User:Waterpig: Difference between revisions

From Bubberstation Wiki
No edit summary
No edit summary
 
(14 intermediate revisions by the same user not shown)
Line 1: Line 1:
<h1 style='font-size: 100px;'> Sandbox Space law </h1>
Guide to medical sandbox (Under construction)
{{Important|Color=#F6A|Image Here=ImportantMoth.png|Header=Hey! Important Server Information!|Information=The information used here is both an IC document and used by [[Admins]] when deciding severity of [[Shitcurity|Security]] actions!}}''Looking for Standard Operating Procedure or other in-character policies outside of Space Law? Check [[Jobs]] for a comprehensive list of roles (including [[Antagonists|Antagonist]]<nowiki/>s) and our policies regarding them. Looking for the server's social contract? Check [[Rules]] and become immune to bans!*''


<small>''*Ban immunity not guaranteed. Restrictions apply.''</small>
Introduction here (Maybe with the funny quote above)


== What is Space Law? ==
Welcome to the guide to medbay! This extensive guide contains everything you need to know to be efficient in medicine, and is organized in such a way to be quick to read in case you need a reference.
Space Law is a collection of rules and regulations enacted by [[Nanotrasen]] which has oversight through [[CentCom]] and is enforced by the [[Security Officers]] on the [[What is the Station?|Space Station]]. That is to say, these are in-character rules.


However, repeated, bad-faith violations of Space Law will likely result in job-bans.
<div style='position: sticky; top: 1.5em;'>
 
__TOC__
Space Law applies to all ranks and positions on station, from the lowliest [[Assistant]] to the highest [[Captain]], all are equal under the eyes of the Law and ultimately answer to her.
 
<div style='position:sticky; top: 1.5em;background-color:white'>
{{CrimeCodeTable}}
</div>
</div>


→[[Contraband|Quick Redirect to Contraband]]
=New Patient=
 
== Sentencing ==
When sentencing for a crime, only pick the most severe offense committed by a criminal. Use the timer next to each brig cell to assign the appropriate time.
 
The arresting [[Security Officer]] (or [[Warden]]) can approve alternative punishments (such as Interrogation) as they see fit.
 
An arrested person's timer begins as soon as they enter the brig, the timer does not stop if the prisoner requires medical treatment.
 
'''''In the case of a conflict, the Head of Security has final say over security matters and sentencing.'''''
 
However, security is allowed to arrest the Head of Security if it is clear that they are being abusive, or dangerous to the station's well-being.
 
Other command staff are not in charge of security unless they are acting captain without an existing Head of Security. Additionally, it is the responsibility of the Head of Security to properly handle abusive security. A Head of Security that is enabling Security to violate procedure or encouraging them to do so can be charged with aiding and abetting in security crimes.
 
==== <u>Crime-Stacking</u> ====
Crimes do not stack, they are only the most egregious committed and do not increase for repeat offenses.
 
== MXX - Modifiers ==
{| class="wikitable mw-collapsible"
|+List of Modifiers
|Code
|
|Crime
|-
|'''M01'''
|
|{{anchor|Aiding/Abetting}}'''<u>Aiding/Abetting</u>'''
To assist or otherwise directly allow a crime to occur, or to disrupt security officers while they attempt to prosecute a crime.
 
* Generally allows a suspect to be charged with the same crime they allowed.
|-
|'''M02'''
|
|{{anchor|Compliance}}'''<u>Compliance</u>'''
To cooperate with security officers,
 
* Should generally reduce the sentence by half, or more.
* Additionally, sentences can be reduced or even pardoned in exchange for information on criminal activity, at the discretion of the security team.
|-
|'''M03'''
|
|{{anchor|Self-Defense}}'''<u>Self-Defense</u>'''
To commit a crime (chiefly Assault and potentially Murder depending on case) in an attempt to defend oneself from attack.
 
* This is usually reason to fully release the person from the Brig.
|-
|'''M04'''
|
|{{anchor|Good_Samaritan}}'''<u>Good Samaritan</u>'''
If a person commits a crime to assist another person in need, such as shoving someone aside while dragging a body down the hall. This only applies if the person involved was not actively seeking out conflict.
 
* This should result in a full release from the Brig.
|-
|'''M05'''
|
|{{anchor|Deconversion/Re-Education}}'''<u>Deconversion/Re-Education</u>'''
Being deconverted from Cultist, mindshielded during a Revolution, losing any brainwashing or mental trauma inflicted by any means, such as via parasitic infestation (borers), or reviewed and cleared for release by a consulting role (Psychologist, Chaplain, NT Rep)
 
* Result should be immediate release and return to work, or a halved sentence if there is still concern.
|-
|'''M06'''
|
|{{anchor|Escaping Confinement}}'''<u>Escaping Confinement</u>'''
If a prisoner breaks out of non-perma confinement (see 405 - Escaping Permabrig for that), reset their timer.
|}
 
== 0XX - Infractions ==
Low issue crimes, typically related to behavior issues or comments.
 
<u>Choose One:</u>
 
Fine, no more than 250 cr
 
Community Service, no more than 5min
 
Referral to Counseling
{| class="wikitable mw-collapsible"
|+List of Infractions
|Code
|
|Number
|-
|'''001'''
|
|{{anchor|Battery}}'''<u>Battery</u>'''
 
To apply unwanted physical contact of any sort to another person.
 
Examples include:
 
* Shoving
* Leg Sweeping
* Dragging
|-
|'''002'''
|
|{{anchor|Public Nuisance}}'''<u>Public Nuisance</u>'''
 
To be unnecessarily disruptive to the workplace, such as by yelling loudly in public areas.
|-
|'''003'''
|
|{{anchor|Defacing}}'''<u>Defacing</u>'''
 
To disfigure, or otherwise damage or hinder the appearance of an object, floor, or wall without approval.
 
Examples include:
 
* Spraying graffiti on walls
* Placing random objects in the deep fryer
|-
|'''004'''
|
|{{anchor|Lotering}}'''<u>Loitering</u>'''
 
To linger around a department or person for an extended period of time (typically greater than 5 minutes) without proper justification.
|-
|'''005'''
|
|{{anchor|Rubbernecking}}'''<u>Rubbernecking</u>'''
 
Assist in, or otherwise be a part of, a crowd that prevents regular crew passage through an area.
|-
|'''006'''
|
|{{anchor|Public Indecency}}'''<u>Public Indecency</u>'''
 
Engage in sexual or erotically provocative activities in a public space.
 
* Sorry, hunky wolf, you have to have your dick covered.
|-
|'''007'''
|
|{{anchor|Refusal to Identify}}'''<u>Refusal to Identify</u>'''
 
Not properly displaying Identification for any reason.
 
* Hello suspicious man wearing gas mask. Where is your ID?
|-
|'''008'''
|
|{{anchor|Stalking}}'''<u>Stalking</u>'''
 
To contact, or attempt to contact, a person that has declared you are unwelcome.
 
* Being obsessed isn't cheap, you know.
|}
 
== 1XX - Minor Crimes ==
Crimes that can ''potentially'' cause issues for the station.
 
<u>Choose One:</u>
 
Jail, 5-10 minutes
 
Community service, no more than 10min
 
Referral to Counseling
{| class="wikitable mw-collapsible"
|+List of Minor Crimes
|Code
|
|Crime
|-
|'''101'''
|
|{{anchor|Assault}}'''<u>Assault</u>'''
 
To harm another crewmember with malicious intent.
 
Examples include:
 
* Punching
* Kicking
* Goring (such as with horns)
|-
|'''102'''
|
|{{anchor|Moderate B&E/Trespass}}'''<u>Moderate B&E/Trespass</u>'''
 
Breaking into, or existing within, a departmental area without valid reason.
 
Examples Include:
 
* Cargo Bay
* Engineering Lobby
* Science Hallway
|-
|'''103'''
|
|{{anchor|Negligence}}'''<u>Negligence</u>'''


Creating, causing, or allowing the presence of a hazard that ''may'' cause harm to crewmembers.
Firstly, don't panic. This isn't the end of the world!


Examples Include:
Some patients take priority over others. These are not entirely same as real triage levels, as here we can actually revive people. First '''look at your patient with shift+click''', then look at this handy table:


* Floor pills
{| class = "wikitable"
* Slippery spills
|+ Medbay Triage
* Flammable liquids
|-
|-
|'''104'''
! Priority !! Severity !! Description !! First response
|
|-style="background-color: #FF5555;"
|{{anchor|Larceny}}'''<u>Larceny</u>'''
| '''1''' || '''Immediate''' || In crit, Bleeding wounds, Failed Essential Organs, Xeno infestation || Stasis bed, Cauterizing wounds
 
|-style="background-color: #FF9999;"
To steal items, or equipment of any kind.
| '''2''' || '''Deceased''' || Dead || Stasis bed, Epipen, Formaldehyde
|-style="background-color: #FFFF99;"
| 3 || Delayed || Fractures, Burn wounds, Mid-Severe damage, Disease || Depends on wound, Chems for damage/Disease
|-
|-
|'''105'''
| 4 || Minor || Minor damage || Food, Sleep on bed, Chems
|
|{{anchor|Vandalism}}'''<u>Vandalism</u>'''
 
Causing destruction to station property without intent to fix, or making renovations to a departmental area without permission.
|-
|'''106'''
|
|{{anchor|Distribution}}'''<u>Distribution</u>'''
 
Through any means, providing dangerous drugs to another crewmember without approval from the Medical department.
|-
|'''107'''
|
|{{anchor|Unauthorized Piloting}}'''<u>Unauthorized Piloting</u>'''
 
To use a combat-grade mech in non-departmental spaces without approval, outside of Red Alert or higher.
 
* Mechs should generally be kept in the Robotics bay until needed. An announcement should be made over comms if they need to be moved, such as for export.
|-
|'''108'''
|
|{{anchor|Vigilantism}}'''<u>Vigilantism</u>'''
 
To perform the responsibilities and/or duties of a Security member without approval or due cause to act.
 
* Essentially, no validhunting.
|-
|'''109'''
|
|{{anchor|Harassment}}'''<u>Harassment</u>'''
 
Unwanted behavior that demeans, humiliates, or intimidates a person. Must be declared as unwanted.
 
Sexual harassment also falls under this law.
|-
|'''110'''
|
|{{anchor|Death Mongering}}'''<u>Death Mongering</u>'''
 
To make comments intended to bring harm to a crewmember, or to allude to the death of any crew members, as well as spreading false information.
 
* No yelling AI rogue over comms unless you're sure the AI is, in fact, rogue.
|-
|'''111'''
|
|{{anchor|Possession of Stolen Goods}}'''<u>Possession of Stolen Goods</u>'''
 
To carry, and fail to return, an item that has been previously stolen.
|-
|'''112'''
|
|{{anchor|Fine Evasion}}'''<u>Fine Evasion</u>'''
Refusing to pay a fine for a crime committed. Typically, the result of this is that you serve the time for the crime you committed.
|}
|}


== 2XX - Moderate Crimes ==
== Examining wounds ==
Crimes that ''will'' or ''have already'' caused issues for the station.
 
<u>Choose One:</u>
 
Jail, 10-15 minutes
{| class="wikitable mw-collapsible"
|+List of Moderate Crimes
|Code
|
|Crime
|-
|'''201'''
|
|{{anchor|Assault with a Deadly Weapon}}'''<u>Assault with a Deadly Weapon</u>'''
 
Assault committed with a weapon that can cause serious harm.
 
Examples include:


* Stabbing
Obviously you need to at first actually know what wounds your patient has. As medbay staff you are more than well equipped for this, with many tools at your disposal. A health analyzer might sound like your first bet, but there are actually better ways to quickly assess the situation.
* Shooting
* Toolboxing
|-
|'''202'''
|
|{{anchor|Major B&E/Trespass}}'''<u>Major B&E/Trespass</u>'''


Breaking into, or existing within, a secure departmental area without valid reason.
=== HUD ===


Examples Include:
Your medical HUD can quickly tell you how close someone is to crit (Or if they are dead), and if they have a disease. This should never be used alone (Except in combat), and should always be followed by a proper examine if you see someone low.


* Brig
(Also can help you spot if someone is infected by xenos)
* Xenobiology/Toxins
* Atmospherics
|-
|'''203'''
|
|{{anchor|Gross Negligence}}'''<u>Gross Negligence</u>'''


Creating, causing, or allowing the presence of a hazard that ''is very likely to,'' or ''already has'' caused harm to crewmembers.
=== Basic Examine ===
The examine menu (Accessed by using '''shift+click on a person''') is the most basic way of telling what is wrong in a pinch:


Examples Include:
[[File:ExamineMenu Wounded.png| 200px frameless |alt=Examine menu]]


* Engine in the main hallway
* Cannons
* Burning chemical fires
|-
|'''204'''
|
|{{anchor|Major Theft/Sabotage}}'''<u>Major Theft/Sabotage</u>'''


To steal, damage, or relocate items or equipment in a secure area without permission.
'''From this we can read that our patient:'''
- Has a bleeding wound in their chest
- Has severe bruising
- Is in crit (barely conscious)


Examples include:
Generally, this can tell you immediately how fast someone needs treatment, what wounds and damage types (Yes, even oxy and toxin can be deduced!) they might be affected by, etc. Of course, it has its limits, but a good medbay staff can use this to quickly assess why someone is dead/dying, or what kind of problem they might be having. Looking and examining can tell you a lot, see below!


* Head of Staff Lockers
* Fireaxes
* Pretty much any minor antag objective, really.
|-
|'''205'''
|
|{{anchor|Animal Cruelty}}'''<u>Animal Cruelty</u>'''


To abuse, inflict injury upon, or end the life of a pet or sentient animal of any sort.
'''What you can read this way:'''
|-
- Wounds
|'''206'''
- Brute/Burn damage
|
- Crit status
|{{anchor|Kidnapping}}'''<u>Kidnapping</u>'''
- Lower than normal blood pressure (pale)
- Irradiation (Glowing green)
- Species (Watch out for slimes and synthetics!)


To take a crewmember anywhere against their will without proper justification.
'''What you can deduce this way:'''
- Suffocation damage (Crit with no visible damage, mask/helmet on, specific species)
- Toxin damage (Crit with no visible damage)
- Presence of diseases/Organ damage (Randomly punching people, puking, autoigniting)


* NT Employees are not free, you cannot just take them.
=== Health analyzer ===
|-
|'''207'''
|
|{{anchor|Manslaughter}}'''<u>Manslaughter</u>'''


To indirectly cause the death of any Crew through your actions, typically as a result of Negligence.
Unlike the [[#HUD|HUD]] and [[#Examining wounds|Examining]], this option is not available at a distance. It comes with 3 modes: Health scan and Chem scan ('''Left click, Switch with Z'''), and wound scan ('''Right click''').
|-
|'''208'''
|
|{{anchor|Insubordination}}'''<u>Insubordination</u>'''
 
To willfully disobey, or refuse to follow, a reasonable and lawful order from your Department Head. This includes Security.
|-
|'''209'''
|
|{{anchor|Silicon Tampering}}'''<u>Silicon Tampering</u>'''
 
To modify, illegally or otherwise, a Silicon without approval.
 
* Generally applies to emags, but also applies to your favorite rogue CE changing the AI's laws.
|-
|'''210'''
|
|{{anchor|Possession of Moderate Contraband}}'''<u>Possession of Moderate Contraband</u>'''
 
To be in possession of any of the items listed in the Moderate [[Contraband]] list.
|}
 
== 3XX - Major Crimes ==
Crimes that ''severely disrupt'' station function.
 
<u>Choose One:</u>
 
Jail, 20-25 minutes
{| class="wikitable mw-collapsible"
|+List of Major Crimes
|Code
|
|Crime
|-
|'''301'''
|
|{{anchor|Assault of Command}}'''<u>Assault of Command</u>'''
 
Assault, but against Command officials, such as the Captain or Chief Engineer.
 
The Blueshield and Nanotrasen Representative do not count as Command for the purpose of this law.
|-
|'''302'''
|
|{{anchor|Severe B&E/Trespass}}'''<u>Severe B&E/Trespass</u>'''
 
Breaking into, or existing within, a critical area without valid reason.
 
Examples Include:
 
* Vault
* Teleporter
* Armory
* Engine Room
|-
|'''303'''
|
|{{anchor|Abuse of Authority}}'''<u>Abuse of Authority</u>'''
 
To, as a member of Command, provide unlawful orders, and/or orders that directly harm the station and/or its crew.
 
Contact Central Command at such occurrences.
|-
|'''304'''
|
|{{anchor|Grand Theft/Sabotage}}'''<u>Grand Theft/Sabotage</u>'''
 
To steal/damage/relocate critical items to the Station or the Company.
 
Examples include:
 
* Gravity generator
* Nuclear Authentication Disk
* Telecomms
|-
|'''305'''
|
|{{anchor|False Proceedings}}'''<u>False Proceedings</u>'''
 
To lead, or take part in, unlawful assembly to determine guilt without oversight.
 
* Basically, no lynchmobs.
|-
|'''306'''
|
|{{anchor|Possession of Major Contraband}}'''<u>Possession of Major Contraband</u>'''
 
To be in possession of any of the items listed in the Major [[Contraband]] list.
|}
 
== 4XX - Capital Crimes ==
Crimes that ''destroy,'' or ''have destroyed'' the station and/or its crew.
 
<u>Choose One:</u>
 
Permabrig
 
Exile via Gateway
 
Trial (for Execution)<!--On Red Alert or higher, you do not need a Trial to execute.-->
{| class="wikitable mw-collapsible"
|+List of Capital Crimes
|Code
|
|Crime
|-
|'''401'''
|
|{{anchor|Murder}}'''<u>Murder</u>'''
 
To intentionally cause the death of, or put into critical condition, a Crewmember, regardless of Revival status.
|-
|'''402'''
|
|{{anchor|Mutiny}}'''<u>Mutiny</u>'''
 
To knowingly lead at least two individuals with intent to unseat the current chain of command.
 
* This is for you, revolutionaries.
|-
|'''403'''
|
|{{anchor|Station Destruction}}'''<u>Station Destruction</u>'''
 
To attempt to destroy the station or critical portions of it.
 
Examples of critical portions include:
 
* Brig
* Vault
* Engine Room
|-
|'''404'''
|
|{{anchor|Escaping Permabrig}}'''<u>Escaping Permabrig</u>'''
 
To break out of the Permabrig after having been placed there.
 
* It's not ''technically'' legal, but if this happens multiple times, just kill them.
|-
|'''405'''
|
|{{anchor|Enemy of the Corporation}}'''<u>Enemy of the Corporation</u>'''
 
To be a member of any of the following organizations:
 
* Hostile boarding parties
* Wizard Federation
* Hiveminds
* Cults
 
Syndicate agents should be prosecuted under Wrongthink.
 
Deconversion/Reconditioning is always preferable to execution, IF possible.
|-
|'''406'''
|
|{{anchor|Biological Terror}}'''<u>Biological Terror</u>'''
 
To knowingly release, cause, or otherwise cause the station to be affected by a biological agent, or to yourself be a biological agent.
 
Examples Include:
 
* Space vines/Kudzu
* Any virology disease
* Xenomorphs (non-hybrid)
|}
 
== CXX - Corporate ==
Actions that actively support agendas that do not agree with the station, or NanoTrasen as a company. These laws apply only to Crew on the Manifest, not to non-crew.
 
<u>Choose One:</u>
 
Immediate Demotion
 
5-10 minutes in brig
{| class="wikitable mw-collapsible"
|+List of Corporate Crimes
|Code
|
|Crime
|-
|'''C01'''
|
|{{anchor|Disrespecting A Senior Officer}}'''<u>Disrespecting A Senior Officer</u>'''
Statements or comments against your departmental head in public. Complaints about Heads of Staff should be delivered to the Captain, Nanotrasen Representative, or of course, Central Command.
|-
|'''C02'''
|
|{{anchor|Unlicensed Magic Use}}'''<u>Unlicensed Magic Use</u>'''
To use arcane or bluespace gifts without approval. This also applies to the Chaplain.
 
* Essentially, being a heretic.
|-
|'''C03'''
|
|{{anchor|Wrongthink}}'''<u>Wrongthink</u>'''
To think or act in such a way that has the possibility to cause harm to the workplace and/or Nanotrasen.
 
* Essentially, no unions, no traitors, et cetera.
|-
|'''C04'''
|
|{{anchor|Dereliction}}'''<u>Dereliction</u>'''
To abandon, or fail to arrive when called by your department head on Red Alert or higher, or to leave the station as a member of Command for a non-emergency.
|-
|'''C05'''
|
|{{anchor|Embezzlement}}'''<u>Embezzlement</u>'''
To misappropriate, steal, or otherwise use corporate funds (such as the ones in department budgets) to self-serving or non-corporate ends.
 
* Stop buying yourself guns, Quartermaster.
|-
|'''C06'''
|
|{{anchor|Provoking CentCom}}'''<u>Provoking CentCom</u>'''
To antagonize, heckle, or otherwise disrupt the functions of a CentCom official, or Response Team.
 
* For those of the crew who want to try slipping the Admiral on soap.
|-
|'''C07'''
|
|{{anchor|Impersonation}}'''<u>Impersonation</u>'''
To pretend to be someone you aren't. Carries a heavier sentence than Refusal to Identify, as Refusal to Identify can be someone just forgetting their ID.
|-
|'''C08'''
|
|{{anchor|Unauthorized Channels}}'''<u>Unauthorized Channels</u>'''
To edit the number of Security slots, outside of Red Alert.
|}
 
== SXX - Security Crimes ==
Crimes that can be charged to members of the Security department, department guards, or Heads of Staff  that deal with the Security department. This includes Blueshields and deputized crew, though to a lesser extent.
 
In the case that these laws are violated, the victim is to be compensated a fine of 1000 credits, and released without punishment. Funds are expected to be paid from the offending officer, then the Head of Security's account, then the defense budget, in that order.
 
<u>Choose One:</u>
 
10-15 minute brig time,
 
Immediate demotion
{| class="wikitable mw-collapsible"
|+List of Security Crimes
|Code
|
|Crime
|-
|'''S01'''
|
|{{anchor|Excessive Force}}'''<u>Excessive Force</u>'''
To use improper force when detaining or handling a suspect. Generally applies to the practice of "harmbatoning," although firing or carrying lethal weapons on green or blue alert also applies. Does not necessarily require the offending officer to hit their shot.
|-
|'''S02'''
|
|{{anchor|Privacy Violations}}'''<u>Privacy Violation</u>'''
To use unauthorized sensory aids (such as thermals, x-rays, or cybernetic ears), or to perform a search outside of Amber Alert or higher.
 
Ergo: No thermal eyes for sec, no random implant checks either. Without Probable cause or justification
|-
|'''S03'''
|
|{{anchor|False Arrest}}'''<u>False Arrest</u>'''
To make an arrest with a reason not specified, or made up later in the brig. A reason for an arrest must be stated by the arresting officer before making an arrest.
|-
|'''S04'''
|
|{{anchor|Favortism}}'''<u>Favoritism</u>'''
To willfully ignore, or apply a lesser crime to, a favored individual.
|-
|'''S05'''
|
|{{anchor|Improper Handling}}'''<u>Improper Handling</u>'''
To fail to deliver or return dangerous and/or enemy equipment to the Contraband Locker in good time outside of Red Alert,
 
To carry lethal equipment outside of Amber or Red Alert, or to excessively abuse prisoners.
|-
|'''S06'''
|
|{{anchor|Accepting a Bribe}}'''<u>Accepting a Bribe</u>'''
To willfully accept enrichment of any sort in exchange for assistance or preference from the security team, generally goes in tandem with other security crimes.
|}
 
== Guide to Security ==
 
=== <u>Rules of Engagement</u> ===
<u>'''Security is ''required'' to talk first first and inform a suspect of their charges, before asking them to come quietly before performing a non-lethal takedown...'''</u>
 
with significant caveats:
 
If the suspect is:
 
* Armed, dangerous, or accused with valid reasoning of a capital crime.
* Seemingly likely to immediately resist arrest, particularly if they have already done so, or their records indicate they will be uncooperative.
* Committing a crime in the presence of an officer. An officer doesn’t have to talk first if they see you commit a crime.
 
* You are the only security member/Head of Staff,
 
Security should use non-lethal means (such as the provided stunbaton) where possible, except for in exceptional circumstances, such as:
 
* Hostile environments and extreme situations (such as Red Alert)
* Criminals fleeing and attacking into/from space or Lavaland, during a trial, revolutions, being mobbed by a group.
* Armory: Anyone breaking into, out of, stealing from, or having stolen from it.
* When your life is in danger, or will be in danger if you get close to someone.
* Nonlethals and/or containment ineffective– when it is not possible (or unreasonably difficult) to contain a suspect or enemy. This is less applicable if they are cooperating, obviously.
 
Your job is to '''''Protect the Crew''''' and '''''Preserve Order'''''. Just because you are ''allowed'' to use lethal force or arrest someone, does not mean every situation demands it.
You should not play Security to kill people. Security is allowed, and in many cases, encouraged to deviate from Space Law, but you should have at least a somewhat defensible reason to do so, and you are responsible if your reasoning doesn't hold up. If no one presses charges on an infraction, you shouldn't arrest them for it.
 
'''''<u>Security are not allowed to hold and/or conceal lethal weapons "just in case" outside of Amber or Red Alert.</u>'''''
 
Weapons should generally be worn on the belt or in some other visible way, even on Amber/Red Alert. If Amber alert is reached and then lowered from, all weapons should be returned to the armory in good time. Failing to properly turn in lethal weapons below Amber alert can result in a charge for S05 - Improper Handling.  
 
A department's guard is considered part of that department, and answers to that department's head of staff, who may demote them for misconduct as they see fit.
 
=== <u>Alert Standards</u> ===
{| class="wikitable"
|+Alert Standards Table
!Alert Level
!Description
!When To Raise To
!When to Lower From
|-
|Green
|Security are not allowed to carry weapons beyond their issued weapons. They must respect privacy laws and inform suspects before they make an arrest. Generally used for shifts where there are no projected threats.
|N/A
|
|-
|Blue
|Same as Green Alert, except with enhanced readiness from Security. Usually raised to when suspicious activity is suspected but not proven, or lowered to when the threat seems to have passed.
|
|
|-
|Amber
|Typically raised to when there is a confirmed threat or crisis of any sort on or near the station. Security are allowed to carry, but not necessarily to use, lethals, and should respond to the threat or crisis in good time. Random searches are now permitted.
|
|
|-
|Violet
|Much like Amber alert, except the emergency involves Medical. Should be raised to in times of serious biohazards, crew death, etc.
|
|
|-
|Orange
|Like Amber alert, but for an Engineering emergency. Should be raised to in cases such as a loose Tesla, or serious gas leak.
|
|
|-
|Red
|Typically raised to when the situation is dire, Red Alert is the moment a Call to Action is no longer sufficient, and all hands are needed on deck immediately.
Command and Security are to begin to conscript non-essential staff and unlock the armory if it has not already been, and are allowed to perform executions with proper respect to the Captain and/or Head of Security given first, though they need not respond.
 
At this alert, enforcing the law generally takes a backseat to protecting the station. Hopefully you will never need to reach this.
|
|
|-
|Delta
|The situation is likely beyond recovery, and there is an immediate, significant threat to the station. The captain, or a sufficient surrogate, should request the nuclear codes and deliver the authentication disk to the vault, before triggering the explosive, as soon as possible. Ignoring orders from Heads of Staff is punishable by immediate execution.
|N/A
|N/A
|}
 
=== <u>The Chain of Command</u> ===
<span style="color: darkblue;"><div style="text-align: center;">'''Captain -> Head of Personnel -> Research Director -> CMO -> Chief Engineer -> Quartermaster -> Nanotrasen Consultant -> Head of Security -> Blueshield'''</div></span>
'''This chain of command must be obeyed: the Head of Security cannot take the Captainship before all other members have been considered.''' You may refuse the position of Captain if there are other heads, but if you are the only head on-shift, you may not.
 
=== <u>Executions</u> ===
'''''<u>This should be the last resort where possible. Unnecessary executions are considered Murder, see 401.</u>'''''
 
In situations where Capital Crimes are committed, and other methods of discipline are inappropriate or ineffective, an execution may be deemed necessary. Executions are only for crew and foreign agents. The Head of Security and Captain '''''<u>must</u>''''' both be notified, if they are alive, and allowed to veto a potential execution.
 
If these roles are unavailable, the task falls to the Warden, then finally, a group vote by the Security team.
 
A trial should be performed to allow the criminal to seek clemency wherever possible. However, this can be skipped if reasonable to do so, such as on Red Alert or higher. A prisoner due for execution is allowed to request a type of execution and other accommodations, such as access to a Chaplain; these should be provided for where reasonable to do so.
 
If an execution is permitted, it should be carried out by the Head of Security or Warden, otherwise the task falls to the most available surrogate.
 
=== <u>Legal Representation</u> ===
Prisoners are entitled to request legal representation and protection, and cannot be punished for doing so. However, <u>security is not obligated to provide.</u>
 
Give the lawyer a job, especially in ambiguous cases, where time permits, but don’t bend over backwards for obviously obnoxious criminals/lawyers.
 
Disruptive lawyers may have their access or radio stripped by the Head of Security. Wardens are allowed to ban lawyers from the brig with valid reasoning.
 
=== <u>Conducting A Trial</u> ===
A trial involves the Head of Personnel as magistrate (or, lacking one, the next in the Chain of Command that is not the Head of Security), the Head of Security (or a proper stand-in) as Prosecutor, and a Lawyer serving the Defense. If there is no Lawyer, one will have to be provided for the defendant. Ideally, a jury will be present, but this is not necessary. In a Jury trial, the Jury must unanimously rule. Otherwise, the Judge decides.
 
Both sides present evidence and witnesses a la Ace Attorney.
 
== Contraband ==
Contraband should be immediately confiscated, and delivered to the contraband room, or to its original holder, whichever is more reasonable. Security is discouraged from the use of these dangerous items unless when absolutely necessary, such as during Red Alert scenarios. Example of approved contraband: Security gear kit. Example of illegal contraband not fit for Security use: eswords, emags, dart pistols. Use common sense when deciding what equipment you carry on your person.
 
Prison sentences should be applied based on officer's discretion, with respect to 301 - Moderate Contraband, and 401 - Major Contraband.
{| class="wikitable"
{| style="text-align:center; background-color:#FFFFFF;" cellspacing="0" border="1"
|
! style="background: orange;"|301 - Moderate Contraband
|
! style="color: white; background: red;"|401 - Major Contraband
|-
|
! style="background: orange;"|'''<u>Combat-Enhancing Drugs</u>'''
Any drug that is used to give an advantage in combat, such as Methamphetamine or Stimulants. Should be delivered to Chemistry for safe-keeping, or otherwise flushed.
|
! style="color: white; background: red;"|'''<u>Hazardous/Explosive Chemicals</u>'''
These do not include regular medicine that can cause harm, but instead cover things like black powder and liquid plasma, outside of a controlled environment like Chemistry or Toxins. Should be delivered to Chemistry to be flushed, or safely stored.
|-
|
! style="background: orange;"|'''<u>Non-Corporate Technology</u>'''
Unknown or otherwise non-Corporate tech. This can be anything ranging from a Syndicate implant to a golden power cell.
|
! style="color: white; background: red;"|'''<u>Hazardous Gasses</u>'''
Gasses that can potentially cause harm if mishandled, with exceptions for races that need these gasses to breathe. A plasmaman cannot be arrested for carrying a double-plasma tank.
 
These should generally be held in Atmospherics, or more likely, ejected into the vacuum of space.
|-
|
! style="background: orange;"|'''<u>Weapons (without Permit)</u>'''
Any gun held without a proper permit, Security Officers and Heads of Staff have this permit by default. This goes without saying. Deliver to the armory.
|
! style="color: white; background: red;"|'''<u>The Nuclear Authentication Disk</u>'''
A disk used to authenticate the Vault's self-destruct device. This is an extremely important item. It should be delivered to the Captain or whoever is acting Captain at the time.
|-
|
! style="background: orange;"|'''<u>Combat Implants</u>'''
Implants generally for combat use or that have severe risk of being a hazard to other crew. These should generally be removed in Medical and taken to their proper department (such as implants going to robotics)
 
This includes, but is not limited to: X-ray or thermal eyes, mantis armblades, and anti-drop/CNS rebooters.
|
! style="color: white; background: red;"|'''<u>Weapons of Mass Destruction</u>'''
Any weapon or implant able to deliver explosive force (such as a grenade launcher, rocket launcher, maxcap, et cetera) or otherwise able to cause extreme damage to the station. These should generally be delivered back to the relevant department from which they originated, stored in the armory, or most likely incinerated.
|-
|
! style="background: orange;"|'''<u>Any Security Equipment</u>'''
Security equipment is generally defined as equipment available within the Security vendors other than basic clothing, as well as batons and bolas and other such things. Just because something is protective doesn't mean it's major contraband. Obviously these go back to the armory.
|
! style="color: white; background: red;"|'''<u>Captain's Spare</u>'''
The Captain's Spare is a golden ID card typically in a safe on the bridge. This should generally be returned to its safe or a trusted holder.
 
Looking at you, Blueshield.
|-
|
! style="background: orange;"|'''<u>Biological Hazards</u>'''
These should generally be contained in xenobiology, or held in medical for examination.
|
! style="color: white; background: red;"|'''<u>Virus Cultures</u>'''
Virus cultures should be incinerated at the nearest opportunity, or stored in Virology.
|-
|
! style="background: orange;"|'''<u>Supernatural/Occult Objects</u>'''
Any object of seeming or occult origin, generally these should be delivered to the Chaplain for investigation, otherwise secured in the contraband locker.
|
! style="color: white; background: red;"|'''<u>Skub</u>'''
Skub is a cream available in the loadout. This should be INCINERATED. Along with the person carrying it, if reasonable.
|-
|
! style="background: orange;"|'''<u>Non-Issued Identification</u>'''
Any ID that isn't yours, really.
|
|
|}
''<sub>It is recommended that Security secures all illegal equipment obtained by hostile organizations rather than using it themselves unless it is absolutely necessary. This can make an unfair situation that can be classified as a violation of Roleplay Rule 5.</sub>''
[[index.php?title=Category:Moderated]]

Latest revision as of 07:51, 22 August 2024

Guide to medical sandbox (Under construction)

Introduction here (Maybe with the funny quote above)

Welcome to the guide to medbay! This extensive guide contains everything you need to know to be efficient in medicine, and is organized in such a way to be quick to read in case you need a reference.

New Patient

Firstly, don't panic. This isn't the end of the world!

Some patients take priority over others. These are not entirely same as real triage levels, as here we can actually revive people. First look at your patient with shift+click, then look at this handy table:

Medbay Triage
Priority Severity Description First response
1 Immediate In crit, Bleeding wounds, Failed Essential Organs, Xeno infestation Stasis bed, Cauterizing wounds
2 Deceased Dead Stasis bed, Epipen, Formaldehyde
3 Delayed Fractures, Burn wounds, Mid-Severe damage, Disease Depends on wound, Chems for damage/Disease
4 Minor Minor damage Food, Sleep on bed, Chems

Examining wounds

Obviously you need to at first actually know what wounds your patient has. As medbay staff you are more than well equipped for this, with many tools at your disposal. A health analyzer might sound like your first bet, but there are actually better ways to quickly assess the situation.

HUD

Your medical HUD can quickly tell you how close someone is to crit (Or if they are dead), and if they have a disease. This should never be used alone (Except in combat), and should always be followed by a proper examine if you see someone low.

(Also can help you spot if someone is infected by xenos)

Basic Examine

The examine menu (Accessed by using shift+click on a person) is the most basic way of telling what is wrong in a pinch:

Examine menu


From this we can read that our patient:

- Has a bleeding wound in their chest
- Has severe bruising
- Is in crit (barely conscious)

Generally, this can tell you immediately how fast someone needs treatment, what wounds and damage types (Yes, even oxy and toxin can be deduced!) they might be affected by, etc. Of course, it has its limits, but a good medbay staff can use this to quickly assess why someone is dead/dying, or what kind of problem they might be having. Looking and examining can tell you a lot, see below!


What you can read this way:

- Wounds
- Brute/Burn damage
- Crit status
- Lower than normal blood pressure (pale)
- Irradiation (Glowing green)
- Species (Watch out for slimes and synthetics!)

What you can deduce this way:

- Suffocation damage (Crit with no visible damage, mask/helmet on, specific species)
- Toxin damage (Crit with no visible damage)
- Presence of diseases/Organ damage (Randomly punching people, puking, autoigniting)

Health analyzer

Unlike the HUD and Examining, this option is not available at a distance. It comes with 3 modes: Health scan and Chem scan (Left click, Switch with Z), and wound scan (Right click).