'''Threat Level:''' Medium
'''Special Abilities:''' Never harms or is harmed by another slime due to seperate color
'''Recommended Preparations:''' N/A
The rainbow slime is very rare color that other slimes consider to be their color, and so they won't attack it.
Extract creates a slime unity agent, which grants the 'other slimes see this slime as their own color' ability to other slimes, and carries across generations.


If further criminal acts are made while imprisoned (such as assaulting another prisoner or breaking windows), the prisoner is to be moved to solitary confinement with charges added to their sentence.
=== Tier 0 ===


If prison time for a single holding accumulates to more than 90 minutes, hold the prisoner until judgement by a tribunal.
==== '''Grey Slime''' [[File:Greybabyslime.gif|32px]] ====
'''Tier:''' 0
'''Threat Level:''' Medium
'''Special Abilities:''' N/A
'''Recommended Preperations:''' N/A
Grey slimes are the first slimes you will have, as you start with two. It's generally recommended to always have a cell with grey slimes, as their extracts create monkey cubes, which you will need a lot of.
Extract creates a fresh grey slime when injected with phoron, which is useful as a backup in case all your specimens die or all your greys mutated.
Extract creates monkey cubes when injected with blood.


<sub>(( On laggy games first take a look at how quickly the cell timers tick. We don't want people to spend an eternity in jail just for stealing a pair of gloves. ))</sub>
=== Tier 1 ===


=== Low Level Infractions ===
==== '''Orange Slime'''[[File:Orangebabyslime.gif|32px]] ====
These infractions carry standard punishments of up to around 10 minutes, and can be set with an officer's discretion. 'Suggested Sentence' values are beside the incidents. 'Additional Penalties' can be decided by authorization of Colony Director, Head of Security, or equivalent (if no HoS or Director are present, then a vote of heads of staff is sufficient. Failing that, the warden. Otherwise, contact Central Command), and do not require tribunals. At the officer's discretion, they may offer community service in place of the sentences below.
'''Tier:''' 1
'''Threat Level:''' Medium
'''Special Abilities:''' Increases flammability of targets per hit, chance to ignite per hit
'''Recommended Preparations:''' Wear a firesuit
Orange slimes can light you on fire if you're careless, however generally this is not a big deal as you have a fire extinguisher (you did bring one right?). If you want to be extra safe, wear a fire suit.
Note that if an orange slime can trigger the dark purple or oil slime's effect.
Extract will create smoke when injected with water.
Extract will create a phoron fire if injected with phoron.


Because most of these sentences offer fines, you normally won't even bother bringing the offender to Security unless they refuse to pay the fine. If they pay the fine (or carry out community services as an alternative offered at the HoS's discretion), no jail time is to be given. You won't even need to take them to Security for processing.
==== '''Purple Slime'''[[File:Purplebabyslime.gif|32px]] ====
{| style="background-color:#ffee99; text-align:center;" width="950px" border="1" cellspacing="0"
'''Tier:''' 1
! style="background-color:#ffee55;" |No.
'''Threat Level:''' Medium
! style="background-color:#ffee55; width:100px" |Incident
'''Special Abilities:''' Injects toxins per hit
! style="background-color:#ffee55; width:300px" |Description
'''Recommended Preparations:''' Wear a biosuit
! style="background-color:#ffee55; width:300px" |Notes
Purple slimes inject a weak but long lasting toxin into their victim with each attack. A thick armor such as a biosuit or spacesuit will stop this from affecting you.
! style="background-color:#ffee55;" |Suggested Sentence
   
! style="background-color:#ffee55;" |Additional Penalties
Extract will create a slime steroid agent when injected with phoron, which is a potent chemical mix that causes a slime to produce an additional extract when processed. It needs to be alive for the steroid to be applied.
! style="background-color:#ffee55;" |Fine
|-
| &sect;101
| '''Trespassing'''
| 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 lobby, under the control of a specific department are subject to this should the department staff find you have no reason to be there at all or you are disrupting the regular service of that department, and ask you to leave. This includes the Bar, Library, and Chapel.
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn't let in to do a job by someone with access, or were given access on their ID. Trespassing and theft often committed together; both sentences should be applied. Severity is increased if they refuse to leave the area peacefully, more so if they attempt to use important equipment there, so feel free to add other charges if they do.
| 3 minutes.
| Up to 10 minutes. Demotion.
| 200 credits.
|-
| &sect;102
| '''Petty Theft'''
| To take items from areas one does not have access to, or to take items belonging to others or the station as a whole.
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access. Miners walking around the station in hardsuits while off-duty also qualifies as theft. Items can include anything from toolboxes to metal to insulated gloves. Remember to take the items away from the suspect and return them to where they were stolen from.
| 3 minutes. Confiscation and return of stolen item(s). Immediate search.
| Up to 10 minutes. Demotion.
| 150 credits. Confiscation and return of stolen item(s). Immediate search.
|-
| &sect;103
| '''Minor Assault'''
| To use, or threaten, physical force against someone, without intent to kill or seriously injure.
| If it causes minor damage and easily treatable damage, it's minor assault. Starting fights with other employees or punching fellow employees counts too, as well as seriously threatening them with it.
| 4 minutes.
| Up to 10 minutes. Demotion.
| 400 credits.
|-
| &sect;104
| '''Battery'''
| To have unwanted physical contact with someone, even where the contact is not violent.
| Bumping into someone in a corridor doesn't really count. Touching someone, when they have explicitly told you not to, does.
| 2 minutes.
| Up to 8 minutes. Demotion.
| 200 credits.
|-
| &sect;105
| '''Disturbing the Peace'''
| Intentionally and publicly engaging in erotic acts, yelling at people for no reason (though don't arrest someone because they are arguing), throwing around stuff where it could hit someone, harassing a person or department without provocation and following them around / refusing to leave, yelling about how terrible NanoTrasen is, etc.
| Running around the station naked (without a nudity permit) while yelling obscenities, openly having sex in a public area while ignoring requests to take it someplace private, or other such degrading displays and activities all count toward this. In the case of drunken crew members, only charge them if they are actually being a nuisance. If absolutely necessary, they can be detained until they sober up.
| 5 minutes.
| Up to 8 minutes. Demotion.
| 250 credits.
|-
| &sect;106
| '''Suspicious Conduct'''
| To possess a suspiciously wide skill set not indicated in employee records, wielding dangerous weapons near other staff, extensive inquiring about critical areas, attempting to conceal identity, attempting to impersonate other staff, or stalking other employees.
| Wearing any gear that fully covers your face when you don't need it falls under this. Doing jobs that aren't yours also fall under this. For example; a xenobiologist working in robotics without the RD's knowing, or a psychiatrist trying to do surgery in place of other perfectly capable doctors. If an individual is working outside their job title or wearing the wrong department's uniform without anyone's knowing, the individual may have ulterior motives and should be investigated. Acting irrationally or threateningly also counts for this.<br><sub>(( Basically, metagamey/powergamey/lolcrazy behavior. You shouldn't know how to do everything, or acting like a nutjob. Someone behaving like this may also be breaking server [[Rules#Create_and_play_server-appropriate_characters|Rules]], so contact an admin as well. ))</sub>
| 2 minutes. Immediate search.
| 10 minutes or indefinite detaining for the duration of an ongoing investigation. Forced psychiatric examination. Tracking implant.
| 200 credits. Immediate search.
|-
| &sect;107
| '''Misuse of Public Radio Channels'''
| To continually broadcast unimportant, untrue, or insignificant messages on the public radio frequency.
| This is really only for people who are constantly spamming the radio, such as 'DJs' or Chaplains reading their services over the comms. Screaming fake messages like "halp security is beating me" when they aren't also counts. Extreme false alarms such as yelling "breach in the bar!" when there isn't a breach may also come under '''Obstruction of Duty (&sect;120).'''
| A warning.
| 5 minutes or fine. Forced psychiatric examination. Ban from using any radio equipment (Injunction).
| 150 credits.
|-
| &sect;108
| '''Violation of Injunction'''
| To violate the terms of an injunction made by Security or other legal professions.
| 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 Head of Security, Colony Director, or equivalent. If they break the law in some other way, apply that sentence too.
| 5 minutes.
| Up to 10 minutes.
| N/A
|-
| &sect;109
| '''Insulting an Officer on Duty'''
| To directly insult a Head of Staff or member of Security with no valid complaints.
| This is most likely to happen when someone is being fired, or when being arrested. This is really for when they're being extremely annoying and vocal. Being continually rude to your superiors also counts, if they complain. Insults are not the same as slander and should be treated as separate charges depending on which is appropriate. Cussing out an officer would count as this, while claiming they beat up an assistant when they didn't is considered slander. What constitutes an insult may vary with whoever is in charge, so check with your superiors before trying to charge this, or you run the risk of an unwanted visit from [[Internal Affairs]].
| A warning.
| Up to 5 minutes.
| 50 credits per applicable minute.
|-
| &sect;110
| '''Slander'''
| To spread false rumors in order to damage someone's reputation.
| Lying about anything to make someone else look bad. For example, an engineer trying to pass off the blame of letting the singularity loose to someone else. Since this has to be proven, it's up to a tribunal or appropriate officer.
| A warning.
| Up to 5 minutes.
| 50 credits per applicable minute.
|-
| &sect;111
| '''Failure to Execute an Order'''
| To ignore or disregard a superior's valid orders.
| If the order is stupid, or causes you to break a law (e.g. "Release the singularity!" or "Steal that RCD for me!") you can ignore it, and probably make a complaint. However, if it's perfectly doable, lawful, and in your job description, you better do it or resign. If not following an order causes severe damage, serious injury, or loss of life, see "Failure to Execute an Order with Serious Consequences".
| 5 minutes.
| Up to 10 minutes. Demotion.
| 500 credits.
|-
| &sect;112
| '''Sexual Harassment'''
| To make unwanted sexual advances or obscene remarks towards another employee.
| This is for VERY MINOR things the other person finds offensive that are sexually related. For anything more serious see "Sexual Assault".
| 5 minutes.
| Up to 15 minutes. Demotion.
| N/A
|-
| &sect;113
| '''Animal Cruelty'''
| To inflict unnecessary suffering or harm upon animals with malicious intent.
| Monkeys appropriately used for experiments or crew well-being (e.g Genetics, Virology, etc.) don'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 pets probably aren't.
| 5 minutes.
| Up to 15 minutes. Demotion.
| N/A
|-
| &sect;114
| '''Vandalism'''
| To deliberately damage or deface the station without malicious intent. Damaging robots counts toward this.
| This can range from a minor hull breach, to drawing on the floor with crayons or other substances. You can adjust the time accordingly.
| 5 minutes.
| Up to 10 minutes. Demotion.
| 450 credits.
|-
| &sect;115
| '''Threat of Murder or Serious Injury'''
| To threaten to kill or seriously injure an employee.
| The threat has to somewhat tangible. If it's just people arguing over the radio, it's probably only worth a warning. Someone shouting at someone else while chasing them with a fire extinguisher is probably more valid.
| 2 minutes.
| Up to 10 minutes. Psychiatric evaluation or tracking implant.
| 500 credits.
|-
| &sect;116
| '''Disrespect to the Dead'''
| To abuse bodies of dead or previously dead employees.
| Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone's body for 'experimental surgery'. Preventing a body from being cloned or cyborged also falls under this.
| 5 minutes.
| Up to 10 minutes.
| 400 credits.
|-
| &sect;117
| '''Excessive use of force in detainment'''
| To use more than the required force to subdue a suspect.
| Repeatedly batoning a compliant prisoner after they've been handcuffed, using force against an unarmed and compliant suspect, and usage of lethal weapons without there being imminent peril. Investigations into allegations of excessive use of force may be launched by any head of staff.
| 5 minutes.
| Up to 20 minutes. Demotion.
| 350 credits.
|-
| &sect;118
| '''Minor Contraband'''
| To be in possession of contraband, including drugs, that isn't dangerous to other members of the crew.
| Having a non-lethal weapon you're not normally allowed without any sort of permit counts for this, including violations of any such permits, such as the barman taking their shotgun outside the bar area. For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the Chief Medical Officer. This also includes chameleon items, since you can impersonate important figures. Keep in mind that a chameleon weapon used to threaten crew, even while harmless, is still '''Assault (&sect;208)'''. For contraband ''intended'' to be dangerous, see '''Major Contraband (&sect;212)''' below.
| 5 minutes. Confiscation of contraband item(s). Immediate search.
| Up to 10 minutes. Demotion.
| 200 credits. Immediate search.
|-
| &sect;119
| '''Illegal Parking'''
| To park a vehicle in such a way that it is a nuisance to crew movement.
| If someone has to exit a vehicle or mech, leave it at the edge of a room or the side of a hallway so as to avoid impeding traffic of other crew. If the vehicle is parked in the middle of the room, it's a violation of this. Mechs count as vehicles. If a hallway or door is completely blocked off because of this, see '''Illegal Blocking of Areas (&sect;217)''' below.
| Impounding of vehicle until fine is paid.
| Destruction of vehicle.
| 200 credits.
|-
| &sect;120
| '''Obstruction of Duty'''
| To negatively interfere with the duties of the crew.
| 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.
If someone is injured because of this, see '''Assault (&sect;208)''' below. If serious damage occurs because of this, see '''Sabotage (&sect;213)''' below. If someone dies because of this, see '''Manslaughter (&sect;302)''' below.
| 5 minutes.
| Detainment without bail (paying the fine will not release you) until duties are completed. Demotion.
| 500 credits.
|-
| &sect;121
| '''Rubbernecking'''
| Arriving at the scene of an emergency situation with no other intention than to see what happens.
| An example of this is when Security/Engineering/Medical staff are trying to handle a crisis, but other staff who have no legitimate reason to be there start swarming the area to do nothing but gawk at the crisis as it unfolds. This is only a crime once the offending staff are asked to leave, but they ignore the request. If a hallway or door is completely blocked off because of this, see '''Illegal Blocking of Areas (&sect;217)''' below. If someone dies because of this, see '''Manslaughter (&sect;302)''' below.
| Forceful removal from area.
| Detainment until crisis is resolved. Demotion.
| N/A
|-
| &sect;122
| '''Operating Under the Influence'''
| To operate heavy machinery or sensitive/dangerous equipment while under the effects of drugs or alcohol.
| If you're too drunk to talk straight, you're too drunk to safely pilot a mech, handle weapons, distribute medicine, manage the supermatter engine, etc.
| Detainment until sober.
| Demotion.
| N/A
|-
| &sect;123
| '''Violation of Employee Rights'''
| To deliberately deny an employee certain rights, as defined in [[Standard Operating Procedure]].
| This is one of the only cases where Security can punish someone for breaking SOP, but this still requires an [[Internal Affairs Agent]] to be pushing the charges for them to be valid. If an Internal Affairs Agent determines that an employee's rights have been violated by another employee, such as denying the victim break time, or subjecting the victim to discriminatory practices, etc, the Internal Affairs Agent can call upon security to fine the offending party. The choice of punishment for this is at the discretion of the Internal Affairs Agent pushing for the charges.
| Warning.
| Demotion.
| 1000 credits.
|-
| &sect;124
| '''Minor Negligence'''
| To engage in negligent behavior leading to minor injury or damage, without deliberate intent.
| As with '''Minor Assault''', this applies if the damage/hazard caused is minor and easily treatable. For example, a janitor failing to place wet floor signs resulting in crew members slipping, or a bartender failing to remove leftover uranium before serving a Manhattan Project. Running in the halls and trampling smaller crew underfoot also counts if they are injured as a result. For ''deliberate'' behavior, assault or vandalism charges are more applicable.
| Warning.
| Up to 10 minutes. Demotion.
| 100 credits if a warning had already been issued.
|
|-
| &sect;125
| '''Forgery'''
| To falsify official documents or orders.
| A good example of this is to claim a superior gave orders to do something when they didn't, such as by faking a fax. Another example is a medical prescription without the proper signage. See also [[Guide to Paperwork]] and remember to check all important documents for valid signatures and department stamps.
| 5 minutes. Immediate search.
| Up to 10 minutes. Demotion.
| 200 credits. Immediate search.
|}


=== Medium Level Infractions ===
==== '''Blue Slime'''[[File:Bluebabyslime.gif|32px]] ====
These Infractions carry standard punishments of up to 30 minutes, though typically around 10-15 minutes, and can be set with an officer's discretion. 'Suggested Sentence' values are beside the Infractions. 'Additional Penalties' can be decided by authorization of Head of Security, Colony Director, or equivalent, and do not require tribunals.
'''Tier:''' 1
{| style="background-color:#ffcc99; text-align:center;" width="950px" border="1" cellspacing="0"
'''Threat Level:''' Medium
! style="background-color:#ffaa55;" |No.
'''Special Abilities:''' Injects cryo-toxin
! style="background-color:#ffaa55; width:100px" |Infraction
'''Recommended Preparations:''' Wear a biosuit
! style="background-color:#ffaa55; width:300px" |Description
Blue slimes chill their enemies with cryo-toxin, so a biosuit will keep that away from you. Don't wear a winter coat, it isn't thick enough to stop the injection and it will actually make it take longer to warm up, potentially making the cryo-toxin lethal.
! style="background-color:#ffaa55; width:300px" |Notes
! style="background-color:#ffaa55;" |Suggested Sentence
Extract will create a slime stability agent when injected with blood, which reduces the odds of mutations by 15%, and carries through across generations. Useful for your grey slimes so they stay grey forever.
! style="background-color:#ffaa55;" |Additional Penalties
|-
Extract will create frost oil when injected with phoron, which can solidify certain liquid metals like liquid iron, gold, silver, etc. Five units frost oil and twenty units of a metallic liquid will make one bar of solid metal, consuming the frost oil in the process. Some foods also call for frost oil in their recipe.
| &sect;201
| '''Failure to Execute an Order with Serious Consequences'''
| To ignore or disregard a superior's valid orders, which then causes serious damage to property or life.
| Like the minor crime, except this one has caused serious damage to the station, or seriously injured someone. Examples are Medical Doctors ignoring the Chief Medical Officer while patients are piling up in medbay, or Engineers ignoring the Chief Engineer and then having the singularity eat part of the station. If this causes loss of life, refer to 302.
| 15 minutes.
| Demotion. Hold until transfer.
|-
| &sect;202
| '''Resisting Arrest or Sparking a Manhunt'''
| To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security.
| Refusing handcuffs is not resisting arrest. Refusing handcuffs ''and'' refusing to come to the brig ''is'' resisting arrest. So is pushing the officer trying to arrest you, or running away. Simply not showing up to the brig when asked doesn't count. Actively hiding or running away is what this law is for. Take into account their reason for not reporting to security immediately as well. For example, a Chief Engineer trying to stop the engine from exploding probably shouldn'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. Likewise, if anyone in security has threatened them with ''harm'', not just arrest, they're somewhat justified in hiding.
| 10 minutes.
| Up to 20 minutes.
|-
| &sect;203
| '''Suicide Attempt'''
| To attempt or threaten to commit suicide.
| An employee trying or threatening to kill himself for any reason. This includes someone saying "AI OPEN THIS DOOR OR I KILL MYSELF".
| Compulsory psychiatric examination. Holding until examined if repeat attempt.
| Demotion. Isolation in holding facility. Possible holding until transfer.
|-
| &sect;204
| '''Abuse of Confiscated Equipment'''
| To take and use equipment confiscated as evidence.
| Security shouldn't be using evidence for anything but evidence '''even during emergencies'''. It's pretty straightforward.
| 10 minutes and re-confiscation of equipment.
| Demotion.
|-
| &sect;205
| '''Illegal Detention, Arrest, or Holding'''
| To arrest, brig, or punish an employee without proper cause or reason, or in violation of Due Process rights such as Habeas Corpus - see '''Violation of Employee Rights, (&sect;123)'''
| This is mainly for Security 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.
| 15 minutes.
| Demotion.
|-
| &sect;206
| '''Negligence'''
| To fail to perform a job to a satisfactory standard, or to create a dangerous situation without taking proper precautions.
| This can be due to honest, or dishonest mistakes. This is usually because someone ignored [[Standard Operating Procedure]] and an accident occurred because of that. The charge also applies to exposing areas to space without placing hazard tape to keep people out, putting excessive power into the grid and reasoning it's the crew's fault if they get shocked, and so on. If someone is killed because of it, add '''Manslaughter''' to the charges.
| 10 minutes.
| Demotion.
|-
| &sect;207
| '''Infiltration'''
| To attempt to, or successfully, enter a high-security area without authorization.
| Areas include: AI core/upload, Armory, Bridge, EVA, Bluespace Gateway, Head of Staff offices, R&D Server Room, Telecomms, Teleporter room, Telescience, Toxins Storage, Vault, and Virology. Asking the AI or a Cyborg to get in doesn't count as getting authorization. (See also: [[Standard_Operating_Procedure#Secure_areas|Secure Areas in Standard Operating Procedure]].)
| 15 minutes.
| Up to 30 minutes, or hold until transfer.
|-
| &sect;208
| '''Assault'''
| To cause severe injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.
| Anything beyond a few punches like in "Minor Assault". It has to be bad enough that a few bandages or pills won't fix it. Can be adjusted for severity. Also see "Attempted Murder" if the intent was to kill. This also includes poisoning with drugs, or using hallucinogens. Chameleon weapons, fake weapons, and non-loaded weapons still count as brandishing if the victim cannot reasonably tell that the weapon is harmless.
| 20 minutes.
| Up to 40 minutes. Demotion.
|-
| &sect;209
| '''Escaping From Confinement'''
| To escape from confinement as someone who was serving a non-life sentence or was awaiting judgement.
| See "Escaping From a Life Sentence" for those who do it with life sentences.
| 20 minutes on top of the original sentence being reset. If this pushes it over 90 minutes, hold until judgement.
| Up to 30 minutes. Demotion.
|-
| &sect;210
| '''Unlawful Modification of AI/Cyborg Laws'''
| To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.
| An exception would be a law reset when obviously harmful laws have been uploaded. Only the Colony Director or two Heads of Staff together can authorize a law change outside of this situation.
| 20 minutes.
| Demotion. Holding until transfer.
|-
| &sect;211
| '''Sedition'''
| To incite rebellion, or rally against the established chain of command.
| This includes attempting to make separate areas of the ship into "Nations" or generally conspiring against the chain of command.
| 15 minutes.
| Demotion. Holding until transfer.
|-
| &sect;212
| '''Major Contraband'''
| To possess, use, or distribute dangerous contraband items, including drugs.
| The key word is '''dangerous'''. The contraband has to be dangerous to someone other than the person using it, such as guns or distributing drugs, or the contraband is designed with the specific purpose of breaking into secure areas (such as an emag, or bluespace harpoon, but ''not'' multitools or insulated gloves, as those have a legitimate intended purpose). Permits written by the Head of Security, Colony Director, or Central Command will override this law. The Chief Medical Officer 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 [[Standard_Operating_Procedure#Contraband_Policy|Contraband Policy]].
| 15 minutes, confiscation of said items
| Up to 20 minutes. Demotion.
|-
| &sect;213
| '''Sabotage'''
| To hinder the efforts of the crew or station with malicious intent.
| This includes causing hull breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is probably the most important bit here. If the act creates imminent peril for crew, see '''Terrorism (&sect;304)'''.
| 20 minutes.
| Up to 40 minutes. Demotion.
|-
| &sect;214
| '''Exceeding Official Powers'''
| To act beyond what is allowed by the Chain of Command.
| This is for any head of staff who abuses the power given to them, such as the Head of Personnel acting like a security officer in a non-emergency, the Colony Director acting as if he is above the law, etc. Heads of Staff trying to order a different department or ignoring the Colony Director also comes under this, as does security staff attempting to give orders to non-security without legal justification. Also covers anyone illegally promoting themselves, such as with a stolen ID.
| 15 minutes.
| Up to 30 minutes. Demotion.
|-
| &sect;215
| '''Grand Theft'''
| To steal items that are dangerous, of a high value, or of sensitive nature.
| This means weapons, explosives, or ammunition, and also includes items from the [[High-risk Items]] page. Security Officers stealing things from the armory is an example.
| 15 minutes and confiscation of stolen items.
| Demotion. Holding until transfer.
|-
| &sect;216
| '''Organizing a Breakout'''
| To attempt, or succeed, in freeing criminals from the brig or other holding areas.
| Breaking brig windows, or hacking into security to free someone.
| 15 minutes.
| Up to 30 minutes. Demotion.
|-
| &sect;217
| '''Illegal Blocking of Areas'''
| To make an area inaccessible for those with appropriate access.
| Bolting doors in public hallways or to those of departments you don't have control over are examples of this. Taping off areas that are larger than needed, or leaving areas sealed long after the need has passed, also counts if it ends up interfering with the crew's normal duties.
| 10 minutes.
| Up to 25 minutes. Demotion.
|-
| &sect;218
| '''Failure to Obey Safety Protocol'''
| To willfully ignore safety measures keeping crew out of a crisis zone.
| 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. If someone is killed because of it, add Manslaughter to the charges. Being trapped inside a dangerous area and just trying to escape doesn't count toward this.
| 10 minutes.
| Detainment until crisis is resolved. Demotion.
|-
| &sect;219
| '''Severe Use of Excessive Force'''
| Critically injuring someone in defense of yourself or others while they no longer pose a threat, or seriously injuring a suspect while attempting to detain them.
| Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death.
| 10 minutes.
| Up to 30 minutes. Demotion.
|-
| &sect;220
| '''Mistreatment of Prisoners'''
| To intentionally act, or cause an act that puts a non-hostile prisoner's well-being in danger.
| Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either murder or manslaughter, depending on intent.
| 10 minutes.
| Up to 30 minutes. Demotion.
|-
| &sect;221
| '''Violating Employee Privacy'''
| To conduct illegal searches and seizures, or to covertly survey crew members by any means aside from cameras. Breach of Medical Confidentiality, release of personal information on people in your care.
| Security using thermals, or hiding radios to eavesdrop on conversations are both examples of this. Unless issued a warrant, spying activities are illegal. The Security specific aspects of this law are ignored during code blue or higher. Personal information of patients and prisoners is always protected.
| 10 minutes.
| Up to 30 minutes. Demotion.
|}


=== High Severity Infractions ===
==== '''Metal Slime'''[[File:Metalbabyslime.gif|32px]] ====
These Infractions generally need to be ruled on by a tribunal as explained by [[Corporate_Regulations#Legal_Standard_Operating_Procedure|further below]], and criminals should be held until judgement can be passed. In a few severe circumstances, [[Permanent Death|permanent removal]] from the station may occur.
'''Tier:''' 1
{| style="background-color:#ffaa99; text-align:center;" width="950px" border="1" cellspacing="0"
'''Threat Level:''' Medium
! style="background-color:#ff8855;" |No.
'''Special Abilities:''' More durable, resistant to weak weapons
! style="background-color:#ff8855; width:100px" |Crime
'''Recommended Preparations:''' N/A
! style="background-color:#ff8855; width:300px" |Description
Metal slimes are harder to kill by virtue of being able to take more punishment before dying. They are one of the few slimes able to survive a dark blue extract cold snap. They otherwise aren't much more dangerous than a regular grey slime.
! style="background-color:#ff8855; width:300px" |Notes
! style="background-color:#ff8855;" |Sentence
Extract creates 20 units of a metamorphic liquid when injected with phoron, which when combined with other metallic liquids (such as liquid iron, gold, silver, uranium, phoron, etc), will turn into the liquid it touches. This makes metallic liquid renewable, and metallic liquid can be converted to more useful solid metal with frost oil.
! style="background-color:#ff8855;" |Judgements
|-
Extract creates 20 units of binding liquid, which is used to create 'alloys', without the intense heat. This is used to create liquid steel and liquid plasteel.
| &sect;301
| '''Murder'''
| To kill someone, or attempt to kill someone, with premeditated malicious intent.
| Also covers Attempted Murder. The premeditated and malicious bit is important here.
| Holding until judgement.
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.
|-
| &sect;302
| '''Manslaughter'''
| To kill someone without malice or forethought.
| This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.
| 20 minutes.
| 40 minutes. Dismissal.
|-
| &sect;303
| '''Mutiny'''
| To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.
| Motive is important. If someone is just angry at a head of staff and murders them in a fit of rage, that's just regular murder. On the other hand, trying to take over the station through violent means, lethal or not, is mutiny. See "Sedition" for less violent mutineers.
| Holding until judgement.
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.
|-
| &sect;304
| '''Terrorism'''
| To engage in maliciously destructive actions, which seriously threaten the crew or station.
| This includes deliberate arson, hostage taking, use of bombs, release of singularity, etc. In cases of terrorism, Central Command must be informed.
| Holding until judgement.
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.
|-
| &sect;305
| '''Assaulting a Head of Staff'''
| To assault a Head of Staff, causing severe damage.
| Exactly like "Assault", but this time against a Head of Staff.
| 30 minutes, tracking implant.
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal.
|-
| &sect;306
| '''Escaping From HuT Sentence'''
| To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.
| They have to have been properly judged by tribunal for holding until transfer.
| Return to the brig, moved to solitary confinement.
| Execution. A tribunal is not required under this circumstance, and is the only case where this is currently so. Possible [[Permanent Death|permanent removal]] from the station.
|-
| &sect;307
| '''Terrorist Collaboration'''
| To act as an agent of a terrorist or anti-Corporation group.
| Espionage, disclosure of corporate secrets, or any other assistance rendered to outside hostile organizations, or their representatives in hostile activities to the Corporation, committed by a employee of Corporation. As a high crime, suspected terrorist agents must be put through a tribunal unless their level of resistance renders capture efforts infeasible.
| Holding until judgement.
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.
|-
| &sect;308
| '''Sexual Assault'''
| To assault, or attempt to assault, someone else sexually, including rape.
| If the victim dies because of it, see murder.<br><sub>(( Ignoring OOC complaints about an unwanted vore/erotic roleplay is a ban-worthy offense. Adminhelp it if this happens to you. It's against server rules, not just station rules. ))</sub>
| 30 minutes, tracking implant.
| Hold until transfer. Execution is also an option, but requires an official Head of Staff tribunal. Possible [[Permanent Death|permanent removal]] from the station.
|-
| &sect;309
| '''Wrongful Execution'''
| To execute a crew member who later turned out to be innocent.
| This only counts when a tribunal was held and the order was given to execute someone 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 an Acting Colony Director and not the ''actual'' Colony Director overseeing the execution, then murder is added to the charges. The Colony Director is punished and any individuals who deliberately produced false evidence are charged with murder. Those who unintentionally provided incorrect evidence are charged with manslaughter and negligence. It is also required to contact CentCom if this happens. CentCom may revoke the Colony Director's clearance for command positions on the station, lasting anywhere from a day to several weeks.
| Immediate demotion.
| Suspension from command.
|}


=== Special Infractions ===
=== Tier 2 ===
These Infractions do not fit into any other category, as their sentences vary greatly from case-to-case.
{| style="background-color:#DCDCDC; text-align:center;" width="950px" border="1" cellspacing="0"
! style="background-color:#A9A9A9;" |No.
! style="background-color:#A9A9A9; width:100px" |Crime
! style="background-color:#A9A9A9; width:300px" |Description
! style="background-color:#A9A9A9; width:300px" |Notes
! style="background-color:#A9A9A9;" |Sentence
|-
| &sect;401
| '''Inducement'''
| To intentionally provoke, bribe, trick, or incite a crew member to commit a crime they otherwise would not have with the intention of getting them arrested.
| Examples include (but are not limited to) a Security officer acting in an unprofessional manner and then attempting to press "insulting an officer on duty" charges on a crew member that lose their temper at such treatment, bribing an engineer to break into a place and retrieve objects, tricking a crew member into rage to attack another crew member or simply provoking a crew member until they attack, just to claim self defense afterwards.
Likewise, security officers that threaten suspects with physical violence then try to charge them with resisting arrest when they flee or fight back. The rule of thumb is that if the suspect would not have committed the crime were it not for another crew member's involvement or escalation, then the act is liable to count as inducement.
| Up to equal punishment with what the crime committed would have been.
|-
| &sect;402
| '''Piracy'''
| To rob a visiting vessel of goods and/or injure its crew while aboard said vessel.
| NanoTrasen, while occasionally the only governing body in some regions of space, is required to punish acts of piracy in accordance to [[Admiralty law]].
| In addition to the same charges you'd normally give for a criminal act against the station or its crew, a fax must also be sent to Central Command, who will then contact [[SolGov]] for possible further punishment, up to and including arrest by the [[USDF]].
|}


=== Modifiers & Special Situations ===
==== '''Yellow Slime'''[[File:Yellowbabyslime.gif|32px]] ====
These may reduce or increase your sentence depending on circumstances relating to the crimes committed.
'''Tier:''' 2
{| style="text-align:center; background-color:#aaffaa;" width="950px" border="1" cellspacing="0"
'''Threat Level:''' High
! style="background-color:#55ff55; width=100px" |Situation
'''Special Abilities:''' Shoots lightning, charges electricity faster
! style="background-color:#55ff55;" |Description
'''Recommended Preparations:''' Out-range slime with slime taser, wear insulation if possible
! style="background-color:#55ff55;" |Effect
Yellow slimes are one of the few slimes to possess a ranged attack. Be warned, the lightning can go through the glass of its cell, so the blast doors may be required. The lightning technically has a very high range, but slimes will only fire it if they are between two to three meters from their target. Yellow slimes don't fire lightning when in melee range (their glomps actually hurt more, however).
|-
|'''Cooperation with prosecution or security'''
  Extract will create an object that can be used as a large powercell, with a capacity of 10k. Unlike regular power cells, these will unconditionally self recharge at a slow rate. Useful for APCs, Defibs, and Synthetics. It cannot be used as a substitute for device or weapon cells.
| Being helpful to the members of security, revealing things during questioning or providing names of accomplices.
| Up to -25%. In the case of revealing accomplices, up to -50%.
Extract will create an EMP when injected with blood, as strong as a regular EMP grenade. The user is not immune to the EMP blast, so be careful.
|-
|'''Immediate threat to the prisoner'''
Extract will create an object which glows with yellow bio-luminescence when injected with water.
| The singularity eats something near the brig, an explosion goes off, etc.
| Officer must relocate the prisoner(s) to a safe location. Otherwise, immediate release. HuJ and HuT sentences must be reapplied after danger has passed.
|-
|'''Medical reasons'''
| Prisoners are entitled to medical attention if sick or injured.
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.
|-
|'''Privacy Violated'''
| To have been criminally charged where evidence against you was gathered through illegal means. This includes the use of thermals/xray, unwarranted searches, or any other such violation of privacy. For instance, if a security officer trumps up a vandalism charge as an excuse to search someone, even if that crew member ''is'' in possession of contraband, the contraband goods may be inadmissible as evidence given that the search was illegal.
| Relevant charges reduced or dropped.
|-
|'''Entrapment'''
| To have been criminally charged with a crime that the defendant was induced to commit by another crew member, which the defendant otherwise would not (or could not) have committed it otherwise. See '''Inducement''' above for more details.
| Relevant charges reduced or dropped.
|-
|'''Repeat Offenders'''
| Some people just don't get it and immediately start causing problems again when released. This only applies for repeat offenses of ''the same offense''. This way, even if the person is just doing something minor that's only worth a 2 minute sentence, then that 2 minutes becomes 4, then the next time 4 becomes 8, then 8 becomes 16, and so on until you pass 90 minutes, at which point they are automatically held until judgement. Note that if they make an unrelated offense, it doesn't count toward this. You can't double a sentence for stealing because the same individual was caught vandalizing earlier. That's not how repeat offenses work. That's a different offense entirely.
| For the first repeat of an offense, apply the "additional penalties" excluding execution/demotion, which must be authorized by the relevant head(s) of staff. For repeat offenses beyond that, multiply the prior sentence by 2. Ergo, 10 minutes becomes 20, then 20 becomes 40, and so on until more 90 minutes or more is accumulated. At that point, it's automatically HuT.
|-
|'''Self Defense'''
| Assault and even homicide can be justified if it was in direct response to imminent peril (or at least the reasonable belief that one exists). For this to be considered valid, there must at least be an ''attempt'' to retreat from the threat. Self defense can only be used when retreat is no longer possible.
| Up to and including immediate release.
|-
|'''Surrender'''
| Coming to the brig, confessing what you've done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.
| Up to -25%, and should be taken into account when determining the severity of crimes.
|-
|'''Victim In A Willfully Dangerous Position'''
| Some individuals may offer themselves to science or indulge in dangerous thrills that, while not inherently suicidal (meaning they ''want'' to be cloned), nor dangerous to other members of the crew, are their own fault none the less. If the victim of an assault, manslaughter, or even murder charge can be proven to have willfully and deliberately allowed themselves to be harmed, then this should be taken into account when dealing with the suspect.<br><sub>(( For the purposes of [[Vore]], willing vore isn't a crime. Unwilling vore still is. It's more interesting if there's some risk to being predator, and more immersive if predators actually make efforts to evade security. ))</sub>
| Up to and including immediate release.
|}


=== Commentaries and Clarifications ===
==== '''Dark Purple Slime'''[[File:Darkpurplebabyslime.gif|32px]] ====
* '''Community Service''': For low-level crimes, at the officer's discretion, they may offer community service as an alternative to the standard penalties. If the suspect elects to carry out the offered task, then the normal sentence is waived. Community Service is at the discretion of the officer, and may be something as simple as "fix the mess you made" for a vandalism charge, to "replace that lunch you stole <s>with yourself</s>". There is no ''specific'' limit on what may be appropriate for community service, but officers who offer something ''too'' punitive shouldn't be surprised if prisoners just elect to take the custodial sentence instead.
'''Tier:''' 2
* '''Cyborgification''' The removal of a person'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.
'''Threat Level:''' High
* '''Dismissal''': Changing ID title to "Dismissed", which has zero access. Requires the judgement of the prisoner's head of staff or the Colony Director to be valid.
'''Special Abilities:''' Injects phoron per attack, creates phoron fire if killed with fire
* '''Demotion''': Can be demoted down to and including Assistant position. Requires the judgement of the prisoner's head of staff or the Colony Director to be valid.
'''Recommended Preparations:''' Wear a biosuit
* '''Employee''': Employee of NanoTrasen, as defined by the station's commanding officer. All non-employee subjects are not protected by these laws.
Dark Purple slimes inject phoron into its target, which is extremely toxic, so a biosuit is required.
* '''Empowering''': Illegal acquiring (not via Head of Personnel or Colony Director) of access.
* '''Execution''': Prisoner is killed via means of firing squad, lethal injection, or [[Guide to Vore|some other means]]. It is required for the Colony Director to be present (and not an Acting Colony Director), or an execution may not proceed. 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, [[Central Command]] should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation. See [[Permanent Death]] for OOC details. ))
Extract will create liquid phoron when injected with water.
* '''Head of Staff''': Crew members occupying one of the following positions: Colony Director, Chief Engineer, Head of Personnel, Head of Security, Chief Medical Officer, Research Director.
* '''Imminent Peril''': 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's no other options remaining.
* '''HuJ / Holding Until Judgement''': Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.
* '''HuT / Holding Until Transfer''': Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.
* '''Severe Injury''': A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.


Demotion and dismissal also require the removal of equipment from the previous job. Uniforms, weapons, bombs, PDA cartridges, etc.
==== '''Dark Blue Slime'''[[File:Darkbluebabyslime.gif|32px]] ====
'''Tier:''' 2
'''Threat Level:''' High
'''Special Abilities:''' Lowers temperature of nearby entities, resistant to cold temperatures
'''Recommended Preparations:''' Wear a winter coat
Dark Blue slimes passively lower the temperature of entities near it. It doesn't actually lower the room temperature, however. Note that other slimes can be harmed by the 'cold aura'. Dark Blue slimes are also unharmed by cold temperatures, however water will still kill them.
Extract will create a 'cold snap' when injected with phoron, after a delay, which rapidly lowers the temperature of nearby entities, and lowers the temperature of the surrounding atmosphere. It is generally capable of instantly killing most types of slimes, except for the Metal and other Dark Blue slimes, therefore it is ideal for containing a slime outbreak. It is recommended to wear cold protection, like a winter coat, when using the cold snap.


For the purposes of Cyborg/AI laws, crew members that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.
==== '''Silver Slime'''[[File:Silverbabyslime.gif|32px]] ====
'''Tier:''' 2
'''Threat Level:''' Medium-High
'''Special Abilities:''' Reflects beams and energy projectiles
'''Recommended Preparations:''' Use slimebation instead of xeno taser
Silver slimes will always deflect most energy-based weapons. This includes the slime taser. This can cause you to accidentally discipline the wrong slime, posing an enrage risk if the slime you hit didn't deserve to be tased. The slimebation still works on them.
Extract creates 5u of liquid silver when injected with phoron.
*


Serving sentences in jail can be replaced with forced labor in some cases.
==== '''Red Slime'''[[File:Redbabyslime.gif|32px]] ====
'''Tier:''' 2
'''Threat Level:''' Medium-High
'''Special Abilities:''' Moves faster, enrages if disciplined
'''Recommended Preparations:''' Don't discipline if possible, otherwise isolate it from everything else
Red slimes are extremely aggressive, and will never submit to your attempts to civilize them. They also move faster than other slimes.
Extract creates a bottle of slime mutation agent when injected with phoron, which makes a slime 12% more likely to mutate, and carries across generations. It's the opposite of the stability agent.
Extract causes all slimes that can see the user, and are not pacified, to become enraged, when injected with blood.


In cases where the final sentence is more than 90 minutes, it is changed to holding until judgement.
==== '''Green Slime'''[[File:Greenbabyslime.gif|32px]] ====
'''Tier:''' 2
'''Threat Level:''' Medium
'''Special Abilities:''' Radioactive, injects radium per hit
'''Recommended Preparations:''' Wear a radiation suit
Green slimes will irradiate nearby entities and cause their cell to become radioactive for awhile. This can be bad or can be put to use with creative means.
The extract creates 5u of liquid uranium when injected with phoron.


The standard penalty can be applied without a tribunal by Security Officers.
==== '''Pink Slime'''[[File:Pinkbabyslime.gif|32px]] ====
'''Tier:''' 2
'''Threat Level:''' Medium
'''Special Abilities:''' Heals living entities nearby
'''Recommended Preparations:''' N/A
Pink slimes heal other entities near it. Things being healed will sparkle pink for a few seconds. It won't apply the heal to things the slime is trying to kill, so you will likely need to discipline or pacify the slime before you can use it as a source of healing.
Extract will create 'Agent A', a clotting liquid which will heal bleeding, internal and external, when injected with blood.
Extract will create 'Agent B', a bone fixing liquid, when injected with phoron.
Extract will create 'Agent C', an organ fixing liquid, when injected with water.


Penalties listed here are guidelines. Tribunals can assign lesser or higher ones, depending on the circumstances.
==== '''Gold Slime'''[[File:Goldbabyslime.gif|32px]] ====
'''Tier:''' 2
'''Threat Level:''' Medium
'''Special Abilities:''' Immune to stuns
'''Recommended Preparations:''' N/A
The gold slime absorbs energy, and trying to stun it will actually charge it. Despite this, your slime tools will still discipline it, so this is only an issue if it enrages.
Extract creates 5u liquid gold when injected with phoron.


=== Legal Standard Operating Procedure ===
=== Tier: 3 ===


Tribunals are the main way major decisions are made aboard the station There are not often lawyers, and the defendant does not have to be involved. There is not specified length for how long a tribunal must be. The AI may be called in as a replacement Head of Staff if there are not sufficient numbers, and it can be trusted to be accurate. Basically it's the same as the old trial, but without a jury and slightly streamlined.
==== '''Bluespace Slime'''[[File:Bluespacebabyslime.gif|32px]] ====
'''Tier:''' 3
'''Threat Level:''' High
'''Special Abilities:''' Teleports to target
'''Recommended Preparations:''' Seal slime behind blast doors
The Bluespace slime can teleport out of its cell, which makes containing it difficult. The best method is to stun it with the slimebaton, then close the blast doors very fast. Running away from a Bluespace slime without the ability to stun it is generally futile.
Extract will create five 'lesser' slimy crystals when injected with water, which can teleport yourself or someone else randomly once, by crushing it in hand or throwing it at someone. The teleport will never place you in space or on an asteroid.
Extract will create one 'greater' slimy crystal when injected with phoron, which allows for a controlled teleport to a specific location.


* '''Purpose:''' For crimes or decisions that require more than one person, or crimes where there is no set punishment.
==== Ruby Slime ====
'''Tier:''' 3
'''Threat Level:''' Very High
'''Special Abilities:''' Unnatural physical strength
'''Recommended Preparations:''' Kite and use slime taser, or ask security for riot armor
The Ruby slime is very strong physically, and has the potential to crit a human in three hits. The slime has an outgoing damage multipler, reduced incoming damage, higher base health, and is stunned for less time. This ability can be yours, at least temporarily, with its extract.
Extract will grant a 'buff' to nearby entities when injected with phoron, giving the entity similar boons to the Ruby slime, for ten minutes. The entity will have red sparkles while it lasts.
'''Cerulean Slime'''[[File:Ceruleanbabyslime.gif|32px]]
'''Tier:''' 3
'''Threat Level:''' Medium
'''Special Abilities:''' Higher base stations than average
'''Recommended Preparations:''' N/A
The Cerulean slime is a 'jack of all trades, master of none' color, so it isn't much more threatening than a regular grey slime.
Extract creates a slime extract enhancer agent when injected with phoron, which adds more 'charges' to a specific extract. It's a good idea to use this agent on your second Cerulean extract, so you get a large amount of enhancer agents.


* '''Overview:''' Three to Six Heads of Staff must discuss this issue and vote on the outcome.
==== Amber Slime ====
'''Tier:''' 3
'''Threat Level:''' High
'''Special Abilities:''' Feeds other slimes passively
'''Recommended Preparations:''' Separate from other slimes to prevent runaway slime reproduction
The Amber slime feeds other slimes (it cannot feed itself, fortunately) through some unknown process, and can cause them to reproduce without being fed monkeys. This can be exploited if one is careful.
Extract creates a slime feeding agent when injected with phoron, which when applied to a specific slime, will instantly cause the slime to evolve and reproduce.
Extract creates a gooy clump of slime that is edible for humans when injected with water. It is very filling and sweet.


* '''Process:''' The Colony Director or acting Colony Director should call the Heads of Staff for a tribunal with the situation and proposed outcome. This can be done formally in a meeting room, or informally over radio.
==== '''Oil Slime'''[[File:Oilbabyslime.gif|32px]] ====
'''Tier:''' 3
'''Threat Level:''' High
'''Special Abilities:''' Explodes if hit with fire or another explosion
'''Recommended Preparations:''' Wear a bombsuit
Oil slimes are essentially walking welding tanks. Don't try to kill one with a welder, laser, or anything that causes burns, as it will make it explode.
If an oil slime gets enraged, it will do a suicide charge at someone and blow themselves up. This is extremely lethal if it attaches to you before exploding.
Extract creates an explosion if injected with phoron. If the extract is enhanced, the explosion is more powerful, but still only has one use.


* '''Conviction:''' The tribunal must vote on the outcome, and the outcome must win by a majority vote (over 50%). If there is a tie, the Colony Director's vote wins.
==== Emerald Slime ====
'''Tier:''' 3
'''Threat Level:''' High
'''Special Abilities:''' Makes entities nearby go very fast for a few moments
'''Recommended Preparations:''' N/A
The Emerald slime goes very fast, faster than the red slimes, and can make other slimes go just as fast. It can also make you go fast, if it's not trying to eat you. This can be exploited by an enterprising Xenobiologist looking to cut down on travel time.
Extract will 'buff' entities near the extract for ten minutes, allowing them to move slightly faster. Projectiles will hit them less often, as well. The entity will have green sparkles for the duration.


* '''Sentencing:''' If the vote passes, the outcome may be enacted, usually by Security. The decision can be appealed once by either the defendant or the Colony Director.
==== Light Pink Slime[[File:Lightpinkbabyslime.gif|32px]] ====
'''Tier:''' 3
'''Threat Level:''' Low
'''Special Abilities:''' Will never attack humanoids or most synthetics
'''Recommended Preparations:''' N/A
The light pink slime is essentially permanently disciplined. It will still eat monkeys, but nothing else.
Extract creates a slime pacification agent when injected with water, which makes the slime be just as safe to handle as Ian. It might also work on other things than just slimes…
Extract creates a slime friendship agent when injected with phoron, which makes the slime be your ally forever. It also might work on other things.


== OOC Notes ==
==== Sapphire Slime ====
* It's vital to know that the involvement of CentCom means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is '''not''' going to magically know attack logs or fingerprints or anything else they don't know IC, because it's like playing a game with cheat codes. It's fun to screw off for a little while, but then it's going to get really boring.
'''Tier:''' 3
** The above also applies in the case of admins playing normal Security.
'''Threat Level:''' Extremely High
** 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't actually do the crime.
'''Special Abilities:''' More robust combat tactics
* '''Corporate Regulations <u>ARE NOT RULES</u> for the server its self!''' That means, so long as you have a believable in-character motive for breaking these regulations, you won't get banned for it, especially if [[vore]] is your end goal. Conversely, if you're just going around smashing windows for shits and giggles, you're ''obviously'' going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.
'''Recommended Preparations:''' Outrange and outnumber, get a slime securitron
Sapphire slimes are one of the most dangerous slimes, as they are more intelligent than the others and will use more effective fighting tactics, generally stunning much more often.
If two sapphire slimes are fighting you, one will keep you stunned while the other eats or glomps you to death, so bring a buddy or a slime securitron.
Extract creates a slime cube, which is used to create a new Promethean. Use it in hand and wait for a ghost to accept the prompt, and then a new slime person will appear!


[[Category:Guides]]
[[Category:Guides]]
{{Gameplay guides}}
[[Category:Research Locations]]

Revision as of 06:17, 18 November 2020

This article or section is from the VOREstation wiki.

This article or section is directly taken from the VOREstation wiki, and should not be fully relied on for CHOMPstation. You can help by updating it.


Xenobiologists are in charge of the creation, care, and eventual culling and harvesting of 'Slimes', which are extremely dangerous to handle without the right equipment.

Familiarize Yourself

Generally speaking, you and your slimes will be at a remote facility, far from the main station, referred to as Xenobiology. It has many cells to place your slimes inside of, where they cannot get out without some serious effort. Each cell has a disposals chute, used to safely give food to the slimes inside the cell without endangering yourself, as well as a button to lock down that specific cell, in case the glass breaks or you have something even more dangerous than a slime inside. Elsewhere, you should have a Processor machine, which is used to harvest dead slimes and recycle food.

Get equipped

You'll need these items to do your job.

  • A fire extinguisher, to efficiently kill slimes. Some slimes might also light you on fire. For best use, move the slime into a corner so all the water hits them.
  • A syringe, used to inject various fluids (generally Phoron, blood, or water) into Extracts, which you obtain from processing dead Slimes.
  • A slimebaton, which functions similarly to a stunbaton, however it is only effectively against Slimes (and Prometheans). One hit will stun the slime for a few seconds, and will discipline it. A slime baton can be used to build a slime securitron, which is very useful if you're the only Xenobiologist but there is a friendly Roboticist onboard. More slimebations can be made in Research and Development.
  • A Slime Taser, which like the above, functions similarly to a normal energy weapon, however it is only effective against slimy things like Slimes and Prometheans. The stun duration is smaller than the Baton, however it can be used at range, and across window panes. Like the baton, more can be made in Research and Development.
  • Galoshes, which prevent you from slipping on wet surfaces. The fire extinguisher makes the floor wet, and not wearing these can be extremely dangerous if you slip while a slime is trying to eat you.
  • Welder and welding helmet. Useful for minor self repairs that will be inevitable, if you or your co-worker is a Full Body Prosthetic or Bound Synthetic. Also useful for mending the cracks on the cell windows, as slimes tend to smash them if they see food on the other side of the window.

Optional but highly useful things to acquire to make your job easier.

  • A slime securitron, from Robotics, which is optimized to fight slimes and other minor xeno-lifeforms.
  • A medibot, also from Robotics, to heal you from minor harm the slimes may do to you, as the closest medical bay might be far away or even off-world.
  • A temperature gun, from RnD. It can kill slimes at a range when set to the 'cold' setting, and can replace the fire extinguisher.

Basics of Slime Care

When you start your shift, you should have two grey colored slimes in different cells. They will most likely try to escape their cell to eat you or your co-worker, so feel free to use the xeno taser to stop them. One of these cells should be dedicated to growing grey slimes, so you will have a renewable source of monkey cubes. If you run out of monkey cubes, you will need to get more from Cargo, which could take awhile.

When your 'grey' cell slime reproduces, you should always ensure that one grey slime is always alive inside, and kill or separate the rest into different cells. It is a good idea to keep one grey extract in reserve in case all of your greys are lost, for whatever reason, as injecting a grey extract will create a new grey slime.

Cells should never have more than one color of slime inside, as they tend to fight each other and it can be difficult to tase them due to other slimes being in the way.

Some colors are more useful than others, for instance;

  • Dark Purple, obtained from going (Grey > Purple > Dark Purple) or (Grey > Orange > Dark Purple), allows for a renewable source of phoron. You start with two sheets, which gives 40u of liquid phoron when ground up, or 8 injections. Generally, the more useful reactions from extracts require phoron, so Dark Purple is a good goal to work towards early.
  • Blue, which is just one step from Grey, will give you two useful things. Slime stability agents reduce the odds of mutation when a slime reproduces, which you should give to your dedicated Grey slime until the chance goes to 0%, to increase the average yield of monkey cubes as well as to prevent the rare but possible situation of all four new slimes not being Grey anymore. Blue slimes also give you Frost Oil, which isn't terribly useful on its own but can be very useful when paired with a Metal Slime, for reasons explained below.
  • Metal, which like Blue, is one step from Grey. Metal slime extracts allow for most types of metal material to become renewable, which includes steel, plasteel, gold, silver, uranium, and platinum. One extract creates 20u metamorphic liquid metal, which will turn into a different type of liquid metal (e.g. liquid gold, liquid silver, etc) when it touches them in a reagent container, like a beaker. Liquid metals are not very useful on their own, but can be made into a solid sheet of material by adding 5u Frost Oil to the reagent container. The Frost Oil is consumed when this is done, and 20u of liquid metal makes one sheet. Frost Oil is obtained from Blue slimes.
  • Purple, which is like Blue and Metal, one step away from Grey. The extract can make a Slime Steroid Agent, which when applied to a living slime, will increase how many extracts it will make when put in the processor.
  • Cerulean, which is obtained from (Grey > Blue > Dark Blue > Cerulean) or (Grey > Purple > Dark Blue > Cerulean), will create Extract Enhancement Agent, which adds more uses to an extract. This is extremely useful, as less slimes need to be breed to produce a given number of things.
  • Red, which is obtained from (Grey > Orange > Red), will make a Slime Mutation Agent, which increases the odds of mutation when slimes split. Useful for if you're targeting a specific color, as higher odds for mutation mean less generations are needed to get there.
  • Yellow, obtained from (Grey > Orange > Yellow) or (Grey > Metal > Yellow), can create self recharging 10k power cells, which are very useful for Bound Synthetics, Hardsuits, Defibs, certain APCs, and potentally anything that uses power cells.
  • Pink, obtained from (Grey > Blue > Pink), can be used as a source of healing, both while alive, as well as when using their extracts. The extracts can produce three different kinds of advanced medications, which Medical might want. The medications can fix organs, fix bleeding, or fix bones, depending on what is injected into the extract.
  • Light Pink, which is one step from Pink (Grey > Blue > Pink > Light Pink), can be used to make a specific slime be friendly and harmless forever, which might be useful to use on a Pink slime, so you can replace a medibot.
  • Sapphire, obtained from (Grey > Metal > Gold > Sapphire), is how you get Prometheans. The extract gives you a slime cube, which creates a Promethean if it can find another player who wishes to play as one.

Slime Protection

Slimes can kill you in many ways, dependent mostly on their color. Wearing the correct armor when handling a specific color can make survival much easier. Xenobiology has been provided with a large range of specialized clothing to wear, when the need arises.

  • Bio Suits, which prevent damage from slimes trying to eat you. Note that slimes will wise up to this and instead try to glomp you to death instead. A bio suit will also stop slimes from spreading certain chemical-based attacks onto you.
  • Fire Suits, as the orange slime can ignite you, and the dark purple slime can release Phoron gas if killed improperly.
  • Bomb suits, as the oil slime explodes if killed improperly (hit with fire).
  • Radiation suits, as the green slime is radioactive. It is also thick enough to protect from slime chemical attacks.

Slime Life-cycle

Here is a chart of all the slime reproductive color cycle.

Slimes start their life as a small baby. Don't be fooled, it is still very dangerous and capable of killing anyone careless. Slimes require food, or else they will die. Starving slimes have been known to turn on their captors.

When fed enough, baby slimes will grow into an 'adult' form, which makes them tougher. When the slime eats enough as an adult, it will reproduce, by splitting into four new slimes. There is a small chance that one or more of the new slimes may mutate into a different color. If this happens, the mutated slime should be isolated from its siblings, as they will fight each other to the death if they are separate colors. A slime taser is useful for this, as it can shoot through the glass of the cell.

Slime Psychology

Discipline

Slimes can be subjugated by force by various means, with the easiest way being the slimebation. The slime will give a sad face, however it won't harm humanoids for a little while. If it was trying to kill something, it will stop doing so.

Successfully removing a slime from someone it's eating will also discipline it.

Beating the slime with a heavy object repeatively will sometimes discipline it, however this is not guaranteed.

Obedience

Giving 'justified' disciplining to a slime will cause it to become more obedient, making future disciplining last longer. Sufficient amounts of obedience can make discipline last forever. Note that slimes in that state are still dangerous, as they will still defend themselves against attackers.

An act of discipline is 'justified' when it is done while the slime is trying to harm or eat someone, otherwise it is 'unjustified'.

A slime securitron will automatically engage 'guilty' slimes, but leave innocent ones alone.

Resentment

Giving 'unjustified' disciplining to a slime will cause the slime to hold resentment towards their captors. If pushed too far, the slime will enrage, and try to kill everything it can see, so try to not be like Security.

Sometimes it is possible to calm down a raging slime with enough disciplining, however it is generally easier and safer to just kill it with a slimebation and fire extinguisher.

A slime securitron engage an enraged slime in a fight to the death, not stopping until the slime dies, or the securitron is destroyed.

Speech

Slimes appear to be capable of slow, simple speech, and will respond to various topics and requests that it hears.

If a slime likes you enough or is sufficiently obedient, it can be given certain commands, such as to follow you, to stop attacking/eating/following things, or to attack a specific target. You'll need to say the slime's 'name', or say 'slimes' to give the command to all the slimes that can hear you.

You can also say hi to them, and they will respond.

Tactics

All slimes have various means to harm things. The most common attack is a 'glomp' which will hurt whatever it hits, and will hurt more if the slime is a big one. Some slime colors will cause a substance to enter your bloodstream if it successfully hits you. Sufficiently thick clothing should stop that from happening.

A more dangerous 'attack' is that the slime may decide to attach themselves onto their victim, which is how slimes eat things. This causes severe cellular damage to the victim, and will require advanced medical treatment to fix, so you are advised to remove the slime from yourself or your co-worker ASAP if it latches on. A slime securitron will rush to you if this happens to you. Slimes won't try to eat inorganic entities, instead glomping them.

Slimes can also incapacitate its target in two ways. First, it can try to knock down its target by shoving them down, which stuns for a brief moment, however it is not guaranteed to work. Second, it can use stored up electricity to shock a target to stun them for a longer period of time. After downing a target, a slime generally will try to eat it if it's organic, or continue glomping it to death if not.

Friend or Foe

Slimes will never willingly harm another slime of the same color, or a Promethean. When under the effects of discipline, a slime will not try to fight or eat humanoids or robotic entities, but will still eat monkeys.

A slime pacified with a slime docility agent will never harm anyone and is incapable of doing any harm. Pacified slimes will also never enrage, even with a red slime extract.

An enraged slime will ignore the effects of discipline.

Slimes Biology

Slimes come in many colors, and most of them have unique properties. Their extracts will do different things depending on the color, as well. Slimes will attack slimes of a different color, so separating them with different cells is required.

When slimes reproduce, there is a chance that one or more of the offspring will mutate into a different color. The chance is usually at around 25%, however this can be increased or deceased by giving the slime a mutation agent or stability agent, which can be obtained from a red extract and blue extract, respectively.

Each color, except for the grey slime, will have a specific trait unique to that color, and may warrant additional preparation before handling. A list of slime colors is provided below.

Special:

Rainbow Slime

Tier: N/A
Threat Level: Medium
Special Abilities: Never harms or is harmed by another slime due to seperate color
Recommended Preparations: N/A
The rainbow slime is very rare color that other slimes consider to be their color, and so they won't attack it.

Extract creates a slime unity agent, which grants the 'other slimes see this slime as their own color' ability to other slimes, and carries across generations.

Tier 0

Grey Slime

Tier: 0
Threat Level: Medium
Special Abilities: N/A
Recommended Preperations: N/A
Grey slimes are the first slimes you will have, as you start with two. It's generally recommended to always have a cell with grey slimes, as their extracts create monkey cubes, which you will need a lot of.

Extract creates a fresh grey slime when injected with phoron, which is useful as a backup in case all your specimens die or all your greys mutated.

Extract creates monkey cubes when injected with blood.

Tier 1

Orange Slime

Tier: 1
Threat Level: Medium
Special Abilities: Increases flammability of targets per hit, chance to ignite per hit
Recommended Preparations: Wear a firesuit
Orange slimes can light you on fire if you're careless, however generally this is not a big deal as you have a fire extinguisher (you did bring one right?). If you want to be extra safe, wear a fire suit.

Note that if an orange slime can trigger the dark purple or oil slime's effect.

Extract will create smoke when injected with water.

Extract will create a phoron fire if injected with phoron.

Purple Slime

Tier: 1
Threat Level: Medium
Special Abilities: Injects toxins per hit
Recommended Preparations: Wear a biosuit
Purple slimes inject a weak but long lasting toxin into their victim with each attack. A thick armor such as a biosuit or spacesuit will stop this from affecting you.

Extract will create a slime steroid agent when injected with phoron, which is a potent chemical mix that causes a slime to produce an additional extract when processed. It needs to be alive for the steroid to be applied.

Blue Slime

Tier: 1
Threat Level: Medium
Special Abilities: Injects cryo-toxin
Recommended Preparations: Wear a biosuit
Blue slimes chill their enemies with cryo-toxin, so a biosuit will keep that away from you. Don't wear a winter coat, it isn't thick enough to stop the injection and it will actually make it take longer to warm up, potentially making the cryo-toxin lethal.

Extract will create a slime stability agent when injected with blood, which reduces the odds of mutations by 15%, and carries through across generations. Useful for your grey slimes so they stay grey forever.

Extract will create frost oil when injected with phoron, which can solidify certain liquid metals like liquid iron, gold, silver, etc. Five units frost oil and twenty units of a metallic liquid will make one bar of solid metal, consuming the frost oil in the process. Some foods also call for frost oil in their recipe.

Metal Slime

Tier: 1
Threat Level: Medium
Special Abilities: More durable, resistant to weak weapons
Recommended Preparations: N/A
Metal slimes are harder to kill by virtue of being able to take more punishment before dying. They are one of the few slimes able to survive a dark blue extract cold snap. They otherwise aren't much more dangerous than a regular grey slime.

Extract creates 20 units of a metamorphic liquid when injected with phoron, which when combined with other metallic liquids (such as liquid iron, gold, silver, uranium, phoron, etc), will turn into the liquid it touches. This makes metallic liquid renewable, and metallic liquid can be converted to more useful solid metal with frost oil.

Extract creates 20 units of binding liquid, which is used to create 'alloys', without the intense heat. This is used to create liquid steel and liquid plasteel.

Tier 2

Yellow Slime

Tier: 2
Threat Level: High
Special Abilities: Shoots lightning, charges electricity faster
Recommended Preparations: Out-range slime with slime taser, wear insulation if possible
Yellow slimes are one of the few slimes to possess a ranged attack. Be warned, the lightning can go through the glass of its cell, so the blast doors may be required. The lightning technically has a very high range, but slimes will only fire it if they are between two to three meters from their target. Yellow slimes don't fire lightning when in melee range (their glomps actually hurt more, however).

Extract will create an object that can be used as a large powercell, with a capacity of 10k. Unlike regular power cells, these will unconditionally self recharge at a slow rate. Useful for APCs, Defibs, and Synthetics. It cannot be used as a substitute for device or weapon cells.

Extract will create an EMP when injected with blood, as strong as a regular EMP grenade. The user is not immune to the EMP blast, so be careful.

Extract will create an object which glows with yellow bio-luminescence when injected with water.

Dark Purple Slime

Tier: 2
Threat Level: High
Special Abilities: Injects phoron per attack, creates phoron fire if killed with fire
Recommended Preparations: Wear a biosuit
Dark Purple slimes inject phoron into its target, which is extremely toxic, so a biosuit is required.

Extract will create liquid phoron when injected with water.

Dark Blue Slime

Tier: 2
Threat Level: High
Special Abilities: Lowers temperature of nearby entities, resistant to cold temperatures
Recommended Preparations: Wear a winter coat
Dark Blue slimes passively lower the temperature of entities near it. It doesn't actually lower the room temperature, however. Note that other slimes can be harmed by the 'cold aura'. Dark Blue slimes are also unharmed by cold temperatures, however water will still kill them.

Extract will create a 'cold snap' when injected with phoron, after a delay, which rapidly lowers the temperature of nearby entities, and lowers the temperature of the surrounding atmosphere. It is generally capable of instantly killing most types of slimes, except for the Metal and other Dark Blue slimes, therefore it is ideal for containing a slime outbreak. It is recommended to wear cold protection, like a winter coat, when using the cold snap.

Silver Slime

Tier: 2
Threat Level: Medium-High
Special Abilities: Reflects beams and energy projectiles
Recommended Preparations: Use slimebation instead of xeno taser
Silver slimes will always deflect most energy-based weapons. This includes the slime taser. This can cause you to accidentally discipline the wrong slime, posing an enrage risk if the slime you hit didn't deserve to be tased. The slimebation still works on them.

Extract creates 5u of liquid silver when injected with phoron.

Red Slime

Tier: 2
Threat Level: Medium-High
Special Abilities: Moves faster, enrages if disciplined
Recommended Preparations: Don't discipline if possible, otherwise isolate it from everything else
Red slimes are extremely aggressive, and will never submit to your attempts to civilize them. They also move faster than other slimes.

Extract creates a bottle of slime mutation agent when injected with phoron, which makes a slime 12% more likely to mutate, and carries across generations. It's the opposite of the stability agent.

Extract causes all slimes that can see the user, and are not pacified, to become enraged, when injected with blood.

Green Slime

Tier: 2
Threat Level: Medium
Special Abilities: Radioactive, injects radium per hit
Recommended Preparations: Wear a radiation suit
Green slimes will irradiate nearby entities and cause their cell to become radioactive for awhile. This can be bad or can be put to use with creative means.

The extract creates 5u of liquid uranium when injected with phoron.

Pink Slime

Tier: 2
Threat Level: Medium
Special Abilities: Heals living entities nearby
Recommended Preparations: N/A
Pink slimes heal other entities near it. Things being healed will sparkle pink for a few seconds. It won't apply the heal to things the slime is trying to kill, so you will likely need to discipline or pacify the slime before you can use it as a source of healing.

Extract will create 'Agent A', a clotting liquid which will heal bleeding, internal and external, when injected with blood.

Extract will create 'Agent B', a bone fixing liquid, when injected with phoron.

Extract will create 'Agent C', an organ fixing liquid, when injected with water.

Gold Slime

Tier: 2
Threat Level: Medium
Special Abilities: Immune to stuns
Recommended Preparations: N/A
The gold slime absorbs energy, and trying to stun it will actually charge it. Despite this, your slime tools will still discipline it, so this is only an issue if it enrages.

Extract creates 5u liquid gold when injected with phoron.

Tier: 3

Bluespace Slime

Tier: 3
Threat Level: High
Special Abilities: Teleports to target
Recommended Preparations: Seal slime behind blast doors
The Bluespace slime can teleport out of its cell, which makes containing it difficult. The best method is to stun it with the slimebaton, then close the blast doors very fast. Running away from a Bluespace slime without the ability to stun it is generally futile.

Extract will create five 'lesser' slimy crystals when injected with water, which can teleport yourself or someone else randomly once, by crushing it in hand or throwing it at someone. The teleport will never place you in space or on an asteroid.

Extract will create one 'greater' slimy crystal when injected with phoron, which allows for a controlled teleport to a specific location.

Ruby Slime

Tier: 3
Threat Level: Very High
Special Abilities: Unnatural physical strength
Recommended Preparations: Kite and use slime taser, or ask security for riot armor
The Ruby slime is very strong physically, and has the potential to crit a human in three hits. The slime has an outgoing damage multipler, reduced incoming damage, higher base health, and is stunned for less time. This ability can be yours, at least temporarily, with its extract.

Extract will grant a 'buff' to nearby entities when injected with phoron, giving the entity similar boons to the Ruby slime, for ten minutes. The entity will have red sparkles while it lasts.

Cerulean Slime

Tier: 3
Threat Level: Medium
Special Abilities: Higher base stations than average
Recommended Preparations: N/A
The Cerulean slime is a 'jack of all trades, master of none' color, so it isn't much more threatening than a regular grey slime.

Extract creates a slime extract enhancer agent when injected with phoron, which adds more 'charges' to a specific extract. It's a good idea to use this agent on your second Cerulean extract, so you get a large amount of enhancer agents.

Amber Slime

Tier: 3
Threat Level: High
Special Abilities: Feeds other slimes passively
Recommended Preparations: Separate from other slimes to prevent runaway slime reproduction
The Amber slime feeds other slimes (it cannot feed itself, fortunately) through some unknown process, and can cause them to reproduce without being fed monkeys. This can be exploited if one is careful.

Extract creates a slime feeding agent when injected with phoron, which when applied to a specific slime, will instantly cause the slime to evolve and reproduce.

Extract creates a gooy clump of slime that is edible for humans when injected with water. It is very filling and sweet.

Oil Slime

Tier: 3
Threat Level: High
Special Abilities: Explodes if hit with fire or another explosion
Recommended Preparations: Wear a bombsuit
Oil slimes are essentially walking welding tanks. Don't try to kill one with a welder, laser, or anything that causes burns, as it will make it explode.

If an oil slime gets enraged, it will do a suicide charge at someone and blow themselves up. This is extremely lethal if it attaches to you before exploding.

Extract creates an explosion if injected with phoron. If the extract is enhanced, the explosion is more powerful, but still only has one use.

Emerald Slime

Tier: 3
Threat Level: High
Special Abilities: Makes entities nearby go very fast for a few moments
Recommended Preparations: N/A
The Emerald slime goes very fast, faster than the red slimes, and can make other slimes go just as fast. It can also make you go fast, if it's not trying to eat you. This can be exploited by an enterprising Xenobiologist looking to cut down on travel time.

Extract will 'buff' entities near the extract for ten minutes, allowing them to move slightly faster. Projectiles will hit them less often, as well. The entity will have green sparkles for the duration.

Light Pink Slime

Tier: 3
Threat Level: Low
Special Abilities: Will never attack humanoids or most synthetics
Recommended Preparations: N/A
The light pink slime is essentially permanently disciplined. It will still eat monkeys, but nothing else.

Extract creates a slime pacification agent when injected with water, which makes the slime be just as safe to handle as Ian. It might also work on other things than just slimes…

Extract creates a slime friendship agent when injected with phoron, which makes the slime be your ally forever. It also might work on other things.

Sapphire Slime

Tier: 3
Threat Level: Extremely High
Special Abilities: More robust combat tactics
Recommended Preparations: Outrange and outnumber, get a slime securitron
Sapphire slimes are one of the most dangerous slimes, as they are more intelligent than the others and will use more effective fighting tactics, generally stunning much more often.

If two sapphire slimes are fighting you, one will keep you stunned while the other eats or glomps you to death, so bring a buddy or a slime securitron.

Extract creates a slime cube, which is used to create a new Promethean. Use it in hand and wait for a ghost to accept the prompt, and then a new slime person will appear!