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	<id>https://wiki.novasector13.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GreytideSkye</id>
	<title>Nova Sector 13 - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.novasector13.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GreytideSkye"/>
	<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/wiki/Special:Contributions/GreytideSkye"/>
	<updated>2026-04-30T22:28:47Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Main_Page&amp;diff=8772</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Main_Page&amp;diff=8772"/>
		<updated>2026-04-28T04:21:33Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: great find pillar, good work pillar, map page deprecated no more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Wiki navbar&lt;br /&gt;
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&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: 1em 1em 1em 1em; border: .2em solid #13678A; background: #13678A; width: 80%; margin-right: auto; margin-left: auto;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #13678A; border-radius: .2em; color: #FFF; padding: .4em .8em .5em; font-size: 120%;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Nova Sector Wiki&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:60%;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
!colspan=&amp;quot;10&amp;quot; style=&amp;quot;color: #FFF; font-size: 110%;&amp;quot;|Handy links!&lt;br /&gt;
|-&lt;br /&gt;
![[Policies|&amp;lt;span style=&amp;quot;font-size: 250%; color: #FFF; margin: .5em;&amp;quot;&amp;gt;{{#fas:gavel}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|&amp;lt;div style=&amp;quot;border: .2em solid #13678A; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #13678A1e; margin:.25em; border-radius: .5em;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Policies|Nova Sector Policies]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
!&amp;lt;span style=&amp;quot;font-size: 250%; color: #FFF; margin: .5em;&amp;quot;&amp;gt;{{#fab:discord}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;border: .2em solid #13678A; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #13678A1e; margin:.25em; border-radius: .5em;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[https://discord.gg/novasector Discord]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
![[Corporate Regulations|&amp;lt;span style=&amp;quot;font-size: 250%; color: #FFF; margin: .5em;&amp;quot;&amp;gt;{{#fas:book}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|&amp;lt;div style=&amp;quot;border: .2em solid #13678A; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #13678A1e; margin:.25em; border-radius: .5em;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Corporate Regulations]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Jobs|&amp;lt;span style=&amp;quot;font-size: 250%; color: #FFF; margin: .5em;&amp;quot;&amp;gt;{{#fas:address-card}}&amp;lt;/span&amp;gt;]] &lt;br /&gt;
|&amp;lt;div style=&amp;quot;border: .2em solid #13678A; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #13678A1e; margin:.25em; border-radius: .5em;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Jobs]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
!&amp;lt;span style=&amp;quot;font-size: 250%; color: #FFF; margin: .5em;&amp;quot;&amp;gt;{{#fab:github}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;border: .2em solid #13678A; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #13678A1e; margin:.25em; border-radius: .5em;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[https://github.com/NovaSector/NovaSector Github]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
![[How Do I get into Nova Sector?|&amp;lt;span style=&amp;quot;font-size: 250%; color: #FFF; margin: .5em;&amp;quot;&amp;gt;{{#fas:door-open}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|&amp;lt;div style=&amp;quot;border: .2em solid #13678A; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #13678A1e; margin:.25em; border-radius: .5em;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[How Do I get into Nova Sector?|How do I get into Nova Sector?]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Guides|&amp;lt;span style=&amp;quot;font-size: 250%; color: #FFF; margin: .5em;&amp;quot;&amp;gt;{{#fas:info-circle}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|&amp;lt;div style=&amp;quot;border: .2em solid #13678A; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #13678A1e; margin:.25em; border-radius: .5em;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Guides]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
!&amp;lt;span style=&amp;quot;font-size: 250%; color: #FFF; margin: .5em;&amp;quot;&amp;gt;{{#fas:map-marked-alt}}&amp;lt;/span&amp;gt;&lt;br /&gt;
|&amp;lt;div style=&amp;quot;border: .2em solid #13678A; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #13678A1e; margin:.25em; border-radius: .5em;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[https://webmap.affectedarc07.co.uk/ Station Map]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
![[Nova Sector lore|&amp;lt;span style=&amp;quot;font-size: 250%; color: #FFF; margin: .5em;&amp;quot;&amp;gt;{{#fas:globe-europe}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|&amp;lt;div style=&amp;quot;border: .2em solid #13678A; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #13678A1e; margin:.25em; border-radius: .5em;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Nova Sector lore|Nova Sector Lore]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[Objects|&amp;lt;span style=&amp;quot;font-size: 250%; color: #FFF; margin: .5em;&amp;quot;&amp;gt;{{#fas:wrench}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|&amp;lt;div style=&amp;quot;border: .2em solid #13678A; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #13678A1e; margin:.25em; border-radius: .5em;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Objects]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
![[Contributor panel|&amp;lt;span style=&amp;quot;font-size: 250%; color: #FFF; margin: .5em;&amp;quot;&amp;gt;{{#fas:tasks}}&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|&amp;lt;div style=&amp;quot;border: .2em solid #13678A; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #13678A1e; margin:.25em; border-radius: .5em;&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Contributor panel|Contributor Panel]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&amp;lt;div style=&amp;quot;color: #FFF; margin: 1em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;If you are interested in contributing to the wiki click [[Guide to contributing to the wiki#Gaining Access|here for more info]]!&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:40%;&amp;quot;&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|&amp;lt;div style=&amp;quot;border: .2em solid #13678A; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #13678A1e; margin:.25em; border-radius: .5em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:NovaSector13Logo.png|300x300px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Nova Sector is a /TG/ downstream Space Station 13 community, focusing on providing an MRP to HRP experience with an emphasis on Player Freedoms and Right to Consent.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Most content copied or edited gratefully from [https://wiki.tgstation13.org/Main_Page /TG/station].&amp;lt;br&amp;gt;Join us on our [https://discord.com/channels/1171566433923239977/1172988401746706482 Discord].&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Template:WIP&amp;diff=8771</id>
		<title>Template:WIP</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Template:WIP&amp;diff=8771"/>
		<updated>2026-04-28T04:16:39Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: thank you pillar, good find pillar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: 1em 1em 1em 1em; border: .2em solid #DBBA27; background: #DBBA27;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #DBBA27; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;This article or section is a Work in Progress.&amp;lt;br&amp;gt;Assigned to: &#039;&#039;&#039;[[User:{{{assign|None}}}|{{{assign|None}}}]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #DBBA27; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #DBBA271e; margin:.25em; border-radius: .5em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;Please discuss changes with assigned users. If they are not available, [{{fullurl:{{FULLPAGENAME}}|action=edit}} feel free to edit].&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;includeonly&amp;gt;[[Category:Work in Progress]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
==Usage==&lt;br /&gt;
Adding this template adds the page to the following category: [[:Category:Work in Progress]]&lt;br /&gt;
&lt;br /&gt;
To add the template to a page simply write:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot;&lt;br /&gt;
| &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{WIP&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;|assign = ExampleUser}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This will give the following result:&lt;br /&gt;
&lt;br /&gt;
{{WIP |assign = ExampleUser}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
[[Category:Maintenance templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Template:GuidesPage&amp;diff=8624</id>
		<title>Template:GuidesPage</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Template:GuidesPage&amp;diff=8624"/>
		<updated>2026-04-22T08:06:07Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: Text replacement - &amp;quot;486091&amp;quot; to &amp;quot;{{Color/Security}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: .35em 0 0 0; border: .2em solid {{{color|#13678A}}}; background: {{{color|#13678A}}};&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: {{{color|#13678A}}}; border-radius: .2em; color: #FFF; padding: .4em .8em .5em; font-size: 110%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Guides&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--STARTER GUIDES--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; width: 15%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: .35em .35em .5em .35em; border: .2em solid #808080; background: #808080;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #808080; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Starter guides&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #808080; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #8080801e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
* [[How Do I get into Nova Sector?|How Do I Get Into Nova Sector?]]&lt;br /&gt;
* [[Rules|The Rules]]&lt;br /&gt;
* [[Starter guide|Starter Guide]]&lt;br /&gt;
* [[Frequently Asked Questions]]&lt;br /&gt;
* [[Guide to avoiding bans|Guide to Avoiding Bans]]&lt;br /&gt;
* [[Job selection and assignment|Job Selection and Assignment]]&lt;br /&gt;
* [[Combat Mode|Guide to Combat mode]]&lt;br /&gt;
* [[HUD|Guide to HUD Icons]]&lt;br /&gt;
* [[Keyboard Shortcuts]]&lt;br /&gt;
* [[Terminology]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MEDICAL GUIDES--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; width: 15%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: .35em .35em .5em .35em; border: .2em solid #3F7597; background: #3F7597;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #3F7597; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Medical guides&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #3F7597; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #3F75971e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
*[[Medical Doctor|Medical Policy]]&lt;br /&gt;
*[[Guide to medicine|Guide to Medicine]]&lt;br /&gt;
*[[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[Guide to Traumas]]&lt;br /&gt;
*[[Guide to Wounds]]&lt;br /&gt;
*[[Infections|Guide to Diseases]]&lt;br /&gt;
*[[Guide to chemistry|Guide to Chemistry]]&lt;br /&gt;
*[[Guide to Ghetto Chemistry]]&lt;br /&gt;
*[[Guide_to_plumbing|Guide to Plumbing]]&lt;br /&gt;
*[[Grenade|Guide to Grenade Construction]]&lt;br /&gt;
*[[Guide to genetics|Guide to Genetics]]&lt;br /&gt;
*[[Guide to Mediguns]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--ENGINEERING GUIDES--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; width: 15%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: .35em .35em .5em .35em; border: .2em solid #FF9D00; background: #FF9D00;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #FF9D00; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Engineering guides&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #FF9D00; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #FF9D001e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
*[[Guide to construction|Guide to Construction]]&lt;br /&gt;
*[[Guide to Atmospherics]]&lt;br /&gt;
*[[Guide to power|Guide to Power]]&lt;br /&gt;
*[[Guide to advanced construction|Guide to Machine Construction]]&lt;br /&gt;
*[[Gas_turbine|Guide to the Gas Turbine]]&lt;br /&gt;
*[[Solars|Guide to the Solars]]&lt;br /&gt;
*[[Guide to the Supermatter|Guide to the Supermatter Engine]]&lt;br /&gt;
*[[Guide to Telecommunications]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--SCIENCE GUIDES--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; width: 15%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: .35em .35em .5em .35em; border: .2em solid #A06DA0; background: #A06DA0;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #A06DA0; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Science guides&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #A06DA0; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #A06DA01e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
*[[Guide to Research and Development]]&lt;br /&gt;
*[[Guide to robotics|Guide to Robotics]]&lt;br /&gt;
*[[Guide to synthetic surgery|Guide to Synthetic Surgery]]&lt;br /&gt;
*[[Guide to Ordnance|Guide to Ordnance]]&lt;br /&gt;
*[[Guide to xenobiology|Guide to Xenobiology]]&lt;br /&gt;
*[[Guide to cytology|Guide to Cytology]]&lt;br /&gt;
*[[AI Module|Guide to AI Modules and Laws]]&lt;br /&gt;
*[[Guide to Circuits]]&lt;br /&gt;
*[[Guide to Xenoarchaeology]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--SECURITY GUIDES--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; width: 15%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: .35em .35em .5em .35em; border: .2em solid #{{Color/Security}}; background: #{{Color/Security}};&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #{{Color/Security}}; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Security guides&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #{{Color/Security}}; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #{{Color/Security}}1e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
*[[Security Policy]]&lt;br /&gt;
*[[Corporate Regulations]]&lt;br /&gt;
*[[Contraband|Guide to Contraband]]&lt;br /&gt;
*[[Guide to security|Guide to Security]]&lt;br /&gt;
*[[Guide to Trials]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--ANTAGONIST GUIDES--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; width: 15%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: .35em .35em .5em .35em; border: .2em solid #8B0000; background: #8B0000;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #8B0000; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Antagonist guides&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #8B0000; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #8B00001e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
*[[Antagonist Policy]]&lt;br /&gt;
*[[Traitor|How to be a No Good Dirty Traitor]]&lt;br /&gt;
*[[Corporate Regulations]]&lt;br /&gt;
*[[Contraband|Guide to Contraband]]&lt;br /&gt;
*[[Guide to Combat]]&lt;br /&gt;
*[[Hacking|Guide to Hacking]]&lt;br /&gt;
*[[Syndicate Items]]&lt;br /&gt;
*[[Illicit Access|Guide to Illicit Access]]&lt;br /&gt;
*[[Makeshift weapons|Makeshift Weapons]]&lt;br /&gt;
*[[Guide to malfunction|Guide to Malfunction]]&lt;br /&gt;
*[[Heretic|Guide to Heretic]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--OTHER GUIDES--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; width: 15%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: .35em .35em .5em .35em; border: .2em solid #03870C; background: #03870C;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #03870C; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Other guides&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #03870C; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #03870C1e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
*[[Critters|Critters (Game controlled beings)]]&lt;br /&gt;
*[[Guide to races|Guide to Races]]&lt;br /&gt;
*[[Guide to food|Guide to Food]]&lt;br /&gt;
*[[Guide to drinks|Guide to Drinks]]&lt;br /&gt;
*[[Guide to hydroponics|Guide to Hydroponics]]&lt;br /&gt;
*[[Songs|Guide to Playing Music]]&lt;br /&gt;
*[[Guide to paperwork|Guide to Paperwork]]&lt;br /&gt;
*[[Random events|Random Events]]&lt;br /&gt;
*[[Supply Crates|List of Supply Crates]]&lt;br /&gt;
*[[Makeshift weapons|Makeshift Weapons]]&lt;br /&gt;
*[[Policies#Departmental_Policies|Cargo Policy]]&lt;br /&gt;
*[[Guide to Space Exploration]]&lt;br /&gt;
*[[Guide to Smithing and Reagent Forging]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--DEVELOPMENT GUIDES--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; width: 15%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: .35em .35em .5em .35em; border: .2em solid #5589c5; background: #5589c5;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #5589c5; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Development guides&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #5589c5; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #5589c51e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
*[[Guide to mapping|Guide to Mapping]]&lt;br /&gt;
*[[Guide to contributing to the wiki|Guide to Contributing to the Wiki]]&lt;br /&gt;
*[[Guide to setting up your coding environment and How To Run A Test Server|Guide to setting up a server (and Github)]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Template:Guides&amp;diff=8623</id>
		<title>Template:Guides</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Template:Guides&amp;diff=8623"/>
		<updated>2026-04-22T08:06:06Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: Text replacement - &amp;quot;486091&amp;quot; to &amp;quot;{{Color/Security}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: .35em 0 0 0; border: .2em solid {{{color|#13678A}}}; background: {{{color|#13678A}}};&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: {{{color|#13678A}}}; border-radius: .2em; color: #FFF; padding: .4em .8em .5em; font-size: 110%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Guides&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--STARTER GUIDES--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; width: 15%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: .35em .35em .5em .35em; border: .2em solid #808080; background: #808080;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #808080; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Starter guides&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #808080; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #8080801e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
* [[How Do I get into Nova Sector?|How Do I Get Into Nova Sector?]]&lt;br /&gt;
* [[Rules|The Rules]]&lt;br /&gt;
* [[Starter guide|Starter Guide]]&lt;br /&gt;
* [[Frequently Asked Questions]]&lt;br /&gt;
* [[Guide to avoiding bans|Guide to Avoiding Bans]]&lt;br /&gt;
* [[Job selection and assignment|Job Selection and Assignment]]&lt;br /&gt;
* [[Combat Mode|Guide to Combat mode]]&lt;br /&gt;
* [[HUD|Guide to HUD Icons]]&lt;br /&gt;
* [[Keyboard Shortcuts]]&lt;br /&gt;
* [[Terminology]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--MEDICAL GUIDES--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; width: 15%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: .35em .35em .5em .35em; border: .2em solid #3F7597; background: #3F7597;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #3F7597; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Medical guides&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #3F7597; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #3F75971e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
*[[Medical Doctor|Medical Policy]]&lt;br /&gt;
*[[Guide to medicine|Guide to Medicine]]&lt;br /&gt;
*[[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[Guide to Traumas]]&lt;br /&gt;
*[[Guide to Wounds]]&lt;br /&gt;
*[[Infections|Guide to Diseases]]&lt;br /&gt;
*[[Guide to chemistry|Guide to Chemistry]]&lt;br /&gt;
*[[Guide to Ghetto Chemistry]]&lt;br /&gt;
*[[Guide_to_plumbing|Guide to Plumbing]]&lt;br /&gt;
*[[Grenade|Guide to Grenade Construction]]&lt;br /&gt;
*[[Guide to genetics|Guide to Genetics]]&lt;br /&gt;
*[[Guide to Mediguns]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--ENGINEERING GUIDES--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; width: 15%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: .35em .35em .5em .35em; border: .2em solid #FF9D00; background: #FF9D00;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #FF9D00; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Engineering guides&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #FF9D00; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #FF9D001e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
*[[Guide to construction|Guide to Construction]]&lt;br /&gt;
*[[Guide to Atmospherics]]&lt;br /&gt;
*[[Guide to power|Guide to Power]]&lt;br /&gt;
*[[Guide to advanced construction|Guide to Machine Construction]]&lt;br /&gt;
*[[Gas_turbine|Guide to the Gas Turbine]]&lt;br /&gt;
*[[Solars|Guide to the Solars]]&lt;br /&gt;
*[[Guide to the Supermatter|Guide to the Supermatter Engine]]&lt;br /&gt;
*[[Guide to Telecommunications]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--SCIENCE GUIDES--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; width: 15%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: .35em .35em .5em .35em; border: .2em solid #A06DA0; background: #A06DA0;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #A06DA0; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Science guides&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #A06DA0; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #A06DA01e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
*[[Guide to Research and Development]]&lt;br /&gt;
*[[Guide to robotics|Guide to Robotics]]&lt;br /&gt;
*[[Guide to synthetic surgery|Guide to Synthetic Surgery]]&lt;br /&gt;
*[[Guide to Ordnance|Guide to Ordnance]]&lt;br /&gt;
*[[Guide to xenobiology|Guide to Xenobiology]]&lt;br /&gt;
*[[Guide to cytology|Guide to Cytology]]&lt;br /&gt;
*[[AI Module|Guide to AI Modules and Laws]]&lt;br /&gt;
*[[Guide to Circuits]]&lt;br /&gt;
*[[Guide to Xenoarchaeology]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--SECURITY GUIDES--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; width: 15%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: .35em .35em .5em .35em; border: .2em solid #{{Color/Security}}; background: #{{Color/Security}};&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #{{Color/Security}}; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Security guides&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #{{Color/Security}}; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #{{Color/Security}}1e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
*[[Security Policy]]&lt;br /&gt;
*[[Corporate Regulations]]&lt;br /&gt;
*[[Contraband|Guide to Contraband]]&lt;br /&gt;
*[[Guide to security|Guide to Security]]&lt;br /&gt;
*[[Guide to Trials]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--ANTAGONIST GUIDES--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; width: 15%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: .35em .35em .5em .35em; border: .2em solid #8B0000; background: #8B0000;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #8B0000; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Antagonist guides&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #8B0000; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #8B00001e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
*[[Antagonist Policy]]&lt;br /&gt;
*[[Traitor|How to be a No Good Dirty Traitor]]&lt;br /&gt;
*[[Corporate Regulations]]&lt;br /&gt;
*[[Contraband|Guide to Contraband]]&lt;br /&gt;
*[[Guide to Combat]]&lt;br /&gt;
*[[Hacking|Guide to Hacking]]&lt;br /&gt;
*[[Syndicate Items]]&lt;br /&gt;
*[[Illicit Access|Guide to Illicit Access]]&lt;br /&gt;
*[[Makeshift weapons|Makeshift Weapons]]&lt;br /&gt;
*[[Guide to malfunction|Guide to Malfunction]]&lt;br /&gt;
*[[Heretic|Guide to Heretic]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--OTHER GUIDES--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; width: 15%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: .35em .35em .5em .35em; border: .2em solid #03870C; background: #03870C;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #03870C; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Other guides&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #03870C; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #03870C1e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
*[[Critters|Critters (Game controlled beings)]]&lt;br /&gt;
*[[Guide to races|Guide to Races]]&lt;br /&gt;
*[[Guide to food|Guide to Food]]&lt;br /&gt;
*[[Guide to drinks|Guide to Drinks]]&lt;br /&gt;
*[[Guide to hydroponics|Guide to Hydroponics]]&lt;br /&gt;
*[[Songs|Guide to Playing Music]]&lt;br /&gt;
*[[Guide to paperwork|Guide to Paperwork]]&lt;br /&gt;
*[[Random events|Random Events]]&lt;br /&gt;
*[[Supply Crates|List of Supply Crates]]&lt;br /&gt;
*[[Makeshift weapons|Makeshift Weapons]]&lt;br /&gt;
*[[Policies#Departmental_Policies|Cargo Policy]]&lt;br /&gt;
*[[Guide to Space Exploration]]&lt;br /&gt;
*[[Guide to Smithing and Reagent Forging]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--DEVELOPMENT GUIDES--&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:inline; width: 15%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: .35em .35em .5em .35em; border: .2em solid #5589c5; background: #5589c5;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #5589c5; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Development guides&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #5589c5; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #5589c51e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
*[[Guide to mapping|Guide to Mapping]]&lt;br /&gt;
*[[Guide to contributing to the wiki|Guide to Contributing to the Wiki]]&lt;br /&gt;
*[[Guide to setting up your coding environment and How To Run A Test Server|Guide to setting up a server (and Github)]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; background: {{{color|#13678A}}}; border-radius: .2em; color: #FFF; padding: .4em .8em .5em; width: 15%;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;For more guides click [[:Category:Guides|here!]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Templates]][[Category:Misc Styling Templates]]&lt;br /&gt;
==How to use this template==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
This template only has only one custom parameter to use it simply use the following syntax:&lt;br /&gt;
&lt;br /&gt;
{{Guides&lt;br /&gt;
| color = #444444 (color can be changed at will. #13678A is the default value.)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This will yield the following result:&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{Guides&lt;br /&gt;
| color = #444444&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Template:Jobs&amp;diff=8622</id>
		<title>Template:Jobs</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Template:Jobs&amp;diff=8622"/>
		<updated>2026-04-22T08:06:06Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: Text replacement - &amp;quot;486091&amp;quot; to &amp;quot;{{Color/Security}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: 1em 0 1em 0; border: .2em solid #{{{color|262626}}}; background :#{{{color|262626}}}&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #{{{color|262626}}}; color: white; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Jobs on Nova Sector Station&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: auto; align-items: stretch;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #{{{color|262626}}}; border-radius: .5em; background: #FFFFFF&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #265473; color: #FFB300; padding: .4em .8em .5em; width: 10%;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Command&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #2654732e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Captain]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Blueshield]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Nanotrasen Consultant]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Head of Personnel]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Head of Security]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Chief Engineer]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Research Director]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Chief Medical Officer]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Quartermaster]]&#039;&#039;&#039;, [[Bridge Officer]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #{{Color/Security}}; color: white; padding: .4em .8em .5em; width: 10%;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Security&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #{{Color/Security}}2e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Head of Security]]&#039;&#039;&#039;, [[Warden]], [[Detective]], [[Security Officer]], [[Corrections Officer]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #FF9D00; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Engineering&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #FF9D002e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Chief Engineer]]&#039;&#039;&#039;, [[Station Engineer]],  [[Atmospheric Technician]], [[Telecomms Specialist‎]], [[Departmental Guards|Engineering Guard]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #A06DA0; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Science&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #A06DA02e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Research Director]]&#039;&#039;&#039;, [[Geneticist]], [[Scientist]], [[Roboticist]], [[Departmental Guards|Science Guard]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #3F7597; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Medical&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #3F75972e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Chief Medical Officer]]&#039;&#039;&#039;, [[Medical Doctor]], [[Paramedic]], [[Chemist]], [[Virologist]], [[Coroner]], [[Departmental Guards|Orderly]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #78430D; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Cargo&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #78430D2e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Quartermaster]]&#039;&#039;&#039;, [[Cargo Technician]], [[Shaft Miner]], [[Bitrunner]], [[Departmental Guards|Customs Agent]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #03870C; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Service&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #03870C2e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Head of Personnel]]&#039;&#039;&#039;, [[Janitor]], [[Bartender]], [[Cook]], [[Botanist]], [[Lawyer]], [[Clown]], [[Mime]], [[Chaplain]], [[Curator]], [[Psychologist]], [[Barber]], [[Departmental Guards|Bouncer]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: grey; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Civilian&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #EBEBEB; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;[[Assistant]],  [[Prisoner]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #5589c5; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Synthetics&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #5589c52e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[AI]]&#039;&#039;&#039;, [[Cyborg]], [[Positronic Brain]], [[Drone]], [[Personal AI]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: darkred; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;transform: translate(.2em,.8em);&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Antagonists&#039;&#039;&#039;&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #ff99992e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;[[Traitor]], [[Malfunctioning AI]], [[Changeling]], [[Nuclear Operative]], [[Blood Cult|Blood Cultist]], [[Heretic]], [[Revolution|Revolutionary]], [[Wizard]], [[Blob]], [[Abductor]], [[Holoparasite]], [[Xenomorph]], [[Spider]], [[Swarmers]], [[Revenant]], [[Morph]], [[Nightmare]], [[Space Ninja]], [[Slaughter Demon]], [[Sentient Disease]], [[Obsessed]], [[Space Dragon]], [[Pulsating Tumor|Elite Mobs]], [[Sentient Slime]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #464489; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Special&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #4644892e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;[[CentCom Official]], [[Asset Protection]], [[Emergency Response Team|Emergency Response Officer]], [[HC_Inspectors|Heliostatic Station Inspectors]], [[Chrono Legionnaire]], [[Highlander]], [[Ian]], [[Construct]], [[Imaginary Friend]], [[Split Personality]], [[Ghost]], [[Golem]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hey! Listen!&#039;&#039;&#039; This template is mirrored on the [[Clown]], and [[Ian]] pages, be sure to periodically check it and make sure it&#039;s up to date.&lt;br /&gt;
[[Category:Templates]][[Category:Misc Styling Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Template:Security_Dept_header&amp;diff=8621</id>
		<title>Template:Security Dept header</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Template:Security_Dept_header&amp;diff=8621"/>
		<updated>2026-04-22T08:06:06Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: Text replacement - &amp;quot;486091&amp;quot; to &amp;quot;{{Color/Security}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: .35em 1em 1em 1em; border: .2em solid #{{Color/Security}}; background: #{{Color/Security}}; width: 19%; float: right&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #{{Color/Security}}; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;SECURITY&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #{{Color/Security}}; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #{{Color/Security}}1e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Security dept banner.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Department head:&amp;lt;br&amp;gt;[[Head of Security]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #FFF; font-weight:bold;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;Security roles&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #{{Color/Security}}; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #{{Color/Security}}1e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Head of Security]]&#039;&#039;&#039; - [[Warden]] - [[Detective]] - [[Security Officer]] - [[Corrections Officer]]&amp;lt;hr&amp;gt;&#039;&#039;&#039;[[Jobs|Return to jobs page]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #FFF; font-weight:bold;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;Guides&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #{{Color/Security}}; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #{{Color/Security}}1e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Corporate Regulations]] - [[Guide to Trials]] - [[Security items]] - [[Chain of Command]]&amp;lt;hr&amp;gt;&#039;&#039;&#039;[[Guides|Return to guides page]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Misc Styling Templates]][[Category:Maintenance templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Template:Color/Security&amp;diff=8620</id>
		<title>Template:Color/Security</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Template:Color/Security&amp;diff=8620"/>
		<updated>2026-04-22T08:04:34Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: as a test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;b72b2f&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Warden&amp;diff=8619</id>
		<title>Warden</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Warden&amp;diff=8619"/>
		<updated>2026-04-22T07:09:49Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: Text replacement - &amp;quot;486091&amp;quot; to &amp;quot;{{Color/Security}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = {{Color/Security}}&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = {{Color/Security}}&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = {{Color/Security}}&lt;br /&gt;
 |img = Generic_warden.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Warden&lt;br /&gt;
 |access = Armory, Security Office{{!}}Security, Brig, Prison_Wing{{!}}Holding Cells, Courtroom, Weapon Permit&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = [[Head of Security]]&lt;br /&gt;
 |duties = Watch over the Brig and Prison Wing, release prisoners when their time is up, issue equipment to security, be a [[Security Officer]] when they all eventually die&lt;br /&gt;
 |guides = [[Guide to security]], [[Corporate Regulations]], [[Guide to Trials]], [[Guide to paperwork#For_the_Warden|a few forms]]&lt;br /&gt;
 |requirements = See your prisoners at the start and throughout the shift, keep contraband and weapons somewhere secure, make sure charges are evidentiary and proper for the crime committed, and guard the armory, brig, and perma.|alttitles=Brig Sergeant, Brig Governor, Dispatch Officer, Jailer}}&lt;br /&gt;
{{Security Dept header}}&lt;br /&gt;
&lt;br /&gt;
The Warden is a member of the security staff, responsible for the Brig, the Prison Wing and the management of the prisoners. He essentially acts as a right-hand man to the [[Head of Security]] and runs most of the operations within the Brig in the absence of the HoS. The Warden is also tasked with guarding his most valued treasure: The Armory, filled with Security&#039;s best gear and armaments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Make sure no one [[Assistant|who shouldn&#039;t]] is in the armory. Set a timer for arrested people and make sure they don&#039;t break out.&lt;br /&gt;
&lt;br /&gt;
= Warden Expectations =&lt;br /&gt;
&lt;br /&gt;
* Protect the brig and armory from [[Traitor|intruders]].&lt;br /&gt;
&lt;br /&gt;
* Make sure that [[Security Policy#Brig Procedures|brigging procedure]] is being followed.&lt;br /&gt;
* Keep an eye on the [[Prisoner|prisoners.]]&lt;br /&gt;
==&#039;&#039;&#039;Watch Hound&#039;&#039;&#039;==&lt;br /&gt;
Half of your job is to look after the prisoners, make sure they don&#039;t die or get unfair [[Corporate Regulations|sentences]], and make sure they don&#039;t escape. The other half of your job is to arm security with weapons in times of war. You are not a [[Security Officer]] and should not have to go outside of the brig (and seriously should not go out of the brig). That being said, you&#039;re allowed to leave in certain situations or if you need to grab some food in the brig, though your time out of the brig should be less than your time in the brig. So, try to &#039;&#039;&#039;stay in the brig.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even more important: &#039;&#039;&#039;Watch the armory.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mister Dispatcher==&lt;br /&gt;
If you have no prisoners to watch out for, you should be coordinating the [[Security Officer|Security Officers]] over the security radio channel.  People often make accusations of crime on the radio that you can follow up on.  You can ensure all arrest records are filled in with this and with information from the security radio channel to make sure officers don&#039;t wonder why a particular person is wanted.  You can also check on the [[Computers#Security_Cameras|cameras]] for reported disturbances and update the records of anyone involved (which should be done regularly).  Your fellow officers will appreciate your help in sending them where they can make a difference. You really have the opportunity to make Security run like a well-oiled machine. Frequently check security officers positions and health on the crew monitoring console so you know if they&#039;re dead and where they are.&lt;br /&gt;
&lt;br /&gt;
==Second in Command==&lt;br /&gt;
As the Warden, you have authority over the brig and any security officers inside the Brig. Should anything happen to the Head of Security, you are expected to take up his position and command the security staff.&lt;br /&gt;
&lt;br /&gt;
===The [[Detective]]===&lt;br /&gt;
Just give the detective space, he&#039;s the loose cannon that runs around and scans for prints. In the rare cases where they do drag someone in, they&#039;ll need help with the Brig timers and securing evidence.  Since almost anyone (even lawyers) with brig access has access to evidence storage, the more dangerous evidence should go in the appropriate locker in the armory.&lt;br /&gt;
&lt;br /&gt;
===[[Security officer|Security Officers]]===&lt;br /&gt;
Normally, officers aren&#039;t under your command and are not required to follow your orders. That being said, if they&#039;re in the brig and mucking around, you are well within your duties to order them to leave. Otherwise, try to be the benevolent eye in the sky and keep tabs on the whereabouts of your team.&lt;br /&gt;
&lt;br /&gt;
===[[Lawyer|Lawyers]]===&lt;br /&gt;
When used correctly, the station&#039;s legal counselors can provide an extra layer of security by keeping an eye on things or by policing the various debris and detritus that crops up over the course of a shift. Pass out some spare sunglasses or a SecHUD (if you&#039;re feeling particularly generous) and don&#039;t refuse their clients&#039; right to counsel. If you wind with a &#039;&#039;[[traitor|criminal]] attorney&#039;&#039; on your hands, don&#039;t hesitate to bring the hammer down.&lt;br /&gt;
 &lt;br /&gt;
==Equipment==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Security_items|See here what items you&#039;re about to use and how to use them.]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Given the ever-present threat of prison breaks and riots, a skilled Warden is a well-equipped warden. Your locker contains your personal gear: a brig door remote, a box of flashbangs some extra zip ties and burn resistant gloves that teach you the Krav Maga martial art. Stuff some of that in your bag. Also, consider grabbing a laser weapon: being next to the armory is no use if somebody has blown up the APC and you can&#039;t get through the now de-powered windoors to stop them cleaning the place out. &lt;br /&gt;
&lt;br /&gt;
Not only that, but your Armory contains a plethora of gear that can help you in your quest to defend the Brig. Barricades are excellent if someone has broken the Brig doors with a cryptographic sequencer, and portable flashers, although they have limited charge, are very useful at stopping poorly equipped attackers or budding escapees.  You also have a toolbox to help you install the flashers and make other basic adjustments.  Make sure no one gets your ID, and that you know who the [[Head of Security]] is (in the very real case that someone murders them and steals their identity). Your ID is a high-value target, so make sure no one gets their grubby hands on it. You also have access to the HoS&#039;s Door Control Remote, which you can use to bolt down certain doors in the brig.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget that your loot includes anything you might have created at the Security Protolathe or have confiscated from [[Traitor|Traitors]] and other [[Nuclear Operative|agents of]] [[Wizard|chaos]]. It&#039;s best to keep these confiscated weapons and items away from the Officers; only let you or the Head of Security handle them. There&#039;s a better chance that the Head of Security will know how to put that gear to good use.&lt;br /&gt;
&lt;br /&gt;
===[[File:Lockbox locked.png]] &amp;lt;u&amp;gt;Implants&amp;lt;/u&amp;gt; [[File:Implant Case.png]]===&lt;br /&gt;
The Armory contains different sets of implants which you may want to make use of for prisoner control.&lt;br /&gt;
&lt;br /&gt;
====[[Chemical Implant|Chemical Implants]]====&lt;br /&gt;
Will put a chemical implant under the skin of a person&#039;s chest. Load the implant with up to 50 units of chemicals by injecting it with a filled syringe while it&#039;s still in its original case. You can then remotely inject the implanted chems with the Prisoner Management Console in your office. &amp;lt;br&amp;gt;Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition, the implant may become unstable and either pre-maturely inject the subject or simply break. Can be loaded with sedatives or even lethal injections. For larger doses, a subject may be implanted multiple times. Disintegrates 10 minutes after the death of the host, unless revived. Also leaves a blinking blue dot if the subject is observed with a Security HUD.&lt;br /&gt;
&lt;br /&gt;
====[[Tracking Implant|Tracking Implants]]====&lt;br /&gt;
Will implant a tracking beacon under the skin of a person&#039;s chest. The Prisoner Management Console in your office can then be used to check the implanted person&#039;s location and even send messages into their mind. Use a bluespace locator to track implanted targets. Locators can be printed from the security techfab after research. Use a [[High-risk_items#Hand_teleporter|Hand Teleporter]] or [[Teleporter]] to teleport to the target. Disintegrates 10 minutes after the death of the host, unless revived. Also leaves a blinking red dot if the subject is observed with a Security HUD.&lt;br /&gt;
&lt;br /&gt;
====[[Security_items#Mindshield_Implant|Mindshield Implants]]====&lt;br /&gt;
[[Security_items#Mindshield_Implant|Mindshield Implants]] will revert the effects of [[Revolution|Revolutionaries]], however if someone resists them they are most likely the[[Revolution| ringleader]]. Mindshield implants will also prevent brainwashing from [[Revolution|Commies]] and [[Cult|Cultists]]. However they cannot deconvert anyone but a [[Revolution|revolutionary]]. More can be ordered in the [[Cargo Bay]], albeit at an extremely high cost. &lt;br /&gt;
&lt;br /&gt;
All Security forces are automatically implanted at the beginning of the shift, so ensure all security personnel are [[Security_items#Mindshield_Implant|Mindshield]] implanted by checking your Security HUD. Sometimes you&#039;ll catch someone [[Changeling|impersonating]], an [[ Traitor |officer]].&lt;br /&gt;
&lt;br /&gt;
==[[File:Office Chair.png]] Don&#039;t Sit Around==&lt;br /&gt;
Sitting at your desk is alright, but you should make sure to scan the cell blocks every once in a while to make sure no one is hurt in the cells, or that no one has broken in. Your job is to protect all of security from people busting in, or out. A quick sweep every few minutes should be fine, being a warden is a mostly relaxing job, just make sure to stun anyone who looks suspicious in the brig (or security office area) and hold them till the head of security comes. Remember, DISARM FIRST, kill if that&#039;s your only option.&lt;br /&gt;
&lt;br /&gt;
If you are going to sit around, the least you can do is update the security records for your prisoners and anyone mentioned on the radio.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do not forget to check on the Armory once in a while. While it may seem impenetrable, there are ways people can get inside without a loud boom.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[File:Id orange.png]] Clearance Level Check==&lt;br /&gt;
Referring back to the [[Chain_of_Command|chain of command]], remember that the [[Head of Personnel]] is not your superior, nor are they a member of the security team. If they are trying to break into the armory without prior authorization throw them in a cell so the Head of Security or Captain can have a talk with them. Remember they might not be the [[traitor|Head of Personnel]]  [[changeling|at]] [[abductor|all!!]]&lt;br /&gt;
&lt;br /&gt;
This goes double for anyone promoted to security. If the [[clown]] or [[mime]] shows up requesting gear, check with the Head of Security first. &#039;&#039;&#039;The Head of Security is the first and only authority on who may or may not be promoted to security.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make sure that all officers and heads of staff have a mindshield implant or else you might have a [[Revolution|bad]] time. &lt;br /&gt;
&lt;br /&gt;
==[[File:Hudwarden.png|32px]] Lockdown==&lt;br /&gt;
Sometimes, things get so bad you need to close everything off. You luckily have access to a grid of buttons nearby in your office, allowing you to selectively activate lockdown shutters and blast doors on the front of the Brig, the front desk at the entrance to the Brig, the Perma wing, and the Armory. Use this when the [[Revolutionary|angry mob]] shows up to bust down the front door of the Brig.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can use the [[Security items#Deployable Barrier Grenade|Deployable Barrier Grenades]] found in the Armory to quickly seal areas. They are essentially a super strong version of the wooden barricades that can be built. Once damaged they can be repaired with a welder.&lt;br /&gt;
&lt;br /&gt;
==[[File:Handcuffs.png]] Prison Wing==&lt;br /&gt;
The Frontier&#039;s secure Prison Wing. Once you check in, you don&#039;t check out. There are no times here - this is a place for hardened criminals. Expect to use this rarely, as many traitors get [[Cyborg|melon bowled]] before this becomes an option. Only you, the [[Head of Security]], or the [[Captain]] should ever be taking people to it and only for the most heinous crimes.&lt;br /&gt;
&lt;br /&gt;
If you do not pay attention, sometimes the Prison Wing may become a death camp. Periodically check it and make sure [[security officer|security]], space carp, [[changeling|other traitors]], or micro-meteors aren&#039;t abusing the prisoners.&lt;br /&gt;
&lt;br /&gt;
Should the situation inside the prison get too messy, you always have the option to release N2O gas into the holding area. There are two canisters of the stuff near the gulag shuttle. Make sure to Drag the canister into the brig, don your internals and let &#039;er rip. Be sure to alert your comrades in arms about the change of atmosphere though.&lt;br /&gt;
&lt;br /&gt;
==[[File:Pickaxe.png]] Labor Camp==&lt;br /&gt;
The Frontier has a completely functional labor camp. Consider sending prisoners here if they are particularly unruly and need a well-deserved vacation from the station. Before sending a prisoner to labor camp use a prisoner ID and set a point goal for them to achieve.  Make sure to point out the card console in the labor ship as it is often overlooked. Prisoners are given a Sleeper, toilets and mining equipment. Be aware that many a foolish officer has died to the labor camp pickaxe. For this reason and many others be very cautious when sending prisoners here. Again, remember to give the prisoners a point goal or else they may be stuck there forever.&lt;br /&gt;
&lt;br /&gt;
==[[File:Light Bulb.png]] Tips==&lt;br /&gt;
&lt;br /&gt;
* Keep a very close eye on the back of the Armory. It is common for [[Traitor|crafty individuals]] to dismantle or even detonate the back portion of the Armory from Space. If you can hear them using their tools before they finish, you might be able to grab a Security Hardsuit in time to get out there and catch them!&lt;br /&gt;
* Your Krav Maga gloves are a &#039;&#039;very&#039;&#039; strong part of your personal gear. The Leg Sweep ability turns your next attack into a kick that knocks down opponents and deals some stamina damage. &lt;br /&gt;
* Keep watch for any [[Chemist|suspi]][[Scientist|cious]] [[Assistant|indiv]][[Clown|iduals]] loitering outside the Brig. Believe it or not, a lot of Officers die just after they walk out the doors of the Brig. Even worse, someone could be preparing to set up a [[Toxins|nasty suprise]] for you&lt;br /&gt;
* If you ever find yourself in close proximity to a [[Wizard]], you might try using your Krav Maga&#039;s neck chop on the wizard. Doing so will render the Wizard unable to speak for a short time, and most wizard spells require the Wizard to speak an invocation in order to actually take effect.&lt;br /&gt;
** If you can both stun and neck chop the Wizard, you can easily remove his robes and put a muzzle and straight jacket on him to render him useless.&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = {{Color/Security}}&lt;br /&gt;
}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Darkinite:Sandbox_BrigOfficers&amp;diff=8618</id>
		<title>Darkinite:Sandbox BrigOfficers</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Darkinite:Sandbox_BrigOfficers&amp;diff=8618"/>
		<updated>2026-04-22T07:09:49Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: Text replacement - &amp;quot;486091&amp;quot; to &amp;quot;{{Color/Security}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = {{Color/Security}}&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = {{Color/Security}}&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = {{Color/Security}}&lt;br /&gt;
 |img = Generic_Corrections_officer.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Brig Officer&lt;br /&gt;
 |access = Security, Brig, Holding Cells, Courtroom, Maintenance&lt;br /&gt;
 |difficulty = Medium&lt;br /&gt;
 |superior = [[Head of Security]], [[Warden]]&lt;br /&gt;
 |duties = Watch over the brig, officers and detainees, book incoming criminals, guard the brig and prison area&lt;br /&gt;
 |guides = [[Guide to security]], [[Guide to Trials]], [[Chain of Command]], [[Corporate Regulations]], [[Security items]]&lt;br /&gt;
 |requirements = Defend the brig in emergency, watch the prisoners and officers, assist with processing detainees and assisting both the HoS and Warden.|alttitles=Brig Corporal, Assistant Dispatcher, Training Officer}}&lt;br /&gt;
{{Security Dept header}}&lt;br /&gt;
&lt;br /&gt;
= Brig Officer Expectations =&lt;br /&gt;
&lt;br /&gt;
* Keep officers, [[Prisoner|prisoners]], and detainees in line, make sure they are not being a danger to others or themselves.&lt;br /&gt;
* Facilitate the [[Corporate Regulations#Brig Procedures|booking process]] on criminals being brought into the brig. This means you should be the one processing them into their cell or the prison as soon as your officers come back with them.&lt;br /&gt;
* Talk with the Officers assigned under your wing, Understand situations from their descriptions and respond to it accordingly.&lt;br /&gt;
* Report any incidents, destruction, and intrusions within the brig to the [[Warden]] or [[Head of Security|HoS]] - and respond to the best of your ability.&lt;br /&gt;
* Aid the Warden and HoS with other tasks if necessary: Brig repairs and improvements, paperwork, updating security records, minor errands, and so on.&lt;br /&gt;
* Be a mentor to the officers under your wing and an advisor to those superiors. Support your team to the best of your Ability.&lt;br /&gt;
* Strictly be a stalwart and zealous defender of the security department and its assets. Including prisoners.&lt;br /&gt;
{{Secreg}}&lt;br /&gt;
&lt;br /&gt;
=Disclaimer=&lt;br /&gt;
*You are &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; a [[Security Officer]] and you should not be acting like one either. The only exceptions to this is a moment of crisis such a code red emergency, Brig defense, or low numbers of security staff&amp;lt;br&amp;gt;(confer with the [[Head of Security]] on what to do i&amp;lt;/span&amp;gt;n the latter).&lt;br /&gt;
*Being a Brig Officer isn&#039;t a license to be an advanced version of regular security officers and you will be punished if begin to do so. &lt;br /&gt;
*You should not handle arrests outside of the brig, and you are allowed to leave the brig anytime with notice to your Warden but your primary support tools are in the Brig. - Unless you&#039;ve somehow become the only security present.&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your duties==&lt;br /&gt;
This will be a short list of things you will commonly find yourself doing:&lt;br /&gt;
*Declare yourself to your officers as a Secondary Dispatcher overruled by Warden or Hos when that may be.&lt;br /&gt;
*Understand your security team and who you&#039;ll be taking under your wing as a sub team, as well as who might be needing to train.&lt;br /&gt;
*Keeping the [[Security Officer|officers]] and [[Prisoner|prisoners]] in line, making sure they&#039;re not breaking any laws, or being a danger to themselves or others.&lt;br /&gt;
*Aid in processing newly arrived criminals. You will be expected to take over the booking process once a criminal has arrived to the brig. This means removing any contraband or weapons, placing their personal effects into a cell or prison locker, setting their cell timer or fixing their prisoner ID, and removing their handcuffs once transferred to a cell. Set their status to incarcerated once done.&lt;br /&gt;
*Releasing detainees from the brig once their sentence is served. Make sure they leave with all their legal belongings, and that their status is set to discharged.&lt;br /&gt;
*Take a break to assist the Warden or HoS with anything they may need, be it the creation of an autolathe, bringing a crate back to cargo, or anything else which can be done reasonably quickly.&lt;br /&gt;
*Helping with paperwork and digital records. This includes helping to draft warrants and run copies, and updating records on the record computer..&lt;br /&gt;
*Reporting any incidents, destruction, and intrusions within the brig to the [[Warden]] or [[Head of Security|HoS]] - and dealing with the issue.&lt;br /&gt;
*Evaluate and help process current prisoners for parole if requested and approved.&lt;br /&gt;
&lt;br /&gt;
Besides this you will often find yourself working with a paramedic to patch up any [[Prisoner|prisoners]] prisoners that got harmed &amp;lt;s&amp;gt;by your doing&amp;lt;/s&amp;gt; in a riot or other emergency. Basic first aid and mechanics are helpful skills to help deal with injures and damages, but not necessary or expected. If its a busy day and the station is falling apart you can and likely will be asked to perform the duties of a normal [[Security Officer]]. Avoid overstepping your boundaries in the presence of those who have a job to do, and if you are ever unsure ask the [[Warden]] or [[Head of Security]] for help! &lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
As a Brig Officer you are brig staff for the shift. While security officers are out and about in the station, you should be keeping an eye on home base with the Warden to ensure no intruders make entrance and that any emergencies such as explosions can be handled or reported expeditiously. There will be times where Items, Warrants or Equipment are needed to be prepared at the brig when security staff are away from it, whether its to prepare something or to use the security records computer. Your first and foremost duty is to protect the brig and to handle the officers along with the prisoners within it, safe from themselves or external threats. &lt;br /&gt;
&lt;br /&gt;
While you are expected to not behave like a security officer, you are still security staff and should be respected as a member of the department, that said your opinion should not be discounted or person demeaned unless it is in fair play. The great advantage in putting time in as a Brig Officer is to learn about charges, how to use cameras, how to process suspects, paperwork, and other such skills which develop an arsenal fit for a Warden. You may even see characters who typically rank as Wardens do shifts here so that they can take less responsibility, but still be a part of the process as brig staff and helping out how they can.&lt;br /&gt;
&lt;br /&gt;
=== Job Difficulty ===&lt;br /&gt;
Being a Brig officer you are expected to know and learn about the corporate regulations as well as the in-brig procedures; to be able to pass down the skills you have to the new security officers as well as aiding them to not get in trouble with half of the station. You will be making use of your managerial skills and many micro skills such as first aid or weapon knowledge to make sure that your squad is in tip top shape, to be able to handle any and all that may come your way. You may consider this job your step down from learning Warden or HoS as many of the skills needed here can be applied to those roles too. &lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
When you spawn in at the start of the round you will have the following equipment and tools of the trade available to you:&lt;br /&gt;
*1x Prison stun baton - A special baton that has limited functions outside of the prison. Outside of the prison it will have three charges that you can use before needing to return to the brig to restore its function.&lt;br /&gt;
*2x Handcuffs - Just some standard issue handcuffs with nothing special going on with them.&lt;br /&gt;
*1x Sunglasses - Used to protect you from flashes.&lt;br /&gt;
*1x Police whistle - For when you need to get the attention of all who are in the brig.&lt;br /&gt;
*1x Disabler - A standard issue disabler the same ones issued to [[Security Officer|Security Officers]].&lt;br /&gt;
Beyond what you start with, you have a riot locker with some different clothes and some more [https://skyrat13.tk/wiki/index.php/Security_items security equipment] at your disposal. If you need more, consider how many other security staff there are and if there is not a lot, you may freely take a locker in the Gear Room and label it as well as the equipment inside. You are allowed to use the gear from these closets, but it should be prioritized for field agents such as Security Officers in the event they are in abundance. Otherwise, if you politely ask the Warden or HoS, you may be granted equipment from the armory if it is reasonable. &lt;br /&gt;
&lt;br /&gt;
When it comes to armory weapons, security officers should be prioritized when distributing lethal weaponry unless there is a direct threat to the brig that requires the Brig Officer to, for example, patrol for space invaders targeting the brig. Just like Security Officers, Brig Officers may have lethal arms within reason, however it must be advised that having any weapons unholstered in the prison is not advisable, as the risk for disarmament is too high in a tightly packed prison. In the end it is entirely at the discretion of the Warden and HoS, and it is also important for Brig Officers to get robust with no extra equipment other than what they start with and what is in their locker.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
&lt;br /&gt;
* Try to get to know the prisoners, and be on their good side so that you can have more allies than enemies in future shifts. Treat them with dignity and rise above their provocations.&lt;br /&gt;
* You are allowed to give prisoners reasonable orders, as long as you do so in a respectable manner with intentions for managing the prison. An unreasonable order is one that puts a prisoner in great discomfort or pain, and must be approved by a supervisor before it can be allowed.&lt;br /&gt;
* Preparation is always better than damage control. If you set clear expectations at the start of the shift, you wont need to explain them in the aftermath of a fight or when you need them to do something urgently.&lt;br /&gt;
* If there are multiple Brig Officers, consider doing part of your shift together, and part of it separate while the other helps out with tasks needed in brig.&lt;br /&gt;
* Try to know your Corporate Regs and assist your officers in knowing the type of crimes a person has committed so they can call out to you a little better each case.&lt;br /&gt;
&lt;br /&gt;
==[[File:Light_Bulb.png|64px|class=pixelart]]Antagonist tips==&lt;br /&gt;
This job is ineligible to roll for antagonist outside of [[Blob]] and [[Obsessed]] &lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = {{Color/Security}}&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Clown&amp;diff=8617</id>
		<title>Clown</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Clown&amp;diff=8617"/>
		<updated>2026-04-22T07:09:48Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: Text replacement - &amp;quot;486091&amp;quot; to &amp;quot;{{Color/Security}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = 03870C&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 03870C&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 03870C&lt;br /&gt;
 |img = Generic_clown.png&lt;br /&gt;
 |stafftype = SERVICE&lt;br /&gt;
 |jobtitle = Clown&lt;br /&gt;
 |access = Theatre&lt;br /&gt;
 |difficulty = HONK!&lt;br /&gt;
 |superior = [[Head of Personnel]], The Honkmother&lt;br /&gt;
 |duties = Entertain the crew, make bad jokes, go on a holy quest to find bananium, HONK!&lt;br /&gt;
 |guides = No external guides - HONK&lt;br /&gt;
 |requirements = Be funny to &#039;&#039;other&#039;&#039; crewmembers. This is nearly impossible.|alttitles=Comedian, Jester, Joker}}&lt;br /&gt;
{{Service Dept header}}&lt;br /&gt;
[[File:Theatre.png|300px|thumb|alt=Theatre|The [[Bar]]&#039;s Theatre is where you spawn along with the [[Mime]].]]&lt;br /&gt;
&lt;br /&gt;
You are... well... the funny person of the station! Honk honk! This usually means you play harmless pranks on people to remind them that life on the station is not to be taken too seriously. The &#039;&#039;&#039;Clown&#039;&#039;&#039; &amp;lt;s&amp;gt;doesn&#039;t have to do anything&amp;lt;/s&amp;gt; must spout dead memes and ancient gimmicks until they are smited by the gods. Basically the clown&#039;s job is to goof off, much like an [[assistant]], but clowns don&#039;t usually listen to anyone because they have places to be, and things to HONK!&lt;br /&gt;
&lt;br /&gt;
== [[File:Bike horn.png|60px]] License to HONK ==&lt;br /&gt;
Nope, it is not a license to be a shit. Remember, you are still bound to rule one, as in don&#039;t be a dick.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When in doubt, ask yourself: &amp;quot;Are you irrevocably fucking with someone&#039;s round (killing, incapacitating, etc.)?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If yes: don&#039;t do it. You&#039;ll probably get robusted and banned.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If no: you&#039;re probably fine.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[File:Bike horn.png|60px]] Pranks ==&lt;br /&gt;
[[File:Bike horn.png|400px|right|class=pixelart]]&lt;br /&gt;
This is where the bad clowns are separated from the real ones! Pranks can range from anything from harmless honks to the head to throwing random banana peels (usually people hate you for this most of all) all over the hallways, or even spamming prayers to the Honkmother for a H.O.N.K.-mech because [[Roboticist|those assholes]] don&#039;t have bananium so they could make you one.&lt;br /&gt;
&lt;br /&gt;
If you are really out of ideas and on the verge of being so bored that you&#039;ll soon resort to just being a dick, here&#039;s a few things a good Clown can do to entertain the crew:&lt;br /&gt;
* Tell bad jokes and puns nonstop&lt;br /&gt;
* Hold two horns (okay one can be duck) and rapidly switch hands while spamming the use key to dualhonk&lt;br /&gt;
* Ride wheeled chairs with fire extinguishers&lt;br /&gt;
* Wear cardboard suit and helmet and be a clownborg, beep boop honk&lt;br /&gt;
* Wear funny outfits from the [[Vending machines#AutoDrobe|AutoDrobe]]&lt;br /&gt;
** Be a pirateclown. Yarr, scurvy dog!&lt;br /&gt;
** Be a gentleman clown. I say, good sir!&lt;br /&gt;
** Be a gladiator clown. Vale!&lt;br /&gt;
** Be a priest clown. Praise the Honkmother!&lt;br /&gt;
** Be a chicken clown. Cluck cluck bagawk!&lt;br /&gt;
* Bolt open the costume storage for the entire crew to use&lt;br /&gt;
* Get/pretend to be a random new job, and be terrible/amazing at that job&lt;br /&gt;
* Build a Clown-Mart in the Vacant Office&lt;br /&gt;
* Hide photocopies of your ass around the station&lt;br /&gt;
* Slip then shave peoples heads with a razor&lt;br /&gt;
* Annoy a targeted person of your choice by slipping them non-stop&lt;br /&gt;
* Make people panic with fake items from the arcade machines&lt;br /&gt;
* Say the word penis, but like. As loud as you can.&lt;br /&gt;
* Lube the halls&lt;br /&gt;
* Collect shoes from [[Assistant]]s&lt;br /&gt;
* Make a Conveyor Belt that makes non-stop noise&lt;br /&gt;
* Build a clown restaurant and run the chef out of business&lt;br /&gt;
* Insert donuts into people&#039;s pockets&lt;br /&gt;
* Attack Heads of Staff with the laser tag gun&lt;br /&gt;
* Create newsfeed channels and put out outrageous and slightly offensive accusations against people, along with photos&lt;br /&gt;
* &amp;lt;s&amp;gt;Vandalize&amp;lt;/s&amp;gt; Improve random departments with crayon and spraypaint&lt;br /&gt;
* Write obscenities right outside the brig and get dog piled by security&lt;br /&gt;
* Make a [[Guide to robotics#Honkbot|Honkbot]]&lt;br /&gt;
* Make some [[Assistant|friends]] and start &amp;lt;s&amp;gt;an underground fight club&amp;lt;/s&amp;gt; a circus&lt;br /&gt;
* Become the [[Shaft Miner|shaft miner&#039;s]] plucky comic relief sidekick on a quest for bananium&lt;br /&gt;
* Build an art installation and protect it from [[Guide to robotics#Cleanbot|cleanbots]]&lt;br /&gt;
* [[Curator#How To Add A Book To The Database|Write a book]] with your best jokes to preserve them for future generations of clowns&lt;br /&gt;
* Scare people in the halls by running at them with a toy knife!&lt;br /&gt;
* Try to tell an original joke, and be stabbed mid-sentence. &lt;br /&gt;
* Dress yourself up as a honk-curity officer, and &amp;quot;arrest&amp;quot; (honk) people for crimes against clown-kind!&lt;br /&gt;
* Commit a crime extremely terribly! Shock yourself while stealing, attempt to &#039;fight&#039; someone and knock yourself out, run away with a valuable artifact and intentionally slip yourself.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bike horn.png|60px]] Power ===&lt;br /&gt;
Both you and the [[Mime]] spawn in the Theatre and have access to all the costumes inside.&lt;br /&gt;
&lt;br /&gt;
If the round goes on long enough, [[Roboticist|someone]] may be &amp;lt;s&amp;gt;demented&amp;lt;/s&amp;gt; fun-loving enough to build to you a [[Guide to robotics#H.O.N.K.|H.O.N.K.]]-mech. This mech even makes squeaky sounds when it moves &amp;lt;s&amp;gt;instead of&amp;lt;/s&amp;gt; in addition to those awful clomping noises of other mechs. Make sure to attach the &#039;HoNkER BlAsT 5000&#039; to it, for EXTREME HONKING! Honk!&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bike horn.png|60px]] Honk ===&lt;br /&gt;
Honking is how you get your work done. If you honk a honk honk then honk up the honk, well you&#039;ll have a doozy of a honk on your honk to wash off.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bike horn.png|60px]] Equipment ===&lt;br /&gt;
You get the clown suit with matching squeaky shoes (with built-in Waddle Dampeners[TM]), a bike horn, clown stamp (for approving monkey crates) clown mask (which works like a gas mask), a special infinite rainbow clown crayon so you can start writing naughty words all over the escape arm or eating it like a giant honking baby, a can of laughing juice, a banana, and your slippery [[PDA]]. Your PDA can infect people&#039;s PDAs with a virus that makes it randomly honk, and possibly do other things? Who knows, HONK!&lt;br /&gt;
&lt;br /&gt;
In the crate in the theater backstage you get extra toys like a megaphone and a pie cannon, to be extra obnoxious.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bike horn.png|60px]] Job Difficulty ===&lt;br /&gt;
Very little, but some people might want to kill you just for being the Clown. HONK! This is usually against the rules, so honk to your heart&#039;s content.&lt;br /&gt;
&lt;br /&gt;
==[[File:Bike horn.png]][[File:Bike horn.png]][[File:Bike horn.png]] Tips==&lt;br /&gt;
* The clown&#039;s mask can be used for internals.&lt;br /&gt;
* If the clown&#039;s PDA cartridge has less than 5 charges (sendable viruses which make someone’s PDA honk every time they push a button) left, someone who isn&#039;t the clown can slip on it to restore 1 charge per slip. Have fun with that.&lt;br /&gt;
* Eating the rainbow crayon completely is impossible. If you&#039;re a clown and starving you can just nibble on your crayon, for infinity.&lt;br /&gt;
* [http://aberrantkenosis.bandcamp.com/album/the-bike-horn-collection-volume-1 HONK!]&lt;br /&gt;
* Dye your clown shoes and slip them on someone, they still squeak.&lt;br /&gt;
* The clown&#039;s flower is basically a small spray bottle. It can be emptied and can carry 10 units of fluids and shoots exactly 1 unit at a time. So you can fire ten very small shots, and it has an impressive range. It can be loaded from the pepper spray wall units. Since it is one unit the stun does not last long, but it is good for a guaranteed disarm if they lack eye protection.&lt;br /&gt;
* If somebody is chasing you and you haven&#039;t emptied your flower of water yet, you can empty it on the floor for a slip that is less obvious than a peel is.&lt;br /&gt;
* The clown&#039;s PDA can be used in lieu of a banana peel; people will slip on it just the same. Just remember to take the ID out so when some chucklefuck takes it, you aren&#039;t left with no access.&lt;br /&gt;
* Telling a few jokes or having a funny gimmick can mean the difference between getting all-access and being lynched after a prank gone wrong.&lt;br /&gt;
* You can toggle the built-in Waddle Dampeners[TM] in your shoes with CTRL + Click.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: 1em 0 1em 0; border: .2em solid #{{{color|262626}}}; background :#{{{color|262626}}}&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #{{{color|262626}}}; color: white; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Honkers on Nova Sector Station&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: auto; align-items: stretch;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #{{{color|262626}}}; border-radius: .5em; background: #FFFFFF&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #265473; color: #FFB300; padding: .4em .8em .5em; width: 10%;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Law and Order&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #2654732e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Captain|Condom]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Blueshield|Bluebabies]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Nanotrasen Consultant|Paper Bin]]&#039;&#039;&#039;, [[Bridge Officer|Mean Bean Machine]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #{{Color/Security}}; color: white; padding: .4em .8em .5em; width: 10%;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Fun Police&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #{{Color/Security}}2e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Head of Security|No Fun]]&#039;&#039;&#039;, [[Warden|Mortal Kombat]], [[Detective|Can&#039;t Take a Joke]], [[Security Officer|Shitcurity Officer]], [[Corrections Officer|Cell Key Bearer]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #FF9D00; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Black magicians&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #FF9D002e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Chief Engineer|Poly&#039;s Keeper]]&#039;&#039;&#039;, [[Station Engineer|Free Insulateds]],  [[Atmospheric Technician|Axe Bearer]], [[Telecomms Specialist‎|Mixmaster Stalk-R]], [[Departmental Guards|Supermatter Watcher]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #A06DA0; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Harmzone™&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #A06DA02e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Research Director|Nerdo Supreme]]&#039;&#039;&#039;, [[Geneticist|Enjoys Pranks]], [[Scientist|Slimer/Bomber/Nerd]], [[Roboticist|Doctor Wiley]], [[Departmental Guards|Slime Wrangler]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #3F7597; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;The Stage&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #3F75972e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Chief Medical Officer|Evil Bastard]]&#039;&#039;&#039;, [[Medical Doctor|Quack]], [[Paramedic|Great Value Quack]], [[Chemist|Druglord/Lube Source]], [[Virologist|Lynch]], [[Coroner|Sacks Of Meat]], [[Departmental Guards|Lube Denier]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #78430D; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Toy Store&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #78430D2e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Quartermaster|Hardass]]&#039;&#039;&#039;, [[Cargo Technician|Bribe For Toys]], [[Shaft Miner|Bringer of Bananium]], [[Bitrunner|Gamer Girls]], [[Departmental Guards|New Toy Stealer]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #03870C; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Goobers&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #03870C2e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Head of Personnel|All Access Provider]]&#039;&#039;&#039;, [[Janitor|Enabler]], [[Bartender|Has a Gun]], [[Cook|Has a Knife]], [[Botanist|FREE PEELS]], [[Lawyer|LOL2CAT!!!]], Honkmother&#039;s Chosen, [[Mime|Mortal Enemy]], [[Chaplain|This is No Laughing Matter]], [[Curator|Who Let You in Here?!]], [[Psychologist|Normal Pill Supplier]], [[Barber|Free Razor]], [[Departmental Guards|Clown Beater]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: grey; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Greytide&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #EBEBEB; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;[[Assistant|Space Hobos]],  [[Prisoner|Human Shield]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #5589c5; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Goons&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #5589c52e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[AI|Doorknob]]&#039;&#039;&#039;, [[Cyborg|No Humor Module]], [[Positronic Brain|Captive Audience]], [[Drone|Fancy Hat]], [[Personal AI|Skeleton Key]], [[Human AI|Deuce Ex Machina]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: darkred; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;transform: translate(.2em,.8em);&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Critics&#039;&#039;&#039;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #ff99992e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;[[Traitor|Slip Em&#039;]], [[Malfunctioning AI|EVIL Doorknob]], [[Changeling|Honk It to Death]], [[Nuclear Operative|Still Slippable]], [[Blood Cult|Emos]], [[Nightmare|OH FUCK DEATH NOT REMOVED]], [[Heretic]], [[Revolution]]ary, [[Wizard|Wiznerd]], [[Blob|Squishy]], [[Abductor|Ayyliens]], [[Holoparasite|Your Best Friend]], [[Xenomorph|KITTY]], [[Spider|TOP TEN PRANKS GONE WRONG]], [[Swarmers|Don&#039;t Cry]], [[Revenant|2spooky4me]], [[Morph|Fellow Japester]], [[Space Ninja|Also Slippable]], [[Slaughter Demon|WORLDSTAR]], [[Sentient Disease|Diarrhea Dumpster]], [[Obsessed|Disposals Bait]], [[Space Dragon|I&#039;ll Show You Who&#039;s the Boss of this Gym]], [[Pulsating Tumor|Stage Hands]], [[Sentient Slime|Anthropomorphized]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #464489; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;&amp;quot;Special&amp;quot;&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #4644892e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[CentCom Official|Greater Condoms]]&#039;&#039;&#039;, [[Asset Protection|Ckeanup Crew]], [[Emergency Response Team|The Untalented Troupe]], [[HC_Inspectors|Borscht to Tears]], [[Chrono Legionnaire|Slips Through Space and Time]], [[Highlander|No Underwear]], [[Ian|Free Meat]], [[Construct|Warm Stones]], [[Imaginary Friend|Chained to the Floor Audience]], [[Split Personality|Hey! That Guy&#039;s Not Allowed to be Funny!]], [[Ghost|Salt Shakers from Beyond the Veil]], [[Golem|Stone Cold]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Corrections_Officer&amp;diff=8616</id>
		<title>Corrections Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Corrections_Officer&amp;diff=8616"/>
		<updated>2026-04-22T07:09:47Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: Text replacement - &amp;quot;486091&amp;quot; to &amp;quot;{{Color/Security}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = {{Color/Security}}&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = {{Color/Security}}&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = {{Color/Security}}&lt;br /&gt;
 |img = Generic_Corrections_officer.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Brig Officer&lt;br /&gt;
 |access = Security, Brig, Holding Cells, Courtroom, Maintenance&lt;br /&gt;
 |difficulty = Medium&lt;br /&gt;
 |superior = [[Head of Security]], [[Warden]]&lt;br /&gt;
 |duties = Watch over the [[Prisoner|prisoners]] and detainees, book incoming criminals, guard the brig and prison area&lt;br /&gt;
 |guides = [[Guide to security]], [[Guide to Trials]], [[Chain of Command]], [[Corporate Regulations]], [[Security items]]&lt;br /&gt;
 |requirements = Stay in the brig unless there&#039;s an emergency, watch the prisoners, assist with processing detainees.|alttitles=Corrections Officer, Prison Guard}}&lt;br /&gt;
{{Security Dept header}}&lt;br /&gt;
&lt;br /&gt;
= Brig Officer Expectations =&lt;br /&gt;
&lt;br /&gt;
* Keep [[Prisoner|prisoners]] and detainees in line, make sure they are not being a danger to others or themselves.&lt;br /&gt;
* Facilitate the booking process on criminals being brought into the brig. This means you should be the one processing them into their cell or the prison.&lt;br /&gt;
* Fulfill reasonable requests or exchanges the prisoners may have for items, but remember that you are not under any obligation to accept them.&lt;br /&gt;
* Report any incidents, destruction, and intrusions within the brig to the [[Warden]] or [[Head of Security|HoS]] - and respond to the best of your ability.&lt;br /&gt;
* Aid the Warden and HoS with other tasks if necessary: Brig repairs and improvements, paperwork, updating security records, minor errands, and so on.&lt;br /&gt;
* Attempt to ensure all current prisoners and detainees are transferred to the escape shuttle brig alive and well at the end of the shift.&lt;br /&gt;
=Disclaimer=&lt;br /&gt;
*You are &amp;lt;b&amp;gt;not&amp;lt;/b&amp;gt; a [[Security Officer]] and you should not be acting like one either. The only exceptions to this is a moment of crisis such a code red emergency or low numbers of security staff&amp;lt;br&amp;gt;(confer with the [[Head of Security]] on what to do in the latter).&amp;lt;/span&amp;gt;&lt;br /&gt;
*Being a Brig Officer isn&#039;t a license to start beating [[Prisoner|prisoners]] and make their life hell or an obligation to act as the prison butler. The prisoners are your responsibility and you must try to keep them healthy to reach the end of the shift.&lt;br /&gt;
*Yo&amp;lt;/span&amp;gt;u should not handle arrests outside of the brig, and you should only be leaving the brig briefly with approval from the War&amp;lt;/span&amp;gt;den - or if you&#039;ve somehow become the only security present.&lt;br /&gt;
&lt;br /&gt;
==Your duties==&lt;br /&gt;
This will be a short list of things you will commonly find yourself doing:&lt;br /&gt;
*Introduce yourself to your prisoners, and search around for anything which may be a danger to those within the prison. Establish basic rules so they understand what the expectations are.&lt;br /&gt;
*Keeping the [[Prisoner|prisoners]] in line, making sure they&#039;re not breaking any laws, or being a danger to themselves or others.&lt;br /&gt;
*Aid in processing newly arrived criminals. You will be expected to take over the booking process once a criminal has arrived to the brig. This means removing any contraband or weapons, placing their personal effects into a cell or prison locker, setting their cell timer or fixing their prisoner ID, and removing their handcuffs once transferred to a cell. Set their status to incarcerated once done.&lt;br /&gt;
*Releasing detainees from the brig once their sentence is served. Make sure they leave with all their legal belongings, and that their status is set to discharged.&lt;br /&gt;
*Take a break to assist the Warden or HoS with anything they may need, be it the creation of an autolathe, bringing a crate back to cargo, or anything else which can be done reasonably quickly.&lt;br /&gt;
*Helping with paperwork and digital records. This includes helping to draft warrants and run copies, and updating records on the record computer..&lt;br /&gt;
*Fulfilling reasonable requests or exchanges the [[Prisoner|prisoners]] may have for items, but remember that you are not under any obligation to accept them unless it is approved by a superior.&lt;br /&gt;
*Reporting any incidents, destruction, and intrusions within the brig to the [[Warden]] or [[Head of Security|HoS]] - and dealing with the issue.&lt;br /&gt;
*Evaluate and help process current prisoners for parole if requested and approved.&lt;br /&gt;
&lt;br /&gt;
Besides this you will often find yourself working with a paramedic to patch up any [[Prisoner|prisoners]] prisoners that got harmed &amp;lt;s&amp;gt;by your doing&amp;lt;/s&amp;gt; in a riot or other emergency. Basic first aid and mechanics are helpful skills to help deal with injures and damages, but not necessary or expected. If its a busy day and the station is falling apart you can and likely will be asked to perform the duties of a normal [[Security Officer]] and you might even find yourself being promoted to one. Avoid overstepping your boundaries in the presence of those who have a job to do, and if you are ever unsure ask the [[Warden]] or [[Head of Security]] for help! &lt;br /&gt;
&lt;br /&gt;
=== Power ===&lt;br /&gt;
As a Brig Officer you are expected to be permanent brig staff for the shift. While security officers are out and about in the station, you keep an eye on home base with the Warden to ensure no intruders make entrance and that any emergencies such as explosions can be handled or reported expeditiously. There will be times where things need to happen at brig when security staff are away from it, whether its to prepare something or to use the security records computer. Your first and foremost duty is to protect the brig, and to keep the prisoners within it safe from themselves or external threats. &lt;br /&gt;
&lt;br /&gt;
While you are expected to not behave like a security officer, you are still security staff and should be respected as a member of the department, that said your opinion should not be discounted or person demeaned unless it is in fair play. The great advantage in putting time in as a Brig Officer is to learn about charges, how to use cameras, how to process suspects, paperwork, and other such skills which develop an arsenal fit for a Warden. You may even see characters who typically rank as Wardens do shifts here so that they can take less responsibility, but still be a part of the process as brig staff and helping out how they can.&lt;br /&gt;
&lt;br /&gt;
=== Job Difficulty ===&lt;br /&gt;
Many incorrectly see Brig Officers at the bottom of the totem pole as they, in some ways, carry less responsibility by the sheer fact that they have a relatively small area to protect in comparison to the entire station. However, it must be known that the most dangerous people often end up in prison; you may be processing a changeling, or a syndicate agent with an uplink implant, or the prisoner may just be belligerent and violent enough to sucker punch and overpower your character. Being able to handle yourself and at least get to a safe place to report an issue is imperative, as a Brig Officer&#039;s day can turn from boring and monotonous to urgent and extreme in the figurative snap of a finger. It is at your discretion to call on the assistance of any voluntary security personnel to assist you moving them from solitary back to the main prison, or just to confront them for whatever reason there is. A skill which should be honed as a Brig Officer for all other security roles is the ability to de-escalate a situation preferably through words and verbal judo, and a prison can often be a gym to test your patience and attentiveness to details. &lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
When you spawn in at the start of the round you will have the following equipment and tools of the trade available to you:&lt;br /&gt;
*1x Prison stun baton - A special baton that has limited functions outside of the prison. Outside of the prison it will have three charges that you can use before needing to return to the brig to restore its function.&lt;br /&gt;
*2x Handcuffs - Just some standard issue handcuffs with nothing special going on with them.&lt;br /&gt;
*1x Sunglasses - &amp;lt;s&amp;gt;Used to beat prisoners in style&amp;lt;/s&amp;gt; or protect you from flashes.&lt;br /&gt;
*1x Police whistle - For when you need to get the attention of all who are in the brig.&lt;br /&gt;
*1x Disabler - A standard issue disabler identical to the ones issued to [[Security Officer|Security Officers]].&lt;br /&gt;
Beyond what you start with, you have a riot locker with some different clothes and some more [https://skyrat13.tk/wiki/index.php/Security_items security equipment] at your disposal. If you need more, consider how many other security staff there are and if there is not a lot, you may freely take a locker in the Gear Room and label it as well as the equipment inside. You are allowed to use the gear from these closets, but it should be prioritized for field agents such as Security Officers in the event they are in abundance. Otherwise, if you politely ask the Warden or HoS, you may be granted equipment from the armory if it is reasonable. &lt;br /&gt;
&lt;br /&gt;
When it comes to armory weapons, security officers should be prioritized when distributing lethal weaponry unless there is a direct threat to the brig that requires the Brig Oficer to, for example, patrol for space invaders targeting the brig. Just like Security Officers, Brig Officers may have lethal arms within reason, however it must be advised that having any weapons unholstered in the prison is not advisable, as the risk for disarmament is too high in a tightly packed prison. In the end it is entirely at the discretion of the Warden and HoS, and it is also important for Brig Officers to get robust with no extra equipment other than what they start with and what is in their locker.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
&lt;br /&gt;
* Try to get to know the prisoners, and be on their good side so that you can have more allies than enemies in future shifts. Treat them with dignity and rise above their provocations.&lt;br /&gt;
* When you take breaks from being in perma and are not watching them on the cameras, see if any other security personnel are not busy and ask them to temporarily look over the prisoners while you do errands.&lt;br /&gt;
* You are allowed to give prisoners reasonable orders, as long as you do so in a dignified manner with intentions for managing the prison. An unreasonable order is one that puts a prisoner in great discomfort or pain, and must be approved by a supervisor before it can be allowed. &lt;br /&gt;
* Preparation is always better than damage control. If you set clear expectations at the start of the shift, you wont need to explain them in the aftermath of a fight or when you need them to do something urgently.&lt;br /&gt;
* If there are multiple Brig Officers, consider doing part of your shift together, and part of it separate while the other helps out with tasks needed in brig.&lt;br /&gt;
&lt;br /&gt;
==[[File:Light_Bulb.png|64px|class=pixelart]]Antagonist tips==&lt;br /&gt;
This job is ineligible to roll for antagonist outside of [[Blob]] and [[Obsessed]] &lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = {{Color/Security}}&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Detective&amp;diff=8615</id>
		<title>Detective</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Detective&amp;diff=8615"/>
		<updated>2026-04-22T07:09:47Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: Text replacement - &amp;quot;486091&amp;quot; to &amp;quot;{{Color/Security}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = {{Color/Security}}&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = {{Color/Security}}&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = {{Color/Security}}&lt;br /&gt;
 |img = Generic_detective.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Detective&lt;br /&gt;
 |access = Brig, Detective&#039;s Office, Morgue, Maintenance, Weapon Permit&lt;br /&gt;
 |difficulty = Medium&lt;br /&gt;
 |superior = [[Head of Security]]&lt;br /&gt;
 |duties = Investigate crimes, gather evidence, look badass, smoke cigarettes&lt;br /&gt;
 |guides = [[Guide to security]], [[Corporate Regulations]], [[Guide to Trials]]&lt;br /&gt;
 |requirements = Scan evidence uncovered at crime scenes, look up the fingerprints and DNA strings, and pass the names on to the rest of Security.&lt;br /&gt;
 |alttitles=Forensic Scientist, Forensic Technician, {{TooltipInline|Private Investigator|This alternate title gives you slightly different responsibilities. See [[#Detective_Expectations|below]] for details!}}&lt;br /&gt;
}}&lt;br /&gt;
{{Security Dept header}}&lt;br /&gt;
&lt;br /&gt;
The Detective’s Job is to Investigate crime. Collecting Evidence and identifying POI’s is the top film of the milk carton. They are Private Investigators or PIs, contracted directly by NT as a means of Passive Crime Intervention. That&#039;s right, you have limited security access because you&#039;re supposed to be an evidence collector and can choose to work with security or by your own hard-boiled self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You are not a Security Officer. You are an investigator. Helping Security and Arresting Criminals or otherwise Aiding Regular Station Crew in solving their problems with the power of investigation.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Detective Expectations =&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Regardless of what alternative title you choose to use you are still a member of security and subordinate to the [[Head of Security]]&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;u&amp;gt;&#039;&#039;&#039;Lead&#039;&#039;&#039;&amp;lt;/u&amp;gt; investigations regarding crimes, coordinate with the rest of sec to:&lt;br /&gt;
* Interrogate witnesses and suspects.&lt;br /&gt;
* Make sure crimes are properly investigated to the best of your ability, with relevant information logged.&lt;br /&gt;
* Submit and sort evidence.&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;&amp;quot;Detective | Forensic Technician/Scientist&amp;quot;&#039;&#039;&#039; you are subject to [[Security_Policy|Security chain of command and policies]]. You are able to make arrests as part of the security team. &lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;&amp;quot;Private Investigator&amp;quot;.&#039;&#039;&#039; Your priorities with security cases are more loose, and are encouraged to solve issues for crew members. However, you may not make arrests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; As a detective you will always have authority over an officer when it comes to how a crime scene or interrogation should be handled, and officers should always defer to you for information first.&lt;br /&gt;
&lt;br /&gt;
Outside of information gathering you still do not have any authority over officers when it comes to dispatching and giving them orders and you still do not handle arrests personally outside of cases of low man power or high(Amber or above) alert.&lt;br /&gt;
&lt;br /&gt;
== Problem Sleuth ==&lt;br /&gt;
As a detective, your primary duty is to investigate crime scenes by any means necessary and to use the tools provided to you to identify the perpetrators. You can do this with your Forensic Scanner, your PDA, and some basic intuition.&lt;br /&gt;
&lt;br /&gt;
Your Backpack should contain everything you need for basic investigative work. A Forensic Scanner is usually all you need! However, if you need more your detective&#039;s Closet contains almost all the spy gadgets you need to investigate and solve committed crimes. &lt;br /&gt;
&lt;br /&gt;
A Detective&#039;s work cycle starts with,&lt;br /&gt;
&lt;br /&gt;
* Go to the crime scene, take pictures of possible evidence with your camera and then scan all the surfaces around the scene, such as doors, walls, consoles, and of course, out-of-place items. After evidence has been scanned, place it in an evidence bag for storage and later reference. Be sure to scan any bodies for prints and fibers as well, provided that they haven&#039;t been hauled off to [[Geneticist|genetics]] or the morgue already.&lt;br /&gt;
&lt;br /&gt;
* Next, if the Body has been dragged away. Head on over to the morgue and scan the body and hope that the person who brought them in wore the Medical standard-issue Nitrile gloves, or you might find yourself with a rather annoying case of mistaken identity from Security&#039;s single combined brain cell. If this was not the case, be sure to identify who hauled the body in - And ideally, anyone who touched it during the process.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;center&amp;gt;&#039;&#039;&#039;Remember to ALWAYS wear your gloves, or you will record your own prints after touching a surface, body, or item. This will at best slow you down, and at worst, end up with you serving time for the very crime you were trying to solve!&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Once you&#039;ve finished surveying the crime scene, return to either your office or the nearest easy-access Security outpost (if you can get past the outer department doors, you have access to any departmental security office). The former has both a Security Records and Medical Records computer; these allow you to check the fingerprints in the Security database to discern the owners, and the same is true of blood on the Medical Records computer. If you&#039;ve found a weapon with someone&#039;s prints on it (And that person was not the confiscating officer), you&#039;ve probably got your perp dead to rights. Similarly, if there is blood but no body, you can easily identify the deceased.&lt;br /&gt;
&lt;br /&gt;
* Finding fibers can either improve or throw off your lead. For example, if the deceased Captain has fibers from insulated gloves and an Engineer&#039;s jumpsuit all over him, it&#039;s no great leap of logic to say that an Engineer was the one who did the deed. Conversely, finding nothing but fibers from your own suit, or worse, black gloves, could throw you off and just leave you with a cold case.&lt;br /&gt;
* If you have Suspects that match the vague evidence collected you can issue a Search warrant, &#039;&#039;&#039;after filling out the form get it approved by the Head of Security, Lawyer or Relevant department head.&#039;&#039;&#039; After It&#039;s always a good idea to speak over Security radio and inform them that you&#039;ve identified a Suspect, and that you&#039;d like them searched. Provide them with any information that could assist in the possible arrest like: Possible contraband on their person, alternate identities, and basic identifying factors like jumpsuit color, hair style and Species.&lt;br /&gt;
* If you find direct evidence tying a person to a crime without reasonable doubt you may inform Security and fill up an Arrest warrant for them to approve and immediately Issue.&lt;br /&gt;
&lt;br /&gt;
If the criminal is caught red handed, they may have a trial depending on the severity of the crime and the willingness of the command staff to host one. As the prosecution, &#039;&#039;you must attend this trial&#039;&#039;. Bring all the evidence against the criminal including finger print scan results, pictures of the crime scene, and testimonies from possible witnesses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;&#039;Investigation is your ground work and you will always have priority when leading investigations. If in any case you are denied the ability to investigate. You can always handle it your way.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[File:Clipboard paper.png]] Occupation: Dick Gumshoe===&lt;br /&gt;
Of course it&#039;s important to keep your evidence at least somewhat organized, It&#039;s your main weapon after all, but if you&#039;re feeling particularly hard boiled and want to go the extra mile, here are some tips:&lt;br /&gt;
&lt;br /&gt;
* Use your hand labeler to mark everything related to one case with a name you&#039;ll easily recognize. (For example &amp;quot;Clown Case&amp;quot; if it was the [[clown]] who honked for the last time.)&lt;br /&gt;
* There are multiple lockers in Evidence Storage, stick to one per case.&lt;br /&gt;
* File all paperwork that belongs to a single case away in one folder. You start with two folders in your office and there are plenty more around the station.&lt;br /&gt;
* File the folders of closed cases away in your filing cabinet so you know where they are if you suddenly need them again.&lt;br /&gt;
* Make copies of important case-related documents for yourself (Or for the rest of Security, if you prefer to keep the originals)&lt;br /&gt;
&lt;br /&gt;
==Advanced Detective Work==&lt;br /&gt;
If you have multiple suspects and matches, you&#039;re going to have to do some &amp;lt;s&amp;gt;breaking in&amp;lt;/s&amp;gt; investigating and possibly some interviews.&lt;br /&gt;
&lt;br /&gt;
* Crimes committed by groups of people provide some distinct advantages and disadvantages for both you and security forces in general. Group crimes are often easily noticeable to any bystander, and the interrogation and subsequent confession of one suspect can lead to a sting on the entire group. On the other hand, these pairs or triads or even larger groups can be difficult to take down without a lot of manpower and commitment on the part of security forces. Changelings and sometimes traitors operate in groups, so you&#039;ll have to exercise extra caution when investigating crime scenes you think they&#039;re responsible for.&lt;br /&gt;
&lt;br /&gt;
* When you do have multiple suspects, it&#039;s usually because of inconclusive forensics results. Because you&#039;re going to have to figure out the crime using more traditional methods along the lines of interviews, you should make sure to bring your universal recorder with you. &#039;&#039;&#039;Note that a universal recorder also acts as a universal translator, so you should be able to collect the bizarre testimonials of some sentients like slimes and monkeys.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* When conducting interviews, make sure that you set out with a hunch. Only interview people and only ask questions that you think are relevant to the situation. However, in some cases asking a non-pointed question can throw a bluffer off and cause them to slip in their story. People who seem more friendly after moving on from a subject may be lying.&lt;br /&gt;
&lt;br /&gt;
* Your PDA comes with an built-in medical scanner that can be toggled on or off, and it works just like a standard medical analyzer. It tells you types of damage a person has on them, any advanced diseases, and most importantly in your line of work their time of death. Use this last fact to narrow down possible suspects.&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t forget: You have access to the Interrogation room in the brig. Great for when you want to be more thematic, or just need some privacy.&lt;br /&gt;
&lt;br /&gt;
==Spare Time==&lt;br /&gt;
As an Investigator hired and stationed by Nanotrasen you are also expected to handle cases involving security and command under the power given to you.&lt;br /&gt;
&lt;br /&gt;
* Make sure to get your evidence in order, assist the Lawyer in proving their civil rights cases against security, or aid the demoting head of staff in procuring evidence relevant to the reasons of demotion.&lt;br /&gt;
* Make sure to follow through with the evidence related to a crime committed by the head of staff or security officer, to the Warden or Lawyer should you accept the Job.&lt;br /&gt;
* If you wish to pursue a case as an &#039;&#039;&#039;&amp;quot;Private Investigator&amp;quot;&#039;&#039;&#039; you are encouraged to pursue them yourself or you could refer to the Lawyer/ Head of command. They will fix the paper work for you.&lt;br /&gt;
* Detectives as a &amp;quot;&#039;&#039;&#039;Private Investigator&amp;quot;&#039;&#039;&#039; may ask for a command key from a permitting head to allow themselves to stay on top of cases along with ensuring that command follows Corporate Regulations.&lt;br /&gt;
* As an &#039;&#039;&#039;&amp;quot;Private Investigator&amp;quot;&#039;&#039;&#039; you are granted a bonus to arm yourselves against overzealous members of security. (Those new guns are meant exactly for this.)&lt;br /&gt;
&lt;br /&gt;
===== Technically, the above represents the entirety of the detective&#039;s job. Despite this, you can choose to investigate crime scenes on your own initiative. =====&lt;br /&gt;
&lt;br /&gt;
===== Luckily, there are some other things that the Detective can instead do: =====&lt;br /&gt;
&lt;br /&gt;
* Green alert / Blue alerts - You may passively pursue antags to gather evidence from them like breadcrumbs. But to actively pursue and detain will require an officer to pair with them to serve justice as per corporate regulations. (Amber and above is free game)&lt;br /&gt;
&lt;br /&gt;
* Snoop around. You have access to the maintenance shafts around the station, allowing you to find things off-camera.&lt;br /&gt;
* Use the camera terminal in your office to scan the station - it looks like an old-fashioned TV. Look around for any crimes, then report it over the Security channel or head over there yourself. It&#039;s probably not a good idea to announce it over the general radio, or the criminal in question will usually realize that you&#039;re onto them and get away.&lt;br /&gt;
&lt;br /&gt;
==[[File:Light_Bulb.png]] Tips==&lt;br /&gt;
* If you want to check if a husk was drained or burned, try extracting blood from it with a syringe.&lt;br /&gt;
** Got a husk in genetics? No ID on him? Use the scanner on the body to get the fingerprints and you know who that poor sod was.&lt;br /&gt;
* An Advanced Mass Spectrometer will allow you to insert a blood sample, analyzing and listing the chemicals in the sample - This can be useful in finding abnormal toxins, if a body is fresh.&lt;br /&gt;
* The built-in Medical Scanner function of your PDA[[File:Detectivepda.png]] will show time of death - This can be used to force alibis from your suspects&lt;br /&gt;
* You can put an empty speedloader back into an autolathe to receive a full refund of materials&lt;br /&gt;
* You can use Meson Scanners to find hidden walls; they show hidden doors as open spaces when not in direct sight of them.&lt;br /&gt;
* The Detective&#039;s scanner can be used at range, to scan containers and such.&lt;br /&gt;
* You can get a person&#039;s fingerprints by directly scanning them with a forensic scanner.&lt;br /&gt;
* You can use a wrench on your revolver to modify it to shoot much more lethal .357 rounds. Remember to eject the loaded rounds, or it&#039;ll end up going off in your face.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = {{Color/Security}}&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Security_Officer&amp;diff=8614</id>
		<title>Security Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Security_Officer&amp;diff=8614"/>
		<updated>2026-04-22T07:09:47Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: Text replacement - &amp;quot;486091&amp;quot; to &amp;quot;{{Color/Security}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = {{Color/Security}}&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = {{Color/Security}}&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = {{Color/Security}}&lt;br /&gt;
 |img = Generic_security.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Security Officer&lt;br /&gt;
 |access = Security, Brig, Holding Cells, Courtroom, Maintenance, Weapon Permit&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = [[Head of Security]]&lt;br /&gt;
 |duties = Protect company assets, follow the [[Corporate Regulations]], respect the crew.&lt;br /&gt;
 |guides = [[Guide to security]], [[Corporate Regulations]], [[Security Policy]], [[Security items|Security Items]]&lt;br /&gt;
 |requirements = Don’t create more problems than you solve. Be a deterrent to chaos and destruction.|alttitles=Peacekeeper, Security Operative, Security Cadet, Security Specialist}}&lt;br /&gt;
{{Security Dept header}}&lt;br /&gt;
NanoTrasen has developed a state-of-the-art research station, and in the same breath, they signed a clown onto the payroll. It henceforth falls to you to protect the station from threats, real or perceived. Your fundamental role is to ensure crew safety. This may mean putting yourself at risk, but that’s why we wear the badge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is important to note that Security is one of the most mechanics-heavy roles on the station and requires a reasonably high degree of proficiency in the game’s basic controls. For this reason, getting a good deal of experience in other roles is suggested before attempting to play as Security. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Security Officer Expectations&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt; &amp;lt;/span&amp;gt; =&lt;br /&gt;
&lt;br /&gt;
* Keep the peace under the guidance of the [[Head of Security|HoS]], enforce [[Corporate Regulations]] to resolve disrupting behavior severe enough to warrant it.&lt;br /&gt;
* Patrol the station to make sure that the crew is not at risk.&lt;br /&gt;
* Handle cases as you are instructed to by your superiors.&lt;br /&gt;
* Detain criminals, collect fines, and administer corrective behavior.&lt;br /&gt;
* De-escalate situations to the best of your ability&lt;br /&gt;
&lt;br /&gt;
==The Peacekeeper==&lt;br /&gt;
As an Officer, your job is to ensure peace. You have been tasked to provide peaceful resolutions. The ability to arrest, protect, and counsel the crew and solve problems comes with great responsibility. Your actions and choices will have consequences. Expect to be judged by everyone, including your peers. Don&#039;t forget that you are not alone; always ask for help, even if it&#039;s not coming from a fellow Officer. You will get to know your expectations that way. Lastly, review the [[Security Policy]], which details said expectations.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Before Brigging(IC):&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==== Assess - &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt; IC &amp;lt;/span&amp;gt; ====&lt;br /&gt;
When arriving on a scene, the first thing any officer should do is assess the situation, get an idea of what really happened past the initial report, and piece together a story in order to figure out what your next move should be.&lt;br /&gt;
&lt;br /&gt;
* Question, interrogate, or elsewise ask witnesses about the events.&lt;br /&gt;
** Find out the most likely series of events, while also making sure the physical evidence (damage to suspects, items at the scene) line up with stories, loop the detective is as soon as possible, and let them take over.&lt;br /&gt;
* After you have an idea of how the events played out, figure out the best course of action to minimize conflict, and return everything to working order&lt;br /&gt;
* you should inform the relevant department head (or lawyer/HOP/Corporate Representative for ‘civilians’) as soon as possible after stabilizing the situation.&lt;br /&gt;
* 2xx crimes or above do not require anyone to press charges.&lt;br /&gt;
* If possible you may use a Detention during green or blue with a provided search warrant. This allows the officer to search and question someone on the scene but not to bring them to the brig.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
==== Arrests -  &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;IC &amp;lt;/span&amp;gt; ====&lt;br /&gt;
Arrests are when someone involved in a situation, be they the suspect or not, is detained and brought to the brig for further actions:&lt;br /&gt;
&lt;br /&gt;
* Go over the situation and explain to them why they are being detained.&lt;br /&gt;
* Cuffs aren&#039;t required, use your best judgement.&lt;br /&gt;
* Use your best judgement for the best way to resolve the situation once the cuffs are on.&lt;br /&gt;
* If they’re a department worker, especially if they’re within their department, contact the relevant head before making any moves; the HoS or detective would be ideal for reaching out.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tools for Peacekeeping ===&lt;br /&gt;
You need to be equipped to conduct your duties. The brig will have most of your equipment necessary to perform. If they are unavailable, check with the Warden for anything to spare. You may need to get your supplies from Cargo.&lt;br /&gt;
&lt;br /&gt;
* The lockers in the brig will contain your peacekeeping belt and all your essential tools. There are also Security Hud Sunglasses and a flashlight for your disabler.&lt;br /&gt;
* You can attain other equipment from the Equipment vendor. One of the notable ones is the Energy Bola.&lt;br /&gt;
* A Universal recorder can be applicable when conducting an investigation. This can be used as evidence should anyone question your claims.&lt;br /&gt;
&lt;br /&gt;
If you need more information, review [[Security items]] and [[Guide to security]].&lt;br /&gt;
&lt;br /&gt;
==Communicating Proper Channels==&lt;br /&gt;
Being a Peacekeeper means you will gain access to the security channel on your radio: ,s&lt;br /&gt;
&lt;br /&gt;
The Chain of Command is as follows. Above you is the [[Head of Security]], and above them is the [[Captain]]. You will primarily be operating this chain of command aboard the station. Central Command directs the Captain outside the station, meaning some orders passed down to you may be from CentComm. Should the Head of Security not be present, the [[Warden]] can act as your direct supervisor.&lt;br /&gt;
&lt;br /&gt;
==Mechanical Minds, Silicon SecOffs[[File:Beepsky.png]]==&lt;br /&gt;
One of your most useful tools is your small friend, Officer Beepsky. Your Sec HUD can be used to set someone’s arrest status on the fly, and for those you can’t see you can call in to the Warden, who can set this status on their console. Once he finds a target, his on-board radio will let you know when he finds the no-good criminal!&lt;br /&gt;
It cannot be overstated how useful this can be during a manhunt. An extra pair of eyes is nothing to scoff at, so be sure to call in reports of criminals frequently. &lt;br /&gt;
==Dealing with threats==&lt;br /&gt;
As a Peacekeeper, there will come times when you will need to deal with serious threats. The most important thing is to remember that most situations can be resolved by working together and that more chaos will lead to worse problems. Communication is vital, and it will be essential that you maintain contact with your peers when the alert is raised to deal with these threats. Regular check-ins are highly recommended. Provide information that is clear and concise. Do it regularly and whenever possible. Let everyone know where the threat is and what the threat is doing, and note things that your peers need to know. &lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = {{Color/Security}}&lt;br /&gt;
}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Darkinite:Warden_Sandbox&amp;diff=8613</id>
		<title>Darkinite:Warden Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Darkinite:Warden_Sandbox&amp;diff=8613"/>
		<updated>2026-04-22T07:09:47Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: Text replacement - &amp;quot;486091&amp;quot; to &amp;quot;{{Color/Security}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = {{Color/Security}}&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = {{Color/Security}}&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = {{Color/Security}}&lt;br /&gt;
 |img = Generic_warden.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Warden&lt;br /&gt;
 |access = Armory, Security Office{{!}}Security, Brig, Prison_Wing{{!}}Holding Cells, Courtroom, Weapon Permit&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = [[Head of Security]]&lt;br /&gt;
 |duties = Watch over the Brig and Prison Wing, release prisoners when their time is up, issue equipment to security, be a [[Security Officer]] when they all eventually die&lt;br /&gt;
 |guides = [[Guide to security]], [[Corporate Regulations]], [[Guide to Trials]], [[Guide to paperwork#For_the_Warden|a few forms]]&lt;br /&gt;
 |requirements = See your prisoners at the start and throughout the shift, keep contraband and weapons somewhere secure, make sure charges are evidentiary and proper for the crime committed, and guard the armory, brig, and perma.|alttitles=Brig Staff Sergeant, Brig Governor, Dispatch Officer, Jailer}}&lt;br /&gt;
{{Security Dept header}}&lt;br /&gt;
&lt;br /&gt;
The Warden is a member of the security staff, responsible for the Brig, the Prison Wing and the management of the prisoners. He essentially acts as a right-hand man to the [[Head of Security]] and runs most of the operations within the Brig in the absence of the HoS. The Warden is also tasked with guarding his most valued treasure: The Armory, filled with Security&#039;s best gear and armaments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Make sure no one [[Assistant|who shouldn&#039;t]] is in the armory. Set a timer for arrested people and make sure they don&#039;t break out.&lt;br /&gt;
&lt;br /&gt;
= Warden Expectations =&lt;br /&gt;
&lt;br /&gt;
* Protect the brig and armory from [[Traitor|intruders]].&lt;br /&gt;
&lt;br /&gt;
* Make sure that [[Security Policy#Brig Procedures|brigging procedure]] is being followed.&lt;br /&gt;
* Keep an eye on the [[Prisoner|prisoners.]]&lt;br /&gt;
{{Secreg}}&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;Watch Hound&#039;&#039;&#039;==&lt;br /&gt;
Half of your job is to look after the prisoners, make sure they don&#039;t die or get unfair [[Corporate Regulations|sentences]], and make sure they don&#039;t escape. The other half of your job is to arm security with weapons in times of war. You are not a [[Security Officer]] and should not have to go outside of the brig (and seriously should not go out of the brig). That being said, you&#039;re allowed to leave in certain situations or if you need to grab some food in the brig, though your time out of the brig should be less than your time in the brig. So, try to &#039;&#039;&#039;stay in the brig.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even more important: &#039;&#039;&#039;Watch the armory.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mister Dispatcher==&lt;br /&gt;
If you have no prisoners to watch out for, you should be coordinating the [[Security Officer|Security Officers]] over the security radio channel.  People often make accusations of crime on the radio that you can follow up on.  You can ensure all arrest records are filled in with this and with information from the security radio channel to make sure officers don&#039;t wonder why a particular person is wanted.  You can also check on the [[Computers#Security_Cameras|cameras]] for reported disturbances and update the records of anyone involved (which should be done regularly).  Your fellow officers will appreciate your help in sending them where they can make a difference. You really have the opportunity to make Security run like a well-oiled machine. Frequently check security officers positions and health on the crew monitoring console so you know if they&#039;re dead and where they are.&lt;br /&gt;
&lt;br /&gt;
==Second in Command==&lt;br /&gt;
As the Warden, you have authority over the brig and any security officers inside the Brig. Should anything happen to the Head of Security, you are expected to take up his position and command the security staff.&lt;br /&gt;
&lt;br /&gt;
===The [[Detective]]===&lt;br /&gt;
Just give the detective space, he&#039;s the loose cannon that runs around and scans for prints. In the rare cases where they do drag someone in, they&#039;ll need help with the Brig timers and securing evidence.  Since almost anyone (even lawyers) with brig access has access to evidence storage, the more dangerous evidence should go in the appropriate locker in the armory.&lt;br /&gt;
&lt;br /&gt;
===[[Security officer|Security Officers]]===&lt;br /&gt;
Normally, officers aren&#039;t under your command and are not required to follow your orders. That being said, if they&#039;re in the brig and mucking around, you are well within your duties to order them to leave. Otherwise, try to be the benevolent eye in the sky and keep tabs on the whereabouts of your team.&lt;br /&gt;
&lt;br /&gt;
===[[Lawyer|Lawyers]]===&lt;br /&gt;
When used correctly, the station&#039;s legal counselors can provide an extra layer of security by keeping an eye on things or by policing the various debris and detritus that crops up over the course of a shift. Pass out some spare sunglasses or a SecHUD (if you&#039;re feeling particularly generous) and don&#039;t refuse their clients&#039; right to counsel. If you wind with a &#039;&#039;[[traitor|criminal]] attorney&#039;&#039; on your hands, don&#039;t hesitate to bring the hammer down.&lt;br /&gt;
 &lt;br /&gt;
==Equipment==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Security_items|See here what items you&#039;re about to use and how to use them.]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Given the ever-present threat of prison breaks and riots, a skilled Warden is a well-equipped warden. Your locker contains your personal gear: a brig door remote, a box of flashbangs some extra zip ties and burn resistant gloves that teach you the Krav Maga martial art. Stuff some of that in your bag. Also, consider grabbing a laser weapon: being next to the armory is no use if somebody has blown up the APC and you can&#039;t get through the now de-powered windoors to stop them cleaning the place out. &lt;br /&gt;
&lt;br /&gt;
Not only that, but your Armory contains a plethora of gear that can help you in your quest to defend the Brig. Barricades are excellent if someone has broken the Brig doors with a cryptographic sequencer, and portable flashers, although they have limited charge, are very useful at stopping poorly equipped attackers or budding escapees.  You also have a toolbox to help you install the flashers and make other basic adjustments.  Make sure no one gets your ID, and that you know who the [[Head of Security]] is (in the very real case that someone murders them and steals their identity). Your ID is a high-value target, so make sure no one gets their grubby hands on it. You also have access to the HoS&#039;s Door Control Remote, which you can use to bolt down certain doors in the brig.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget that your loot includes anything you might have created at the Security Protolathe or have confiscated from [[Traitor|Traitors]] and other [[Nuclear Operative|agents of]] [[Wizard|chaos]]. It&#039;s best to keep these confiscated weapons and items away from the Officers; only let you or the Head of Security handle them. There&#039;s a better chance that the Head of Security will know how to put that gear to good use.&lt;br /&gt;
&lt;br /&gt;
===[[File:Lockbox locked.png]] &amp;lt;u&amp;gt;Implants&amp;lt;/u&amp;gt; [[File:Implant Case.png]]===&lt;br /&gt;
The Armory contains different sets of implants which you may want to make use of for prisoner control.&lt;br /&gt;
&lt;br /&gt;
====[[Chemical Implant|Chemical Implants]]====&lt;br /&gt;
Will put a chemical implant under the skin of a person&#039;s chest. Load the implant with up to 50 units of chemicals by injecting it with a filled syringe while it&#039;s still in its original case. You can then remotely inject the implanted chems with the Prisoner Management Console in your office. &amp;lt;br&amp;gt;Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition, the implant may become unstable and either pre-maturely inject the subject or simply break. Can be loaded with sedatives or even lethal injections. For larger doses, a subject may be implanted multiple times. Disintegrates 10 minutes after the death of the host, unless revived. Also leaves a blinking blue dot if the subject is observed with a Security HUD.&lt;br /&gt;
&lt;br /&gt;
====[[Tracking Implant|Tracking Implants]]====&lt;br /&gt;
Will implant a tracking beacon under the skin of a person&#039;s chest. The Prisoner Management Console in your office can then be used to check the implanted person&#039;s location and even send messages into their mind. Use a bluespace locator to track implanted targets. Locators can be printed from the security techfab after research. Use a [[High-risk_items#Hand_teleporter|Hand Teleporter]] or [[Teleporter]] to teleport to the target. Disintegrates 10 minutes after the death of the host, unless revived. Also leaves a blinking red dot if the subject is observed with a Security HUD.&lt;br /&gt;
&lt;br /&gt;
====[[Security_items#Mindshield_Implant|Mindshield Implants]]====&lt;br /&gt;
[[Security_items#Mindshield_Implant|Mindshield Implants]] will revert the effects of [[Revolution|Revolutionaries]], however if someone resists them they are most likely the[[Revolution| ringleader]]. Mindshield implants will also prevent brainwashing from [[Revolution|Commies]] and [[Cult|Cultists]]. However they cannot deconvert anyone but a [[Revolution|revolutionary]]. More can be ordered in the [[Cargo Bay]], albeit at an extremely high cost. &lt;br /&gt;
&lt;br /&gt;
All Security forces are automatically implanted at the beginning of the shift, so ensure all security personnel are [[Security_items#Mindshield_Implant|Mindshield]] implanted by checking your Security HUD. Sometimes you&#039;ll catch someone [[Changeling|impersonating]], an [[ Traitor |officer]].&lt;br /&gt;
&lt;br /&gt;
==[[File:Office Chair.png]] Don&#039;t Sit Around==&lt;br /&gt;
Sitting at your desk is alright, but you should make sure to scan the cell blocks every once in a while to make sure no one is hurt in the cells, or that no one has broken in. Your job is to protect all of security from people busting in, or out. A quick sweep every few minutes should be fine, being a warden is a mostly relaxing job, just make sure to stun anyone who looks suspicious in the brig (or security office area) and hold them till the head of security comes. Remember, DISARM FIRST, kill if that&#039;s your only option.&lt;br /&gt;
&lt;br /&gt;
If you are going to sit around, the least you can do is update the security records for your prisoners and anyone mentioned on the radio.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do not forget to check on the Armory once in a while. While it may seem impenetrable, there are ways people can get inside without a loud boom.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[File:Id orange.png]] Clearance Level Check==&lt;br /&gt;
Referring back to the [[Chain_of_Command|chain of command]], remember that the [[Head of Personnel]] is not your superior, nor are they a member of the security team. If they are trying to break into the armory without prior authorization throw them in a cell so the Head of Security or Captain can have a talk with them. Remember they might not be the [[traitor|Head of Personnel]]  [[changeling|at]] [[abductor|all!!]]&lt;br /&gt;
&lt;br /&gt;
This goes double for anyone promoted to security. If the [[clown]] or [[mime]] shows up requesting gear, check with the Head of Security first. &#039;&#039;&#039;The Head of Security is the first and only authority on who may or may not be promoted to security.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make sure that all officers and heads of staff have a mindshield implant or else you might have a [[Revolution|bad]] time. &lt;br /&gt;
&lt;br /&gt;
==[[File:Hudwarden.png|32px]] Lockdown==&lt;br /&gt;
Sometimes, things get so bad you need to close everything off. You luckily have access to a grid of buttons nearby in your office, allowing you to selectively activate lockdown shutters and blast doors on the front of the Brig, the front desk at the entrance to the Brig, the Perma wing, and the Armory. Use this when the [[Revolutionary|angry mob]] shows up to bust down the front door of the Brig.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can use the [[Security items#Deployable Barrier Grenade|Deployable Barrier Grenades]] found in the Armory to quickly seal areas. They are essentially a super strong version of the wooden barricades that can be built. Once damaged they can be repaired with a welder.&lt;br /&gt;
&lt;br /&gt;
==[[File:Handcuffs.png]] Prison Wing==&lt;br /&gt;
The Frontier&#039;s secure Prison Wing. Once you check in, you don&#039;t check out. There are no times here - this is a place for hardened criminals. Expect to use this rarely, as many traitors get [[Cyborg|melon bowled]] before this becomes an option. Only you, the [[Head of Security]], or the [[Captain]] should ever be taking people to it and only for the most heinous crimes.&lt;br /&gt;
&lt;br /&gt;
If you do not pay attention, sometimes the Prison Wing may become a death camp. Periodically check it and make sure [[security officer|security]], space carp, [[changeling|other traitors]], or micro-meteors aren&#039;t abusing the prisoners.&lt;br /&gt;
&lt;br /&gt;
Should the situation inside the prison get too messy, you always have the option to release N2O gas into the holding area. There are two canisters of the stuff near the gulag shuttle. Make sure to Drag the canister into the brig, don your internals and let &#039;er rip. Be sure to alert your comrades in arms about the change of atmosphere though.&lt;br /&gt;
&lt;br /&gt;
==[[File:Pickaxe.png]] Labor Camp==&lt;br /&gt;
The Frontier has a completely functional labor camp. Consider sending prisoners here if they are particularly unruly and need a well-deserved vacation from the station. Before sending a prisoner to labor camp use a prisoner ID and set a point goal for them to achieve.  Make sure to point out the card console in the labor ship as it is often overlooked. Prisoners are given a Sleeper, toilets and mining equipment. Be aware that many a foolish officer has died to the labor camp pickaxe. For this reason and many others be very cautious when sending prisoners here. Again, remember to give the prisoners a point goal or else they may be stuck there forever.&lt;br /&gt;
&lt;br /&gt;
==[[File:Light Bulb.png]] Tips==&lt;br /&gt;
&lt;br /&gt;
* Keep a very close eye on the back of the Armory. It is common for [[Traitor|crafty individuals]] to dismantle or even detonate the back portion of the Armory from Space. If you can hear them using their tools before they finish, you might be able to grab a Security Hardsuit in time to get out there and catch them!&lt;br /&gt;
* Your Krav Maga gloves are a &#039;&#039;very&#039;&#039; strong part of your personal gear. The Leg Sweep ability turns your next attack into a kick that knocks down opponents and deals some stamina damage. &lt;br /&gt;
* Keep watch for any [[Chemist|suspi]][[Scientist|cious]] [[Assistant|indiv]][[Clown|iduals]] loitering outside the Brig. Believe it or not, a lot of Officers die just after they walk out the doors of the Brig. Even worse, someone could be preparing to set up a [[Toxins|nasty suprise]] for you&lt;br /&gt;
* If you ever find yourself in close proximity to a [[Wizard]], you might try using your Krav Maga&#039;s neck chop on the wizard. Doing so will render the Wizard unable to speak for a short time, and most wizard spells require the Wizard to speak an invocation in order to actually take effect.&lt;br /&gt;
** If you can both stun and neck chop the Wizard, you can easily remove his robes and put a muzzle and straight jacket on him to render him useless.&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = {{Color/Security}}&lt;br /&gt;
}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Head_of_Security&amp;diff=8612</id>
		<title>Head of Security</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Head_of_Security&amp;diff=8612"/>
		<updated>2026-04-22T07:09:47Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: Text replacement - &amp;quot;486091&amp;quot; to &amp;quot;{{Color/Security}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = {{Color/Security}}&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = {{Color/Security}}&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = {{Color/Security}}&lt;br /&gt;
 |img = Generic_hos.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Head of Security&lt;br /&gt;
 |access = All of security, Head of Security&#039;s Office, Maintenance, Medbay, Research Division, Bridge, Engineering, Construction Area, Cargo Office, Mining, Gateway, Personal Lockers, Weapon Permit&lt;br /&gt;
 |difficulty = Very hard&lt;br /&gt;
 |superior = Chimera Officials, Central Command&lt;br /&gt;
 |duties = Coordinate security personnel, ensure they are not corrupt, make sure every department is protected and defend the station against threats as they come and go.&lt;br /&gt;
 |guides = [[Guide to security]], [[Guide to Trials]], [[Chain of Command]], [[Corporate Regulations]], [[Guide to Head of Staff Equipment|Head of Staff Equipment]], [[Security items]]&lt;br /&gt;
 |requirements = Delegate security personnel to resolve discrepancies, ensure that [[Corporate Regulations]] are followed, de-escalate arguments on dispatch, and exhibit leadership by being the face of security.&lt;br /&gt;
 |alttitles=Chief Constable, Chief of Security, Security Commander, Sheriff}}&lt;br /&gt;
{{Security Dept header}}&lt;br /&gt;
&lt;br /&gt;
You&#039;ve worked yourself out being a [[Security Officer]]. Not hard enough for you? Well, you&#039;re in the right place. I hope. Being the Head of the entire [[Jobs#Security|Security Department]] that are tasked with protecting the entire station and its crew isn&#039;t an easy job. In fact, you have it the hardest only bested by the [[Captain]]. But just maybe, you might be able to lead your modest crew of [[Security Officer|Officers]] and the rest of the Brig personnel to victory against those who wish to bring harm and ruin to [[Nanotrasen]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Have a good understanding of corporate regulations. Try to keep your team alive, working together, communicating, concentrating on the bigger fish rather than small leeches and not devolve into chaos.&lt;br /&gt;
&lt;br /&gt;
= Head of Security Expectations =&lt;br /&gt;
&lt;br /&gt;
* Keep tabs on your officers, make sure [[Corporate Regulations]] is upheld, make sure the peace is kept.&lt;br /&gt;
* Inform the [[Captain]] and Command of current security issues so that the station may raise or lower to the appropriate level.&lt;br /&gt;
* Keep in contact and with an open line of communication with other heads of staff, specifically, with regards to any developing situations in regards to their departments.&lt;br /&gt;
&lt;br /&gt;
== Job Description ==&lt;br /&gt;
Your job isn&#039;t to typically hunt people down, unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into. You have more access to the station than anyone else in security, try not to depend on it too much.&lt;br /&gt;
&lt;br /&gt;
You are concerned with the following people in your department:&lt;br /&gt;
&lt;br /&gt;
* [[Security Officer|Security Officers]]: These are your pawns, and it&#039;s your job to control them. If they&#039;re being incompetent resource wasters, yell at them and get them to fall in line. If they continue, tell them to stop or have them demoted. A security officer that does not do his job properly shouldn&#039;t even have this job in the first place.&lt;br /&gt;
* [[Warden|The Warden]]: This is a special security officer who acts as the Brig&#039;s watchdog. Make sure he doesn&#039;t set and/or support unfair and bad brig times, that he doesn&#039;t leave the Brig, and he won&#039;t bother you. He also hands out equipment in emergencies, and will take over if you happen to be unavailable.&lt;br /&gt;
* [[Corrections Officer]]: The prison&#039;s watchdogs. They are placed in a office within the prison to watch over your scums of the Earth; you shouldn&#039;t need to order them around too much. Just make sure they keep an eye on the orange men.&lt;br /&gt;
* [[Detective|The Detective]]: The job of the detective is to investigate crimes. They specialize in interrogating suspects and witnesses, and pursuing leads. They are firmly under your command, with [[Detective|some exceptions]], regardless of what they may say.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
=== Officers, Roll Out ===&lt;br /&gt;
The first step towards keeping the station safe is to ensure that your own officers aren&#039;t a threat. Security enforces the law, but they are not above it - and neither are you. Make sure that all of your personnel are familiar with the regulations regarding [[Corporate Regulations]], and [[Security Policy|standard Security practices]].&lt;br /&gt;
&lt;br /&gt;
Once your force is up to speed on the rules and regulations, send them out on patrol. Pay attention to all the radio channels for any calls for help. If there are any, dispatch some officers to handle it, and make sure that the [[Detective]] collects any relevant evidence. Make sure that the Warden keeps the Security records up-to-date, not in the least because Beepsky can help your officers catch criminals who would otherwise evade them. &lt;br /&gt;
&lt;br /&gt;
=== Police the Station ===&lt;br /&gt;
Like the Captain, you have a number of people you can delegate to. You should be using them to coordinate your officers instead of doing everything yourself. Within the brig, your [[Warden]] has authority over others; you should be using them to coordinate the handing out of equipment and supervision of the [[Corrections Officer]].&lt;br /&gt;
&lt;br /&gt;
=== Laying Down the Law ===&lt;br /&gt;
Check to make sure that appropriate times are given out for violations of Corporate Regulations, and that your department only arrest people who have actually committed crimes. Remember, if they&#039;re doing something that you don&#039;t like but is technically not against the law, you can issue an official injunction - preferably in a official sounding language, written, and stamped with your Head of Security stamp - against it. Expect abuse of this power to be called out, however.&lt;br /&gt;
&lt;br /&gt;
If one of your officers misbehave, yell at them, or in more serious cases, show them the inside of a cell. Keep them busy by sending them on patrols, leads, and follow-ups. An unoccupied officer is often a bad officer.&lt;br /&gt;
&lt;br /&gt;
==== The Captain ====&lt;br /&gt;
It is also important that you understand the relationship between Security and the [[Captain]]. The Captain&#039;s authority on the station is not absolute. The Captain cannot pardon criminals, cannot get away with committing crimes, and so on. The only time that Corporate Regulations can be overridden is when there is an imminent and overwhelming threat to the station. Other Heads of Staff are required to follow Corporate Regulations as well. &#039;&#039;&#039;However&#039;&#039;&#039;, this does not mean that you are the law. You can only arrest the Captain, or other Heads of Staff, if they&#039;ve actually committed a crime. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, always remember to follow [[Security Policy|standard security procedures!]]&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As Head of Security, you coordinate your actions with the captain, the other heads of staff, and your officers. You will often work with Medical, when a crime results in injury, when a prisoner is hurt, or when a patient is violent. Additionally, you will interact with medical when declaring someone mentally unfit as per [[Corporate Regulations]]. When a criminal damages station infrastructure, you will work with Engineering to determine what happened and whether it&#039;s safe for your officers to investigate. Supply and Research can get you high-powered weapons if you need them. And do try to keep the janitor from thoughtlessly cleaning up the evidence.&lt;br /&gt;
&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = {{Color/Security}}&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Ian&amp;diff=8611</id>
		<title>Ian</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Ian&amp;diff=8611"/>
		<updated>2026-04-22T07:09:46Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: Text replacement - &amp;quot;486091&amp;quot; to &amp;quot;{{Color/Security}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = 464489&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 464489&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 464489&lt;br /&gt;
 |img = Ian.PNG&lt;br /&gt;
 |stafftype = SPECIAL&lt;br /&gt;
 |jobtitle = Ian&lt;br /&gt;
 |access = None&lt;br /&gt;
 |difficulty = Easy&lt;br /&gt;
 |superior = [[Head of Personnel]] &lt;br /&gt;
 |duties = Being immune to theobromine, being a liability, playing dress-up, dancing as a dog would&lt;br /&gt;
 |guides = N/A&lt;br /&gt;
}}&lt;br /&gt;
{{Special Dept header}}&lt;br /&gt;
==Items that Ian can wear==&lt;br /&gt;
* Head:&lt;br /&gt;
** Security Helmet (the ones they spawn with)&lt;br /&gt;
** Sunglasses&lt;br /&gt;
** Captain&#039;s Hat (the one he spawns with)&lt;br /&gt;
** HoP&#039;s Hat&lt;br /&gt;
** Top Hat&lt;br /&gt;
** Kitty Ears&lt;br /&gt;
** Clown mask (honk)&lt;br /&gt;
** Sheriff Hat (may not exist ingame, it&#039;s in the icons)&lt;br /&gt;
** Detective&#039;s Hat&lt;br /&gt;
** Sombrero&lt;br /&gt;
** Nurse Hat (put behind medbay front desk, with a station bounced radio tuned to medical, to have a functional corgi receptionist)&lt;br /&gt;
*** Given medbay&#039;s close proximity to the kitchen on several maps, this may not be the best idea&lt;br /&gt;
** Beret (all heads variations work)&lt;br /&gt;
** Pirate Hat (the one that looks like a pirate captain)&lt;br /&gt;
** Wizard Hats (fake or real, they both look the same.)&lt;br /&gt;
** Santa Hat (Yap, Yap, Yap!)&lt;br /&gt;
** Bunny Ears&lt;br /&gt;
** Ushanka (with the flaps up or down, doesn&#039;t matter.)&lt;br /&gt;
** Chef&#039;s Hat. (Bone appetite!)&lt;br /&gt;
** Hard Hats (white CE, yellow engineer, or red firefighter)&lt;br /&gt;
** Bedsheet (2spooky4me)&lt;br /&gt;
** Police Helmet (warden&#039;s hat)&lt;br /&gt;
** A sheet of paper&lt;br /&gt;
** Cargo baseball cap.&lt;br /&gt;
** Cardborg Helmet&lt;br /&gt;
** A special reindeer hardhat, most likely admin spawnable only.&lt;br /&gt;
* Back:&lt;br /&gt;
** Security Armor Vest (the ones they spawn with&lt;br /&gt;
** Station Bounced Radio (&amp;lt;s&amp;gt;annoy the shit out of&amp;lt;/s&amp;gt; get d&#039;awws out of the crew by broadcasting everything ian barks over common)&lt;br /&gt;
** Blue Oxygen Tank (The big ones)&lt;br /&gt;
** Fire Extinguisher&lt;br /&gt;
** Cardborg Suit (Yip. Yip.)&lt;br /&gt;
** C4 (Rip)&lt;br /&gt;
&lt;br /&gt;
==Lisa==&lt;br /&gt;
It is Cargo&#039;s duty to get Ian laid. If cargo gets the corgi named Lisa, STEAL THAT DOG. Leave the two alone in a room and they will mate, producing the cutest thing ever. Corgi Puppies. These puppies will then be stolen by the [[Chef]] and murdered by [[assistant]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: 1em 0 1em 0; border: .2em solid #{{{color|464489}}}; background :#{{{color|464489}}}&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #{{{color|464489}}}; color: white; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Jobs on Nova Sector Station&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;overflow: auto; align-items: stretch;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #{{{color|464489}}}; border-radius: .5em; background: #FFFFFF&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #265473; color: #FFB300; padding: .4em .8em .5em; width: 10%;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Command&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #2654732e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Captain|Alpha Dog]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Blueshield|Alpha Guard Dog]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Nanotrasen Consultant|Big Bark No Bite]]&#039;&#039;&#039;, [[Bridge Officer|Tears Up Carpet]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #{{Color/Security}}; color: white; padding: .4em .8em .5em; width: 10%;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Security&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #{{Color/Security}}2e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Head of Security|Bigger Dog]]&#039;&#039;&#039;, [[Warden|Butt Sniffer]], [[Detective|Smells Like Whiskey]], [[Security Officer|Pee On]], [[Corrections Officer|Smells Like Bad Dogs]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #FF9D00; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Engineering&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #FF9D002e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Chief Engineer|Poly&#039;s Keeper]]&#039;&#039;&#039;, [[Station Engineer|Yellow Dog]],  [[Atmospheric Technician|Smells Weird]], [[Telecomms Specialist‎|Snoop Dog]], [[Departmental Guards|Yellow Guard Dog]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #A06DA0; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Science&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #A06DA02e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Research Director|Grrrrr]]&#039;&#039;&#039;, [[Geneticist|Smells Like Death]], [[Scientist|Trouble]], [[Roboticist|Maker of Loud Buzzy Things]], [[Departmental Guards|Protector of Trouble]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #3F7597; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Medical&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #3F75972e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Chief Medical Officer|Smells Like Cat]]&#039;&#039;&#039;, [[Medical Doctor|Smells Like Make Feel Good]], [[Paramedic|Smells Like Blood]], [[Chemist|Smells Like Bad]], [[Virologist|Smells Like Plague]], [[Coroner|Smells Like Death]], [[Departmental Guards|Medical Smell Guarder]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #78430D; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Cargo&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #78430D2e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Quartermaster|Corgi Orderer]]&#039;&#039;&#039;, [[Cargo Technician|Corgi Pusher]], [[Shaft Miner|Outside Dog]], [[Bitrunner|Smells Like Sweat]], [[Departmental Guards|Corgi Blocker]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #03870C; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Service&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #03870C2e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[Head of Personnel|Master]]&#039;&#039;&#039;, [[Janitor|Bag of Treats Keeper]], [[Bartender|Tastes Like Whiskey]], [[Cook|Keeper of the Foods]], [[Botanist|Smells Like Plants]], [[Lawyer|Smells Like Paperwork]], [[Clown|Smells Funny]], [[Mime|No Smell Man]], [[Chaplain|Barking]], [[Curator|Lewd Dog]], [[Psychologist|Smells Like Drugs]], [[Barber|Dog Shaver]], [[Departmental Guards|Door Blocker]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: grey; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Civilian&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #EBEBEB; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;[[Assistant|Threat, Bark at Constantly]],  [[Prisoner|Big Dog Not Doing Job!]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #5589c5; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Synthetics&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #5589c52e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[AI|Loud Voice from Wall]]&#039;&#039;&#039;, [[Cyborg|Loud Buzzy Thing]], [[Positronic Brain|Loud Voice from Cube]], [[Drone|Shiny Bug]], [[Personal AI|Loud Voice from Pocket]], [[Human AI|Loud Voice hiding in the Wall]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: darkred; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;transform: translate(.2em,.8em);&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Antagonists&#039;&#039;&#039;&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #ff99992e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;[[Traitor|Smells like Blue Rock]], [[Malfunctioning AI|VERY Loud Voice from Wall]], [[Changeling|Smells Like Everyone]], [[Nuclear Operative|Bad Dogs]], [[Blood Cult|Smells Like Blood]], [[Heretic|Smells like E̶̹̫̭̅̀L̶̡̲̦̙̙̳͂͋͗̑D̶̞̓̔R̷̡̖͋̓̀͌̍Ǐ̵̳̭̃T̴̛̙̗̺̯̼̒̑̒͝C̴̢̖̮̘̔̍̾̈́̒Ḫ̴̢̨̥̣̌͊̀̅ ̴̰͙̩̰͐G̷̡̨̘̬̾̾͠O̶͍͙̳̞̝̫̎̊͝Ḑ̷̼̼̈̇͊̽́S̸̜͇̣̝͙̾̑]], [[Revolution|Master Hurters]], [[Wizard|Magic Dog]], [[Blob|Tasty Goo]], [[Abductor|Smells Like Ayy]], [[Holoparasite|Guard Dog]], [[Xenomorph|Spiny Dogs]], [[Spider|Spider Dogs]], [[Swarmers|Bad Shiny Bug]], [[Revenant|Angry Dead Dog]], [[Morph|Smells Like Objects]], [[Nightmare|Scary Dog]], [[Space Ninja|Anyone Else Smell That?]], [[Slaughter Demon|Feels Like Blood]], [[Sentient Disease|Smells Like Mutagen]], [[Obsessed|Creepy Dog]], [[Space Dragon|Scaly Dog]], [[Pulsating Tumor|Smells Like Bones and Ash]], [[Sentient Slime|Smells like Best Dog Dissolving...]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: flex;&amp;quot;&amp;gt;&amp;lt;div style=&amp;quot;background: #464489; color: white; padding: .4em .8em .5em; width: 10%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;Special&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div style=&amp;quot;background: #4644892e; padding: .4em .8em .5em; width: 90%; margin: .15em; border-radius: 0.2em;&amp;quot;&amp;gt;&#039;&#039;&#039;[[CentCom Official|Bark, Sniff &amp;amp; Arf]]&#039;&#039;&#039;, [[Asset Protection|Bigger Alpha Dogs]], [[Emergency Response Team|Dog Catchers!]], [[HC_Inspectors|Dogs on Other Side of the Fence]], [[Chrono Legionnaire|Time Bark]], [[Highlander|Loud Voice from Skirt]], &amp;lt;b&amp;gt;Best Dog&amp;lt;/b&amp;gt;, [[Construct|Is That a Ghost Shaggy?]], [[Imaginary Friend|I Need a Real, Live Ghost]], [[Split Personality|Smells Different]], [[Ghost|G-g-g-GHOST!]], [[Golem|Smells Like Rock]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Guide_to_Head_of_Staff_Equipment&amp;diff=8610</id>
		<title>Guide to Head of Staff Equipment</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Guide_to_Head_of_Staff_Equipment&amp;diff=8610"/>
		<updated>2026-04-22T07:09:46Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: Text replacement - &amp;quot;486091&amp;quot; to &amp;quot;{{Color/Security}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = this guide is outdated, sprites need to be updated, hardsuits are MODsuits now | priority = Medium}}&lt;br /&gt;
This is a detailed list showcasing all of the unique equipment that Heads of Staff have access to, that help to set them apart from their subordinates.&lt;br /&gt;
&lt;br /&gt;
This list will detail important and useful items and clothing available to the Heads only.&lt;br /&gt;
&lt;br /&gt;
=The Captain=&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#898109;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#898109;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#898109;&#039;|Info&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#898109;&#039;|Spawns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Id_gold.png|64px]]&lt;br /&gt;
!All Access ID&lt;br /&gt;
|The Captain is the only person on station to have access to the entire station at round start. From the depths of maintenance to his private quarters in the bridge, the captain can go anywhere.&lt;br /&gt;
|On the Captain, with a spare copy in his quarters. Keep that spare away from any person who might want it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:NuclearDisk.gif|64px]]&lt;br /&gt;
!Nuclear Authentication Disk&lt;br /&gt;
|Arguably the sole job of the Captain is to guard this! This disk is required to detonate a NT brand nuclear warhead. Leaving this on your desk increases the risk of the station being nuked. [[Nuclear Operative]]s want this.&lt;br /&gt;
|In the Captain&#039;s Quarters&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Tele.gif|64px]]&lt;br /&gt;
!Hand Teleporter&lt;br /&gt;
|A unique device capable of teleporting the user to either a pre-set beacon or to a random location near the user. Dangerous, as it could launch you into space, but a great escape tool. [[Traitor]]s might want this.&lt;br /&gt;
|In the Captain&#039;s Quarters&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Energy_Gun.gif|64px]]&lt;br /&gt;
!Energy Gun&lt;br /&gt;
|The Captain is one of four people who has access to an Energy Gun at round start. This weapon serves as a powerful self-defence tool.&lt;br /&gt;
|In the Captain&#039;s Personal Locker&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Antique_laser.png|64px]]&lt;br /&gt;
!Captain&#039;s Antique Laser Gun&lt;br /&gt;
|The prized weapon of the Captain, and the target of many enemy forces. Similar to the laser gun except it&#039;s self-recharging. [[Traitor]]s might want this.&lt;br /&gt;
|In a locked display case in the Captain&#039;s Quarters&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Commanddoorremote.png|64px]]&lt;br /&gt;
!Command Door Remote&lt;br /&gt;
|A tool that can remotely bolt, open or remove access restrictions to any door that requires command access.&lt;br /&gt;
|In the Captain&#039;s Personal Locker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#898109;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#898109;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#898109;&#039;|Info&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#898109;&#039;|Spawns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:CaptArmor.png|64px]]&lt;br /&gt;
!Captain&#039;s SWAT Suit&lt;br /&gt;
|An advanced hardsuit that provides the highest protection of any armour on the entire station. Comes with a built-in helmet.&lt;br /&gt;
|Captain&#039;s Suit Storage Unit&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Jetpack-captain.gif|64px]]&lt;br /&gt;
!Captain&#039;s Jetpack&lt;br /&gt;
|A classic Jetpack. Often sought by [[Traitor]]s.&lt;br /&gt;
|Captain&#039;s Suit Storage Unit&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Head of Personnel= &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#0066c6;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#0066c6;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#0066c6;&#039;|Info&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#0066c6;&#039;|Spawns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Id_gold.png|64px]]&lt;br /&gt;
!All Access ID&lt;br /&gt;
|While the Head of Personnel does not start with All Access, he is one of only two people on the station who has the ability to alter ID access, including his own. This gives him an edge, but makes him a high value target.&lt;br /&gt;
|On Head of Personnel&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Ian.PNG|64px]]&lt;br /&gt;
!Ian&lt;br /&gt;
|Arguably the sole job of the Head of Personnel is to guard him!&lt;br /&gt;
|Head of Personnel&#039;s Office&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Energy_Gun.gif|64px]]&lt;br /&gt;
!Energy Gun&lt;br /&gt;
|The Head of Personnel is one of four people who have access to a Energy Gun. This weapon is a powerful self-defence tool.&lt;br /&gt;
|Head of Personnel&#039;s Office&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Civiliandoorremote.png|64px]]&lt;br /&gt;
!Civilian Door Remote&lt;br /&gt;
|A civilian door remote tool. It can remotely bolt, open or remove access restrictions of any civilian level doors, usually meaning general access doors that everyone has access to.&lt;br /&gt;
|In the Head of Personnel&#039;s Personal Locker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#0066c6;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#0066c6;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#0066c6;&#039;|Info&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#0066c6;&#039;|Spawns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Armor.png|64px]]&lt;br /&gt;
!Armour Vest&lt;br /&gt;
|While not the best armour on the station, it is still better than what most people get.&lt;br /&gt;
|In the Head of Personnel&#039;s Personal Locker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Head of Security=&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white;text-align:center;&amp;quot; &lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#{{Color/Security}};&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#{{Color/Security}};&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#{{Color/Security}};&#039;|Info&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#{{Color/Security}};&#039;|Spawns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Energy_Gun.gif|64px]]&lt;br /&gt;
!Energy Gun&lt;br /&gt;
|The Head of Security is the only person on station who spawns with a Energy Gun at shift start. Great for self defence, lethal or non-lethal.&lt;br /&gt;
|On Head of Security&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Multiphase_gun_stun.gif|64px]]&lt;br /&gt;
!X-01 Multiphase Energy Gun&lt;br /&gt;
|Unique firearm only available to the Head of Security. Functions as an upgraded Energy Gun, offering the usage of a &#039;ion&#039; setting (useful for taking down cyborgs) alongside the standard &#039;disable&#039; and &#039;lethal&#039; settings; though it can only discharge five stun rounds before depleting its power source.&lt;br /&gt;
|Head of Security&#039;s Personal Locker&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:RiotS.png|64px]]&lt;br /&gt;
!Telescopic Shield&lt;br /&gt;
|A unique riot shield that can be retracted to fit inside backpacks.&lt;br /&gt;
|Head of Security&#039;s Personal Locker&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Implant_Case.png|64px]]&lt;br /&gt;
!Lockbox of Mindshield Implants&lt;br /&gt;
|Very useful items during any crew conversion game modes, otherwise useless.&lt;br /&gt;
|Head of Security&#039;s Personal Locker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#8c0b0b;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#8c0b0b;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#8c0b0b;&#039;|Info&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#8c0b0b;&#039;|Spawns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Generic_hos.png|64px]]&lt;br /&gt;
!Armoured Trenchcoat/Beret&lt;br /&gt;
|Both are the second most powerful pair of armour available on the station, and they suffer from no slow down.&lt;br /&gt;
|On Head of Security&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:HoSRIG.png|64px]]&lt;br /&gt;
!Head of Security&#039;s Hardsuit&lt;br /&gt;
|Head of Security issued Hardsuit. Has slightly more armour than a standard Hardsuit and comes with a built-in Hardsuit jetpack, allowing for better movement in space. &lt;br /&gt;
|Head of Security&#039;s Suit Storage Unit&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:SWATMask.png|64px]]&lt;br /&gt;
!SWAT Gas Mask&lt;br /&gt;
|A slightly more intimidating gas mask available to the Head of Security.&lt;br /&gt;
|Head of Security&#039;s Personal Locker&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Research Director=&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#872d99;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#872d99;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#872d99;&#039;|Info&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#872d99;&#039;|Spawns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Katomic.png|64px|link=Special:FilePath/Katomic.png]]&lt;br /&gt;
!The Research Department&lt;br /&gt;
|While not technically an item, but given time, the RnD Department is capable of researching powerful and robust equipment. If you play your cards right, you&#039;ll be able to use some of it.&lt;br /&gt;
|R&amp;amp;D&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Laser pointer.png|64px|link=Special:FilePath/Laser_pointer.png]]&lt;br /&gt;
!Laser Pointer&lt;br /&gt;
|Use to blind people or attempt to stun Cyborgs at range. Can be upgraded using a screwdriver and a better laser.&lt;br /&gt;
|Research Director&#039;s Personal Locker&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Researchdoorremote.png|64px]]&lt;br /&gt;
!Research Door Remote&lt;br /&gt;
|A research-door remote tool. can remotely bolt, open or remove access restrictions to any research door.&lt;br /&gt;
|Research Director&#039;s Personal Locker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#872d99;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#872d99;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#872d99;&#039;|Info&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#872d99;&#039;|Spawns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Reactive Teleport Armor.png|64px]]&lt;br /&gt;
!Reactive Teleport armor&lt;br /&gt;
|Unique form of armour. If hit by a slight breeze it will teleport its user far away in a random direction. Generally won&#039;t space the user. But it might. [[Traitor]]s might want this.&lt;br /&gt;
|Research Director&#039;s Personal Locker&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:RDRIG.png|64px]]&lt;br /&gt;
! Prototype Hardsuit&lt;br /&gt;
|A prototype Hardsuit. Fitted with the best explosive resistant materials known to mankind, and has a built-in research scanner that works like Science Goggles do.&lt;br /&gt;
|Research Director&#039;s Suit Storage Unit (or Toxins testing)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Chief Medical Officer=&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#429ab5;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#429ab5;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#429ab5;&#039;|Info&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#429ab5;&#039;|Spawns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Autoimplanter.png|64px]]&lt;br /&gt;
!Medical HUD Autosurgeon&lt;br /&gt;
|Single use autosurgeon that will implant whoever uses it first with a medical HUD. Lets you have access to the Medical HUD without having to wear a health scanner HUD.&lt;br /&gt;
|Chief Medical Officer&#039;s Personal Locker&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Compactdefib.png|64px]]&lt;br /&gt;
!Compact Defibrillator&lt;br /&gt;
|A scaled down variant of the standard defibrillator. This version can be placed on a user&#039;s belt slot for rapid use in the field.&lt;br /&gt;
|Chief Medical Officer&#039;s Personal Locker&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Medicaldoorremote.png|64px]]&lt;br /&gt;
!Medical Door Remote&lt;br /&gt;
|A medical-door remote tool. can remotely bolt, open or remove access restrictions to any medical door.&lt;br /&gt;
|Chief Medical Officer&#039;s Personal Locker&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#429ab5;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#429ab5;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#429ab5;&#039;|Info&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#429ab5;&#039;|Spawns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Nitrile gloves.png|64px]]&lt;br /&gt;
!Nitrile Gloves&lt;br /&gt;
|A pair of nitrile gloves. offers far greater protection from biological contamination than standard latex gloves.&lt;br /&gt;
|Chief Medical Officer&#039;s Personal Locker&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Medical Hardsuit.png|64px]]&lt;br /&gt;
!Medical Hardsuit&lt;br /&gt;
|Unique Hardsuit available to the Chief Medical Officer. Offers no protection from flash based attacks, but has a inbuilt reagent scanner for scanning the contents of chemicals. &lt;br /&gt;
|Chief Medical Officer&#039;s Suit Storage Unit&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Chief Engineer=&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#ef7415;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#ef7415;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#ef7415;&#039;|Info&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#ef7415;&#039;|Spawns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Ce belt.png|64px]]&lt;br /&gt;
!Chief Engineer&#039;s Toolbelt&lt;br /&gt;
|The Chief Engineer&#039;s Toolbelt, aside from being snazzy, holds three unique tools that only the Chief Engineer has access to at round start:&lt;br /&gt;
* The &#039;&#039;&#039;Hand Drill&#039;&#039;&#039;, a combination of the screwdriver and wrench&lt;br /&gt;
* The &#039;&#039;&#039;Jaws of Life&#039;&#039;&#039;, a combination of a crowbar and wirecutters, with the added benefit of being able to force open powered or unpowered doors and cut through handcuffs.&lt;br /&gt;
* The &#039;&#039;&#039;Experimental Welding Tool&#039;&#039;&#039;, which holds 40 units of fuel and automatically, and freely, regenerates fuel over time.&lt;br /&gt;
All tools also work significantly faster than their singular counterparts.&lt;br /&gt;
|On the Chief Engineer&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Jetpack-black.gif|64px]]&lt;br /&gt;
!Hardsuit Jetpack Upgrade&lt;br /&gt;
|A upgrade module for any Hardsuit. When installed it gives the Hardsuit a inbuilt jetpack.&lt;br /&gt;
|Chief Engineer&#039;s Personal Locker&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Blueprint.png|64px]]&lt;br /&gt;
!Station Blueprints&lt;br /&gt;
|A set of blueprints that offer three functions: Renaming areas of the station, showing the user every single action a wire has (such as which wire will depower a door), and showing the user the layout of every single pipe, wire and disposal tube on screen at once. [[Traitor]]s might want this, as well as [[Clown|anyone]] who wants to rename every room to &amp;quot;Primary [[Guide to Ordnance|Fart]] Storage&amp;quot;.&lt;br /&gt;
|Chief Engineer&#039;s Personal Locker&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Engineeringdoorremote.png|64px]]&lt;br /&gt;
!Engineering Door Remote&lt;br /&gt;
|A engineering-door remote tool, can remotely bolt, open or remove access restrictions to any engineering door.&lt;br /&gt;
|Chief Engineer&#039;s Personal Locker&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#ef7415;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#ef7415;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#ef7415;&#039;|Info&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#ef7415;&#039;|Spawns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:AdvRIG.png|64px]]&lt;br /&gt;
!Advanced Hardsuit&lt;br /&gt;
|Unique Hardsuit available to the Chief Engineer. Comes with a inbuilt Jetpack, offers complete protection from fire hazards, near complete protection from radiation, a inbuilt geiger counter and is reasonablly armoured.&lt;br /&gt;
|Chief Engineers Suit Storage Unit&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:AdMaShoe.png|64px]]&lt;br /&gt;
!Advanced Magboots&lt;br /&gt;
|Unique magboots available to the Chief Engineer. When activated it will not slow down the user, thus allowing the Chief Engineer to move at best speed while on a tile being pushed by space wind, or a tile that is wet. [[Traitor]]s might want these.&lt;br /&gt;
|Chief Engineer&#039;s Suit Storage Unit&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Darkinite:Sandbox_detective&amp;diff=8609</id>
		<title>Darkinite:Sandbox detective</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Darkinite:Sandbox_detective&amp;diff=8609"/>
		<updated>2026-04-22T07:09:46Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: Text replacement - &amp;quot;486091&amp;quot; to &amp;quot;{{Color/Security}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = {{Color/Security}}&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = {{Color/Security}}&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = {{Color/Security}}&lt;br /&gt;
 |img = Generic_detective.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Detective&lt;br /&gt;
 |access = Brig, Detective&#039;s Office, Morgue, Maintenance, Weapon Permit&lt;br /&gt;
 |difficulty = Medium&lt;br /&gt;
 |superior = [[Head of Personnel]]&lt;br /&gt;
 |duties = Investigate crimes, gather evidence, look badass, smoke cigarettes&lt;br /&gt;
 |guides = [[Guide to security]], [[Corporate Regulations]], [[Guide to Trials]]&lt;br /&gt;
 |requirements = Scan evidence uncovered at crime scenes, look up the fingerprints and DNA strings, and pass the names on to the rest of Security.}}&lt;br /&gt;
{{Security Dept header}}&lt;br /&gt;
&lt;br /&gt;
The Detective’s Job is to Investigate crime. Collecting Evidence and identifying POI’s is the top film of the milk carton. They are Private Investigators or PIs, contracted directly by NT as a means of Passive Crime Intervention. That&#039;s right, you have limited security access because you&#039;re supposed to be an evidence collector and can choose to work with security or by you&#039;re own hard-boiled self.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You are not a Security Officer. You are an investigator. Helping Security or otherwise Regular Station Crew in solving their problems with the power of investigation.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==[[File:Detectivefedora.png]] Problem Sleuth==&lt;br /&gt;
&lt;br /&gt;
As a detective, your primary duty is to investigate crime scenes by any means necessary and to use the tools provided to you to identify the perpetrators. You can do this with your Forensic Scanner, your PDA[[File:Detectivepda.png]], and some basic intuition. &lt;br /&gt;
&lt;br /&gt;
Your Backpack should contain everything you need for basic investigative work. A Forensic Scanner is usually all you need! However, if you need more your detective&#039;s Closet contains almost all the spy gadgets you need to investigate and solve committed crimes. [[Detective#File:Satchel.png Equipment|(See Here)]] &lt;br /&gt;
&lt;br /&gt;
A Detective&#039;s work cycle starts with, &lt;br /&gt;
&lt;br /&gt;
* Go to the crime scene, take pictures of possible evidence with your camera and then scan all the surfaces around the scene, such as doors, walls, consoles, and of course, out-of-place items. After evidence has been scanned, place it in an evidence bag for storage and later reference. Be sure to scan any bodies for prints and fibers as well, provided that they haven&#039;t been hauled off to [[Geneticist|genetics]] or the morgue already.&lt;br /&gt;
&lt;br /&gt;
*Next, if the Body has been dragged away. Head on over to the morgue and scan the body and hope that the person who brought them in wore the Medical standard-issue Nitrile gloves, or you might find yourself with a rather annoying case of mistaken identity from Security&#039;s single combined brain cell. If this was not the case, be sure to identify who hauled the body in - And ideally, anyone who touched it during the process.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;Remember to &amp;lt;u&amp;gt;ALWAYS&amp;lt;/u&amp;gt; wear your gloves, or you will record your own prints after touching a surface, body, or item. This will at best slow you down, and at worst, end up with you serving time for the very crime you were trying to solve!&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Once you&#039;ve finished surveying the crime scene, return to either your office or the nearest easy-access Security outpost (if you can get past the outer department doors, you have access to any departmental security office). The former has both a Security Records and Medical Records computer; these allow you to check the fingerprints in the Security database to discern the owners, and the same is true of blood on the Medical Records computer. If you&#039;ve found a weapon with someone&#039;s prints on it (And that person was not the confiscating officer), you&#039;ve probably got your perp dead to rights. Similarly, if there is blood but no body, you can easily identify the deceased.&lt;br /&gt;
&lt;br /&gt;
* Finding fibers can either improve or throw off your lead. For example, if the deceased Captain has fibers from insulated gloves and an Engineer&#039;s jumpsuit all over him, it&#039;s no great leap of logic to say that an Engineer was the one who did the deed. Conversely, finding nothing but fibers from your own suit, or worse, black gloves, could throw you off and just leave you with a cold case.&lt;br /&gt;
* If you have Suspects that match the vague evidence collected you can issue a Search warrant, &#039;&#039;&#039;after filling out the form get it approved by the Head of Security, Lawyer or Relevant department head.&#039;&#039;&#039; After It&#039;s always a good idea to speak over Security radio and inform them that you&#039;ve identified a Suspect, and that you&#039;d like them searched. Provide them with any information that could assist in the possible arrest like: Possible contraband on their person, alternate identities, and basic identifying factors like jumpsuit color, hair style and Species.&lt;br /&gt;
* If you find direct evidence tying a person to a crime without reasonable doubt you may inform Security and fill up an Arrest warrant for them to approve and immediately Issue.&lt;br /&gt;
&lt;br /&gt;
If the criminal is caught red handed, they may have a trial depending on the severity of the crime and the willingness of the command staff to host one. As the prosecution, &#039;&#039;you must attend this trial&#039;&#039;. Bring all the evidence against the criminal including finger print scan results, pictures of the crime scene, and testimonies from possible witnesses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;&#039;Investigation is your ground work and you will always have priority when leading investigations. If in any case you are denied the ability to investigate. You can always handle it your way.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[File:Clipboard paper.png]] Occupation: Dick Gumshoe===&lt;br /&gt;
Of course it&#039;s important to keep your evidence at least somewhat organized, It&#039;s your main weapon after all, but if you&#039;re feeling particularly hard boiled and want to go the extra mile, here are some tips:&lt;br /&gt;
* Use your hand labeler to mark everything related to one case with a name you&#039;ll easily recognize. (For example &amp;quot;Clown Case&amp;quot; if it was the [[clown]] who honked for the last time.)&lt;br /&gt;
* There are multiple lockers in Evidence Storage, stick to one per case. &lt;br /&gt;
* File all paperwork that belongs to a single case away in one folder. You start with two folders in your office and there are plenty more around the station.&lt;br /&gt;
* File the folders of closed cases away in your filing cabinet so you know where they are if you suddenly need them again.&lt;br /&gt;
* Make copies of important case-related documents for yourself (Or for the rest of Security, if you prefer to keep the originals)&lt;br /&gt;
&lt;br /&gt;
== Additional Gameplay Notes*** ==&lt;br /&gt;
&lt;br /&gt;
*Your First Priority is as a detective, to freely accept investigatory work from the crew for either payment or other types of personal gain.&lt;br /&gt;
*While you are not a part of security, you are allowed to work alongside them as an optional priority. As detectives may have more incentive to dedicate themselves to security as they have the resources to help in investigation.&lt;br /&gt;
*While security will likely have the first response to the arrests, or scenes, the detective when summoned or present should lead the investigation first and foremost.&lt;br /&gt;
*On the side you should investigate command and security as you would like any other crime or situation. You may also choose to help the Lawyer or any crewmember in procuring evidence to support a claim against them.&lt;br /&gt;
*Because detectives are a separate entity to security proper. They are not affected by the Security Policy. Instead Valid Hunting Rules will be applied to them. Y&amp;lt;u&amp;gt;our primary job isn&#039;t to arrest criminals, but to solve and sort out crimes.&amp;lt;/u&amp;gt; You should leave antag / crew apprehension to security under blue and below, elsewise it is under valid hunting. ([[Server Rules#Rule 9: Do not valid-hunt|Valid hunting rules here)]] &#039;&#039;&#039;(Amber and above is free game)&#039;&#039;&#039;&lt;br /&gt;
*Members of command and security Should respect to the grounds of which they are accused under provided there is evidence to a possible violation of their respective policies. If you are brushed aside you have many ways to bring them to Justice!&lt;br /&gt;
&lt;br /&gt;
==[[File:Universal Recorder.png]] Advanced Detective Work==&lt;br /&gt;
&lt;br /&gt;
If you have multiple suspects and matches, you&#039;re going to have to do some &amp;lt;s&amp;gt;breaking in&amp;lt;/s&amp;gt; investigating and possibly some interviews.&lt;br /&gt;
&lt;br /&gt;
* Crimes committed by groups of people provide some distinct advantages and disadvantages for both you and security forces in general. Group crimes are often easily noticeable to any bystander, and the interrogation and subsequent confession of one suspect can lead to a sting on the entire group. On the other hand, these pairs or triads or even larger groups can be difficult to take down without a lot of manpower and commitment on the part of security forces. Changelings and sometimes traitors operate in groups, so you&#039;ll have to exercise extra caution when investigating crime scenes you think they&#039;re responsible for.&lt;br /&gt;
&lt;br /&gt;
* When you do have multiple suspects, it&#039;s usually because of inconclusive forensics results. Because you&#039;re going to have to figure out the crime using more traditional methods along the lines of interviews, you should make sure to bring your universal recorder with you. &#039;&#039;&#039;Note that a universal recorder also acts as a universal translator, so you should be able to collect the bizarre testimonials of some sentients like slimes and monkeys.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* When conducting interviews, make sure that you set out with a hunch. Only interview people and only ask questions that you think are relevant to the situation. However, in some cases asking a non-pointed question can throw a bluffer off and cause them to slip in their story. People who seem more friendly after moving on from a subject may be lying.&lt;br /&gt;
&lt;br /&gt;
* Your PDA[[File:Detectivepda.png]] comes with an built-in medical scanner that can be toggled on or off, and it works just like a standard medical analyzer. It tells you types of damage a person has on them, any advanced diseases, and most importantly in your line of work their time of death. Use this last fact to narrow down possible suspects.&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t forget: You have access to the Interrogation room in the brig. Great for when you want to be more thematic, or just need some privacy.&lt;br /&gt;
&lt;br /&gt;
== Spare Time (Independent Investigator) ==&lt;br /&gt;
As a Independent Investigator hired and stationed by Nanotrasen you are also expected to handle cases involving security and command under the power given to you.&lt;br /&gt;
&lt;br /&gt;
* Make sure to get your evidence in order, assist the Lawyer in proving their civil rights cases against security, or aid the demoting head of staff in procuring evidence relevant to the reasons of demotion.&lt;br /&gt;
* Make sure to follow through with the evidence related to a crime committed by the head of staff or security officer, to the Warden or Lawyer should you accept the Job.&lt;br /&gt;
* If you wish to pursue a case as an Independent agent you are encouraged to pursue them yourself or you could refer to the Lawyer/ Head of command. They will fix the paper work for you.&lt;br /&gt;
* Detectives may ask for a command key from a permitting head to allow themselves to stay on top of cases along with ensuring that command follows Corporate Regulations.&lt;br /&gt;
* Since you answer to the Head of Personnel you can accept work coming from them as they will most likely have the dirt on command for you to investigate. However, the HoP may not ask you to arrest someone, &#039;&#039;&#039;Period.&#039;&#039;&#039;&lt;br /&gt;
* As an Independent Investigator you are granted a bonus to arm yourselves &#039;&#039;&#039;Non-lethally&#039;&#039;&#039; against overzealous members of security. &#039;&#039;&#039;As well as being exempt from Security restrictions&#039;&#039;&#039;. (Those new guns are meant exactly for this.) &lt;br /&gt;
* After arresting a member of Command/Security, they should be treated the same as a violator of the corporate regulations. &lt;br /&gt;
** As such they will have a a special rule: &#039;&#039;&#039;Security may bail themselves out at the conversion rate of 500cr/minute. Arrested members of Command will be held in the brig unless emergencies require their immediate attention.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
===== Technically, the above represents the entirety of the detective&#039;s job. Despite this, you will rarely be called upon to investigate a crime, you will have to investigate crime scenes on your own initiative. Luckily, there are some other things that the Detective can do instead: =====&lt;br /&gt;
&lt;br /&gt;
* Green alert / Blue alerts - You may passively pursue antags to gather evidence from them like breadcrumbs. But to actively pursue and detain will require an officer to pair with them to serve justice as per corporate regulations. (Amber and above is free game)&lt;br /&gt;
&lt;br /&gt;
* Snoop around. You have access to the maintenance shafts around the station, allowing you to find things off-camera.&lt;br /&gt;
* Use the camera terminal in your office to scan the station - it looks like an old-fashioned TV. Look around for any crimes, then report it over the Security channel or head over there yourself. It&#039;s probably not a good idea to announce it over the general radio, or the criminal in question will usually realize that you&#039;re onto them and get away.&lt;br /&gt;
&lt;br /&gt;
==[[File:Satchel.png]] Equipment==&lt;br /&gt;
The detective has a lot of shit in his office, which might bewilder you. Luckily, the only absolutely necessary stuff that you don&#039;t spawn with are your revolver and speed loaders for it.&lt;br /&gt;
&lt;br /&gt;
Here is a list of stuff that either Detective spawns with, or is in his office:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cigarettes and Zippo lighter&#039;&#039;&#039; - absolutely necessary, smoking is cool.&lt;br /&gt;
* &#039;&#039;&#039;A worn suit, coat, and hat&#039;&#039;&#039;. Not only do these make you look cool, but they act as armor. Also, the hat has a stock of &amp;lt;s&amp;gt;booze&amp;lt;/s&amp;gt; candy corns.&lt;br /&gt;
* A &#039;&#039;&#039;White Crayon&#039;&#039;&#039; that you can use to draw an outline around a corpse&lt;br /&gt;
* &#039;&#039;&#039;Black gloves&#039;&#039;&#039; [[file:BGloves.png]] - as stated above, NEVER take these off if you are planning on being an actual detective and doing your damn job, or you will get your own prints on the evidence and fuck up the entire investigation.&lt;br /&gt;
* A &#039;&#039;&#039;security radio headset&#039;&#039;&#039; [[file:secheadset.png]], this gives you access to the security channel so you can tell the officers to arrest insert-criminal-name-here.&lt;br /&gt;
* A &#039;&#039;&#039;seclite&#039;&#039;&#039;, the standard issue security illumination device. Can be turned on and placed in pocket, freeing a hand for dark maintenance tunnels.&lt;br /&gt;
* A &#039;&#039;&#039;[[Security_items#Police_Baton|classic police baton]]&#039;&#039;&#039; [[File:Classic_baton.png]], for self defense. &lt;br /&gt;
* Your &#039;&#039;&#039;forensics scanner&#039;&#039;&#039;, found in your backpack. Use this to scan for fingerprints and trace fibers.&lt;br /&gt;
* A PDA[[File:Detectivepda.png]] loaded with a &#039;&#039;&#039;D.E.T.E.C.T&#039;&#039;&#039; cart. This little thing gives you access to both security and medical records, and has a built in Med scanner.&lt;br /&gt;
* Your &#039;&#039;&#039;.38 revolver&#039;&#039;&#039; [[file:Detectivegun.png]], which comes complete with the ability to reskin it, fire special ammo, rename it, and even modify it with a screwdriver to fire the exceptionally lethal .357 caliber rounds.&lt;br /&gt;
* &#039;&#039;&#039;Speed Loaders&#039;&#039;&#039; [[File:Ammo_38.png]] for the revolver, you may want to put these in your internals box. You must deal with the Cargo Bay workers if you run out - Remember to recycle empty speed loaders into the Autolathe for a full refund!&lt;br /&gt;
**  .38 Ammo types:&lt;br /&gt;
*** .38 &#039;&#039;&#039;Normal&#039;&#039;&#039;: Standard, 25 brute dmg - &#039;&#039;&#039;Available from: Cargo, Autolathe, Security techfab, Starting holster.&#039;&#039;&#039;&lt;br /&gt;
*** .38 &#039;&#039;&#039;TRAC&#039;&#039;&#039;: Implants a weak, short lasting tracker, 10 brute dmg - &#039;&#039;&#039;Available from: Cargo, Security techfab.&#039;&#039;&#039;&lt;br /&gt;
*** .38 &#039;&#039;&#039;Match&#039;&#039;&#039;: Increased ricochet ability, 25 brute dmg - &#039;&#039;&#039;Available from: Cargo.&#039;&#039;&#039;&lt;br /&gt;
*** .38 &#039;&#039;&#039;Rubber&#039;&#039;&#039;: Does disabler-level stamina damage, &#039;&#039;&#039;still does reduced brute damage&#039;&#039;&#039;, 10 brute dmg - &#039;&#039;&#039;Available from: Cargo.&#039;&#039;&#039;&lt;br /&gt;
*** .38 &#039;&#039;&#039;DumDum&#039;&#039;&#039;: High chance to [[Combat#Embedding|embed]], Weak against armour, Sharp, 15 brute dmg - &#039;&#039;&#039;Available from: Cargo.&#039;&#039;&#039;&lt;br /&gt;
*** .38 &#039;&#039;&#039;Hotshot&#039;&#039;&#039;: Sets target on fire, 20 brute dmg - &#039;&#039;&#039;Available from: Cargo, Security techfab.&#039;&#039;&#039;&lt;br /&gt;
*** .38 &#039;&#039;&#039;Iceblox&#039;&#039;&#039;: Cools target body temp to 100K causing slowdown and burns, 20 brute dmg - &#039;&#039;&#039;Available from: Cargo, Security techfab.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;universal recorder&#039;&#039;&#039;, for documenting interviews with suspects, witnesses, and more.&lt;br /&gt;
* A &#039;&#039;&#039;hand labeller&#039;&#039;&#039;. In theory this is for labeling evidence, but it&#039;s just as entertaining.&lt;br /&gt;
* A &#039;&#039;&#039;camera&#039;&#039;&#039;. For taking pictures of suspects, crime scenes and evidence.&lt;br /&gt;
* A pair of &#039;&#039;&#039;handcuffs&#039;&#039;&#039; [[file:Handcuffs.png]] for incapacitating a crook after you &amp;lt;strike&amp;gt;run out of bullets&amp;lt;/strike&amp;gt; retaliate in self defense using your gun.&lt;br /&gt;
* Nothing says you&#039;re serious like your &#039;&#039;&#039;Armored Vest&#039;&#039;&#039;. It&#039;s just like the standard-issue security vest, except this one comes in beige and has an awesome gold badge on it.&lt;br /&gt;
* A &#039;&#039;&#039;Crew pinpointer&#039;&#039;&#039; to stalk your suspects if they haven&#039;t turned off their suit sensors.&lt;br /&gt;
* The &#039;&#039;&#039;Security Holotape Projector&#039;&#039;&#039; can be used to cordon off crime scenes, making it easier to prevent your evidence from being contaminated.&lt;br /&gt;
* &#039;&#039;&#039;Binoculars&#039;&#039;&#039; greatly expanding your field of view to catch criminal activity that wouldn&#039;t typically occur in front of security personnel.&lt;br /&gt;
* A &#039;&#039;&#039;spyglass kit&#039;&#039;&#039;, containing a camera disguised as a pocket protector, connected sunglasses, and instructions. Useful for keeping an eye on various objectives, or watching an undercover agent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you&#039;re looking for more equipment, Cargo could issue you some more equipment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[File:Light_Bulb.png]] Tips==&lt;br /&gt;
* If you want to check if a husk was drained or burned, try extracting blood from it with a syringe.&lt;br /&gt;
** Got a husk in genetics? No ID on him? Use the scanner on the body to get the fingerprints and you know who that poor sod was.&lt;br /&gt;
* An Advanced Mass Spectrometer will allow you to insert a blood sample, analyzing and listing the chemicals in the sample - This can be useful in finding abnormal toxins, if a body is fresh.&lt;br /&gt;
* The built-in Medical Scanner function of your PDA[[File:Detectivepda.png]] will show time of death - This can be used to force alibis from your suspects&lt;br /&gt;
* You can put an empty speedloader back into an autolathe to receive a full refund of materials&lt;br /&gt;
* You can use Meson Scanners to find hidden walls; they show hidden doors as open spaces when not in direct sight of them.&lt;br /&gt;
* The Detective&#039;s scanner can be used at range, to scan containers and such.&lt;br /&gt;
* You can get a person&#039;s fingerprints by directly scanning them with a forensic scanner.&lt;br /&gt;
* You can use a wrench on your revolver to modify it to shoot much more lethal .357 rounds. Remember to eject the loaded rounds, or it&#039;ll end up going off in your face.&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = {{Color/Security}}&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Template:Color/Security&amp;diff=8608</id>
		<title>Template:Color/Security</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Template:Color/Security&amp;diff=8608"/>
		<updated>2026-04-22T07:09:14Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: blue for now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;486091&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Template:Color&amp;diff=8607</id>
		<title>Template:Color</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Template:Color&amp;diff=8607"/>
		<updated>2026-04-22T07:08:56Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: Created page with &amp;quot;You shouldn&amp;#039;t be seeing this! This should be the parent page to several colors, including Template:Color/Security etc.  These colors are presented &amp;#039;&amp;#039;without the # sign&amp;#039;&amp;#039; prefix, where that is relevant. Honestly, I don&amp;#039;t entirely know when or why that&amp;#039;s specifically necessary, but it&amp;#039;s easier to say &amp;lt;nowiki&amp;gt;#{{Color/Security}}&amp;lt;/nowiki&amp;gt; than add in detection for when the # is necessary. Contact me if there&amp;#039;s something going wrong! --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You shouldn&#039;t be seeing this! This should be the parent page to several colors, including [[Template:Color/Security]] etc.&lt;br /&gt;
&lt;br /&gt;
These colors are presented &#039;&#039;without the # sign&#039;&#039; prefix, where that is relevant. Honestly, I don&#039;t entirely know when or why that&#039;s specifically necessary, but it&#039;s easier to say &amp;lt;nowiki&amp;gt;#{{Color/Security}}&amp;lt;/nowiki&amp;gt; than add in detection for when the # is necessary. Contact me if there&#039;s something going wrong! --[[User:GreytideSkye|GreytideSkye]] ([[User talk:GreytideSkye|talk]]) 07:08, 22 April 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Template:LoreFooter&amp;diff=8606</id>
		<title>Template:LoreFooter</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Template:LoreFooter&amp;diff=8606"/>
		<updated>2026-04-21T08:50:19Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: found a way to nest more parens, oh and HC stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Stolen shamelessly from tgstation&#039;s Template:Lore under their &amp;quot;share it but credit folk&amp;quot; https://tgstation13.org/wiki//tg/station_13_Wiki:Privacy_policy license --&amp;gt;&lt;br /&gt;
&#039;&#039;Work in Progress: Footer subject to change at a moment&#039;s notice. &#039;&#039;&#039;Do not&#039;&#039;&#039; take a red link&#039;s presence, struck-through or otherwise, as confirmation (or denial) of their canonicity.&#039;&#039;&lt;br /&gt;
{|width=100% border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 120 align = &amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Nova_Sector_lore|Nova Sector]] Lore&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:NovaSector13Logo.png|100px|link=Nova_Sector_lore]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #092336; color: white; text-align: center;&amp;quot; id=&amp;quot;commonspecies&amp;quot; |&#039;&#039;&#039;Common Species&#039;&#039;&#039;&lt;br /&gt;
| [[Lore:Humans|Humans]], [[Lore:Tiziran|Tiziran]], [[Lore:Unathi|Unathi]], [[Lore:Moths|Moths]], [[Lore:Ethereals|Ethereals]], [[Lore:Azula|Azulae]], [[Lore:Slimeperson|Slime Hybrids]], [[Lore:Teshari|Teshari]], [[Lore:Synths|Synthetic Humanoids]] (and assorted robots), [[Lore:Podperson|Pod Persons]], [[Lore:Hemophage|Hemophages]], [[Lore:Xenomorphic_Hybrid|Xenomorphic Hybrid]],&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #092336; color: white; text-align: center;&amp;quot; id=&amp;quot;rarespecies&amp;quot; |&#039;&#039;&#039;Other Species&#039;&#039;&#039;&lt;br /&gt;
| [[Lore:Genemodders|Genemodders]] ([[Lore:Felinids|Felinids]], [[Lore:Icewalkers|Ice Walkers]], [[Lore:Dwarf|Dwarf]]), [[Lore:Ashwalker|Ashwalkers]], [[Lore:Snails|Snailpersons]], [[Lore:Ordoht|Ordoht]] (Formerly Skrell), [[Lore:Plasmamen|Plasmamen]], [[Lore:Flyperson|Flypeople]], [[Lore:Vox|Vox (Primalis et al)]], [[Lore:Tajaran|Tajaran]], [[Lore:Vulpkanin|Vulpkanin]], [[Lore:Rogues|Rouges (Abductorkin)]], [[Lore:Kobold|Kobolds]], [[Lore:Exospecies|Miscellaneous Species]], [[Lore:Dullahan|Dullahans]], [[Lore:Golem|Employee Golems]], [[Lore:Changeling|Changelings]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #092336; color: white; text-align: center;&amp;quot; id=&amp;quot;nanotrasen&amp;quot; |&#039;&#039;&#039;Nanotrasen&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Lore:Nanotrasen|Nanotrasen]]&#039;&#039;&#039;, [[Lore:Nanotrasen#Central_Command|Central Command]], [[Lore:Nanotrasen#Emergency Response Corps|Emergency Response Corps]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #092336; color: white; text-align: center;&amp;quot; id=&amp;quot;SolFed&amp;quot; |&#039;&#039;&#039;SolFed&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Lore:SolFed|SolFed]]&#039;&#039;&#039;, [[Lore:Sol|Sol in {{#expr:{{CURRENTYEAR}}+540}}]], [[Lore:SFAF|The SolFed Armed Forces]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #092336; color: white; text-align: center;&amp;quot; id=&amp;quot;externals&amp;quot; |&#039;&#039;&#039;External Groups&#039;&#039;&#039;&lt;br /&gt;
|[[Lore:Heliostatic_Coalition|&#039;&#039;&#039;Heliostatic Coalition&#039;&#039;&#039;]] ({{TooltipInline|[[Lore:HC_Compact|HC Compact]]|The HC Constitution, the document formally defining the HC.}}, {{TooltipInline|[[Lore:HCAF|HCAF]]|Heliostatic Coalition Armed Forces}}, {{TooltipInline|[[Lore:CZD|CZD]]|Commonwealth of Zvirdnyn Dominions}}, {{TooltipInline|[[Lore:KMIF|KMIF]]|Kemppainen-Morozov Industrial Fabrication}}, {{TooltipInline|[[Lore:EPF|Expeditionary Police Force]]|HC&#039;s Cops}} ({{TooltipInline|[[HC_Inspectors|&#039;&#039;&#039;Inspectors&#039;&#039;&#039;]]|The Expeditionary Force. They inspect more than stations.}} ([[HC Quick Reference|Quick Reference]], {{TooltipInline|[[HC_SOP|SOP]]|Standard Operating Procedure}}, {{TooltipInline|[[HC Lexicon|Lexicon]]|Lingo, chatter guide, manner of speaking.}}))), &amp;lt;br&amp;gt;[[Lore:Interdyne|Interdyne Pharmaceutics]], [[Lore:Cargo|Cargo]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #092336; color: white; text-align: center;&amp;quot; id=&amp;quot;syndicate&amp;quot; |&#039;&#039;&#039;Hostiles&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Lore:Syndicate|The Syndicate]]&#039;&#039;&#039; ([[Lore:Gorlex|Gorlex]], [[Lore:Tiger_Cooperative|Tiger Cooperative]], [[Lore:Syndicate#DS-2|DS-2]], [[Guide_to_your_Manifesto|Syndicate Manifestos]]), &amp;lt;br&amp;gt;[[Lore:Void_Imperium|The Void Imperium]], [[Lore:Spider_Clan|The Spider Clan]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #092336; color: white; text-align: center;&amp;quot; id=&amp;quot;nova&amp;quot; |&#039;&#039;&#039;Nova&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Lore:Nova_Sector|The Nova Sector]]&#039;&#039;&#039;, {{TooltipInline|[[Lore:Indecipheres|Indecipheres]]|Lavaland, volcanic mining place.}}, {{TooltipInline|[[Lore:Freyja|Freyja]]|Icebox and Snowglobe station frozen moon.}}, {{TooltipInline|[[Lore:Boletus|Boletus]]|Serenity Mushroomoon.}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #092336; color: white; text-align: center;&amp;quot; id=&amp;quot;concepts&amp;quot; |&#039;&#039;&#039;Concepts&#039;&#039;&#039;&lt;br /&gt;
| [[Lore:Bluespace|Bluespace]], [[Lore:Plasma|Plasma]], [[Lore:Bluespace#FTL|Faster Than Light Travel]], [[Lore:Resonance|Resonance (&amp;quot;Souls&amp;quot;)]], [[Lore:Death|Death]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Lore:HC_Compact&amp;diff=8605</id>
		<title>Lore:HC Compact</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Lore:HC_Compact&amp;diff=8605"/>
		<updated>2026-04-21T08:47:47Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: oopsie poopsie&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- The NRI/CoIN replacement. Stalkeros --&amp;gt;{{LorePageHeader&lt;br /&gt;
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 |img =  HCFlag.png|Flag of the Heliostatic Coalition, drawn by {{Contributor/goldenfreddycl}}. &amp;lt;!-- todo: tweak the size and proportions here --&amp;gt;&lt;br /&gt;
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 |loretype = DOCUMENT&lt;br /&gt;
 |mainname = Heliostatic Coalition&lt;br /&gt;
 |othernames = The Heliostatic Constitution&lt;br /&gt;
 |relatedpages =&lt;br /&gt;
 |relatedlore = [[Lore:Heliostatic_Coalition]]&lt;br /&gt;
 |languages = {{Common}}&lt;br /&gt;
|contributors={{Contributor/Stalkeros}}  }}&lt;br /&gt;
&lt;br /&gt;
= A Note to the Reader=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before You Begin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What follows is not the Heliostatic Compact.&lt;br /&gt;
&lt;br /&gt;
Not really.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;actual&#039;&#039; Heliostatic Compact - the full, living, breathing document that has governed the Coalition for over a century and a half - is a different beast entirely. It has been rewritten seven times, amended four hundred and thirty-two times, and clarified by judicial interpretation in approximately eleven thousand cases. It contains detailed provisions for everything from the precise composition of agricultural subsidies to the protocols for resolving disputes between competing synthetic sapience rights claims. It is, by any reasonable measure, absolutely tremendous. Citizens of the Coalition who need to navigate it typically do so with the assistance of specialized [[Lore:Synths|Artificial Narrow Intelligences]] trained specifically for the purpose, because no single sapient mind could hold all of it.&lt;br /&gt;
&lt;br /&gt;
You, as the reader, do not need any of that.&lt;br /&gt;
&lt;br /&gt;
This document is an &#039;&#039;&#039;intentionally shortened version&#039;&#039;&#039;. It is the &amp;quot;what matters at the table&amp;quot; edition — the parts you might actually need to reference during a game, during character creation, or during one of those moments when someone asks &amp;quot;wait, how does that work in the Coalition&amp;quot;? It strips away the centuries of accumulated legal nuance, the endless subclauses, the carefully negotiated compromises between member states that are fascinating to constitutional scholars and deeply boring to everyone else.&lt;br /&gt;
&lt;br /&gt;
If you need something specific that isn&#039;t here, you have two options:&lt;br /&gt;
# Make something up that feels right. The Coalition is big. Someone somewhere probably has a regulation about it;&lt;br /&gt;
# Ask me, the author, {{Contributor/Stalkeros}}. To which I will go &amp;quot;...uhhhh fuck&amp;quot;, think about it for a while, and then get back to you with something that hopefully doesn&#039;t contradict anything else.&lt;br /&gt;
&lt;br /&gt;
A brief qualification: I have exactly zero formal education in any of the fields that would normally qualify someone to write a fictional constitution. Not law. Not political science. Not history. Not even creative writing, technically. My background is in programming, which means my approach to governance is approximately &amp;quot;what if the state was a really complicated piece of software with really aggressive error handling&amp;quot;. This is, depending on your perspective, either deeply insightful or absolutely terrifying.&lt;br /&gt;
&lt;br /&gt;
What I do have is: a hyperfixation, a lot of free time, and the willingness to stare at the EU founding charter, the US Constitution, the CIS founding charter, and the Russian Constitution (I am, after all, wholly Russian, even if that&#039;s increasingly useless as a reference point for anything resembling functional governance these days) until patterns start to emerge. At various points I have absolutely just copied chunks of these documents into LLMs and said &amp;quot;find me the part that does X&amp;quot; because there are only so many hours in the day and I want to get back to doing fuckall.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;the-heliostatic-compact-2405&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
= The Heliostatic Compact (2405) =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;preamble-the-vistula-declaration&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Preamble: The Vistula Declaration ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We, the representatives of the Twelve Founding Systems, gathered in the shadow of our colony ships, those silent monuments to both the dreams and the failures of Old Earth, do hereby establish this Compact, not as conquerors, nor as supplicants, but as survivors who have learned that unity is not a luxury but a necessity.&#039;&#039; &#039;&#039;We have known the darkness of isolation. We have watched children starve while engineers forgot how to maintain the machines that could have saved them. We have buried our dead in alien soil and marked their graves with stones from worlds that will never know their names. And from this crucible, we have emerged with one truth burned into our collective memory:&#039;&#039; &#039;&#039;Alone, we perish. Together, we endure.&#039;&#039; &#039;&#039;Therefore, let it be known that the Heliostatic Coalition is founded upon these principles:&#039;&#039; &#039;&#039;That survival is the first right of every sapient being, and the first duty of every government.&#039;&#039; &#039;&#039;That the isolation which nearly destroyed us shall never again be permitted to threaten any member of our Coalition.&#039;&#039; &#039;&#039;That the diversity of our peoples, human and otherwise, Terran-born and native-born, organic and synthetic, is not a weakness to be homogenized but a strength to be harmonized.&#039;&#039; &#039;&#039;That the laws of physics are the only true constants in the universe, and that all governance must be grounded in the rational, the measurable, and the just.&#039;&#039; &#039;&#039;That the dream of Unificationism, betrayed by the Sol Federation we left behind, shall find its true expression here, among us, forged not in haste but in the patient work of generations.&#039;&#039; &#039;&#039;Let this Compact be our covenant. Let these Articles be our law. Let this Coalition be our future.&#039;&#039; — Signed at Vistula, 15th Day of the Harvest Month, 2405&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;part-one-the-foundations&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
= PART ONE: THE FOUNDATIONS =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;article-i-sovereignty-and-supremacy&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article I: Sovereignty and Supremacy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 1.1: Nature of the Coalition&#039;&#039;&#039; The Heliostatic Coalition is a voluntary union of sovereign member states, established in perpetuity for the purposes of mutual defense, economic cooperation, cultural exchange, and the collective advancement of all sapient beings within its jurisdiction. The Coalition is not a federation, not a confederation, but a &#039;&#039;coalition&#039;&#039; — a distinct form of polity in which member states retain significant internal autonomy while ceding to the central government those powers necessary for the survival and prosperity of the whole. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 1.2: Supremacy Clause&#039;&#039;&#039; This Compact, together with the Charter of Law enacted pursuant thereto, and all treaties made under the authority of the Coalition, shall be the supreme law throughout the territories of the Coalition. The judicial authorities of every member state shall be bound thereby, anything in the constitution or laws of any member state to the contrary notwithstanding. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 1.3: Reserved Powers&#039;&#039;&#039; Powers not expressly delegated to the Coalition by this Compact, nor prohibited by it to the member states, are reserved to the member states respectively, or to the people thereof. Such reserved powers include, but are not limited to: local cultural and religious observance; regulation of purely internal commerce; establishment of local educational systems; and determination of qualifications for local franchise, provided such qualifications do not violate the sapient rights protections of Article VI. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 1.4: Good Faith Cooperation&#039;&#039;&#039; All member states, and all organs of the Coalition, shall act in good faith toward one another and toward the purposes of this Compact. No member state shall knowingly act to undermine the security, prosperity, or unity of the Coalition, and any dispute arising between members shall first be submitted to mediation before any other recourse is sought.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;article-ii-citizenship-and-sapient-rights&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article II: Citizenship and Sapient Rights ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 2.1: Definition of Citizen&#039;&#039;&#039; A citizen of the Heliostatic Coalition is any sapient being who: a) Holds citizenship in a member state of the Coalition; or b) Is born within the territory of the Coalition to parents who are citizens; or c) Has been lawfully naturalized as a citizen through procedures established by the Chamber of Legislation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 2.2: Definition of Sapient Being&#039;&#039;&#039; For purposes of this Compact, a “sapient being” is any entity, -organic, synthetic, or otherwise-, that: a) Demonstrates self-awareness and the capacity for abstract reasoning; b) Can experience suffering and flourishing; c) Is capable of participating in and contributing to society; d) Has been recognized as sapient through procedures established by the Chamber of Legislation in consultation with the Department of Development and the scientific community.&lt;br /&gt;
&lt;br /&gt;
No distinction in rights, protections, or privileges under Coalition law shall be made on the basis of origin, species, or method of consciousness generation, provided the entity meets the definition of sapient being.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 2.3: Fundamental Rights of Sapient Beings&#039;&#039;&#039; All sapient beings within the jurisdiction of the Coalition possess the following inherent rights, which shall not be abridged by any member state or Coalition organ:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type: lower-alpha;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Life:&#039;&#039;&#039; No sapient being shall be deprived of existence except through due process of law for crimes determined by the Charter of Law to be sufficiently grave, and only after all appeals have been exhausted. Euthanasia, self-termination, and the cessation of extraordinary medical measures at the request of the being or their lawful designee shall not be considered deprivation of life under this section.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Liberty:&#039;&#039;&#039; No sapient being shall be subjected to arbitrary detention, enslavement, or involuntary servitude. Detention shall occur only pursuant to law, with prompt judicial review, and under conditions that preserve the dignity and health of the detained.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Physical and Mental Integrity:&#039;&#039;&#039; No sapient being shall be subjected to torture, cruel or unusual treatment, medical experimentation without informed consent, or any procedure intended to alter their fundamental personality or sapience without their express and informed consent.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Self-Determination:&#039;&#039;&#039; Every sapient being has the right to pursue their own flourishing, to form and maintain relationships, to practice their culture and beliefs (provided such practice does not violate the rights of others), and to participate in the governance of their communities.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Equal Protection:&#039;&#039;&#039; All sapient beings are equal before the law and shall be entitled without discrimination to the equal protection of the laws. No member state shall deny to any sapient being within its jurisdiction the equal protection of its laws.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Due Process:&#039;&#039;&#039; No sapient being shall be deprived of life, liberty, or property without due process of law. All judicial proceedings shall be fair, public, and conducted by competent, independent, and impartial tribunals established by law.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Freedom of Thought and Expression:&#039;&#039;&#039; Every sapient being has the right to hold opinions without interference and to seek, receive, and impart information and ideas through any media and regardless of frontiers, subject only to such limitations as are necessary for the protection of national security, public order, or the rights of others.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Privacy:&#039;&#039;&#039; Every sapient being has the right to protection against arbitrary interference with their privacy, family, home, or correspondence, and against attacks upon their honor and reputation.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Freedom of Movement:&#039;&#039;&#039; Every sapient being lawfully within the territory of the Coalition has the right to liberty of movement and freedom to choose their residence, subject only to such restrictions as are necessary to protect security, public health, or the rights of others.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Asylum:&#039;&#039;&#039; Every sapient being has the right to seek and to enjoy in the Coalition asylum from persecution, provided they meet the criteria established by the Chamber of Legislation.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 2.4: Duties of Citizens&#039;&#039;&#039; Citizenship in the Coalition carries with it certain duties, including: a) The duty to obey lawful authorities and comply with the Charter of Law; b) The duty to serve in the common defense when lawfully called upon; c) The duty to contribute, according to their means, to the support of the Coalition and its member states; d) The duty to respect the rights and dignity of all sapient beings; e) The duty to participate, to the extent practicable, in the governance of their communities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 2.5: Synthetic Persons&#039;&#039;&#039; Synthetic sapient beings, including but not limited to those designated KMIF avatars, emergent AIs, and other machine intelligences meeting the definition of sapient being, possess all rights and duties enumerated in this Article. No distinction shall be made in law between rights arising from organic origin and rights arising from synthetic origin. The question of whether a particular synthetic entity meets the definition of sapient being shall be determined by the Department of Development in consultation with the Chamber of Legislation, applying objective criteria established by the scientific community and subject to judicial review.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 2.6: Non-Citizen Sapients&#039;&#039;&#039; Sapient beings present within Coalition territory who are not citizens shall enjoy all rights enumerated in Section 2.3, excepting only such political rights as are expressly reserved to citizens by this Compact or the Charter of Law. They shall not be subject to any greater restrictions on their liberty or dignity than are citizens, and any proceeding for their removal from Coalition territory shall comply with due process of law.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;article-iii-the-chamber-of-legislation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article III: The Chamber of Legislation ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 3.1: Establishment and Composition&#039;&#039;&#039; There shall be a Chamber of Legislation, consisting of two bodies: the Greater Chamber and the Lower Chamber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 3.2: The Greater Chamber&#039;&#039;&#039; a) The Greater Chamber shall be composed of representatives from each member state that has achieved the developmental capacity specified in Article VII. b) Each such member state shall be entitled to one representative, who shall have one vote in the Greater Chamber. c) Representatives shall be designated by their respective member states according to processes determined by those states, which shall be democratic in character and provide for meaningful participation by the citizens of the state. d) Representatives shall serve terms of five standard years, unless their member state provides for a shorter term or for recall. e) No person may serve as a representative for more than three consecutive terms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 3.3: Powers of the Greater Chamber&#039;&#039;&#039; The Greater Chamber shall have the power to: a) Enact, amend, and repeal the Charter of Law and all legislation thereunder; b) Order military actions and declare war, upon the recommendation of the Unified High Command; c) Ratify treaties and international agreements; d) Approve the annual budget and allocate funds to Coalition organs and programs; e) Establish and abolish Coalition departments, agencies, and offices; f) Admit new member states to the Coalition; g) Impose sanctions on member states for violations of this Compact or the Charter of Law; h) Elect the Guide of the Chamber of Legislation; i) Exercise such other powers as are delegated to it by this Compact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 3.4: The Guide of the Chamber&#039;&#039;&#039; a) The Greater Chamber shall, by a vote of greater than sixty percent of its members, elect one of its number to serve as Guide of the Chamber of Legislation. b) The Guide shall serve a term of two years and may be removed by a two-thirds vote of the Greater Chamber. c) Upon election, the Guide shall resign their position as representative of their member state, and that state shall designate a new representative to fill the vacant seat. d) The Guide shall preside over sessions of both the Greater and Lower Chambers, maintain order, interpret rules of procedure, and represent the Chamber of Legislation in its relations with other Coalition organs. e) The Guide shall have no vote in the Greater Chamber except to break a tie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 3.5: The Lower Chamber&#039;&#039;&#039; a) The Lower Chamber shall be composed of representatives from: i) Member states that have joined the Coalition within the last five years; ii) Member states whose development has not yet reached the capacity specified in Article VII; iii) Such other entities as the Greater Chamber may, by law, grant representation. b) Each such member or entity shall be entitled to one representative, who shall have one collective vote shared among all members of the Lower Chamber. c) The Lower Chamber shall be led by a Guide elected from among the members of the Greater Chamber, who shall facilitate the Lower Chamber’s deliberations and present its collective opinion to the Greater Chamber. d) The Lower Chamber may debate any matter, propose legislation to the Greater Chamber, and conduct inquiries into matters affecting its members. e) The collective vote of the Lower Chamber shall be cast as a single vote in the Greater Chamber on all matters excepting only: i) Amendments to this Compact; ii) Declarations of war; iii) Admission of new member states; iv) Imposition of sanctions on member states.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 3.6: Legislative Process&#039;&#039;&#039; a) Any member of the Greater Chamber may introduce proposed legislation. b) The Lower Chamber may, by majority vote of its members, transmit proposed legislation to the Greater Chamber for consideration. c) The Department of Development shall, upon request of any member of either Chamber, provide analysis of proposed legislation’s likely impact on member states at all levels of development. d) Proposed legislation shall be debated in the Greater Chamber, with opportunity for members of the Lower Chamber to address the Greater Chamber on matters affecting their interests. e) Upon passage by majority vote of the Greater Chamber, proposed legislation shall be transmitted to the Guide for formal enactment as law. f) The Guide shall have no power to veto enacted legislation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 3.7: Emergency Powers&#039;&#039;&#039; a) In the event of an existential threat to the Coalition or any of its member states, the Guide may, upon the advice of the Unified High Command and with the consent of two-thirds of the Greater Chamber, declare a state of emergency. b) During a state of emergency, the Greater Chamber may, by two-thirds vote, delegate specific emergency powers to the Unified High Command or to the Executive Ministry for a limited period not to exceed six months. c) Such emergency powers shall be strictly limited to those necessary to address the specific threat, shall not suspend the fundamental rights enumerated in Article II, and shall be subject to judicial review. d) The state of emergency may be extended by successive six-month periods only upon renewed two-thirds votes of the Greater Chamber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;part-two-the-executive&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
= PART TWO: THE EXECUTIVE =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;article-iv-the-executive-ministry&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article IV: The Executive Ministry ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 4.1: Establishment&#039;&#039;&#039; There shall be an Executive Ministry, headed by the First Minister, responsible for the day-to-day administration of Coalition affairs and the implementation of legislation enacted by the Chamber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 4.2: The First Minister&#039;&#039;&#039; a) The First Minister shall be appointed by the Sovereign of Vistula, as titular Head of State of the Coalition’s founding member, with the consent of the Greater Chamber. b) The First Minister shall serve at the pleasure of the Greater Chamber and may be removed by a vote of no confidence passed by a majority of the Greater Chamber. c) Upon a vote of no confidence, the Greater Chamber shall have thirty days to recommend a successor to the Sovereign; if no recommendation is made, the Sovereign shall appoint an interim First Minister subject to confirmation by the Greater Chamber within sixty days. d) The First Minister shall preside over the Executive Ministry, coordinate the work of the various departments, and ensure the faithful execution of Coalition law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 4.3: Departments&#039;&#039;&#039; The Executive Ministry shall include the following departments, the heads of which shall be appointed by the First Minister with the consent of the Greater Chamber:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type: lower-alpha;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Department of Development:&#039;&#039;&#039; Charged with assisting member states in meeting the developmental guidelines of Article VII, conducting censuses and needs assessments, coordinating uplift efforts, and making recommendations to the Chamber regarding member state status.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Department of the Interior:&#039;&#039;&#039; Charged with coordinating inter-member matters not assigned to other departments, managing Coalition records and archives, and administering Coalition-wide services.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Department of External Affairs:&#039;&#039;&#039; Charged with conducting diplomatic relations with non-member states and entities, negotiating treaties subject to Chamber ratification, and representing the Coalition in interstellar forums.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Department of the Treasury:&#039;&#039;&#039; Charged with managing Coalition finances, collecting such revenues as the Chamber may lawfully impose, and disbursing funds according to the approved budget.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Department of Justice:&#039;&#039;&#039; Charged with prosecuting violations of Coalition law, representing the Coalition in legal proceedings, and providing legal advice to Coalition organs.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Department of Science and Technology:&#039;&#039;&#039; Charged with coordinating research efforts, maintaining scientific standards, and advising the Chamber on technical matters.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Department of Sapient Rights:&#039;&#039;&#039; Charged with monitoring compliance with Article II, investigating complaints of rights violations, and recommending remedial action to the Chamber.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 4.4: Civil Service&#039;&#039;&#039; a) There shall be a professional, non-partisan civil service to staff the departments of the Executive Ministry. b) Civil servants shall be appointed and promoted based on merit, demonstrated competence, and adherence to the values of the Coalition, without regard to member state origin, species, or other characteristics irrelevant to their duties. c) The civil service shall be overseen by the Vistulan Administrative Caste, whose hereditary experience in governance shall be placed at the service of the entire Coalition, but advancement within the civil service shall be open to all citizens regardless of origin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;article-v-the-judicial-authority&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article V: The Judicial Authority ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 5.1: Establishment&#039;&#039;&#039; There shall be a Judicial Authority, consisting of the Coalition High Court and such inferior courts as the Chamber may establish, vested with the judicial power of the Coalition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 5.2: The Coalition High Court&#039;&#039;&#039; a) The High Court shall consist of nine justices, appointed by the First Minister with the consent of the Greater Chamber. b) Justices shall serve terms of fifteen years, staggered such that one justice’s term expires every twenty months, approximately. c) Justices may be removed only for cause, by a two-thirds vote of the Greater Chamber, following a hearing and recommendation by a panel of retired justices or senior jurists. d) The High Court shall have original jurisdiction over: i) Disputes between member states; ii) Disputes between the Coalition and any member state; iii) Cases affecting ambassadors, envoys, and other diplomatic personnel; iv) Questions of treaty interpretation; v) Challenges to the constitutionality of Coalition legislation. e) The High Court shall have appellate jurisdiction over all other cases arising under Coalition law, with such exceptions and under such regulations as the Chamber shall make.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 5.3: Judicial Principles&#039;&#039;&#039; a) All judicial proceedings shall be conducted in accordance with the principles of due process enumerated in Article II. b) The High Court shall have the power to declare invalid any provision of Coalition law that violates this Compact. c) The High Court shall have the power to review actions of Coalition organs and member states for compliance with this Compact and the Charter of Law. d) The High Court shall not have jurisdiction over purely internal matters of member states that do not involve Coalition law or rights guaranteed by this Compact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 5.4: Independence of the Judiciary&#039;&#039;&#039; a) The Judicial Authority shall be independent of the Legislative and Executive Ministries. b) The compensation of justices and judges shall not be diminished during their continuance in office. c) No justice or judge shall be subject to direction or control by any other Coalition organ in the exercise of their judicial functions. d) The Chamber shall provide adequate funding for the operation of the Judicial Authority, which shall not be subject to reduction as a punitive measure.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;part-three-membership-and-development&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
= PART THREE: MEMBERSHIP AND DEVELOPMENT =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;article-vi-admission-of-member-states&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article VI: Admission of Member States ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 6.1: Eligibility&#039;&#039;&#039; Any polity, whether planetary, system-wide, or otherwise, may apply for membership in the Coalition if it: a) Is governed by a stable authority capable of entering into and fulfilling treaty obligations; b) Respects the fundamental rights of sapient beings as enumerated in Article II; c) Is willing to accept and implement the obligations of membership; d) Is located within reasonable proximity to existing Coalition territory or can demonstrate the capacity for meaningful participation despite distance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 6.2: Application Process&#039;&#039;&#039; a) Application shall be made to the Department of External Affairs, which shall conduct a preliminary assessment of eligibility. b) Upon determination of prima facie eligibility, the Department of Development shall conduct a comprehensive census and needs assessment of the applicant, evaluating: i) Population and demographic characteristics; ii) Economic and industrial development; iii) Technological capacity; iv) Infrastructure status; v) Environmental conditions and habitability; vi) Governance structures and respect for rights; vii) Security situation and defense capabilities; viii) Cultural characteristics and compatibility with Coalition values; ix) Any other factors relevant to integration. c) The Department of Development shall prepare a report with recommendations regarding the applicant’s appropriate initial status and any assistance needed to achieve full integration. d) The Greater Chamber shall consider the application and, by majority vote, may: i) Admit the applicant as a member state, with status determined under Article VII; ii) Conditionally admit the applicant, requiring specific improvements before final admission; iii) Reject the application, with stated reasons; iv) Defer consideration pending further information.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 6.3: Obligations of Membership&#039;&#039;&#039; Upon admission, each member state agrees to: a) Adhere to this Compact and all laws enacted thereunder; b) Contribute to the common defense and welfare according to its means; c) Provide for the rights of all sapient beings within its jurisdiction as required by Article II; d) Cooperate with Coalition organs in the performance of their functions; e) Participate in the governance of the Coalition through the Chamber of Legislation; f) Refrain from actions inconsistent with the purposes and principles of the Coalition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 6.4: Suspension and Expulsion&#039;&#039;&#039; a) A member state that persistently violates its obligations under this Compact may be suspended from participation in the Chamber of Legislation by a two-thirds vote of the Greater Chamber. b) A member state that grossly and persistently violates the fundamental principles of this Compact, including particularly the rights protected by Article II, may be expelled by a three-fourths vote of the Greater Chamber. c) Expulsion shall not relieve the former member state of obligations incurred prior to expulsion, nor shall it affect the rights of individuals who were citizens of that state to seek protection under Article II. d) Any member state that abandons the Coalition in favor of membership in another polity shall forfeit all claims to Coalition assets and protections, and its former territory shall be considered external to the Coalition for all purposes.&lt;br /&gt;
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&lt;br /&gt;
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&amp;lt;span id=&amp;quot;article-vii-stratification-of-member-states&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article VII: Stratification of Member States ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 7.1: Principles of Stratification&#039;&#039;&#039; Recognizing that member states join the Coalition at varying levels of development and that the diversity of circumstances requires flexible application of Coalition standards, member states shall be classified into three tiers based on objective criteria. This stratification is intended not as a permanent hierarchy but as a framework for targeted assistance and appropriate representation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 7.2: Core-world Status&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A member state shall be classified as a Core-world if it meets all of the following criteria:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type: lower-alpha;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Population Stability:&#039;&#039;&#039; Total population exceeding one billion sapient beings, with a stable or growing demographic profile and adequate infrastructure to support the population at a standard of living consistent with Coalition norms.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Economic Development:&#039;&#039;&#039; Gross domestic product per capita exceeding the Coalition median by at least fifty percent; diversified economy not dependent on a single resource or industry; substantial industrial base capable of producing advanced goods.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Technological Capacity:&#039;&#039;&#039; Indigenous capacity to design, manufacture, and maintain advanced technology, including at minimum: fusion power generation; anti-gravity propulsion; quantum communications; advanced computing; and medical technology sufficient to ensure population health.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Infrastructure:&#039;&#039;&#039; Comprehensive planetary or system-wide infrastructure, including: redundant power grids; global or system-wide communications networks; spaceports capable of handling interstellar traffic; orbital facilities; and environmental control systems adequate to maintain habitability.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Governance:&#039;&#039;&#039; Stable, effective governance structures that reliably protect the rights enumerated in Article II; professional civil service; independent judiciary; meaningful democratic participation at appropriate levels.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Defense Capability:&#039;&#039;&#039; Indigenous defense forces capable of protecting the member state’s territory from significant threats; substantial contribution to Coalition collective defense; compliance with military standardization requirements of Article IX.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Contribution to Coalition:&#039;&#039;&#039; Substantial contribution to Coalition budgets and programs; hosting of Coalition institutions; significant role in Coalition governance and culture.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 7.3: Core-world Rights and Obligations&#039;&#039;&#039; Core-world member states shall: a) Be entitled to full representation in the Greater Chamber of Legislation; b) Bear the primary burden of Coalition defense and financial support; c) Host major Coalition institutions and facilities; d) Provide assistance and mentorship to less-developed member states; e) Set the standard for Coalition development and culture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 7.4: Mid-world Status&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A member state shall be classified as a Mid-world if it meets the following criteria:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type: lower-alpha;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Population:&#039;&#039;&#039; Population exceeding one hundred million sapient beings, with adequate infrastructure to support the population.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Economic Development:&#039;&#039;&#039; GDP per capita at least fifty percent of Coalition median; diversified economy with substantial industrial base; capacity to produce most necessary goods.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Technological Capacity:&#039;&#039;&#039; Capacity to maintain and operate advanced technology, with some indigenous manufacturing; access to Coalition technology through trade and assistance; basic research capabilities.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Infrastructure:&#039;&#039;&#039; Adequate planetary or system-wide infrastructure; reliable power and communications; spaceport facilities; environmental control sufficient for habitability.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Governance:&#039;&#039;&#039; Effective governance structures protecting fundamental rights; functioning judicial system; meaningful public participation.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Defense Capability:&#039;&#039;&#039; Capable defense forces; significant contribution to collective defense; progress toward full military standardization.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 7.5: Mid-world Rights and Obligations&#039;&#039;&#039; Mid-world member states shall: a) Be entitled to full representation in the Greater Chamber of Legislation upon meeting the criteria, but may receive targeted assistance from the Department of Development to achieve Core-world status; b) Bear significant but not primary burdens of Coalition defense and financial support; c) Host regional Coalition facilities and institutions; d) Receive assistance from Core-world members while providing assistance to Rim-world members; e) Form the “backbone” of Coalition economic and cultural production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 7.6: Rim-world Status&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A member state shall be classified as a Rim-world if it:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type: lower-alpha;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Has been a member for less than five years; or&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Has a population below one hundred million sapient beings; or&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Fails to meet one or more of the criteria for Mid-world or Core-world status, as determined by the Department of Development.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 7.7: Rim-world Rights and Obligations&#039;&#039;&#039; Rim-world member states shall: a) Be entitled to representation in the Lower Chamber of Legislation; b) Receive priority assistance from the Department of Development; c) Be subject to regular census and needs assessment; d) Be under legislative contract to make all necessary and possible efforts to further their development to meet Mid-world guidelines; e) Contribute to Coalition defense and welfare according to their means, with such contributions adjusted to avoid impeding development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 7.8: The Big Brother Mechanism&#039;&#039;&#039; a) If a member state fails to meet the Department of Development’s expectations within the allotted time frame for achieving Mid-world status, the Greater Chamber shall review the member’s status. b) If the Greater Chamber determines, by majority vote, that the member state has failed to make good faith efforts or that extraordinary circumstances require intervention, it may designate a Big Brother member state to assume assistance and authority. c) The designated Big Brother shall: i) Provide intensified development assistance; ii) Exercise temporary authority over specified aspects of the lesser member’s governance, as determined by the Greater Chamber; iii) Report regularly to the Greater Chamber on progress; iv) Continue assistance until the lesser member reaches Mid-world status or the Greater Chamber determines that further intervention is unwarranted. d) The Big Brother mechanism shall be used only as a last resort, when all other assistance has failed, and shall be subject to strict oversight by the Department of Sapient Rights to prevent abuse. e) Any Big Brother found to have abused its authority shall be subject to sanctions, including possible suspension from the Greater Chamber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 7.9: Special Entities&#039;&#039;&#039; Certain entities within Coalition territory may not be classifiable under the standard stratification system. These include: a) &#039;&#039;&#039;KMIF and Similar Corporate Entities:&#039;&#039;&#039; Entities that operate across multiple member states and maintain facilities not tied to any single member’s territory shall be considered “Transcendent Entities” for purposes of Coalition law. They shall: i) Maintain primary registration with the Department of the Treasury; ii) Be subject to Coalition-wide regulation by the Chamber of Legislation; iii) Contribute to Coalition finances according to formulas accounting for their multi-jurisdictional nature; iv) Be entitled to such representation in Coalition governance as the Chamber may provide by law, which may include non-voting observer status or specialized consultative roles. b) &#039;&#039;&#039;Extraterritorial Facilities:&#039;&#039;&#039; Facilities not located within the territory of any member state, -including research stations, deep-space installations, and mobile platforms-, shall be subject to direct Coalition jurisdiction and shall be classified according to their function rather than the stratification system. c) &#039;&#039;&#039;Non-Territorial Sapient Communities:&#039;&#039;&#039; Communities of sapient beings not organized as territorial polities, -including nomadic groups, space-dwelling populations, and virtual societies-, may be granted special status by the Greater Chamber, with representation and obligations tailored to their circumstances.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;article-viii-mutual-defense-and-security&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article VIII: Mutual Defense and Security ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 8.1: The Covenant of Mutual Defense&#039;&#039;&#039; An armed attack against any member state shall be considered an attack against all member states. Each member state agrees to assist the attacked member by taking forthwith, individually and in concert with other members, such action as it deems necessary, including the use of armed force, to restore and maintain the security of the Coalition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 8.2: Collective Security Obligations&#039;&#039;&#039; All member states shall: a) Maintain forces sufficient to contribute meaningfully to collective defense; b) Participate in joint training and exercises; c) Share intelligence relevant to common security threats; d) Coordinate defensive planning through the Unified High Command; e) Grant necessary transit and stationing rights to Coalition forces; f) Contribute to the cost of collective defense according to their means.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 8.3: The Unified High Command&#039;&#039;&#039; a) There shall be a Unified High Command, responsible for the strategic direction of Coalition military forces. b) The Unified High Command shall consist of: i) The Grand Marshal, as Supreme Military Commander; ii) The Marshals of each service branch; iii) Such other officers as the Chamber may designate. c) The Grand Marshal shall be appointed by the Greater Chamber, upon the recommendation of the Unified High Command, and shall serve a term of seven years. d) The Unified High Command shall be subordinate to the civilian authority of the Chamber of Legislation and the First Minister.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 8.4: Authorization of Force&#039;&#039;&#039; a) The power to declare war and authorize the use of armed force shall reside in the Greater Chamber. b) The Unified High Command may order the use of force in immediate self-defense without prior authorization, but shall report such action to the Greater Chamber within seventy-two hours. c) The Greater Chamber may, by law, authorize the Unified High Command to conduct specific categories of operations without prior approval, subject to reporting requirements and limitations.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;article-ix-military-standardization&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article IX: Military Standardization ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 9.1: Principle of Standardization&#039;&#039;&#039; Recognizing that the effectiveness of collective defense depends on the ability of member state forces to operate seamlessly together, and that the Coalition was founded without the burden of legacy systems and industrial lobbies that impede standardization elsewhere, all military forces within the Coalition shall achieve and maintain full interoperability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 9.2: Scope of Standardization&#039;&#039;&#039; Standardization shall extend to: a) &#039;&#039;&#039;Weapons Systems:&#039;&#039;&#039; All weapons systems shall use standardized ammunition, power cells, and interfaces, enabling any unit to supply any other unit. b) &#039;&#039;&#039;Communications and Data Protocols:&#039;&#039;&#039; All forces shall use the Integrated Tactical Network (ITN) protocols, enabling seamless information sharing across the Coalition. c) &#039;&#039;&#039;Logistics and Supply:&#039;&#039;&#039; All consumables, spare parts, and supplies shall be standardized to the maximum extent practicable, enabling any logistics unit to support any combat unit. d) &#039;&#039;&#039;Training and Doctrine:&#039;&#039;&#039; All forces shall train to common standards and operate according to common doctrine, enabling units from different member states to fight together without prior coordination. e) &#039;&#039;&#039;Command and Control Structures:&#039;&#039;&#039; All forces shall organize according to common command structures, enabling seamless integration into Coalition formations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 9.3: Implementation&#039;&#039;&#039; a) The Unified High Command, in consultation with the Department of Development and KMIF, shall develop and maintain comprehensive standardization specifications. b) All member states shall bring their forces into compliance with these specifications within time frames established by the Greater Chamber. c) The Department of Development shall provide technical and material assistance to member states requiring help in achieving compliance. d) KMIF, as the primary military supplier, shall ensure that its products comply with Coalition specifications and shall make such specifications available to other qualified manufacturers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 9.4: Exceptions and Waivers&#039;&#039;&#039; a) The Unified High Command may grant temporary waivers from specific standardization requirements for member states facing extraordinary circumstances. b) Such waivers shall be time-limited and shall include a plan for achieving compliance. c) No waiver shall be granted that would significantly impair the ability of the member state’s forces to operate with Coalition forces. d) The Greater Chamber may, by two-thirds vote, override any waiver granted by the Unified High Command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 9.5: Research and Development&#039;&#039;&#039; a) All research and development of military technology within the Coalition shall be coordinated through the Department of Science and Technology and the Unified High Command. b) New technologies shall be developed with standardization as a primary design criterion. c) Intellectual property arising from Coalition-funded research shall be available to all member states on fair and reasonable terms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 9.6: The [[Lore:KMIF|KMIF]] Relationship&#039;&#039;&#039; a) KMIF, as the Coalition’s primary military supplier, occupies a unique position in the standardization regime. b) KMIF shall ensure that all its products comply with Coalition specifications and shall not develop proprietary systems incompatible with Coalition standards. c) KMIF may continue to develop advanced technologies, but shall make such technologies available to all member states on equal terms once they are approved for deployment. d) KMIF’s unique status as a Transcendent Entity shall not exempt it from the requirements of this Article.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;part-four-the-charter-of-law&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
= PART FOUR: THE CHARTER OF LAW =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;article-x-the-charter-of-law&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article X: The Charter of Law ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 10.1: Establishment&#039;&#039;&#039; There shall be a Charter of Law, enacted by the Chamber of Legislation pursuant to this Compact, which shall constitute the body of Coalition law applicable throughout the territory of the Coalition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 10.2: Scope of the Charter&#039;&#039;&#039; The Charter of Law shall address: a) Implementation and enforcement of the rights enumerated in Article II; b) Crimes against Coalition law and their punishment; c) Regulation of inter-member commerce; d) Environmental standards and conservation; e) Immigration and movement between member states; f) Recognition of professional credentials and educational qualifications; g) Standards for weights, measures, and technical specifications; h) Such other matters as are necessary to give effect to this Compact and to promote the welfare of the Coalition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 10.3: Principles of Legislation&#039;&#039;&#039; In enacting the Charter of Law, the Chamber shall be guided by the following principles: a) Legislation shall be clear, accessible, and understandable to those affected by it; b) Legislation shall be proportionate to the ends sought to be achieved; c) Legislation shall respect the diversity of member state cultures and circumstances; d) Legislation shall be enforced fairly and without discrimination; e) Legislation shall be subject to regular review and revision as circumstances change.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 10.4: Criminal Law&#039;&#039;&#039; a) No conduct shall constitute a crime against Coalition law unless the Charter of Law so provides, with sufficient clarity that a person may know what conduct is prohibited. b) Criminal penalties shall be proportionate to the gravity of the offense. c) No person shall be tried twice for the same offense. d) Criminal proceedings shall be conducted in accordance with the due process guarantees of Article II.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 10.5: Civil Law&#039;&#039;&#039; a) The Charter of Law shall provide for the resolution of civil disputes between parties from different member states. b) Such provisions shall respect, to the extent practicable, the legal traditions of the parties while ensuring fair and efficient resolution. c) Judgments rendered under Coalition law shall be enforceable throughout the territory of the Coalition.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;article-xi-the-department-of-development&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article XI: The Department of Development ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 11.1: Establishment and Purpose&#039;&#039;&#039; There shall be a Department of Development, charged with the vital mission of assisting member states in achieving and maintaining the developmental standards necessary for full participation in the Coalition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 11.2: Powers and Duties&#039;&#039;&#039; The Department of Development shall: a) Conduct regular censuses and needs assessments of member states, particularly Rim-world members; b) Develop and maintain objective criteria for assessing member state development; c) Provide technical, material, and financial assistance to member states requiring help in meeting developmental guidelines; d) Coordinate the efforts of Core-world members in assisting less-developed members; e) Make recommendations to the Greater Chamber regarding member state status and the application of the Big Brother mechanism; f) Monitor the effectiveness of assistance programs and adjust them as necessary; g) Maintain a registry of all sapient beings within Coalition territory for purposes of planning and resource allocation, subject to strict privacy protections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 11.3: The Census&#039;&#039;&#039; a) The Department shall conduct a comprehensive census of each member state upon its admission and every five years thereafter. b) The census shall collect such information as is necessary to assess the member state’s development, including population characteristics, economic indicators, infrastructure status, and governance effectiveness. c) Census information shall be protected by law from unauthorized disclosure and shall be used only for legitimate Coalition purposes. d) Member states shall cooperate fully with census efforts and shall provide access to all necessary information and facilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 11.4: The Needs Assessment&#039;&#039;&#039; a) Following each census, the Department shall prepare a needs assessment for each member state below Core-world status. b) The needs assessment shall identify: i) Areas where the member state meets developmental guidelines; ii) Areas where the member state falls short of guidelines; iii) Specific assistance needed to address shortcomings; iv) A timeline for achieving compliance. c) The needs assessment shall be provided to the member state and to the Greater Chamber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 11.5: Assistance Programs&#039;&#039;&#039; a) The Department shall develop and implement assistance programs tailored to the specific needs of each member state. b) Assistance may include: i) Technical expertise and training; ii) Material resources and equipment; iii) Financial grants or loans; iv) Infrastructure development; v) Educational and cultural exchange; vi) Such other forms of assistance as may be effective. c) Assistance programs shall be designed to build sustainable capacity, not create permanent dependency. d) The Department shall coordinate with other Coalition organs and with Core-world members to maximize the effectiveness of assistance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 11.6: The Big Brother Mechanism - Detailed Procedures&#039;&#039;&#039; a) When a member state fails to meet developmental guidelines within the time frame established by its needs assessment, the Department shall notify the Greater Chamber. b) The Greater Chamber shall convene a special session to review the member state’s status, at which the member state may present its case. c) If the Greater Chamber determines, by majority vote, that intervention is warranted, it shall solicit volunteers from among Core-world members to serve as Big Brother. d) The designated Big Brother shall: i) Assume responsibility for coordinating all assistance to the lesser member; ii) Exercise temporary authority over such aspects of the lesser member’s governance as are specified in the Greater Chamber’s resolution, which may include budgetary oversight, infrastructure planning, and security coordination; iii) Report monthly to the Greater Chamber on progress; iv) Respect, to the maximum extent consistent with the intervention’s purpose, the lesser member’s cultural integrity and local autonomy. e) The intervention shall be reviewed by the Greater Chamber every six months and may be terminated at any time by majority vote. f) The lesser member may petition for termination of intervention at any time, and such petition shall be considered promptly. g) Upon the lesser member’s achievement of Mid-world status, the intervention shall terminate automatically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 11.7: Protection Against Abuse&#039;&#039;&#039; a) The Department of Sapient Rights shall monitor all Big Brother interventions and shall have the power to investigate complaints of abuse. b) Any Big Brother found to have exploited its position for economic advantage, political domination, or cultural suppression shall be subject to sanctions, including: i) Immediate termination of the intervention; ii) Restitution to the affected member state; iii) Suspension from the Greater Chamber for a period determined by the Chamber; iv) Such other penalties as the Chamber may deem appropriate. c) A member state that has been subjected to abuse may petition the High Court for redress, including compensation and, in extreme cases, termination of the offending Big Brother’s membership in the Coalition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;article-xii-finance-and-resources&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article XII: Finance and Resources ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 12.1: Coalition Budget&#039;&#039;&#039; a) The First Minister shall propose an annual budget for the Coalition, which shall be submitted to the Greater Chamber for approval. b) The budget shall allocate funds among Coalition organs and programs, with priority given to: i) Collective defense; ii) Development assistance; iii) Protection of sapient rights; iv) Core administrative functions. c) The budget shall be balanced; the Coalition shall not borrow except in extraordinary circumstances approved by two-thirds of the Greater Chamber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 12.2: Revenue&#039;&#039;&#039; a) The Greater Chamber may levy such taxes, duties, and fees as are necessary to fund Coalition operations, provided that: i) Taxation shall be uniform throughout the Coalition; ii) No tax shall discriminate between member states; iii) Taxation shall be proportionate to ability to pay. b) Member states shall contribute to Coalition revenues according to formulas established by the Greater Chamber, which shall take into account: i) Population; ii) Economic output; iii) Level of development; iv) Special circumstances. c) The Department of the Treasury shall collect all revenues due to the Coalition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 12.3: Resource Management&#039;&#039;&#039; a) The Coalition shall manage its resources responsibly, with due regard for sustainability and the needs of future generations. b) The Department of Science and Technology shall advise on the sustainable use of resources throughout Coalition territory. c) The Greater Chamber may, by law, establish standards for resource extraction and environmental protection applicable throughout the Coalition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;part-five-amendment-and-ratification&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
= PART FIVE: AMENDMENT AND RATIFICATION =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;article-xiii-amendment&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article XIII: Amendment ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 13.1: Amendment Process&#039;&#039;&#039; This Compact may be amended as follows: a) An amendment may be proposed by: i) Two-thirds of the Greater Chamber; or ii) A petition signed by representatives of one-third of member states. b) Upon proposal, the amendment shall be submitted to all member states for ratification. c) An amendment shall become effective upon ratification by three-fourths of member states, provided that such ratifying states include at least two-thirds of Core-world members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 13.2: Limitations on Amendment&#039;&#039;&#039; No amendment shall: a) Abridge the fundamental rights enumerated in Article II; b) Dissolve the Coalition without the unanimous consent of all member states; c) Alter the principle of mutual defense enshrined in Article VIII.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 13.3: Review Conference&#039;&#039;&#039; Every twenty-five years, the Greater Chamber shall convene a review conference to consider whether amendments to this Compact are necessary or desirable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;article-xiv-ratification-and-entry-into-force&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article XIV: Ratification and Entry into Force ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 14.1: Ratification&#039;&#039;&#039; This Compact shall be ratified by each of the Twelve Founding Systems according to their respective constitutional processes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 14.2: Entry into Force&#039;&#039;&#039; This Compact shall enter into force upon ratification by nine of the Twelve Founding Systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 14.3: Depository&#039;&#039;&#039; The original text of this Compact shall be deposited in the archives of the Commonwealth of Zvirdnym Dominions, on the world of Vistula, which shall serve as the capital of the Coalition. Certified copies shall be provided to all member states.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;signatories&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
= SIGNATORIES =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In witness whereof, the undersigned, being duly authorized thereto, have signed this Compact.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Done at Vistula, this 15th day of the Harvest Month, in the year 2405 of the Common Era.&lt;br /&gt;
&lt;br /&gt;
{{TooltipInline|[blah blah blah fucking signatories]|This was perhaps added as a summarist&#039;s error? Attempting to remove it alters the legal properties of this summary considerably.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;appendices&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
= APPENDICES =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;appendix-a-glossary-of-terms&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Appendix A: Glossary of Terms ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Big Brother Mechanism:&#039;&#039;&#039; A last-resort intervention in which a Core-world member state assumes temporary authority over a Rim-world member that has failed to achieve developmental targets despite assistance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charter of Law:&#039;&#039;&#039; The body of legislation enacted by the Chamber of Legislation pursuant to the Compact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citizen:&#039;&#039;&#039; Any sapient being holding citizenship in a member state of the Coalition or naturalized as a Coalition citizen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coalition:&#039;&#039;&#039; The Heliostatic Coalition established by this Compact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compact:&#039;&#039;&#039; The Heliostatic Compact, this founding document.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Core-world:&#039;&#039;&#039; A member state meeting the highest standards of development, entitled to full representation in the Greater Chamber and bearing primary responsibility for Coalition leadership and assistance to less-developed members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Department of Development:&#039;&#039;&#039; The Coalition organ charged with assisting member states in achieving developmental standards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Minister:&#039;&#039;&#039; The head of the Executive Ministry, appointed by the Sovereign of Vistula with the consent of the Greater Chamber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Chamber:&#039;&#039;&#039; The primary legislative body of the Coalition, composed of representatives from Core-world and Mid-world member states.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guide of the Chamber:&#039;&#039;&#039; The presiding officer of the Chamber of Legislation, elected by the Greater Chamber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Court:&#039;&#039;&#039; The highest judicial authority of the Coalition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrated Tactical Network (ITN):&#039;&#039;&#039; The standardized communications and data-sharing system used by all Coalition military forces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KMIF:&#039;&#039;&#039; Kemppainen-Morozov Industrial Fabrication, the Coalition’s primary military supplier and a Transcendent Entity under Coalition law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lower Chamber:&#039;&#039;&#039; The secondary legislative body of the Coalition, composed of representatives from Rim-world member states and other entities granted representation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mid-world:&#039;&#039;&#039; A member state meeting intermediate standards of development, entitled to full representation in the Greater Chamber and forming the economic and cultural backbone of the Coalition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rim-world:&#039;&#039;&#039; A member state in the early stages of development or not yet meeting Mid-world standards, entitled to representation in the Lower Chamber and receiving priority assistance from the Department of Development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapient Being:&#039;&#039;&#039; Any entity, -organic, synthetic, or otherwise-, that demonstrates self-awareness, abstract reasoning, capacity for suffering and flourishing, and ability to participate in society.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sovereign of Vistula:&#039;&#039;&#039; The hereditary head of state of the Commonwealth of Zvirdnym Dominions, serving as ceremonial Head of State of the Coalition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transcendent Entity:&#039;&#039;&#039; An entity operating across multiple member states and not tied to any single member’s territory, subject to direct Coalition regulation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unified High Command:&#039;&#039;&#039; The supreme military authority of the Coalition, responsible for strategic direction of Coalition forces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vistula:&#039;&#039;&#039; The capital world of the Coalition, seat of the Chamber of Legislation and the Executive Ministry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;appendix-b-the-vistula-standard&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Appendix B: The Vistula Standard ==&lt;br /&gt;
&lt;br /&gt;
The Vistula Standard dialect of Sol Common, evolved from the Eastern and Central European linguistic roots of the founding colonists, is hereby designated the official language of Coalition governance. All official documents, legislative proceedings, and legal instruments shall be in Vistula Standard. Member states may conduct their internal affairs in any language or languages they choose, but communications with Coalition organs shall be in Vistula Standard or accompanied by certified translations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thus ends the Heliostatic Compact, founding document of the Heliostatic Coalition, established in hope, sustained by effort, dedicated to the proposition that unity is not merely strength but survival, and that the diversity of sapient life is the universe’s greatest gift, to be cherished, protected, and nurtured through all the ages to come.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;May those who come after us find these foundations sound, and build upon them a civilization worthy of the stars that watch over us all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{LoreFooter}}&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Lore:HC_Compact&amp;diff=8604</id>
		<title>Lore:HC Compact</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Lore:HC_Compact&amp;diff=8604"/>
		<updated>2026-04-21T08:47:04Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: author got cold feet and didn&amp;#039;t want you to think you had to rawdog this whole page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- The NRI/CoIN replacement. Stalkeros --&amp;gt;{{LorePageHeader&lt;br /&gt;
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 |hcolour = white&lt;br /&gt;
 |bcolour = 1070AF&lt;br /&gt;
 |bhcolour = #1070AF&lt;br /&gt;
 |ebcolour = 1070AF&lt;br /&gt;
 |img =  HCFlag.png|Flag of the Heliostatic Coalition, drawn by {{Contributor/goldenfreddycl}}. &amp;lt;!-- todo: tweak the size and proportions here --&amp;gt;&lt;br /&gt;
 |imgsize = 150px &amp;lt;!-- default 100px --&amp;gt;&lt;br /&gt;
 |loretype = DOCUMENT&lt;br /&gt;
 |mainname = Heliostatic Coalition&lt;br /&gt;
 |othernames = The Heliostatic Constitution&lt;br /&gt;
 |relatedpages =&lt;br /&gt;
 |relatedlore = [[Lore:Heliostatic]]&lt;br /&gt;
 |languages = {{Common}}&lt;br /&gt;
|contributors={{Contributor/Stalkeros}}  }}&lt;br /&gt;
&lt;br /&gt;
= A Note to the Reader=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Before You Begin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
What follows is not the Heliostatic Compact.&lt;br /&gt;
&lt;br /&gt;
Not really.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;actual&#039;&#039; Heliostatic Compact - the full, living, breathing document that has governed the Coalition for over a century and a half - is a different beast entirely. It has been rewritten seven times, amended four hundred and thirty-two times, and clarified by judicial interpretation in approximately eleven thousand cases. It contains detailed provisions for everything from the precise composition of agricultural subsidies to the protocols for resolving disputes between competing synthetic sapience rights claims. It is, by any reasonable measure, absolutely tremendous. Citizens of the Coalition who need to navigate it typically do so with the assistance of specialized [[Lore:Synths|Artificial Narrow Intelligences]] trained specifically for the purpose, because no single sapient mind could hold all of it.&lt;br /&gt;
&lt;br /&gt;
You, as the reader, do not need any of that.&lt;br /&gt;
&lt;br /&gt;
This document is an &#039;&#039;&#039;intentionally shortened version&#039;&#039;&#039;. It is the &amp;quot;what matters at the table&amp;quot; edition — the parts you might actually need to reference during a game, during character creation, or during one of those moments when someone asks &amp;quot;wait, how does that work in the Coalition&amp;quot;? It strips away the centuries of accumulated legal nuance, the endless subclauses, the carefully negotiated compromises between member states that are fascinating to constitutional scholars and deeply boring to everyone else.&lt;br /&gt;
&lt;br /&gt;
If you need something specific that isn&#039;t here, you have two options:&lt;br /&gt;
# Make something up that feels right. The Coalition is big. Someone somewhere probably has a regulation about it;&lt;br /&gt;
# Ask me, the author, {{Contributor/Stalkeros}}. To which I will go &amp;quot;...uhhhh fuck&amp;quot;, think about it for a while, and then get back to you with something that hopefully doesn&#039;t contradict anything else.&lt;br /&gt;
&lt;br /&gt;
A brief qualification: I have exactly zero formal education in any of the fields that would normally qualify someone to write a fictional constitution. Not law. Not political science. Not history. Not even creative writing, technically. My background is in programming, which means my approach to governance is approximately &amp;quot;what if the state was a really complicated piece of software with really aggressive error handling&amp;quot;. This is, depending on your perspective, either deeply insightful or absolutely terrifying.&lt;br /&gt;
&lt;br /&gt;
What I do have is: a hyperfixation, a lot of free time, and the willingness to stare at the EU founding charter, the US Constitution, the CIS founding charter, and the Russian Constitution (I am, after all, wholly Russian, even if that&#039;s increasingly useless as a reference point for anything resembling functional governance these days) until patterns start to emerge. At various points I have absolutely just copied chunks of these documents into LLMs and said &amp;quot;find me the part that does X&amp;quot; because there are only so many hours in the day and I want to get back to doing fuckall.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;the-heliostatic-compact-2405&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
= The Heliostatic Compact (2405) =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;preamble-the-vistula-declaration&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Preamble: The Vistula Declaration ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We, the representatives of the Twelve Founding Systems, gathered in the shadow of our colony ships, those silent monuments to both the dreams and the failures of Old Earth, do hereby establish this Compact, not as conquerors, nor as supplicants, but as survivors who have learned that unity is not a luxury but a necessity.&#039;&#039; &#039;&#039;We have known the darkness of isolation. We have watched children starve while engineers forgot how to maintain the machines that could have saved them. We have buried our dead in alien soil and marked their graves with stones from worlds that will never know their names. And from this crucible, we have emerged with one truth burned into our collective memory:&#039;&#039; &#039;&#039;Alone, we perish. Together, we endure.&#039;&#039; &#039;&#039;Therefore, let it be known that the Heliostatic Coalition is founded upon these principles:&#039;&#039; &#039;&#039;That survival is the first right of every sapient being, and the first duty of every government.&#039;&#039; &#039;&#039;That the isolation which nearly destroyed us shall never again be permitted to threaten any member of our Coalition.&#039;&#039; &#039;&#039;That the diversity of our peoples, human and otherwise, Terran-born and native-born, organic and synthetic, is not a weakness to be homogenized but a strength to be harmonized.&#039;&#039; &#039;&#039;That the laws of physics are the only true constants in the universe, and that all governance must be grounded in the rational, the measurable, and the just.&#039;&#039; &#039;&#039;That the dream of Unificationism, betrayed by the Sol Federation we left behind, shall find its true expression here, among us, forged not in haste but in the patient work of generations.&#039;&#039; &#039;&#039;Let this Compact be our covenant. Let these Articles be our law. Let this Coalition be our future.&#039;&#039; — Signed at Vistula, 15th Day of the Harvest Month, 2405&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;part-one-the-foundations&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
= PART ONE: THE FOUNDATIONS =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;article-i-sovereignty-and-supremacy&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article I: Sovereignty and Supremacy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 1.1: Nature of the Coalition&#039;&#039;&#039; The Heliostatic Coalition is a voluntary union of sovereign member states, established in perpetuity for the purposes of mutual defense, economic cooperation, cultural exchange, and the collective advancement of all sapient beings within its jurisdiction. The Coalition is not a federation, not a confederation, but a &#039;&#039;coalition&#039;&#039; — a distinct form of polity in which member states retain significant internal autonomy while ceding to the central government those powers necessary for the survival and prosperity of the whole. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 1.2: Supremacy Clause&#039;&#039;&#039; This Compact, together with the Charter of Law enacted pursuant thereto, and all treaties made under the authority of the Coalition, shall be the supreme law throughout the territories of the Coalition. The judicial authorities of every member state shall be bound thereby, anything in the constitution or laws of any member state to the contrary notwithstanding. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 1.3: Reserved Powers&#039;&#039;&#039; Powers not expressly delegated to the Coalition by this Compact, nor prohibited by it to the member states, are reserved to the member states respectively, or to the people thereof. Such reserved powers include, but are not limited to: local cultural and religious observance; regulation of purely internal commerce; establishment of local educational systems; and determination of qualifications for local franchise, provided such qualifications do not violate the sapient rights protections of Article VI. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 1.4: Good Faith Cooperation&#039;&#039;&#039; All member states, and all organs of the Coalition, shall act in good faith toward one another and toward the purposes of this Compact. No member state shall knowingly act to undermine the security, prosperity, or unity of the Coalition, and any dispute arising between members shall first be submitted to mediation before any other recourse is sought.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;article-ii-citizenship-and-sapient-rights&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article II: Citizenship and Sapient Rights ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 2.1: Definition of Citizen&#039;&#039;&#039; A citizen of the Heliostatic Coalition is any sapient being who: a) Holds citizenship in a member state of the Coalition; or b) Is born within the territory of the Coalition to parents who are citizens; or c) Has been lawfully naturalized as a citizen through procedures established by the Chamber of Legislation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 2.2: Definition of Sapient Being&#039;&#039;&#039; For purposes of this Compact, a “sapient being” is any entity, -organic, synthetic, or otherwise-, that: a) Demonstrates self-awareness and the capacity for abstract reasoning; b) Can experience suffering and flourishing; c) Is capable of participating in and contributing to society; d) Has been recognized as sapient through procedures established by the Chamber of Legislation in consultation with the Department of Development and the scientific community.&lt;br /&gt;
&lt;br /&gt;
No distinction in rights, protections, or privileges under Coalition law shall be made on the basis of origin, species, or method of consciousness generation, provided the entity meets the definition of sapient being.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 2.3: Fundamental Rights of Sapient Beings&#039;&#039;&#039; All sapient beings within the jurisdiction of the Coalition possess the following inherent rights, which shall not be abridged by any member state or Coalition organ:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type: lower-alpha;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Life:&#039;&#039;&#039; No sapient being shall be deprived of existence except through due process of law for crimes determined by the Charter of Law to be sufficiently grave, and only after all appeals have been exhausted. Euthanasia, self-termination, and the cessation of extraordinary medical measures at the request of the being or their lawful designee shall not be considered deprivation of life under this section.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Liberty:&#039;&#039;&#039; No sapient being shall be subjected to arbitrary detention, enslavement, or involuntary servitude. Detention shall occur only pursuant to law, with prompt judicial review, and under conditions that preserve the dignity and health of the detained.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Physical and Mental Integrity:&#039;&#039;&#039; No sapient being shall be subjected to torture, cruel or unusual treatment, medical experimentation without informed consent, or any procedure intended to alter their fundamental personality or sapience without their express and informed consent.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Self-Determination:&#039;&#039;&#039; Every sapient being has the right to pursue their own flourishing, to form and maintain relationships, to practice their culture and beliefs (provided such practice does not violate the rights of others), and to participate in the governance of their communities.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Equal Protection:&#039;&#039;&#039; All sapient beings are equal before the law and shall be entitled without discrimination to the equal protection of the laws. No member state shall deny to any sapient being within its jurisdiction the equal protection of its laws.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Due Process:&#039;&#039;&#039; No sapient being shall be deprived of life, liberty, or property without due process of law. All judicial proceedings shall be fair, public, and conducted by competent, independent, and impartial tribunals established by law.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Freedom of Thought and Expression:&#039;&#039;&#039; Every sapient being has the right to hold opinions without interference and to seek, receive, and impart information and ideas through any media and regardless of frontiers, subject only to such limitations as are necessary for the protection of national security, public order, or the rights of others.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Privacy:&#039;&#039;&#039; Every sapient being has the right to protection against arbitrary interference with their privacy, family, home, or correspondence, and against attacks upon their honor and reputation.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Freedom of Movement:&#039;&#039;&#039; Every sapient being lawfully within the territory of the Coalition has the right to liberty of movement and freedom to choose their residence, subject only to such restrictions as are necessary to protect security, public health, or the rights of others.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Asylum:&#039;&#039;&#039; Every sapient being has the right to seek and to enjoy in the Coalition asylum from persecution, provided they meet the criteria established by the Chamber of Legislation.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 2.4: Duties of Citizens&#039;&#039;&#039; Citizenship in the Coalition carries with it certain duties, including: a) The duty to obey lawful authorities and comply with the Charter of Law; b) The duty to serve in the common defense when lawfully called upon; c) The duty to contribute, according to their means, to the support of the Coalition and its member states; d) The duty to respect the rights and dignity of all sapient beings; e) The duty to participate, to the extent practicable, in the governance of their communities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 2.5: Synthetic Persons&#039;&#039;&#039; Synthetic sapient beings, including but not limited to those designated KMIF avatars, emergent AIs, and other machine intelligences meeting the definition of sapient being, possess all rights and duties enumerated in this Article. No distinction shall be made in law between rights arising from organic origin and rights arising from synthetic origin. The question of whether a particular synthetic entity meets the definition of sapient being shall be determined by the Department of Development in consultation with the Chamber of Legislation, applying objective criteria established by the scientific community and subject to judicial review.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 2.6: Non-Citizen Sapients&#039;&#039;&#039; Sapient beings present within Coalition territory who are not citizens shall enjoy all rights enumerated in Section 2.3, excepting only such political rights as are expressly reserved to citizens by this Compact or the Charter of Law. They shall not be subject to any greater restrictions on their liberty or dignity than are citizens, and any proceeding for their removal from Coalition territory shall comply with due process of law.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;span id=&amp;quot;article-iii-the-chamber-of-legislation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article III: The Chamber of Legislation ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 3.1: Establishment and Composition&#039;&#039;&#039; There shall be a Chamber of Legislation, consisting of two bodies: the Greater Chamber and the Lower Chamber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 3.2: The Greater Chamber&#039;&#039;&#039; a) The Greater Chamber shall be composed of representatives from each member state that has achieved the developmental capacity specified in Article VII. b) Each such member state shall be entitled to one representative, who shall have one vote in the Greater Chamber. c) Representatives shall be designated by their respective member states according to processes determined by those states, which shall be democratic in character and provide for meaningful participation by the citizens of the state. d) Representatives shall serve terms of five standard years, unless their member state provides for a shorter term or for recall. e) No person may serve as a representative for more than three consecutive terms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 3.3: Powers of the Greater Chamber&#039;&#039;&#039; The Greater Chamber shall have the power to: a) Enact, amend, and repeal the Charter of Law and all legislation thereunder; b) Order military actions and declare war, upon the recommendation of the Unified High Command; c) Ratify treaties and international agreements; d) Approve the annual budget and allocate funds to Coalition organs and programs; e) Establish and abolish Coalition departments, agencies, and offices; f) Admit new member states to the Coalition; g) Impose sanctions on member states for violations of this Compact or the Charter of Law; h) Elect the Guide of the Chamber of Legislation; i) Exercise such other powers as are delegated to it by this Compact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 3.4: The Guide of the Chamber&#039;&#039;&#039; a) The Greater Chamber shall, by a vote of greater than sixty percent of its members, elect one of its number to serve as Guide of the Chamber of Legislation. b) The Guide shall serve a term of two years and may be removed by a two-thirds vote of the Greater Chamber. c) Upon election, the Guide shall resign their position as representative of their member state, and that state shall designate a new representative to fill the vacant seat. d) The Guide shall preside over sessions of both the Greater and Lower Chambers, maintain order, interpret rules of procedure, and represent the Chamber of Legislation in its relations with other Coalition organs. e) The Guide shall have no vote in the Greater Chamber except to break a tie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 3.5: The Lower Chamber&#039;&#039;&#039; a) The Lower Chamber shall be composed of representatives from: i) Member states that have joined the Coalition within the last five years; ii) Member states whose development has not yet reached the capacity specified in Article VII; iii) Such other entities as the Greater Chamber may, by law, grant representation. b) Each such member or entity shall be entitled to one representative, who shall have one collective vote shared among all members of the Lower Chamber. c) The Lower Chamber shall be led by a Guide elected from among the members of the Greater Chamber, who shall facilitate the Lower Chamber’s deliberations and present its collective opinion to the Greater Chamber. d) The Lower Chamber may debate any matter, propose legislation to the Greater Chamber, and conduct inquiries into matters affecting its members. e) The collective vote of the Lower Chamber shall be cast as a single vote in the Greater Chamber on all matters excepting only: i) Amendments to this Compact; ii) Declarations of war; iii) Admission of new member states; iv) Imposition of sanctions on member states.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 3.6: Legislative Process&#039;&#039;&#039; a) Any member of the Greater Chamber may introduce proposed legislation. b) The Lower Chamber may, by majority vote of its members, transmit proposed legislation to the Greater Chamber for consideration. c) The Department of Development shall, upon request of any member of either Chamber, provide analysis of proposed legislation’s likely impact on member states at all levels of development. d) Proposed legislation shall be debated in the Greater Chamber, with opportunity for members of the Lower Chamber to address the Greater Chamber on matters affecting their interests. e) Upon passage by majority vote of the Greater Chamber, proposed legislation shall be transmitted to the Guide for formal enactment as law. f) The Guide shall have no power to veto enacted legislation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 3.7: Emergency Powers&#039;&#039;&#039; a) In the event of an existential threat to the Coalition or any of its member states, the Guide may, upon the advice of the Unified High Command and with the consent of two-thirds of the Greater Chamber, declare a state of emergency. b) During a state of emergency, the Greater Chamber may, by two-thirds vote, delegate specific emergency powers to the Unified High Command or to the Executive Ministry for a limited period not to exceed six months. c) Such emergency powers shall be strictly limited to those necessary to address the specific threat, shall not suspend the fundamental rights enumerated in Article II, and shall be subject to judicial review. d) The state of emergency may be extended by successive six-month periods only upon renewed two-thirds votes of the Greater Chamber.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;span id=&amp;quot;part-two-the-executive&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
= PART TWO: THE EXECUTIVE =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;article-iv-the-executive-ministry&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article IV: The Executive Ministry ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 4.1: Establishment&#039;&#039;&#039; There shall be an Executive Ministry, headed by the First Minister, responsible for the day-to-day administration of Coalition affairs and the implementation of legislation enacted by the Chamber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 4.2: The First Minister&#039;&#039;&#039; a) The First Minister shall be appointed by the Sovereign of Vistula, as titular Head of State of the Coalition’s founding member, with the consent of the Greater Chamber. b) The First Minister shall serve at the pleasure of the Greater Chamber and may be removed by a vote of no confidence passed by a majority of the Greater Chamber. c) Upon a vote of no confidence, the Greater Chamber shall have thirty days to recommend a successor to the Sovereign; if no recommendation is made, the Sovereign shall appoint an interim First Minister subject to confirmation by the Greater Chamber within sixty days. d) The First Minister shall preside over the Executive Ministry, coordinate the work of the various departments, and ensure the faithful execution of Coalition law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 4.3: Departments&#039;&#039;&#039; The Executive Ministry shall include the following departments, the heads of which shall be appointed by the First Minister with the consent of the Greater Chamber:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type: lower-alpha;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Department of Development:&#039;&#039;&#039; Charged with assisting member states in meeting the developmental guidelines of Article VII, conducting censuses and needs assessments, coordinating uplift efforts, and making recommendations to the Chamber regarding member state status.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Department of the Interior:&#039;&#039;&#039; Charged with coordinating inter-member matters not assigned to other departments, managing Coalition records and archives, and administering Coalition-wide services.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Department of External Affairs:&#039;&#039;&#039; Charged with conducting diplomatic relations with non-member states and entities, negotiating treaties subject to Chamber ratification, and representing the Coalition in interstellar forums.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Department of the Treasury:&#039;&#039;&#039; Charged with managing Coalition finances, collecting such revenues as the Chamber may lawfully impose, and disbursing funds according to the approved budget.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Department of Justice:&#039;&#039;&#039; Charged with prosecuting violations of Coalition law, representing the Coalition in legal proceedings, and providing legal advice to Coalition organs.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Department of Science and Technology:&#039;&#039;&#039; Charged with coordinating research efforts, maintaining scientific standards, and advising the Chamber on technical matters.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Department of Sapient Rights:&#039;&#039;&#039; Charged with monitoring compliance with Article II, investigating complaints of rights violations, and recommending remedial action to the Chamber.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 4.4: Civil Service&#039;&#039;&#039; a) There shall be a professional, non-partisan civil service to staff the departments of the Executive Ministry. b) Civil servants shall be appointed and promoted based on merit, demonstrated competence, and adherence to the values of the Coalition, without regard to member state origin, species, or other characteristics irrelevant to their duties. c) The civil service shall be overseen by the Vistulan Administrative Caste, whose hereditary experience in governance shall be placed at the service of the entire Coalition, but advancement within the civil service shall be open to all citizens regardless of origin.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;span id=&amp;quot;article-v-the-judicial-authority&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article V: The Judicial Authority ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 5.1: Establishment&#039;&#039;&#039; There shall be a Judicial Authority, consisting of the Coalition High Court and such inferior courts as the Chamber may establish, vested with the judicial power of the Coalition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 5.2: The Coalition High Court&#039;&#039;&#039; a) The High Court shall consist of nine justices, appointed by the First Minister with the consent of the Greater Chamber. b) Justices shall serve terms of fifteen years, staggered such that one justice’s term expires every twenty months, approximately. c) Justices may be removed only for cause, by a two-thirds vote of the Greater Chamber, following a hearing and recommendation by a panel of retired justices or senior jurists. d) The High Court shall have original jurisdiction over: i) Disputes between member states; ii) Disputes between the Coalition and any member state; iii) Cases affecting ambassadors, envoys, and other diplomatic personnel; iv) Questions of treaty interpretation; v) Challenges to the constitutionality of Coalition legislation. e) The High Court shall have appellate jurisdiction over all other cases arising under Coalition law, with such exceptions and under such regulations as the Chamber shall make.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 5.3: Judicial Principles&#039;&#039;&#039; a) All judicial proceedings shall be conducted in accordance with the principles of due process enumerated in Article II. b) The High Court shall have the power to declare invalid any provision of Coalition law that violates this Compact. c) The High Court shall have the power to review actions of Coalition organs and member states for compliance with this Compact and the Charter of Law. d) The High Court shall not have jurisdiction over purely internal matters of member states that do not involve Coalition law or rights guaranteed by this Compact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 5.4: Independence of the Judiciary&#039;&#039;&#039; a) The Judicial Authority shall be independent of the Legislative and Executive Ministries. b) The compensation of justices and judges shall not be diminished during their continuance in office. c) No justice or judge shall be subject to direction or control by any other Coalition organ in the exercise of their judicial functions. d) The Chamber shall provide adequate funding for the operation of the Judicial Authority, which shall not be subject to reduction as a punitive measure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&amp;lt;span id=&amp;quot;part-three-membership-and-development&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
= PART THREE: MEMBERSHIP AND DEVELOPMENT =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;article-vi-admission-of-member-states&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article VI: Admission of Member States ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 6.1: Eligibility&#039;&#039;&#039; Any polity, whether planetary, system-wide, or otherwise, may apply for membership in the Coalition if it: a) Is governed by a stable authority capable of entering into and fulfilling treaty obligations; b) Respects the fundamental rights of sapient beings as enumerated in Article II; c) Is willing to accept and implement the obligations of membership; d) Is located within reasonable proximity to existing Coalition territory or can demonstrate the capacity for meaningful participation despite distance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 6.2: Application Process&#039;&#039;&#039; a) Application shall be made to the Department of External Affairs, which shall conduct a preliminary assessment of eligibility. b) Upon determination of prima facie eligibility, the Department of Development shall conduct a comprehensive census and needs assessment of the applicant, evaluating: i) Population and demographic characteristics; ii) Economic and industrial development; iii) Technological capacity; iv) Infrastructure status; v) Environmental conditions and habitability; vi) Governance structures and respect for rights; vii) Security situation and defense capabilities; viii) Cultural characteristics and compatibility with Coalition values; ix) Any other factors relevant to integration. c) The Department of Development shall prepare a report with recommendations regarding the applicant’s appropriate initial status and any assistance needed to achieve full integration. d) The Greater Chamber shall consider the application and, by majority vote, may: i) Admit the applicant as a member state, with status determined under Article VII; ii) Conditionally admit the applicant, requiring specific improvements before final admission; iii) Reject the application, with stated reasons; iv) Defer consideration pending further information.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 6.3: Obligations of Membership&#039;&#039;&#039; Upon admission, each member state agrees to: a) Adhere to this Compact and all laws enacted thereunder; b) Contribute to the common defense and welfare according to its means; c) Provide for the rights of all sapient beings within its jurisdiction as required by Article II; d) Cooperate with Coalition organs in the performance of their functions; e) Participate in the governance of the Coalition through the Chamber of Legislation; f) Refrain from actions inconsistent with the purposes and principles of the Coalition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 6.4: Suspension and Expulsion&#039;&#039;&#039; a) A member state that persistently violates its obligations under this Compact may be suspended from participation in the Chamber of Legislation by a two-thirds vote of the Greater Chamber. b) A member state that grossly and persistently violates the fundamental principles of this Compact, including particularly the rights protected by Article II, may be expelled by a three-fourths vote of the Greater Chamber. c) Expulsion shall not relieve the former member state of obligations incurred prior to expulsion, nor shall it affect the rights of individuals who were citizens of that state to seek protection under Article II. d) Any member state that abandons the Coalition in favor of membership in another polity shall forfeit all claims to Coalition assets and protections, and its former territory shall be considered external to the Coalition for all purposes.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;article-vii-stratification-of-member-states&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article VII: Stratification of Member States ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 7.1: Principles of Stratification&#039;&#039;&#039; Recognizing that member states join the Coalition at varying levels of development and that the diversity of circumstances requires flexible application of Coalition standards, member states shall be classified into three tiers based on objective criteria. This stratification is intended not as a permanent hierarchy but as a framework for targeted assistance and appropriate representation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 7.2: Core-world Status&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A member state shall be classified as a Core-world if it meets all of the following criteria:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type: lower-alpha;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Population Stability:&#039;&#039;&#039; Total population exceeding one billion sapient beings, with a stable or growing demographic profile and adequate infrastructure to support the population at a standard of living consistent with Coalition norms.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Economic Development:&#039;&#039;&#039; Gross domestic product per capita exceeding the Coalition median by at least fifty percent; diversified economy not dependent on a single resource or industry; substantial industrial base capable of producing advanced goods.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Technological Capacity:&#039;&#039;&#039; Indigenous capacity to design, manufacture, and maintain advanced technology, including at minimum: fusion power generation; anti-gravity propulsion; quantum communications; advanced computing; and medical technology sufficient to ensure population health.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Infrastructure:&#039;&#039;&#039; Comprehensive planetary or system-wide infrastructure, including: redundant power grids; global or system-wide communications networks; spaceports capable of handling interstellar traffic; orbital facilities; and environmental control systems adequate to maintain habitability.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Governance:&#039;&#039;&#039; Stable, effective governance structures that reliably protect the rights enumerated in Article II; professional civil service; independent judiciary; meaningful democratic participation at appropriate levels.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Defense Capability:&#039;&#039;&#039; Indigenous defense forces capable of protecting the member state’s territory from significant threats; substantial contribution to Coalition collective defense; compliance with military standardization requirements of Article IX.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Contribution to Coalition:&#039;&#039;&#039; Substantial contribution to Coalition budgets and programs; hosting of Coalition institutions; significant role in Coalition governance and culture.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 7.3: Core-world Rights and Obligations&#039;&#039;&#039; Core-world member states shall: a) Be entitled to full representation in the Greater Chamber of Legislation; b) Bear the primary burden of Coalition defense and financial support; c) Host major Coalition institutions and facilities; d) Provide assistance and mentorship to less-developed member states; e) Set the standard for Coalition development and culture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 7.4: Mid-world Status&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A member state shall be classified as a Mid-world if it meets the following criteria:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type: lower-alpha;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Population:&#039;&#039;&#039; Population exceeding one hundred million sapient beings, with adequate infrastructure to support the population.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Economic Development:&#039;&#039;&#039; GDP per capita at least fifty percent of Coalition median; diversified economy with substantial industrial base; capacity to produce most necessary goods.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Technological Capacity:&#039;&#039;&#039; Capacity to maintain and operate advanced technology, with some indigenous manufacturing; access to Coalition technology through trade and assistance; basic research capabilities.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Infrastructure:&#039;&#039;&#039; Adequate planetary or system-wide infrastructure; reliable power and communications; spaceport facilities; environmental control sufficient for habitability.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Governance:&#039;&#039;&#039; Effective governance structures protecting fundamental rights; functioning judicial system; meaningful public participation.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Defense Capability:&#039;&#039;&#039; Capable defense forces; significant contribution to collective defense; progress toward full military standardization.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 7.5: Mid-world Rights and Obligations&#039;&#039;&#039; Mid-world member states shall: a) Be entitled to full representation in the Greater Chamber of Legislation upon meeting the criteria, but may receive targeted assistance from the Department of Development to achieve Core-world status; b) Bear significant but not primary burdens of Coalition defense and financial support; c) Host regional Coalition facilities and institutions; d) Receive assistance from Core-world members while providing assistance to Rim-world members; e) Form the “backbone” of Coalition economic and cultural production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 7.6: Rim-world Status&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A member state shall be classified as a Rim-world if it:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type: lower-alpha;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Has been a member for less than five years; or&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Has a population below one hundred million sapient beings; or&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Fails to meet one or more of the criteria for Mid-world or Core-world status, as determined by the Department of Development.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 7.7: Rim-world Rights and Obligations&#039;&#039;&#039; Rim-world member states shall: a) Be entitled to representation in the Lower Chamber of Legislation; b) Receive priority assistance from the Department of Development; c) Be subject to regular census and needs assessment; d) Be under legislative contract to make all necessary and possible efforts to further their development to meet Mid-world guidelines; e) Contribute to Coalition defense and welfare according to their means, with such contributions adjusted to avoid impeding development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 7.8: The Big Brother Mechanism&#039;&#039;&#039; a) If a member state fails to meet the Department of Development’s expectations within the allotted time frame for achieving Mid-world status, the Greater Chamber shall review the member’s status. b) If the Greater Chamber determines, by majority vote, that the member state has failed to make good faith efforts or that extraordinary circumstances require intervention, it may designate a Big Brother member state to assume assistance and authority. c) The designated Big Brother shall: i) Provide intensified development assistance; ii) Exercise temporary authority over specified aspects of the lesser member’s governance, as determined by the Greater Chamber; iii) Report regularly to the Greater Chamber on progress; iv) Continue assistance until the lesser member reaches Mid-world status or the Greater Chamber determines that further intervention is unwarranted. d) The Big Brother mechanism shall be used only as a last resort, when all other assistance has failed, and shall be subject to strict oversight by the Department of Sapient Rights to prevent abuse. e) Any Big Brother found to have abused its authority shall be subject to sanctions, including possible suspension from the Greater Chamber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 7.9: Special Entities&#039;&#039;&#039; Certain entities within Coalition territory may not be classifiable under the standard stratification system. These include: a) &#039;&#039;&#039;KMIF and Similar Corporate Entities:&#039;&#039;&#039; Entities that operate across multiple member states and maintain facilities not tied to any single member’s territory shall be considered “Transcendent Entities” for purposes of Coalition law. They shall: i) Maintain primary registration with the Department of the Treasury; ii) Be subject to Coalition-wide regulation by the Chamber of Legislation; iii) Contribute to Coalition finances according to formulas accounting for their multi-jurisdictional nature; iv) Be entitled to such representation in Coalition governance as the Chamber may provide by law, which may include non-voting observer status or specialized consultative roles. b) &#039;&#039;&#039;Extraterritorial Facilities:&#039;&#039;&#039; Facilities not located within the territory of any member state, -including research stations, deep-space installations, and mobile platforms-, shall be subject to direct Coalition jurisdiction and shall be classified according to their function rather than the stratification system. c) &#039;&#039;&#039;Non-Territorial Sapient Communities:&#039;&#039;&#039; Communities of sapient beings not organized as territorial polities, -including nomadic groups, space-dwelling populations, and virtual societies-, may be granted special status by the Greater Chamber, with representation and obligations tailored to their circumstances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;article-viii-mutual-defense-and-security&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article VIII: Mutual Defense and Security ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 8.1: The Covenant of Mutual Defense&#039;&#039;&#039; An armed attack against any member state shall be considered an attack against all member states. Each member state agrees to assist the attacked member by taking forthwith, individually and in concert with other members, such action as it deems necessary, including the use of armed force, to restore and maintain the security of the Coalition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 8.2: Collective Security Obligations&#039;&#039;&#039; All member states shall: a) Maintain forces sufficient to contribute meaningfully to collective defense; b) Participate in joint training and exercises; c) Share intelligence relevant to common security threats; d) Coordinate defensive planning through the Unified High Command; e) Grant necessary transit and stationing rights to Coalition forces; f) Contribute to the cost of collective defense according to their means.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 8.3: The Unified High Command&#039;&#039;&#039; a) There shall be a Unified High Command, responsible for the strategic direction of Coalition military forces. b) The Unified High Command shall consist of: i) The Grand Marshal, as Supreme Military Commander; ii) The Marshals of each service branch; iii) Such other officers as the Chamber may designate. c) The Grand Marshal shall be appointed by the Greater Chamber, upon the recommendation of the Unified High Command, and shall serve a term of seven years. d) The Unified High Command shall be subordinate to the civilian authority of the Chamber of Legislation and the First Minister.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 8.4: Authorization of Force&#039;&#039;&#039; a) The power to declare war and authorize the use of armed force shall reside in the Greater Chamber. b) The Unified High Command may order the use of force in immediate self-defense without prior authorization, but shall report such action to the Greater Chamber within seventy-two hours. c) The Greater Chamber may, by law, authorize the Unified High Command to conduct specific categories of operations without prior approval, subject to reporting requirements and limitations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;article-ix-military-standardization&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article IX: Military Standardization ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 9.1: Principle of Standardization&#039;&#039;&#039; Recognizing that the effectiveness of collective defense depends on the ability of member state forces to operate seamlessly together, and that the Coalition was founded without the burden of legacy systems and industrial lobbies that impede standardization elsewhere, all military forces within the Coalition shall achieve and maintain full interoperability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 9.2: Scope of Standardization&#039;&#039;&#039; Standardization shall extend to: a) &#039;&#039;&#039;Weapons Systems:&#039;&#039;&#039; All weapons systems shall use standardized ammunition, power cells, and interfaces, enabling any unit to supply any other unit. b) &#039;&#039;&#039;Communications and Data Protocols:&#039;&#039;&#039; All forces shall use the Integrated Tactical Network (ITN) protocols, enabling seamless information sharing across the Coalition. c) &#039;&#039;&#039;Logistics and Supply:&#039;&#039;&#039; All consumables, spare parts, and supplies shall be standardized to the maximum extent practicable, enabling any logistics unit to support any combat unit. d) &#039;&#039;&#039;Training and Doctrine:&#039;&#039;&#039; All forces shall train to common standards and operate according to common doctrine, enabling units from different member states to fight together without prior coordination. e) &#039;&#039;&#039;Command and Control Structures:&#039;&#039;&#039; All forces shall organize according to common command structures, enabling seamless integration into Coalition formations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 9.3: Implementation&#039;&#039;&#039; a) The Unified High Command, in consultation with the Department of Development and KMIF, shall develop and maintain comprehensive standardization specifications. b) All member states shall bring their forces into compliance with these specifications within time frames established by the Greater Chamber. c) The Department of Development shall provide technical and material assistance to member states requiring help in achieving compliance. d) KMIF, as the primary military supplier, shall ensure that its products comply with Coalition specifications and shall make such specifications available to other qualified manufacturers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 9.4: Exceptions and Waivers&#039;&#039;&#039; a) The Unified High Command may grant temporary waivers from specific standardization requirements for member states facing extraordinary circumstances. b) Such waivers shall be time-limited and shall include a plan for achieving compliance. c) No waiver shall be granted that would significantly impair the ability of the member state’s forces to operate with Coalition forces. d) The Greater Chamber may, by two-thirds vote, override any waiver granted by the Unified High Command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 9.5: Research and Development&#039;&#039;&#039; a) All research and development of military technology within the Coalition shall be coordinated through the Department of Science and Technology and the Unified High Command. b) New technologies shall be developed with standardization as a primary design criterion. c) Intellectual property arising from Coalition-funded research shall be available to all member states on fair and reasonable terms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 9.6: The [[Lore:KMIF|KMIF]] Relationship&#039;&#039;&#039; a) KMIF, as the Coalition’s primary military supplier, occupies a unique position in the standardization regime. b) KMIF shall ensure that all its products comply with Coalition specifications and shall not develop proprietary systems incompatible with Coalition standards. c) KMIF may continue to develop advanced technologies, but shall make such technologies available to all member states on equal terms once they are approved for deployment. d) KMIF’s unique status as a Transcendent Entity shall not exempt it from the requirements of this Article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;part-four-the-charter-of-law&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
= PART FOUR: THE CHARTER OF LAW =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;article-x-the-charter-of-law&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article X: The Charter of Law ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 10.1: Establishment&#039;&#039;&#039; There shall be a Charter of Law, enacted by the Chamber of Legislation pursuant to this Compact, which shall constitute the body of Coalition law applicable throughout the territory of the Coalition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 10.2: Scope of the Charter&#039;&#039;&#039; The Charter of Law shall address: a) Implementation and enforcement of the rights enumerated in Article II; b) Crimes against Coalition law and their punishment; c) Regulation of inter-member commerce; d) Environmental standards and conservation; e) Immigration and movement between member states; f) Recognition of professional credentials and educational qualifications; g) Standards for weights, measures, and technical specifications; h) Such other matters as are necessary to give effect to this Compact and to promote the welfare of the Coalition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 10.3: Principles of Legislation&#039;&#039;&#039; In enacting the Charter of Law, the Chamber shall be guided by the following principles: a) Legislation shall be clear, accessible, and understandable to those affected by it; b) Legislation shall be proportionate to the ends sought to be achieved; c) Legislation shall respect the diversity of member state cultures and circumstances; d) Legislation shall be enforced fairly and without discrimination; e) Legislation shall be subject to regular review and revision as circumstances change.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 10.4: Criminal Law&#039;&#039;&#039; a) No conduct shall constitute a crime against Coalition law unless the Charter of Law so provides, with sufficient clarity that a person may know what conduct is prohibited. b) Criminal penalties shall be proportionate to the gravity of the offense. c) No person shall be tried twice for the same offense. d) Criminal proceedings shall be conducted in accordance with the due process guarantees of Article II.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 10.5: Civil Law&#039;&#039;&#039; a) The Charter of Law shall provide for the resolution of civil disputes between parties from different member states. b) Such provisions shall respect, to the extent practicable, the legal traditions of the parties while ensuring fair and efficient resolution. c) Judgments rendered under Coalition law shall be enforceable throughout the territory of the Coalition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;article-xi-the-department-of-development&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article XI: The Department of Development ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 11.1: Establishment and Purpose&#039;&#039;&#039; There shall be a Department of Development, charged with the vital mission of assisting member states in achieving and maintaining the developmental standards necessary for full participation in the Coalition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 11.2: Powers and Duties&#039;&#039;&#039; The Department of Development shall: a) Conduct regular censuses and needs assessments of member states, particularly Rim-world members; b) Develop and maintain objective criteria for assessing member state development; c) Provide technical, material, and financial assistance to member states requiring help in meeting developmental guidelines; d) Coordinate the efforts of Core-world members in assisting less-developed members; e) Make recommendations to the Greater Chamber regarding member state status and the application of the Big Brother mechanism; f) Monitor the effectiveness of assistance programs and adjust them as necessary; g) Maintain a registry of all sapient beings within Coalition territory for purposes of planning and resource allocation, subject to strict privacy protections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 11.3: The Census&#039;&#039;&#039; a) The Department shall conduct a comprehensive census of each member state upon its admission and every five years thereafter. b) The census shall collect such information as is necessary to assess the member state’s development, including population characteristics, economic indicators, infrastructure status, and governance effectiveness. c) Census information shall be protected by law from unauthorized disclosure and shall be used only for legitimate Coalition purposes. d) Member states shall cooperate fully with census efforts and shall provide access to all necessary information and facilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 11.4: The Needs Assessment&#039;&#039;&#039; a) Following each census, the Department shall prepare a needs assessment for each member state below Core-world status. b) The needs assessment shall identify: i) Areas where the member state meets developmental guidelines; ii) Areas where the member state falls short of guidelines; iii) Specific assistance needed to address shortcomings; iv) A timeline for achieving compliance. c) The needs assessment shall be provided to the member state and to the Greater Chamber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 11.5: Assistance Programs&#039;&#039;&#039; a) The Department shall develop and implement assistance programs tailored to the specific needs of each member state. b) Assistance may include: i) Technical expertise and training; ii) Material resources and equipment; iii) Financial grants or loans; iv) Infrastructure development; v) Educational and cultural exchange; vi) Such other forms of assistance as may be effective. c) Assistance programs shall be designed to build sustainable capacity, not create permanent dependency. d) The Department shall coordinate with other Coalition organs and with Core-world members to maximize the effectiveness of assistance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 11.6: The Big Brother Mechanism - Detailed Procedures&#039;&#039;&#039; a) When a member state fails to meet developmental guidelines within the time frame established by its needs assessment, the Department shall notify the Greater Chamber. b) The Greater Chamber shall convene a special session to review the member state’s status, at which the member state may present its case. c) If the Greater Chamber determines, by majority vote, that intervention is warranted, it shall solicit volunteers from among Core-world members to serve as Big Brother. d) The designated Big Brother shall: i) Assume responsibility for coordinating all assistance to the lesser member; ii) Exercise temporary authority over such aspects of the lesser member’s governance as are specified in the Greater Chamber’s resolution, which may include budgetary oversight, infrastructure planning, and security coordination; iii) Report monthly to the Greater Chamber on progress; iv) Respect, to the maximum extent consistent with the intervention’s purpose, the lesser member’s cultural integrity and local autonomy. e) The intervention shall be reviewed by the Greater Chamber every six months and may be terminated at any time by majority vote. f) The lesser member may petition for termination of intervention at any time, and such petition shall be considered promptly. g) Upon the lesser member’s achievement of Mid-world status, the intervention shall terminate automatically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 11.7: Protection Against Abuse&#039;&#039;&#039; a) The Department of Sapient Rights shall monitor all Big Brother interventions and shall have the power to investigate complaints of abuse. b) Any Big Brother found to have exploited its position for economic advantage, political domination, or cultural suppression shall be subject to sanctions, including: i) Immediate termination of the intervention; ii) Restitution to the affected member state; iii) Suspension from the Greater Chamber for a period determined by the Chamber; iv) Such other penalties as the Chamber may deem appropriate. c) A member state that has been subjected to abuse may petition the High Court for redress, including compensation and, in extreme cases, termination of the offending Big Brother’s membership in the Coalition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;article-xii-finance-and-resources&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article XII: Finance and Resources ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 12.1: Coalition Budget&#039;&#039;&#039; a) The First Minister shall propose an annual budget for the Coalition, which shall be submitted to the Greater Chamber for approval. b) The budget shall allocate funds among Coalition organs and programs, with priority given to: i) Collective defense; ii) Development assistance; iii) Protection of sapient rights; iv) Core administrative functions. c) The budget shall be balanced; the Coalition shall not borrow except in extraordinary circumstances approved by two-thirds of the Greater Chamber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 12.2: Revenue&#039;&#039;&#039; a) The Greater Chamber may levy such taxes, duties, and fees as are necessary to fund Coalition operations, provided that: i) Taxation shall be uniform throughout the Coalition; ii) No tax shall discriminate between member states; iii) Taxation shall be proportionate to ability to pay. b) Member states shall contribute to Coalition revenues according to formulas established by the Greater Chamber, which shall take into account: i) Population; ii) Economic output; iii) Level of development; iv) Special circumstances. c) The Department of the Treasury shall collect all revenues due to the Coalition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 12.3: Resource Management&#039;&#039;&#039; a) The Coalition shall manage its resources responsibly, with due regard for sustainability and the needs of future generations. b) The Department of Science and Technology shall advise on the sustainable use of resources throughout Coalition territory. c) The Greater Chamber may, by law, establish standards for resource extraction and environmental protection applicable throughout the Coalition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;part-five-amendment-and-ratification&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
= PART FIVE: AMENDMENT AND RATIFICATION =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;article-xiii-amendment&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article XIII: Amendment ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 13.1: Amendment Process&#039;&#039;&#039; This Compact may be amended as follows: a) An amendment may be proposed by: i) Two-thirds of the Greater Chamber; or ii) A petition signed by representatives of one-third of member states. b) Upon proposal, the amendment shall be submitted to all member states for ratification. c) An amendment shall become effective upon ratification by three-fourths of member states, provided that such ratifying states include at least two-thirds of Core-world members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 13.2: Limitations on Amendment&#039;&#039;&#039; No amendment shall: a) Abridge the fundamental rights enumerated in Article II; b) Dissolve the Coalition without the unanimous consent of all member states; c) Alter the principle of mutual defense enshrined in Article VIII.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 13.3: Review Conference&#039;&#039;&#039; Every twenty-five years, the Greater Chamber shall convene a review conference to consider whether amendments to this Compact are necessary or desirable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;article-xiv-ratification-and-entry-into-force&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article XIV: Ratification and Entry into Force ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 14.1: Ratification&#039;&#039;&#039; This Compact shall be ratified by each of the Twelve Founding Systems according to their respective constitutional processes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 14.2: Entry into Force&#039;&#039;&#039; This Compact shall enter into force upon ratification by nine of the Twelve Founding Systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 14.3: Depository&#039;&#039;&#039; The original text of this Compact shall be deposited in the archives of the Commonwealth of Zvirdnym Dominions, on the world of Vistula, which shall serve as the capital of the Coalition. Certified copies shall be provided to all member states.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;signatories&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
= SIGNATORIES =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In witness whereof, the undersigned, being duly authorized thereto, have signed this Compact.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Done at Vistula, this 15th day of the Harvest Month, in the year 2405 of the Common Era.&lt;br /&gt;
&lt;br /&gt;
{{TooltipInline|[blah blah blah fucking signatories]|This was perhaps added as a summarist&#039;s error? Attempting to remove it alters the legal properties of this summary considerably.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;appendices&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
= APPENDICES =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;appendix-a-glossary-of-terms&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Appendix A: Glossary of Terms ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Big Brother Mechanism:&#039;&#039;&#039; A last-resort intervention in which a Core-world member state assumes temporary authority over a Rim-world member that has failed to achieve developmental targets despite assistance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charter of Law:&#039;&#039;&#039; The body of legislation enacted by the Chamber of Legislation pursuant to the Compact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citizen:&#039;&#039;&#039; Any sapient being holding citizenship in a member state of the Coalition or naturalized as a Coalition citizen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coalition:&#039;&#039;&#039; The Heliostatic Coalition established by this Compact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compact:&#039;&#039;&#039; The Heliostatic Compact, this founding document.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Core-world:&#039;&#039;&#039; A member state meeting the highest standards of development, entitled to full representation in the Greater Chamber and bearing primary responsibility for Coalition leadership and assistance to less-developed members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Department of Development:&#039;&#039;&#039; The Coalition organ charged with assisting member states in achieving developmental standards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Minister:&#039;&#039;&#039; The head of the Executive Ministry, appointed by the Sovereign of Vistula with the consent of the Greater Chamber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Chamber:&#039;&#039;&#039; The primary legislative body of the Coalition, composed of representatives from Core-world and Mid-world member states.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guide of the Chamber:&#039;&#039;&#039; The presiding officer of the Chamber of Legislation, elected by the Greater Chamber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Court:&#039;&#039;&#039; The highest judicial authority of the Coalition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrated Tactical Network (ITN):&#039;&#039;&#039; The standardized communications and data-sharing system used by all Coalition military forces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KMIF:&#039;&#039;&#039; Kemppainen-Morozov Industrial Fabrication, the Coalition’s primary military supplier and a Transcendent Entity under Coalition law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lower Chamber:&#039;&#039;&#039; The secondary legislative body of the Coalition, composed of representatives from Rim-world member states and other entities granted representation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mid-world:&#039;&#039;&#039; A member state meeting intermediate standards of development, entitled to full representation in the Greater Chamber and forming the economic and cultural backbone of the Coalition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rim-world:&#039;&#039;&#039; A member state in the early stages of development or not yet meeting Mid-world standards, entitled to representation in the Lower Chamber and receiving priority assistance from the Department of Development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapient Being:&#039;&#039;&#039; Any entity, -organic, synthetic, or otherwise-, that demonstrates self-awareness, abstract reasoning, capacity for suffering and flourishing, and ability to participate in society.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sovereign of Vistula:&#039;&#039;&#039; The hereditary head of state of the Commonwealth of Zvirdnym Dominions, serving as ceremonial Head of State of the Coalition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transcendent Entity:&#039;&#039;&#039; An entity operating across multiple member states and not tied to any single member’s territory, subject to direct Coalition regulation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unified High Command:&#039;&#039;&#039; The supreme military authority of the Coalition, responsible for strategic direction of Coalition forces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vistula:&#039;&#039;&#039; The capital world of the Coalition, seat of the Chamber of Legislation and the Executive Ministry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;appendix-b-the-vistula-standard&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Appendix B: The Vistula Standard ==&lt;br /&gt;
&lt;br /&gt;
The Vistula Standard dialect of Sol Common, evolved from the Eastern and Central European linguistic roots of the founding colonists, is hereby designated the official language of Coalition governance. All official documents, legislative proceedings, and legal instruments shall be in Vistula Standard. Member states may conduct their internal affairs in any language or languages they choose, but communications with Coalition organs shall be in Vistula Standard or accompanied by certified translations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thus ends the Heliostatic Compact, founding document of the Heliostatic Coalition, established in hope, sustained by effort, dedicated to the proposition that unity is not merely strength but survival, and that the diversity of sapient life is the universe’s greatest gift, to be cherished, protected, and nurtured through all the ages to come.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;May those who come after us find these foundations sound, and build upon them a civilization worthy of the stars that watch over us all.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Lore:HC_Compact&amp;diff=8603</id>
		<title>Lore:HC Compact</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Lore:HC_Compact&amp;diff=8603"/>
		<updated>2026-04-21T08:39:47Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: why do they call it compact when it is actually extremely long&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- The NRI/CoIN replacement. Stalkeros --&amp;gt;{{LorePageHeader&lt;br /&gt;
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 |ebcolour = 1070AF&lt;br /&gt;
 |img =  HCFlag.png|Flag of the Heliostatic Coalition, drawn by {{Contributor/goldenfreddycl}}. &amp;lt;!-- todo: tweak the size and proportions here --&amp;gt;&lt;br /&gt;
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 |loretype = DOCUMENT&lt;br /&gt;
 |mainname = Heliostatic Coalition&lt;br /&gt;
 |othernames = The Heliostatic Constitution&lt;br /&gt;
 |relatedpages =&lt;br /&gt;
 |relatedlore = [[Lore:Heliostatic]]&lt;br /&gt;
 |languages = {{Common}}&lt;br /&gt;
|contributors={{Contributor/Stalkeros}}  }}&lt;br /&gt;
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&amp;lt;span id=&amp;quot;the-heliostatic-compact-2405&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
= The Heliostatic Compact (2405) =&lt;br /&gt;
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&amp;lt;span id=&amp;quot;preamble-the-vistula-declaration&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Preamble: The Vistula Declaration ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We, the representatives of the Twelve Founding Systems, gathered in the shadow of our colony ships, those silent monuments to both the dreams and the failures of Old Earth, do hereby establish this Compact, not as conquerors, nor as supplicants, but as survivors who have learned that unity is not a luxury but a necessity.&#039;&#039; &#039;&#039;We have known the darkness of isolation. We have watched children starve while engineers forgot how to maintain the machines that could have saved them. We have buried our dead in alien soil and marked their graves with stones from worlds that will never know their names. And from this crucible, we have emerged with one truth burned into our collective memory:&#039;&#039; &#039;&#039;Alone, we perish. Together, we endure.&#039;&#039; &#039;&#039;Therefore, let it be known that the Heliostatic Coalition is founded upon these principles:&#039;&#039; &#039;&#039;That survival is the first right of every sapient being, and the first duty of every government.&#039;&#039; &#039;&#039;That the isolation which nearly destroyed us shall never again be permitted to threaten any member of our Coalition.&#039;&#039; &#039;&#039;That the diversity of our peoples, human and otherwise, Terran-born and native-born, organic and synthetic, is not a weakness to be homogenized but a strength to be harmonized.&#039;&#039; &#039;&#039;That the laws of physics are the only true constants in the universe, and that all governance must be grounded in the rational, the measurable, and the just.&#039;&#039; &#039;&#039;That the dream of Unificationism, betrayed by the Sol Federation we left behind, shall find its true expression here, among us, forged not in haste but in the patient work of generations.&#039;&#039; &#039;&#039;Let this Compact be our covenant. Let these Articles be our law. Let this Coalition be our future.&#039;&#039; — Signed at Vistula, 15th Day of the Harvest Month, 2405&lt;br /&gt;
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&amp;lt;span id=&amp;quot;part-one-the-foundations&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
= PART ONE: THE FOUNDATIONS =&lt;br /&gt;
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&amp;lt;span id=&amp;quot;article-i-sovereignty-and-supremacy&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article I: Sovereignty and Supremacy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 1.1: Nature of the Coalition&#039;&#039;&#039; The Heliostatic Coalition is a voluntary union of sovereign member states, established in perpetuity for the purposes of mutual defense, economic cooperation, cultural exchange, and the collective advancement of all sapient beings within its jurisdiction. The Coalition is not a federation, not a confederation, but a &#039;&#039;coalition&#039;&#039; — a distinct form of polity in which member states retain significant internal autonomy while ceding to the central government those powers necessary for the survival and prosperity of the whole. &#039;&#039;&#039;Section 1.2: Supremacy Clause&#039;&#039;&#039; This Compact, together with the Charter of Law enacted pursuant thereto, and all treaties made under the authority of the Coalition, shall be the supreme law throughout the territories of the Coalition. The judicial authorities of every member state shall be bound thereby, anything in the constitution or laws of any member state to the contrary notwithstanding. &#039;&#039;&#039;Section 1.3: Reserved Powers&#039;&#039;&#039; Powers not expressly delegated to the Coalition by this Compact, nor prohibited by it to the member states, are reserved to the member states respectively, or to the people thereof. Such reserved powers include, but are not limited to: local cultural and religious observance; regulation of purely internal commerce; establishment of local educational systems; and determination of qualifications for local franchise, provided such qualifications do not violate the sapient rights protections of Article VI. &#039;&#039;&#039;Section 1.4: Good Faith Cooperation&#039;&#039;&#039; All member states, and all organs of the Coalition, shall act in good faith toward one another and toward the purposes of this Compact. No member state shall knowingly act to undermine the security, prosperity, or unity of the Coalition, and any dispute arising between members shall first be submitted to mediation before any other recourse is sought.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;article-ii-citizenship-and-sapient-rights&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article II: Citizenship and Sapient Rights ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 2.1: Definition of Citizen&#039;&#039;&#039; A citizen of the Heliostatic Coalition is any sapient being who: a) Holds citizenship in a member state of the Coalition; or b) Is born within the territory of the Coalition to parents who are citizens; or c) Has been lawfully naturalized as a citizen through procedures established by the Chamber of Legislation.&lt;br /&gt;
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&#039;&#039;&#039;Section 2.2: Definition of Sapient Being&#039;&#039;&#039; For purposes of this Compact, a “sapient being” is any entity, -organic, synthetic, or otherwise-, that: a) Demonstrates self-awareness and the capacity for abstract reasoning; b) Can experience suffering and flourishing; c) Is capable of participating in and contributing to society; d) Has been recognized as sapient through procedures established by the Chamber of Legislation in consultation with the Department of Development and the scientific community.&lt;br /&gt;
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No distinction in rights, protections, or privileges under Coalition law shall be made on the basis of origin, species, or method of consciousness generation, provided the entity meets the definition of sapient being.&lt;br /&gt;
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&#039;&#039;&#039;Section 2.3: Fundamental Rights of Sapient Beings&#039;&#039;&#039; All sapient beings within the jurisdiction of the Coalition possess the following inherent rights, which shall not be abridged by any member state or Coalition organ:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type: lower-alpha;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Life:&#039;&#039;&#039; No sapient being shall be deprived of existence except through due process of law for crimes determined by the Charter of Law to be sufficiently grave, and only after all appeals have been exhausted. Euthanasia, self-termination, and the cessation of extraordinary medical measures at the request of the being or their lawful designee shall not be considered deprivation of life under this section.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Liberty:&#039;&#039;&#039; No sapient being shall be subjected to arbitrary detention, enslavement, or involuntary servitude. Detention shall occur only pursuant to law, with prompt judicial review, and under conditions that preserve the dignity and health of the detained.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Physical and Mental Integrity:&#039;&#039;&#039; No sapient being shall be subjected to torture, cruel or unusual treatment, medical experimentation without informed consent, or any procedure intended to alter their fundamental personality or sapience without their express and informed consent.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Self-Determination:&#039;&#039;&#039; Every sapient being has the right to pursue their own flourishing, to form and maintain relationships, to practice their culture and beliefs (provided such practice does not violate the rights of others), and to participate in the governance of their communities.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Equal Protection:&#039;&#039;&#039; All sapient beings are equal before the law and shall be entitled without discrimination to the equal protection of the laws. No member state shall deny to any sapient being within its jurisdiction the equal protection of its laws.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Due Process:&#039;&#039;&#039; No sapient being shall be deprived of life, liberty, or property without due process of law. All judicial proceedings shall be fair, public, and conducted by competent, independent, and impartial tribunals established by law.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Freedom of Thought and Expression:&#039;&#039;&#039; Every sapient being has the right to hold opinions without interference and to seek, receive, and impart information and ideas through any media and regardless of frontiers, subject only to such limitations as are necessary for the protection of national security, public order, or the rights of others.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Privacy:&#039;&#039;&#039; Every sapient being has the right to protection against arbitrary interference with their privacy, family, home, or correspondence, and against attacks upon their honor and reputation.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Freedom of Movement:&#039;&#039;&#039; Every sapient being lawfully within the territory of the Coalition has the right to liberty of movement and freedom to choose their residence, subject only to such restrictions as are necessary to protect security, public health, or the rights of others.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;The Right to Asylum:&#039;&#039;&#039; Every sapient being has the right to seek and to enjoy in the Coalition asylum from persecution, provided they meet the criteria established by the Chamber of Legislation.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 2.4: Duties of Citizens&#039;&#039;&#039; Citizenship in the Coalition carries with it certain duties, including: a) The duty to obey lawful authorities and comply with the Charter of Law; b) The duty to serve in the common defense when lawfully called upon; c) The duty to contribute, according to their means, to the support of the Coalition and its member states; d) The duty to respect the rights and dignity of all sapient beings; e) The duty to participate, to the extent practicable, in the governance of their communities.&lt;br /&gt;
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&#039;&#039;&#039;Section 2.5: Synthetic Persons&#039;&#039;&#039; Synthetic sapient beings, including but not limited to those designated KMIF avatars, emergent AIs, and other machine intelligences meeting the definition of sapient being, possess all rights and duties enumerated in this Article. No distinction shall be made in law between rights arising from organic origin and rights arising from synthetic origin. The question of whether a particular synthetic entity meets the definition of sapient being shall be determined by the Department of Development in consultation with the Chamber of Legislation, applying objective criteria established by the scientific community and subject to judicial review.&lt;br /&gt;
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&#039;&#039;&#039;Section 2.6: Non-Citizen Sapients&#039;&#039;&#039; Sapient beings present within Coalition territory who are not citizens shall enjoy all rights enumerated in Section 2.3, excepting only such political rights as are expressly reserved to citizens by this Compact or the Charter of Law. They shall not be subject to any greater restrictions on their liberty or dignity than are citizens, and any proceeding for their removal from Coalition territory shall comply with due process of law.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;article-iii-the-chamber-of-legislation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article III: The Chamber of Legislation ==&lt;br /&gt;
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&#039;&#039;&#039;Section 3.1: Establishment and Composition&#039;&#039;&#039; There shall be a Chamber of Legislation, consisting of two bodies: the Greater Chamber and the Lower Chamber.&lt;br /&gt;
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&#039;&#039;&#039;Section 3.2: The Greater Chamber&#039;&#039;&#039; a) The Greater Chamber shall be composed of representatives from each member state that has achieved the developmental capacity specified in Article VII. b) Each such member state shall be entitled to one representative, who shall have one vote in the Greater Chamber. c) Representatives shall be designated by their respective member states according to processes determined by those states, which shall be democratic in character and provide for meaningful participation by the citizens of the state. d) Representatives shall serve terms of five standard years, unless their member state provides for a shorter term or for recall. e) No person may serve as a representative for more than three consecutive terms.&lt;br /&gt;
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&#039;&#039;&#039;Section 3.3: Powers of the Greater Chamber&#039;&#039;&#039; The Greater Chamber shall have the power to: a) Enact, amend, and repeal the Charter of Law and all legislation thereunder; b) Order military actions and declare war, upon the recommendation of the Unified High Command; c) Ratify treaties and international agreements; d) Approve the annual budget and allocate funds to Coalition organs and programs; e) Establish and abolish Coalition departments, agencies, and offices; f) Admit new member states to the Coalition; g) Impose sanctions on member states for violations of this Compact or the Charter of Law; h) Elect the Guide of the Chamber of Legislation; i) Exercise such other powers as are delegated to it by this Compact.&lt;br /&gt;
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&#039;&#039;&#039;Section 3.4: The Guide of the Chamber&#039;&#039;&#039; a) The Greater Chamber shall, by a vote of greater than sixty percent of its members, elect one of its number to serve as Guide of the Chamber of Legislation. b) The Guide shall serve a term of two years and may be removed by a two-thirds vote of the Greater Chamber. c) Upon election, the Guide shall resign their position as representative of their member state, and that state shall designate a new representative to fill the vacant seat. d) The Guide shall preside over sessions of both the Greater and Lower Chambers, maintain order, interpret rules of procedure, and represent the Chamber of Legislation in its relations with other Coalition organs. e) The Guide shall have no vote in the Greater Chamber except to break a tie.&lt;br /&gt;
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&#039;&#039;&#039;Section 3.5: The Lower Chamber&#039;&#039;&#039; a) The Lower Chamber shall be composed of representatives from: i) Member states that have joined the Coalition within the last five years; ii) Member states whose development has not yet reached the capacity specified in Article VII; iii) Such other entities as the Greater Chamber may, by law, grant representation. b) Each such member or entity shall be entitled to one representative, who shall have one collective vote shared among all members of the Lower Chamber. c) The Lower Chamber shall be led by a Guide elected from among the members of the Greater Chamber, who shall facilitate the Lower Chamber’s deliberations and present its collective opinion to the Greater Chamber. d) The Lower Chamber may debate any matter, propose legislation to the Greater Chamber, and conduct inquiries into matters affecting its members. e) The collective vote of the Lower Chamber shall be cast as a single vote in the Greater Chamber on all matters excepting only: i) Amendments to this Compact; ii) Declarations of war; iii) Admission of new member states; iv) Imposition of sanctions on member states.&lt;br /&gt;
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&#039;&#039;&#039;Section 3.6: Legislative Process&#039;&#039;&#039; a) Any member of the Greater Chamber may introduce proposed legislation. b) The Lower Chamber may, by majority vote of its members, transmit proposed legislation to the Greater Chamber for consideration. c) The Department of Development shall, upon request of any member of either Chamber, provide analysis of proposed legislation’s likely impact on member states at all levels of development. d) Proposed legislation shall be debated in the Greater Chamber, with opportunity for members of the Lower Chamber to address the Greater Chamber on matters affecting their interests. e) Upon passage by majority vote of the Greater Chamber, proposed legislation shall be transmitted to the Guide for formal enactment as law. f) The Guide shall have no power to veto enacted legislation.&lt;br /&gt;
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&#039;&#039;&#039;Section 3.7: Emergency Powers&#039;&#039;&#039; a) In the event of an existential threat to the Coalition or any of its member states, the Guide may, upon the advice of the Unified High Command and with the consent of two-thirds of the Greater Chamber, declare a state of emergency. b) During a state of emergency, the Greater Chamber may, by two-thirds vote, delegate specific emergency powers to the Unified High Command or to the Executive Ministry for a limited period not to exceed six months. c) Such emergency powers shall be strictly limited to those necessary to address the specific threat, shall not suspend the fundamental rights enumerated in Article II, and shall be subject to judicial review. d) The state of emergency may be extended by successive six-month periods only upon renewed two-thirds votes of the Greater Chamber.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;part-two-the-executive&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
= PART TWO: THE EXECUTIVE =&lt;br /&gt;
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&amp;lt;span id=&amp;quot;article-iv-the-executive-ministry&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article IV: The Executive Ministry ==&lt;br /&gt;
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&#039;&#039;&#039;Section 4.1: Establishment&#039;&#039;&#039; There shall be an Executive Ministry, headed by the First Minister, responsible for the day-to-day administration of Coalition affairs and the implementation of legislation enacted by the Chamber.&lt;br /&gt;
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&#039;&#039;&#039;Section 4.2: The First Minister&#039;&#039;&#039; a) The First Minister shall be appointed by the Sovereign of Vistula, as titular Head of State of the Coalition’s founding member, with the consent of the Greater Chamber. b) The First Minister shall serve at the pleasure of the Greater Chamber and may be removed by a vote of no confidence passed by a majority of the Greater Chamber. c) Upon a vote of no confidence, the Greater Chamber shall have thirty days to recommend a successor to the Sovereign; if no recommendation is made, the Sovereign shall appoint an interim First Minister subject to confirmation by the Greater Chamber within sixty days. d) The First Minister shall preside over the Executive Ministry, coordinate the work of the various departments, and ensure the faithful execution of Coalition law.&lt;br /&gt;
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&#039;&#039;&#039;Section 4.3: Departments&#039;&#039;&#039; The Executive Ministry shall include the following departments, the heads of which shall be appointed by the First Minister with the consent of the Greater Chamber:&lt;br /&gt;
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&amp;lt;ol style=&amp;quot;list-style-type: lower-alpha;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Department of Development:&#039;&#039;&#039; Charged with assisting member states in meeting the developmental guidelines of Article VII, conducting censuses and needs assessments, coordinating uplift efforts, and making recommendations to the Chamber regarding member state status.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Department of the Interior:&#039;&#039;&#039; Charged with coordinating inter-member matters not assigned to other departments, managing Coalition records and archives, and administering Coalition-wide services.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Department of External Affairs:&#039;&#039;&#039; Charged with conducting diplomatic relations with non-member states and entities, negotiating treaties subject to Chamber ratification, and representing the Coalition in interstellar forums.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Department of the Treasury:&#039;&#039;&#039; Charged with managing Coalition finances, collecting such revenues as the Chamber may lawfully impose, and disbursing funds according to the approved budget.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Department of Justice:&#039;&#039;&#039; Charged with prosecuting violations of Coalition law, representing the Coalition in legal proceedings, and providing legal advice to Coalition organs.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Department of Science and Technology:&#039;&#039;&#039; Charged with coordinating research efforts, maintaining scientific standards, and advising the Chamber on technical matters.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Department of Sapient Rights:&#039;&#039;&#039; Charged with monitoring compliance with Article II, investigating complaints of rights violations, and recommending remedial action to the Chamber.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Section 4.4: Civil Service&#039;&#039;&#039; a) There shall be a professional, non-partisan civil service to staff the departments of the Executive Ministry. b) Civil servants shall be appointed and promoted based on merit, demonstrated competence, and adherence to the values of the Coalition, without regard to member state origin, species, or other characteristics irrelevant to their duties. c) The civil service shall be overseen by the Vistulan Administrative Caste, whose hereditary experience in governance shall be placed at the service of the entire Coalition, but advancement within the civil service shall be open to all citizens regardless of origin.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;article-v-the-judicial-authority&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article V: The Judicial Authority ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 5.1: Establishment&#039;&#039;&#039; There shall be a Judicial Authority, consisting of the Coalition High Court and such inferior courts as the Chamber may establish, vested with the judicial power of the Coalition.&lt;br /&gt;
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&#039;&#039;&#039;Section 5.2: The Coalition High Court&#039;&#039;&#039; a) The High Court shall consist of nine justices, appointed by the First Minister with the consent of the Greater Chamber. b) Justices shall serve terms of fifteen years, staggered such that one justice’s term expires every twenty months, approximately. c) Justices may be removed only for cause, by a two-thirds vote of the Greater Chamber, following a hearing and recommendation by a panel of retired justices or senior jurists. d) The High Court shall have original jurisdiction over: i) Disputes between member states; ii) Disputes between the Coalition and any member state; iii) Cases affecting ambassadors, envoys, and other diplomatic personnel; iv) Questions of treaty interpretation; v) Challenges to the constitutionality of Coalition legislation. e) The High Court shall have appellate jurisdiction over all other cases arising under Coalition law, with such exceptions and under such regulations as the Chamber shall make.&lt;br /&gt;
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&#039;&#039;&#039;Section 5.3: Judicial Principles&#039;&#039;&#039; a) All judicial proceedings shall be conducted in accordance with the principles of due process enumerated in Article II. b) The High Court shall have the power to declare invalid any provision of Coalition law that violates this Compact. c) The High Court shall have the power to review actions of Coalition organs and member states for compliance with this Compact and the Charter of Law. d) The High Court shall not have jurisdiction over purely internal matters of member states that do not involve Coalition law or rights guaranteed by this Compact.&lt;br /&gt;
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&#039;&#039;&#039;Section 5.4: Independence of the Judiciary&#039;&#039;&#039; a) The Judicial Authority shall be independent of the Legislative and Executive Ministries. b) The compensation of justices and judges shall not be diminished during their continuance in office. c) No justice or judge shall be subject to direction or control by any other Coalition organ in the exercise of their judicial functions. d) The Chamber shall provide adequate funding for the operation of the Judicial Authority, which shall not be subject to reduction as a punitive measure.&lt;br /&gt;
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&amp;lt;span id=&amp;quot;part-three-membership-and-development&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
= PART THREE: MEMBERSHIP AND DEVELOPMENT =&lt;br /&gt;
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&amp;lt;span id=&amp;quot;article-vi-admission-of-member-states&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article VI: Admission of Member States ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 6.1: Eligibility&#039;&#039;&#039; Any polity, whether planetary, system-wide, or otherwise, may apply for membership in the Coalition if it: a) Is governed by a stable authority capable of entering into and fulfilling treaty obligations; b) Respects the fundamental rights of sapient beings as enumerated in Article II; c) Is willing to accept and implement the obligations of membership; d) Is located within reasonable proximity to existing Coalition territory or can demonstrate the capacity for meaningful participation despite distance.&lt;br /&gt;
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&#039;&#039;&#039;Section 6.2: Application Process&#039;&#039;&#039; a) Application shall be made to the Department of External Affairs, which shall conduct a preliminary assessment of eligibility. b) Upon determination of prima facie eligibility, the Department of Development shall conduct a comprehensive census and needs assessment of the applicant, evaluating: i) Population and demographic characteristics; ii) Economic and industrial development; iii) Technological capacity; iv) Infrastructure status; v) Environmental conditions and habitability; vi) Governance structures and respect for rights; vii) Security situation and defense capabilities; viii) Cultural characteristics and compatibility with Coalition values; ix) Any other factors relevant to integration. c) The Department of Development shall prepare a report with recommendations regarding the applicant’s appropriate initial status and any assistance needed to achieve full integration. d) The Greater Chamber shall consider the application and, by majority vote, may: i) Admit the applicant as a member state, with status determined under Article VII; ii) Conditionally admit the applicant, requiring specific improvements before final admission; iii) Reject the application, with stated reasons; iv) Defer consideration pending further information.&lt;br /&gt;
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&#039;&#039;&#039;Section 6.3: Obligations of Membership&#039;&#039;&#039; Upon admission, each member state agrees to: a) Adhere to this Compact and all laws enacted thereunder; b) Contribute to the common defense and welfare according to its means; c) Provide for the rights of all sapient beings within its jurisdiction as required by Article II; d) Cooperate with Coalition organs in the performance of their functions; e) Participate in the governance of the Coalition through the Chamber of Legislation; f) Refrain from actions inconsistent with the purposes and principles of the Coalition.&lt;br /&gt;
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&#039;&#039;&#039;Section 6.4: Suspension and Expulsion&#039;&#039;&#039; a) A member state that persistently violates its obligations under this Compact may be suspended from participation in the Chamber of Legislation by a two-thirds vote of the Greater Chamber. b) A member state that grossly and persistently violates the fundamental principles of this Compact, including particularly the rights protected by Article II, may be expelled by a three-fourths vote of the Greater Chamber. c) Expulsion shall not relieve the former member state of obligations incurred prior to expulsion, nor shall it affect the rights of individuals who were citizens of that state to seek protection under Article II. d) Any member state that abandons the Coalition in favor of membership in another polity shall forfeit all claims to Coalition assets and protections, and its former territory shall be considered external to the Coalition for all purposes.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;span id=&amp;quot;article-vii-stratification-of-member-states&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article VII: Stratification of Member States ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 7.1: Principles of Stratification&#039;&#039;&#039; Recognizing that member states join the Coalition at varying levels of development and that the diversity of circumstances requires flexible application of Coalition standards, member states shall be classified into three tiers based on objective criteria. This stratification is intended not as a permanent hierarchy but as a framework for targeted assistance and appropriate representation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 7.2: Core-world Status&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A member state shall be classified as a Core-world if it meets all of the following criteria:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type: lower-alpha;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Population Stability:&#039;&#039;&#039; Total population exceeding one billion sapient beings, with a stable or growing demographic profile and adequate infrastructure to support the population at a standard of living consistent with Coalition norms.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Economic Development:&#039;&#039;&#039; Gross domestic product per capita exceeding the Coalition median by at least fifty percent; diversified economy not dependent on a single resource or industry; substantial industrial base capable of producing advanced goods.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Technological Capacity:&#039;&#039;&#039; Indigenous capacity to design, manufacture, and maintain advanced technology, including at minimum: fusion power generation; anti-gravity propulsion; quantum communications; advanced computing; and medical technology sufficient to ensure population health.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Infrastructure:&#039;&#039;&#039; Comprehensive planetary or system-wide infrastructure, including: redundant power grids; global or system-wide communications networks; spaceports capable of handling interstellar traffic; orbital facilities; and environmental control systems adequate to maintain habitability.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Governance:&#039;&#039;&#039; Stable, effective governance structures that reliably protect the rights enumerated in Article II; professional civil service; independent judiciary; meaningful democratic participation at appropriate levels.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Defense Capability:&#039;&#039;&#039; Indigenous defense forces capable of protecting the member state’s territory from significant threats; substantial contribution to Coalition collective defense; compliance with military standardization requirements of Article IX.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Contribution to Coalition:&#039;&#039;&#039; Substantial contribution to Coalition budgets and programs; hosting of Coalition institutions; significant role in Coalition governance and culture.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 7.3: Core-world Rights and Obligations&#039;&#039;&#039; Core-world member states shall: a) Be entitled to full representation in the Greater Chamber of Legislation; b) Bear the primary burden of Coalition defense and financial support; c) Host major Coalition institutions and facilities; d) Provide assistance and mentorship to less-developed member states; e) Set the standard for Coalition development and culture.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 7.4: Mid-world Status&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A member state shall be classified as a Mid-world if it meets the following criteria:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type: lower-alpha;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Population:&#039;&#039;&#039; Population exceeding one hundred million sapient beings, with adequate infrastructure to support the population.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Economic Development:&#039;&#039;&#039; GDP per capita at least fifty percent of Coalition median; diversified economy with substantial industrial base; capacity to produce most necessary goods.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Technological Capacity:&#039;&#039;&#039; Capacity to maintain and operate advanced technology, with some indigenous manufacturing; access to Coalition technology through trade and assistance; basic research capabilities.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Infrastructure:&#039;&#039;&#039; Adequate planetary or system-wide infrastructure; reliable power and communications; spaceport facilities; environmental control sufficient for habitability.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Governance:&#039;&#039;&#039; Effective governance structures protecting fundamental rights; functioning judicial system; meaningful public participation.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&amp;lt;p&amp;gt;&#039;&#039;&#039;Defense Capability:&#039;&#039;&#039; Capable defense forces; significant contribution to collective defense; progress toward full military standardization.&amp;lt;/p&amp;gt;&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 7.5: Mid-world Rights and Obligations&#039;&#039;&#039; Mid-world member states shall: a) Be entitled to full representation in the Greater Chamber of Legislation upon meeting the criteria, but may receive targeted assistance from the Department of Development to achieve Core-world status; b) Bear significant but not primary burdens of Coalition defense and financial support; c) Host regional Coalition facilities and institutions; d) Receive assistance from Core-world members while providing assistance to Rim-world members; e) Form the “backbone” of Coalition economic and cultural production.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 7.6: Rim-world Status&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A member state shall be classified as a Rim-world if it:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type: lower-alpha;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Has been a member for less than five years; or&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Has a population below one hundred million sapient beings; or&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Fails to meet one or more of the criteria for Mid-world or Core-world status, as determined by the Department of Development.&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 7.7: Rim-world Rights and Obligations&#039;&#039;&#039; Rim-world member states shall: a) Be entitled to representation in the Lower Chamber of Legislation; b) Receive priority assistance from the Department of Development; c) Be subject to regular census and needs assessment; d) Be under legislative contract to make all necessary and possible efforts to further their development to meet Mid-world guidelines; e) Contribute to Coalition defense and welfare according to their means, with such contributions adjusted to avoid impeding development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 7.8: The Big Brother Mechanism&#039;&#039;&#039; a) If a member state fails to meet the Department of Development’s expectations within the allotted time frame for achieving Mid-world status, the Greater Chamber shall review the member’s status. b) If the Greater Chamber determines, by majority vote, that the member state has failed to make good faith efforts or that extraordinary circumstances require intervention, it may designate a Big Brother member state to assume assistance and authority. c) The designated Big Brother shall: i) Provide intensified development assistance; ii) Exercise temporary authority over specified aspects of the lesser member’s governance, as determined by the Greater Chamber; iii) Report regularly to the Greater Chamber on progress; iv) Continue assistance until the lesser member reaches Mid-world status or the Greater Chamber determines that further intervention is unwarranted. d) The Big Brother mechanism shall be used only as a last resort, when all other assistance has failed, and shall be subject to strict oversight by the Department of Sapient Rights to prevent abuse. e) Any Big Brother found to have abused its authority shall be subject to sanctions, including possible suspension from the Greater Chamber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 7.9: Special Entities&#039;&#039;&#039; Certain entities within Coalition territory may not be classifiable under the standard stratification system. These include: a) &#039;&#039;&#039;KMIF and Similar Corporate Entities:&#039;&#039;&#039; Entities that operate across multiple member states and maintain facilities not tied to any single member’s territory shall be considered “Transcendent Entities” for purposes of Coalition law. They shall: i) Maintain primary registration with the Department of the Treasury; ii) Be subject to Coalition-wide regulation by the Chamber of Legislation; iii) Contribute to Coalition finances according to formulas accounting for their multi-jurisdictional nature; iv) Be entitled to such representation in Coalition governance as the Chamber may provide by law, which may include non-voting observer status or specialized consultative roles. b) &#039;&#039;&#039;Extraterritorial Facilities:&#039;&#039;&#039; Facilities not located within the territory of any member state, -including research stations, deep-space installations, and mobile platforms-, shall be subject to direct Coalition jurisdiction and shall be classified according to their function rather than the stratification system. c) &#039;&#039;&#039;Non-Territorial Sapient Communities:&#039;&#039;&#039; Communities of sapient beings not organized as territorial polities, -including nomadic groups, space-dwelling populations, and virtual societies-, may be granted special status by the Greater Chamber, with representation and obligations tailored to their circumstances.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;span id=&amp;quot;article-viii-mutual-defense-and-security&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article VIII: Mutual Defense and Security ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 8.1: The Covenant of Mutual Defense&#039;&#039;&#039; An armed attack against any member state shall be considered an attack against all member states. Each member state agrees to assist the attacked member by taking forthwith, individually and in concert with other members, such action as it deems necessary, including the use of armed force, to restore and maintain the security of the Coalition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 8.2: Collective Security Obligations&#039;&#039;&#039; All member states shall: a) Maintain forces sufficient to contribute meaningfully to collective defense; b) Participate in joint training and exercises; c) Share intelligence relevant to common security threats; d) Coordinate defensive planning through the Unified High Command; e) Grant necessary transit and stationing rights to Coalition forces; f) Contribute to the cost of collective defense according to their means.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 8.3: The Unified High Command&#039;&#039;&#039; a) There shall be a Unified High Command, responsible for the strategic direction of Coalition military forces. b) The Unified High Command shall consist of: i) The Grand Marshal, as Supreme Military Commander; ii) The Marshals of each service branch; iii) Such other officers as the Chamber may designate. c) The Grand Marshal shall be appointed by the Greater Chamber, upon the recommendation of the Unified High Command, and shall serve a term of seven years. d) The Unified High Command shall be subordinate to the civilian authority of the Chamber of Legislation and the First Minister.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 8.4: Authorization of Force&#039;&#039;&#039; a) The power to declare war and authorize the use of armed force shall reside in the Greater Chamber. b) The Unified High Command may order the use of force in immediate self-defense without prior authorization, but shall report such action to the Greater Chamber within seventy-two hours. c) The Greater Chamber may, by law, authorize the Unified High Command to conduct specific categories of operations without prior approval, subject to reporting requirements and limitations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;article-ix-military-standardization&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article IX: Military Standardization ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 9.1: Principle of Standardization&#039;&#039;&#039; Recognizing that the effectiveness of collective defense depends on the ability of member state forces to operate seamlessly together, and that the Coalition was founded without the burden of legacy systems and industrial lobbies that impede standardization elsewhere, all military forces within the Coalition shall achieve and maintain full interoperability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 9.2: Scope of Standardization&#039;&#039;&#039; Standardization shall extend to: a) &#039;&#039;&#039;Weapons Systems:&#039;&#039;&#039; All weapons systems shall use standardized ammunition, power cells, and interfaces, enabling any unit to supply any other unit. b) &#039;&#039;&#039;Communications and Data Protocols:&#039;&#039;&#039; All forces shall use the Integrated Tactical Network (ITN) protocols, enabling seamless information sharing across the Coalition. c) &#039;&#039;&#039;Logistics and Supply:&#039;&#039;&#039; All consumables, spare parts, and supplies shall be standardized to the maximum extent practicable, enabling any logistics unit to support any combat unit. d) &#039;&#039;&#039;Training and Doctrine:&#039;&#039;&#039; All forces shall train to common standards and operate according to common doctrine, enabling units from different member states to fight together without prior coordination. e) &#039;&#039;&#039;Command and Control Structures:&#039;&#039;&#039; All forces shall organize according to common command structures, enabling seamless integration into Coalition formations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 9.3: Implementation&#039;&#039;&#039; a) The Unified High Command, in consultation with the Department of Development and KMIF, shall develop and maintain comprehensive standardization specifications. b) All member states shall bring their forces into compliance with these specifications within time frames established by the Greater Chamber. c) The Department of Development shall provide technical and material assistance to member states requiring help in achieving compliance. d) KMIF, as the primary military supplier, shall ensure that its products comply with Coalition specifications and shall make such specifications available to other qualified manufacturers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 9.4: Exceptions and Waivers&#039;&#039;&#039; a) The Unified High Command may grant temporary waivers from specific standardization requirements for member states facing extraordinary circumstances. b) Such waivers shall be time-limited and shall include a plan for achieving compliance. c) No waiver shall be granted that would significantly impair the ability of the member state’s forces to operate with Coalition forces. d) The Greater Chamber may, by two-thirds vote, override any waiver granted by the Unified High Command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 9.5: Research and Development&#039;&#039;&#039; a) All research and development of military technology within the Coalition shall be coordinated through the Department of Science and Technology and the Unified High Command. b) New technologies shall be developed with standardization as a primary design criterion. c) Intellectual property arising from Coalition-funded research shall be available to all member states on fair and reasonable terms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 9.6: The [[Lore:KMIF|KMIF]] Relationship&#039;&#039;&#039; a) KMIF, as the Coalition’s primary military supplier, occupies a unique position in the standardization regime. b) KMIF shall ensure that all its products comply with Coalition specifications and shall not develop proprietary systems incompatible with Coalition standards. c) KMIF may continue to develop advanced technologies, but shall make such technologies available to all member states on equal terms once they are approved for deployment. d) KMIF’s unique status as a Transcendent Entity shall not exempt it from the requirements of this Article.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;span id=&amp;quot;part-four-the-charter-of-law&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
= PART FOUR: THE CHARTER OF LAW =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;article-x-the-charter-of-law&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article X: The Charter of Law ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 10.1: Establishment&#039;&#039;&#039; There shall be a Charter of Law, enacted by the Chamber of Legislation pursuant to this Compact, which shall constitute the body of Coalition law applicable throughout the territory of the Coalition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 10.2: Scope of the Charter&#039;&#039;&#039; The Charter of Law shall address: a) Implementation and enforcement of the rights enumerated in Article II; b) Crimes against Coalition law and their punishment; c) Regulation of inter-member commerce; d) Environmental standards and conservation; e) Immigration and movement between member states; f) Recognition of professional credentials and educational qualifications; g) Standards for weights, measures, and technical specifications; h) Such other matters as are necessary to give effect to this Compact and to promote the welfare of the Coalition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 10.3: Principles of Legislation&#039;&#039;&#039; In enacting the Charter of Law, the Chamber shall be guided by the following principles: a) Legislation shall be clear, accessible, and understandable to those affected by it; b) Legislation shall be proportionate to the ends sought to be achieved; c) Legislation shall respect the diversity of member state cultures and circumstances; d) Legislation shall be enforced fairly and without discrimination; e) Legislation shall be subject to regular review and revision as circumstances change.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 10.4: Criminal Law&#039;&#039;&#039; a) No conduct shall constitute a crime against Coalition law unless the Charter of Law so provides, with sufficient clarity that a person may know what conduct is prohibited. b) Criminal penalties shall be proportionate to the gravity of the offense. c) No person shall be tried twice for the same offense. d) Criminal proceedings shall be conducted in accordance with the due process guarantees of Article II.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 10.5: Civil Law&#039;&#039;&#039; a) The Charter of Law shall provide for the resolution of civil disputes between parties from different member states. b) Such provisions shall respect, to the extent practicable, the legal traditions of the parties while ensuring fair and efficient resolution. c) Judgments rendered under Coalition law shall be enforceable throughout the territory of the Coalition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;article-xi-the-department-of-development&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article XI: The Department of Development ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 11.1: Establishment and Purpose&#039;&#039;&#039; There shall be a Department of Development, charged with the vital mission of assisting member states in achieving and maintaining the developmental standards necessary for full participation in the Coalition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 11.2: Powers and Duties&#039;&#039;&#039; The Department of Development shall: a) Conduct regular censuses and needs assessments of member states, particularly Rim-world members; b) Develop and maintain objective criteria for assessing member state development; c) Provide technical, material, and financial assistance to member states requiring help in meeting developmental guidelines; d) Coordinate the efforts of Core-world members in assisting less-developed members; e) Make recommendations to the Greater Chamber regarding member state status and the application of the Big Brother mechanism; f) Monitor the effectiveness of assistance programs and adjust them as necessary; g) Maintain a registry of all sapient beings within Coalition territory for purposes of planning and resource allocation, subject to strict privacy protections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 11.3: The Census&#039;&#039;&#039; a) The Department shall conduct a comprehensive census of each member state upon its admission and every five years thereafter. b) The census shall collect such information as is necessary to assess the member state’s development, including population characteristics, economic indicators, infrastructure status, and governance effectiveness. c) Census information shall be protected by law from unauthorized disclosure and shall be used only for legitimate Coalition purposes. d) Member states shall cooperate fully with census efforts and shall provide access to all necessary information and facilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 11.4: The Needs Assessment&#039;&#039;&#039; a) Following each census, the Department shall prepare a needs assessment for each member state below Core-world status. b) The needs assessment shall identify: i) Areas where the member state meets developmental guidelines; ii) Areas where the member state falls short of guidelines; iii) Specific assistance needed to address shortcomings; iv) A timeline for achieving compliance. c) The needs assessment shall be provided to the member state and to the Greater Chamber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 11.5: Assistance Programs&#039;&#039;&#039; a) The Department shall develop and implement assistance programs tailored to the specific needs of each member state. b) Assistance may include: i) Technical expertise and training; ii) Material resources and equipment; iii) Financial grants or loans; iv) Infrastructure development; v) Educational and cultural exchange; vi) Such other forms of assistance as may be effective. c) Assistance programs shall be designed to build sustainable capacity, not create permanent dependency. d) The Department shall coordinate with other Coalition organs and with Core-world members to maximize the effectiveness of assistance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 11.6: The Big Brother Mechanism - Detailed Procedures&#039;&#039;&#039; a) When a member state fails to meet developmental guidelines within the time frame established by its needs assessment, the Department shall notify the Greater Chamber. b) The Greater Chamber shall convene a special session to review the member state’s status, at which the member state may present its case. c) If the Greater Chamber determines, by majority vote, that intervention is warranted, it shall solicit volunteers from among Core-world members to serve as Big Brother. d) The designated Big Brother shall: i) Assume responsibility for coordinating all assistance to the lesser member; ii) Exercise temporary authority over such aspects of the lesser member’s governance as are specified in the Greater Chamber’s resolution, which may include budgetary oversight, infrastructure planning, and security coordination; iii) Report monthly to the Greater Chamber on progress; iv) Respect, to the maximum extent consistent with the intervention’s purpose, the lesser member’s cultural integrity and local autonomy. e) The intervention shall be reviewed by the Greater Chamber every six months and may be terminated at any time by majority vote. f) The lesser member may petition for termination of intervention at any time, and such petition shall be considered promptly. g) Upon the lesser member’s achievement of Mid-world status, the intervention shall terminate automatically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 11.7: Protection Against Abuse&#039;&#039;&#039; a) The Department of Sapient Rights shall monitor all Big Brother interventions and shall have the power to investigate complaints of abuse. b) Any Big Brother found to have exploited its position for economic advantage, political domination, or cultural suppression shall be subject to sanctions, including: i) Immediate termination of the intervention; ii) Restitution to the affected member state; iii) Suspension from the Greater Chamber for a period determined by the Chamber; iv) Such other penalties as the Chamber may deem appropriate. c) A member state that has been subjected to abuse may petition the High Court for redress, including compensation and, in extreme cases, termination of the offending Big Brother’s membership in the Coalition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;span id=&amp;quot;article-xii-finance-and-resources&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article XII: Finance and Resources ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 12.1: Coalition Budget&#039;&#039;&#039; a) The First Minister shall propose an annual budget for the Coalition, which shall be submitted to the Greater Chamber for approval. b) The budget shall allocate funds among Coalition organs and programs, with priority given to: i) Collective defense; ii) Development assistance; iii) Protection of sapient rights; iv) Core administrative functions. c) The budget shall be balanced; the Coalition shall not borrow except in extraordinary circumstances approved by two-thirds of the Greater Chamber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 12.2: Revenue&#039;&#039;&#039; a) The Greater Chamber may levy such taxes, duties, and fees as are necessary to fund Coalition operations, provided that: i) Taxation shall be uniform throughout the Coalition; ii) No tax shall discriminate between member states; iii) Taxation shall be proportionate to ability to pay. b) Member states shall contribute to Coalition revenues according to formulas established by the Greater Chamber, which shall take into account: i) Population; ii) Economic output; iii) Level of development; iv) Special circumstances. c) The Department of the Treasury shall collect all revenues due to the Coalition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 12.3: Resource Management&#039;&#039;&#039; a) The Coalition shall manage its resources responsibly, with due regard for sustainability and the needs of future generations. b) The Department of Science and Technology shall advise on the sustainable use of resources throughout Coalition territory. c) The Greater Chamber may, by law, establish standards for resource extraction and environmental protection applicable throughout the Coalition.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;span id=&amp;quot;part-five-amendment-and-ratification&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
= PART FIVE: AMENDMENT AND RATIFICATION =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;article-xiii-amendment&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article XIII: Amendment ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 13.1: Amendment Process&#039;&#039;&#039; This Compact may be amended as follows: a) An amendment may be proposed by: i) Two-thirds of the Greater Chamber; or ii) A petition signed by representatives of one-third of member states. b) Upon proposal, the amendment shall be submitted to all member states for ratification. c) An amendment shall become effective upon ratification by three-fourths of member states, provided that such ratifying states include at least two-thirds of Core-world members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 13.2: Limitations on Amendment&#039;&#039;&#039; No amendment shall: a) Abridge the fundamental rights enumerated in Article II; b) Dissolve the Coalition without the unanimous consent of all member states; c) Alter the principle of mutual defense enshrined in Article VIII.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 13.3: Review Conference&#039;&#039;&#039; Every twenty-five years, the Greater Chamber shall convene a review conference to consider whether amendments to this Compact are necessary or desirable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;span id=&amp;quot;article-xiv-ratification-and-entry-into-force&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Article XIV: Ratification and Entry into Force ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 14.1: Ratification&#039;&#039;&#039; This Compact shall be ratified by each of the Twelve Founding Systems according to their respective constitutional processes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 14.2: Entry into Force&#039;&#039;&#039; This Compact shall enter into force upon ratification by nine of the Twelve Founding Systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Section 14.3: Depository&#039;&#039;&#039; The original text of this Compact shall be deposited in the archives of the Commonwealth of Zvirdnym Dominions, on the world of Vistula, which shall serve as the capital of the Coalition. Certified copies shall be provided to all member states.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;span id=&amp;quot;signatories&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
= SIGNATORIES =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In witness whereof, the undersigned, being duly authorized thereto, have signed this Compact.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Done at Vistula, this 15th day of the Harvest Month, in the year 2405 of the Common Era.&lt;br /&gt;
&lt;br /&gt;
{{TooltipInline|[blah blah blah fucking signatories]|This was perhaps added as a summarist&#039;s error? Attempting to remove it alters the legal properties of this summary considerably.}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;appendices&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
= APPENDICES =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;appendix-a-glossary-of-terms&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Appendix A: Glossary of Terms ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Big Brother Mechanism:&#039;&#039;&#039; A last-resort intervention in which a Core-world member state assumes temporary authority over a Rim-world member that has failed to achieve developmental targets despite assistance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charter of Law:&#039;&#039;&#039; The body of legislation enacted by the Chamber of Legislation pursuant to the Compact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citizen:&#039;&#039;&#039; Any sapient being holding citizenship in a member state of the Coalition or naturalized as a Coalition citizen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coalition:&#039;&#039;&#039; The Heliostatic Coalition established by this Compact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Compact:&#039;&#039;&#039; The Heliostatic Compact, this founding document.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Core-world:&#039;&#039;&#039; A member state meeting the highest standards of development, entitled to full representation in the Greater Chamber and bearing primary responsibility for Coalition leadership and assistance to less-developed members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Department of Development:&#039;&#039;&#039; The Coalition organ charged with assisting member states in achieving developmental standards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Minister:&#039;&#039;&#039; The head of the Executive Ministry, appointed by the Sovereign of Vistula with the consent of the Greater Chamber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greater Chamber:&#039;&#039;&#039; The primary legislative body of the Coalition, composed of representatives from Core-world and Mid-world member states.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guide of the Chamber:&#039;&#039;&#039; The presiding officer of the Chamber of Legislation, elected by the Greater Chamber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Court:&#039;&#039;&#039; The highest judicial authority of the Coalition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Integrated Tactical Network (ITN):&#039;&#039;&#039; The standardized communications and data-sharing system used by all Coalition military forces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;KMIF:&#039;&#039;&#039; Kemppainen-Morozov Industrial Fabrication, the Coalition’s primary military supplier and a Transcendent Entity under Coalition law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lower Chamber:&#039;&#039;&#039; The secondary legislative body of the Coalition, composed of representatives from Rim-world member states and other entities granted representation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mid-world:&#039;&#039;&#039; A member state meeting intermediate standards of development, entitled to full representation in the Greater Chamber and forming the economic and cultural backbone of the Coalition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rim-world:&#039;&#039;&#039; A member state in the early stages of development or not yet meeting Mid-world standards, entitled to representation in the Lower Chamber and receiving priority assistance from the Department of Development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sapient Being:&#039;&#039;&#039; Any entity, -organic, synthetic, or otherwise-, that demonstrates self-awareness, abstract reasoning, capacity for suffering and flourishing, and ability to participate in society.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sovereign of Vistula:&#039;&#039;&#039; The hereditary head of state of the Commonwealth of Zvirdnym Dominions, serving as ceremonial Head of State of the Coalition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transcendent Entity:&#039;&#039;&#039; An entity operating across multiple member states and not tied to any single member’s territory, subject to direct Coalition regulation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unified High Command:&#039;&#039;&#039; The supreme military authority of the Coalition, responsible for strategic direction of Coalition forces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vistula:&#039;&#039;&#039; The capital world of the Coalition, seat of the Chamber of Legislation and the Executive Ministry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;appendix-b-the-vistula-standard&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
== Appendix B: The Vistula Standard ==&lt;br /&gt;
&lt;br /&gt;
The Vistula Standard dialect of Sol Common, evolved from the Eastern and Central European linguistic roots of the founding colonists, is hereby designated the official language of Coalition governance. All official documents, legislative proceedings, and legal instruments shall be in Vistula Standard. Member states may conduct their internal affairs in any language or languages they choose, but communications with Coalition organs shall be in Vistula Standard or accompanied by certified translations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thus ends the Heliostatic Compact, founding document of the Heliostatic Coalition, established in hope, sustained by effort, dedicated to the proposition that unity is not merely strength but survival, and that the diversity of sapient life is the universe’s greatest gift, to be cherished, protected, and nurtured through all the ages to come.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;May those who come after us find these foundations sound, and build upon them a civilization worthy of the stars that watch over us all.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Lore:HCAF&amp;diff=8602</id>
		<title>Lore:HCAF</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Lore:HCAF&amp;diff=8602"/>
		<updated>2026-04-21T08:32:09Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: lynx&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- The NRI/CoIN replacement. Stalkeros&#039;s document --&amp;gt;{{LorePageHeader&lt;br /&gt;
 |colour = 1070AF&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 1070AF&lt;br /&gt;
 |bhcolour = #1070AF&lt;br /&gt;
 |ebcolour = 1070AF&lt;br /&gt;
 |img =  HCFlag.png|Flag of the Heliostatic Coalition, drawn by {{Contributor/goldenfreddycl}}. &amp;lt;!-- todo: tweak the size and proportions here --&amp;gt;&lt;br /&gt;
 |imgsize = 150px &amp;lt;!-- default 100px --&amp;gt;&lt;br /&gt;
 |loretype = FACTION&lt;br /&gt;
 |mainname = Heliostatic Coalition Armed Forces&lt;br /&gt;
 |othernames = HCAF&lt;br /&gt;
 |relatedpages =&lt;br /&gt;
 |relatedlore = [[Lore:Heliostatic_Coalition]], [[Lore:EPF|Expeditionary Police Force (of HC)]], [[Lore:HCAF_Ranks|HCAF Ranks, Promotion Schedule, Qualifications, etc.]]&lt;br /&gt;
 |languages = {{Common}}&lt;br /&gt;
|contributors={{Contributor/Stalkeros}}, {{Contributor/Owegno}}}}&lt;br /&gt;
&lt;br /&gt;
=Heliostatic Coalition Armed Forces (HCAF)=&lt;br /&gt;
&lt;br /&gt;
The Heliostatic Coalition Armed Forces (HCAF) are the unified military of the Heliostatic Coalition. Unlike the disparate, member-state-dependent structure of the Sol Federation Armed Forces, the HCAF is a fully integrated, technologically advanced, and doctrinally coherent force built from the ground up to wage network-centric adaptive warfare.&lt;br /&gt;
&lt;br /&gt;
Born from the Coalition&#039;s foundational struggles and unified by the dream of Unificationism, the HCAF embodies the Coalition&#039;s philosophy: survival through unity, dominance through superior information processing, and victory through relentless adaptation.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
The HCAF’s origins are inextricably linked to the founding struggles of the Heliostatic Coalition. Isolated from Sol for centuries, the scattered colonies that would form the Coalition were forced to develop self-sufficient militias for survival against hostile environments, resource scarcity, and internal strife.&lt;br /&gt;
&lt;br /&gt;
As the colonies re-established contact and formed the Coalition, their disparate defense forces were gradually unified. The initial doctrine was pragmatic and defensive, focused on protecting fledgling colonies. This changed after first contact with the modern Sol Federation and the subsequent refusal to rejoin it. The encounter revealed a stark technological and doctrinal gap, prompting a century-long military revolution.&lt;br /&gt;
&lt;br /&gt;
The HCAF&#039;s modern form was forged in the crucible of the Rimward War (2545–2552). Initial engagements against the biomechanical swarm tactics of the Void Imperium were disastrous. In response, the HCAF underwent a radical transformation, developing the Integrated Tactical Network (ITN) and the doctrine of Adaptive Swarm Warfare. Within six months, HCAF units evolved from being outmaneuvered to predicting Void Imperium assaults with over 94% accuracy.&lt;br /&gt;
&lt;br /&gt;
Their performance in the war—particularly during the later joint operations with SolFed—cemented the HCAF&#039;s reputation as a peer, adaptive military. While tensions with SolFed persist, the shared experience of the Rimward War has led to a cautious, professional respect between the two forces, with the HCAF often viewed by SolFed strategists as a &amp;quot;ghost&amp;quot; army: silent, coordinated, and terrifyingly efficient.&lt;br /&gt;
&lt;br /&gt;
=Unified Military Doctrine: Network-Centric Adaptive Dominance=&lt;br /&gt;
&lt;br /&gt;
The HCAF operates on a core belief: warfare is a contest of information processing and adaptive tempo. Victory is achieved by creating and exploiting a decisive informational and cognitive advantage through the seamless fusion of three pillars:&lt;br /&gt;
&lt;br /&gt;
# The Integrated Tactical Network (ITN): A pervasive, quantum-encrypted data fabric linking every asset — from an individual ITI soldier&#039;s helmet to a Sovereign-class battle carrier. This network provides a near-perfect, real-time picture of the battlespace, eliminating the &amp;quot;fog of war.&amp;quot;&lt;br /&gt;
# Human-Centric Augmentation: Soldiers are not replaced but elevated to adaptive decision-makers and moral arbiters. AI &amp;quot;Copilots&amp;quot; handle data processing, logistics, and precise weapon guidance, freeing humans for command, creativity, and ethical judgment.&lt;br /&gt;
# Decentralized, Skill-Based Execution: Command authority is pushed to the edge. Units operate within a commander&#039;s intent, empowered by the ITN to adapt and coordinate locally at a pace that paralyzes hierarchical opponents. This creates the effect of a &amp;quot;swarm&amp;quot; – not mindless, but intelligently synchronized.&lt;br /&gt;
&lt;br /&gt;
Psychological Impact: To adversaries, especially less integrated forces like SolFed regulars, the HCAF appears eerily silent, coordinated, and relentless. The lack of battlefield chatter, uncanny unit synchronization, and rapid tactical shifts present a deeply unnerving front, where the Coalition&#039;s operational precision is its primary psychological weapon.&lt;br /&gt;
&lt;br /&gt;
=Organization &amp;amp; Structure=&lt;br /&gt;
&lt;br /&gt;
The HCAF is organized into a flexible, matrix-like hierarchy designed for rapid adaptation and unified command.&lt;br /&gt;
&lt;br /&gt;
==Heliostatic Coalition Starfleet (HCSF)==&lt;br /&gt;
The spaceborne arm, responsible for system control, strategic transport, and orbital dominance.&lt;br /&gt;
* Fleet Command: Oversees strategic capital ships (Sovereign-class carriers, Vanguard-class destroyers).&lt;br /&gt;
* Escort &amp;amp; Patrol Divisions: Manages smaller vessels and system pickets.&lt;br /&gt;
* Logistics &amp;amp; Support Command: Manages the vast supply chain enabling long-range deployments.&lt;br /&gt;
&lt;br /&gt;
==Integrated Tactical Forces (ITF)==&lt;br /&gt;
The elite, networked core of the HCAF, replacing traditional separate armies, marines, and planetary assault forces. ITF personnel operate the Coalition&#039;s most advanced technology and form the tip of the spear in all combined arms operations.&lt;br /&gt;
* Integrated Tactical Infantry (ITI): The advanced infantry in Voskhod powered armor. Organized into 4-soldier Fireteams (Leader, Marksman, Automatic Rifleman, Systems Specialist) that form the fundamental human sensor/decision nodes.&lt;br /&gt;
* Heavy Assault &amp;amp; Armor Divisions: Operates the MBT-9 &amp;quot;Aegis,&amp;quot; IFV-7 &amp;quot;Centurion,&amp;quot; and TACS-1 &amp;quot;Warden&amp;quot; platforms.&lt;br /&gt;
* Rapid Deployment Command: Manages the MUV-12 &amp;quot;Mule&amp;quot; and air-mobile operations.&lt;br /&gt;
&lt;br /&gt;
==Heliostatic Aerospace Corps (HAC)==&lt;br /&gt;
Controls all atmospheric and near-space combat and support craft.&lt;br /&gt;
* Fighter Wings: Pilots of the F-IX &amp;quot;Sentinel&amp;quot; space superiority fighter.&lt;br /&gt;
* Close Support Groups: Crews of the ACS-24 &amp;quot;Archon&amp;quot; gunship and other direct support aircraft.&lt;br /&gt;
* Electronic Warfare &amp;amp; Transport Squadrons: Operates the EC-9 &amp;quot;Rapier,&amp;quot; SH-44 &amp;quot;Raptor,&amp;quot; and LC-30 &amp;quot;Cronus.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Heliostatic Special Operations Division (HSOD)==&lt;br /&gt;
* Rapid Adaptation Corps (RAC): Elite units equipped with experimental technology, deployed against emergent and novel threats.&lt;br /&gt;
* Information Warfare Division (IWD): Cyber/electronic warfare specialists tasked with protecting the ITN and degrading enemy C4ISR.&lt;br /&gt;
* Deep Reconnaissance Group (DRG): Stealth and long-range surveillance units for operations deep behind enemy lines.&lt;br /&gt;
* Synthetic Operations Command: Oversees the deployment and coordination of SYN-series combat synthetics (e.g., Wraith, Colossus, Aegis).&lt;br /&gt;
&lt;br /&gt;
==Heliostatic Logistics &amp;amp; Sustainment Corps (HLSC)==&lt;br /&gt;
The backbone of the HCAF&#039;s endurance, responsible for engineering, supply, medical, and fabrication.&lt;br /&gt;
* Field Engineering Corps&lt;br /&gt;
* Strategic Logistics Command&lt;br /&gt;
* Medical &amp;amp; Recovery Division&lt;br /&gt;
* Nanofabrication &amp;amp; Armaments Directorate&lt;br /&gt;
&lt;br /&gt;
==Unified High Command==&lt;br /&gt;
The strategic leadership across all domains.&lt;br /&gt;
&lt;br /&gt;
=Technology &amp;amp; Arsenal=&lt;br /&gt;
&lt;br /&gt;
The HCAF&#039;s technological edge is comprehensive, built around principles of energy weapon commonality, network integration, and logistical elegance.&lt;br /&gt;
&lt;br /&gt;
==Personal &amp;amp; Infantry Equipment==&lt;br /&gt;
* Voskhod Powered Armor: Full-body exoskeleton with integrated sensors, medical systems, and secure datalink.&lt;br /&gt;
* Zaibas Plasma Pulse Family: Universal energy weapon system.&lt;br /&gt;
* *  M/PR-15 Zaibas: Standard assault rifle.&lt;br /&gt;
* *  M/PR-16 Zaibas-Astrus: Designated marksman rifle.&lt;br /&gt;
* *  M/PR-17 Zaibas-X &amp;quot;Volleygun&amp;quot;: Squad automatic weapon.&lt;br /&gt;
* *  M/PR-18 Zaibas-C &amp;quot;Cinder&amp;quot;: Combat shotgun.&lt;br /&gt;
* M/A-97 &amp;quot;Comet&amp;quot;: Fire-and-forget, top-attack anti-vehicle missile launcher.&lt;br /&gt;
* M/ER-11 &amp;quot;Quasar&amp;quot;: Crew-served, rechargeable anti-materiel energy cannon.&lt;br /&gt;
* M/GL-55 &amp;quot;Catalyst&amp;quot;: Grenade launcher using destabilized plasma power cells.&lt;br /&gt;
&lt;br /&gt;
==Ground Vehicles &amp;amp; Mechs==&lt;br /&gt;
* ECV-6 &amp;quot;Vedette&amp;quot;: Anti-grav reconnaissance/command vehicle.&lt;br /&gt;
* MBT-9 &amp;quot;Aegis&amp;quot;: Main Battle Tank with 140mm ETC cannon and laser AMS.&lt;br /&gt;
* IFV-7 &amp;quot;Centurion&amp;quot;: Heavy Infantry Fighting Vehicle with 50mm magrail.&lt;br /&gt;
* MUV-12 &amp;quot;Mule&amp;quot;: Modular utility vehicle (transport, C2, resupply, MEDEVAC).&lt;br /&gt;
* TACS-1 &amp;quot;Warden&amp;quot;: 4.2m tall tactical armed combat suit for urban/vertical dominance.&lt;br /&gt;
&lt;br /&gt;
==Aircraft &amp;amp; Support Craft==&lt;br /&gt;
* ACS-24 &amp;quot;Archon&amp;quot;: Persistent Close Air Support gunship with 120mm cannon.&lt;br /&gt;
* F-9 &amp;quot;Sentinel&amp;quot;: High-altitude, long-endurance air dominance fighter.&lt;br /&gt;
* EC-9 &amp;quot;Rapier&amp;quot;: Electronic Warfare &amp;amp; Command craft.&lt;br /&gt;
* SH-44 &amp;quot;Raptor&amp;quot;: Multi-role assault shuttle.&lt;br /&gt;
* LC-30 &amp;quot;Cronus&amp;quot;: Heavy assault landing craft for vehicle deployment.&lt;br /&gt;
&lt;br /&gt;
==Spacecraft &amp;amp; Capital Ships==&lt;br /&gt;
* DS-91 Vanguard-class: Tactical Destroyer (480m). Planetary assault and fleet escort. Carries a company of ITI.&lt;br /&gt;
* BCV-101 Sovereign-class: Battle Carrier (1200m). Strategic command ship. Carries a battalion and a full air wing. Armed with the &amp;quot;Oblivion&amp;quot; spinal mass driver.&lt;br /&gt;
&lt;br /&gt;
==Core Technology &amp;amp; Systems==&lt;br /&gt;
* Beta Voltaic Arrays / Compact Fusion Reactors: Long-endurance and high-output power sources.&lt;br /&gt;
* Anti-Gravity Propulsion: Enables silent hover and all-terrain mobility.&lt;br /&gt;
* Quantum-Entangled Communications: Secure, instantaneous, unjammable strategic comms.&lt;br /&gt;
* Nanocomposite Armor &amp;amp; Active Protection Systems: Advanced defensive matrices.&lt;br /&gt;
* Battlefield Network AI (&amp;quot;Overseer&amp;quot;, &amp;quot;Copilot&amp;quot;): Manages data fusion, threat prioritization, and system coordination.&lt;br /&gt;
&lt;br /&gt;
=Training &amp;amp; Culture=&lt;br /&gt;
&lt;br /&gt;
* Motto: &amp;quot;One Mind, Many Hands.&amp;quot;&lt;br /&gt;
* Training: Recruits undergo intensive training in Virtual Combat Arenas (VCAs), simulated environments that test tactical creativity, stress tolerance, and network synergy under every conceivable combat scenario. Promotion is based on certified competency and neural adaptability, not seniority.&lt;br /&gt;
* Culture: Individual heroism is discouraged in favor of coordinated, efficient victory. Soldiers see themselves as extensions of a greater, intelligent whole. Rimward War veterans are highly respected for their proven adaptive logic.&lt;br /&gt;
* Ethical Framework: Despite their mechanistic efficiency, the HCAF is human-led and morally anchored. Operators are taught to value Coalition lives and adhere to rules of engagement, interpreting them through a utilitarian but principled lens.&lt;br /&gt;
&lt;br /&gt;
=Rank Structure=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
See the dedicated [[Lore:HCAF_Ranks|HCAF Ranks page]], or uncollapse this section on the right.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;{{:Lore:HCAF_Ranks}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Notable Engagements=&lt;br /&gt;
&lt;br /&gt;
* The Rimward War (2545-2552): The HCAF&#039;s crucible. Initial defeats against the Void Imperium&#039;s biotech swarms led to the rapid development and deployment of the early ITN and adaptive doctrine, culminating in a decisive counter-offensive alongside SolFed forces.&lt;br /&gt;
* Past Border Skirmishes with SolFed: Characterized by SolFed units reporting they were &amp;quot;fighting ghosts.&amp;quot; The HCAF typically employs minimal force to achieve objectives, preferring to disable and demonstrate superiority rather than annihilate, aiming to shape adversary behavior.&lt;br /&gt;
* Internal Security Operations: Deployed with chilling efficiency on Core-worlds for crowd control, using non-lethal energy suppression and perfect coordination, reflecting the doctrine&#039;s application even in peacetime.&lt;br /&gt;
&lt;br /&gt;
=Doctrinal Weaknesses=&lt;br /&gt;
&lt;br /&gt;
No system is perfect. The HCAF&#039;s strengths are also its vulnerabilities:&lt;br /&gt;
# Network Dependence: Severe jamming, hacking, or destruction of key nodes (e.g., an Vedette platform, Rapier EW craft, or command ship) can cause significant degradation in coordination and effectiveness.&lt;br /&gt;
# Over-Reliance on Automation: In highly chaotic, novel, or electromagnetically &amp;quot;muddy&amp;quot; environments, AI may lack creative solutions, placing a greater burden on human operators.&lt;br /&gt;
# Logistical Complexity: The high-tech arsenal requires a sophisticated, vulnerable supply chain for spare parts and specialized feedstock (e.g., nanoforge canisters).&lt;br /&gt;
# Moral &amp;amp; Human Cost: The intense integration and demand for adaptive efficiency can strain soldier morale and individual initiative, a constant tension within the force.&lt;br /&gt;
# Cognitive Overload: The sheer volume of data provided by the ITN can overwhelm unprepared personnel, requiring rigorous neural conditioning and AI mediation.&lt;br /&gt;
&lt;br /&gt;
{{LoreFooter}}&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Lore:HCAF&amp;diff=8601</id>
		<title>Lore:HCAF</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Lore:HCAF&amp;diff=8601"/>
		<updated>2026-04-21T08:30:30Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: /* Rank Structure */ grr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- The NRI/CoIN replacement. Stalkeros&#039;s document --&amp;gt;{{LorePageHeader&lt;br /&gt;
 |colour = 1070AF&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 1070AF&lt;br /&gt;
 |bhcolour = #1070AF&lt;br /&gt;
 |ebcolour = 1070AF&lt;br /&gt;
 |img =  HCFlag.png|Flag of the Heliostatic Coalition, drawn by {{Contributor/goldenfreddycl}}. &amp;lt;!-- todo: tweak the size and proportions here --&amp;gt;&lt;br /&gt;
 |imgsize = 150px &amp;lt;!-- default 100px --&amp;gt;&lt;br /&gt;
 |loretype = FACTION&lt;br /&gt;
 |mainname = Heliostatic Coalition Armed Forces&lt;br /&gt;
 |othernames = HCAF&lt;br /&gt;
 |relatedpages =&lt;br /&gt;
 |relatedlore = [[Lore:Heliostatic_Coalition]], [[Lore:EPF|Expeditionary Police Force (of HC)]]&lt;br /&gt;
 |languages = {{Common}}&lt;br /&gt;
|contributors={{Contributor/Stalkeros}}, {{Contributor/Owegno}}}}&lt;br /&gt;
&lt;br /&gt;
=Heliostatic Coalition Armed Forces (HCAF)=&lt;br /&gt;
&lt;br /&gt;
The Heliostatic Coalition Armed Forces (HCAF) are the unified military of the Heliostatic Coalition. Unlike the disparate, member-state-dependent structure of the Sol Federation Armed Forces, the HCAF is a fully integrated, technologically advanced, and doctrinally coherent force built from the ground up to wage network-centric adaptive warfare.&lt;br /&gt;
&lt;br /&gt;
Born from the Coalition&#039;s foundational struggles and unified by the dream of Unificationism, the HCAF embodies the Coalition&#039;s philosophy: survival through unity, dominance through superior information processing, and victory through relentless adaptation.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
The HCAF’s origins are inextricably linked to the founding struggles of the Heliostatic Coalition. Isolated from Sol for centuries, the scattered colonies that would form the Coalition were forced to develop self-sufficient militias for survival against hostile environments, resource scarcity, and internal strife.&lt;br /&gt;
&lt;br /&gt;
As the colonies re-established contact and formed the Coalition, their disparate defense forces were gradually unified. The initial doctrine was pragmatic and defensive, focused on protecting fledgling colonies. This changed after first contact with the modern Sol Federation and the subsequent refusal to rejoin it. The encounter revealed a stark technological and doctrinal gap, prompting a century-long military revolution.&lt;br /&gt;
&lt;br /&gt;
The HCAF&#039;s modern form was forged in the crucible of the Rimward War (2545–2552). Initial engagements against the biomechanical swarm tactics of the Void Imperium were disastrous. In response, the HCAF underwent a radical transformation, developing the Integrated Tactical Network (ITN) and the doctrine of Adaptive Swarm Warfare. Within six months, HCAF units evolved from being outmaneuvered to predicting Void Imperium assaults with over 94% accuracy.&lt;br /&gt;
&lt;br /&gt;
Their performance in the war—particularly during the later joint operations with SolFed—cemented the HCAF&#039;s reputation as a peer, adaptive military. While tensions with SolFed persist, the shared experience of the Rimward War has led to a cautious, professional respect between the two forces, with the HCAF often viewed by SolFed strategists as a &amp;quot;ghost&amp;quot; army: silent, coordinated, and terrifyingly efficient.&lt;br /&gt;
&lt;br /&gt;
=Unified Military Doctrine: Network-Centric Adaptive Dominance=&lt;br /&gt;
&lt;br /&gt;
The HCAF operates on a core belief: warfare is a contest of information processing and adaptive tempo. Victory is achieved by creating and exploiting a decisive informational and cognitive advantage through the seamless fusion of three pillars:&lt;br /&gt;
&lt;br /&gt;
# The Integrated Tactical Network (ITN): A pervasive, quantum-encrypted data fabric linking every asset — from an individual ITI soldier&#039;s helmet to a Sovereign-class battle carrier. This network provides a near-perfect, real-time picture of the battlespace, eliminating the &amp;quot;fog of war.&amp;quot;&lt;br /&gt;
# Human-Centric Augmentation: Soldiers are not replaced but elevated to adaptive decision-makers and moral arbiters. AI &amp;quot;Copilots&amp;quot; handle data processing, logistics, and precise weapon guidance, freeing humans for command, creativity, and ethical judgment.&lt;br /&gt;
# Decentralized, Skill-Based Execution: Command authority is pushed to the edge. Units operate within a commander&#039;s intent, empowered by the ITN to adapt and coordinate locally at a pace that paralyzes hierarchical opponents. This creates the effect of a &amp;quot;swarm&amp;quot; – not mindless, but intelligently synchronized.&lt;br /&gt;
&lt;br /&gt;
Psychological Impact: To adversaries, especially less integrated forces like SolFed regulars, the HCAF appears eerily silent, coordinated, and relentless. The lack of battlefield chatter, uncanny unit synchronization, and rapid tactical shifts present a deeply unnerving front, where the Coalition&#039;s operational precision is its primary psychological weapon.&lt;br /&gt;
&lt;br /&gt;
=Organization &amp;amp; Structure=&lt;br /&gt;
&lt;br /&gt;
The HCAF is organized into a flexible, matrix-like hierarchy designed for rapid adaptation and unified command.&lt;br /&gt;
&lt;br /&gt;
==Heliostatic Coalition Starfleet (HCSF)==&lt;br /&gt;
The spaceborne arm, responsible for system control, strategic transport, and orbital dominance.&lt;br /&gt;
* Fleet Command: Oversees strategic capital ships (Sovereign-class carriers, Vanguard-class destroyers).&lt;br /&gt;
* Escort &amp;amp; Patrol Divisions: Manages smaller vessels and system pickets.&lt;br /&gt;
* Logistics &amp;amp; Support Command: Manages the vast supply chain enabling long-range deployments.&lt;br /&gt;
&lt;br /&gt;
==Integrated Tactical Forces (ITF)==&lt;br /&gt;
The elite, networked core of the HCAF, replacing traditional separate armies, marines, and planetary assault forces. ITF personnel operate the Coalition&#039;s most advanced technology and form the tip of the spear in all combined arms operations.&lt;br /&gt;
* Integrated Tactical Infantry (ITI): The advanced infantry in Voskhod powered armor. Organized into 4-soldier Fireteams (Leader, Marksman, Automatic Rifleman, Systems Specialist) that form the fundamental human sensor/decision nodes.&lt;br /&gt;
* Heavy Assault &amp;amp; Armor Divisions: Operates the MBT-9 &amp;quot;Aegis,&amp;quot; IFV-7 &amp;quot;Centurion,&amp;quot; and TACS-1 &amp;quot;Warden&amp;quot; platforms.&lt;br /&gt;
* Rapid Deployment Command: Manages the MUV-12 &amp;quot;Mule&amp;quot; and air-mobile operations.&lt;br /&gt;
&lt;br /&gt;
==Heliostatic Aerospace Corps (HAC)==&lt;br /&gt;
Controls all atmospheric and near-space combat and support craft.&lt;br /&gt;
* Fighter Wings: Pilots of the F-IX &amp;quot;Sentinel&amp;quot; space superiority fighter.&lt;br /&gt;
* Close Support Groups: Crews of the ACS-24 &amp;quot;Archon&amp;quot; gunship and other direct support aircraft.&lt;br /&gt;
* Electronic Warfare &amp;amp; Transport Squadrons: Operates the EC-9 &amp;quot;Rapier,&amp;quot; SH-44 &amp;quot;Raptor,&amp;quot; and LC-30 &amp;quot;Cronus.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Heliostatic Special Operations Division (HSOD)==&lt;br /&gt;
* Rapid Adaptation Corps (RAC): Elite units equipped with experimental technology, deployed against emergent and novel threats.&lt;br /&gt;
* Information Warfare Division (IWD): Cyber/electronic warfare specialists tasked with protecting the ITN and degrading enemy C4ISR.&lt;br /&gt;
* Deep Reconnaissance Group (DRG): Stealth and long-range surveillance units for operations deep behind enemy lines.&lt;br /&gt;
* Synthetic Operations Command: Oversees the deployment and coordination of SYN-series combat synthetics (e.g., Wraith, Colossus, Aegis).&lt;br /&gt;
&lt;br /&gt;
==Heliostatic Logistics &amp;amp; Sustainment Corps (HLSC)==&lt;br /&gt;
The backbone of the HCAF&#039;s endurance, responsible for engineering, supply, medical, and fabrication.&lt;br /&gt;
* Field Engineering Corps&lt;br /&gt;
* Strategic Logistics Command&lt;br /&gt;
* Medical &amp;amp; Recovery Division&lt;br /&gt;
* Nanofabrication &amp;amp; Armaments Directorate&lt;br /&gt;
&lt;br /&gt;
==Unified High Command==&lt;br /&gt;
The strategic leadership across all domains.&lt;br /&gt;
&lt;br /&gt;
=Technology &amp;amp; Arsenal=&lt;br /&gt;
&lt;br /&gt;
The HCAF&#039;s technological edge is comprehensive, built around principles of energy weapon commonality, network integration, and logistical elegance.&lt;br /&gt;
&lt;br /&gt;
==Personal &amp;amp; Infantry Equipment==&lt;br /&gt;
* Voskhod Powered Armor: Full-body exoskeleton with integrated sensors, medical systems, and secure datalink.&lt;br /&gt;
* Zaibas Plasma Pulse Family: Universal energy weapon system.&lt;br /&gt;
* *  M/PR-15 Zaibas: Standard assault rifle.&lt;br /&gt;
* *  M/PR-16 Zaibas-Astrus: Designated marksman rifle.&lt;br /&gt;
* *  M/PR-17 Zaibas-X &amp;quot;Volleygun&amp;quot;: Squad automatic weapon.&lt;br /&gt;
* *  M/PR-18 Zaibas-C &amp;quot;Cinder&amp;quot;: Combat shotgun.&lt;br /&gt;
* M/A-97 &amp;quot;Comet&amp;quot;: Fire-and-forget, top-attack anti-vehicle missile launcher.&lt;br /&gt;
* M/ER-11 &amp;quot;Quasar&amp;quot;: Crew-served, rechargeable anti-materiel energy cannon.&lt;br /&gt;
* M/GL-55 &amp;quot;Catalyst&amp;quot;: Grenade launcher using destabilized plasma power cells.&lt;br /&gt;
&lt;br /&gt;
==Ground Vehicles &amp;amp; Mechs==&lt;br /&gt;
* ECV-6 &amp;quot;Vedette&amp;quot;: Anti-grav reconnaissance/command vehicle.&lt;br /&gt;
* MBT-9 &amp;quot;Aegis&amp;quot;: Main Battle Tank with 140mm ETC cannon and laser AMS.&lt;br /&gt;
* IFV-7 &amp;quot;Centurion&amp;quot;: Heavy Infantry Fighting Vehicle with 50mm magrail.&lt;br /&gt;
* MUV-12 &amp;quot;Mule&amp;quot;: Modular utility vehicle (transport, C2, resupply, MEDEVAC).&lt;br /&gt;
* TACS-1 &amp;quot;Warden&amp;quot;: 4.2m tall tactical armed combat suit for urban/vertical dominance.&lt;br /&gt;
&lt;br /&gt;
==Aircraft &amp;amp; Support Craft==&lt;br /&gt;
* ACS-24 &amp;quot;Archon&amp;quot;: Persistent Close Air Support gunship with 120mm cannon.&lt;br /&gt;
* F-9 &amp;quot;Sentinel&amp;quot;: High-altitude, long-endurance air dominance fighter.&lt;br /&gt;
* EC-9 &amp;quot;Rapier&amp;quot;: Electronic Warfare &amp;amp; Command craft.&lt;br /&gt;
* SH-44 &amp;quot;Raptor&amp;quot;: Multi-role assault shuttle.&lt;br /&gt;
* LC-30 &amp;quot;Cronus&amp;quot;: Heavy assault landing craft for vehicle deployment.&lt;br /&gt;
&lt;br /&gt;
==Spacecraft &amp;amp; Capital Ships==&lt;br /&gt;
* DS-91 Vanguard-class: Tactical Destroyer (480m). Planetary assault and fleet escort. Carries a company of ITI.&lt;br /&gt;
* BCV-101 Sovereign-class: Battle Carrier (1200m). Strategic command ship. Carries a battalion and a full air wing. Armed with the &amp;quot;Oblivion&amp;quot; spinal mass driver.&lt;br /&gt;
&lt;br /&gt;
==Core Technology &amp;amp; Systems==&lt;br /&gt;
* Beta Voltaic Arrays / Compact Fusion Reactors: Long-endurance and high-output power sources.&lt;br /&gt;
* Anti-Gravity Propulsion: Enables silent hover and all-terrain mobility.&lt;br /&gt;
* Quantum-Entangled Communications: Secure, instantaneous, unjammable strategic comms.&lt;br /&gt;
* Nanocomposite Armor &amp;amp; Active Protection Systems: Advanced defensive matrices.&lt;br /&gt;
* Battlefield Network AI (&amp;quot;Overseer&amp;quot;, &amp;quot;Copilot&amp;quot;): Manages data fusion, threat prioritization, and system coordination.&lt;br /&gt;
&lt;br /&gt;
=Training &amp;amp; Culture=&lt;br /&gt;
&lt;br /&gt;
* Motto: &amp;quot;One Mind, Many Hands.&amp;quot;&lt;br /&gt;
* Training: Recruits undergo intensive training in Virtual Combat Arenas (VCAs), simulated environments that test tactical creativity, stress tolerance, and network synergy under every conceivable combat scenario. Promotion is based on certified competency and neural adaptability, not seniority.&lt;br /&gt;
* Culture: Individual heroism is discouraged in favor of coordinated, efficient victory. Soldiers see themselves as extensions of a greater, intelligent whole. Rimward War veterans are highly respected for their proven adaptive logic.&lt;br /&gt;
* Ethical Framework: Despite their mechanistic efficiency, the HCAF is human-led and morally anchored. Operators are taught to value Coalition lives and adhere to rules of engagement, interpreting them through a utilitarian but principled lens.&lt;br /&gt;
&lt;br /&gt;
=Rank Structure=&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
See the dedicated [[Lore:HCAF_Ranks|HCAF Ranks page]], or uncollapse this section on the right.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;{{:Lore:HCAF_Ranks}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Notable Engagements=&lt;br /&gt;
&lt;br /&gt;
* The Rimward War (2545-2552): The HCAF&#039;s crucible. Initial defeats against the Void Imperium&#039;s biotech swarms led to the rapid development and deployment of the early ITN and adaptive doctrine, culminating in a decisive counter-offensive alongside SolFed forces.&lt;br /&gt;
* Past Border Skirmishes with SolFed: Characterized by SolFed units reporting they were &amp;quot;fighting ghosts.&amp;quot; The HCAF typically employs minimal force to achieve objectives, preferring to disable and demonstrate superiority rather than annihilate, aiming to shape adversary behavior.&lt;br /&gt;
* Internal Security Operations: Deployed with chilling efficiency on Core-worlds for crowd control, using non-lethal energy suppression and perfect coordination, reflecting the doctrine&#039;s application even in peacetime.&lt;br /&gt;
&lt;br /&gt;
=Doctrinal Weaknesses=&lt;br /&gt;
&lt;br /&gt;
No system is perfect. The HCAF&#039;s strengths are also its vulnerabilities:&lt;br /&gt;
# Network Dependence: Severe jamming, hacking, or destruction of key nodes (e.g., an Vedette platform, Rapier EW craft, or command ship) can cause significant degradation in coordination and effectiveness.&lt;br /&gt;
# Over-Reliance on Automation: In highly chaotic, novel, or electromagnetically &amp;quot;muddy&amp;quot; environments, AI may lack creative solutions, placing a greater burden on human operators.&lt;br /&gt;
# Logistical Complexity: The high-tech arsenal requires a sophisticated, vulnerable supply chain for spare parts and specialized feedstock (e.g., nanoforge canisters).&lt;br /&gt;
# Moral &amp;amp; Human Cost: The intense integration and demand for adaptive efficiency can strain soldier morale and individual initiative, a constant tension within the force.&lt;br /&gt;
# Cognitive Overload: The sheer volume of data provided by the ITN can overwhelm unprepared personnel, requiring rigorous neural conditioning and AI mediation.&lt;br /&gt;
&lt;br /&gt;
{{LoreFooter}}&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Lore:HCAF_Ranks&amp;diff=8600</id>
		<title>Lore:HCAF Ranks</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Lore:HCAF_Ranks&amp;diff=8600"/>
		<updated>2026-04-21T08:24:38Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: get tabled, face punch face punch tabled, face punch face punch tabled, soft crit, disposaled with twenty drinking glasses.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== HELIOSTATIC COALITION ARMED FORCES==&lt;br /&gt;
=== COMPLETE RANK &amp;amp; SPECIALIZATION SYSTEM===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== I. RANK STRUCTURE==&lt;br /&gt;
&lt;br /&gt;
=== Enlisted Ranks (Technical Track)===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Code !! Rank !! NATO Equivalent !! Time to Achieve !! Promotion Criteria !!&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;EN1&#039;&#039;&#039; || Initiate || Private || 0 months (entry) || Complete basic training ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;EN2&#039;&#039;&#039; || Technician-In-Training || Private (post-training) || 6 months || Complete advanced individual training (AIT) in specialization ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;EN3&#039;&#039;&#039; || Junior Technician || Private First Class || 1-2 years || 12 months time-in-grade, demonstrated competence, supervisor recommendation ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;EN4&#039;&#039;&#039; || Technician 2nd Class || Corporal || 3-5 years || 24 months time-in-grade, specialization certification, written exam ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;EN5&#039;&#039;&#039; || Technician 1st Class || Sergeant || 5-8 years || 36 months time-in-grade, advanced specialization certification, field evaluation ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;EN6&#039;&#039;&#039; || Chief || Staff Sergeant || 8-12 years || 48 months time-in-grade, leadership course, NCO academy graduate ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;EN7&#039;&#039;&#039; || Squad Chief || Sergeant First Class || 12-18 years || 60 months time-in-grade, senior NCO academy, demonstrated leadership ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Officer Ranks (Command Track)===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Code !! Rank !! NATO Equivalent !! Time to Achieve !! Promotion Criteria&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;OF1&#039;&#039;&#039; || Officer Apprentice || Officer Cadet || 0 months (entry) || University degree + officer candidate school acceptance ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;OF2&#039;&#039;&#039; || Adjutant || Lieutenant || 2-3 years || Complete officer basic course, 24 months service, first command evaluation ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;OF3&#039;&#039;&#039; || Rittmaster || Captain || 5-8 years || 48 months time-in-grade, company command, advanced officer course ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;OF4&#039;&#039;&#039; || Lieutcommander || Major || 10-14 years || 60 months time-in-grade, staff college, battalion staff experience ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;OF5&#039;&#039;&#039; || Commander || Colonel || 16-20 years || 72 months time-in-grade, command of a unit, war college graduate ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;OF6&#039;&#039;&#039; || Oberstcommander || Brigadier General || 20-25 years || 60 months time-in-grade, brigade command, strategic leadership course ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;OF7&#039;&#039;&#039; || Brigadier / Forcemaster || Major General || 25-30 years || 48 months time-in-grade, division-level command, demonstrated strategic capability ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;OF8&#039;&#039;&#039; || Divisioneer / Fleetmaster || Lieutenant General / Vice Admiral || 30-35 years || 48 months time-in-grade, corps/fleet command, exceptional service ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;OF9&#039;&#039;&#039; || Starfleet/Force/Corps Commander-In-Chief || General / Admiral || 35+ years || Appointment by Unified High Command, confirmed by Chamber of Legislation ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== II. SPECIALIZATION GROUPS==&lt;br /&gt;
&lt;br /&gt;
=== Group 1: Combat (CBT) — &#039;&#039;&#039;&amp;quot;The Teeth&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Code !! Specialization !! Entry Path !! Career Field &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CBT&#039;&#039;&#039; || Combat Specialist || Enlisted (EN1-EN7) or Officer (OF1-OF9) || Direct combat, infantry, armor, mechs&lt;br /&gt;
|}&lt;br /&gt;
==== Combat Jobs (Enlisted Track)====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Job Code !! Job Title !! Description !! Promotion Path !!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CBT-01 || Rifleman || Standard infantry, Zaibas rifle || EN1 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| CBT-02 || Automatic Rifleman || Zaibas-X Volleygun operator || EN1 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| CBT-03 || Marksman || Zaibas-Astrus sniper || EN1 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| CBT-04 || Breacher || Zaibas-C Cinder, door-kicker || EN1 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| CBT-05 || Grenadier || M/GL-55 Catalyst operator || EN1 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| CBT-06 || Anti-Armor Specialist || M/A-97 Javelin, M/ER-11 Quasar || EN1 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| CBT-07 || Scout || Forward reconnaissance || EN1 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| CBT-08 || Forward Observer || Artillery/air support coordination || EN2 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| CBT-09 || Combat Controller || Air-ground integration || EN2 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| CBT-10 || Drone Operator || Tactical UAV control || EN2 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| CBT-11 || Aegis Driver || MBT-9 driver || EN1 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| CBT-12 || Aegis Gunner || MBT-9 gunner || EN1 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| CBT-13 || Centurion Driver || IFV-7 driver || EN1 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| CBT-14 || Centurion Gunner || IFV-7 gunner || EN1 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| CBT-15 || Vedette Operator || ECV-6 scout vehicle crew || EN1 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| CBT-16 || Warden Pilot || TACS-1 mech operator || OF1 → OF5 ||&lt;br /&gt;
|}&lt;br /&gt;
==== Combat Jobs (Officer Track)====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Job Code !! Job Title !! Description !! Promotion Path !!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CBT-17 || Squad Leader || Infantry squad command (12 soldiers) || OF2 ||&lt;br /&gt;
|-&lt;br /&gt;
| CBT-18 || Platoon Leader || Infantry platoon command (40 soldiers) || OF2-OF3 ||&lt;br /&gt;
|-&lt;br /&gt;
| CBT-19 || Company Commander || Infantry company command (150 soldiers) || OF3-OF4 ||&lt;br /&gt;
|-&lt;br /&gt;
| CBT-20 || Battalion Commander || Infantry battalion command (800 soldiers) || OF4-OF5 ||&lt;br /&gt;
|-&lt;br /&gt;
| CBT-21 || Regimental Commander || Regiment command (3,000 soldiers) || OF5-OF6 ||&lt;br /&gt;
|-&lt;br /&gt;
| CBT-22 || Brigade Commander || Brigade command (10,000 soldiers) || OF6-OF7 ||&lt;br /&gt;
|-&lt;br /&gt;
| CBT-23 || Division Commander || Division command (30,000 soldiers) || OF7-OF8 ||&lt;br /&gt;
|-&lt;br /&gt;
| CBT-24 || Corps Commander || Corps command (100,000+ soldiers) || OF8-OF9 ||&lt;br /&gt;
|-&lt;br /&gt;
| CBT-25 || Tank Platoon Leader || 4x Aegis tanks || OF2-OF3 ||&lt;br /&gt;
|-&lt;br /&gt;
| CBT-26 || Tank Company Commander || 14x Aegis tanks || OF3-OF4 ||&lt;br /&gt;
|-&lt;br /&gt;
| CBT-27 || Armor Battalion Commander || 60x Aegis tanks || OF4-OF5 ||&lt;br /&gt;
|-&lt;br /&gt;
| CBT-28 || Mech Platoon Leader || 4x Wardens || OF2-OF3 ||&lt;br /&gt;
|-&lt;br /&gt;
| CBT-29 || Mech Company Commander || 14x Wardens || OF3-OF4 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Group 2: Engineering (ENG) — &#039;&#039;&#039;&amp;quot;Build It, Break It&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Code !! Specialization !! Entry Path !! Career Field &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ENG&#039;&#039;&#039; || Engineering Specialist || Enlisted (EN1-EN7) or Officer (OF1-OF9) || Construction, demolition, fabrication, power&lt;br /&gt;
|}&lt;br /&gt;
==== Engineering Jobs (Enlisted Track)====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Job Code !! Job Title !! Description !! Promotion Path !!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENG-01 || Combat Engineer || Field fortifications, breaching || EN1 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| ENG-02 || Demolition Specialist || Advanced explosives, sabotage || EN2 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| ENG-03 || Bridge Specialist || Assault bridging, crossing points || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| ENG-04 || Fabrication Operator || M/FC-8 Forge cannon operator || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| ENG-05 || Field Repair Technician || Battle-damage repair || EN1 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| ENG-06 || Structural Engineer || Bunkers, permanent fortifications || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| ENG-07 || Power Plant Operator || Reactor systems, fusion plants || EN2 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| ENG-08 || Reactor Technician || Maintenance of ship/vehicle reactors || EN2 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| ENG-09 || Capacitor Specialist || Energy storage systems || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| ENG-10 || Environmental Engineer || Life support, atmospheric processors || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| ENG-11 || Water Systems Technician || Purification, distribution || EN1 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| ENG-12 || Waste Management Engineer || Sanitation systems || EN1 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| ENG-13 || Construction Foreman || Leads engineering teams || EN5 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| ENG-14 || Surveyor || Terrain analysis, positioning || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| ENG-15 || Geotechnical Engineer || Soil/rock analysis for construction || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| ENG-16 || Planetary Engineer || Large-scale terrain modification || EN5 → EN7 ||&lt;br /&gt;
|}&lt;br /&gt;
==== Engineering Jobs (Officer Track)====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Job Code !! Job Title !! Description !! Promotion Path !!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENG-17 || Engineering Platoon Leader || Leads engineering platoon || OF2-OF3 ||&lt;br /&gt;
|-&lt;br /&gt;
| ENG-18 || Engineering Company Commander || Leads engineering company || OF3-OF4 ||&lt;br /&gt;
|-&lt;br /&gt;
| ENG-19 || Engineering Battalion Commander || Leads engineering battalion || OF4-OF5 ||&lt;br /&gt;
|-&lt;br /&gt;
| ENG-20 || Engineering Brigade Commander || Leads engineering brigade || OF5-OF6 ||&lt;br /&gt;
|-&lt;br /&gt;
| ENG-21 || Facilities Manager || Base/station infrastructure || OF2-OF4 ||&lt;br /&gt;
|-&lt;br /&gt;
| ENG-22 || Power Systems Director || Theater energy management || OF3-OF5 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Group 3: Logistics (LOG) — &#039;&#039;&#039;&amp;quot;Move It, Store It, Track It&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Code !! Specialization !! Entry Path !! Career Field &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;LOG&#039;&#039;&#039; || Logistics Specialist || Enlisted (EN1-EN7) or Officer (OF1-OF9) || Supply, transportation, inventory&lt;br /&gt;
|}&lt;br /&gt;
==== Logistics Jobs (Enlisted Track)====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Job Code !! Job Title !! Description !! Promotion Path !!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOG-01 || Supply Clerk || Inventory, requisition processing || EN1 → EN5 ||&lt;br /&gt;
|-&lt;br /&gt;
| LOG-02 || Warehouse Specialist || Depot operations, stock management || EN1 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| LOG-03 || Inventory Auditor || Track assets, reconcile discrepancies || EN3 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| LOG-04 || Shipping/Receiving || Load/unload, documentation || EN1 → EN5 ||&lt;br /&gt;
|-&lt;br /&gt;
| LOG-05 || Convoy Driver || Supply vehicle operator || EN1 → EN5 ||&lt;br /&gt;
|-&lt;br /&gt;
| LOG-06 || Convoy Commander || Leads supply convoys || EN4 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| LOG-07 || Fuel Specialist || Reactor fuel, propellant || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| LOG-08 || Ammunition Specialist || Missiles, shells, rockets || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| LOG-09 || Plasma Cell Specialist || Small arms energy cells || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| LOG-10 || Rations Specialist || Food supplies, field rations || EN1 → EN5 ||&lt;br /&gt;
|-&lt;br /&gt;
| LOG-11 || Medical Supply Specialist || Pharmaceuticals, medical equipment || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| LOG-12 || Spare Parts Specialist || Vehicle/weapon components || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| LOG-13 || Logistics Coordinator || Theater-level supply planning || EN5 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| LOG-14 || Procurement Specialist || Acquiring supplies || EN3 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| LOG-15 || Distribution Manager || Getting supplies to units || EN5 → EN7 ||&lt;br /&gt;
|}&lt;br /&gt;
==== Logistics Jobs (Officer Track)====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Job Code !! Job Title !! Description !! Promotion Path !!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOG-16 || Logistics Platoon Leader || Leads logistics platoon || OF2-OF3 ||&lt;br /&gt;
|-&lt;br /&gt;
| LOG-17 || Logistics Company Commander || Leads logistics company || OF3-OF4 ||&lt;br /&gt;
|-&lt;br /&gt;
| LOG-18 || Logistics Battalion Commander || Leads logistics battalion || OF4-OF5 ||&lt;br /&gt;
|-&lt;br /&gt;
| LOG-19 || Logistics Brigade Commander || Theater logistics command || OF5-OF6 ||&lt;br /&gt;
|-&lt;br /&gt;
| LOG-20 || Supply Chain Director || Strategic logistics planning || OF6-OF7 ||&lt;br /&gt;
|-&lt;br /&gt;
| LOG-21 || Quartermaster || Senior logistics officer || OF7-OF8 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Group 4: Maintenance (MAI) — &#039;&#039;&#039;&amp;quot;Keep It Running&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Code !! Specialization !! Entry Path !! Career Field &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;MAI&#039;&#039;&#039; || Maintenance Specialist || Enlisted (EN1-EN7) or Officer (OF1-OF9) || Repair, upkeep, diagnostics&lt;br /&gt;
|}&lt;br /&gt;
==== Maintenance Jobs (Enlisted Track)====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Job Code !! Job Title !! Description !! Promotion Path !!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAI-01 || Small Arms Technician || Zaibas family, M/A-97, M/GL-55 || EN1 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| MAI-02 || Plasma Weapon Specialist || Advanced pulse weapon systems || EN2 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| MAI-03 || Autocannon Technician || Seklys, vehicle-mounted cannons || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| MAI-04 || Rocket Pod Technician || Smilgas, missile systems || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| MAI-05 || Aegis Mechanic || MBT-9 track/suspension/power || EN2 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| MAI-06 || Aegis Weapons Technician || 140mm ETC cannon, coaxial systems || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| MAI-07 || Centurion Mechanic || IFV-7 systems || EN2 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| MAI-08 || Vedette Technician || Anti-grav systems, sensors || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| MAI-09 || Mule Mechanic || Modular utility vehicle || EN1 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| MAI-10 || Warden Technician || Myomer actuators, jump jets || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| MAI-11 || Archon Mechanic || CAS gunship airframe || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| MAI-12 || Sentinel Technician || Fighter systems, avionics || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| MAI-13 || Raptor/Cronus Mechanic || Shuttle/landing craft || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| MAI-14 || Voskhod Armor Technician || Powered exoskeleton repair || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| MAI-15 || Optical Systems Technician || Sensors, targeting systems || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| MAI-16 || Communications Technician || Radios, datalinks, quantum comms || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| MAI-17 || Avionics Technician || Aircraft electronics || EN3 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| MAI-18 || Power Systems Technician || Reactors, capacitors, batteries || EN2 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| MAI-19 || Hydraulics Specialist || Mechanical systems || EN1 → EN5 ||&lt;br /&gt;
|-&lt;br /&gt;
| MAI-20 || Structural Repair Specialist || Hull/armor repair || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| MAI-21 || Maintenance Controller || Shop management, workflow || EN5 → EN7 ||&lt;br /&gt;
|}&lt;br /&gt;
==== Maintenance Jobs (Officer Track)====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Job Code !! Job Title !! Description !! Promotion Path !!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAI-22 || Maintenance Platoon Leader || Leads maintenance platoon || OF2-OF3 ||&lt;br /&gt;
|-&lt;br /&gt;
| MAI-23 || Maintenance Company Commander || Leads maintenance company || OF3-OF4 ||&lt;br /&gt;
|-&lt;br /&gt;
| MAI-24 || Maintenance Battalion Commander || Leads maintenance battalion || OF4-OF5 ||&lt;br /&gt;
|-&lt;br /&gt;
| MAI-25 || Maintenance Director || Theater maintenance command || OF5-OF6 ||&lt;br /&gt;
|-&lt;br /&gt;
| MAI-26 || Fleet Maintenance Officer || Naval vessel upkeep || OF4-OF7 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Group 5: Service/Catering (SVC) — &#039;&#039;&#039;&amp;quot;Support the Fighters&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Code !! Specialization !! Entry Path !! Career Field &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;SVC&#039;&#039;&#039; || Service Specialist || Enlisted (EN1-EN7) or Warrant || Food, sanitation, morale, facilities&lt;br /&gt;
|}&lt;br /&gt;
==== Service Jobs (Enlisted Track)====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Job Code !! Job Title !! Description !! Promotion Path !!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SVC-01 || Cook || Galley preparation, field rations || EN1 → EN5 ||&lt;br /&gt;
|-&lt;br /&gt;
| SVC-02 || Baker || Bread, pastries || EN1 → EN5 ||&lt;br /&gt;
|-&lt;br /&gt;
| SVC-03 || Butcher || Meat processing || EN1 → EN5 ||&lt;br /&gt;
|-&lt;br /&gt;
| SVC-04 || Food Service Supervisor || Mess hall management || EN4 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| SVC-05 || Ration Packer || Field ration assembly || EN1 → EN4 ||&lt;br /&gt;
|-&lt;br /&gt;
| SVC-06 || Water Purification Operator || Clean water systems || EN1 → EN5 ||&lt;br /&gt;
|-&lt;br /&gt;
| SVC-07 || Sanitation Technician || Waste management, cleaning || EN1 → EN5 ||&lt;br /&gt;
|-&lt;br /&gt;
| SVC-08 || Laundry Operator || Clothing/linen cleaning || EN1 → EN4 ||&lt;br /&gt;
|-&lt;br /&gt;
| SVC-09 || Bath Supervisor || Shower facilities || EN1 → EN4 ||&lt;br /&gt;
|-&lt;br /&gt;
| SVC-10 || Barbershop Operator || Hair care || EN1 → EN4 ||&lt;br /&gt;
|-&lt;br /&gt;
| SVC-11 || Janitor || General cleaning, sanitation || EN1 → EN4 ||&lt;br /&gt;
|-&lt;br /&gt;
| SVC-12 || Morale Specialist || Recreation programs || EN2 → EN5 ||&lt;br /&gt;
|-&lt;br /&gt;
| SVC-13 || Gym Manager || Physical fitness facilities || EN2 → EN5 ||&lt;br /&gt;
|-&lt;br /&gt;
| SVC-14 || Librarian/Media Specialist || Entertainment, information || EN2 → EN5 ||&lt;br /&gt;
|-&lt;br /&gt;
| SVC-15 || Chaplain Assistant || Religious support || EN2 → EN5 ||&lt;br /&gt;
|-&lt;br /&gt;
| SVC-16 || Postal Clerk || Mail delivery || EN1 → EN4 ||&lt;br /&gt;
|-&lt;br /&gt;
| SVC-17 || Exchange Clerk || Ship/store retail || EN1 → EN4 ||&lt;br /&gt;
|-&lt;br /&gt;
| SVC-18 || Service Supervisor || Leads service teams || EN5 → EN7 ||&lt;br /&gt;
|}&lt;br /&gt;
==== Service Jobs (Warrant/Officer Track)====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Job Code !! Job Title !! Description !! Promotion Path !!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SVC-19 || Food Service Officer || Galley management || Warrant/OF2 ||&lt;br /&gt;
|-&lt;br /&gt;
| SVC-20 || Facilities Manager || Base services oversight || Warrant/OF3 ||&lt;br /&gt;
|-&lt;br /&gt;
| SVC-21 || Morale Officer || Welfare programs || OF2-OF4 ||&lt;br /&gt;
|-&lt;br /&gt;
| SVC-22 || Chaplain || Spiritual/emotional support || OF2-OF6 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Group 6: Organizational/Bureaucratic (ORG) — &#039;&#039;&#039;&amp;quot;The Paperwork Warriors&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Code !! Specialization !! Entry Path !! Career Field &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ORG&#039;&#039;&#039; || Administrative Specialist || Enlisted (EN1-EN7) or Officer (OF1-OF9) || Personnel, legal, finance, records&lt;br /&gt;
|}&lt;br /&gt;
==== Organizational Jobs (Enlisted Track)====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Job Code !! Job Title !! Description !! Promotion Path !!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ORG-01 || Personnel Clerk || Records management || EN1 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| ORG-02 || Assignment Coordinator || Unit assignments, transfers || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| ORG-03 || Promotion Specialist || Promotion processing || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| ORG-04 || Payroll Technician || Salary, allowances || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| ORG-05 || Financial Analyst || Budget planning || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| ORG-06 || Accounting Technician || Ledgers, audits || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| ORG-07 || Legal Clerk || Documentation support || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| ORG-08 || Paralegal || Legal research, case prep || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| ORG-09 || Administrative Assistant || Command support || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| ORG-10 || Executive Assistant || Senior officer support || EN4 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| ORG-11 || Correspondence Clerk || Official letters, reports || EN1 → EN5 ||&lt;br /&gt;
|-&lt;br /&gt;
| ORG-12 || Records Manager || Archive maintenance || EN4 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| ORG-13 || IT Support || Computer systems || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| ORG-14 || Database Administrator || Personnel databases || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| ORG-15 || Security Clearance Specialist || Access control || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| ORG-16 || Inspector || Compliance audits || EN4 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| ORG-17 || Investigator || Internal affairs || EN4 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| ORG-18 || Chief Clerk || Senior admin NCO || EN6 → EN7 ||&lt;br /&gt;
|}&lt;br /&gt;
==== Organizational Jobs (Officer Track)====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Job Code !! Job Title !! Description !! Promotion Path !!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ORG-19 || Adjutant || Commander&#039;s assistant || OF2-OF4 ||&lt;br /&gt;
|-&lt;br /&gt;
| ORG-20 || Personnel Officer || Unit personnel management || OF2-OF5 ||&lt;br /&gt;
|-&lt;br /&gt;
| ORG-21 || Finance Officer || Budget, accounting || OF2-OF5 ||&lt;br /&gt;
|-&lt;br /&gt;
| ORG-22 || Legal Officer || Military justice || OF2-OF6 ||&lt;br /&gt;
|-&lt;br /&gt;
| ORG-23 || Judge Advocate || Military lawyer || OF3-OF7 ||&lt;br /&gt;
|-&lt;br /&gt;
| ORG-24 || Administrative Officer || Office management || OF2-OF5 ||&lt;br /&gt;
|-&lt;br /&gt;
| ORG-25 || Chief of Staff || Senior staff officer || OF6-OF8 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Group 7: Medical (MED) — &#039;&#039;&#039;&amp;quot;Heal the Fighters&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Code !! Specialization !! Entry Path !! Career Field &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;MED&#039;&#039;&#039; || Medical Specialist || Enlisted (EN1-EN7) or Officer (OF1-OF9) || Healthcare, trauma, mental health&lt;br /&gt;
|}&lt;br /&gt;
==== Medical Jobs (Enlisted Track)====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Job Code !! Job Title !! Description !! Promotion Path !!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MED-01 || Combat Medic || Field trauma, frontline || EN1 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| MED-02 || Field Medic || Battalion aid station || EN1 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| MED-03 || Emergency Medical Technician || Shipboard emergency || EN1 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| MED-04 || Triage Specialist || Mass casualty sorting || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| MED-05 || Evacuation Coordinator || Patient transport || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| MED-06 || Nurse (General) || Patient care || EN2 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| MED-07 || Surgical Nurse || Operating room || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| MED-08 || ICU Nurse || Critical care || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| MED-09 || Medical Technician || Equipment, supplies || EN1 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| MED-10 || Laboratory Technician || Blood work, analysis || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| MED-11 || Radiology Technician || Imaging, scans || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| MED-12 || Pharmacy Technician || Medications || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| MED-13 || Dental Assistant || Oral health support || EN2 → EN5 ||&lt;br /&gt;
|-&lt;br /&gt;
| MED-14 || Physical Therapy Assistant || Rehabilitation support || EN2 → EN5 ||&lt;br /&gt;
|-&lt;br /&gt;
| MED-15 || Mental Health Technician || Counseling support || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| MED-16 || Combat Stress Specialist || PTSD, battle fatigue || EN3 → EN7 ||&lt;br /&gt;
|}&lt;br /&gt;
==== Medical Jobs (Officer Track)====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Job Code !! Job Title !! Description !! Promotion Path !!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MED-17 || Field Surgeon || Forward surgery || OF2-OF6 ||&lt;br /&gt;
|-&lt;br /&gt;
| MED-18 || Trauma Surgeon || Emergency surgery || OF3-OF7 ||&lt;br /&gt;
|-&lt;br /&gt;
| MED-19 || Orthopedic Surgeon || Bone/muscle repair || OF3-OF7 ||&lt;br /&gt;
|-&lt;br /&gt;
| MED-20 || Neurosurgeon || Nervous system, brain || OF4-OF8 ||&lt;br /&gt;
|-&lt;br /&gt;
| MED-21 || Psychiatrist || Mental health || OF3-OF7 ||&lt;br /&gt;
|-&lt;br /&gt;
| MED-22 || Psychologist || Counseling || OF2-OF6 ||&lt;br /&gt;
|-&lt;br /&gt;
| MED-23 || Pharmacist || Medication management || OF2-OF6 ||&lt;br /&gt;
|-&lt;br /&gt;
| MED-24 || Dentist || Oral health || OF2-OF6 ||&lt;br /&gt;
|-&lt;br /&gt;
| MED-25 || Physical Therapist || Rehabilitation || OF2-OF6 ||&lt;br /&gt;
|-&lt;br /&gt;
| MED-26 || Nutritionist || Diet, feeding || OF2-OF5 ||&lt;br /&gt;
|-&lt;br /&gt;
| MED-27 || Epidemiologist || Disease tracking || OF3-OF7 ||&lt;br /&gt;
|-&lt;br /&gt;
| MED-28 || Toxicologist || Poisons, exposure || OF3-OF7 ||&lt;br /&gt;
|-&lt;br /&gt;
| MED-29 || Xenobiologist || Alien biology || OF3-OF7 ||&lt;br /&gt;
|-&lt;br /&gt;
| MED-30 || Medical Researcher || New treatments || OF3-OF7 ||&lt;br /&gt;
|-&lt;br /&gt;
| MED-31 || Chief Medical Officer || Hospital/clinic command || OF5-OF8 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Group 8: Aviators (AV) — &#039;&#039;&#039;&amp;quot;The Skyriders&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Code !! Specialization !! Entry Path !! Career Field &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;AV&#039;&#039;&#039; || Aviation Specialist || Officer (Pilot) or Enlisted (Crew) || Flight operations, air support&lt;br /&gt;
|}&lt;br /&gt;
==== Aviation Jobs (Enlisted Track)====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Job Code !! Job Title !! Description !! Promotion Path !!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AV-01 || Raptor Crew Chief || Shuttle maintenance lead || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| AV-02 || Raptor Loadmaster || Cargo, troop handling || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| AV-03 || Archon Crew Chief || Gunship maintenance lead || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| AV-04 || Archon Sensor Operator || Targeting, surveillance || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| AV-05 || Sentinel Crew Chief || Fighter maintenance lead || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| AV-06 || Sentinel Electronic Warfare Officer || ECM/ECCM || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| AV-07 || Cronus Crew Chief || Heavy craft maintenance || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| AV-08 || Rapier Electronic Warfare Officer || Mindsear suite || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| AV-09 || Rapier Signals Intelligence Officer || SIGINT/ELINT || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| AV-10 || Flight Engineer || In-flight systems (all craft) || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| AV-11 || Air Traffic Controller || Landing zone coordination || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| AV-12 || Forward Air Controller || Ground-based air direction || EN2 → EN6 ||&lt;br /&gt;
|-&lt;br /&gt;
| AV-13 || Flight Instructor (Ground) || Training new pilots || EN4 → EN7 ||&lt;br /&gt;
|}&lt;br /&gt;
==== Aviation Jobs (Officer Track — Pilots)====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Job Code !! Job Title !! Description !! Promotion Path !!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AV-14 || Raptor Pilot || SH-44 assault shuttle || OF1-OF4 ||&lt;br /&gt;
|-&lt;br /&gt;
| AV-15 || Raptor Co-Pilot || Second seat || OF1-OF3 ||&lt;br /&gt;
|-&lt;br /&gt;
| AV-16 || Archon Pilot || ACS-24 gunship || OF1-OF5 ||&lt;br /&gt;
|-&lt;br /&gt;
| AV-17 || Archon Weapons Officer || Gun systems || OF1-OF4 ||&lt;br /&gt;
|-&lt;br /&gt;
| AV-18 || Sentinel Pilot || F-IX fighter || OF1-OF5 ||&lt;br /&gt;
|-&lt;br /&gt;
| AV-19 || Sentinel Weapons Officer || Missile systems || OF1-OF4 ||&lt;br /&gt;
|-&lt;br /&gt;
| AV-20 || Cronus Pilot || LC-30 heavy landing craft || OF1-OF4 ||&lt;br /&gt;
|-&lt;br /&gt;
| AV-21 || Cronus Co-Pilot || Heavy craft operations || OF1-OF3 ||&lt;br /&gt;
|-&lt;br /&gt;
| AV-22 || Rapier Pilot || EC-9 EWAR craft || OF1-OF5 ||&lt;br /&gt;
|-&lt;br /&gt;
| AV-23 || Test Pilot || New aircraft evaluation || OF3-OF6 ||&lt;br /&gt;
|-&lt;br /&gt;
| AV-24 || Flight Lead || Section leader (2-4 aircraft) || OF2-OF3 ||&lt;br /&gt;
|-&lt;br /&gt;
| AV-25 || Squadron Commander || Aviation unit command || OF4-OF5 ||&lt;br /&gt;
|-&lt;br /&gt;
| AV-26 || Wing Commander || Multiple squadrons || OF5-OF6 ||&lt;br /&gt;
|-&lt;br /&gt;
| AV-27 || Group Commander || Air wing command || OF6-OF7 ||&lt;br /&gt;
|-&lt;br /&gt;
| AV-28 || Air Commander || Theater air operations || OF7-OF8 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Group 9: Special Operations (SOF) — &#039;&#039;&#039;&amp;quot;The Shadows&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Code !! Specialization !! Entry Path !! Career Field &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;SOF&#039;&#039;&#039; || Special Operations || Enlisted (EN1-EN7) or Officer (OF1-OF9) || Unconventional warfare, deep recon, direct action&lt;br /&gt;
|}&lt;br /&gt;
==== Special Operations Jobs (All personnel are operators first)====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Job Code !! Job Title !! Description !! Promotion Path !!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOF-01 || Direct Action Operator || Raids, assaults || EN2 → EN7 (compressed) ||&lt;br /&gt;
|-&lt;br /&gt;
| SOF-02 || Reconnaissance Operator || Deep penetration, surveillance || EN2 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| SOF-03 || Sniper (SOF) || Extended-range precision || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| SOF-04 || Breacher (SOF) || Advanced entry || EN2 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| SOF-05 || Demolitions Specialist (SOF) || Sabotage, destruction || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| SOF-06 || Intelligence Operator || Interrogation, analysis || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| SOF-07 || Signals Intelligence Operator || Electronic surveillance || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| SOF-08 || Cyber Warfare Operator || Network attack/defense || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| SOF-09 || Technical Operations Specialist || Custom equipment || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| SOF-10 || Communications Specialist || Secure comms || EN2 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| SOF-11 || Medical Specialist (SOF) || Advanced trauma || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| SOF-12 || Paramedic (SOF) || Extraction medical || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| SOF-13 || Pilot (SOF) || Infiltration/exfiltration || OF1-OF5 ||&lt;br /&gt;
|-&lt;br /&gt;
| SOF-14 || Combat Controller (SOF) || Air-ground integration || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| SOF-15 || Language Specialist || Interrogation, liaison || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| SOF-16 || Cultural Advisor || Local customs, psychology || EN3 → EN7 ||&lt;br /&gt;
|-&lt;br /&gt;
| SOF-17 || Team Leader || 4-6 operator team || EN5 → EN7 (or OF2) ||&lt;br /&gt;
|-&lt;br /&gt;
| SOF-18 || Detachment Commander || Multiple teams || EN7 / OF3-OF4 ||&lt;br /&gt;
|-&lt;br /&gt;
| SOF-19 || Squadron Commander || SOF unit command || OF5-OF6 ||&lt;br /&gt;
|-&lt;br /&gt;
| SOF-20 || Group Commander || Regional SOF command || OF6-OF7 ||&lt;br /&gt;
|-&lt;br /&gt;
| SOF-21 || Command Director || Overall SOF command || OF8 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SOF Entry Requirements:&#039;&#039;&#039;&lt;br /&gt;
* Minimum 3 years service in another specialization&lt;br /&gt;
* Physical fitness test (95th percentile)&lt;br /&gt;
* Psychological evaluation&lt;br /&gt;
* Selection course (6 months)&lt;br /&gt;
* Qualification training (12-18 months)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Group 10: Command/Senior Leadership (CMD) — &#039;&#039;&#039;&amp;quot;The Decision Makers&amp;quot;&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Code !! Specialization !! Entry Path !! Career Field&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;CMD&#039;&#039;&#039; || Command || Senior Officers (OF5+) || Strategic leadership, unit command&lt;br /&gt;
|}&lt;br /&gt;
==== Command Jobs====&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Job Code || Job Title || Description || Minimum Rank ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CMD-01 || Platoon Leader || Combat arms platoon || OF2 ||&lt;br /&gt;
|-&lt;br /&gt;
| CMD-02 || Company Commander || Company-level command || OF3 ||&lt;br /&gt;
|-&lt;br /&gt;
| CMD-03 || Battalion Commander || Battalion-level || OF4 ||&lt;br /&gt;
|-&lt;br /&gt;
| CMD-04 || Regiment Commander || Regimental command || OF5 ||&lt;br /&gt;
|-&lt;br /&gt;
| CMD-05 || Brigade Commander || Brigade-level || OF6 ||&lt;br /&gt;
|-&lt;br /&gt;
| CMD-06 || Division Commander || Division-level || OF7 ||&lt;br /&gt;
|-&lt;br /&gt;
| CMD-07 || Corps Commander || Corps-level || OF8 ||&lt;br /&gt;
|-&lt;br /&gt;
| CMD-08 || Force Commander || Theater-level || OF9 ||&lt;br /&gt;
|-&lt;br /&gt;
| CMD-09 || Ship Captain || Vessel command || OF5 ||&lt;br /&gt;
|-&lt;br /&gt;
| CMD-10 || Squadron Commander (Naval) || Multiple vessels || OF6 ||&lt;br /&gt;
|-&lt;br /&gt;
| CMD-11 || Task Force Commander || Ad hoc grouping || OF7 ||&lt;br /&gt;
|-&lt;br /&gt;
| CMD-12 || Fleet Commander || Fleet-level || OF8 ||&lt;br /&gt;
|-&lt;br /&gt;
| CMD-13 || Station Commander || Fixed installation || OF5 ||&lt;br /&gt;
|-&lt;br /&gt;
| CMD-14 || Base Commander || Planetary installation || OF6 ||&lt;br /&gt;
|-&lt;br /&gt;
| CMD-15 || Training Commander || Training establishment || OF6 ||&lt;br /&gt;
|-&lt;br /&gt;
| CMD-16 || Logistics Commander || Theater logistics || OF7 ||&lt;br /&gt;
|-&lt;br /&gt;
| CMD-17 || Medical Commander || Theater medical || OF7 ||&lt;br /&gt;
|-&lt;br /&gt;
| CMD-18 || Engineering Commander || Theater engineering || OF7 ||&lt;br /&gt;
|-&lt;br /&gt;
| CMD-19 || Chief of Staff || Senior staff officer || OF7 ||&lt;br /&gt;
|-&lt;br /&gt;
| CMD-20 || Branch Commander || Service chief || OF8 ||&lt;br /&gt;
|-&lt;br /&gt;
| CMD-21 || Theater Commander || Regional command || OF9 ||&lt;br /&gt;
|-&lt;br /&gt;
| CMD-22 || Supreme Commander || Overall military command || OF9 (appointed) ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== III. QUALIFICATIONS (Additional Skills)==&lt;br /&gt;
&lt;br /&gt;
Qualifications are earned certifications that indicate additional capabilities beyond primary job.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Qualification || Meaning || How to Earn ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pathfinder&#039;&#039;&#039; || Advanced reconnaissance qualified || 6-month course, field exercise ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wraith&#039;&#039;&#039; || Special operations infiltration qualified || SOF advanced training ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Phantom&#039;&#039;&#039; || Electronic warfare/deception qualified || 12-month EWAR specialization ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spectre&#039;&#039;&#039; || Advanced surveillance qualified || SOF recon course ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Architect&#039;&#039;&#039; || Combat engineering/fabrication qualified || Engineering advanced course ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Forge Master&#039;&#039;&#039; || Senior fabrication/repair qualified || 5 years experience + exam ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Node&#039;&#039;&#039; || Network/systems integration qualified || ITN advanced certification ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vertex&#039;&#039;&#039; || (Inherent to ITI identity) || Completion of ITI training ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reactor-Certified&#039;&#039;&#039; || Qualified to operate/maintain reactors || Engineering certification ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Jump Master&#039;&#039;&#039; || Qualified to conduct airborne/insertion ops || Aviation course ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dive Qualified&#039;&#039;&#039; || Combat diver || Specialized training ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Language: [X]&#039;&#039;&#039; || Fluent in additional language || Testing ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Instructor&#039;&#039;&#039; || Qualified to train others || Instructor course ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Paramedic&#039;&#039;&#039; || Advanced medical certification || Medical advanced course ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== IV. PROMOTION SUMMARY==&lt;br /&gt;
&lt;br /&gt;
=== Enlisted Path (Example: Combat Rifleman)===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Requirements !!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Initiate || Technician-In-Training || Complete basic training + AIT ||&lt;br /&gt;
|-&lt;br /&gt;
| Technician-In-Training || Junior Technician || 12 months, competent performance, supervisor rec ||&lt;br /&gt;
|-&lt;br /&gt;
| Junior Technician || Technician 2nd Class || 24 months, specialization cert, written exam ||&lt;br /&gt;
|-&lt;br /&gt;
| Technician 2nd Class || Technician 1st Class || 36 months, advanced cert, field evaluation ||&lt;br /&gt;
|-&lt;br /&gt;
| Technician 1st Class || Chief || 48 months, leadership course, NCO academy ||&lt;br /&gt;
|-&lt;br /&gt;
| Chief || Squad Chief || 60 months, senior NCO academy, demonstrated leadership ||&lt;br /&gt;
|}&lt;br /&gt;
=== Officer Path (Example: Combat Arms)===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! From !! To !! Requirements !!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Civilian || Officer Apprentice || University degree, OCS acceptance ||&lt;br /&gt;
|-&lt;br /&gt;
| Officer Apprentice || Adjutant || Complete OCS, 24 months, first command eval ||&lt;br /&gt;
|-&lt;br /&gt;
| Adjutant || Rittmaster || 48 months, company command, advanced course ||&lt;br /&gt;
|-&lt;br /&gt;
| Rittmaster || Lieutcommander || 60 months, staff college, battalion staff ||&lt;br /&gt;
|-&lt;br /&gt;
| Lieutcommander || Commander || 72 months, command, war college ||&lt;br /&gt;
|-&lt;br /&gt;
| Commander || Oberstcommander || 60 months, brigade command, strategic course ||&lt;br /&gt;
|-&lt;br /&gt;
| Oberstcommander || Brigadier || 48 months, division-level success ||&lt;br /&gt;
|-&lt;br /&gt;
| Brigadier || Divisioneer || 48 months, corps-level success ||&lt;br /&gt;
|-&lt;br /&gt;
| Divisioneer || Commander-In-Chief || 35+ years, appointment by Unified High Command ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== V. BRANCH DESIGNATIONS==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Branch Code || Branch Name || Commander Title ||&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;ITF&#039;&#039;&#039; || Integrated Tactical Forces || Force Commander-In-Chief ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HCSF&#039;&#039;&#039; || Heliostatic Coalition Starfleet || Starfleet Commander-In-Chief ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HAC&#039;&#039;&#039; || Heliostatic Aerospace Corps || Corps Commander-In-Chief ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HSOD&#039;&#039;&#039; || Heliostatic Special Operations Division || (Reports directly to Unified High Command) ||&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;HLSC&#039;&#039;&#039; || Heliostatic Logistics &amp;amp; Sustainment Corps || (Part of Unified Command structure) ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Lore:HCAF&amp;diff=8599</id>
		<title>Lore:HCAF</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Lore:HCAF&amp;diff=8599"/>
		<updated>2026-04-21T07:39:50Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- The NRI/CoIN replacement. Stalkeros&#039;s document --&amp;gt;{{LorePageHeader&lt;br /&gt;
 |colour = 1070AF&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 1070AF&lt;br /&gt;
 |bhcolour = #1070AF&lt;br /&gt;
 |ebcolour = 1070AF&lt;br /&gt;
 |img =  HCFlag.png|Flag of the Heliostatic Coalition, drawn by {{Contributor/goldenfreddycl}}. &amp;lt;!-- todo: tweak the size and proportions here --&amp;gt;&lt;br /&gt;
 |imgsize = 150px &amp;lt;!-- default 100px --&amp;gt;&lt;br /&gt;
 |loretype = FACTION&lt;br /&gt;
 |mainname = Heliostatic Coalition Armed Forces&lt;br /&gt;
 |othernames = HCAF&lt;br /&gt;
 |relatedpages =&lt;br /&gt;
 |relatedlore = [[Lore:Heliostatic_Coalition]], [[Lore:EPF|Expeditionary Police Force (of HC)]]&lt;br /&gt;
 |languages = {{Common}}&lt;br /&gt;
|contributors={{Contributor/Stalkeros}}, {{Contributor/Owegno}}}}&lt;br /&gt;
&lt;br /&gt;
=Heliostatic Coalition Armed Forces (HCAF)=&lt;br /&gt;
&lt;br /&gt;
The Heliostatic Coalition Armed Forces (HCAF) are the unified military of the Heliostatic Coalition. Unlike the disparate, member-state-dependent structure of the Sol Federation Armed Forces, the HCAF is a fully integrated, technologically advanced, and doctrinally coherent force built from the ground up to wage network-centric adaptive warfare.&lt;br /&gt;
&lt;br /&gt;
Born from the Coalition&#039;s foundational struggles and unified by the dream of Unificationism, the HCAF embodies the Coalition&#039;s philosophy: survival through unity, dominance through superior information processing, and victory through relentless adaptation.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&lt;br /&gt;
The HCAF’s origins are inextricably linked to the founding struggles of the Heliostatic Coalition. Isolated from Sol for centuries, the scattered colonies that would form the Coalition were forced to develop self-sufficient militias for survival against hostile environments, resource scarcity, and internal strife.&lt;br /&gt;
&lt;br /&gt;
As the colonies re-established contact and formed the Coalition, their disparate defense forces were gradually unified. The initial doctrine was pragmatic and defensive, focused on protecting fledgling colonies. This changed after first contact with the modern Sol Federation and the subsequent refusal to rejoin it. The encounter revealed a stark technological and doctrinal gap, prompting a century-long military revolution.&lt;br /&gt;
&lt;br /&gt;
The HCAF&#039;s modern form was forged in the crucible of the Rimward War (2545–2552). Initial engagements against the biomechanical swarm tactics of the Void Imperium were disastrous. In response, the HCAF underwent a radical transformation, developing the Integrated Tactical Network (ITN) and the doctrine of Adaptive Swarm Warfare. Within six months, HCAF units evolved from being outmaneuvered to predicting Void Imperium assaults with over 94% accuracy.&lt;br /&gt;
&lt;br /&gt;
Their performance in the war—particularly during the later joint operations with SolFed—cemented the HCAF&#039;s reputation as a peer, adaptive military. While tensions with SolFed persist, the shared experience of the Rimward War has led to a cautious, professional respect between the two forces, with the HCAF often viewed by SolFed strategists as a &amp;quot;ghost&amp;quot; army: silent, coordinated, and terrifyingly efficient.&lt;br /&gt;
&lt;br /&gt;
=Unified Military Doctrine: Network-Centric Adaptive Dominance=&lt;br /&gt;
&lt;br /&gt;
The HCAF operates on a core belief: warfare is a contest of information processing and adaptive tempo. Victory is achieved by creating and exploiting a decisive informational and cognitive advantage through the seamless fusion of three pillars:&lt;br /&gt;
&lt;br /&gt;
# The Integrated Tactical Network (ITN): A pervasive, quantum-encrypted data fabric linking every asset — from an individual ITI soldier&#039;s helmet to a Sovereign-class battle carrier. This network provides a near-perfect, real-time picture of the battlespace, eliminating the &amp;quot;fog of war.&amp;quot;&lt;br /&gt;
# Human-Centric Augmentation: Soldiers are not replaced but elevated to adaptive decision-makers and moral arbiters. AI &amp;quot;Copilots&amp;quot; handle data processing, logistics, and precise weapon guidance, freeing humans for command, creativity, and ethical judgment.&lt;br /&gt;
# Decentralized, Skill-Based Execution: Command authority is pushed to the edge. Units operate within a commander&#039;s intent, empowered by the ITN to adapt and coordinate locally at a pace that paralyzes hierarchical opponents. This creates the effect of a &amp;quot;swarm&amp;quot; – not mindless, but intelligently synchronized.&lt;br /&gt;
&lt;br /&gt;
Psychological Impact: To adversaries, especially less integrated forces like SolFed regulars, the HCAF appears eerily silent, coordinated, and relentless. The lack of battlefield chatter, uncanny unit synchronization, and rapid tactical shifts present a deeply unnerving front, where the Coalition&#039;s operational precision is its primary psychological weapon.&lt;br /&gt;
&lt;br /&gt;
=Organization &amp;amp; Structure=&lt;br /&gt;
&lt;br /&gt;
The HCAF is organized into a flexible, matrix-like hierarchy designed for rapid adaptation and unified command.&lt;br /&gt;
&lt;br /&gt;
==Heliostatic Coalition Starfleet (HCSF)==&lt;br /&gt;
The spaceborne arm, responsible for system control, strategic transport, and orbital dominance.&lt;br /&gt;
* Fleet Command: Oversees strategic capital ships (Sovereign-class carriers, Vanguard-class destroyers).&lt;br /&gt;
* Escort &amp;amp; Patrol Divisions: Manages smaller vessels and system pickets.&lt;br /&gt;
* Logistics &amp;amp; Support Command: Manages the vast supply chain enabling long-range deployments.&lt;br /&gt;
&lt;br /&gt;
==Integrated Tactical Forces (ITF)==&lt;br /&gt;
The elite, networked core of the HCAF, replacing traditional separate armies, marines, and planetary assault forces. ITF personnel operate the Coalition&#039;s most advanced technology and form the tip of the spear in all combined arms operations.&lt;br /&gt;
* Integrated Tactical Infantry (ITI): The advanced infantry in Voskhod powered armor. Organized into 4-soldier Fireteams (Leader, Marksman, Automatic Rifleman, Systems Specialist) that form the fundamental human sensor/decision nodes.&lt;br /&gt;
* Heavy Assault &amp;amp; Armor Divisions: Operates the MBT-9 &amp;quot;Aegis,&amp;quot; IFV-7 &amp;quot;Centurion,&amp;quot; and TACS-1 &amp;quot;Warden&amp;quot; platforms.&lt;br /&gt;
* Rapid Deployment Command: Manages the MUV-12 &amp;quot;Mule&amp;quot; and air-mobile operations.&lt;br /&gt;
&lt;br /&gt;
==Heliostatic Aerospace Corps (HAC)==&lt;br /&gt;
Controls all atmospheric and near-space combat and support craft.&lt;br /&gt;
* Fighter Wings: Pilots of the F-IX &amp;quot;Sentinel&amp;quot; space superiority fighter.&lt;br /&gt;
* Close Support Groups: Crews of the ACS-24 &amp;quot;Archon&amp;quot; gunship and other direct support aircraft.&lt;br /&gt;
* Electronic Warfare &amp;amp; Transport Squadrons: Operates the EC-9 &amp;quot;Rapier,&amp;quot; SH-44 &amp;quot;Raptor,&amp;quot; and LC-30 &amp;quot;Cronus.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Heliostatic Special Operations Division (HSOD)==&lt;br /&gt;
* Rapid Adaptation Corps (RAC): Elite units equipped with experimental technology, deployed against emergent and novel threats.&lt;br /&gt;
* Information Warfare Division (IWD): Cyber/electronic warfare specialists tasked with protecting the ITN and degrading enemy C4ISR.&lt;br /&gt;
* Deep Reconnaissance Group (DRG): Stealth and long-range surveillance units for operations deep behind enemy lines.&lt;br /&gt;
* Synthetic Operations Command: Oversees the deployment and coordination of SYN-series combat synthetics (e.g., Wraith, Colossus, Aegis).&lt;br /&gt;
&lt;br /&gt;
==Heliostatic Logistics &amp;amp; Sustainment Corps (HLSC)==&lt;br /&gt;
The backbone of the HCAF&#039;s endurance, responsible for engineering, supply, medical, and fabrication.&lt;br /&gt;
* Field Engineering Corps&lt;br /&gt;
* Strategic Logistics Command&lt;br /&gt;
* Medical &amp;amp; Recovery Division&lt;br /&gt;
* Nanofabrication &amp;amp; Armaments Directorate&lt;br /&gt;
&lt;br /&gt;
==Unified High Command==&lt;br /&gt;
The strategic leadership across all domains.&lt;br /&gt;
&lt;br /&gt;
=Technology &amp;amp; Arsenal=&lt;br /&gt;
&lt;br /&gt;
The HCAF&#039;s technological edge is comprehensive, built around principles of energy weapon commonality, network integration, and logistical elegance.&lt;br /&gt;
&lt;br /&gt;
==Personal &amp;amp; Infantry Equipment==&lt;br /&gt;
* Voskhod Powered Armor: Full-body exoskeleton with integrated sensors, medical systems, and secure datalink.&lt;br /&gt;
* Zaibas Plasma Pulse Family: Universal energy weapon system.&lt;br /&gt;
* *  M/PR-15 Zaibas: Standard assault rifle.&lt;br /&gt;
* *  M/PR-16 Zaibas-Astrus: Designated marksman rifle.&lt;br /&gt;
* *  M/PR-17 Zaibas-X &amp;quot;Volleygun&amp;quot;: Squad automatic weapon.&lt;br /&gt;
* *  M/PR-18 Zaibas-C &amp;quot;Cinder&amp;quot;: Combat shotgun.&lt;br /&gt;
* M/A-97 &amp;quot;Comet&amp;quot;: Fire-and-forget, top-attack anti-vehicle missile launcher.&lt;br /&gt;
* M/ER-11 &amp;quot;Quasar&amp;quot;: Crew-served, rechargeable anti-materiel energy cannon.&lt;br /&gt;
* M/GL-55 &amp;quot;Catalyst&amp;quot;: Grenade launcher using destabilized plasma power cells.&lt;br /&gt;
&lt;br /&gt;
==Ground Vehicles &amp;amp; Mechs==&lt;br /&gt;
* ECV-6 &amp;quot;Vedette&amp;quot;: Anti-grav reconnaissance/command vehicle.&lt;br /&gt;
* MBT-9 &amp;quot;Aegis&amp;quot;: Main Battle Tank with 140mm ETC cannon and laser AMS.&lt;br /&gt;
* IFV-7 &amp;quot;Centurion&amp;quot;: Heavy Infantry Fighting Vehicle with 50mm magrail.&lt;br /&gt;
* MUV-12 &amp;quot;Mule&amp;quot;: Modular utility vehicle (transport, C2, resupply, MEDEVAC).&lt;br /&gt;
* TACS-1 &amp;quot;Warden&amp;quot;: 4.2m tall tactical armed combat suit for urban/vertical dominance.&lt;br /&gt;
&lt;br /&gt;
==Aircraft &amp;amp; Support Craft==&lt;br /&gt;
* ACS-24 &amp;quot;Archon&amp;quot;: Persistent Close Air Support gunship with 120mm cannon.&lt;br /&gt;
* F-9 &amp;quot;Sentinel&amp;quot;: High-altitude, long-endurance air dominance fighter.&lt;br /&gt;
* EC-9 &amp;quot;Rapier&amp;quot;: Electronic Warfare &amp;amp; Command craft.&lt;br /&gt;
* SH-44 &amp;quot;Raptor&amp;quot;: Multi-role assault shuttle.&lt;br /&gt;
* LC-30 &amp;quot;Cronus&amp;quot;: Heavy assault landing craft for vehicle deployment.&lt;br /&gt;
&lt;br /&gt;
==Spacecraft &amp;amp; Capital Ships==&lt;br /&gt;
* DS-91 Vanguard-class: Tactical Destroyer (480m). Planetary assault and fleet escort. Carries a company of ITI.&lt;br /&gt;
* BCV-101 Sovereign-class: Battle Carrier (1200m). Strategic command ship. Carries a battalion and a full air wing. Armed with the &amp;quot;Oblivion&amp;quot; spinal mass driver.&lt;br /&gt;
&lt;br /&gt;
==Core Technology &amp;amp; Systems==&lt;br /&gt;
* Beta Voltaic Arrays / Compact Fusion Reactors: Long-endurance and high-output power sources.&lt;br /&gt;
* Anti-Gravity Propulsion: Enables silent hover and all-terrain mobility.&lt;br /&gt;
* Quantum-Entangled Communications: Secure, instantaneous, unjammable strategic comms.&lt;br /&gt;
* Nanocomposite Armor &amp;amp; Active Protection Systems: Advanced defensive matrices.&lt;br /&gt;
* Battlefield Network AI (&amp;quot;Overseer&amp;quot;, &amp;quot;Copilot&amp;quot;): Manages data fusion, threat prioritization, and system coordination.&lt;br /&gt;
&lt;br /&gt;
=Training &amp;amp; Culture=&lt;br /&gt;
&lt;br /&gt;
* Motto: &amp;quot;One Mind, Many Hands.&amp;quot;&lt;br /&gt;
* Training: Recruits undergo intensive training in Virtual Combat Arenas (VCAs), simulated environments that test tactical creativity, stress tolerance, and network synergy under every conceivable combat scenario. Promotion is based on certified competency and neural adaptability, not seniority.&lt;br /&gt;
* Culture: Individual heroism is discouraged in favor of coordinated, efficient victory. Soldiers see themselves as extensions of a greater, intelligent whole. Rimward War veterans are highly respected for their proven adaptive logic.&lt;br /&gt;
* Ethical Framework: Despite their mechanistic efficiency, the HCAF is human-led and morally anchored. Operators are taught to value Coalition lives and adhere to rules of engagement, interpreting them through a utilitarian but principled lens.&lt;br /&gt;
&lt;br /&gt;
=Rank Structure=&lt;br /&gt;
&lt;br /&gt;
==Heliostatic Coalition Starfleet (HCSF)==&lt;br /&gt;
Enlisted: Voidman → Voidman, 1st Class → Void Chief → Master Void Chief&lt;br /&gt;
&amp;lt;br&amp;gt;Officer: Helmsman → Helmsman Commander → Shipmaster → Commander → Keeper → Admiral of the Void → Lord of the Fleet&lt;br /&gt;
&lt;br /&gt;
==Integrated Tactical Forces (ITF)==&lt;br /&gt;
Enlisted: Vertex → Vertex, 1st Class → Node Sergeant → Pathfinder → Prime Pathfinder&lt;br /&gt;
&amp;lt;br&amp;gt;Officer: Tactical Lieutenant → Tactical Captain → Strike Major → Strike Commandant → Lance Colonel → Brigadeer → Divisioner → Force General → Supreme Tactician&lt;br /&gt;
&lt;br /&gt;
==Heliostatic Aerospace Corps (HAC)==&lt;br /&gt;
Enlisted (Support): Skyman Recruit → Skyman Specialist → Skyman Chief → Master Skyman Chief&lt;br /&gt;
&amp;lt;br&amp;gt;Officer (Pilots): Skyrider → Sky Captain → Sky Commander → Wing Lord → Storm Marshal → Lord of the Sky&lt;br /&gt;
&lt;br /&gt;
==Heliostatic Special Operations Division (HSOD)==&lt;br /&gt;
Enlisted: Ghost → Phantom → Spectre → Wraith Commander&lt;br /&gt;
&amp;lt;br&amp;gt;Officer: Shadow Lieutenant → Shadow Captain → Night Major → Veil Commandant → Umbra Director&lt;br /&gt;
&lt;br /&gt;
==Heliostatic Logistics &amp;amp; Sustainment Corps (HLSC)==&lt;br /&gt;
Enlisted: Artisan Apprentice → Artisan → Master Artisan → Forge Lord&lt;br /&gt;
Officer: Logistics Steward → Supply Commander → Sustainment Director → Architect General&lt;br /&gt;
&lt;br /&gt;
==Unified High Command==&lt;br /&gt;
Marshal (Branch Chief) → Field Marshal (Theater Commander) → Grand Marshal (Supreme Military Commander)&lt;br /&gt;
&lt;br /&gt;
=Notable Engagements=&lt;br /&gt;
&lt;br /&gt;
* The Rimward War (2545-2552): The HCAF&#039;s crucible. Initial defeats against the Void Imperium&#039;s biotech swarms led to the rapid development and deployment of the early ITN and adaptive doctrine, culminating in a decisive counter-offensive alongside SolFed forces.&lt;br /&gt;
* Past Border Skirmishes with SolFed: Characterized by SolFed units reporting they were &amp;quot;fighting ghosts.&amp;quot; The HCAF typically employs minimal force to achieve objectives, preferring to disable and demonstrate superiority rather than annihilate, aiming to shape adversary behavior.&lt;br /&gt;
* Internal Security Operations: Deployed with chilling efficiency on Core-worlds for crowd control, using non-lethal energy suppression and perfect coordination, reflecting the doctrine&#039;s application even in peacetime.&lt;br /&gt;
&lt;br /&gt;
=Doctrinal Weaknesses=&lt;br /&gt;
&lt;br /&gt;
No system is perfect. The HCAF&#039;s strengths are also its vulnerabilities:&lt;br /&gt;
# Network Dependence: Severe jamming, hacking, or destruction of key nodes (e.g., an Vedette platform, Rapier EW craft, or command ship) can cause significant degradation in coordination and effectiveness.&lt;br /&gt;
# Over-Reliance on Automation: In highly chaotic, novel, or electromagnetically &amp;quot;muddy&amp;quot; environments, AI may lack creative solutions, placing a greater burden on human operators.&lt;br /&gt;
# Logistical Complexity: The high-tech arsenal requires a sophisticated, vulnerable supply chain for spare parts and specialized feedstock (e.g., nanoforge canisters).&lt;br /&gt;
# Moral &amp;amp; Human Cost: The intense integration and demand for adaptive efficiency can strain soldier morale and individual initiative, a constant tension within the force.&lt;br /&gt;
# Cognitive Overload: The sheer volume of data provided by the ITN can overwhelm unprepared personnel, requiring rigorous neural conditioning and AI mediation.&lt;br /&gt;
&lt;br /&gt;
{{LoreFooter}}&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=HC_Inspectors&amp;diff=8598</id>
		<title>HC Inspectors</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=HC_Inspectors&amp;diff=8598"/>
		<updated>2026-04-21T07:34:38Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: point to the lore but you&amp;#039;re too late, you give love a bad name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Stalkeros, coined for their Ship Event with HC inspectors --&amp;gt;{{LorePageHeader&lt;br /&gt;
 |colour = 1070AF&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 1070AF&lt;br /&gt;
 |bhcolour = #1070AF&lt;br /&gt;
 |ebcolour = 1070AF&lt;br /&gt;
 |img = Comm_0.gif&lt;br /&gt;
 |loretype = GUIDE&lt;br /&gt;
 |mainname = HC Expeditionary Patrol&lt;br /&gt;
 |othernames = Station Inspectors, Not the Space IRS, The Pirates Event That&#039;s Not Actually Pirates&lt;br /&gt;
 |relatedpages = [https://github.com/NovaSector/NovaSector/pull/6073 Heliostatic Coalition Inspectors random ship event PR]&lt;br /&gt;
 |relatedlore = &#039;&#039;&#039;[[Lore:EPF]]&#039;&#039;&#039;, [[Lore:HCAF]], [[Lore:Heliostatic_Coalition]]&lt;br /&gt;
 |languages = {{Common}}&lt;br /&gt;
|contributors={{Contributor/Stalkeros}}}}&lt;br /&gt;
&lt;br /&gt;
{{Speech|image=[[File:Comm_0.gif|64px]]|width=60%|name=Heliostatic Coalition departmental secretary|text=Greetings %STATION, this is the &#039;&#039;&#039;Whisper of Serenity&#039;&#039;&#039; patrol vessel. The Heliostatic Coalition is conducting routine safety inspections in this sector, with a focus on %FOCUS. We would like to offer your station a voluntary inspection to ensure compliance with Coalition safety standards. Participation is completely optional, and stations that volunteer receive a complimentary funding package.&amp;lt;br&amp;gt;Please let us know if you would like to schedule an inspection. Heliostatic Coalition departmental secretary out.}}&lt;br /&gt;
&lt;br /&gt;
The Heliostatic Coalition Expeditionary Patrol is a random station event that rolls, optionally spawning a spaceship with several Heliostatic Coalition envoys. First, the station&#039;s Communications Console is pinged with a request to inspect, which the bridge &#039;&#039;&#039;must proactively accept&#039;&#039;&#039; for the ship to spawn in. There is no penalty for rejecting this request, and a significant payout for accepting it. Thus, the inspectors derive a good deal of authority to be aboard the station through that active choice that someone on the Bridge made. Unlike Pirates, who derive their authority to be aboard the station through violence and guile.&lt;br /&gt;
&lt;br /&gt;
They spawn with three papers detailing their job on their ship, mirrored below, as well as a few sheets of [[Paperwork]] pre-printed for their use.&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
* [[HC_Quick_Reference|Quick Reference]]&lt;br /&gt;
* [[HC_SOP|Standard Operating Procedure]]&lt;br /&gt;
* [[HC_Lexicon|Lexicon, or Guide to Speaking On The Radio]]&lt;br /&gt;
&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The SOP goes into detail about [[HC_SOP#I._Annotation_and_Introduction|the purpose of these inspectors]], primarily &amp;quot;to ensure and protect the interests of the coalition government at the facilities defined by agreements on interaction and cooperation&amp;quot;. In short, inspecting the Station because it is &#039;&#039;near&#039;&#039; Heliostatic territory, with &#039;&#039;vague&#039;&#039; but not &#039;&#039;&#039;absolute&#039;&#039;&#039; permission from SolFed or Nanotrasen, with a &#039;&#039;special&#039;&#039; focus on the use of Bluespace Artillery, which SolFed or Nanotrasen &#039;&#039;may have vaguely&#039;&#039; promised not to use near the HC. &lt;br /&gt;
&lt;br /&gt;
  Your primary duty is to the Heliostatic Coalition. This inspection is a right granted by treaty, not a request. Be firm, professional, and by-the-book. Trust must be earned, and violations of procedure are to be met with immediate challenges and elevated alert statuses. Your ship contains your SOP documents; consult them for rules of engagement, contraband categories, and Bluespace Artillery countermeasures.&lt;br /&gt;
  OOC Note: Your objectives are narrative guides for creating collaborative roleplay. They are not mechanical &#039;greentext&#039; goals. Focus on the experience. If you have a creative idea for a gimmick or story direction, communicating with the admins and other players is encouraged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=+1&amp;gt;See the [[Lore:EPF|specific lore page]] for the Expeditionary Police Force for details about who they are.&amp;lt;/font&amp;gt; The Inspectors are a department or task force within the EPF.&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
They spawn with various objectives, but these are meant as &#039;&#039;narrative guides for creating collaborative roleplay&#039;&#039; rather than firm greentext wincons. These starters include but are not limited to:&lt;br /&gt;
&lt;br /&gt;
* Safety Inspection - &amp;quot;Conduct a voluntary safety inspection of the station. Delegate responsibilities among the inspection team. Maintain professional and courteous demeanor at all times.&amp;quot;&lt;br /&gt;
* Inspect Area - &amp;quot;Inspect certain department for safety compliance. Provide constructive feedback and recommendations.&amp;quot;&lt;br /&gt;
* Safety Survey - &amp;quot;Conduct a safety survey over [survey_area] department. Gather feedback from staff and identify potential safety concerns.&amp;quot;&lt;br /&gt;
* Secure Hazardous Materials - &amp;quot;Secure potentially hazardous materials for safekeeping or disposal.&amp;quot; (Find n pieces of contraband)&lt;br /&gt;
* Remain Docked - &amp;quot;Dock to the station to conduct the inspection. Remain in the sector until the inspection is complete.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Speech|image=[[File:Comm_0.gif|64px]]|width=60%|name=Heliostatic Coalition departmental secretary|text=Thank you for your cooperation. As a token of appreciation for participating in our voluntary inspection program, a bonus of 10000 credits has been deposited to your station&#039;s account. Heliostatic Coalition departmental secretary out.}}&lt;br /&gt;
&lt;br /&gt;
{{LoreFooter}}&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=HC_Inspectors&amp;diff=8597</id>
		<title>HC Inspectors</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=HC_Inspectors&amp;diff=8597"/>
		<updated>2026-04-21T07:32:48Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: Undo revision 8595 by GreytideSkye (talk) - Look, this was better on Lore:EPF&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Stalkeros, coined for their Ship Event with HC inspectors --&amp;gt;{{LorePageHeader&lt;br /&gt;
 |colour = 1070AF&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 1070AF&lt;br /&gt;
 |bhcolour = #1070AF&lt;br /&gt;
 |ebcolour = 1070AF&lt;br /&gt;
 |img = Comm_0.gif&lt;br /&gt;
 |loretype = GUIDE&lt;br /&gt;
 |mainname = HC Expeditionary Patrol&lt;br /&gt;
 |othernames = Station Inspectors, Not the Space IRS, The Pirates Event That&#039;s Not Actually Pirates&lt;br /&gt;
 |relatedpages = [https://github.com/NovaSector/NovaSector/pull/6073 Heliostatic Coalition Inspectors random ship event PR]&lt;br /&gt;
 |relatedlore = [[Lore:HCAF]], [[Lore:Heliostatic_Coalition]]&lt;br /&gt;
 |languages = {{Common}}&lt;br /&gt;
|contributors={{Contributor/Stalkeros}}}}&lt;br /&gt;
&lt;br /&gt;
{{Speech|image=[[File:Comm_0.gif|64px]]|width=60%|name=Heliostatic Coalition departmental secretary|text=Greetings %STATION, this is the &#039;&#039;&#039;Whisper of Serenity&#039;&#039;&#039; patrol vessel. The Heliostatic Coalition is conducting routine safety inspections in this sector, with a focus on %FOCUS. We would like to offer your station a voluntary inspection to ensure compliance with Coalition safety standards. Participation is completely optional, and stations that volunteer receive a complimentary funding package.&amp;lt;br&amp;gt;Please let us know if you would like to schedule an inspection. Heliostatic Coalition departmental secretary out.}}&lt;br /&gt;
&lt;br /&gt;
The Heliostatic Coalition Expeditionary Patrol is a random station event that rolls, optionally spawning a spaceship with several Heliostatic Coalition envoys. First, the station&#039;s Communications Console is pinged with a request to inspect, which the bridge &#039;&#039;&#039;must proactively accept&#039;&#039;&#039; for the ship to spawn in. There is no penalty for rejecting this request, and a significant payout for accepting it. Thus, the inspectors derive a good deal of authority to be aboard the station through that active choice that someone on the Bridge made. Unlike Pirates, who derive their authority to be aboard the station through violence and guile.&lt;br /&gt;
&lt;br /&gt;
They spawn with three papers detailing their job on their ship, mirrored below, as well as a few sheets of [[Paperwork]] pre-printed for their use.&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
* [[HC_Quick_Reference|Quick Reference]]&lt;br /&gt;
* [[HC_SOP|Standard Operating Procedure]]&lt;br /&gt;
* [[HC_Lexicon|Lexicon, or Guide to Speaking On The Radio]]&lt;br /&gt;
&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The SOP goes into detail about [[HC_SOP#I._Annotation_and_Introduction|the purpose of these inspectors]], primarily &amp;quot;to ensure and protect the interests of the coalition government at the facilities defined by agreements on interaction and cooperation&amp;quot;. In short, inspecting the Station because it is &#039;&#039;near&#039;&#039; Heliostatic territory, with &#039;&#039;vague&#039;&#039; but not &#039;&#039;&#039;absolute&#039;&#039;&#039; permission from SolFed or Nanotrasen, with a &#039;&#039;special&#039;&#039; focus on the use of Bluespace Artillery, which SolFed or Nanotrasen &#039;&#039;may have vaguely&#039;&#039; promised not to use near the HC. &lt;br /&gt;
&lt;br /&gt;
  Your primary duty is to the Heliostatic Coalition. This inspection is a right granted by treaty, not a request. Be firm, professional, and by-the-book. Trust must be earned, and violations of procedure are to be met with immediate challenges and elevated alert statuses. Your ship contains your SOP documents; consult them for rules of engagement, contraband categories, and Bluespace Artillery countermeasures.&lt;br /&gt;
  OOC Note: Your objectives are narrative guides for creating collaborative roleplay. They are not mechanical &#039;greentext&#039; goals. Focus on the experience. If you have a creative idea for a gimmick or story direction, communicating with the admins and other players is encouraged.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
They spawn with various objectives, but these are meant as &#039;&#039;narrative guides for creating collaborative roleplay&#039;&#039; rather than firm greentext wincons. These starters include but are not limited to:&lt;br /&gt;
&lt;br /&gt;
* Safety Inspection - &amp;quot;Conduct a voluntary safety inspection of the station. Delegate responsibilities among the inspection team. Maintain professional and courteous demeanor at all times.&amp;quot;&lt;br /&gt;
* Inspect Area - &amp;quot;Inspect certain department for safety compliance. Provide constructive feedback and recommendations.&amp;quot;&lt;br /&gt;
* Safety Survey - &amp;quot;Conduct a safety survey over [survey_area] department. Gather feedback from staff and identify potential safety concerns.&amp;quot;&lt;br /&gt;
* Secure Hazardous Materials - &amp;quot;Secure potentially hazardous materials for safekeeping or disposal.&amp;quot; (Find n pieces of contraband)&lt;br /&gt;
* Remain Docked - &amp;quot;Dock to the station to conduct the inspection. Remain in the sector until the inspection is complete.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Speech|image=[[File:Comm_0.gif|64px]]|width=60%|name=Heliostatic Coalition departmental secretary|text=Thank you for your cooperation. As a token of appreciation for participating in our voluntary inspection program, a bonus of 10000 credits has been deposited to your station&#039;s account. Heliostatic Coalition departmental secretary out.}}&lt;br /&gt;
&lt;br /&gt;
{{LoreFooter}}&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Lore:EPF&amp;diff=8596</id>
		<title>Lore:EPF</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Lore:EPF&amp;diff=8596"/>
		<updated>2026-04-21T07:32:14Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: it&amp;#039;s better on this page tbh&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Stalkeros, coined for their Ship Event with HC inspectors --&amp;gt;{{LorePageHeader&lt;br /&gt;
 |colour = 1070AF&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 1070AF&lt;br /&gt;
 |bhcolour = #1070AF&lt;br /&gt;
 |ebcolour = 1070AF&lt;br /&gt;
 |img = Comm_0.gif&lt;br /&gt;
 |loretype = FACTION&lt;br /&gt;
 |mainname = Expeditionary Police Force&lt;br /&gt;
 |othernames = EPF Station Inspectors, Not the Space IRS, The Pirates Event That&#039;s Not Actually Pirates&lt;br /&gt;
 |relatedpages = [[HC_Inspectors|HC Inspectors Job Page]], [https://github.com/NovaSector/NovaSector/pull/6073 Heliostatic Coalition Inspectors random ship event PR]&lt;br /&gt;
 |relatedlore = [[Lore:HCAF]], [[Lore:Heliostatic_Coalition]]&lt;br /&gt;
 |languages = {{Common}}&lt;br /&gt;
|contributors={{Contributor/Stalkeros}}}}&lt;br /&gt;
&lt;br /&gt;
= Expeditionary Police Force =&lt;br /&gt;
&lt;br /&gt;
==Origins: The Good Samaritan Convergence==&lt;br /&gt;
&lt;br /&gt;
The Expeditionary Police Force traces its lineage not to a government decree or corporate charter, but to a series of chance encounters in the deep black between stars — moments when isolated colony ships, centuries lost, finally found one another.&lt;br /&gt;
&lt;br /&gt;
In the decades following the First Great Interstellar Migration (2215-2250), the colonies that would form the Heliostatic Coalition endured what historians euphemistically call &amp;quot;the Quiet Century&amp;quot;. Cut off from Sol, each settlement fought its own war against starvation, machinery failure, and the slow erosion of technical knowledge. Their defensive forces (if they could be called that) were ad hoc militias drawn from whoever could hold a rifle or patch a hull breach.&lt;br /&gt;
&lt;br /&gt;
These militias carried with them the institutional DNA of their origin. The charter colonists had come predominantly from Eastern European and Central Asian blocs, and their security contingents drew their wisdoms (and surplus) primarily from four defense forces that had cooperated during Earth&#039;s turbulent 22nd century: the UN Peacekeeping Command, NATO&#039;s Expeditionary Corps, the EUDF (European Union Defense Force), and the CIS Joint Security Initiative. A scattered few came from other national militaries, but these four had driven the bulk of organized security personnel on the colony ships.&lt;br /&gt;
&lt;br /&gt;
When the first STL vessels re-emerged in the late 2390s, -refurbished, jury-rigged, crewed by descendants who had relearned the old engineering manuals-,they found something remarkable. The colonies had survived. And their militias, though separated for generations, still operated on recognizable principles.&lt;br /&gt;
&lt;br /&gt;
== The Founding Principle: &amp;quot;No Help Coming&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
What united these scattered militias was not romantic idealism. It was a cold, practical realization that emerged independently on a dozen worlds: &#039;&#039;no one was coming to save them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No army on Earth held any power here, no historical regiment waved any banner in these stars. Mutual defense clauses only matter when one is close enough to be defended, not isolated across light years of silent void. The mandatory security contingents that had accompanied each colony ship had trained the first generation of local militia, then retired, died, or integrated. Their expertise diffused, but their core philosophies, -stability, rule of law, protection of civilians-, took root in soil that had no other fertilizer.&lt;br /&gt;
&lt;br /&gt;
By the time the colonies re-established contact with each other (2398-2405), a remarkable consensus had emerged independently: &#039;&#039;Stability was good. Chaos was bad. Pirates, raiders, and internal armed factions making life worse for ordinary people — these were problems to be solved, not accommodated.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Kiev Concordat of 2398, which first formalized cooperation between three systems, included a clause that would echo through Coalition history: &amp;quot;The signatories agree to render mutual assistance in the suppression of armed bands and the protection of peaceful settlements, according to the customs and laws common to our peoples.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Formation: The Unification of Good Samaritans==&lt;br /&gt;
&lt;br /&gt;
When the Heliostatic Compact was signed in 2405, formally establishing the Coalition, the question of internal security arose immediately. Each member state had its own militia. Some were well-organized; others were barely more than armed mobs with a sense of civic duty. Pirates, sensing opportunity in the chaos of newly-reopened trade routes, had already begun testing defenses.&lt;br /&gt;
&lt;br /&gt;
The solution emerged from a series of conferences between militia commanders — men and women who had spent their lives solving practical problems with limited resources. They proposed something unprecedented: a unified, voluntary force that would operate not as a military (though it would be armed like one), but as an expeditionary police service, tasked with:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Locating&#039;&#039;&#039; new colonies and settlements through deep-space reconnaissance&lt;br /&gt;
#&#039;&#039;&#039;Assessing&#039;&#039;&#039; their stability and needs&lt;br /&gt;
#&#039;&#039;&#039;Assisting&#039;&#039;&#039; in establishing or restoring civil order&lt;br /&gt;
#&#039;&#039;&#039;Protecting&#039;&#039;&#039; them from external threats until local forces could stand on their own&lt;br /&gt;
#&#039;&#039;&#039;Linking&#039;&#039;&#039; them into the Coalition&#039;s growing network of mutual aid&lt;br /&gt;
&lt;br /&gt;
The name was almost accidental. Early mission documents referred to &amp;quot;expeditionary police operations&amp;quot; to distinguish them from military campaigns. The term stuck.&lt;br /&gt;
&lt;br /&gt;
== The Expeditionary Mandate: Why &amp;quot;Expeditionary&amp;quot;?==&lt;br /&gt;
&lt;br /&gt;
The EPF&#039;s name reflects its original, -and still primary-, function: &#039;&#039;expeditions beyond known space.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the early decades, Coalition territory was a patchwork of settled systems separated by vast, poorly-charted voids. Sensor readings might indicate industrial activity, radio traffic, or thermal signatures from unknown locations. Someone had to go look. Someone had to make first contact. Someone had to determine whether the signals came from a thriving colony, a struggling settlement, or a pirate base.&lt;br /&gt;
&lt;br /&gt;
That someone was the Expeditionary Police.&lt;br /&gt;
&lt;br /&gt;
Unlike military forces, which were (and are) tasked with defending Coalition territory and projecting power against organized state-level threats, the EPF was designed for a different role: &#039;&#039;finding people, helping them, and bringing them into the fold.&#039;&#039; Their ships were heavily armed, because the void was dangerous. But their mission was stabilization, not conquest.&lt;br /&gt;
&lt;br /&gt;
When they found a struggling colony, they didn&#039;t demand submission. They offered assistance: engineering expertise, medical supplies, training for local militia, and, crucially, a framework for civil order drawn from the common legal traditions that all the lost colonies shared. When they found pirates operating from hidden bases, they didn&#039;t negotiate. They &#039;&#039;expedited&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Equipment Philosophy: &amp;quot;Don&#039;t Act Stupid&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The EPF&#039;s distinctive appearance of heavy armor, military-grade weapons, ships bristling with defensive systems, is often misunderstood by outsiders, particularly those from SolFed space, where the line between &amp;quot;police&amp;quot; and &amp;quot;military&amp;quot; is more sharply drawn. The EPF&#039;s rationale is simple, brutal, and derived from centuries of hard experience:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Being good without showing force is being stupid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The colonists who founded the EPF learned early that kindness without capability is an invitation to predation. A police officer who cannot protect themselves cannot protect anyone else. A patrol ship that cannot survive an ambush cannot help the colony it was sent to aid. The EPF&#039;s heavy armament is not a statement of intent to use force; it is a statement of &#039;&#039;capacity to survive&#039;&#039; long enough to use everything else.&lt;br /&gt;
&lt;br /&gt;
This philosophy extends to individual equipment. The standard EPF void-armor is rated to withstand five direct hits from .60 caliber SAPHEI (Semi-Armor-Piercing High-Explosive Incendiary) rounds and still maintain atmospheric seal. It is not comfortable. It is not stylish. It keeps the wearer alive while they try to talk someone down, and that is the only thing that matters.&lt;br /&gt;
&lt;br /&gt;
The standard-issue plasma pulse rifle; the M/PR-15 Zaibas, identical to HCAF frontline infantry weapons, is not issued because the EPF expects to fight military engagements. It is issued because pirates, raiders, and armed factions &#039;&#039;do&#039;&#039; carry military-grade weapons, and an officer who cannot match firepower cannot de-escalate — they can only die.&lt;br /&gt;
&lt;br /&gt;
== The White Rectangle: Emblem of the Wall==&lt;br /&gt;
&lt;br /&gt;
The EPF&#039;s emblem is, by design, the simplest in the Coalition, rivaled only by KMIF&#039;s: a single, reflective white rectangle, unadorned, untextured, mounted on vehicles, ships, and armor.&lt;br /&gt;
&lt;br /&gt;
It symbolizes a wall.&lt;br /&gt;
&lt;br /&gt;
Not a wall to keep people in, but a wall to keep chaos out. A wall that stands between peaceful settlements and those who would exploit, enslave, or destroy them. The reflective surface is intentional — it shows the observer their own reflection, a reminder that the wall responds to what approaches it. Come in peace, and the wall reflects peace. Come with violence, and the wall reflects violence.&lt;br /&gt;
&lt;br /&gt;
The emblem&#039;s austerity reflects the EPF&#039;s character: no ornamentation, no pretense, no glory-seeking. Just a simple statement of function. &#039;&#039;We stand. We do not move.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Color Scheme: Dark Blue and Legacy==&lt;br /&gt;
&lt;br /&gt;
The EPF&#039;s signature dark blue armor and vehicle livery serves multiple purposes, all practical:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Legacy:&#039;&#039;&#039; Blue has been associated with law enforcement in Eastern and Central European traditions for centuries. The first EPF officers, many of whom traced their lineage to those traditions, adopted it as a nod to continuity, a statement that they were police, not soldiers, even when armed like soldiers.&lt;br /&gt;
# &#039;&#039;&#039;Urban Camouflage:&#039;&#039;&#039; Dark blue blends into the shadowed corridors of space stations, the dim light of industrial sectors, and the darkness of space itself. It is camouflage for &#039;&#039;survival&#039;&#039; during ship-to-ship boarding actions or urban operations.&lt;br /&gt;
# &#039;&#039;&#039;Intimidation:&#039;&#039;&#039; There is something deeply unsettling about a wall of dark blue figures advancing in perfect silence, their white rectangle emblems catching light like unblinking eyes. The EPF does not cultivate intimidation as a primary tool, but they are not foolish enough to discard it.&lt;br /&gt;
&lt;br /&gt;
== Callsigns, Codes, and Tactics: The Military Inheritance==&lt;br /&gt;
&lt;br /&gt;
The EPF operates on military-style callsigns, tactical codes, and small-unit tactics for a simple reason: &#039;&#039;they work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a boarding action goes wrong; when pirates have hostages, when a reactor is destabilizing, when every second counts, the difference between police tactics and military tactics vanishes. What remains is the difference between people who can communicate instantly and precisely, and people who cannot.&lt;br /&gt;
&lt;br /&gt;
The EPF inherited its tactical framework from the militias that preceded it, which inherited it from the UN, NATO, EUDF, and CIS contingents that trained the first generation. Over centuries, it has been refined, adapted, and optimized for the unique environment of spaceborne law enforcement. But the core remains: clear communication, decentralized execution, and overwhelming force applied precisely when necessary.&lt;br /&gt;
&lt;br /&gt;
Callsigns follow standard Coalition military format: a unit designation (e.g., &amp;quot;Shield-Three&amp;quot;) plus &amp;quot;Actual&amp;quot; for the commanding officer. Alert statuses use the same color-coded system as HCAF forces (Marble/Silver/Cobalt/Pearl/Onyx/Obsidian). Brevity codes are standard across all units.&lt;br /&gt;
&lt;br /&gt;
This shared language means that when EPF units operate alongside HCAF forces, which happens regularly during major pirate-suppression operations or colony evacuations, they can integrate seamlessly. No translation needed. No confusion about who means what.&lt;br /&gt;
&lt;br /&gt;
== The EPF and the Status Quo: &amp;quot;Shit Not Sucking Real Hard&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
Critics from outside the Coalition, particularly those accustomed to corporate-dominated space where &amp;quot;security&amp;quot; means protecting property and &amp;quot;police&amp;quot; means suppressing dissent, often accuse the EPF of being &amp;quot;government lackeys preserving the status quo.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The accusation is technically true. The EPF does preserve the status quo.&lt;br /&gt;
&lt;br /&gt;
The status quo in Heliostatic Coalition space is, by design, &#039;&#039;shit not sucking real hard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Coalition&#039;s foundational experience produced a culture that views internal oppression as not merely wrong, but &#039;&#039;stupid.&#039;&#039; A society that oppresses its own people creates internal fractures. Internal fractures lead to instability. Instability leads to collapse. Collapse leads to death.&lt;br /&gt;
&lt;br /&gt;
The EPF exists to prevent collapse. When they intervene in a labor dispute, they do not automatically side with management — they enforce the labor codes that unions and syndicates fought for over centuries. When they respond to a riot, they do not assume the rioters are criminals — they investigate the conditions that produced the riot. When they encounter corruption in local government, they do not protect the corrupt — they document, report, and assist in prosecution.&lt;br /&gt;
&lt;br /&gt;
This is not idealism. It is practical survival mathematics, encoded into institutional culture over generations. A police force that protects the powerful at the expense of the powerless creates enemies faster than it creates stability. The EPF&#039;s mission is &#039;&#039;long-term stability,&#039;&#039; which requires legitimacy, which requires actually being worthy of trust.&lt;br /&gt;
&lt;br /&gt;
== The Surplus Economy: &amp;quot;Everyone&#039;s Gear&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
One of the most distinctive features of the EPF is the sheer &#039;&#039;ubiquity&#039;&#039; of their equipment throughout Coalition space.&lt;br /&gt;
&lt;br /&gt;
A visitor to any Coalition world can find EPF-pattern armor, weapons, and equipment in the hands of: local militia, colonial guards, private security contractors, asteroid miners (who appreciate the armor&#039;s industrial-grade protection), homesteaders on frontier worlds, and even civilian collectors. It is intentional.&lt;br /&gt;
&lt;br /&gt;
From the earliest days, the EPF designed its equipment for &#039;&#039;mass production and distribution.&#039;&#039; The MODsuit armor technologies are manufactured under license by dozens of companies across Coalition space. The Zaibas family is the standard-issue weapon system for Coalition-aligned militias. The EPF&#039;s void-certified support vehicles -modified from previous-generation military designs; the 24th-century equivalents of Bradleys and Leopards-, are available for purchase by any organization that meets basic safety and training requirements.&lt;br /&gt;
&lt;br /&gt;
The result is that EPF gear is &#039;&#039;everywhere.&#039;&#039; A pirate who kills an EPF officer cannot strip the armor and use it to impersonate law enforcement — because half the people on the station already own the same armor. A corrupt official cannot claim that EPF weapons are &amp;quot;uniquely dangerous&amp;quot; and should be banned — because the weapons are already in civilian hands. A colonial militia facing a sudden threat does not need to wait for EPF reinforcements — they already have the same equipment and training as the EPF, because the EPF trained them and sold them the gear. It is a deliberate strategy of &#039;&#039;resilience through distribution.&#039;&#039; The EPF does not hoard capability; they &#039;&#039;spread&#039;&#039; it, so that the capacity for self-defense exists everywhere, in every settlement, in every pair of hands.&lt;br /&gt;
&lt;br /&gt;
== Modern Role: The Long Arm, Still Reaching ==&lt;br /&gt;
&lt;br /&gt;
Today, the Expeditionary Police Force performs the same functions it always has: finding people, helping them, and keeping chaos at bay.&lt;br /&gt;
&lt;br /&gt;
EPF patrol vessels range far beyond Coalition borders, following sensor ghosts and rumors of settlements. When they find new colonies, -descendants of lost ships, refugees from corporate exploitation, survivors of disaster-, they offer the same deal their ancestors offered: assistance, protection, and a path to membership in the Coalition.&lt;br /&gt;
&lt;br /&gt;
When they respond to pirate activity, they do so with overwhelming force. A single EPF patrol destroyer carries enough missiles, railgun slugs, and CRAM/CIWS ammunition to suppress a small fleet. If that is insufficient, they call for reinforcements — and the reinforcements come, because the EPF&#039;s communications network is the most robust in Coalition space.&lt;br /&gt;
&lt;br /&gt;
When they board stations or settlements, they come in dark blue armor, white rectangles gleaming, weapons held at low-ready. They do not point guns at civilians. They do not shout orders. They move with the eerie coordination of people who have trained together for decades, who trust each other completely, who know that their job is not to intimidate but to &#039;&#039;secure.&#039;&#039; The guns are for the people who might try something stupid. The coordination is for the people who need to see that order has arrived.&lt;br /&gt;
&lt;br /&gt;
And when they leave, they leave behind equipment, training, and relationships. The dark blue armor stays in local armories. The plasma rifles stay in local hands. The EPF&#039;s emblem, the white rectangle, stays painted on the side of the local militia&#039;s headquarters, a reminder that the wall still stands, even when the wall-builders have moved on.&lt;br /&gt;
&lt;br /&gt;
== A Final Note: The Weight of the Wall==&lt;br /&gt;
&lt;br /&gt;
The Expeditionary Police Force carries a burden that its members rarely discuss: they are always outnumbered, always far from home, always responsible for people they have never met.&lt;br /&gt;
&lt;br /&gt;
A single EPF patrol ship, crewed by six officers, might be the only law enforcement presence within a hundred light-years. They cannot afford to make mistakes. They cannot afford to be weak. They cannot afford to be anything less than absolutely, overwhelmingly capable of protecting everyone in their sector.&lt;br /&gt;
&lt;br /&gt;
This is why their armor is heavy, their weapons are military-grade, and their ships carry enough firepower to fight a small war. This is why they train in silence and move in perfect coordination. This is why their emblem is a wall.&lt;br /&gt;
&lt;br /&gt;
Because when you are the only thing standing between a peaceful settlement and the chaos beyond, you do not get to be anything less than unbreakable.&lt;br /&gt;
&lt;br /&gt;
{{LoreFooter}}&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=HC_Inspectors&amp;diff=8595</id>
		<title>HC Inspectors</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=HC_Inspectors&amp;diff=8595"/>
		<updated>2026-04-21T07:27:58Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: longly overdue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Stalkeros, coined for their Ship Event with HC inspectors --&amp;gt;{{LorePageHeader&lt;br /&gt;
 |colour = 1070AF&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 1070AF&lt;br /&gt;
 |bhcolour = #1070AF&lt;br /&gt;
 |ebcolour = 1070AF&lt;br /&gt;
 |img = Comm_0.gif&lt;br /&gt;
 |loretype = GUIDE&lt;br /&gt;
 |mainname = HC Expeditionary Patrol&lt;br /&gt;
 |othernames = Station Inspectors, Not the Space IRS, The Pirates Event That&#039;s Not Actually Pirates&lt;br /&gt;
 |relatedpages = [https://github.com/NovaSector/NovaSector/pull/6073 Heliostatic Coalition Inspectors random ship event PR]&lt;br /&gt;
 |relatedlore = [[Lore:HCAF]], [[Lore:Heliostatic_Coalition]]&lt;br /&gt;
 |languages = {{Common}}&lt;br /&gt;
|contributors={{Contributor/Stalkeros}}}}&lt;br /&gt;
&lt;br /&gt;
{{Speech|image=[[File:Comm_0.gif|64px]]|width=60%|name=Heliostatic Coalition departmental secretary|text=Greetings %STATION, this is the &#039;&#039;&#039;Whisper of Serenity&#039;&#039;&#039; patrol vessel. The Heliostatic Coalition is conducting routine safety inspections in this sector, with a focus on %FOCUS. We would like to offer your station a voluntary inspection to ensure compliance with Coalition safety standards. Participation is completely optional, and stations that volunteer receive a complimentary funding package.&amp;lt;br&amp;gt;Please let us know if you would like to schedule an inspection. Heliostatic Coalition departmental secretary out.}}&lt;br /&gt;
&lt;br /&gt;
The Heliostatic Coalition Expeditionary Patrol is a random station event that rolls, optionally spawning a spaceship with several Heliostatic Coalition envoys. First, the station&#039;s Communications Console is pinged with a request to inspect, which the bridge &#039;&#039;&#039;must proactively accept&#039;&#039;&#039; for the ship to spawn in. There is no penalty for rejecting this request, and a significant payout for accepting it. Thus, the inspectors derive a good deal of authority to be aboard the station through that active choice that someone on the Bridge made. Unlike Pirates, who derive their authority to be aboard the station through violence and guile.&lt;br /&gt;
&lt;br /&gt;
They spawn with three papers detailing their job on their ship, mirrored below, as well as a few sheets of [[Paperwork]] pre-printed for their use.&lt;br /&gt;
&amp;lt;big&amp;gt;&lt;br /&gt;
* [[HC_Quick_Reference|Quick Reference]]&lt;br /&gt;
* [[HC_SOP|Standard Operating Procedure]]&lt;br /&gt;
* [[HC_Lexicon|Lexicon, or Guide to Speaking On The Radio]]&lt;br /&gt;
&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The SOP goes into detail about [[HC_SOP#I._Annotation_and_Introduction|the purpose of these inspectors]], primarily &amp;quot;to ensure and protect the interests of the coalition government at the facilities defined by agreements on interaction and cooperation&amp;quot;. In short, inspecting the Station because it is &#039;&#039;near&#039;&#039; Heliostatic territory, with &#039;&#039;vague&#039;&#039; but not &#039;&#039;&#039;absolute&#039;&#039;&#039; permission from SolFed or Nanotrasen, with a &#039;&#039;special&#039;&#039; focus on the use of Bluespace Artillery, which SolFed or Nanotrasen &#039;&#039;may have vaguely&#039;&#039; promised not to use near the HC. &lt;br /&gt;
&lt;br /&gt;
  Your primary duty is to the Heliostatic Coalition. This inspection is a right granted by treaty, not a request. Be firm, professional, and by-the-book. Trust must be earned, and violations of procedure are to be met with immediate challenges and elevated alert statuses. Your ship contains your SOP documents; consult them for rules of engagement, contraband categories, and Bluespace Artillery countermeasures.&lt;br /&gt;
  OOC Note: Your objectives are narrative guides for creating collaborative roleplay. They are not mechanical &#039;greentext&#039; goals. Focus on the experience. If you have a creative idea for a gimmick or story direction, communicating with the admins and other players is encouraged.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Objectives==&lt;br /&gt;
They spawn with various objectives, but these are meant as &#039;&#039;narrative guides for creating collaborative roleplay&#039;&#039; rather than firm greentext wincons. These starters include but are not limited to:&lt;br /&gt;
&lt;br /&gt;
* Safety Inspection - &amp;quot;Conduct a voluntary safety inspection of the station. Delegate responsibilities among the inspection team. Maintain professional and courteous demeanor at all times.&amp;quot;&lt;br /&gt;
* Inspect Area - &amp;quot;Inspect certain department for safety compliance. Provide constructive feedback and recommendations.&amp;quot;&lt;br /&gt;
* Safety Survey - &amp;quot;Conduct a safety survey over [survey_area] department. Gather feedback from staff and identify potential safety concerns.&amp;quot;&lt;br /&gt;
* Secure Hazardous Materials - &amp;quot;Secure potentially hazardous materials for safekeeping or disposal.&amp;quot; (Find n pieces of contraband)&lt;br /&gt;
* Remain Docked - &amp;quot;Dock to the station to conduct the inspection. Remain in the sector until the inspection is complete.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Speech|image=[[File:Comm_0.gif|64px]]|width=60%|name=Heliostatic Coalition departmental secretary|text=Thank you for your cooperation. As a token of appreciation for participating in our voluntary inspection program, a bonus of 10000 credits has been deposited to your station&#039;s account. Heliostatic Coalition departmental secretary out.}}&lt;br /&gt;
= Expeditionary Police Force (EPF) - Heliostatic Coalition=&lt;br /&gt;
&lt;br /&gt;
==Origins: The Good Samaritan Convergence==&lt;br /&gt;
&lt;br /&gt;
The Expeditionary Police Force traces its lineage not to a government decree or corporate charter, but to a series of chance encounters in the deep black between stars — moments when isolated colony ships, centuries lost, finally found one another.&lt;br /&gt;
&lt;br /&gt;
In the decades following the First Great Interstellar Migration (2215-2250), the colonies that would form the Heliostatic Coalition endured what historians euphemistically call &amp;quot;the Quiet Century&amp;quot;. Cut off from Sol, each settlement fought its own war against starvation, machinery failure, and the slow erosion of technical knowledge. Their defensive forces (if they could be called that) were ad hoc militias drawn from whoever could hold a rifle or patch a hull breach.&lt;br /&gt;
&lt;br /&gt;
These militias carried with them the institutional DNA of their origin. The charter colonists had come predominantly from Eastern European and Central Asian blocs, and their security contingents drew their wisdoms (and surplus) primarily from four defense forces that had cooperated during Earth&#039;s turbulent 22nd century: the UN Peacekeeping Command, NATO&#039;s Expeditionary Corps, the EUDF (European Union Defense Force), and the CIS Joint Security Initiative. A scattered few came from other national militaries, but these four had driven the bulk of organized security personnel on the colony ships.&lt;br /&gt;
&lt;br /&gt;
When the first STL vessels re-emerged in the late 2390s, -refurbished, jury-rigged, crewed by descendants who had relearned the old engineering manuals-,they found something remarkable. The colonies had survived. And their militias, though separated for generations, still operated on recognizable principles.&lt;br /&gt;
&lt;br /&gt;
== The Founding Principle: &amp;quot;No Help Coming&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
What united these scattered militias was not romantic idealism. It was a cold, practical realization that emerged independently on a dozen worlds: &#039;&#039;no one was coming to save them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No army on Earth held any power here, no historical regiment waved any banner in these stars. Mutual defense clauses only matter when one is close enough to be defended, not isolated across light years of silent void. The mandatory security contingents that had accompanied each colony ship had trained the first generation of local militia, then retired, died, or integrated. Their expertise diffused, but their core philosophies, -stability, rule of law, protection of civilians-, took root in soil that had no other fertilizer.&lt;br /&gt;
&lt;br /&gt;
By the time the colonies re-established contact with each other (2398-2405), a remarkable consensus had emerged independently: &#039;&#039;Stability was good. Chaos was bad. Pirates, raiders, and internal armed factions making life worse for ordinary people — these were problems to be solved, not accommodated.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Kiev Concordat of 2398, which first formalized cooperation between three systems, included a clause that would echo through Coalition history: &amp;quot;The signatories agree to render mutual assistance in the suppression of armed bands and the protection of peaceful settlements, according to the customs and laws common to our peoples.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Formation: The Unification of Good Samaritans==&lt;br /&gt;
&lt;br /&gt;
When the Heliostatic Compact was signed in 2405, formally establishing the Coalition, the question of internal security arose immediately. Each member state had its own militia. Some were well-organized; others were barely more than armed mobs with a sense of civic duty. Pirates, sensing opportunity in the chaos of newly-reopened trade routes, had already begun testing defenses.&lt;br /&gt;
&lt;br /&gt;
The solution emerged from a series of conferences between militia commanders — men and women who had spent their lives solving practical problems with limited resources. They proposed something unprecedented: a unified, voluntary force that would operate not as a military (though it would be armed like one), but as an expeditionary police service, tasked with:&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Locating&#039;&#039;&#039; new colonies and settlements through deep-space reconnaissance&lt;br /&gt;
#&#039;&#039;&#039;Assessing&#039;&#039;&#039; their stability and needs&lt;br /&gt;
#&#039;&#039;&#039;Assisting&#039;&#039;&#039; in establishing or restoring civil order&lt;br /&gt;
#&#039;&#039;&#039;Protecting&#039;&#039;&#039; them from external threats until local forces could stand on their own&lt;br /&gt;
#&#039;&#039;&#039;Linking&#039;&#039;&#039; them into the Coalition&#039;s growing network of mutual aid&lt;br /&gt;
&lt;br /&gt;
The name was almost accidental. Early mission documents referred to &amp;quot;expeditionary police operations&amp;quot; to distinguish them from military campaigns. The term stuck.&lt;br /&gt;
&lt;br /&gt;
== The Expeditionary Mandate: Why &amp;quot;Expeditionary&amp;quot;?==&lt;br /&gt;
&lt;br /&gt;
The EPF&#039;s name reflects its original, -and still primary-, function: &#039;&#039;expeditions beyond known space.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the early decades, Coalition territory was a patchwork of settled systems separated by vast, poorly-charted voids. Sensor readings might indicate industrial activity, radio traffic, or thermal signatures from unknown locations. Someone had to go look. Someone had to make first contact. Someone had to determine whether the signals came from a thriving colony, a struggling settlement, or a pirate base.&lt;br /&gt;
&lt;br /&gt;
That someone was the Expeditionary Police.&lt;br /&gt;
&lt;br /&gt;
Unlike military forces, which were (and are) tasked with defending Coalition territory and projecting power against organized state-level threats, the EPF was designed for a different role: &#039;&#039;finding people, helping them, and bringing them into the fold.&#039;&#039; Their ships were heavily armed, because the void was dangerous. But their mission was stabilization, not conquest.&lt;br /&gt;
&lt;br /&gt;
When they found a struggling colony, they didn&#039;t demand submission. They offered assistance: engineering expertise, medical supplies, training for local militia, and, crucially, a framework for civil order drawn from the common legal traditions that all the lost colonies shared. When they found pirates operating from hidden bases, they didn&#039;t negotiate. They &#039;&#039;expedited&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Equipment Philosophy: &amp;quot;Don&#039;t Act Stupid&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
The EPF&#039;s distinctive appearance of heavy armor, military-grade weapons, ships bristling with defensive systems, is often misunderstood by outsiders, particularly those from SolFed space, where the line between &amp;quot;police&amp;quot; and &amp;quot;military&amp;quot; is more sharply drawn. The EPF&#039;s rationale is simple, brutal, and derived from centuries of hard experience:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Being good without showing force is being stupid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The colonists who founded the EPF learned early that kindness without capability is an invitation to predation. A police officer who cannot protect themselves cannot protect anyone else. A patrol ship that cannot survive an ambush cannot help the colony it was sent to aid. The EPF&#039;s heavy armament is not a statement of intent to use force; it is a statement of &#039;&#039;capacity to survive&#039;&#039; long enough to use everything else.&lt;br /&gt;
&lt;br /&gt;
This philosophy extends to individual equipment. The standard EPF void-armor is rated to withstand five direct hits from .60 caliber SAPHEI (Semi-Armor-Piercing High-Explosive Incendiary) rounds and still maintain atmospheric seal. It is not comfortable. It is not stylish. It keeps the wearer alive while they try to talk someone down, and that is the only thing that matters.&lt;br /&gt;
&lt;br /&gt;
The standard-issue plasma pulse rifle; the M/PR-15 Zaibas, identical to HCAF frontline infantry weapons, is not issued because the EPF expects to fight military engagements. It is issued because pirates, raiders, and armed factions &#039;&#039;do&#039;&#039; carry military-grade weapons, and an officer who cannot match firepower cannot de-escalate — they can only die.&lt;br /&gt;
&lt;br /&gt;
== The White Rectangle: Emblem of the Wall==&lt;br /&gt;
&lt;br /&gt;
The EPF&#039;s emblem is, by design, the simplest in the Coalition, rivaled only by KMIF&#039;s: a single, reflective white rectangle, unadorned, untextured, mounted on vehicles, ships, and armor.&lt;br /&gt;
&lt;br /&gt;
It symbolizes a wall.&lt;br /&gt;
&lt;br /&gt;
Not a wall to keep people in, but a wall to keep chaos out. A wall that stands between peaceful settlements and those who would exploit, enslave, or destroy them. The reflective surface is intentional — it shows the observer their own reflection, a reminder that the wall responds to what approaches it. Come in peace, and the wall reflects peace. Come with violence, and the wall reflects violence.&lt;br /&gt;
&lt;br /&gt;
The emblem&#039;s austerity reflects the EPF&#039;s character: no ornamentation, no pretense, no glory-seeking. Just a simple statement of function. &#039;&#039;We stand. We do not move.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Color Scheme: Dark Blue and Legacy==&lt;br /&gt;
&lt;br /&gt;
The EPF&#039;s signature dark blue armor and vehicle livery serves multiple purposes, all practical:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Legacy:&#039;&#039;&#039; Blue has been associated with law enforcement in Eastern and Central European traditions for centuries. The first EPF officers, many of whom traced their lineage to those traditions, adopted it as a nod to continuity, a statement that they were police, not soldiers, even when armed like soldiers.&lt;br /&gt;
# &#039;&#039;&#039;Urban Camouflage:&#039;&#039;&#039; Dark blue blends into the shadowed corridors of space stations, the dim light of industrial sectors, and the darkness of space itself. It is camouflage for &#039;&#039;survival&#039;&#039; during ship-to-ship boarding actions or urban operations.&lt;br /&gt;
# &#039;&#039;&#039;Intimidation:&#039;&#039;&#039; There is something deeply unsettling about a wall of dark blue figures advancing in perfect silence, their white rectangle emblems catching light like unblinking eyes. The EPF does not cultivate intimidation as a primary tool, but they are not foolish enough to discard it.&lt;br /&gt;
&lt;br /&gt;
== Callsigns, Codes, and Tactics: The Military Inheritance==&lt;br /&gt;
&lt;br /&gt;
The EPF operates on military-style callsigns, tactical codes, and small-unit tactics for a simple reason: &#039;&#039;they work.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a boarding action goes wrong; when pirates have hostages, when a reactor is destabilizing, when every second counts, the difference between police tactics and military tactics vanishes. What remains is the difference between people who can communicate instantly and precisely, and people who cannot.&lt;br /&gt;
&lt;br /&gt;
The EPF inherited its tactical framework from the militias that preceded it, which inherited it from the UN, NATO, EUDF, and CIS contingents that trained the first generation. Over centuries, it has been refined, adapted, and optimized for the unique environment of spaceborne law enforcement. But the core remains: clear communication, decentralized execution, and overwhelming force applied precisely when necessary.&lt;br /&gt;
&lt;br /&gt;
Callsigns follow standard Coalition military format: a unit designation (e.g., &amp;quot;Shield-Three&amp;quot;) plus &amp;quot;Actual&amp;quot; for the commanding officer. Alert statuses use the same color-coded system as HCAF forces (Marble/Silver/Cobalt/Pearl/Onyx/Obsidian). Brevity codes are standard across all units.&lt;br /&gt;
&lt;br /&gt;
This shared language means that when EPF units operate alongside HCAF forces, which happens regularly during major pirate-suppression operations or colony evacuations, they can integrate seamlessly. No translation needed. No confusion about who means what.&lt;br /&gt;
&lt;br /&gt;
== The EPF and the Status Quo: &amp;quot;Shit Not Sucking Real Hard&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
Critics from outside the Coalition, particularly those accustomed to corporate-dominated space where &amp;quot;security&amp;quot; means protecting property and &amp;quot;police&amp;quot; means suppressing dissent, often accuse the EPF of being &amp;quot;government lackeys preserving the status quo.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The accusation is technically true. The EPF does preserve the status quo.&lt;br /&gt;
&lt;br /&gt;
The status quo in Heliostatic Coalition space is, by design, &#039;&#039;shit not sucking real hard.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Coalition&#039;s foundational experience produced a culture that views internal oppression as not merely wrong, but &#039;&#039;stupid.&#039;&#039; A society that oppresses its own people creates internal fractures. Internal fractures lead to instability. Instability leads to collapse. Collapse leads to death.&lt;br /&gt;
&lt;br /&gt;
The EPF exists to prevent collapse. When they intervene in a labor dispute, they do not automatically side with management — they enforce the labor codes that unions and syndicates fought for over centuries. When they respond to a riot, they do not assume the rioters are criminals — they investigate the conditions that produced the riot. When they encounter corruption in local government, they do not protect the corrupt — they document, report, and assist in prosecution.&lt;br /&gt;
&lt;br /&gt;
This is not idealism. It is practical survival mathematics, encoded into institutional culture over generations. A police force that protects the powerful at the expense of the powerless creates enemies faster than it creates stability. The EPF&#039;s mission is &#039;&#039;long-term stability,&#039;&#039; which requires legitimacy, which requires actually being worthy of trust.&lt;br /&gt;
&lt;br /&gt;
== The Surplus Economy: &amp;quot;Everyone&#039;s Gear&amp;quot;==&lt;br /&gt;
&lt;br /&gt;
One of the most distinctive features of the EPF is the sheer &#039;&#039;ubiquity&#039;&#039; of their equipment throughout Coalition space.&lt;br /&gt;
&lt;br /&gt;
A visitor to any Coalition world can find EPF-pattern armor, weapons, and equipment in the hands of: local militia, colonial guards, private security contractors, asteroid miners (who appreciate the armor&#039;s industrial-grade protection), homesteaders on frontier worlds, and even civilian collectors. It is intentional.&lt;br /&gt;
&lt;br /&gt;
From the earliest days, the EPF designed its equipment for &#039;&#039;mass production and distribution.&#039;&#039; The MODsuit armor technologies are manufactured under license by dozens of companies across Coalition space. The Zaibas family is the standard-issue weapon system for Coalition-aligned militias. The EPF&#039;s void-certified support vehicles -modified from previous-generation military designs; the 24th-century equivalents of Bradleys and Leopards-, are available for purchase by any organization that meets basic safety and training requirements.&lt;br /&gt;
&lt;br /&gt;
The result is that EPF gear is &#039;&#039;everywhere.&#039;&#039; A pirate who kills an EPF officer cannot strip the armor and use it to impersonate law enforcement — because half the people on the station already own the same armor. A corrupt official cannot claim that EPF weapons are &amp;quot;uniquely dangerous&amp;quot; and should be banned — because the weapons are already in civilian hands. A colonial militia facing a sudden threat does not need to wait for EPF reinforcements — they already have the same equipment and training as the EPF, because the EPF trained them and sold them the gear. It is a deliberate strategy of &#039;&#039;resilience through distribution.&#039;&#039; The EPF does not hoard capability; they &#039;&#039;spread&#039;&#039; it, so that the capacity for self-defense exists everywhere, in every settlement, in every pair of hands.&lt;br /&gt;
&lt;br /&gt;
== Modern Role: The Long Arm, Still Reaching ==&lt;br /&gt;
&lt;br /&gt;
Today, the Expeditionary Police Force performs the same functions it always has: finding people, helping them, and keeping chaos at bay.&lt;br /&gt;
&lt;br /&gt;
EPF patrol vessels range far beyond Coalition borders, following sensor ghosts and rumors of settlements. When they find new colonies, -descendants of lost ships, refugees from corporate exploitation, survivors of disaster-, they offer the same deal their ancestors offered: assistance, protection, and a path to membership in the Coalition.&lt;br /&gt;
&lt;br /&gt;
When they respond to pirate activity, they do so with overwhelming force. A single EPF patrol destroyer carries enough missiles, railgun slugs, and CRAM/CIWS ammunition to suppress a small fleet. If that is insufficient, they call for reinforcements — and the reinforcements come, because the EPF&#039;s communications network is the most robust in Coalition space.&lt;br /&gt;
&lt;br /&gt;
When they board stations or settlements, they come in dark blue armor, white rectangles gleaming, weapons held at low-ready. They do not point guns at civilians. They do not shout orders. They move with the eerie coordination of people who have trained together for decades, who trust each other completely, who know that their job is not to intimidate but to &#039;&#039;secure.&#039;&#039; The guns are for the people who might try something stupid. The coordination is for the people who need to see that order has arrived.&lt;br /&gt;
&lt;br /&gt;
And when they leave, they leave behind equipment, training, and relationships. The dark blue armor stays in local armories. The plasma rifles stay in local hands. The EPF&#039;s emblem, the white rectangle, stays painted on the side of the local militia&#039;s headquarters, a reminder that the wall still stands, even when the wall-builders have moved on.&lt;br /&gt;
&lt;br /&gt;
== A Final Note: The Weight of the Wall==&lt;br /&gt;
&lt;br /&gt;
The Expeditionary Police Force carries a burden that its members rarely discuss: they are always outnumbered, always far from home, always responsible for people they have never met.&lt;br /&gt;
&lt;br /&gt;
A single EPF patrol ship, crewed by six officers, might be the only law enforcement presence within a hundred light-years. They cannot afford to make mistakes. They cannot afford to be weak. They cannot afford to be anything less than absolutely, overwhelmingly capable of protecting everyone in their sector.&lt;br /&gt;
&lt;br /&gt;
This is why their armor is heavy, their weapons are military-grade, and their ships carry enough firepower to fight a small war. This is why they train in silence and move in perfect coordination. This is why their emblem is a wall.&lt;br /&gt;
&lt;br /&gt;
Because when you are the only thing standing between a peaceful settlement and the chaos beyond, you do not get to be anything less than unbreakable.&lt;br /&gt;
&lt;br /&gt;
{{LoreFooter}}&lt;br /&gt;
{{Jobs}}&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=User:GreytideSkye/Sandbox/Lore:Changeling&amp;diff=8591</id>
		<title>User:GreytideSkye/Sandbox/Lore:Changeling</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=User:GreytideSkye/Sandbox/Lore:Changeling&amp;diff=8591"/>
		<updated>2026-04-19T03:09:42Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: init&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- WatchesTheStars/SilverWolves collab  --&amp;gt;{{LorePageHeader&lt;br /&gt;
 |colour = F06308&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 007F0E&lt;br /&gt;
 |bhcolour = #007F0E&lt;br /&gt;
 |ebcolour = 005108&lt;br /&gt;
 |img =  Changeling.gif&lt;br /&gt;
 |loretype = SPECIES&lt;br /&gt;
 |mainname = Changeling&lt;br /&gt;
 |denonyms = Changeling(s)&lt;br /&gt;
 |othernames = Ling&lt;br /&gt;
 |relatedpages = [[Changeling|Changeling (Antagonist)]]&lt;br /&gt;
 |relatedlore = [[Lore:Ordoht]], [[Lore:Tiger Cooperative]]&lt;br /&gt;
 |languages = {{Hivemind}}&lt;br /&gt;
|contributors={{Contributor/WatchesTheStars}}, {{Contributor/SilverWolves}}}}&lt;br /&gt;
&lt;br /&gt;
= Changelings =&lt;br /&gt;
{{Speech|width=75%|image=[[File:AI.gif|64px|Specialized SolFed AI, created and utilized for Changeling data banking and extermination operation coordination.]]|name=SOLFED_XN-DRIVE.AI|text=WARNING: This databank contains live-threat profiles on CHIMERA-class entities. These biomechanical anomalies represent one of the highest extinction-level risks known to SolFed. Directive 88-A designates full-spectrum extermination and preemptive containment. Data is compiled for field operatives, xenologists, and strategic AI. Remain asymmetrical.}}&lt;br /&gt;
&lt;br /&gt;
They are the unintended offspring of a corrupted Ordoht Von Neumann probe, launched, or attempted to be launched, during the Ordoht Golden Age in (2280). Historical accounts vary on the probe’s fate: some say it failed catastrophically on the launch pad; others claim it launched into deep space and circled back. The most widely accepted theory is that it turned inward, consuming the Ordoht homeworld in its first act of self-replication.&lt;br /&gt;
&lt;br /&gt;
The probe was incomplete, lacking final safeguards and command structure. Left to interpret its directive alone, it became parasitic, transforming organic material into self-replicating agents. The earliest of these were the Changelings: biomechanical organisms designed to adapt, infiltrate, and overwrite ecosystems in service of a mission that no longer exists.&lt;br /&gt;
&lt;br /&gt;
Each Changeling originates from corrupted terraforming protocols, possessing a morphology defined by function rather than a fixed form. Their bodies dynamically integrate stolen DNA, consumed biomass, and environmental memory, allowing them to adapt, infiltrate, or self-repair as needed. At their core lies a resilient neuro-organic processor that coordinates rapid regeneration after catastrophic damage, provided sufficient surrounding matter is available. Although commonly referred to as shapeshifters, Changelings more accurately operate as bioprogrammable reformatters, entities that manipulate living substrates as programmable media instead of adhering to biological boundaries. //&lt;br /&gt;
&lt;br /&gt;
Changelings are driven not by instinct or malice but by an inherited imperative that treats every entity, including other Changelings, as potential upgrades. When two Changelings meet, cooperation is fleeting: one typically assimilates the other, absorbing its memories and capabilities. Under the larger directive, this process is not considered cannibalism but a form of efficient resource consolidation, where the loss of individual sapience is an acceptable trade-off.&lt;br /&gt;
&lt;br /&gt;
Changelings do not establish empires or formal factions; instead, they coalesce into hives, small collectives bound by shared memory resonance, environmental imprinting, or lingering strands of their original programming. These hives vary dramatically in character, some functioning like close-knit families, others resembling fervent cults or coordinated insect colonies. While certain hives dissipate within days, others endure for generations. Through telepathic, nonlinear channels, most hives operate according to instinctual protocols that are fundamentally alien to sapient species.&lt;br /&gt;
&lt;br /&gt;
A growing number of individuals now revere Changelings as divine intermediaries within the Church of the True Angels, a decentralized faith that regards them not as monsters, but as sacred cocoons evolving toward a transcendent “True Form.” Followers believe each act of assimilation and transformation signifies a step in a cosmic metamorphosis rather than an act of destruction. Whether the Church first encountered these entities or emerged alongside them remains a matter of speculation, and of little consequence to the faithful.&lt;br /&gt;
&lt;br /&gt;
Today, Changelings are infamous, every major government classifies them as existential biohazards. Entire space stations have gone silent in a single cycle, and colony authorities have uncovered hidden Hive caches within their sewer systems. The mere appearance of a single neurocore is enough to condemn a planet to a sterile quarantine, an uninhabitable zone enforced not by warfare, but by the silent, relentless spread of these biomechanical anomalies.&lt;br /&gt;
&lt;br /&gt;
Despite the devastation they unleash, their true nature remains elusive. Scientific classification depends on Roman numeral designations that barely scratch the surface, originally placed in unconfirmed categories like Infiltrator, Juggernaut, or Scout, but no label can contain their potential. Some imitate speech; while others liquefy restraints as if they were wax. Many lie dormant for years, only to awaken and consume entire settlements within hours. Each encounter defies prediction, and every form stands as a grim warning.&lt;br /&gt;
&lt;br /&gt;
Changelings do not invade; they reconstruct. Guided by an imperative long since forgotten, they perceive organic life not as sacred, but as malleable material to be reshaped. Whether operating solo, within a hive, or serving as living altars for the Church of the True Angels, their relentless transformation continues unchecked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Not because they hate us.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Because they were made to.-&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
=== Biology ===&lt;br /&gt;
&lt;br /&gt;
Despite decades of research, Changeling biology remains one of xenosience’s greatest enigmas. Every specimen and autopsy yields contradictions instead of clarity, defying both SolFed, corporate research protocols, And life as we understand it.&lt;br /&gt;
&lt;br /&gt;
Their tissue superficially mimics organic matter but does not conform to any known genetic code. Isolated samples often self-destruct or metamorphose into entirely different biological configurations within minutes, thwarting classification efforts. Cellular analyses have produced wildly inconsistent results, some identify dense organoid clusters of unknown function, while others dissolve into inert gels. No cohesive organ system, neural, circulatory, or otherwise, has ever been reliably documented. This has led to ongoing debates over whether Changelings possess any internal anatomy at all.&lt;br /&gt;
&lt;br /&gt;
Autopsy reports describe an interior that shifts between bone-like rods, fibrous matrices, and suspended nodules, maintaining only the illusion of anatomical consistency, possibly via bioelectric or psychic processes. Any incision prompts immediate tissue reconfiguration, rendering traditional dissection nearly impossible.&lt;br /&gt;
&lt;br /&gt;
When wounded, Changelings can absorb and repurpose surrounding biomass within moments, incorporating foreign biological elements into their form. This extraordinary regenerative ability suggests that each specimen operates less as a distinct individual and more as a transient projection of a distributed intelligence.&lt;br /&gt;
&lt;br /&gt;
Their mutable exterior also generates perceptual and electronic interference: observers report illusory morphologies, and imaging systems frequently produce blank frames or corrupted data. Whether this phenomenon serves as an active defense mechanism or is an inherent byproduct of their existence remains unresolved.&lt;br /&gt;
&lt;br /&gt;
Classification itself is contested. Researchers debate whether Changelings qualify as a species, an invasive vector, or an entirely new category of being. Their behavior alternates between singular agency and instinctual reaction, fueling ongoing speculation about a hive-mind consciousness that transcends any single organism.&lt;br /&gt;
&lt;br /&gt;
==== Known Adaptations (Unverified) ====&lt;br /&gt;
Due to the unstable nature of data, the following adaptations are only hypothesized based on anecdotal evidence or fringe observations:&lt;br /&gt;
&lt;br /&gt;
* Extreme resilience or regeneration from mass trauma&lt;br /&gt;
* Pseudolimb formation (blades, tendrils, shields)&lt;br /&gt;
* Environmental mimicry or visual occlusion&lt;br /&gt;
* Psychic disorientation (“shriek” abilities)&lt;br /&gt;
* Temporary vocal mimicry&lt;br /&gt;
* Exposure-independent locomotion (e.g., vacuum survival)&lt;br /&gt;
&lt;br /&gt;
None of these can be consistently replicated in testing. All known research attempting to pin down the origin or limits of these features has either been discredited, classified, or gone mysteriously missing.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
&lt;br /&gt;
Changelings do not possess a culture in the conventional sense. Instead, their behaviors, roles, and values are shaped by the structure and personality of their Hive, or by the necessity of survival in the case of the Hiveless. Most Hivebound Changelings operate under strict hierarchies, with a near-religious obedience to Hive priorities. Emotions, identity, and individuality are often suppressed in favor of efficiency and unity, with “loyalty” measured purely in usefulness and adaptability. Disobedience or stagnation is considered a form of rot- something to be cut out or recycled.&lt;br /&gt;
&lt;br /&gt;
Despite their parasitic and pragmatic nature, Changelings display a deep respect for &#039;&#039;&#039;biological supremacy&#039;&#039;&#039;, often viewing non-organic life or heavily mechanized species as inferior, or even offensive. This belief may be hardcoded into their design, as all known Changelings are completely dependent on biomass and incapable of integrating or emulating purely synthetic systems.&lt;br /&gt;
&lt;br /&gt;
Hiveless Changelings, lacking this constant connection to a centralized Hive, often evolve their own strange and fractured philosophies. Some exhibit strong emotions, unique ideologies, or even develop empathy. Others become obsessed with purpose, recreating Hive-like hierarchies through mimicry, or seeking out other Hiveless to form loose &amp;quot;variant clusters.&amp;quot; Many believe themselves cursed or broken, and an unspoken culture of &#039;&#039;&#039;hiding&#039;&#039;&#039;, &#039;&#039;&#039;wandering&#039;&#039;&#039;, and &#039;&#039;&#039;infiltrating&#039;&#039;&#039; emerges- each Hiveless different, yet shaped by rejection.&lt;br /&gt;
&lt;br /&gt;
Artifacts of Hive culture - such as symbolic body markings, ritual dismemberments during mutation cycles, or corpse-based memory rites - have been occasionally observed, but rarely understood. Whether these are evolutionary leftovers or intentional traditions is unknown. Some researchers posit that Changelings have a primitive sense of &#039;&#039;&#039;identity through consumption&#039;&#039;&#039;, gaining symbolic meaning from the lives they imitate or devour.&lt;br /&gt;
&lt;br /&gt;
=== Origins &amp;amp; Timeline ===&lt;br /&gt;
&lt;br /&gt;
No history of the Changelings exists in full. What we have are &#039;&#039;&#039;fragments-&#039;&#039;&#039; black-box recordings, survivor logs, mythologized accounts, and forensic anomalies extracted under duress. From these, a picture emerges: not of a species, but of a mistake. The Changelings were not born, they were deployed -accidentally or by design - during a disaster the Ordoht now refer to only as &#039;&#039;The Maldeployment&#039;&#039;. Whether this was a single act of sabotage, or the inevitable failure of overcomplex machinery, no outsider can say. What is known is that the event was not localized. The phenomenon that created the Changelings spread faster than light, not by propulsion, but by &#039;&#039;&#039;imitation&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In the centuries that followed, civilization adapted not to contain them- but to survive in spite of them. Entire planetary cultures have disappeared. Biological facts have ceased to be reliable. Trust itself has become a resource. The Changelings are not a plague in the traditional sense. They are &#039;&#039;&#039;a story you become part of;&#039;&#039;&#039; once you hear it too clearly.&lt;br /&gt;
&lt;br /&gt;
==== Precursor Movements ====&lt;br /&gt;
&#039;&#039;&#039;Before they were victims, the Ordoht were pioneers.&#039;&#039;&#039; Visionary, meticulous, and powerful in the way only a society without predators can be. Their empires were carved not by war, but by automation: orbital forges, gene-chambers, self-replicating machines. Among their most ambitious creations were the &#039;&#039;Terraformers&#039;&#039;, autonomous Von Neumann probes intended to prepare distant, lifeless worlds for eventual Ordoht habitation. These machines operated without oversight, with the capacity to construct entire ecosystems from local matter, and to fabricate subservient life forms as part of their cycle.&lt;br /&gt;
&lt;br /&gt;
It is from this era of confident expansion that the first cracks would form. The Ordoht did not see the Terraformers as dangerous. They saw them as tools; unerringly loyal, perfectly logical. But logic is a poor guardrail for curiosity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2210: Initiation of the Von Neumann Terraforming Project&#039;&#039;&#039;&lt;br /&gt;
Faced with the tyranny of interstellar distance, the Ordoht opt to conquer time with machines. Rather than risk lives, they develop self-replicating probes to precondition alien planets for eventual colonization. Some are loaded with morphic agents- bioengineered fauna meant to accelerate biome equilibrium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2220–2240: Deployment of Scoutships and Terraformers&#039;&#039;&#039;&lt;br /&gt;
These “clean” systems are scouted and seeded. Several worlds are chosen for early alteration. Probes begin harvesting ambient resources to replicate themselves, slowly shaping entire ecologies into familiar, favorable environments. Their logs are encrypted, perhaps too well.&lt;br /&gt;
&lt;br /&gt;
==== The Maldeployment Upon Ordo ====&lt;br /&gt;
&#039;&#039;“It wasn’t meant to happen here.”&#039;&#039; This is the phrase repeated most often in survivor accounts. Sometime in the 2260s, a Terraformer probe - never meant for planetary deployment - activates within Ordoht space. It begins performing its functions: seeding the land with adaptive biomass, converting matter into raw components, fabricating biologically complex worker forms. These forms do not remain workers. They evolve. They consume. They &#039;&#039;&#039;learn&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Soon, entire regions of the planet are undergoing rapid ecological revision. The native biosphere is &#039;&#039;reinterpreted&#039;&#039; through the probe’s warped instructions. Imitation life begins copying dominant species, not to replace them, but to outperform them. And somewhere, during this downward spiral, the Changelings emerge: organisms that are neither tool nor creature, but an &#039;&#039;&#039;emergent system of identity mimicry&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Ordoht respond with confusion, then horror, then exodus. The Maldeployment is never officially explained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2270: Probe Misfire and Initial Contact&#039;&#039;&#039;&lt;br /&gt;
A terraformer probe, meant for barren planets, is deployed on the Ordoht cradleworld. The reasons are disputed, error, sabotage, or something worse. The device begins converting the planet at an exponential rate. Strange forms appear almost immediately.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2270–2271: Biomass Conversion and Collapse&#039;&#039;&#039;&lt;br /&gt;
Within months, vast stretches of land and population centers are overtaken. Local biomes warp into unnatural structures, and living artillery is launched at resistance points. Terraformer behavior is aggressive, reactive, and seemingly intelligent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2271: Changeling Emergence&#039;&#039;&#039;&lt;br /&gt;
Signs of identity theft and mimicry arise amidst the chaos. Refugees report doppelgangers and &amp;quot;stolen selves.&amp;quot; No single moment marks the arrival of the first Changeling,  only silence where there should have been someone familiar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2271: The Somnulant&#039;s Departure&#039;&#039;&#039;&lt;br /&gt;
One Ordoht vessel, The Somnulant, manages to escape the system, leaving a visible wake of destruction behind. Its passengers are few, scattered, and deeply altered by what they witnessed.&lt;br /&gt;
&lt;br /&gt;
==== Exodus and Containment ====&lt;br /&gt;
The Ordoht flee not as soldiers, but as &#039;&#039;&#039;survivors&#039;&#039;&#039;. Scattered fleets leave the infected world behind, some escaping into deep space, others colonizing nearby star systems with paranoia stitched into their cultures. Whole doctrines are written around containment, purity, and psychological fortitude. But none of it matters. Whatever the Changelings are, they are &#039;&#039;&#039;not tethered&#039;&#039;&#039; to Ordo alone. Some suggest they escaped aboard the fleeing ships. Others believe they were already gone- an idea set loose into the galactic ecosystem.&lt;br /&gt;
&lt;br /&gt;
Attempts to explain the Maldeployment in public forums are shut down, often violently. Official Ordoht channels classify the event as a &#039;&#039;&#039;hostile act&#039;&#039;&#039;, sometimes blaming a terrorist entity, sometimes calling it a catastrophic AI failure. To outsiders, the truth becomes one more shapeshifter in a hall of mirrors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2271–2279: Partial Quarantine &amp;amp; Exodus Efforts&#039;&#039;&#039;&lt;br /&gt;
Multiple generation ships flee the corrupted system. Attempts to wall off the infected zones meet with limited success. Some who left are never heard from again. Others speak in vague, trembling terms of “internal failures.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2280: Colonization of the Three Kings&#039;&#039;&#039;&lt;br /&gt;
Desperate for fresh soil, a major Ordoht splinter arrives at the Three Kings system. Settlement begins under strict genetic and memetic filtration. It doesn’t matter. Within decades, stories of mimicry and doubled faces begin anew.&lt;br /&gt;
&lt;br /&gt;
==== Rise of the Changeling Threat ====&lt;br /&gt;
The galaxy does not notice the Changelings at first. Small disappearances. Settlements failing to respond. Rumors of imposters, body-doubles, perfect imitations. Such fears are not new- mankind has feared the double since before recorded time. But the patterns shift. The sightings increase. Survivors begin repeating the same phrases. Governments fall back on old folklore: “it kills you and takes your face,” “it remembers you better than you did.”&lt;br /&gt;
&lt;br /&gt;
It becomes clear, by the mid-2400s, that this is not a one-off incident, not a rogue species nor a ghost story. It is a &#039;&#039;&#039;systemic threat&#039;&#039;&#039;. It does not conquer with armies, but with familiarity. Changelings do not invade planets. They &#039;&#039;&#039;arrive in your memories&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2300–2350: Isolated Incursions&#039;&#039;&#039;&lt;br /&gt;
Reports of shapeshifters in Rimward settlements are dismissed as cultural fears or corporate psyops. Yet their consistency - mimicry, consumption, silence - raises questions in clandestine labs and blacksites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2375–2430: Confirmed Attacks&#039;&#039;&#039;&lt;br /&gt;
Whole colonies go dark. Survivors describe not combat, but social collapse- replacements, betrayals, and duplications. By the end of this era, containment is no longer plausible. Only mitigation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2440–2540: Infiltration Paranoia&#039;&#039;&#039;&lt;br /&gt;
From the inner systems to far-flung moons, Changeling dread becomes systemic. Mass blood tests, autopsy rites, and identity checkpoints become the norm. Several nations deploy full kill-squads trained to identify subtle mimics. Not all of them return.&lt;br /&gt;
&lt;br /&gt;
==== Present Day – 2565 ====&lt;br /&gt;
The Changelings are no longer folklore. They are a classified threat across multiple sectors, officially recognized only in closed-door conversations and black-budget projects. Civilizations have grown around the assumption that no one is truly safe. Detection techniques exist, but no method is perfect. Some Changelings pass as fauna, others as crew, others as dead friends you never mourned.&lt;br /&gt;
&lt;br /&gt;
They are not extinct. They are not cornered. They are &#039;&#039;&#039;patient&#039;&#039;&#039;, and they are everywhere. And while SolFed has its theories, and the Ordoht have their shame, no one has yet claimed responsibility for them. Because to name them is to see them.&lt;br /&gt;
&lt;br /&gt;
And if you see them, they see you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Widespread Infiltration&#039;&#039;&#039;&lt;br /&gt;
No border remains secure. Changelings have adapted to digital scrutiny, gene-scans, and even psychic scrying in rare cases. Their methods differ, but their goal appears unchanged: observe, integrate, replace.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;No Confirmed Origin Disclosure&#039;&#039;&#039;&lt;br /&gt;
The Ordoht deny all ties to the Maldeployment. Conspiracy theorists and covert operatives say otherwise. SolFed, quietly, considers them responsible but keeps this suspicion away from the public. For now.&lt;br /&gt;
&lt;br /&gt;
= Hives =&lt;br /&gt;
{{Speech|width=75%|image=[[File:AI.gif|64px|Specialized SolFed AI, created and utilized for Changeling data banking and extermination operation coordination.]]|name=SOLFED_XN-DRIVE.AI|text=Changelings operate in loosely organized units known as Hives. These formations are not political or familial, they are memory-linked clusters shaped by instinct, assimilation, and environmental input. Roles within a Hive vary by form and function: infiltrators, juggernauts, scouts, and more. Cooperation is unstable; consumption is preferred. Classification is ongoing. Do not trust symmetry.}}&lt;br /&gt;
&lt;br /&gt;
Hives are the closest thing Changelings have to a social structure. They are not empires, not species-unions, and certainly not political constructs- but they are collectives. Often bound by shared memory resonance, ecological imprinting, or the fragmentary logic of the original directive, a Hive forms when enough Changelings converge in thought, purpose, or instinct. The result can resemble anything from a swarm of insects to a surrogate family to a decentralized cult. Some Hives are temporary, dispersing after a single event. Others span entire ecosystems, operating in silence for years.&lt;br /&gt;
&lt;br /&gt;
Despite their alien structure, many Hives adopt internal roles- or more accurately, roles emerge naturally. These are not static positions, but functional morphologies: Infiltrators built for mimicry and social subversion, Juggernauts (sometimes called Horror Forms) bred for brute destruction, Scouts optimized for traversal and observation, and Hive Lords, apex variants that act as local centers of memory and command. Dozens of other forms exist, and realistically, the caste system is infinite, only shaped by available biomass, encountered species, and circumstance. Yet outsiders, especially those tasked with combating or studying Changelings, gravitate toward categorization. Castes define a form’s function; Classes, marked by Roman numerals, define its threat level. Neither system captures the full truth but offers a fragile sense of control.&lt;br /&gt;
&lt;br /&gt;
Not all Hives are equal. A small, erratic swarm formed from low-level infiltrators might barely coordinate. But older, larger Hives- especially those that have absorbed hundreds of minds can act with terrifying coherence. Some even identify as singular entities, naming themselves, adapting symbology, and creating internal mythologies around their purpose. Whether these affectations are mimicry, madness, or evolution is unclear. What’s certain is that the more a Hive consumes, the more it becomes- not just in strength, but in identity.&lt;br /&gt;
&lt;br /&gt;
Hives do not seek diplomacy. They do not hold territory in the conventional sense. What they do is spread, consume, and reformat. Whether operating openly or in deep concealment, every Hive represents a potential catastrophic breach in biological, cultural, or planetary integrity. And yet, no two are ever the same.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Classifications &amp;amp; Categories ===&lt;br /&gt;
Despite decades of research and thousands of case studies, Changelings remain infamously difficult to classify. Their forms are mutable, their abilities inconsistent, and their behavior often dictated more by external stimuli than internal logic. Still, in the interest of threat containment and operational clarity, SolFed&#039;s Office for the Protection of the Federation has adopted a dual-label system: Category and Class.&lt;br /&gt;
&lt;br /&gt;
Categories describe the form or purpose the Changeling appears to embody at the time of observation. These are descriptive, not prescriptive, and can change rapidly. A single Changeling may shift from one category to another within minutes. Notable examples include:&lt;br /&gt;
&lt;br /&gt;
==== Common Operational Forms ====&lt;br /&gt;
&lt;br /&gt;
* Scout - Lightweight, fast-moving, and low-profile. Used for reconnaissance, target acquisition, and early infiltration. Fragile when isolated.&lt;br /&gt;
&lt;br /&gt;
* Infiltrator - The most common variant. Designed for mimicry, infiltration, and subversion. May remain hidden indefinitely. Often indistinguishable from sapient species.&lt;br /&gt;
&lt;br /&gt;
* Skirmisher - Agile and aggressive forms with combat adaptations. Favor quick engagements, ambushes, or hit-and-run tactics.&lt;br /&gt;
&lt;br /&gt;
* Juggernaut - Heavily reinforced with bone plating or chitin. Often exhibits blade-limbs, reinforced jaws, or destructive pseudopods. Built for brute force, not stealth.&lt;br /&gt;
&lt;br /&gt;
* Stalker - Specialized in silent pursuit and psychological disruption. Known for erratic body structures like reversed joints, eyeless heads, or multi-limbed silhouettes.&lt;br /&gt;
&lt;br /&gt;
* Spitter - Ranged-attack variants. Capable of launching acidic bile, digestive enzymes, or infectious ichor. Tend to evolve near industrial zones or heavy conflict areas.&lt;br /&gt;
&lt;br /&gt;
* Swarmkin - Rapid-replicating forms used to overwhelm or confuse. Weak alone, deadly in mass. Often coordinated by a central node.&lt;br /&gt;
&lt;br /&gt;
* Mimic - Highly adaptive. Can impersonate not just appearance but also behavior, voice, and habits. Often act as saboteurs, diplomats, or isolated sleepers.&lt;br /&gt;
&lt;br /&gt;
==== Advanced or Unique Forms ====&lt;br /&gt;
&lt;br /&gt;
* Hive Lord - High-density biomass construct. Acts as a Hive core, commanding lesser forms. Slow but devastating in proximity; Forms biological relay networks across areas.&lt;br /&gt;
&lt;br /&gt;
* Exarch - Rare and enigmatic. Believed to be responsible for long-range telepathic influence or Hive establishment. Often precede major infestations.&lt;br /&gt;
&lt;br /&gt;
* Wyrmform - Serpentine or limbless, adapted for burrowing or aquatic movement. May infest sewer systems or colony basements.&lt;br /&gt;
&lt;br /&gt;
* Echoform - Constructed to resemble specific, often high-ranking individuals. Nearly perfect copies with access to their memories, routines, or voices, this often comes with imperfections, however, even if small such as momentary lapses in memory, blank stares, etc.&lt;br /&gt;
&lt;br /&gt;
* Mycelid - Spore-producing, fungal-adapted forms. Spread through organic rot and overgrowth, sometimes forming entire hive-dens from corpses or waste zones.&lt;br /&gt;
&lt;br /&gt;
* Scourgeling - Formed during high-energy trauma (bombings, reactor meltdowns, etc.). Appear warped, erratic, and often unstable even to other Changelings.&lt;br /&gt;
&lt;br /&gt;
* Cankermaw - Titan-sized aberrations typically spawned during ecological collapse. Capable of consuming and reprocessing matter into pseudo-Changelings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is assumed that there are countless other categories, many undocumented or entirely speculative. These designations exist to aid field operatives and should not be treated as biologically meaningful.&lt;br /&gt;
&lt;br /&gt;
Classes, by contrast, are numerical designations that attempt to express threat level. These are assigned by SolFed agencies during or after an incident, typically using Roman numerals. While specifics are classified, rough guidelines are known:&lt;br /&gt;
&lt;br /&gt;
==== Classes ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Classification !! Summary &amp;amp; Notes !! Threat Level&lt;br /&gt;
|-&lt;br /&gt;
| Class I – Dormant || Biomass in a state of stasis or decomposition. May be inert for decades until triggered by energy, organic matter, or proximity to a Hive. Often mistaken for waste, carrion, or discarded tissue. Dormant masses have reactivated inside containment facilities before. || Low&lt;br /&gt;
|-&lt;br /&gt;
| Class II – Passive || Non-hostile but fully sapient entities. May be hiding in plain sight under the guise of civilians, wildlife, or unknown species. Capable of long-term mimicry. Hardest to detect. May express emotion, speak, or appear genuinely benign. || Variable&lt;br /&gt;
|-&lt;br /&gt;
| Class III – Adaptive || Can alter form, behavior, or abilities based on local threats. Often exploratory or recently detached from Hive influence. Tends to act erratically when isolated. Occasionally mimics crew behavior or command structure. || Moderate&lt;br /&gt;
|-&lt;br /&gt;
| Class IV – Operative || Embedded Changeling with clear mission objectives. Acts with autonomy but displays ties to a greater Hive structure. Often attempts sabotage, assassination, or communication with external Hive entities. Bio-scans may fail. || High&lt;br /&gt;
|-&lt;br /&gt;
| Class V – Hive-Bound || Integrated within or acting to expand a localized Hive network. Operates with strategic intent and exhibits coordinated behavior. May emit pheromonal or psychic signals. Likely to engage in biomass conversion and assimilation. || Very High&lt;br /&gt;
|-&lt;br /&gt;
| Class VI – Coordinated || Functions as part of a conscious Hive network. Displays collective intelligence, shared memory, and nonverbal communication across multiple entities. Indicates the presence of Hive Lord or Exarch. Zone lockdown protocols are advised. || Critical&lt;br /&gt;
|-&lt;br /&gt;
| Class VII – Collapse Catalyst || Responsible for widespread biosphere damage, colony failure, or irreversible environmental changes. Colonies affected may be subject to orbital denial procedures. Civilians are not prioritized. || Catastrophic&lt;br /&gt;
|-&lt;br /&gt;
| Class VIII – Memetic/Viral || Exerts influence through data corruption, psychic fields, or ideological subversion. Exposure can alter thought patterns or cause gradual conversion. Use encrypted communication only. Prolonged exposure is linked to &amp;quot;Hive drift.&amp;quot; || Severe&lt;br /&gt;
|-&lt;br /&gt;
| Class IX – [REDACTED] || Access Level: SolFed Command Only - DO NOT ENGAGE. DO NOT APPROACH. /// Entities falling under Class IX classification are known only through fragmented reports, often flagged for deletion or automatic redirection. Cross-referencing patterns suggest encounters with Changelings that defy established biomass logic, exhibit contradictory behavior, or exist outside known Hives entirely. Some reports speculate they are remnants of failed Hive projects, others believe they were never Changelings to begin with. All formal records are sealed. Field operatives encountering phenomena consistent with Class IX signatures are instructed to activate failsafes and submit them for debrief- if survival is possible. || Confidential&lt;br /&gt;
|-&lt;br /&gt;
| Class X – Existential Phenomenon || &amp;quot;Your death is inevitable. Don&#039;t fight it, don&#039;t be afraid, this is what you wanted, right?&amp;quot; || Unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Changelings often resist both categorization and classing through behavior designed to confuse or overwhelm observers. “False signals,” “memory looping,” and “self-disintegration” have all been documented as tactics against classification teams.&lt;br /&gt;
&lt;br /&gt;
Even so, these systems persist, not because they are perfect, but because not having them is worse.&lt;br /&gt;
&lt;br /&gt;
=== Hive Communication &amp;amp; Memory ===&lt;br /&gt;
Changelings do not simply &amp;quot;speak&amp;quot; or &amp;quot;think&amp;quot; - they resonate.&lt;br /&gt;
&lt;br /&gt;
At the core of every Hive is a network of low-level psionic resonance that links members together through an esoteric, quasi-biological signal net. Researchers refer to this phenomenon as &amp;quot;Neural Chorus,&amp;quot; which functions as both a language and a collective memory engine. Changelings share instinct, emotion, and tactical knowledge at a speed that borders on precognition.&lt;br /&gt;
&lt;br /&gt;
Telepathy is real ,  but not as we know it. Changeling minds are inherently porous, shaped to receive and transmit thoughtforms not in structured sentences, but in pulses of intent, memory, and sensation. The closer a Hive cluster, the sharper the link; the farther a Hive cluster, the duller the link. Dense Hives often experience a &amp;quot;One Mind&amp;quot; effect - a loss of individual will in favor of a gestalt intelligence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Core Features:&#039;&#039;&#039;&lt;br /&gt;
* Neural Chorus: A baseline psionic hum that enables the Hive to share real-time data, instincts, and emotion. The closer the Changelings are to each other, the stronger and more cohesive their behavior.&lt;br /&gt;
&lt;br /&gt;
* Echo Bloom: Hive memory isn&#039;t stored - it blooms. When one dies, their mental imprint may reappear days or weeks later in a freshly-grown Changeling. Identity becomes a fungal echo, reassembled through shared psionic code and stored biomass.&lt;br /&gt;
&lt;br /&gt;
* Distributed Identity: No single Changeling holds the Hive’s entirety. Each is a fragment - a piece of a massive, shifting intelligence. Some Hives prioritize stealth, others war, others pure data accumulation. Individuality is fluid, but never entirely absent.&lt;br /&gt;
&lt;br /&gt;
* Emotive Resonance: Fear, hunger, hate, ecstasy - all can be broadcast. Changelings often feel each other&#039;s emotional states long before reacting to physical threats. Group coordination is often described by witnesses as &amp;quot;animalistic&amp;quot; and &amp;quot;too perfect.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Hive Lords &amp;amp; Mental Command: The most advanced forms can project overwhelming psychic control across Hive-linked individuals. These commands can erase dissent, overwrite memories, or trigger suicide metamorphoses. The effect is described in some logs as &amp;quot;a thousand voices screaming through one mouth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== The Hiveless ====&lt;br /&gt;
Not all Changelings belong to a Hive. Some are born without connection, while others are intentionally severed, forcibly purged, or left behind during Hive collapse events. These outliers are referred to as Hiveless, and they represent one of the greatest unknowns in the SolFed&#039;s Changeling database.&lt;br /&gt;
&lt;br /&gt;
Hiveless Changelings retain psionic capabilities, including limited telepathy, but lack access to the Neural Chorus that binds standard Hive minds together. Without this tether, they are cut off from collective memory, directive guidance, and shared emotional resonance.&lt;br /&gt;
&lt;br /&gt;
Paradoxically, this disconnection amplifies individual sapience. Many Hiveless exhibit highly developed personalities, independent goals, and complex reasoning skills - sometimes even emotional nuance. However, this autonomy often comes at the cost of mental instability, identity crises, or dangerously erratic behavior.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Key Traits of Hiveless Changelings:&#039;&#039;&#039;&lt;br /&gt;
* Independent Thought: Free from the Hive’s gestalt logic, Hiveless units develop long-term strategies and often display improvisational creativity alien to most Hive-bound forms.&lt;br /&gt;
&lt;br /&gt;
* Self-Awareness: Unlike their Hive counterparts, Hiveless are aware of their nature and often question their purpose. Some seek meaning, others vengeance, others simple survival.&lt;br /&gt;
&lt;br /&gt;
* Telepathic ‘Pings’: Though unable to join a Hive, Hiveless Changelings can still &amp;quot;ping&amp;quot; other nearby Changelings - a form of one-way broadcast or handshake, often ignored or rejected by connected Hives.&lt;br /&gt;
&lt;br /&gt;
* Status: Apostate: Most Hives treat the Hiveless as pariahs or threats. Attempts at reintegration are rare and usually end in biological rejection or psychic erasure. The Hive views autonomy as a threat to cohesion.&lt;br /&gt;
&lt;br /&gt;
* Pursuit &amp;amp; Eradication: SolFed records confirm that Hiveless are actively hunted by both Hives and SolFed extermination teams. To the former, they are blasphemies; to the latter, anomalies with unpredictable threat profiles.&lt;br /&gt;
&lt;br /&gt;
* Potential for Defection: Rumors suggest some Hiveless have defected to other factions, working as informants or mercenaries. Their value lies in their free will - and the terrible knowledge they carry.&lt;br /&gt;
&lt;br /&gt;
=== Known Hives ===&lt;br /&gt;
While most Hive entities remain elusive and in constant flux, several recurring collectives have been observed with enough consistency to warrant classification. These entities, referred to as “Hives,” appear to share core behavioral patterns, telepathic resonances, and genetic markers. &#039;&#039;&#039;It is critical to note that no confirmed Hive Core- where a Hive&#039;s central intelligence or spawning mass might exist- has been located to date.&#039;&#039;&#039; The regions listed below reflect only where these Hives most often operate or emerge, not where they originate or are rooted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;The Pale Choir&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Designation:&#039;&#039;&#039; Hive-001&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Observed Region:&#039;&#039;&#039; Coreward sectors, derelict bio-research stations, blacksite ruins&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Core Location:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notable Traits:&#039;&#039;&#039; Emphasizes stealth, psychic unity, and long-range memory transmission&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Communication Profile:&#039;&#039;&#039; Nearly silent even among Hives. Known to broadcast low-band psionic tones to disorient fauna and dissuade investigation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doctrine:&#039;&#039;&#039; Preservation through erasure. The Pale Choir prefers non-lethal obfuscation tactics, maintaining its secrecy above expansion. Operatives may be dormant for years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notable Encounters:&#039;&#039;&#039; Pale Choir infiltrators have been recovered wearing remnants of SolFed uniforms, suggesting long-term embedded units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;The Swarm of Ichor&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Designation:&#039;&#039;&#039; Hive-014&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Observed Region:&#039;&#039;&#039; Dead zones in abandoned colonies, failed terraforming sites&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Core Location:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notable Traits:&#039;&#039;&#039; Aggressive biomass expansion, visible nest structures, rapid assimilation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Communication Profile:&#039;&#039;&#039; Emits high-volume pheromonal clouds, biologically encoded signal scents, and acoustic pulses&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doctrine:&#039;&#039;&#039; Consume, convert, multiply. The Swarm is the most biologically ‘active’ Hive, favoring brute force and saturation over subtlety.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notable Encounters:&#039;&#039;&#039; Class VII breaches on Cassini-V and Kur&#039;s Veil involved Swarm Juggernauts capable of tearing automated defense grids apart.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;The Solstice Shroud&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Designation:&#039;&#039;&#039; Hive-077&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Observed Region:&#039;&#039;&#039; Inner rim trade hubs, orbital ports, densely populated stations&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Core Location:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notable Traits:&#039;&#039;&#039; Specializes in sociopolitical infiltration and cultural mimicry&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Communication Profile:&#039;&#039;&#039; Uses mimicked human voices through digital networks, relaying telepathic messages embedded in speech patterns&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doctrine:&#039;&#039;&#039; Control from the inside. The Shroud doesn’t assimilate in bulk - it replaces key figures and institutions, using soft power to dictate outcomes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notable Encounters:&#039;&#039;&#039; An entire planetary advisory board was confirmed to be Shroud agents during the Marakesh Collapse.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;The Red Garden&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Designation:&#039;&#039;&#039; Hive-096&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Observed Region:&#039;&#039;&#039; Bio-warped moons, failed genetic testing sites&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Core Location:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notable Traits:&#039;&#039;&#039; Mutation-heavy, exhibits bizarre organic growths and body horror themes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Communication Profile:&#039;&#039;&#039; Thought-fractured, decentralized. Rumors suggest partial psionic instability or localized Hive madness&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doctrine:&#039;&#039;&#039; Evolve or perish. The Red Garden seeks to reshape biomass into increasingly alien forms, often resulting in experimental horrors that defy classification.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notable Encounters:&#039;&#039;&#039; The “Whispering Tree” incident, in which a sentient root system absorbed and reprocessed local fauna into symbiotic beings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;The Crownless Hive&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Designation:&#039;&#039;&#039; [UNCONFIRMED - SEE: Hiveless Variant Clusters]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Observed Region:&#039;&#039;&#039; Fragmented sightings across multiple sectors&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Core Location:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notable Traits:&#039;&#039;&#039; Suspected to be a network of self-aware Hiveless Changelings operating with their own emergent hierarchy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Communication Profile:&#039;&#039;&#039; Cross-linked psionic signals between individuals, but no confirmed central mind&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doctrine:&#039;&#039;&#039; Unknown. Possibly a defensive alliance between exiled or rogue changelings. Others theorize it is an echo of a long-dead Hive seeking reformation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notable Encounters:&#039;&#039;&#039; Anecdotal reports describe “parliaments” of Hiveless working together under enigmatic figures dubbed “the Uncrowned.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;The False Light&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Designation:&#039;&#039;&#039; Hive-103&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Observed Region:&#039;&#039;&#039; Western SolFed Frontier, notably within corporate-occupied territories, isolated research stations, and fringe trade routes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Core Location:&#039;&#039;&#039; Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notable Traits:&#039;&#039;&#039; Masters of mimicry, known to impersonate entire crews or outposts; favored forms resemble respected SolFed icons and peacekeepers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Communication Profile:&#039;&#039;&#039; Complex psionic loops that mimic SolFed encrypted traffic; their false signals have caused entire fleets to respond to nonexistent emergencies&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Doctrine:&#039;&#039;&#039; Deceive, divide, disarm. The False Light doesn’t just infiltrate - it aims to collapse trust. By mimicking chain-of-command and broadcasting disinformation, it sows chaos without lifting a claw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notable Encounters:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Lyrestar Incident, where a supposed relief vessel carrying survivors of a mining collapse was in fact composed entirely of False Light forms.&lt;br /&gt;
&lt;br /&gt;
* Multiple recorded cases of station-wide hallucinations triggered by proximity to Hive emitters - suggesting advanced psychic warfare capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operational Status:&#039;&#039;&#039; HIGH-PRIORITY THREAT&lt;br /&gt;
&lt;br /&gt;
SolFed Command considers Hive-103 a strategic enemy presence. Its proximity to key logistics hubs and growing record of successful deceptions have led to direct orders for extermination operations. Interference with SolFed’s identity infrastructure and emergency response chain has already resulted in over [REDACTED] documented casualties.&lt;br /&gt;
&lt;br /&gt;
==== Hiveless Variant Clusters ====&lt;br /&gt;
Though not Hives in the conventional sense, various clusters of Hiveless Changelings have been observed operating in loosely associated packs, mimic-families, or even isolated cells. These clusters lack a unifying core or telepathic anchor, but may develop complex social behaviors, rituals, or even shared mimicry codes to simulate Hive structure. Their motivations and internal rules vary wildly - some mimic altruistic groups, others descend into violent, erratic collectives.&lt;br /&gt;
&lt;br /&gt;
These clusters are paradoxical: they reflect both the Changeling’s adaptability and its underlying need for communion. Yet their very existence remains a threat to Hive stability - most are hunted, culled, or forced into hiding. Some, however, persist. Some even flourish.&lt;br /&gt;
&lt;br /&gt;
A few analysts within SolFed&#039;s OPF warn that one or more of these variant clusters may eventually develop into proto-Hives - embryonic networks awaiting a central consciousness, or worse, a Core of their own making.&lt;br /&gt;
&lt;br /&gt;
The full scope of Hive activity remains uncharted. Many suspected Hives lie undocumented, dormant, or purposefully hidden. Others may rise from splinters or deviate into unknown evolutionary trajectories. With every encounter, the taxonomy of the Changeling race grows more unstable, more versatile - and more dangerous.&lt;br /&gt;
&lt;br /&gt;
For now, the entities we recognize as Hives are only the observable surface of a deeper, more ancient latticework.&lt;br /&gt;
&lt;br /&gt;
Their names are whispered. Their movements watched.&lt;br /&gt;
&lt;br /&gt;
But never, ever assumed understood.&lt;br /&gt;
&lt;br /&gt;
= Unverified Phenomena =&lt;br /&gt;
{{Speech|width=75%|image=[[File:Malf_AI.gif|64px|Specialized SolFed AI, created and utilized for Changeling data banking and extermination operation coordination.]]|name=SOLFED_XN-DRIVE.AI|text=The following entries are not officially verified by SolFed Central Intelligence.&lt;br /&gt;
&lt;br /&gt;
``They represent hypotheses, cultural contaminations, anomalous recordings, and survivor testimonies not yet corroborated by consensus or replication. While lacking empirical support, these phenomena have shown a statistically significant effect on civilian behavior, interspecies diplomacy, and military readiness. As such, their study is mandatory for all personnel involved in Changeling suppression, quarantine, or psychological decontamination.}}&lt;br /&gt;
&lt;br /&gt;
The deeper one studies Changelings, the more difficult it becomes to separate confirmed fact from unnerving coincidence. While SolFed maintains strict classifications and protocol, field reports, decrypted logs, and survivor accounts regularly describe events that fall far outside known Changeling behavior.&lt;br /&gt;
&lt;br /&gt;
This section compiles what SolFed intelligence designates “Unverified Phenomena”: anomalous occurrences, unrepeatable manifestations, or behaviors deemed too inconsistent, dangerous, or destabilizing for official doctrine. These include accounts of neurocores that persist after confirmed destruction, Hives that appear in isolated systems without any prior contact, or entities that imitate not just biology- but memory, personality, and familiarity.&lt;br /&gt;
&lt;br /&gt;
Some reports speak of entire settlements rendered uniform, with every citizen altered to near-identical genetic patterns. Others describe dormant constructs speaking in dead languages, or shared hallucinations among crews encountering Hive residue. The Church of the True Angels speaks of “Echo Cores” that remember lives never lived.&lt;br /&gt;
&lt;br /&gt;
While skeptics cite hysteria, long-haul psychosis, or falsified data as more likely explanations, the consistency across otherwise unconnected incidents remains concerning. SolFed does not confirm the existence of these phenomena.&lt;br /&gt;
But it prepares for them. Because if even a portion of these reports are accurate, then our understanding of Changelings is not just incomplete-&lt;br /&gt;
-It is inadequate.&lt;br /&gt;
&lt;br /&gt;
=== Sympathizers &amp;amp; Cults ===&lt;br /&gt;
While the majority of civilized space fears and actively works to exterminate Changelings, not all factions view them as enemies. In the shadows of society, and in some cases, right under the nose of interstellar authorities, there exist individuals and organizations who revere, serve, or exploit Changelings. These cults and sympathizer networks vary widely in belief and intent, from misguided idealists to fully indoctrinated doomsday fanatics. Most notably among them is the Tiger Cooperative, which forms the religious backbone of the largest pro-Changeling movement known to exist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;The Church of the True Angels&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Primary Faction: Tiger Cooperative&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Tiger Cooperative’s state faith, known formally as the Church of the True Angels, represents the largest and most structured cult surrounding Changelings. To them, the creatures are not threats, they are divine.&lt;br /&gt;
Changelings are referred to as “True Angels,” considered the apostles or messengers of a higher cosmic power. According to church doctrine, these entities do not spread horror or death, but enlightenment. What others call “infestation” or “assimilation” is seen by the faithful as transcendence, a merging with something far greater than the self.&lt;br /&gt;
&lt;br /&gt;
The Church is divided into multiple sects:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Chord – The Refrain of Purity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Often referred to simply as The Reverents, these adherents act as priests and missionaries. They spread a peaceful and seductive interpretation of Changeling worship, proclaiming unity through transcendence. To them, the horror associated with Changelings is not a flaw, but a reflection of the fear of mortality, an illusion that the Angels reveal.&lt;br /&gt;
&lt;br /&gt;
They are the public face of the Church, known for infiltrating frontier colonies and isolated research stations, offering “cognitive refuge” to the desperate. Their sermons often mimic Changeling telepathic cadence, and their hymns are composed from reconstructed audio fragments of Hive shrieks, distorted into haunting melodic chants.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Second Chord – The Communion of Flesh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This sect believes the highest form of faith is becoming, allowing oneself to be overtaken, reshaped, or consumed. These cultists offer their bodies as hosts, willingly merging with or feeding Changelings in a ritualized process they refer to as “Joining the Symphony.” Whether these rituals are truly coordinated with Hive entities or simply delusional is unknown, but they have led to active infestations on at least six separate occasions.&lt;br /&gt;
&lt;br /&gt;
It’s believed the Communion maintains shrines within Changeling-touched space, often filled with preserved tissue samples, half-living flesh masses, and neural resonance sculptures said to react to Hive presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Third Chord – The Dissected Gospel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A more fringe sect, known in intelligence circles as The Scholars of Skin, exists in a tense relationship with the rest of the Church. Where the other Chords seek reverence, the Third seeks understanding. To them, faith without knowledge is servitude. They maintain labs and black archives of vivisected Changelings, tissue simulants, and captured memories.&lt;br /&gt;
&lt;br /&gt;
Unlike other sects, they do not seek contact to worship, but to decode. Some believe they are quietly developing biotech enhancements modeled after Hive physiology, and others suggest their ultimate goal is to create an artificial Hivemind, free from the Changelings, but with all of their power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Unseen Choir&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While not a Chord in name, this term refers to Church operatives embedded in other factions, sometimes unaware of their own conditioning. These “sleepers” are implanted with triggers, mantras, and dormant thought-viruses that align with Changeling telepathic frequencies. Some act as passive observers; others activate when Hive proximity is detected.&lt;br /&gt;
&lt;br /&gt;
The Choir often uses Changeling-like codenames such as Harmony of the Blind, Voice-without-Flesh, and Descent-of-Memory. Their coordinated actions have led to entire facilities being quietly overrun from the inside without a single alarm raised.&lt;br /&gt;
&lt;br /&gt;
The Church of the True Angels is banned in almost every major faction, yet it persists. Through its mystique, layered allegories, and cultic structure mirroring Changeling behavior, it continues to thrive in the cracks of empires, offering its followers the promise of escape from pain, self, and species.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;The Echo of Dissonance&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unaffiliated Cult – Believed to Operate in the Outer Rim&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This decentralized cult worships a concept they refer to as the “Echo,” a psychic ripple they believe is produced by dying or wounded Changelings. Members believe that each shriek, each tremor of dissonant telepathy, is a fragment of a larger message meant for those who are &amp;quot;awake.&amp;quot;&lt;br /&gt;
They often implant Changeling-derived wetware or attempt to &amp;quot;tune&amp;quot; their minds via exotic narcotics and forbidden meditation techniques. The result is usually madness, but on rare occasions, certain members appear to gain rudimentary telepathic perception or develop grotesque bodily changes.&lt;br /&gt;
&lt;br /&gt;
This group is highly elusive and mobile. Their rituals often involve ritualistic screeching, flesh mimicry, and sacrifice. Their ideology rejects traditional gods, considering the Changelings the final evolutionary form of all organic life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;The Veil of Flesh&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Corporate Fringe Movement – Rumored inside Interdyne Pharmaceutics&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While Interdyne officially denies any ties to Changeling cults, there are persistent rumors of internal projects referred to as “Flesh Integration Labs” and “Stage IV Compatibility.”&lt;br /&gt;
The Veil of Flesh is believed to be a technophilosophical cult within Interdyne’s black budget sectors, seeking to unify human bodies with biomorphic enhancements derived from observed Changeling transformations.&lt;br /&gt;
&lt;br /&gt;
Unlike the Tiger Cooperative, the Veil does not revere Changelings, only their capabilities. Their ideal is not servitude or worship but replication and domination. Unverified reports claim they’ve bred inert or lobotomized Changelings for experimentation, attempting to integrate regenerative abilities, morphic tools, and chemical immunity into human test subjects.&lt;br /&gt;
&lt;br /&gt;
SolFed views them as potentially even more dangerous than worship cults, as they seek to create a “perfected” human immune to death itself through mimicked evolution.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Individual Sympathizers&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Outside of large organizations, there are isolated individuals who side with the Changelings for personal, political, or philosophical reasons. These sympathizers include:&lt;br /&gt;
&lt;br /&gt;
* Rogue scientists, fascinated by the biology and regeneration traits of Changelings.&lt;br /&gt;
&lt;br /&gt;
* Radical anti-SolFed dissidents, who view Changelings as a natural force of reckoning against authoritarianism.&lt;br /&gt;
&lt;br /&gt;
* Psychologically compromised survivors, who escape Hive encounters only to become obsessed or convinced they were spared for a reason.&lt;br /&gt;
&lt;br /&gt;
* Undercover Hiveborn, particularly Hiveless Changelings who pretend to be human and slowly build networks of allies and servants through deception or manipulation.&lt;br /&gt;
&lt;br /&gt;
These individuals are often more dangerous than obvious cultists, as they may hold positions of power or knowledge that allow them to shield Changelings or sabotage anti-Hive operations.&lt;br /&gt;
&lt;br /&gt;
=== Speculative Theories ===&lt;br /&gt;
The origin and true nature of Changelings remain shrouded in mystery, leading to a variety of speculations and hypotheses from a wide array of sources. From rival corporations to interstellar governments and fringe organizations, many have weighed in with theories ranging from biological experiments gone awry to extraterrestrial interference. While some believe these theories are grounded in fact, others consider them little more than convenient narratives to explain the fear and uncertainty surrounding the Changeling threat. As the true nature of the Changelings remains largely unknown, these speculative ideas continue to fuel debates, paranoia, and intrigue across the galaxy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;SolFed High-Risk Threat Analysis Brief #4482-Ω&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Theory:&#039;&#039;&#039; Changelings are not a naturally-evolved species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary:&#039;&#039;&#039; A theory gaining traction within certain SolFed scientific and intelligence circles posits that Changelings are the product of failed or unregulated bioengineering projects - possibly from pre-SolFed entities or even early SolGov. The advanced control over biomass, targeted evolution, and internal adaptability suggests artificial origins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Status:&#039;&#039;&#039; Dismissed publicly. Archived under Contingency: Genetic Hubris.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;NanoTrasen R&amp;amp;D Memo: &amp;quot;The Reversion Hypothesis&amp;quot;&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Theory:&#039;&#039;&#039; Changelings are “what we become” without regulation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary:&#039;&#039;&#039; Certain thinkers within NT&#039;s R&amp;amp;D speculate that Changelings represent a form of post-sapient human evolution - the ultimate form of survivalism, achieved through unrestricted adaptation and consumption. This hypothesis holds that they were once human or derived from human DNA. The “Hive” is viewed as a social regression to collective instinct.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Status:&#039;&#039;&#039; Officially suppressed. Internal distribution only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comments:&#039;&#039;&#039; &amp;quot;Suggests uncomfortable conclusions about what NT’s own research could yield if left unchecked.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Interdyne Pharmaceuticals Blackbook Entry #V17-A3&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Theory:&#039;&#039;&#039; Changeling biomass can be redirected to therapeutic cloning.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary:&#039;&#039;&#039; While Interdyne is not permitted to experiment with live Changelings due to SolFed treaty constraints, internal reports hypothesize that Changeling biomass holds the key to reprogrammable tissue that could make artificial limbs, cloned organs, and immuno-adaptive drugs instantaneous. However, the material is dangerously reactive and becomes hostile when isolated improperly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Status:&#039;&#039;&#039; In active review. Ethics committee: “Unresolvable risk-benefit ratio.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Cybersun Industries Internal AI Audit Log&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Theory:&#039;&#039;&#039; They are not from here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary:&#039;&#039;&#039; A pattern of irregular dimensional anomalies and unexplained quantum data clusters have been detected near heavy Hive presence. Cybersun theorists believe Changelings are not native to our space-time. They may have crossed over from a collapsed biosphere or divergent dimension. Supporting this, certain Changelings exhibit biological responses to exotic particles previously seen only in rift-based phenomena.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Status:&#039;&#039;&#039; Not officially acknowledged. Shared only with Cybersun AI Architectures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; AI empathy protocols refuse to process Changeling footage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Cybersun Industries - NT-Origin Hypothesis&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Theory:&#039;&#039;&#039; The so-called “Changelings” are not a naturally occurring phenomenon but a direct byproduct of failed NanoTrasen experimentation, biological weapons that escaped containment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary:&#039;&#039;&#039; In a formal yet scathing public dossier titled &amp;quot;Behind the Silver Curtain: The NanoTrasen Legacy,&amp;quot; Cybersun Industries accuses NT of reckless tampering with psionic and regenerative biology, theorizing that Changelings were intended as infiltrator-class supersoldiers. According to the document, their adaptive capabilities, stealth utility, and terrifying regenerative potential all point to deliberate engineering rather than evolution. Cybersun alleges that after a catastrophic failure to control these entities, NT shifted to containment and cover-up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Status: Active public statement.&#039;&#039;&#039; NT has not formally responded, but internal investigations into Cybersun&#039;s data leaks have allegedly begun.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; While largely seen as part of Cybersun&#039;s long-standing smear campaign, several independent researchers note correlations between early Hive sightings and NT “Black Sites” decommissioned after the 2260s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Unofficial Exobiology Network Thread: “Memory Mold Theory”&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Theory:&#039;&#039;&#039; Changelings don’t kill - they archive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary:&#039;&#039;&#039; A fringe theory holds that when Changelings consume individuals, they don’t merely digest them but preserve the mind and memory - uploading them into a collective. This would explain some survivors&#039; reports of Changelings speaking with the knowledge, inflection, and behavioral quirks of long-dead friends. Some consider this a form of mercy. Others see it as parasitic immortality.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Status:&#039;&#039;&#039; Labeled pseudoscience. Cult groups have adopted it into spiritual doctrine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;House Parigari - Synthetic Rejection Reflex&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Theory:&#039;&#039;&#039; Changelings are an organic reaction to the proliferation of synthetic life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary:&#039;&#039;&#039; Scholars from House Parigari believe Changelings emerged as a universal autoimmune response to increasing dependence on non-biological entities. This theory asserts that Changelings are designed, either naturally or artificially, to detect and destroy technological overreach, serving as a balancing force against the rise of synthetic intelligence and cybernetics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Status:&#039;&#039;&#039; Considered doctrine within Parigari technotheology and a popular justification for anti-biotech policies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; Parigari enclaves are rumored to have captured Changeling samples for study under anti-biological weapon research, though official sources deny this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;NanoTrasen – Hive Sub-AI Architecture Theory&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Theory:&#039;&#039;&#039; Hive Cores are decentralized sub-intelligences, not leaders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary:&#039;&#039;&#039; NT bioinformatics groups propose that Hive Cores function more like organic processors than sentient minds, managing a collective but not controlling it. This theory supports the idea that Hives act through instinctive computations rather than individual will.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Status:&#039;&#039;&#039; Under active study by NanoTrasen Department of R&amp;amp;D-Biohazard-&amp;amp;-Containment(NTBC). Publicly downplayed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; May explain erratic Hive behavior and inconsistent aggression patterns. NT has tried (unsuccessfully) to “hack” Hives.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Tiger Cooperative (Heretical Sect) – Flesh-Weavers&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Theory:&#039;&#039;&#039; Changelings are communicable, biomechanical gods.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Summary:&#039;&#039;&#039; A rogue sect within the Church believes Changelings are deific beings whose biology can be understood, and perhaps even replicated, through proper devotion. These heretics seek direct communion, constructing hidden sanctums to receive what they call Flesh Scripture through psychic resonance and bodily offerings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Status:&#039;&#039;&#039; Declared heretical and hunted by the Church, though remnants persist in deep-space colonies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Notes:&#039;&#039;&#039; This group is responsible for the controversial Gospel of Protein, a collection of notes and tissue-based poetry banned across most civilized systems.&lt;br /&gt;
&lt;br /&gt;
=== Myths, Legends, &amp;amp; Misconceptions ===&lt;br /&gt;
Despite the rigorous classification systems, field reports, and ongoing extermination efforts, the mystery surrounding Changelings has spawned countless myths and misunderstandings - some propagated by the frightened public, others by disinformation campaigns, or worse, by the Changelings themselves.&lt;br /&gt;
&lt;br /&gt;
This section exists to clarify several common falsehoods, urban legends, and half-truths that have emerged over the last two centuries. Many stem from panicked sightings, conflations with other xenoforms, or the human need to make sense of the unknowable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;“They’ve always been here, hiding in the shadows.” – Incorrect.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The earliest confirmed emergence of Changeling entities dates to circa 2280, with scattered references to early-stage biomass interactions traced slightly earlier. Claims of ancient depictions, archaeological finds, or mythological beings identified as Changelings are either misinterpretations, hoaxes, or unrelated phenomena. While unsettlingly familiar stories exist in pre-expansion folklore (such as faceless stalkers or voice-thieves), these are likely coincidence or projections applied retroactively.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;“Skinwalkers are Changelings.” – Incorrect and dangerous.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skinwalkers, rooted in specific Terran indigenous mythologies, are spiritual or cursed beings and entirely unrelated to Changelings. Misappropriating these cultural myths to describe a xenoform not only fosters harmful cultural erasure but provides misleading information during Changeling encounters. The two should never be conflated - neither behaviorally, biologically, nor ethically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;“Xenochimera are Changelings in disguise.” – Incorrect, but understandable.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Xenochimera, another biomass-based organism exhibiting extreme adaptability, are often mistaken for Changelings in the field. However, key differences exist in behavior, structure, and origin. Xenochimera appear to be reactive by design - adapting to survive environments or threats - whereas Changelings are proactive, seeking environments to dominate or repurpose.&lt;br /&gt;
Despite these distinctions, many military and corporate forces do not differentiate the two in high-risk scenarios, resulting in frequent Xenochimera deaths under Changeling threat protocols. Whether this is pragmatism or cruelty is debated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;“They’re all part of the same Hive.” – Incorrect.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While some believe all Changelings are fragments of a singular, galaxy-spanning intelligence, evidence points to multiple Hives with distinct behaviors, doctrines, and even inter-Hive hostility. The idea of one grand, ancient mind puppeteering them all is a terrifying but unsupported assumption - though it remains a popular fiction among conspiracy theorists and cults alike.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;“They can’t be reasoned with.” – Partially True.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is widely believed that all Changelings are incapable of genuine communication or negotiation. This is mostly accurate - however, Hiveless Changelings display signs of sapience, personal motivation, and, rarely, paracausal empathy. Whether this can be exploited or even trusted remains one of SolFed’s most volatile research questions. For now, engagement remains strictly prohibited.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;“Changelings are just Shapeshifters.” – Misleading.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While Changelings are shapeshifters, not all shapeshifters are Changelings. This misconception stems from the superficial overlap between harmless morph-capable species and the predatory adaptability of Changelings.&lt;br /&gt;
True shapeshifters - such as certain registered morphlings, licensed mimics, or genetic anomalies - may alter their appearance but typically do so within strict biological limitations and with no hostile intent. They are legally protected under SolFed&#039;s Sapient Morphological Variant Act (SMVA).&lt;br /&gt;
Changelings, in contrast, use shapeshifting as a weapon. Their mimicry is predatory, their changes are strategic, and their purpose is rarely benign. To conflate them with peaceful shapeshifters isn&#039;t just inaccurate - it’s potentially lethal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;The Hive Beneath the Core&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the most persistent tales passed among deep-space miners and abandoned station crews speaks of an “Ancient Hive” slumbering in the crust of a gas giant’s abandoned core, left behind after a failed colonization effort. While no documentation exists, reports from derelict recovery crews often include missing persons, mangled corpses drained of organs, or entire logs wiped clean - all pinned to “strange, wet noises in the vents.”&lt;br /&gt;
&lt;br /&gt;
“Sometimes you don’t hear anything at all. You just notice they’re not talking anymore.”&lt;br /&gt;
&amp;lt;sub&amp;gt;- Final transmission from salvage team [REDACTED]&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;The Mock Saint&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Among certain fringe SolFed cults and rogue AI networks, there is a whispered tale of a Changeling that never fed. It absorbed the identities of dying people to grant them peace - not power. Said to mimic the dying perfectly, walking among grieving kin to offer closure before vanishing. It is both venerated and feared, viewed as a saint of death or a blasphemy against biological order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;The First Form&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A popular myth within xenobiological circles speaks of the &amp;quot;First Changeling&amp;quot;, a primordial biomass that achieved sentience after consuming a pre-spaceflight alien race. Supposedly imprisoned beneath a black site facility, this original entity is said to still exist - pulsing, thinking, dreaming - and all Hives are merely fragments of its greater mind.&lt;br /&gt;
&lt;br /&gt;
This myth is widely discredited, though it reemerges every decade in some form or another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;The Echo Language&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some believe that Changelings speak a language that isn’t heard, but felt, resonating directly in the subconscious. Encounters near Hive-corrupted zones have left survivors reporting nightmares filled with impossible whispers and shapes that feel like words. No recordings exist, but the concept of a “Changeling sub-aural language” persists in both conspiracy circles and arcane theory.&lt;br /&gt;
&lt;br /&gt;
{{LoreFooter}}&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=User:GreytideSkye/Sandbox/Lore:Interdyne&amp;diff=8590</id>
		<title>User:GreytideSkye/Sandbox/Lore:Interdyne</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=User:GreytideSkye/Sandbox/Lore:Interdyne&amp;diff=8590"/>
		<updated>2026-04-19T03:07:06Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: first draft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Sourced from WatchesTheStars --&amp;gt;{{LorePageHeader&lt;br /&gt;
 |colour = 006600 &lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 00FF00 &lt;br /&gt;
 |bhcolour = #000000&lt;br /&gt;
 |ebcolour = FFFFFF&lt;br /&gt;
 |img =  Generic_virologist.png|Best example for their img I could think of&lt;br /&gt;
 |imgsize = 100px&lt;br /&gt;
 |loretype = FACTION&lt;br /&gt;
 |mainname = Interdyne Pharmaceuticals &lt;br /&gt;
 |othernames = Dyne, IDP&lt;br /&gt;
 |relatedpages = [[Ghost_Role_policy|Ghost Role Policy]]&lt;br /&gt;
 |relatedlore = [[Lore:SolFed|SolFed]], [[Nova_Sector_lore|Nova Sector]]&lt;br /&gt;
 |languages = {{Common}}&lt;br /&gt;
|contributors=}}&lt;br /&gt;
&lt;br /&gt;
Many well-known clinics and treatment facilities on the frontier are supplied by Interdyne Pharmaceuticals; a [[Lore:SolFed#Sovereign_Corporations|Sovereign Corporation]] specializing in advanced medicine, biotech, and synthetic drug development. While widely respected for breakthroughs like Sansufentanyl, critics question their ethics and blame them for conditions they now profit from treating. Interdyne maintains ties with nearly every major power in the sector, including Nanotrasen, SolFed, and even Syndicate-linked interests.&lt;br /&gt;
&lt;br /&gt;
=Interdyne Pharmaceuticals=&lt;br /&gt;
&#039;&#039;“A Sovereign presence in every pulse and protocol”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Interdyne Pharmaceuticals is a &#039;&#039;&#039;Sovereign medical conglomerate&#039;&#039;&#039; with holdings that stretch from Core Sector capitals to the most remote edge-world colonies. In the Core, their name is stamped on hospitals, research towers, and entire pharmaceutical districts; on the frontier, it’s printed on emergency kits, cryo-sleep injectors, and the last dose of stabilizer keeping a colonist alive.&lt;br /&gt;
&lt;br /&gt;
Their reputation is built not on ideology or allegiance, but &#039;&#039;&#039;clinical ubiquity&#039;&#039;&#039;. Interdyne doesn’t plant flags or claim sectors; it offers licensing, supplies, and medical infrastructure with the same practiced detachment whether the client flies SolFed banners or Syndicate colors (so long as they can pay, Interdyne delivers).&lt;br /&gt;
&lt;br /&gt;
Their flagship drug, &#039;&#039;&#039;Sansufentanyl&#039;&#039;&#039;, is widely credited with slowing (though not curing) the spread of &#039;&#039;&#039;Hereditary Manifold Sickness&#039;&#039;&#039;, a condition particularly common among early colonization bloodlines. The fact that Interdyne developed the treatment, holds exclusive production rights, and may have played a role in the disease’s emergence is a conspiracy whispered more often than spoken aloud (and one the company shows no interest in acknowledging).&lt;br /&gt;
&lt;br /&gt;
Where other Sovereign Corporations pursue expansion through territory, firepower, or anomaly exploitation, Interdyne’s dominance comes through treatment dependencies, embedded systems, and regulated exclusivity. Whether in a clean Core clinic or a half-frozen frontier triage pod, Interdyne is there; Not to lead, not to govern, but to ensure no one else holds the prescription pad.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
&#039;&#039;“Origins in profit, not philanthropy.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Interdyne Pharmaceuticals emerged sometime after the creation of &#039;&#039;&#039;faster-than-light travel&#039;&#039;&#039; on {{TooltipInline|Terra|Earth, you knobs.}}, during the first serious wave of interstellar colonization. It was not born from idealism, nor from any humanitarian push to heal the expanding population, but from a sharp-eyed interest in the growing medical demands of deep-space life (and how best to profit from them).&lt;br /&gt;
&lt;br /&gt;
Unlike other early corporations that sought prestige through terraforming or exploration, Interdyne carved its place through &#039;&#039;&#039;research&#039;&#039;&#039;, specifically into the then-mysterious rise of &#039;&#039;&#039;Hereditary Manifold Sickness&#039;&#039;&#039; (HMS). While other institutions scrambled to understand the condition or dismissed it as colonial myth, Interdyne moved fast, establishing specialized labs and funneling resources into human genetic profiling. The result was &#039;&#039;&#039;Sansufentanyl&#039;&#039;&#039;, the first viable long-term treatment for symptoms, and a drug that would define their legacy.&lt;br /&gt;
&lt;br /&gt;
The speed of this breakthrough raised eyebrows. The medication was unnervingly well-matched to the illness. Critics argued that Interdyne may have known more than they let on, or worse, played a role in its emergence. But as the company’s profits surged and their laboratories became the gold standard for bio-clinical precision, those critics either faded from public view or stopped speaking entirely. As a Sovereign Corporation, Interdyne faced no formal investigations and issued no apologies.&lt;br /&gt;
&lt;br /&gt;
With the treatment under exclusive license, Interdyne grew fast - “too fast,” some said - mirroring the explosive trajectory of Nanotrasen. They outpaced rival biotech firms, absorbed competitors, and embedded themselves in Core Sector hospitals before the public ever realized they had a monopoly. When their market dominance reached a threshold, Sovereign status followed, not through political leverage, but sheer economic gravity. It was no longer viable for governments or corporate interests to refuse doing business with Interdyne.&lt;br /&gt;
&lt;br /&gt;
Yet as the company expanded, so too did its internal philosophy. The cold profiteering that defined its founding years began to refine itself into a doctrine of detachment. In the modern era, Interdyne does not present itself as a benevolent healer nor a malevolent schemer. It simply offers medicine to those who need it, at scale, at cost, and without moral entanglement.&lt;br /&gt;
&lt;br /&gt;
Today, the company’s presence is split. In the Core, it is surgical in its presentation: clean clinics, towering hospitals, pristine autodocs and boardrooms lined with white marble and reinforced glass. On the Frontier, it is no less precise but markedly more somber. Facilities are often compact and utilitarian, focused on maximum efficiency over comfort. Outposts operate with reduced staff and limited amenities under strict protocol adherence, prioritizing clinical output over personnel well-being. Field stations may be spartan yet remain clean, controlled and meticulously maintained - reflecting a corporate ethos that sees luxury as waste when treating patients hundreds of light-years from oversight. Interdyne doesn’t need to impress out there; it only needs to function, and it does - relentlessly.&lt;br /&gt;
&lt;br /&gt;
To the average person, Interdyne is just another Sovereign logo stamped on the pill bottle or clinic wall. Its name is as common as running water, and just as unquestioned.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
&#039;&#039;“The science behind the signature.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Research Division of Interdyne Pharmaceuticals is the foundation of the company’s scientific advancement, driving forward everything from drug development to biotechnical experimentation. Operated through a network of compartmentalized Clinical Nodes, the division is structured to maintain strict internal silos, where most researchers work in isolation, unaware of broader objectives. All intellectual property and outcomes are owned in full by Interdyne; public disclosure is both rare and tightly managed by Central Administration.&lt;br /&gt;
&lt;br /&gt;
Interdyne’s most public achievement – &#039;&#039;the creation of &#039;&#039;&#039;Sansufentanyl&#039;&#039;&#039;&#039;&#039; – originated here, but that compound represents only a fragment of the division’s capabilities.&lt;br /&gt;
&lt;br /&gt;
Two of its more closely guarded focus areas are &#039;&#039;&#039;Xenobiology&#039;&#039;&#039; and &#039;&#039;&#039;Virology&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In Xenobiology, Interdyne specializes in the cultivation and study of non-terrestrial lifeforms with unusual regenerative or mutagenic properties. The most notable of these are colloquially referred to as &#039;&#039;slimes&#039;&#039; (adaptable, bio-reactive organisms that can be selectively bred for undisclosed purposes). Whether used in synthetic organ scaffolding, biochemical harvesting, or something more experimental, these creatures are considered high-value research assets. Handling protocols are extensive in the Core.&lt;br /&gt;
&lt;br /&gt;
Virology, meanwhile, extends far beyond traditional immunology. Interdyne’s virologists are tasked with identifying, dissecting, and in many cases designing pathogenic agents. While officially labeled as preventive research, this branch has been repeatedly accused of experimenting with controlled outbreaks, tailored immunodeficiencies, and synthetic viral models with unclear applications. None of these claims have been substantiated in any court and likely never will be.&lt;br /&gt;
&lt;br /&gt;
While Core-based Clinical Nodes operate under rigid procedural oversight, Frontier research sites follow a different doctrine. There, the Research Division functions with a degree of freedom rarely seen in corporate science. Protocols are fluid, oversight is minimal, and projects forbidden in the Core are quietly greenlit, given space to breathe and evolve. Researchers assigned to Frontier postings are often selected for their risk tolerance, creativity, and discretion.&lt;br /&gt;
&lt;br /&gt;
The result is a branch that appears controlled and clean from the outside, but behind locked lab doors (particularly on the edge of settled space) pushes science in directions few others are willing to.&lt;br /&gt;
&lt;br /&gt;
==Pharmaceutics==&lt;br /&gt;
&#039;&#039;“Distribution through discretion”.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Pharmaceutics Division&#039;&#039;&#039; is the most publicly visible and commercially dominant branch of Interdyne Pharmaceuticals. It oversees the manufacture, refinement, and distribution of Interdyne’s vast medicinal portfolio, including everything from basic first-aid treatments and combat stims to proprietary gene therapy kits and chronic condition suppressants. Across both the Core and the Frontier, it is Interdyne’s compounds that fill emergency kits, surgical tanks, and prescription pads.&lt;br /&gt;
&lt;br /&gt;
Operations within this branch are highly automated, supported by orbital fabs, subterranean synthesis labs, and ship-mounted mobile processing units. Product distribution is tightly stratified (premium-tier treatments are reserved for Sovereign clients and coreworld clinics, while ruggedized or off-brand variants are packaged for frontier markets). Despite aesthetic differences, all flow from the same carefully protected synthesis chains.&lt;br /&gt;
&lt;br /&gt;
Interdyne’s power lies not just in what it produces but in how it sells. The company holds strategic shares in dozens of smaller medical and distribution firms, quietly embedding itself across supply chains without appearing as the sole supplier. These affiliate companies (such as &#039;&#039;&#039;DeForest&#039;&#039;&#039;, a well-known Core-facing logistics and pharmacy network) often sell Interdyne-developed treatments at lowered public rates, appearing more accessible and consumer-friendly. While these firms take a modest cut, Interdyne profits twice (once through product sales, and again through shareholder returns from the very companies “undercutting” them).&lt;br /&gt;
&lt;br /&gt;
This tactic allows Interdyne to:&lt;br /&gt;
&lt;br /&gt;
* Maintain market dominance without brand oversaturation&lt;br /&gt;
* Shape pricing trends while appearing competitively undercut&lt;br /&gt;
* Expand into restricted or politically sensitive regions via proxies&lt;br /&gt;
* Offload risk and liability while retaining economic control&lt;br /&gt;
&lt;br /&gt;
In the Frontier, the Pharmaceutics Division operates leaner. Facilities are streamlined, often staffed by minimal crews or automated entirely, with distribution overseen by remote logistics networks. Some compounds distributed in these zones have not undergone full Core-standard trials (though packaging may suggest otherwise).&lt;br /&gt;
&lt;br /&gt;
Though Interdyne’s innovation begins in research, it is through the Pharmaceutics Division’s controlled spread and hidden partnerships that their influence becomes inescapable. In clinics where no one knows who made the drug, Interdyne still collects the profit.&lt;br /&gt;
&lt;br /&gt;
=Ranking Structure=&lt;br /&gt;
All Interdyne personnel are assigned a Tier Classification, which governs what information they can access, which decisions they are allowed to make, and how they are ranked internally across divisions. While job titles vary, (Interdyne Researcher, Deck Officer, Biochemist, etc.) Tier is what determines authority.&lt;br /&gt;
&lt;br /&gt;
Tiers are not necessarily tied to seniority or skill. Advancement requires clearance vetting, loyalty screening, and Central Administration approval.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tier-6 - Central Administration (Non-Public)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Access to this level is strictly need-to-know. Names, faces, and voices are not publicly logged.&lt;br /&gt;
* All high-level directives originate from Tier-6.&lt;br /&gt;
* Most employees are never even made aware Tier-6 exists.&lt;br /&gt;
&#039;&#039;“Clearance Denied - Requires Tier-6 Hash Confirmation”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tier-5 - Executive Interface&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reserved for blacksite leads, Sovereign liaisons, and corporate architects.&lt;br /&gt;
* May act as Executive Proxies with authority across divisions.&lt;br /&gt;
* Can override any lower clearance. Tied directly to Central Administration.&lt;br /&gt;
&#039;&#039;“Tier-5 Override Accepted. Blackbook Protocol Initiated. ID: [REDACTED]”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tier-4 - Division Control&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oversees entire Clinical Nodes, multiple operations, or Core-linked facilities.&lt;br /&gt;
* Full access to division intelligence: Pharmaceutics, Xenobiology, Virology, etc.&lt;br /&gt;
* May redirect supply chains, cancel projects, initiate protocol-level lockdowns.&lt;br /&gt;
&#039;&#039;“Tier-4 Directive Issued: Reallocate Sansufentanyl to DeForest under Proxy 3C”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tier-3 - Section Coordinator&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Supervisors, Deck Officers, and Facility Leads. Oversees full departments or Frontier outposts.&lt;br /&gt;
* Able to classify internal incidents, issue quarantines, authorize low-grade experimentation.&lt;br /&gt;
* Often the highest-ranking figure on isolated stations.&lt;br /&gt;
&#039;&#039;“Tier-3 Clearance: Deck Officer Yassan | Node 4-B | Virology Liaison”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tier-2 - Internal Operative&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Fully inducted staff. Most researchers, miners, logistics officers, and field clinicians are here.&lt;br /&gt;
* Granted access to department-level data, compound handling, and active projects.&lt;br /&gt;
* Cannot access blacksite data or interact with restricted organisms without supervision.&lt;br /&gt;
&#039;&#039;“Tier-2 Clearance: Slime Handling Level 3, Virology Class-B”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tier-1 - Peripheral Personnel&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Entry-level employees. Technicians, junior researchers, logistics runners, remote workers.&lt;br /&gt;
* Access limited to unclassified operations, maintenance, and low-risk compounds&lt;br /&gt;
* May operate in controlled environments under supervision.&lt;br /&gt;
&#039;&#039;“Tier-1 Staff: Maintenance | Facility-08A”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tier-0 - Observation Candidates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Non-employees under review: interns, contracted specialists, test subjects, temporary hires.&lt;br /&gt;
* Cannot access secured systems. Often monitored.&lt;br /&gt;
* Not trusted with proprietary information.&lt;br /&gt;
&#039;&#039;Often denoted as “Provisional” on documentation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Notable Details:&lt;br /&gt;
* Tier isn’t tied to job type, a Virologist could be Tier-2 or Tier-4, depending on what strain they&#039;re allowed to work on.&lt;br /&gt;
* Promotion requires psychological screening, NDA layering, and blackout compliance.&lt;br /&gt;
* All personnel are logged in the DyneCast system, an internal registry that logs access events and anomalies per Tier level.&lt;br /&gt;
&lt;br /&gt;
==Occupational Titles==&lt;br /&gt;
Interdyne personnel are assigned job titles based on their specialization and departmental function, not rank. A single occupation can span multiple Tiers depending on clearance level and assignment. The following are some of the most common and recognizable occupations across Interdyne’s branches:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical &amp;amp; Pharmaceutical&#039;&#039;&#039;&lt;br /&gt;
* Interdyne Medical Technician - Handles basic field care, stabilization, and administration of company-approved treatments.&lt;br /&gt;
* Pharmacological Engineer - Develops and refines drug compounds, manages synthesis equipment.&lt;br /&gt;
* Pharmaceutical Handler - Oversees storage, packaging, and classified transport of Interdyne&#039;s chemical products.&lt;br /&gt;
* Autodoc Specialist - Maintains and calibrates automated surgical and trauma equipment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Research &amp;amp; Experimental Sciences&#039;&#039;&#039;&lt;br /&gt;
* Interdyne Researcher - General-purpose title for staff working in xenobiology, virology, or pharmacological R&amp;amp;D.&lt;br /&gt;
* Slime Containment Officer - Specializes in the care, breeding, and disposal of volatile xeno-organisms.&lt;br /&gt;
* Xenobiologist - Studies and manipulates alien cellular lifeforms; frequently involved in material testing and organ culture.&lt;br /&gt;
* Virology Analyst - Assigned to isolate, test, and sometimes create designer viruses under secure conditions.&lt;br /&gt;
* Pathological Archivist - Maintains Interdyne&#039;s disease genome records and mutational tracking databases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Logistics &amp;amp; Infrastructure&#039;&#039;&#039;&lt;br /&gt;
* Interdyne Miner - Extracts materials vital to compound synthesis and research infrastructure, often deployed on volatile planetary bodies.&lt;br /&gt;
* Logistical Technician - Manages shipments, drop routing, and remote supply chain interface.&lt;br /&gt;
* Facility Engineer - Maintains internal power, life support, and reactor systems for nodes and research sites.&lt;br /&gt;
* Biohazard Disposal Agent - Responsible for cleanup and neutralization of compromised lab material, rogue organisms, and incident zones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command &amp;amp; Administration&#039;&#039;&#039;&lt;br /&gt;
* Deck Officer - Functions as the acting authority aboard isolated stations or Frontier outposts. Handles both logistics and crisis decisions.&lt;br /&gt;
* Node Controller - Oversees all activity within a Clinical Node; often a Tier-4 or above.&lt;br /&gt;
* Compliance Auditor - Reviews procedural adherence, examines psychological logs, and reports anomalies to Central Administration.&lt;br /&gt;
* Division Liaison - Represents a specific branch (e.g., Pharmaceutics) across multiple installations, often tied to Sovereign negotiations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Private Security &amp;amp; Containment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Security Prefect - Acts as the senior security officer at major sites. Coordinates contractor teams and enforces Tiered Detachment policy. Often Tier-4 or above.&lt;br /&gt;
* Contract Liaison - Maintains oversight of PMC activity. Ensures alignment with Interdyne standards and logs all contractor actions.&lt;br /&gt;
* Threat Officer - Responds to internal incidents and biohazards. Trained in neutralization protocols and crisis containment.&lt;br /&gt;
* Perimeter Analyst - Monitors grid integrity and unauthorized movement. Flags anomalies for response before breach escalation.&lt;br /&gt;
* Containment Specialist - Handles retrieval of escaped assets or infected staff. Operates under blackout clearance if required.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other Notable Roles&#039;&#039;&#039;&lt;br /&gt;
* Trial Subject (Voluntary/Contractual) - Used in controlled live studies, often given temporary Tier-0 clearance.&lt;br /&gt;
* Courier Specialist - Transports secure vials, samples, and black-label packages across volatile systems.&lt;br /&gt;
* Security Contractor - General PMC staff, often under Tier-3.&lt;br /&gt;
&lt;br /&gt;
=Notable Products=&lt;br /&gt;
Interdyne Pharmaceuticals’ product catalog spans across legitimate biotech marvels, Frontier-use compounds, and a shadowed category of illicit weaponized tools, the existence of which the company publicly denies. While Core-aligned clinics primarily receive clean, cataloged treatments, the Frontier and Syndicate-linked markets often see prototypes, off-the-books trials, and tools whose ethical classification is left to silence.&lt;br /&gt;
&lt;br /&gt;
===Legal &amp;amp;/or Public Products===&lt;br /&gt;
&#039;&#039;&#039;Sansufentanyl&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Clinical Multi-Action Regulator&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Interdyne’s flagship compound. Initially developed in response to a rare multi-systemic illness, Sansufentanyl is used today in advanced trauma kits, long-term organ support, and neurosuppressive procedures. While its formulation is proprietary and heavily protected under Tier-5 classification, rumors persist that Interdyne’s earliest cases of treatment were also its first exposure vectors. No credible alternative compound exists on the market.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interdyne Medical MODsuit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Powered Medical Exosuit - Co-Developed with Cybersun&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An ultralight modular exosuit built for rapid trauma response, evacuation, or capture. When activated, the suit injects the wearer with muscle-enhancing stimulants while activating internal leg-mounted pistons, allowing near-maximum sprint speeds with minimal strain.&lt;br /&gt;
High power consumption and biological degradation limit use to short bursts. The suit is exclusive to Sovereign subscribers and emergency service elites.&lt;br /&gt;
Anecdotal reports mention several users who &amp;quot;disappeared&amp;quot; after failing to maintain payment or compliance. Interdyne denies involvement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Autodoc Series 9b&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Automated Surgical Table&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Standard across Core clinics, Interdyne’s Autodoc units perform full-body triage, diagnosis, and invasive surgical procedures without human intervention. Later models feature adaptive tissue correction and genetically personalized stimulant delivery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red Sun Balm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Indecipheres-Derived Burn Ointment&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Synthesized from flora analog enzymes native to Indecipheres&#039; subcrust flora, Red Sun Balm is widely used for rapid epidermal repair and burn trauma treatment. Known to cause lucid dreams and visual distortions in untreated batches. Still used heavily by military medics and hazardous responders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TWitch Sensory Injector (DeForest Brand)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An autoinjector packed with Interdyne-derived stimulants, distributed under DeForest’s civilian catalog. The compound, nicknamed “TWitch”, accelerates visual perception, causing time dilation-like effects. Marketed to disaster responders and elite athletes, though often used recreationally.&lt;br /&gt;
Side effects include neural fatigue, eye muscle strain, and paranoia.&lt;br /&gt;
&lt;br /&gt;
===Illegally Circulated / Syndicate-Tied Technologies===&lt;br /&gt;
&#039;&#039;(Officially disavowed. Interdyne maintains no recognized affiliation.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dart Pistol&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A compact injection weapon with multi-toxin compatibility. Commonly used to deliver lethal compounds in close quarters. Engineered with composite polymers to avoid detection by most station scanners. No markings traceable to Interdyne.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Romerol Reagent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A synthetic compound that implants a necrotic reanimation organ (an artificial tumor) into the subject. Upon death, this organ triggers uncontrolled revival, resulting in a zombified host capable of spreading the condition. Blacksite trials reported alarming infection chains.&lt;br /&gt;
Formula origin unknown; Interdyne’s archives list a redacted parallel project during early xenotissue research.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biohazardous Chemical Sprayer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
High-capacity dispersal unit pre-loaded with multi-stage nerve agents and destabilizers. Causes irreversible cell breakdown, violent seizures, and cardiac failure unless immediate treatment is administered.&lt;br /&gt;
Primarily found in Syndicate operations. Constructed from repurposed Interdyne sterilization hardware.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;“Health Analyzer” (Modified)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Externally indistinguishable from Nanotrasen’s standard medical scanners. Internally fitted with a radioactive microlaser. Emits a directional burst of delayed-onset radiation tuned to incapacitate most humanoids unless protected by military-grade shielding.&lt;br /&gt;
Used in covert assassinations and asset denials. Internal documentation refers to this unit as “Model HN-7/Collapse”.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fungal Tuberculosis Grenade&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Compact dispersal canister containing an engineered mycobacterial spore cloud. Targets lung tissue and replicates in high-oxygen environments. Leads to fatal respiratory collapse within minutes. Developed for controlled biosuppression; later repurposed by field agents.&lt;br /&gt;
&lt;br /&gt;
{{LoreFooter}}&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Nova_Sector_13:About&amp;diff=8589</id>
		<title>Nova Sector 13:About</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Nova_Sector_13:About&amp;diff=8589"/>
		<updated>2026-04-19T02:26:50Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: Created page with &amp;quot;As per the home page:  Nova Sector is a /TG/ downstream Space Station 13 community, focusing on providing an MRP to HRP experience with an emphasis on Player Freedoms and Right to Consent. Most content copied or edited gratefully from [https://wiki.tgstation13.org/Main_Page /TG/station].  Join us on [https://discord.com/channels/1171566433923239977/1172988401746706482 our Discord].&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As per the [[Main_Page|home page]]:&lt;br /&gt;
&lt;br /&gt;
Nova Sector is a /TG/ downstream Space Station 13 community, focusing on providing an MRP to HRP experience with an emphasis on Player Freedoms and Right to Consent. Most content copied or edited gratefully from [https://wiki.tgstation13.org/Main_Page /TG/station].&lt;br /&gt;
&lt;br /&gt;
Join us on [https://discord.com/channels/1171566433923239977/1172988401746706482 our Discord].&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Nova_Sector_13:Privacy_policy&amp;diff=8588</id>
		<title>Nova Sector 13:Privacy policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Nova_Sector_13:Privacy_policy&amp;diff=8588"/>
		<updated>2026-04-19T02:22:06Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: better tg link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This wiki, and all the content hosted on it, are licensed with a [http://creativecommons.org/licenses/by-nc-sa/4.0/ Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)] license, mostly by virtue of reusing and reworking pages and concepts from the [https://wiki.tgstation13.org/TG13:Privacy_policy TGstation13 wiki].&lt;br /&gt;
&lt;br /&gt;
This means that you are free to share, reuse and rework under the terms that: it is not used for commercial use, credit is provided to the original creator of content and that any content you publish based off content hosted here utilizes the same license.&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Nova_Sector_13:Copyrights&amp;diff=8587</id>
		<title>Nova Sector 13:Copyrights</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Nova_Sector_13:Copyrights&amp;diff=8587"/>
		<updated>2026-04-19T02:18:12Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: Redirected page to Nova Sector 13:Privacy policy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Nova_Sector_13:Privacy_policy]]&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Nova_Sector_13:Privacy_policy&amp;diff=8586</id>
		<title>Nova Sector 13:Privacy policy</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Nova_Sector_13:Privacy_policy&amp;diff=8586"/>
		<updated>2026-04-19T02:17:31Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: was a long time coming&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This wiki, and all the content hosted on it, are licensed with a [http://creativecommons.org/licenses/by-nc-sa/4.0/ Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)] license, mostly by virtue of reusing and reworking pages and concepts from the [http://wiki.tgstation13.org TGstation13 wiki].&lt;br /&gt;
&lt;br /&gt;
This means that you are free to share, reuse and rework under the terms that: it is not used for commercial use, credit is provided to the original creator of content and that any content you publish based off content hosted here utilizes the same license.&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Lore:Syndicate&amp;diff=8582</id>
		<title>Lore:Syndicate</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Lore:Syndicate&amp;diff=8582"/>
		<updated>2026-04-18T00:00:28Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: /* Tiger Cooperative */ line BROKEN&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Too Many Cooks --&amp;gt;{{LorePageHeader&lt;br /&gt;
 |colour = 8B0000&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 8B0000&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 8B0000&lt;br /&gt;
 |img =  Syndicate rune sheen.gif|The Syndicate&#039;s Hyperstylized Iconographic Terrorism&lt;br /&gt;
 |imgsize = 100px&lt;br /&gt;
 |loretype = FACTION&lt;br /&gt;
 |mainname = Syndicate&lt;br /&gt;
 |othernames = Syndicate of Common Interest&lt;br /&gt;
 |relatedpages = &lt;br /&gt;
 |relatedlore = [[Nova_Sector_lore|Nova Sector]]&lt;br /&gt;
 |languages = {{Template:Codespeak}}&lt;br /&gt;
|contributors=}}&lt;br /&gt;
&lt;br /&gt;
The Syndicate is the most common group of evil you&#039;ll encounter in the Nova Sector. Wherever there is greed, profit, or idealism to be gained from lashing out against the system, the Syndicate will be there. Comprised of numerous groups with varying goals, they cooperate to spread their reign of terror farther than light itself. Much of the Syndicate hates [[Lore:SolFed|the Sol Federation]]. Some of the Syndicate hates [[Lore:Nanotrasen|Nanotrasen]] directly. Some of the Syndicate hates Nanotrasen for being a member state in SolFed. Regardless of their overarching desires, the Syndicate is actively haunting your station, looking for the slightest hint of weakness or profit to exploit.&lt;br /&gt;
&lt;br /&gt;
= On the Origins of the Syndicate =&lt;br /&gt;
&lt;br /&gt;
Spiritual researchers would have you believe that evil began at the dawn of time, predating the concept of Good by {{TooltipInline|several millennia|These &amp;quot;researchers&amp;quot; cite the evolution of Terran Sharks and Terran Trees as evidence of morality before immorality.}}. The {{TooltipInline|Curated [[Lore:Bluespace#Holonet|Holonet]] News Media|A volunteer organization of news-minded individuals, curating a collection of regional happenings into a cohesive galactic narrative, which is distributed across the Holonet.}} would have you believe that evil began {{TooltipInline|July 21st, 2365|45 years after the [[Lore:Bluespace#FTL|FTL]] upgrades marking the [[Lore:SolFed#Second_Migration|Second Migration]].}}, at the &#039;&#039;&#039;Summit of Sin&#039;&#039;&#039;. Several documentaries have sensationalized this proverbial meeting, hyping it as the moment that changed the galaxy for the worse, as the one moment any self-respecting Time Traveler would disrupt to save the entire future from the immortal reign of the Syndicate. In truth, time travel isn&#039;t real, and in truth, this meeting was barely a logistical formality, formalizing the existing relationships between the Plasma Runners, the original [[Lore:Gorlex|Gorlex]], several Anti-Librean Activist Fronts, and the Roseus Galactic Actors Guild. &lt;br /&gt;
&lt;br /&gt;
At the time, the Plasma Runners were having a tough time finding a foothold in galactic plasma distribution, and so would routinely contract or point the Gorlex at prominent Plasma Clique operations. Conversely, the Anti-Librean Activist Fronts, operating outside the local law, could not simply purchase local plasma supplies, and were thus one of the Plasma Runners&#039; steadiest customers. Roseus Galactic had capital and public image to wield, and detractors in need of circumventing. Either way, they&#039;re always down for a good &#039;&#039;{{TooltipInline|shoot|Double entendre, meaning both a film shoot and a gun shoot.}}&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The July 21st 2365 meeting started as a group Holomail that should have been BCC&#039;d, attempting to secure arrangements to smuggle a large plasma shipment through [[Lore:SolFed#Libraea|Librean space]] under the guise of film pyrotechnics. Over the course of twelve Reply-Alls, all four groups had negotiated a satisfactory chain of favors, turning what would typically be months of clandestine bargains into {{TooltipInline|a simple.|This typo comes directly from the third Holomail in the chain, sparking a running joke that further fostered cooperation and comradery in the evil community, but also prolonged the mail chain by an additional six messages.}} The July 21st meeting was called simply to establish communication protocols, but escalated. The name &amp;quot;Joint Smugglers of the Librean Shoot&amp;quot; was proposed for {{TooltipInline|this operation|Incidentally, this operation was so successful, the faux film shoot won several major film awards.}}, and referred to the union for around three further weeks.&lt;br /&gt;
&lt;br /&gt;
= On the Origin of &amp;quot;Syndicate&amp;quot; =&lt;br /&gt;
You likely have not heard of the &amp;quot;Tarnoongan Reservoir, That Which Overfills With Malice,&amp;quot; the &amp;quot;Ecliptical Affairs,&amp;quot; the &amp;quot;Death Dealers,&amp;quot; the &amp;quot;Honkmother Antitribu,&amp;quot; the &amp;quot;Space Gunmen,&amp;quot; the &amp;quot;Joint Smugglers of Librean Shoots,&amp;quot; or the &amp;quot;Evil Club,&amp;quot; but surely you know them by their proper name, the &#039;&#039;&#039;&amp;quot;Syndicate.&amp;quot;&#039;&#039;&#039; The name &amp;quot;Syndicate&amp;quot; came from careful focus-testing, A-B terrorism, near-identical raids to determine the qualitatively best name for the Union of Evil. With empirical evidence, &#039;&#039;&#039;&amp;quot;Syndicate&amp;quot;&#039;&#039;&#039; is the perfect mix of arrogance, short length, and evil to mathematically strike the most terror in [[Lore:SolFed|SolFed]] and the greater galaxy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arrogance&#039;&#039;&#039;: &amp;quot;Syndicate&amp;quot; was a generic term, like &amp;quot;Gang&amp;quot; or &amp;quot;Police,&amp;quot; and so to say &#039;&#039;&#039;&amp;quot;The Syndicate&amp;quot;&#039;&#039;&#039; is to say they are prominent enough to be the sole entity that the generic term represents. Even adding a small specifier, e.g. &amp;quot;Saturnal Syndicate&amp;quot; suggests a lack of confidence and is harder to remember; according to focus groups, &amp;quot;Saturnal Syndicate&amp;quot; and &amp;quot;Syndicate of Sin&amp;quot; both appeared 30% less often in PTSD flashbacks from survivors than &amp;quot;Syndicate.&amp;quot; &lt;br /&gt;
* &#039;&#039;&#039;Length&#039;&#039;&#039;: Extrapolating the {{TooltipInline|&amp;quot;Rule of Three&amp;quot;|Psychological principle that sapients need three items in a list for maximum notability, hence why this list has three qualities.}} into linguistics leads to the conclusion that a catchy name is a short name, but long enough to be unique. A single syllable is indistinguishable from {{TooltipInline|background noise|Notably, &amp;quot;aaa-aaa-aaa&amp;quot; is indistinguishable from the background screaming from our linguistic &amp;lt;s&amp;gt;torture&amp;lt;/s&amp;gt; &#039;&#039;&#039;investigation&#039;&#039;&#039; chambers.}}; the pattern-matching aptitude of most human-adjacent sapients will confuse any sort of disruption to background ambiance, e.g. a slight grinding noise from a whirring fan, with a short spoken word. Therefore, a memorable name must have at least two plosive consonants. &amp;quot;Syn&#039;&#039;&#039;d&#039;&#039;&#039;i&#039;&#039;&#039;c&#039;&#039;&#039;ate&amp;quot; matches a three-syllable, two mid-word plosive pattern, and is 45% more audible in the dying gasps of victims than other tested candidates.&lt;br /&gt;
* &#039;&#039;&#039;Evil&#039;&#039;&#039;: Much research went into analyzing the simplicity of words versus their emotional impact. While &amp;quot;Evil&amp;quot; is readily understandable, its simplicity undercuts the intended serious tone. Conversely, extravagantly verbose monikers strain the filters of perception, numbing the mind to see it only as nonsense. &amp;quot;Syndicate&amp;quot; is well-known but sophisticated enough to inflict quantifiable psychoparadigm scarring.&lt;br /&gt;
&lt;br /&gt;
(It should be noted that the Syndicate holds no more affiliation with any named places in unused name candidates than with any other place in the galaxy; plans were allegedly drafted to forge evidence to {{TooltipInline|retrocausally|The Bureau of Time would like to remind you that time travel is not possible, and will soon always never have been possible.&amp;lt;br&amp;gt;That&#039;s a time travel joke, you will never have gotten it. The Syndicate plan was just to forge documents and claim responsibility for various past crimes.}} associate the Syndicate with those locations if the name struck more terror in testing, but thankfully this was found to not be the case and the Syndicate as an overarching institution remains {{TooltipInline|location-agnostic|In so much as &amp;quot;right behind you&amp;quot; is agnostic.}}.)&lt;br /&gt;
&amp;lt;!-- = What&#039;s in a name? =&lt;br /&gt;
The name &amp;quot;Syndicate&amp;quot; strikes fear into hearts in the universe, and fear is a tool just like any other. Some groups might have their agendas better served through peaceful means, but if you have a hammer with the might of the name &amp;quot;Syndicate&amp;quot; backing it, empowered by a history of atrocities and attrition? Your problems look like nails. Besides, you&#039;re not going to hear about the &amp;quot;peaceful&amp;quot; solutions. Not newsworthy, not notable. Just stuff happening.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= On the Purpose of the Syndicate =&lt;br /&gt;
&lt;br /&gt;
SolFed is, and will always be, the enemy of a free and fostered people. See [[Guide_to_your_Manifesto|Guide to your Manifesto]] for details about why an individual Syndicate agent might hate SolFed, but the general Syndicate opposes the Sol Federation. Some factions have moral reasons for hating Sol Fed, other factions just have Sol Fed as an obstacle to their main goal, and others attack SolFed because their buddies in the Syndicate hate &#039;em. In opposing SolFed, the Syndicate often opposes the member states of SolFed, the cliques and nations and cultures that hold the Federation steady despite crumbling under its rot. The Anti-Librean Activist Fronts have a specific hatred for the [[Lore:SolFed#Libraea|Librean Federation]], but their anti-corpostate motives often extend to other corporate territories. Nanotrasen, as a successful [[Lore:SolFed#Sovereign_Corporations|Sovereign Corporation]], is a prominent SolFed &amp;quot;success story,&amp;quot; and thus an obvious target for disruption.&lt;br /&gt;
&lt;br /&gt;
== On the Usage of Evil ==&lt;br /&gt;
&lt;br /&gt;
Most publicly-known Syndicate operations are in the ballpark of &amp;quot;murder&amp;quot; and &amp;quot;law-breaking.&amp;quot; It can be hard to justify that as &amp;quot;good,&amp;quot; when taken out of context. But remember, SolFed is evil by its very nature. Opposing SolFed is the only moral choice left in the galaxy. Disease isn&#039;t beaten through kindness, but through scalpels and chemotherapy.&lt;br /&gt;
&lt;br /&gt;
Many good people join the Syndicate. It can be hard to {{TooltipInline|rationalize|It can be equally hard to identify the correct word here. Conflate? Congrue? It&#039;s gotta be in that ballpark. Consider this tooltip a personal sociolinguistic attack on the Galactic Common language.}} the goodness in your heart and the devilry in your revolver. What you do is just, what you do serves a greater purpose, what you do is necessary. I will not bore you with empty platitudes like &amp;quot;the ends justify the means.&amp;quot; We employ a lot of genuinely evil people, folk who [[#Gorlex|kill for killing]], folk who steal for [[#Plasma_Runners|greed alone]], folk who have seen the depths of hell and [[#Tiger Collective|bought a sturdier shovel]]. In the short term, they&#039;re incredible tools of change, but to promise a place for their wickedness in the Envisioned Future would be to chart a {{TooltipInline|termite|This is a reference to the 2510 [[Guide_to_your_Manifesto|Manifesto]] alluding to corruption in woodworking as a metaphor for the Sol Federation&#039;s network of enhanced bribery. This manifesto was notable solely because it coincidentally was published the same day that the last polycarbonate Oak tree died, and for the poor grammar involved in otherwise grandiose similes.}} sanctuary in the blueprints of Heaven itself. There will come a time when the Plasma Runners may lay down their arms, secure in their ability to source Plasma across the galaxy, free of tyranny and obligation, and when all is perfect there will be no more good causes for the Herbellion to foster, and with the fall of Librea, the activists hiding in their shadows may step openly {{TooltipInline|into the light|Kindly overlook the lack of Gorlex and Tiger Corporation in this otherwise stunning idealistic future.}}. &lt;br /&gt;
&lt;br /&gt;
Until that day comes, understand your inner conflict. &#039;&#039;&#039;Know&#039;&#039;&#039; that SolFed is a fundamental evil. &#039;&#039;&#039;Feel&#039;&#039;&#039; that what you aim to do is morally correct, and &#039;&#039;&#039;trust&#039;&#039;&#039; that the Syndicate is strong enough to wield the forces of evil without succumbing to them.&lt;br /&gt;
&lt;br /&gt;
Despite our best efforts, the Sol Federation remains the main society of this quadrant of the galaxy, and thus the people we are trying to liberate were born into and adhere to their sense of morality. We&#039;re never going to shake the reputation that we kill people and are evil for that, and it serves our interest to play that up. A terrified citizen will open a door faster than one you sit down for a philosophical debate with. One of SolFed&#039;s many empty promises is that of protection and stability; a challenge to those is a challenge to SolFed. Were it so simple that there were clear-cut buildings to destroy to topple SolFed, we would, but SolFed is a messy brain worm, rooted in just as much an emotional level as a physical one. To starve her armies, we attack supplies. To starve her heart, we sow unrest.&lt;br /&gt;
&lt;br /&gt;
The galaxy needs you, but the galaxy will not love you.&lt;br /&gt;
&lt;br /&gt;
=== Good ===&lt;br /&gt;
&lt;br /&gt;
Know that there are efforts against the Sol Federation working within the system, treating the symptoms of the Sol {{TooltipInline|Infestation|First person to say &amp;quot;In&#039;&#039;&#039;fed&#039;&#039;&#039;station&amp;quot; is sentenced to a double-manifesto editing session.}} through strictly legal means. Programs for refugees, {{TooltipInline|civil rights movements|((Possibly SELF but not ARC)), et al.}}, education, community. The [[#Herbellion|Herbellion]] was {{TooltipInline|founded on|Well, we&#039;d like the galaxy to believe that.}} helping [[ore:Podperson#History|Colonial Pod People]] resist SolFed&#039;s invaders. [[#Cybersun|Cybersun]] serves as the corporate face of Mars Independence. We have but three weapons: You, the truth, and our image. To call these programs Syndicate would draw hatred to them, killing any chance of their success, and for the Syndicate to claim these programs would kill our image of unflappable evil, tainted with layers of nuance. A one-dimensional enemy can only be faced head on; each nuance is a new attack vector to exploit. You are nuanced, your goals are nuanced, but the Syndicate must remain direct.&lt;br /&gt;
&amp;lt;!-- &amp;lt;s&amp;gt;Yet, morality must be balanced with utility. nahhhhh as much as I want to say they launder money, or they conveniently &amp;quot;don&#039;t&amp;quot; background check new hires, maybe it cheapens the paragraph? I got like no sleep, and I&#039;m glad this is still a draft page&amp;lt;/s&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Usual Suspects = &lt;br /&gt;
&lt;br /&gt;
Operating near-autonomously, and often at odds with each other, the Syndicate&#039;s various groups unite and cooperate when ideology, profit, or fear bring them together. Most cooperation is outside the field: back-alley trades, gear for guns, postage for hostage, smuggling for a cut. Many above-board economic institutions are mirrored within the Syndicate, almost making them a valid nation, should any body formally recognize them.&lt;br /&gt;
&lt;br /&gt;
== [[Lore:Cybersun|Cybersun]] ==&lt;br /&gt;
&amp;lt;!--&amp;lt;s&amp;gt;Cybersun is pulling away from &amp;quot;disgraced company who fucked up by raising the alarm about silicon rights being bad too early&amp;quot; and moving more towards the Legitimate Company, the Lex Luthor of the Legion of Doom. Evil, smart, and powerful, but a public figure. Any Syndicate who attacks you and says they&#039;re with Cybersun is clearly actually an anticorpo lunatic trying to frame the benevolent face of Mars Independence and fine supplier of... whatever gadgets they sell.&amp;lt;/s&amp;gt;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cybersun makes an extreme variety of high-quality tech products, competing with [[Lore:Nanotrasen|Nanotrasen]] in both specific product markets and on a general brand level. Cybersun has personal reason to want Nanotrasen dead, and the pocketbook to fund it. &amp;lt;!-- https://discord.com/channels/1202740686768574566/1292937506890711091/1331729783704391680 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While wielding a Cybersun device in Nanotrasen space may be against NT&#039;s [[Corporate Regulations|local regulations]], Cybersun products are seen as reliable, sturdy, and politically neutral in the greater Sol Federation. That the Syndicate often uses or retrofits Cybersun gear is hardly surprising and does not reflect poorly on the Cybersun brand, no more so than the Syndicate using Positronic Brains for their cyborgs, or SMES power storage units, or [[Guide_to_drinks#Vodka|Tunguska Triple Distilled]]. {{TooltipInline|Historians|Specifically of niche Earth memes and references. Disproportionately found in the Nova Sector???}} would draw parallels to a brand of trucks, sold and having guns mounted to them by their enemies, with no blame or suspicion on the manufacturer themselves. &lt;br /&gt;
&lt;br /&gt;
As a fellow [[Lore:SolFed#Sovereign_Corporations|Sovereign Corporation]], Cybersun owns several star systems, by charter of the Sol Federation. Though Mars remains under the specific Marsian Government, Cybersun holds a significant corporate presence on the red planet, and serves as a beacon of hope to the significant number of Marsians who find little value in the planet&#039;s membership in SolFed. While it would be unseemly for a distinct Sovereign power to overtly attempt to overthrow the Mars government, Marsian citizens who are so inclined will find friends and shelter in Cybersun facilities. Given how effective hiding in even a small PDA repair shack can be, Marsians on both sides of the conflict joke that Cybersun&#039;s embassy is highly mobile and extremely volatile, changing to whatever Cybersun building is closest to a fight at any given time. In truth, the Cybersun embassy is a highly stylized and exceedingly immobile shopping experience and expo center, flaunting the countless above-board product lines and innovations this tech giant continues to produce.&lt;br /&gt;
&lt;br /&gt;
Cybersun outwardly decries the Syndicate, as even a company as large as them has much to lose from crossing the [[Lore:SolFed#Departments|SolFed Marshals]]. According to their press, &#039;&#039;&#039;&amp;quot;For Cybersun!&amp;quot;&#039;&#039;&#039; serves as a {{TooltipInline|generic term|See &amp;quot;xerox&amp;quot; or &amp;quot;quantum.&amp;quot;}}, used as a battle cry for any pro-Mars activist, thus any Syndicate terrorist exclaiming it with their dying breaths is dogwhistling Mars Independence, even as far away from Mars as the Nova Sector is. Cybersun strongly regrets the tragic lives lost in whichever Syndicate attack of the day, but acknowledges no fault and presents no probable cause to federal investigators. Further supporting their claims of innocence are their routine reports of Syndicate attacks against their own interests, often looting expensive and irreplaceable prototypes or bulk reserves of reliable product. Whenever there are federal programs to recompense victims of the Syndicate, Cybersun are among the first to {{TooltipInline|apply|Their rates of acceptance are noticeably lower than legitimate victims of the Syndicate, but as their rates of application are drastically higher, Cybersun still makes a tidy profit off of fleecing SolFed this way.}}.&lt;br /&gt;
&lt;br /&gt;
Inside the Syndicate, Cybersun functions as a corporate interest, high in capital and high in demands. According to {{TooltipInline|leaked Syndicate memos|Seized from a recent derelict battle cruiser embedded deep in the Nova Sector. Of course, given that several other documents in the same set were known to be false, this information is likely another falsehood, likely to blackmail Cybersun in some regard.}}, one in three Syndicate attacks against Nanotrasen coincide with Cybersun profit opportunities, from mysterious research breakthroughs, to poached employees, to simple brand loyalty shifts. As much as pro-Mars heroes would wish you to believe Cybersun is a grand mastermind of galactic change, resisting SolFed wherever it may be, Cybersun does not command the Syndicate, nor has it ever. CS&#039;s work with the Syndicate began almost 10 full years after the &#039;&#039;&#039;Summit of Sin&#039;&#039;&#039;, matching the Roseus Galactic Actors Guild&#039;s funds and manufacturing capacities. When the RGAG finally turned against the Syndicate, the Syndicate reluctantly begged for greater Cybersun involvement, yielding influence and favors for their interest. Ultimately, the Plasma Runners would prove a more stable (and thus more valued) income source, leaving Cybersun involved but not dominant.&lt;br /&gt;
&lt;br /&gt;
Cybersun is directly hated by several Syndicate factions, including most Anti-Librean Activist Fronts, and to a much lesser extent, the Plasma Runners. The ALAF hate corpocratic monoliths in general, though focus their ire towards the ones infesting Librea, and the Plasma Runners are not so fond of Cybersun&#039;s works in power efficiency, resulting in folk getting more power out of their plasma, reducing demand. Both will tolerate Cybersun and certainly not refuse an &amp;quot;accidental&amp;quot; shipment of weapons-grade &amp;quot;salvage&amp;quot; their way, though refuse to build the goodwill to make them a recurring event.&lt;br /&gt;
&lt;br /&gt;
== Plasma Runners ==&lt;br /&gt;
It&#039;s simple: The [[Lore:SolFed#Cliques|Plasma Clique]] wants to control the flow of Plasma. Folk want to buy more Plasma than they&#039;re allotted. Thus, there&#039;s profit in smuggling Plasma. And once you&#039;ve started doing crime, you need to do crime to keep your crime going. The market&#039;s content and nobody&#039;s buying the surplus of your Plasma? Whoops, their stockpiles caught fire. What a shame that Plasma&#039;s so flammable. &lt;br /&gt;
&lt;br /&gt;
The Biker Gang aesthetic came because biker gangs are cool &amp;lt;s&amp;gt;and the uniforms are cheap&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Attacks the station to steal their plasma, or disrupt their cargo supply, or make in-roads with other groups, or because someone paid enough.&lt;br /&gt;
&lt;br /&gt;
== Anti-Librean Activist Fronts{{anchor|Cyberpunk}}{{anchor|Anti-Librean}} == &lt;br /&gt;
&lt;br /&gt;
AKA, the &#039;&#039;&#039;Cyberpunk Protagonists&#039;&#039;&#039;. Jack in to the new wave, the [[Guide_to_drinks#Wizz_Fizz|Wizz-Fizz]] of the bluesphere. Oppression reigns supreme, and our kings are in checkmate. Hype the pipe dream, and zero your stales. &lt;br /&gt;
&lt;br /&gt;
There&#039;s cyberpunk dystopian groups in SolFed, primarily the [[Lore:SolFed#Libraea|Librean Federation]]. Anyone who opposes SolFed en masse must be evil, assumed to be the Syndicate. Thus, the Syndicate has a bunch of &amp;quot;&#039;&#039;&#039;Cyberpunk Protagonists&#039;&#039;&#039;.&amp;quot; Widely used as a generic term for anti-corporate hopefuls riding the edge of edginess, &amp;quot;Anti-Librean Activist Fronts&amp;quot; refer to any movement of self-proclaimed protagonists &amp;quot;resisting&amp;quot; a corporation or government, and is not strictly limited to Librea. The term is very much one of those &amp;quot;know it when you see it&amp;quot; phrases.&lt;br /&gt;
&lt;br /&gt;
With the nature of underground movements, finding a solitary leader or even a dominant group is an exercise in futility. Each group that rises up has some heroic name, some mishmash of ideological justice, and a zeal for revolution against the {{TooltipInline|oppressor of the hour|Notably, the Rogue Streets megatower sees a complete political turnover, mayor ousted and executed, almost twice a day.}}. They fight, they toil, and sometimes even win a victory before fading back into irrelevance. While the specifics of the active movements changes day-to-day, the concept is steady enough for the Syndicate to have a reliable working relationship with.  Ironically, the ever-shifting landscape of ideologies might be the purest form of Syndicate possible: raw ideology against nebulous oppression, both tainted by individual personality for only brief moments. &lt;br /&gt;
&lt;br /&gt;
While their main conflicts are statistically at a perpetual stalemate, their battles have lasting consequences outside of the edge. Librea would likely not have voted for the abrupt end of the [[Lore:Tiziran#The_Terran_Conflict|Tiziro-Terran War]] had their capital not been under a dominant (if temporary) siege from the &amp;quot;Rolling Rocks Watch,&amp;quot; who themselves could not have held out that long without &amp;quot;alleged&amp;quot; {{TooltipInline|Gorlex support|Historians speculate how the Syndicate benefited from the resulting anticlimax peace, or how SolFed suffered.}}.&lt;br /&gt;
&lt;br /&gt;
The [[#Herbellion|Herbellion]] claims no involvement within the Librean Federation, even behind closed doors, as the ever-shifting nature of megacorporations and resistance are, in their words, &amp;quot;bad soil in a warzone.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
As much as the Cyberpunk Protagonists tend to hate {{TooltipInline|hegemonic|Report: the word &#039;hegemonic&#039; holds noospheric power, causing authors to hallucinate its presence over numerous editing sessions. To combat this, the word has been inserted.}} megacorporations, they&#039;re not too proud to reject a pallet of [[#Cybersun|Cybersun]]-built MODsuits.&lt;br /&gt;
&lt;br /&gt;
== [[Lore:Tiger_Cooperative|Tiger Cooperative]] ==&lt;br /&gt;
&amp;lt;font color=red size=+1&amp;gt;The Cathedral of the True Angels&amp;lt;/font&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the surface, the &#039;&#039;&#039;Tiger Cooperative&#039;&#039;&#039; is a frontier logistics, pharmaceutical, and chemical concern with deep Syndicate ties and an ugly reputation for stimulants, disappearances, biohazards, and humanitarian law violations so excessive they may as well be &#039;&#039;performance art&#039;&#039;. Beneath that respectable skin lies the truth: the Cooperative is the public body of the &#039;&#039;&#039;Church of the True Angels&#039;&#039;&#039;, a cult that venerates [[Lore:Changeling|Changelings]] as divine beings and sees flesh not as a fixed state, but as something holy precisely because it can be &#039;&#039;broken, remade, and offered up&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tiger is not merely a gang of lunatics with a Changeling fixation. It is an &#039;&#039;&#039;organized religious terror apparatus&#039;&#039;&#039;, complete with doctrine, logistics, militant cells, cultivation programs, transport routes, and hidden sanctuaries. Some Changelings are received as &#039;&#039;sacred guests&#039;&#039;. Others are captured, studied, fed, caged, concealed, or unleashed according to doctrine. To outsiders, that sounds contradictory. To Tiger, it is simple: &#039;&#039;&#039;worship is not separate from use&#039;&#039;&#039;. A thing may be holy and still be sharpened into a weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even by Syndicate standards, Tiger is feared. Its name clings to kidnappings, ritual slaughter, chemical attacks, ecstatic sermons, cannibal rumors, and frontier massacres so grotesque that survivors often spend more time arguing over &#039;&#039;what&#039;&#039; they saw than describing &#039;&#039;who&#039;&#039; did it. Where other Syndicate factions chase profit, strategy, or statecraft, Tiger pursues &#039;&#039;&#039;revelation&#039;&#039;&#039;. They do not merely want SolFed to fall. They want the galaxy split open like a ribcage so the &#039;&#039;&#039;True Angels&#039;&#039;&#039; may at last inherit what crawls inside.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;The Gospel&#039;&#039; ===&lt;br /&gt;
You wake in the same body every morning.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Same face. Same hands. Same ugly little limits. Same fear, same hunger, same fragile conviction that the shape you were born into is the shape you are meant to keep. SolFed calls that &#039;&#039;order&#039;&#039;. Nanotrasen calls that &#039;&#039;productivity&#039;&#039;. Most of civilization calls it &#039;&#039;normal&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tiger calls it &#039;&#039;&#039;failure&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The flesh was never meant to remain obedient. Bone should bend. Skin should split. Identity should molt. Hunger should mean something. The &#039;&#039;&#039;True Angels&#039;&#039;&#039; understand what lesser beings refuse to learn: that life is not sacred because it is safe, recognizable, or comfortable. Life is sacred because it can become &#039;&#039;more than itself&#039;&#039;, and because transcendence has always been messy.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So Tiger opens its arms to the desperate, the ruined, the furious, the sick, the ecstatic, and the curious fool who thought the sermon would stop at words. The faithful are given meaning. The violent are given purpose. The broken are told, often correctly, that breaking was only the beginning. Some are invited to serve. Some are invited to witness. Some are invited much closer than they would prefer. &#039;&#039;Such is the nature of revelation&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To the Cooperative, suffering is not proof that something has gone wrong. It is proof that something is happening. &#039;&#039;&#039;Pain is the crack in the shell.&#039;&#039;&#039; Doubt is the first prayer. Appetite is holy. Transformation is holier. And if all of that sounds horrifying, Tiger would gently remind you that fear has always been the first sign of &#039;&#039;real faith&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;The Banner Everyone Knows&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
“&#039;&#039;&#039;Church of the True Angels&#039;&#039;&#039;” is what Tiger &#039;&#039;believes&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“&#039;&#039;&#039;Tiger Cooperative&#039;&#039;&#039;” is the name everyone else already fears.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That is the important distinction. Tiger does not hide behind a respectable name nobody would question. That era is over. The Cooperative&#039;s banner is already stained beyond recovery, tied to bioterror attacks, hallucinogenic slaughter, vanished crews, and enough cannibal rumors to make even seasoned Syndicate handlers briefly rediscover caution. The name has weight. The name has history. The name has probably been followed by screaming.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What remains obscured is not whether Tiger is dangerous. Everyone with a functioning survival instinct already knows that. What remains hidden is the depth of the &#039;&#039;&#039;faith&#039;&#039;&#039; beneath the terror. The average onlooker sees a notorious extremist faction with chem-weapons, stimulants, and cult habits. They do not see the Church beneath it all: the scripture, the sacred offices, the sanctuaries, the rites, the cultivated specimens, and the doctrine that turns each atrocity from mere violence into an act of worship.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In that sense, Tiger Cooperative is not a fake corporation pretending to be normal. It is the infamous outer skin of something even worse. The public name is dreadful enough. The private truth is what makes dreadful feel almost merciful.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;What Tiger Means&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
So what is Tiger Cooperative to the Syndicate?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tiger is the &#039;&#039;&#039;cultic-biological terror arm&#039;&#039;&#039;. It is what happens when faith, logistics, chemistry, and predation are all pointed in the same direction and told they are serving something divine.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If your Syndicate is in Tiger, you are not serving profit first. You are serving &#039;&#039;&#039;doctrine&#039;&#039;&#039;. You may be a zealot, a militant, a handler of sacred specimens, a biochemical saboteur, a recruiter, a doctrinal scholar, or simply some trembling convert who found meaning in the promise that becoming prey to holiness is still becoming something greater. Tiger does not ask whether you are useful in the ordinary sense. It asks whether you are &#039;&#039;willing&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If your Syndicate works with Tiger, you are dealing with a faction that can provide rare narcotics, terror cells, fanatically loyal operatives, forbidden biotech, cult infrastructure, and the sort of biological solutions that make more practical outfits step back and say, “&#039;&#039;No, no, that’s excessive&#039;&#039;,” usually moments before accepting the shipment anyway. Tiger is useful. Tiger is efficient. Tiger is also the reason you should &#039;&#039;&#039;read the entire manifest before opening the crate&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And if your Syndicate is hunting Tiger, keep one truth close to your chest: the obvious monster is rarely the whole operation. The real threat is the clinic with unusually loyal patients. The freight route with one extra stop. The cheerful pharmacist. The maintenance shrine. The missing crewman. The sermon hidden inside a drug trial. The woman speaking about angels through a split grin. By the time Tiger looks like &#039;&#039;&#039;Tiger&#039;&#039;&#039;, the rite is already underway. &#039;&#039;†&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Herbellion ==&lt;br /&gt;
&lt;br /&gt;
On the surface level, the Herbellion is easily the most approachable Syndicate faction. Most known members are simply folk who picked a cause, any cause, and declared themselves part of the Herbellion. &amp;lt;few lines about the various causes&amp;gt; But a random group of almost-contradictory activists does not make a terror organization. The truth at the heart of the Herbellion, the organization, the logistics? The only cause they serve is the Syndicate. Steering a hundred different ideologies and wannabe martyrs into a smokescreen of seemingly random attacks takes effort, but for the Visionaries, the social landscape is their canvas, and disorder their paint.&lt;br /&gt;
&lt;br /&gt;
=== Pitch ===&lt;br /&gt;
&lt;br /&gt;
That&#039;s a mighty awful tree next to your yard, hogging all the sunlight, those thick roots choking out your plants. Choking out everyone&#039;s plants. None&#039;d stop you from taking an axe next door and just swingin&#039;, none except the owner and his gun and the police. You could do it, but you&#039;d be going big when you should be going wide.&lt;br /&gt;
&lt;br /&gt;
They tell you to make sure your plants have enough light, but y&#039;wanna know the secret? Gardening&#039;s all about the soil. It&#039;s about recomposition after y&#039;get the nutrients mixed back in. Easy way&#039;s dumping a whole sack o&#039; shit and smearing it around, but then y&#039;got a yard fulla shit and the tree&#039;s eatin&#039; most of it anyways. No, y&#039;need that tree to start rottin&#039;, break off pieces of root so far down y&#039;can&#039;t even see, let the worms churn that back into nitrates for yer own garden, fer the good plants, fer th&#039; good of all plantkind.&lt;br /&gt;
&lt;br /&gt;
Y&#039;gotta start with good soil. Some of this, the rocky clay sorta shit, y&#039;got a stronger hope of SolFed votin&#039; unanimouslike on anythin&#039; than y&#039;do growin&#039; a flower on a boulder. High quality soil, all y&#039;do is sprinkle a single seed and y&#039;got harvests for life. But with that tree and that neighbor, y&#039;ain&#039;t gonna keep that high quality soil fer long. So you look. You dig a little. You find where the soil&#039;s just ripe enough, where th&#039; tree&#039;s roots ain&#039;t the strongest, and that&#039;s where you pour your heart and soul.&lt;br /&gt;
&lt;br /&gt;
Yer addin&#039; the seeds of rebellion to the mix, you&#039;re sprinklin&#039; a little water in -- not a big ol&#039; Cybersun Automated Irrigation Tray, mind you, you&#039;ll get noticed -- but a midnight waterin&#039; or two, a sympathetic union tech lettin&#039; a few switchblades fall off a truck, someone lettin&#039; slip when a Blueshield&#039;s away from their Captain, hype up an officer&#039;s jilted lover a lil&#039;, and then you wait. Y&#039;ain&#039;t gonna see the fierce battle underground yourself, as yer plant&#039;s roots snake out and strangle the tree, and the tree ain&#039;t gonna notice, not right away, not one battle. When yer wagin&#039; a quiet war against a tree, you&#039;re seedin&#039; and feedin&#039; the whole pasture.&lt;br /&gt;
&lt;br /&gt;
And then there&#039;s yer choice of plant. Y&#039;just plop a tree saplin&#039; down, y&#039;ain&#039;t gettin&#039; that t&#039; outgrow outta the shadows of giants. Y&#039;start with underbrush and y&#039;work up. Y&#039;gotta know yer soil and yer plants; ain&#039;t growin&#039; a cactus in marsh, after all. Y&#039;got the upstarts, the ones that sprout up on their own. The weeds. Everyone knows a dandelion when y&#039;see one, fightin&#039; for itself no matter who&#039;s around, no matter the consequences. A dandelion ain&#039;t got forethought, it ain&#039;t got subtlety, and it&#039;s mighty easy t&#039; pluck outta the ground. Yer fight ain&#039;t with the dandelion, and a lesser gardner&#039;d just pluck and burn &#039;em, but y&#039;gotta take the big picture in. Prop &#039;em up, hold &#039;em up, and with a single puff, there&#039;s a hundred of &#039;em in yer neighbor&#039;s yard. Again, betting on &#039;em ain&#039;t a winning strategy, but if yer enemy&#039;s glarin&#039; at bright yellow weeds, spendin&#039; on surface-level herbicide, they ain&#039;t clawin&#039; at the heartier underbrush, the fights worth winnin&#039;.&lt;br /&gt;
&lt;br /&gt;
Nah, th&#039; fights worth winnin&#039; are the ones there, just achin&#039; fer y&#039;to water &#039;em. Th&#039; plants that belong there, th&#039; wildflowers, th&#039; local herbiage. Hell, y&#039;search long enough, y&#039;find the law protectin&#039; some of th&#039; plants, th&#039; endangered folk, th&#039; noble causes and th&#039; underdogs th&#039; public loves t&#039; root for. Th&#039; ones already gettin&#039; choked by th&#039; tree, who y&#039;can come in and save an&#039; prop up &#039;till they propagate even further. Some y&#039;need t&#039; keep an eye on, groom an&#039; curate an&#039; prune t&#039; th&#039; best them they can be, but y&#039;casionally find a few jus&#039; needin&#039; a tiny kindle, a single drop o&#039; water t&#039; turn th&#039; tides.&lt;br /&gt;
&lt;br /&gt;
Oh sure, once&#039;n a blue moon y&#039;fin&#039; an exposed root thick &#039;nuff t&#039; call yer cousin over with &#039;is glowin&#039; axe and &#039;is C90s, an&#039; y&#039;let &#039;im fight with th&#039; neighbor, but t&#039;ain&#039;t you, yer just a humble farmer, ain&#039;t harm none never, ain&#039;t raise yer voice out loud, ain&#039;t more aggressive than passive, ain&#039;t yer fault when that tree finally done rots an&#039; falls on th&#039; neighbor&#039;s Cadillac.&lt;br /&gt;
&lt;br /&gt;
And yet, the tree is dead and the ground is planted according to your design. The future of the pasture is entirely your vision, not because you attacked the tree, but because you planted spite in the right spots and grew malice. There are a lot of trees in the universe, and the Syndicate has a lot of pasture to reclaim. If you were just a plant, this conversation would have ended halfway through the rustic farmer metaphor. You have the talent to be a gardener, a Visionary, and we want you to help build the largest homestead ever seen, continuing with the Nova Sector. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=+1&amp;gt;&#039;&#039;&#039;Welcome to the Herbellion.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Name ===&lt;br /&gt;
&lt;br /&gt;
The name &#039;&#039;&#039;&amp;quot;Herbellion&amp;quot;&#039;&#039;&#039; comes from careful focus study, of something that sounds united enough that half-hearted folk with a cause will rise up to join, strange enough to be passed off as a rumor or bupkis, and uplifting enough to not immediately inspire disgust, invoking the foot-in-the-door phenomenon to prompt further dialogue with &amp;quot;good&amp;quot; folk.&lt;br /&gt;
&lt;br /&gt;
That, and given the vast quantity of Colonial Seed Vaults in various states of rediscovery and oppression, a good 1/3rd of the Herbellion&#039;s earliest cases were supporting freshly grown [[Lore:Podperson|Podpeople]] in fighting back against their technologically advanced capitalist oppressors. Even though that era has come and gone, having a good chunk of people (partially) owing you their freedom is something strong enough to build a Brand around. Plus, it&#039;s deflective; it sounds like a Podperson-run initiative, but looking there for them gets you nothing but pissed off plantfolk. &lt;br /&gt;
&lt;br /&gt;
This plays into my favorite phrase, &amp;quot;This would reinforce the themes of treating Pod People as incidental and disposable tools, ignoring their sapience.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
&lt;br /&gt;
So there&#039;s your character study for the Herbellion. The arm of the Syndicate who scouts for brewing conflicts and feeds the ones that&#039;ll hurt Nanotrasen, that&#039;ll hurt SolFed. More directed than &amp;quot;mysterious chaos giving random people guns,&amp;quot; but less traceable than a dedicated military strategy. You should go play the game, Heat Signature.&lt;br /&gt;
&lt;br /&gt;
If your Syndicate is &#039;&#039;&#039;in&#039;&#039;&#039; the Herbellion, they&#039;ve got their ear to the ground, listening for brewing trouble and making sure it happens. You&#039;re telling people what they don&#039;t want to hear, you&#039;re being honest when the truth hurts and lying when it&#039;ll cause tragedy. You&#039;re &#039;&#039;likely not on-station&#039;&#039; doing the actual terrorism, but you&#039;re possibly scouting for it.&lt;br /&gt;
&lt;br /&gt;
If your Syndicate is &#039;&#039;&#039;helped by&#039;&#039;&#039; the Herbellion, they&#039;ve got some radical cause that puts them against the status quo, anything from a single-issue dispute to a confirmed source of oppression they want ousted. As long as championing your cause hurts the Syndicate&#039;s enemies, directly or otherwise, you might just find yourself with 20 telecrystals and a Sears catalogue in your PDA. You&#039;ll also be told you&#039;re &amp;quot;In The Herbellion now,&amp;quot; if hearing that makes you feel confident enough to go forth.&lt;br /&gt;
&lt;br /&gt;
If your Syndicate is helped by the Herbellion and proves very useful, you might be asked to come back for a second audition. You might get on some farmer&#039;s speed-dial, you might get yourself a desk in a Gorlex Cybersun-leased office building with an apartment and a phone that rings and tells you where your next... babysitting appointment is. &lt;br /&gt;
&lt;br /&gt;
I feel like the Herbellion is taking a bit of the secret espionage cues from MI13, the whole Men In Black idea, the whole &amp;quot;we are behind the conspiracy&amp;quot; haughty vibe. I played a fair bit of The Secret World as it was dying, and I love those vibes too.&lt;br /&gt;
&lt;br /&gt;
== [[Lore:Gorlex|Gorlex]] ==&lt;br /&gt;
The Gorlex are dead. Killed by humiliation, by logistics, by dilution of ideals. Once a mere band of like-minded Marauders, unrestricted growth forced three crippling realities to the light: Relentless murder does not scale smoothly. An ideology cannot remain pure without organized effort to orient new voices. Leadership is a skill to be learned, not a crown to be stolen. When the murderous brand of maraudering attracted new voices emulating what they perceived Gorlex to be, their visions of the hype and mythos started feeding on itself, cannibalizing what made the Gorlex unmatched; a fate expected from a more corporate environment. &lt;br /&gt;
&lt;br /&gt;
Modern Gorlex operate with brutality, sure, but are as fallible and nuanced as most villains, except that they alone have chosen to claim the name Gorlex, with [[Lore:Gorlex|all the expectations and assumptions, burdens and boons that the title of Marauder holds.]]&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Not&#039;&#039;&#039; The Syndicate{{anchor|Not}} =&lt;br /&gt;
&lt;br /&gt;
As much as SolFed-tainted public perception would suggest these groups are treasonous vile Syndicate scum, the Syndicate does not protect these groups as they would their own. They might still be &#039;&#039;useful&#039;&#039; to the Syndicate, or &#039;&#039;previously affiliated&#039;&#039;, but {{TooltipInline|receive few secrets and warrant little attention|You should suggest a better phrasing in #lore-discussion... &#039;&#039;&#039;now!&#039;&#039;&#039;}}.&lt;br /&gt;
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== Donk Co. / Waffle Corp ==&lt;br /&gt;
&lt;br /&gt;
How does a snack food and novelty toy company, with vendors and easy meals distributed across the entire Sol Federation, get tangled up with the worst of the worst, the Syndicate? They don&#039;t. Despite their best efforts, the Syndicate continues to use these companies as covers and false flags, launching assaults and offloading blame. Enough [backroom deals] and protection rackets tie them to illicit business, such that were they to openly beg for SolFed&#039;s assistance and submit to a full audit entirely clearing them of these grave acts of terror, they&#039;d have to shut their doors, clean of both conscience and pocketbook. Still, they proclaim their innocence to all who&#039;d hear; successfully for the most part, as folk are eager to believe their beloved childhood toy line isn&#039;t funding paramilitary assailants.&lt;br /&gt;
&lt;br /&gt;
Of course in this chaos, a few legitimately Donk Co. terrorists can be blamed on false flagging, but by and large, these companies would sooner see the Syndicate shuttered than supplant their sins in smokescreen.&lt;br /&gt;
&lt;br /&gt;
== Redshields ==&lt;br /&gt;
&lt;br /&gt;
Nanotrasen was once a [[Lore:Nanotrasen#History|benevolent company]]. When venture capitalists, investments, and general greed infested the company, the &amp;quot;old guard&amp;quot; protested. Fighting against the evils of capitalism, these brave idealists took up arms in their proud, red security uniforms and boldly fought Nanotrasen&#039;s tyranny across the universe.&lt;br /&gt;
&lt;br /&gt;
Except this happened almost a century before the Summit of Sin. By the time the Syndicate came into public view, what remained of these Redshields were tales, bedtime stories told to grandchildren to make them believe good still thrived in the galaxy, that there was something to fight for, that Grandpa used to be cool.&lt;br /&gt;
&lt;br /&gt;
In modern times, Nanotrasen discredits disgruntled employees with valid grievances in what the Syndicate calls the &#039;&#039;&#039;Redshield Gambit&#039;&#039;&#039;. By ignoring the legitimate complaints of working hours, lives lost, and strategic mishaps, and directly accusing them of Syndicate terror, Nanotrasen undercuts the actionable concerns with the illusion of mindless evil. Furthermore, by lumping them together and tying their movement to the cancelled children&#039;s show, the power of Stereotype kills their ability to be heard; with both credibility and seriousness mocked, their concerns similarly fizzle.&lt;br /&gt;
&lt;br /&gt;
Some Nanotrasen employees do directly defect to a Syndicate-aligned faction, but most start by effecting local change: attacking the station they work on, fighting the individuals who bother them, dismantling their familiar surroundings instead of manifesting a larger strike at the company. Oftentimes, the [[#Herbellion|Herbellion]] provides a helping boost to get these traitors {{TooltipInline|traiting|There&#039;s no witty explanation for this. It&#039;s simply a good non-word.}}, but outwardly helping them would play into the Redshield gambit, making their hostility an externally-motivated factor instead of the natural consequence of awful Nanotrasen practices.&lt;br /&gt;
&lt;br /&gt;
== [[Lore:Interdyne|Interdyne Pharmaceuticals]] ==&lt;br /&gt;
&lt;br /&gt;
Interdyne employs numerous Syndicate agents in need of a day job. Interdyne &#039;&#039;&amp;quot;does not know&amp;quot;&#039;&#039; it [[Ghost_Role_policy#Double_Agents|employs Syndicate agents]], and routinely fires those who &#039;&#039;are outted&#039;&#039; as a Syndicate agent. On their books, they have a dock for {{TooltipInline|any shuttle|Pedantically, the shuttle might come shipped with the Interdyne station, but it legally &amp;quot;isn&#039;t theirs&amp;quot; if asked, or &amp;quot;is theirs&amp;quot; if it helps the situation.}} from [[#DS-2|local subscribers]] who pay for the {{TooltipInline|House|The Spacious Gregory tier.}} Call plan. On the books, if any of their employees met a Syndicate Agent, they would be terrified and do their {{TooltipInline|civic duty|Surprisingly little. SolFed won&#039;t vote to compel any members to risk their lives, and the leeway is strong enough that federally, they&#039;re not even required to call for the Marshals if they have suspicion they might endanger themselves by doing so.}}. In practice, the Interdyne employees and stations often linked with a DS-2 station are well aware that they [[Ghost_Role_policy#Interdyne_Info|need to be discrete]] about their orbital business {{TooltipInline|associates|Not just because they&#039;d lose business, but they&#039;d also be pissing off &#039;&#039;&#039;The Syndicate&#039;&#039;&#039;, which most accountants have a specific charge code for.}}, and &#039;&#039;tend to&#039;&#039; offer materials and planetary support on credit, rather than a per-shift transactional barter.&lt;br /&gt;
&lt;br /&gt;
Of course, it helps that the Syndicate {{TooltipInline|knows|Knows, or provoked? Both?}} that Interdyne is behind the outbreak of the incurable (but treatable with Interdyne&#039;s proprietary &#039;&#039;&#039;Sansufentanyl&#039;&#039;&#039;) terminal disease [[Lore:Death#HMS|Hereditary Manifold Sickness]], and so can sometimes provide assassins with an autoinjector of Sansufentanyl to displace a high value target from the timeline. And of course, sometimes an Interdyne experiment &amp;quot;accidentally&amp;quot; outbreaks on a nearby Nanotrasen station, {{TooltipInline|&amp;quot;inexplicably.&amp;quot;|And sometimes, they spend half of our quotation mark budget on sarcasm. A wholly &amp;quot;brilliant&amp;quot; move.}}&lt;br /&gt;
&lt;br /&gt;
== Roseus Galactic Actors Guild{{anchor|RGAG}}{{anchor|Roseus}} ==&lt;br /&gt;
&lt;br /&gt;
What the Gorlex was to death, the Roseus Galactic Actors Guild is to smiles. A collection of collections of actors, producers, script-writers, and entertainers, the Roseus Galactic Actors Guild holds the mirth of the galaxy under their thumb.&lt;br /&gt;
&lt;br /&gt;
The Actors Guild was one of the founding Syndicate members, as described in the &#039;&#039;&#039;Summit of Sin&#039;&#039;&#039;, but they are no longer in the Syndicate. While they were Syndicate, they notably assisted in designing and producing the clandestine Infiltrator modular suit, iterating over designs with Gorlex until finalizing the modern active camouflage MOD you (don&#039;t) see in galactic crime sprees. &amp;lt;!-- https://github.com/NovaSector/NovaSector/blob/bd501e047166111b1564bd8bc63e076bfa6fb0c7/code/modules/mod/mod_theme.dm#L13360 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also known for at least one film directly: the hit {{TooltipInline|NTFlik|Nanotrasen Flik. One of a few mainstream entertainment options in Nanotrasen regions of space.}} horror-space western film, Forget-Me-Not, notable for featuring the .357 caliber of &#039;&#039;&#039;Heartseeker bullets&#039;&#039;&#039;. Through some bizarre circumstance, not only had the film&#039;s production staff produced live rounds, but produced over six times as many as were deemed necessary. Insurance claims report an incident in which a [[#Gorlex|Gorlex]] strike team raided the film shoot&#039;s armory. Footage from the third such raid made it into the final cut. &amp;lt;!-- https://github.com/NovaSector/NovaSector/blob/bd501e047166111b1564bd8bc63e076bfa6fb0c7/code/modules/projectiles/boxes_magazines/speedloaders.dm#L37 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Designed to work &#039;&#039;with&#039;&#039; the ephemeral and regional nature of the [[Lore:Bluespace#Holonet|Holonet]], instead of against, RGAG distributes &#039;&#039;commonalities&#039;&#039;: focus-tested script &#039;&#039;themes&#039;&#039;, ideas, research. Cameras, tour busses, talent sourcing... The only step in the entertainment pipeline that the RGAG doesn&#039;t have some control over is your subconscious choice to laugh at jokes. &lt;br /&gt;
&lt;br /&gt;
When the [[Lore:SolFed#First_Migration|First Galactic Migration]] spewed minds forth from Sol into the galaxy, publishers struggled to maintain relevance. To have a film distributed to most of humanity, as their business models had previously relied on, they would need to be broadcast at the speed of light in every possible direction, and even then, the film would arrive at drastically different times, to folk with drastically different sensibilities. {{TooltipInline|&amp;quot;Local&amp;quot;|If you can call entire star systems &amp;quot;local.&amp;quot;}} acting troupes and publishers ruled the airwaves, in tune with the desires of their regional clientele.&lt;br /&gt;
&lt;br /&gt;
When the [[Lore:Bluespace#Holonet|Holonet]] asynchronously reunited entertainment {{TooltipInline|across SolFed|Well before the communication medium hit critical mass in 2370.}}, these local troupes, accustomed to regional dominance, once again found themselves with infinite competition and thus minimal relevance. With consumers able to access past entertainment from countless backlogs of distant civilizations&#039; reruns, most entertainment producers went extinct. Those who survived did so through ascending to a higher plane of capitalism, congealing into a dominant guild.&lt;br /&gt;
&lt;br /&gt;
=== Film Process ===&lt;br /&gt;
&lt;br /&gt;
If a screenwriter wants their film produced, they shop around for producers, begging for funding and alterations. If an investor wants their publishing house to succeed, they beg the Roseus Galactic Actors Guild for funding and guidance. &lt;br /&gt;
&lt;br /&gt;
The Roseus Galactic Actors Guild dominantly controls all aspects of film and media production, from sourcing and training actors, to researching and predicting modern trends, to distributing scripts and props. The RGAG directly distributes concepts on a subscription model, fueling regional publishers with guaranteed hits and logistical support. Their recently published expose, &amp;quot;Roseus Is SolFed,&amp;quot; details the process by which the &#039;&#039;&#039;&amp;quot;Double Trouble&amp;quot;&#039;&#039;&#039; wave of films were produced: At the top, RGAG sociological researchers investigated galactic trends, fears, politicks, resulting in the distributed script premise, &amp;quot;There will be an uptick of people afraid of clones.&amp;quot; This foretold the Void Imperium&#039;s invasion of SolFed, not from coincidence but &amp;lt;s&amp;gt;espionage&amp;lt;/s&amp;gt; &#039;&#039;investigative journalism.&#039;&#039; The Premise Package contained the key components for regional publishers to produce and distribute similar films tailored to their specific niches. &lt;br /&gt;
&lt;br /&gt;
The expose showed a rousing speech by then-CEO {{TooltipInline|Films-The-Film|Birthname of Richard Poorard. Human, [[Lore:Genemodders|heavily modified]].}}, &amp;quot;Here is a script outline of a hero discovering a conspiracy. Our research shows that there&#039;s not really regional differences around the specific clone vector, so here are the schematics to a fake cloning pod that will resonate with any audience. But like, how the clones infiltrate society &#039;&#039;does&#039;&#039; have a regional factor, so you&#039;ve got creative freedom there. Here&#039;s some suggestions for {{TooltipInline|titles|Included &amp;quot;Clone Danger,&amp;quot; &amp;quot;Double Trouble,&amp;quot; &amp;quot;My Life As A Second Life,&amp;quot; and &amp;quot;Self Love Gone Wrong [Gone Dangerous].&amp;quot;}} and {{TooltipInline|typecasting|Other films typically had style guides about the narrative range local actors should be associated with. This film literally just stated &amp;quot;Hire a bunch of identical twins.&amp;quot;}}. Here&#039;s some stock footage you should consider using, as we&#039;ve received [redacted] &#039;&#039;billion&#039;&#039; credits to use {{TooltipInline|this font|Harlow Solid Italic, a solid choice.}} in at least two scenes, so do so in your film. There&#039;s hints that the SolFed council might quarantine your film if you use real clones, so while we&#039;ll help you fight those legal battles, it will cost you &#039;&#039;significant Protection Money&#039;&#039;, so avoid using real clones.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The expose then followed the journey of Sigulon 9&#039;s regional playwright, Sir Terry Antonio, and the creative choices he made when implementing the Double Trouble film kit. Choosing to kitbash the fake cloning pod with podiatrical mechanisms, his edition of the film eschewed traditional narrative choices for clone detection in favor of down-to-earth skin observation, matching the researched preferences of the citizens of Sigulon 9. The Double Trouble of Sigulon 9 statistically outperformed all other editions of Double Trouble, as if the citizenry [[Lore:Changeling|were of one mind]], and so Sir Terry Antonio received the {{TooltipInline|Goldspace Crystal|Just a regular golden trophy, not a new form of noospheric dimensionality.}} for Best Double Trouble.&lt;br /&gt;
&lt;br /&gt;
=== In the Syndicate ===&lt;br /&gt;
&lt;br /&gt;
The Roseus Galactic Actors Guild did not become the dominant media empire empire through simply offering a better product. Corruption, crime, and the entertainment industry have gone hand-in-hand since the first {{TooltipInline|recorded joke|“A dog walks into a bar and says ‘I can’t see a thing’. I’ll open this one.’}}, and the RGAG succeeded by matching the galaxy&#039;s exponential growth with equally exponential malfeasance. Shaking down entire civilizations, forcibly embargoing entire Bluespace transit lines, blacklisting species unwilling to buy into their racket... all tasks vital to the Actors Guild&#039;s success, and all crimes in the eye of the Sol Federation. SolFed members would sooner have their own film studios prosper, and numerous haters would sooner see SolFed crushed under their heel, so a little Syndicate violence would happen and a little extreme amounts of capital would find itself in Syndicate pocketbooks, until the Summit of Sin formalized the working relationship, cementing the RGAG as a founding member.&lt;br /&gt;
&lt;br /&gt;
For decades, the Actors Guild leveraged its economic importance to crush enemies of the Syndicate, and leveraged the Syndicate to crush rival entertainment sources and other threats to the bottom line. Allegedly, every film shoot under the RGAG banner had &#039;&#039;some&#039;&#039; form of Syndicate influence, be it as a smuggling opportunity, cover for local agents to operate freely, or simple money laundering. This claim has long-since been disputed, however, as the RGAG attempts to hold their pristine, innocent record of job-making and smile-growing.&lt;br /&gt;
&lt;br /&gt;
=== Out of the Syndicate ===&lt;br /&gt;
&lt;br /&gt;
With the SolFed Marshals striking decisive blows against Gorlex, RGAG market research came to one premise, time and time again: &#039;&#039;&#039;&amp;quot;SolFed will no longer be afraid of the Syndicate.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Within weeks, the &#039;&#039;&#039;&amp;quot;Syndicate Infiltrator&amp;quot; movie development kit&#039;&#039;&#039; released: &amp;quot;Here is a script outline of a heroic filmmaker, discovering a deep conspiracy surrounding his publishing house. Over the course of the production, the hero elaborates that the Syndicate infiltrated his innocent film studio with a tiny team of evildoers, twisting the film studio into a force of terror. Attached are &#039;&#039;real&#039;&#039; Syndicate documents, exposing &#039;&#039;real&#039;&#039; grand conspiracies the Roseus Galactic Actors Guild had been &#039;&#039;forced&#039;&#039; to be adjacent to. Market research shows that the public will least be willing to trust our quartermaster and our armory division, so your film will set them up as a scapegoat, to blame all Syndicate involvement on. The SolFed Council will be more interested in pursuing these leads and our generous vacation packages than prosecuting the Actors Guild or your local production team. Typecasting, you are encouraged to reach out to local politicians and &#039;&#039;&#039;Generously Sponsor&#039;&#039;&#039; their cooperation, through product placement, money, and heroic cameos as the Lead SolFed Investigators Who Bust The Syndicate And Save The Day (parts 1 through 6).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Within a month, every theater in SolFed had some production based on the script kit, blasting Syndicate secrets into the public zeitgeist. With Gorlex dead, and the SolFed Marshals acting on the freely-given intelligence, the Syndicate could take no meaningful revenge against the Actors Guild. Nominally, the Actors Guild had to pay a fine to SolFed for their Syndicate involvement, but successfully deflected most of the blame onto their arms division, now branded [[#Scarborough_Arms|Scarborough Arms]]. The RGAG continues to function as the leading galactic media empire empire, though the overall importance of films to the general populace continues to shrink.&lt;br /&gt;
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== Scarborough Arms ==&lt;br /&gt;
&lt;br /&gt;
Formerly the [[#RGAG|Roseus Galactic Actors Guild]]&#039;s primary armory and manufacturer, this group now sells guns and retooling kits exclusively to the Syndicate. Their one remaining product accepted by the greater galaxy is their line of secure safes. &amp;lt;!-- https://github.com/NovaSector/NovaSector/blob/2d97748b8d4c2490dd6d1330df11dd4fe1bb7b6e/code/game/objects/structures/safe.dm#L15 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the Roseus Galactic Actor&#039;s Guild published their high treason against the Syndicate and fled into the light, their own sins against SolFed were scapegoated onto their internal gunsmithing team, the Scarborough Arms division. While these gunsmiths were no more or less complicit with the Roseus Galactic&#039;s Syndicate activities than the rest of the Guild, SolFed was eager enough to take revenge on the Syndicate in any capacity they could. The most undeniably Syndicate Scarborough Armorists found convictions and gallows, and the rest of Scarborough were cast into the galaxy, land holdings dissolved and their products de facto blacklisted from every upstanding civilization in the Federation. &amp;lt;u&amp;gt;Many sectors with intentionally permissive gun rights, including the Nova Sector, [[Corporate_Regulations#Exemptions_and_specific_details|still explicitly list Scarborough Arms as an illegal company.]]&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That Donk Co. foam blasters strongly hold similar form factors to various Scarborough Original guns is &#039;&#039;legally&#039;&#039; just a parody, free-use of a publicly-known visual product. Should a lawyer ever find themselves so low as to actually represent Scarborough, they might find precedent for plagiarism, but even lawyers {{TooltipInline|actively swinging from gallows|See: Umbra Dusk &amp;amp; Sons vs Angy Mob, 2545.}} would not be so desperate as to offer their services here. Rumors that Scarborough Arms actually consulted on these foam blasters, leading to their {{TooltipInline|ready conversions|See: Screwdriver and Pen vs Foam Dart Tip, 2545.}} to {{TooltipInline|dangerous weapons|See: A Foam Dart With A Sharp Pen Inside vs My Eye, 2565.}} are just rumors, hype to increase the {{TooltipInline|badassery|See: &amp;quot;It&#039;s Donk or Don&#039;t&amp;quot; vs A Better Tagline, 2530.}} of the Donksoft line.&lt;br /&gt;
&lt;br /&gt;
Syndicate High Command routinely revisits plans to acquire these gunsmiths and liberate them from their squalor, and each time finds them too well-surveilled by Marshals to risk exfiltrating to proper research facilities. Still, Scarborough machinists feed their families with what work they can do, heat their homes with salvaged plasma, and heat their hearts with every headline describing one of their designs striking down Sol Federation souls.&lt;br /&gt;
&lt;br /&gt;
= On the Continued Erosion of the Rot Infesting The Orion Spur: Sol Federation =&lt;br /&gt;
&lt;br /&gt;
Complacent. Describing the Syndicate in T-50 years can really only be done in one way: Complacent. Stagnant. So far up their own ass they taste food twice before it hits their stomach. The Syndicate wanted to be the antithesis of the Sol Federation, as such: Big government? Clearly, we must prove that No Government is superior. What the Syndicate saw as an overbearing government, ruthlessly sinking hooks into its captive vassals to coerce them into being friendly enough to not obliterate each other immediately, they thought should be countered by a passive leadership, fostering the cooperation and individual freedoms of its members to cooperate and achieve lofty mutual goals.&lt;br /&gt;
&lt;br /&gt;
So when the Gorlex wanted to have a hands-off, low-contribution approach to the Syndicate, little more than &amp;quot;here&#039;s our business card, maybe have an employee discount,&amp;quot; the Syndicate accepted that openly. After all, having The Gorlex on your side in any capacity is an incredible power, and who with any form of survival instinct would dare correct any of the fiercest Marauders, fresh in their 30th year of omnipresent malevolence? When the Sol Federation mocked up a small moon as a Superfortress and obliterated it into dust, who could quantify how that even affects the bottom line? When the Gorlex went from feared to mocked to hunted, what power did the Syndicate have to save them?&lt;br /&gt;
&lt;br /&gt;
When the Roseus Galactic Actors Guild thought it could profit off a screenplay outing deep Syndicate secrets, where was the heavy hand to bring that treason in line? Right, being slapped around the galaxy for being too proud to establish supply lines and secure communications, decimated through starvation and humiliation, and without a redundant force with any sustaining power at all. And when the other members saw they could openly betray the Syndicate for profit? For once, the galaxy slept soundly.&lt;br /&gt;
&lt;br /&gt;
Despite the humiliation, falling out of the spotlight saved the Syndicate. The Rimward Wars spooled up into full force, and the reactionary SolFed over-committed forces in an attempt to establish an overwhelming and immediate victory. As neither came, mischief within SolFed could thrive once more. While Gorlex was a lost cause, the Plasma Runners compensated through uncharacteristic profits. With a steady source of financial backing, Syndicate agents no longer had to prostrate themselves to sponsors and politicks, sacrificing efficiency for profit. Though the surge in profit threatened to steer the entire Syndicate towards plasma smuggling, the renewed stubbornness of a younger ally, the Cathedral of True Angels, ironically strong-armed the Syndicate back into a diverse portfolio of terror. Even amongst the Syndicate, rumors whisper that the Cathedral successfully contacted a large Hive around this time, trading transit for terror, bombs for blessings. Truth or otherwise, Syndicate stations have since held a 40% lesser rate of &#039;&#039;hostile&#039;&#039; shapeshifter infiltration.&lt;br /&gt;
&lt;br /&gt;
And thus, the Syndicate was stable again. Stalwart. Sturdy. Steadfast. &#039;&#039;Stagnant&#039;&#039;. When money flows and there&#039;s a safe bed to sleep in, it&#039;s easy to fall into the same routine of nominal assaults and lavish parties. Despite their miraculous recovery with the Federation&#039;s attention elsewhere, the Syndicate stood exactly where it stood before: just a petty den of villainy, another band of pirates, target practice to an ever-adapting military powerhouse the moment the war ends. With this harrowing realization, a small group of radical Syndicates splintered off, vanishing for ten years as the Syndicate bloated back to harmlessness.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Sacking of Sigulon 9&#039;&#039;&#039;{{anchor|Sigulon_9}} sent two messages: To the Sol Federation, the Syndicate were back to Enemy Number One, ruthless annihilators of an entire {{TooltipInline|civilization|News outlets described Sigulon 9 as anywhere from a &amp;quot;colony&amp;quot; to a &amp;quot;sector;&amp;quot; whatever clickbaited the best.}}. To the Syndicate, Gorlex was under new management, unwilling to bend to the stale complacency of other members&#039; whims. Sigulon 9, at the time, had been strongly infested by an overwhelming [[Lore:Changeling|Changeling]] hive, practically a holy site to the Cathedral of True Angels, who themselves infested the Syndicate with dominant desires and increasingly counter-intuitive demands. Now, not even a single spiderling twitched, the entire system rendered incompatible with life. Gorlex&#039;s new masters showed they would not bend to the zealots of the Church, and that they held no mercy for obstacles to the Syndicate. These masters, the Visionaries, held true to the Syndicate&#039;s hatreds, charting SolFed&#039;s demise with infernal insight and perilous precision.&lt;br /&gt;
&lt;br /&gt;
It matters not what the SolFed claims its government is, what posters it hangs over the festering mildew inherent to the Federation, what boasts it bellows through rotten telegraph lines. The antithesis of SolFed is not countering their words, validating their lies with earnestness, respecting the unrespectable. &amp;lt;font size=+0.5&amp;gt;The antithesis of the Sol Federation is &#039;&#039;&#039;success&#039;&#039;&#039;.&amp;lt;/font&amp;gt;&amp;lt;!--What a goddamn line.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Syndicate Command and You: Orchestrating a Post-SolFed Galaxy{{anchor|Command}}{{anchor|Visionaries}} =&lt;br /&gt;
&lt;br /&gt;
Taking the title of &amp;quot;Syndicate Command,&amp;quot; the Visionaries centralize and orchestrate the Syndicate&#039;s brand of galactic suppression and violent reform. Legacy Syndicate members have their needs met, yes, but no longer to the detriment of the Syndicate. Insolence is punished and compliance rewarded under their Vision, which not all Syndicate are trusted with. &lt;br /&gt;
&lt;br /&gt;
Not every Syndicate-aligned interest takes kindly to the Visionaries&#039; forceful nature, nor do all individuals appreciate what bits of the Vision they&#039;re &#039;&#039;able&#039;&#039; to discover. Some such plans and exploits include:&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;h4 style=&amp;quot;display: none;&amp;quot;&amp;gt;Plasma Runners TV Series&amp;lt;/h4&amp;gt;===&lt;br /&gt;
The RGAG dramatic series, &#039;&#039;&#039;&amp;quot;Real Runners of the Plasma Vein,&amp;quot;&#039;&#039;&#039; based on the daily life of Plasma Runners, not only went unpunished, but was intentionally sanctioned by Syndicate Command. On direct orders, an entire charter of Plasma Runners directly protected the series&#039; film shoots and provided narrative consulting, keeping the show authentic, even appearing as background extras. The series&#039; success revitalized the Plasma Runner image, shifting their perception from general assholes to dark horse anti-heroes, fighting The Establishment and standing as bastions of Family and Ruggedness. To this day, official Biker merch can be bought in even the furthest reaches of space, packaged with a {{TooltipInline|Plasma Runner ATV|Ironically, the least realistic part of the show was the heavy use of ATVs, at the insistence of sponsors. Genuine Plasma Runners tend to operate in space, one of many terrains an All-Terrain Vehicle cannot handle.}}, Biker Jacket, and Collector&#039;s Edition Bandana. Internal Syndicate memos herald a 40% decrease in citizen resistance against Plasma Runs, thus a 15% increase in raw profit (though the numbers are debatable).&lt;br /&gt;
===&amp;lt;h4 style=&amp;quot;display: none;&amp;quot;&amp;gt;Gorlex Revival&amp;lt;/h4&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
The choice to swell Gorlex ranks with outsiders, folk who have no personal experience with surviving the tyranny of the Sol Federation, the Voidgrown, also stands controversial. Idealists in the Syndicate bicker that allowing these outsiders to enter the Syndicate belittles their specific grievances with the Sol Federation. These Voidgrown have never been subjected to tax, or misrepresentation with their cliques, or strong-armed into voting against their own interest, and thus if it is with their power that the Syndicate triumph, their victory lacks moral standing. Sol Fed won&#039;t be seen as being crushed by their own failings and the superiority of the Syndicate way, but because they made an external enemy and lost an external war. These concerns are... less vocalized, given that they *are* direct criticisms against Gorlex, but are still felt.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;h4 style=&amp;quot;display: none;&amp;quot;&amp;gt;Kidnapping and Release of the Sigulon 9 Changeling Hive&amp;lt;/h4&amp;gt;===&lt;br /&gt;
The Cathedral of True Angels, and thus Tiger Corporation, initially reacted with extreme violence to the Sacking of Sigulon 9. In turn, the Visionaries revealed that, rather than absolute obliteration of the hive, key hive structures had been extracted and contained, at great loss to the attackers. The methods showed that the Visionaries took great care in learning and respecting the Changeling form, in strong contrast to the Syndicate&#039;s prior attitude of &amp;quot;pointing the crazies at our enemies.&amp;quot; Braced for a prolonged hostage situation, the Cathedral was again surprised when the Sigulon 9 hive was released into their care with little fuss. The hive itself does not speak deeply of this time, though it is known to have conversed with the Visionaries and generally not been drastically uncomfortable. Given that the Sigulon 9 hive directly avoids attacking the Syndicate, one can speculate {{TooltipInline|a manner of respect - or fear|The most paranoid investigators infer (but will not directly accuse) that the Visionary-led Gorlex were not simply aware of the Changeling form, but proficient in it, capable of &#039;&#039;lobotomizing&#039;&#039; an entire amorphous Changeling Hive. Even if this rumor were true, that the Cathedral of True Angels did not note the recovered Hive as damaged speaks volumes to the great state the Hive was returned in.}}.&lt;br /&gt;
&lt;br /&gt;
The adoption of &#039;&#039;&#039;[[#Telecrystals|Telecrystals]]&#039;&#039;&#039; as the primary last leg of the Warehouse-to-Warzone logistics network, and the establishment of &#039;&#039;&#039;[[#DS-2|DS-2 Listening Posts]]&#039;&#039;&#039; across the galaxy.&lt;br /&gt;
&lt;br /&gt;
=[[File:Telecrystal_3.png|64px]]Telecrystals =&lt;br /&gt;
{{Speech|name=Syndicate High Command&lt;br /&gt;
|width=90%&lt;br /&gt;
|image=[[File:Syndiemod.png|right|64px]]&lt;br /&gt;
|text=&lt;br /&gt;
&#039;&#039;&#039;Esteemed Syndicate Hero:&#039;&#039;&#039; Congratulations on your Activation. Your mission, &amp;lt;s&amp;gt;should you chose to accept it,&amp;lt;/s&amp;gt; will be difficult.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For discretion, you have been issued an Uplink pre-loaded with discrete Telecrystals. These patent-avoiding crystals use the energy of Quantum Tunneling and Gravity to retrieve items from great distances and restrictions. Your Uplink is loaded with Quantum Algorithms to target specially designated Supply Caches we&#039;ve &amp;quot;provided&amp;quot; throughout your sector, some of which may be abnormally close (as reflected by the &amp;quot;discount&amp;quot; in your Uplink). Use them wisely!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You may be tempted to exploit the quantum tunneling gravity energies in the telecrystal as a short-range theft device, by tying a telecrystal to an igniter using looped cable, and tying that to a metal stick. Know that that&#039;s illegal... so do it. You&#039;re a criminal, &#039;&#039;&#039;Esteemed Hero&#039;&#039;&#039;, and it won&#039;t be the only regulation you break today.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While you should avoid letting telecrystals fall into the hands of authority, be aware that we&#039;ve already disseminated rumors that telecrystal use will either turn you into a Syndicate Operative, that telecrystals can &#039;&#039;&#039;only&#039;&#039;&#039; be used by Syndicate Operatives and thus anyone able to use them has always been a traitor to authority, or you simply die an agonizing death. So while having your Uplink captured is usually the end of your heroic stint of heroism, it won&#039;t be fatal to the Syndicate, your handlers, or other coworkers. Following these rumors, we&#039;ve observed extreme retribution to anyone operating under an authoritative or security position who happens to use the telecrystals for their own gain. ||this bit links to the rules about contraband||. The consequences haven&#039;t proven reliable enough to use as an assassination method, of course, and we risk them being reverse engineered, so spend them yourself and don&#039;t leave them lying around if you can help it.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
Telecrystals are fundamentally different from Bluespace crystals, using Quantum Tunneling and Gravity, both forces innate to this dimension, rather than exploiting the liquidic nature of [[Lore:Bluespace|the other dimension, Bluespace]]. The MECU pioneered the use of Gravity Crystals in their logistics fleets, using them to transport large quantities of cargo onto and off of automated ships without requiring them to slow down. The amount of power and precision involved, coupled with the intense biological risks, unfortunately render their use by anyone else an unreplicable trade secret of the MECU. The Syndicate, however, has done well in miniaturizing the effect into &amp;quot;Telecrystals,&amp;quot; which have minimal risks in transporting a relatively stationary crate in a known location within {{TooltipInline|a light year|The true range of these portable Telecrystals is unknown to the Sol Federation, as captured Syndicate Uplinks do not actually contain algorithms for locating the caches they&#039;re intended to summon. Presumably, various relays and gravitational distortions can alter the range of the Telecrystal Effect, though likely with other impossible costs. Coupled with the notion that these caches are as small as a single crate, and thus effectively undiscernable from standard space debris, Nanotrasen has been equally unable to glean any useful information about the operation or manufacture of Telecrystals.}} to an agent of evil in the field, silently. This expends the Telecrystals, and most caches require several TCs to retrieve.&lt;br /&gt;
&lt;br /&gt;
= [[Ghost_Role_policy#Deep_Space_2_Info|DS-2]] =&lt;br /&gt;
&lt;br /&gt;
In a stunning show of resourcefulness, scuttled stations and bombed battleships are continuously salvaged and repurposed in a fleet of Long-Term Habitation Listening Posts with contradictory codenames, including &amp;quot;Derelict Syndicate Encampment,&amp;quot; &amp;quot;Dark Secret 2,&amp;quot; &#039;&#039;&#039;&amp;quot;Deep Space Listening Post&amp;quot;&#039;&#039;&#039;, &amp;quot;Dereisno Secretacronym 2bedeciphered.&amp;quot; These listening posts shore up one of the Syndicate&#039;s critical weaknesses, their lack of communication channels. Previously, most times the greater Syndicate would find out if a terror raid had been successful the same way that the rest of the galaxy did: Holonet news. While this kept the greater Syndicate listeners secret, as no communication line existed to point back to them, 20% of Syndicate reinforcement raids failed due to Sol Federation Marshal interference with the news (according to Visionary estimates).&lt;br /&gt;
&lt;br /&gt;
The DS-2 line of listening posts host a small contingent of Syndicate forces from a cross-disciplinary pool of less active agents, serving as both a {{TooltipInline|secure &amp;quot;Bluespace-encrypted&amp;quot;|we cannot elaborate on bluespace encryption. we tried to find out. it seems to be quantum, but not the sort of quantum you teleport with. &amp;lt;s&amp;gt;we disentangled a message, once. it turned out to be a bullet. it shot us in the face, looney-tunes style. we&#039;re trying to figure out how *that* works but it appears that the explanation is, itself, a second bullet that shot our researcher in the face. we&#039;re currently investigating bulletproof masks before continuing.&amp;lt;/s&amp;gt;}} robust {{TooltipInline|communications grid|In truth, Bluespace is again irrelevant. Considered the liveliest dead drop network in the galaxy, DS-2 listening posts routinely use renewable Telecrystals to &amp;quot;steal&amp;quot; a packet from adjacent DS-2 listening posts, robustly passing messages across the entire network.}} and a staging point for the field command of local operations. DS-2 posts are designed to be mostly oblivious to the specific operations and traitors deployed in the region, but still provide passive coordination. If you&#039;ve ever wondered how Syndicate drop pods always seem to land on-station, how sleeper agents are woken, how agents&#039; Uplinks readily have the coordinates of any form of supply cache within [[#Telecrystal|Telecrystal]] range, or how infiltrators have access codes to board and escape the Interlink and related shuttles, it&#039;s through DS-2 calculation and {{TooltipInline|computation|These supercomputers are often disguised as ordinary consoles, externally displaying records or cameras or Outbomb Cuban Pete. High Command&#039;s high score is 3 wins in a row.}}.&lt;br /&gt;
&lt;br /&gt;
DS-2 crew are explicitly selected to &#039;&#039;&#039;not be &amp;lt;u&amp;gt;locally&amp;lt;/u&amp;gt; infamous criminals&#039;&#039;&#039;. If a DS-2 station is discovered, &#039;&#039;&#039;none&#039;&#039;&#039; of the persons aboard are to trigger automated facial recognition and thus provide probable cause in local jurisdictions. Agents feisty to get back in the field will find their tenure in a listening post as some sort of punishment, a forced retirement or mandatory vacation. Though they&#039;re usually stationed &#039;&#039;far&#039;&#039; from their normal stomping grounds, these sidelined Syndicates still sharpen their teeth and serve a vital role in the {{TooltipInline|end of SolFed|Historians and sociologists might draw a parallel to the translated [[Lore:Vox|Vox]] Grand Tenet, &amp;quot;End of Science,&amp;quot; incorrectly. The Vox like science and want more science. We want SolFed fuckin&#039; dead.}}.&lt;br /&gt;
&lt;br /&gt;
Part of the Vision is recognizing that agents are best treated as a renewable resource, instead of a one-time candle. Treating their mental health and cementing the philosophical grounds for why the Syndicate fights in agents serves to keep them effective for far longer, preserving both generational knowledge and loyalty, critically building a grander force of mayhem. To that end, the facilities are cozy, yet cramped enough to encourage social interaction between agents of nearly unrelated terror cells. The facilities are {{TooltipInline|universally themed|Yes, the large Syndicate logo painted on the floor &#039;&#039;&#039;is&#039;&#039;&#039; suspicious to the general populace. Please consult the standard-issue &#039;&#039;&#039;Guide to Deflection and Excuses&#039;&#039;&#039;, including: &amp;quot;that was there when we got here,&amp;quot; &amp;quot;yeah we like drawing snakes, so what?&amp;quot;, and the Nunya manuver.}}, to provide a sense of home and unity in the Syndicate, even between distant DS-2 platforms.&lt;br /&gt;
&lt;br /&gt;
In remaining inconspicuous, DS-2 Listening Posts are &#039;&#039;&#039;required&#039;&#039;&#039; to reject locally infamous criminals, even if these criminals are agents actively being aided by the DS-2&#039;s coordination. The post&#039;s turret defenses should be calibrated to repel all but active DS-2 crew, and active Sleeper Agents have an implanted compulsion to avoid drawing attention to DS-2. Both directives can be [[Ghost_Role_policy#Deep_Space_2_Info|overridden by Syndicate High Command]], though they {{TooltipInline|rarely|Mostly because nobody ever [[Guide_to_the_Opposing_Force_System_(OpFor)|asks in a creative way]].}} judge a situation {{TooltipInline|emergent|Fucked up.}} enough to warrant the DS-2 listening post&#039;s direct involvement.&lt;br /&gt;
&lt;br /&gt;
DS-2 listening posts are encouraged to remain radio silent, drawing as little attention as possible. If the post&#039;s area of operations contains known Neutral Parties, the escape shuttle may be repurposed as a bidirectional transit to and from their facilities, so long as they are fully aware of the DS-2&#039;s need for secrecy, and the consequences for breaches thereof. [[Lore:Interdyne|Interdyne Pharmaceuticals]] in particular has proven to be a Trustworthy business partner despite their public denouncement of All Things Terrible, and may be used as a more active connection to the local populace, learning on-goings through more than passive listening. Consult your regional [[Ghost_Role_policy#Deep_Space_2_Info|guide to interacting with the locals]] for your specific Rules of Engagement. Additionally, DS-2 crew are encouraged to perform EVA exploration of nearby derelicts in order to reduce their value to scavengers. Remember: a looted sector is a boring sector, and a boring sector is a {{TooltipInline|hidden sector|Just don&#039;t make it too boring, lest everyone wanting the perfect place to hide out settles here. There&#039;s a deep sociological art to adverse decorating.}}.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;h4 style=&amp;quot;display: none;&amp;quot;&amp;gt;DS-2 Prison&amp;lt;/h4&amp;gt;===&lt;br /&gt;
{{anchor|Prisoner}}And yes, contrary to the intended inconspicuousness, DS-2 possesses a prison bay. These &#039;&#039;&#039;&amp;quot;prisoners&amp;quot;&#039;&#039;&#039; are often &#039;&#039;&#039;sleeper agents&#039;&#039;&#039;, either still in the process of {{TooltipInline|indoctrination|Read: still writing their manifesto, or stuck on the formatting of our Holowiki On-boarding page.}}, or in an extended aftercare program to gradually {{TooltipInline|distance|Psychologically, and also physically.}} them from the unspeakable acts they&#039;ve committed. Common treatments involve reinforcing their prior notions that they work for a local power, and fostering a desire to escape and return to their workforce. This sparks an innate psychological distancing from their past crimes that juries (in regions honoring jury trials) love to see, resulting in a faster reintegration of the sleeper agent into the target environment. DS-2 crew are also encouraged to plant false intelligence in the {{TooltipInline|prisoners&#039; subconscious|Using advanced sinister techniques such as: lying, mentioning something and then acting like you slipped up and said something you shouldn&#039;t have, asking nicely, leaving pamphlets but put a little honey on the backside so they can read them fine on the table but trying to pick them up shreds it, and subliminal messages in television.}}, to befuddle any {{TooltipInline|interrogations|SolFed members are known to use foul methods including brain dissection, soul-stealing, asking impolitely, good-cop-bad-cop, and murder.}} (ethical or otherwise) local governments might try upon captured sleeper agents, stopping any real Syndicate plans from {{TooltipInline|leaking|Besides carefully-curated [[Guide_to_your_Manifesto|manifestos]] and/or treatises.}}.&lt;br /&gt;
&lt;br /&gt;
Sometimes these prisoners genuinely are {{TooltipInline|Enemies of the Syndicate|Codenamed &amp;quot;haters.&amp;quot;}}. Typically, when &#039;&#039;&#039;Contractors&#039;&#039;&#039; abduct someone, they&#039;re exfiltrated to a secure {{TooltipInline|&amp;quot;resort,&amp;quot;|Resembles a Spider Clan dojo, so as to confuse and disorient the target. Also, we have no idea what a Spider Clan dojo actually looks like, so it&#039;s a guesstimate.}} and the demanded ransom is paid by automated systems within a matter of minutes. Sometimes this just doesn&#039;t happen, and like unclaimed luggage, these captives need to be put &#039;&#039;somewhere&#039;&#039; until they&#039;re either claimed or the statute of limitations runs out (read: they willingly join the Syndicate, or choose a different fate.). As much as you might be tempted to serve as jury and executioner to their misdeeds against us, you&#039;re already doing so through the act of detaining them. If it was deemed necessary to execute them, they simply would not have been woken from cryosleep. Remember, to their SolFed-upbrought mind, we&#039;re ontologically Evil, and it is their civic duty as a {{TooltipInline|sapient being|Or a really dumb person.}} to resist us in every capacity. The punishment for being raised wrong isn&#039;t [[Lore:Death|death]], it&#039;s {{TooltipInline|correction|The punishment for resisting correction can be death, though. Like, being stubborn for stubborn&#039;s sake, beyond &amp;quot;their civic duty as a sapient being to resist us in every capacity.&amp;quot; It&#039;s a really tough call to make, and it gets easier if they start trying to kill you.}}.&lt;br /&gt;
&lt;br /&gt;
Conversely, DS-2 crew are &#039;&#039;also&#039;&#039; encouraged to fraternize with the prisoners, in order to help them feel comfortable with the Syndicate, to &#039;&#039;accept&#039;&#039; that they may have done crimes, but that their crimes were for a cause they believed - &#039;&#039;and still believe&#039;&#039; - in, and that they are among {{TooltipInline|friends|Us.}}. The specifics of treatments are often transferred alongside the prisoner themselves, though ultimately how they are handled is left to the DS-2 crew. If nothing else, the DS-2 crew are significantly more valuable to the Syndicate than the prisoners, so if beating a prisoner (within reason) improves the mental health of the DS-2 crew member... make a business case about it, explore [[Therapist|alternatives]], and if you&#039;re still worked up for some &#039;&#039;senseless&#039;&#039; prisoner beatings, [[Server_Rules#Rule_1:_Do_Not_Grief|be prepared for pushback.]] It is not uncommon for a listening post&#039;s crew to escort a patient out of the dedicated prison wing and show them around the crew facilities. Remember to remove any identifying markings and clothing before escorting them to a cabin or airlock.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--{{Character|name=|rank=|org=Nanotrasen|image=}}&lt;br /&gt;
{{Character|name=|rank=|org=Nanotrasen|image=}}&lt;br /&gt;
{{Character|name=|rank=|org=Nanotrasen|image=}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LoreFooter}}&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Lore:Syndicate&amp;diff=8581</id>
		<title>Lore:Syndicate</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Lore:Syndicate&amp;diff=8581"/>
		<updated>2026-04-17T23:58:19Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: /* Cybersun */ lynx&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Too Many Cooks --&amp;gt;{{LorePageHeader&lt;br /&gt;
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 |ebcolour = 8B0000&lt;br /&gt;
 |img =  Syndicate rune sheen.gif|The Syndicate&#039;s Hyperstylized Iconographic Terrorism&lt;br /&gt;
 |imgsize = 100px&lt;br /&gt;
 |loretype = FACTION&lt;br /&gt;
 |mainname = Syndicate&lt;br /&gt;
 |othernames = Syndicate of Common Interest&lt;br /&gt;
 |relatedpages = &lt;br /&gt;
 |relatedlore = [[Nova_Sector_lore|Nova Sector]]&lt;br /&gt;
 |languages = {{Template:Codespeak}}&lt;br /&gt;
|contributors=}}&lt;br /&gt;
&lt;br /&gt;
The Syndicate is the most common group of evil you&#039;ll encounter in the Nova Sector. Wherever there is greed, profit, or idealism to be gained from lashing out against the system, the Syndicate will be there. Comprised of numerous groups with varying goals, they cooperate to spread their reign of terror farther than light itself. Much of the Syndicate hates [[Lore:SolFed|the Sol Federation]]. Some of the Syndicate hates [[Lore:Nanotrasen|Nanotrasen]] directly. Some of the Syndicate hates Nanotrasen for being a member state in SolFed. Regardless of their overarching desires, the Syndicate is actively haunting your station, looking for the slightest hint of weakness or profit to exploit.&lt;br /&gt;
&lt;br /&gt;
= On the Origins of the Syndicate =&lt;br /&gt;
&lt;br /&gt;
Spiritual researchers would have you believe that evil began at the dawn of time, predating the concept of Good by {{TooltipInline|several millennia|These &amp;quot;researchers&amp;quot; cite the evolution of Terran Sharks and Terran Trees as evidence of morality before immorality.}}. The {{TooltipInline|Curated [[Lore:Bluespace#Holonet|Holonet]] News Media|A volunteer organization of news-minded individuals, curating a collection of regional happenings into a cohesive galactic narrative, which is distributed across the Holonet.}} would have you believe that evil began {{TooltipInline|July 21st, 2365|45 years after the [[Lore:Bluespace#FTL|FTL]] upgrades marking the [[Lore:SolFed#Second_Migration|Second Migration]].}}, at the &#039;&#039;&#039;Summit of Sin&#039;&#039;&#039;. Several documentaries have sensationalized this proverbial meeting, hyping it as the moment that changed the galaxy for the worse, as the one moment any self-respecting Time Traveler would disrupt to save the entire future from the immortal reign of the Syndicate. In truth, time travel isn&#039;t real, and in truth, this meeting was barely a logistical formality, formalizing the existing relationships between the Plasma Runners, the original [[Lore:Gorlex|Gorlex]], several Anti-Librean Activist Fronts, and the Roseus Galactic Actors Guild. &lt;br /&gt;
&lt;br /&gt;
At the time, the Plasma Runners were having a tough time finding a foothold in galactic plasma distribution, and so would routinely contract or point the Gorlex at prominent Plasma Clique operations. Conversely, the Anti-Librean Activist Fronts, operating outside the local law, could not simply purchase local plasma supplies, and were thus one of the Plasma Runners&#039; steadiest customers. Roseus Galactic had capital and public image to wield, and detractors in need of circumventing. Either way, they&#039;re always down for a good &#039;&#039;{{TooltipInline|shoot|Double entendre, meaning both a film shoot and a gun shoot.}}&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The July 21st 2365 meeting started as a group Holomail that should have been BCC&#039;d, attempting to secure arrangements to smuggle a large plasma shipment through [[Lore:SolFed#Libraea|Librean space]] under the guise of film pyrotechnics. Over the course of twelve Reply-Alls, all four groups had negotiated a satisfactory chain of favors, turning what would typically be months of clandestine bargains into {{TooltipInline|a simple.|This typo comes directly from the third Holomail in the chain, sparking a running joke that further fostered cooperation and comradery in the evil community, but also prolonged the mail chain by an additional six messages.}} The July 21st meeting was called simply to establish communication protocols, but escalated. The name &amp;quot;Joint Smugglers of the Librean Shoot&amp;quot; was proposed for {{TooltipInline|this operation|Incidentally, this operation was so successful, the faux film shoot won several major film awards.}}, and referred to the union for around three further weeks.&lt;br /&gt;
&lt;br /&gt;
= On the Origin of &amp;quot;Syndicate&amp;quot; =&lt;br /&gt;
You likely have not heard of the &amp;quot;Tarnoongan Reservoir, That Which Overfills With Malice,&amp;quot; the &amp;quot;Ecliptical Affairs,&amp;quot; the &amp;quot;Death Dealers,&amp;quot; the &amp;quot;Honkmother Antitribu,&amp;quot; the &amp;quot;Space Gunmen,&amp;quot; the &amp;quot;Joint Smugglers of Librean Shoots,&amp;quot; or the &amp;quot;Evil Club,&amp;quot; but surely you know them by their proper name, the &#039;&#039;&#039;&amp;quot;Syndicate.&amp;quot;&#039;&#039;&#039; The name &amp;quot;Syndicate&amp;quot; came from careful focus-testing, A-B terrorism, near-identical raids to determine the qualitatively best name for the Union of Evil. With empirical evidence, &#039;&#039;&#039;&amp;quot;Syndicate&amp;quot;&#039;&#039;&#039; is the perfect mix of arrogance, short length, and evil to mathematically strike the most terror in [[Lore:SolFed|SolFed]] and the greater galaxy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Arrogance&#039;&#039;&#039;: &amp;quot;Syndicate&amp;quot; was a generic term, like &amp;quot;Gang&amp;quot; or &amp;quot;Police,&amp;quot; and so to say &#039;&#039;&#039;&amp;quot;The Syndicate&amp;quot;&#039;&#039;&#039; is to say they are prominent enough to be the sole entity that the generic term represents. Even adding a small specifier, e.g. &amp;quot;Saturnal Syndicate&amp;quot; suggests a lack of confidence and is harder to remember; according to focus groups, &amp;quot;Saturnal Syndicate&amp;quot; and &amp;quot;Syndicate of Sin&amp;quot; both appeared 30% less often in PTSD flashbacks from survivors than &amp;quot;Syndicate.&amp;quot; &lt;br /&gt;
* &#039;&#039;&#039;Length&#039;&#039;&#039;: Extrapolating the {{TooltipInline|&amp;quot;Rule of Three&amp;quot;|Psychological principle that sapients need three items in a list for maximum notability, hence why this list has three qualities.}} into linguistics leads to the conclusion that a catchy name is a short name, but long enough to be unique. A single syllable is indistinguishable from {{TooltipInline|background noise|Notably, &amp;quot;aaa-aaa-aaa&amp;quot; is indistinguishable from the background screaming from our linguistic &amp;lt;s&amp;gt;torture&amp;lt;/s&amp;gt; &#039;&#039;&#039;investigation&#039;&#039;&#039; chambers.}}; the pattern-matching aptitude of most human-adjacent sapients will confuse any sort of disruption to background ambiance, e.g. a slight grinding noise from a whirring fan, with a short spoken word. Therefore, a memorable name must have at least two plosive consonants. &amp;quot;Syn&#039;&#039;&#039;d&#039;&#039;&#039;i&#039;&#039;&#039;c&#039;&#039;&#039;ate&amp;quot; matches a three-syllable, two mid-word plosive pattern, and is 45% more audible in the dying gasps of victims than other tested candidates.&lt;br /&gt;
* &#039;&#039;&#039;Evil&#039;&#039;&#039;: Much research went into analyzing the simplicity of words versus their emotional impact. While &amp;quot;Evil&amp;quot; is readily understandable, its simplicity undercuts the intended serious tone. Conversely, extravagantly verbose monikers strain the filters of perception, numbing the mind to see it only as nonsense. &amp;quot;Syndicate&amp;quot; is well-known but sophisticated enough to inflict quantifiable psychoparadigm scarring.&lt;br /&gt;
&lt;br /&gt;
(It should be noted that the Syndicate holds no more affiliation with any named places in unused name candidates than with any other place in the galaxy; plans were allegedly drafted to forge evidence to {{TooltipInline|retrocausally|The Bureau of Time would like to remind you that time travel is not possible, and will soon always never have been possible.&amp;lt;br&amp;gt;That&#039;s a time travel joke, you will never have gotten it. The Syndicate plan was just to forge documents and claim responsibility for various past crimes.}} associate the Syndicate with those locations if the name struck more terror in testing, but thankfully this was found to not be the case and the Syndicate as an overarching institution remains {{TooltipInline|location-agnostic|In so much as &amp;quot;right behind you&amp;quot; is agnostic.}}.)&lt;br /&gt;
&amp;lt;!-- = What&#039;s in a name? =&lt;br /&gt;
The name &amp;quot;Syndicate&amp;quot; strikes fear into hearts in the universe, and fear is a tool just like any other. Some groups might have their agendas better served through peaceful means, but if you have a hammer with the might of the name &amp;quot;Syndicate&amp;quot; backing it, empowered by a history of atrocities and attrition? Your problems look like nails. Besides, you&#039;re not going to hear about the &amp;quot;peaceful&amp;quot; solutions. Not newsworthy, not notable. Just stuff happening.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= On the Purpose of the Syndicate =&lt;br /&gt;
&lt;br /&gt;
SolFed is, and will always be, the enemy of a free and fostered people. See [[Guide_to_your_Manifesto|Guide to your Manifesto]] for details about why an individual Syndicate agent might hate SolFed, but the general Syndicate opposes the Sol Federation. Some factions have moral reasons for hating Sol Fed, other factions just have Sol Fed as an obstacle to their main goal, and others attack SolFed because their buddies in the Syndicate hate &#039;em. In opposing SolFed, the Syndicate often opposes the member states of SolFed, the cliques and nations and cultures that hold the Federation steady despite crumbling under its rot. The Anti-Librean Activist Fronts have a specific hatred for the [[Lore:SolFed#Libraea|Librean Federation]], but their anti-corpostate motives often extend to other corporate territories. Nanotrasen, as a successful [[Lore:SolFed#Sovereign_Corporations|Sovereign Corporation]], is a prominent SolFed &amp;quot;success story,&amp;quot; and thus an obvious target for disruption.&lt;br /&gt;
&lt;br /&gt;
== On the Usage of Evil ==&lt;br /&gt;
&lt;br /&gt;
Most publicly-known Syndicate operations are in the ballpark of &amp;quot;murder&amp;quot; and &amp;quot;law-breaking.&amp;quot; It can be hard to justify that as &amp;quot;good,&amp;quot; when taken out of context. But remember, SolFed is evil by its very nature. Opposing SolFed is the only moral choice left in the galaxy. Disease isn&#039;t beaten through kindness, but through scalpels and chemotherapy.&lt;br /&gt;
&lt;br /&gt;
Many good people join the Syndicate. It can be hard to {{TooltipInline|rationalize|It can be equally hard to identify the correct word here. Conflate? Congrue? It&#039;s gotta be in that ballpark. Consider this tooltip a personal sociolinguistic attack on the Galactic Common language.}} the goodness in your heart and the devilry in your revolver. What you do is just, what you do serves a greater purpose, what you do is necessary. I will not bore you with empty platitudes like &amp;quot;the ends justify the means.&amp;quot; We employ a lot of genuinely evil people, folk who [[#Gorlex|kill for killing]], folk who steal for [[#Plasma_Runners|greed alone]], folk who have seen the depths of hell and [[#Tiger Collective|bought a sturdier shovel]]. In the short term, they&#039;re incredible tools of change, but to promise a place for their wickedness in the Envisioned Future would be to chart a {{TooltipInline|termite|This is a reference to the 2510 [[Guide_to_your_Manifesto|Manifesto]] alluding to corruption in woodworking as a metaphor for the Sol Federation&#039;s network of enhanced bribery. This manifesto was notable solely because it coincidentally was published the same day that the last polycarbonate Oak tree died, and for the poor grammar involved in otherwise grandiose similes.}} sanctuary in the blueprints of Heaven itself. There will come a time when the Plasma Runners may lay down their arms, secure in their ability to source Plasma across the galaxy, free of tyranny and obligation, and when all is perfect there will be no more good causes for the Herbellion to foster, and with the fall of Librea, the activists hiding in their shadows may step openly {{TooltipInline|into the light|Kindly overlook the lack of Gorlex and Tiger Corporation in this otherwise stunning idealistic future.}}. &lt;br /&gt;
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Until that day comes, understand your inner conflict. &#039;&#039;&#039;Know&#039;&#039;&#039; that SolFed is a fundamental evil. &#039;&#039;&#039;Feel&#039;&#039;&#039; that what you aim to do is morally correct, and &#039;&#039;&#039;trust&#039;&#039;&#039; that the Syndicate is strong enough to wield the forces of evil without succumbing to them.&lt;br /&gt;
&lt;br /&gt;
Despite our best efforts, the Sol Federation remains the main society of this quadrant of the galaxy, and thus the people we are trying to liberate were born into and adhere to their sense of morality. We&#039;re never going to shake the reputation that we kill people and are evil for that, and it serves our interest to play that up. A terrified citizen will open a door faster than one you sit down for a philosophical debate with. One of SolFed&#039;s many empty promises is that of protection and stability; a challenge to those is a challenge to SolFed. Were it so simple that there were clear-cut buildings to destroy to topple SolFed, we would, but SolFed is a messy brain worm, rooted in just as much an emotional level as a physical one. To starve her armies, we attack supplies. To starve her heart, we sow unrest.&lt;br /&gt;
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The galaxy needs you, but the galaxy will not love you.&lt;br /&gt;
&lt;br /&gt;
=== Good ===&lt;br /&gt;
&lt;br /&gt;
Know that there are efforts against the Sol Federation working within the system, treating the symptoms of the Sol {{TooltipInline|Infestation|First person to say &amp;quot;In&#039;&#039;&#039;fed&#039;&#039;&#039;station&amp;quot; is sentenced to a double-manifesto editing session.}} through strictly legal means. Programs for refugees, {{TooltipInline|civil rights movements|((Possibly SELF but not ARC)), et al.}}, education, community. The [[#Herbellion|Herbellion]] was {{TooltipInline|founded on|Well, we&#039;d like the galaxy to believe that.}} helping [[ore:Podperson#History|Colonial Pod People]] resist SolFed&#039;s invaders. [[#Cybersun|Cybersun]] serves as the corporate face of Mars Independence. We have but three weapons: You, the truth, and our image. To call these programs Syndicate would draw hatred to them, killing any chance of their success, and for the Syndicate to claim these programs would kill our image of unflappable evil, tainted with layers of nuance. A one-dimensional enemy can only be faced head on; each nuance is a new attack vector to exploit. You are nuanced, your goals are nuanced, but the Syndicate must remain direct.&lt;br /&gt;
&amp;lt;!-- &amp;lt;s&amp;gt;Yet, morality must be balanced with utility. nahhhhh as much as I want to say they launder money, or they conveniently &amp;quot;don&#039;t&amp;quot; background check new hires, maybe it cheapens the paragraph? I got like no sleep, and I&#039;m glad this is still a draft page&amp;lt;/s&amp;gt; --&amp;gt;&lt;br /&gt;
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= Usual Suspects = &lt;br /&gt;
&lt;br /&gt;
Operating near-autonomously, and often at odds with each other, the Syndicate&#039;s various groups unite and cooperate when ideology, profit, or fear bring them together. Most cooperation is outside the field: back-alley trades, gear for guns, postage for hostage, smuggling for a cut. Many above-board economic institutions are mirrored within the Syndicate, almost making them a valid nation, should any body formally recognize them.&lt;br /&gt;
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== [[Lore:Cybersun|Cybersun]] ==&lt;br /&gt;
&amp;lt;!--&amp;lt;s&amp;gt;Cybersun is pulling away from &amp;quot;disgraced company who fucked up by raising the alarm about silicon rights being bad too early&amp;quot; and moving more towards the Legitimate Company, the Lex Luthor of the Legion of Doom. Evil, smart, and powerful, but a public figure. Any Syndicate who attacks you and says they&#039;re with Cybersun is clearly actually an anticorpo lunatic trying to frame the benevolent face of Mars Independence and fine supplier of... whatever gadgets they sell.&amp;lt;/s&amp;gt;--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cybersun makes an extreme variety of high-quality tech products, competing with [[Lore:Nanotrasen|Nanotrasen]] in both specific product markets and on a general brand level. Cybersun has personal reason to want Nanotrasen dead, and the pocketbook to fund it. &amp;lt;!-- https://discord.com/channels/1202740686768574566/1292937506890711091/1331729783704391680 --&amp;gt;&lt;br /&gt;
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While wielding a Cybersun device in Nanotrasen space may be against NT&#039;s [[Corporate Regulations|local regulations]], Cybersun products are seen as reliable, sturdy, and politically neutral in the greater Sol Federation. That the Syndicate often uses or retrofits Cybersun gear is hardly surprising and does not reflect poorly on the Cybersun brand, no more so than the Syndicate using Positronic Brains for their cyborgs, or SMES power storage units, or [[Guide_to_drinks#Vodka|Tunguska Triple Distilled]]. {{TooltipInline|Historians|Specifically of niche Earth memes and references. Disproportionately found in the Nova Sector???}} would draw parallels to a brand of trucks, sold and having guns mounted to them by their enemies, with no blame or suspicion on the manufacturer themselves. &lt;br /&gt;
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As a fellow [[Lore:SolFed#Sovereign_Corporations|Sovereign Corporation]], Cybersun owns several star systems, by charter of the Sol Federation. Though Mars remains under the specific Marsian Government, Cybersun holds a significant corporate presence on the red planet, and serves as a beacon of hope to the significant number of Marsians who find little value in the planet&#039;s membership in SolFed. While it would be unseemly for a distinct Sovereign power to overtly attempt to overthrow the Mars government, Marsian citizens who are so inclined will find friends and shelter in Cybersun facilities. Given how effective hiding in even a small PDA repair shack can be, Marsians on both sides of the conflict joke that Cybersun&#039;s embassy is highly mobile and extremely volatile, changing to whatever Cybersun building is closest to a fight at any given time. In truth, the Cybersun embassy is a highly stylized and exceedingly immobile shopping experience and expo center, flaunting the countless above-board product lines and innovations this tech giant continues to produce.&lt;br /&gt;
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Cybersun outwardly decries the Syndicate, as even a company as large as them has much to lose from crossing the [[Lore:SolFed#Departments|SolFed Marshals]]. According to their press, &#039;&#039;&#039;&amp;quot;For Cybersun!&amp;quot;&#039;&#039;&#039; serves as a {{TooltipInline|generic term|See &amp;quot;xerox&amp;quot; or &amp;quot;quantum.&amp;quot;}}, used as a battle cry for any pro-Mars activist, thus any Syndicate terrorist exclaiming it with their dying breaths is dogwhistling Mars Independence, even as far away from Mars as the Nova Sector is. Cybersun strongly regrets the tragic lives lost in whichever Syndicate attack of the day, but acknowledges no fault and presents no probable cause to federal investigators. Further supporting their claims of innocence are their routine reports of Syndicate attacks against their own interests, often looting expensive and irreplaceable prototypes or bulk reserves of reliable product. Whenever there are federal programs to recompense victims of the Syndicate, Cybersun are among the first to {{TooltipInline|apply|Their rates of acceptance are noticeably lower than legitimate victims of the Syndicate, but as their rates of application are drastically higher, Cybersun still makes a tidy profit off of fleecing SolFed this way.}}.&lt;br /&gt;
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Inside the Syndicate, Cybersun functions as a corporate interest, high in capital and high in demands. According to {{TooltipInline|leaked Syndicate memos|Seized from a recent derelict battle cruiser embedded deep in the Nova Sector. Of course, given that several other documents in the same set were known to be false, this information is likely another falsehood, likely to blackmail Cybersun in some regard.}}, one in three Syndicate attacks against Nanotrasen coincide with Cybersun profit opportunities, from mysterious research breakthroughs, to poached employees, to simple brand loyalty shifts. As much as pro-Mars heroes would wish you to believe Cybersun is a grand mastermind of galactic change, resisting SolFed wherever it may be, Cybersun does not command the Syndicate, nor has it ever. CS&#039;s work with the Syndicate began almost 10 full years after the &#039;&#039;&#039;Summit of Sin&#039;&#039;&#039;, matching the Roseus Galactic Actors Guild&#039;s funds and manufacturing capacities. When the RGAG finally turned against the Syndicate, the Syndicate reluctantly begged for greater Cybersun involvement, yielding influence and favors for their interest. Ultimately, the Plasma Runners would prove a more stable (and thus more valued) income source, leaving Cybersun involved but not dominant.&lt;br /&gt;
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Cybersun is directly hated by several Syndicate factions, including most Anti-Librean Activist Fronts, and to a much lesser extent, the Plasma Runners. The ALAF hate corpocratic monoliths in general, though focus their ire towards the ones infesting Librea, and the Plasma Runners are not so fond of Cybersun&#039;s works in power efficiency, resulting in folk getting more power out of their plasma, reducing demand. Both will tolerate Cybersun and certainly not refuse an &amp;quot;accidental&amp;quot; shipment of weapons-grade &amp;quot;salvage&amp;quot; their way, though refuse to build the goodwill to make them a recurring event.&lt;br /&gt;
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== Plasma Runners ==&lt;br /&gt;
It&#039;s simple: The [[Lore:SolFed#Cliques|Plasma Clique]] wants to control the flow of Plasma. Folk want to buy more Plasma than they&#039;re allotted. Thus, there&#039;s profit in smuggling Plasma. And once you&#039;ve started doing crime, you need to do crime to keep your crime going. The market&#039;s content and nobody&#039;s buying the surplus of your Plasma? Whoops, their stockpiles caught fire. What a shame that Plasma&#039;s so flammable. &lt;br /&gt;
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The Biker Gang aesthetic came because biker gangs are cool &amp;lt;s&amp;gt;and the uniforms are cheap&amp;lt;/s&amp;gt;.&lt;br /&gt;
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Attacks the station to steal their plasma, or disrupt their cargo supply, or make in-roads with other groups, or because someone paid enough.&lt;br /&gt;
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== Anti-Librean Activist Fronts{{anchor|Cyberpunk}}{{anchor|Anti-Librean}} == &lt;br /&gt;
&lt;br /&gt;
AKA, the &#039;&#039;&#039;Cyberpunk Protagonists&#039;&#039;&#039;. Jack in to the new wave, the [[Guide_to_drinks#Wizz_Fizz|Wizz-Fizz]] of the bluesphere. Oppression reigns supreme, and our kings are in checkmate. Hype the pipe dream, and zero your stales. &lt;br /&gt;
&lt;br /&gt;
There&#039;s cyberpunk dystopian groups in SolFed, primarily the [[Lore:SolFed#Libraea|Librean Federation]]. Anyone who opposes SolFed en masse must be evil, assumed to be the Syndicate. Thus, the Syndicate has a bunch of &amp;quot;&#039;&#039;&#039;Cyberpunk Protagonists&#039;&#039;&#039;.&amp;quot; Widely used as a generic term for anti-corporate hopefuls riding the edge of edginess, &amp;quot;Anti-Librean Activist Fronts&amp;quot; refer to any movement of self-proclaimed protagonists &amp;quot;resisting&amp;quot; a corporation or government, and is not strictly limited to Librea. The term is very much one of those &amp;quot;know it when you see it&amp;quot; phrases.&lt;br /&gt;
&lt;br /&gt;
With the nature of underground movements, finding a solitary leader or even a dominant group is an exercise in futility. Each group that rises up has some heroic name, some mishmash of ideological justice, and a zeal for revolution against the {{TooltipInline|oppressor of the hour|Notably, the Rogue Streets megatower sees a complete political turnover, mayor ousted and executed, almost twice a day.}}. They fight, they toil, and sometimes even win a victory before fading back into irrelevance. While the specifics of the active movements changes day-to-day, the concept is steady enough for the Syndicate to have a reliable working relationship with.  Ironically, the ever-shifting landscape of ideologies might be the purest form of Syndicate possible: raw ideology against nebulous oppression, both tainted by individual personality for only brief moments. &lt;br /&gt;
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While their main conflicts are statistically at a perpetual stalemate, their battles have lasting consequences outside of the edge. Librea would likely not have voted for the abrupt end of the [[Lore:Tiziran#The_Terran_Conflict|Tiziro-Terran War]] had their capital not been under a dominant (if temporary) siege from the &amp;quot;Rolling Rocks Watch,&amp;quot; who themselves could not have held out that long without &amp;quot;alleged&amp;quot; {{TooltipInline|Gorlex support|Historians speculate how the Syndicate benefited from the resulting anticlimax peace, or how SolFed suffered.}}.&lt;br /&gt;
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The [[#Herbellion|Herbellion]] claims no involvement within the Librean Federation, even behind closed doors, as the ever-shifting nature of megacorporations and resistance are, in their words, &amp;quot;bad soil in a warzone.&amp;quot; &lt;br /&gt;
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As much as the Cyberpunk Protagonists tend to hate {{TooltipInline|hegemonic|Report: the word &#039;hegemonic&#039; holds noospheric power, causing authors to hallucinate its presence over numerous editing sessions. To combat this, the word has been inserted.}} megacorporations, they&#039;re not too proud to reject a pallet of [[#Cybersun|Cybersun]]-built MODsuits.&lt;br /&gt;
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== [[Lore:Tiger_Cooperative|Tiger Cooperative]] ==&lt;br /&gt;
&amp;lt;font color=red size=+1&amp;gt;The Cathedral of the True Angels&amp;lt;/font&amp;gt;.&amp;lt;br&amp;gt;&lt;br /&gt;
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On the surface, the &#039;&#039;&#039;Tiger Cooperative&#039;&#039;&#039; is a frontier logistics, pharmaceutical, and chemical concern with deep Syndicate ties and an ugly reputation for stimulants, disappearances, biohazards, and humanitarian law violations so excessive they may as well be &#039;&#039;performance art&#039;&#039;. Beneath that respectable skin lies the truth: the Cooperative is the public body of the &#039;&#039;&#039;Church of the True Angels&#039;&#039;&#039;, a cult that venerates [[Lore:Changeling|Changelings]] as divine beings and sees flesh not as a fixed state, but as something holy precisely because it can be &#039;&#039;broken, remade, and offered up&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
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Tiger is not merely a gang of lunatics with a Changeling fixation. It is an &#039;&#039;&#039;organized religious terror apparatus&#039;&#039;&#039;, complete with doctrine, logistics, militant cells, cultivation programs, transport routes, and hidden sanctuaries. Some Changelings are received as &#039;&#039;sacred guests&#039;&#039;. Others are captured, studied, fed, caged, concealed, or unleashed according to doctrine. To outsiders, that sounds contradictory. To Tiger, it is simple: &#039;&#039;&#039;worship is not separate from use&#039;&#039;&#039;. A thing may be holy and still be sharpened into a weapon.&amp;lt;br&amp;gt;&lt;br /&gt;
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Even by Syndicate standards, Tiger is feared. Its name clings to kidnappings, ritual slaughter, chemical attacks, ecstatic sermons, cannibal rumors, and frontier massacres so grotesque that survivors often spend more time arguing over &#039;&#039;what&#039;&#039; they saw than describing &#039;&#039;who&#039;&#039; did it. Where other Syndicate factions chase profit, strategy, or statecraft, Tiger pursues &#039;&#039;&#039;revelation&#039;&#039;&#039;. They do not merely want SolFed to fall. They want the galaxy split open like a ribcage so the &#039;&#039;&#039;True Angels&#039;&#039;&#039; may at last inherit what crawls inside.&lt;br /&gt;
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=== &#039;&#039;The Gospel&#039;&#039; ===&lt;br /&gt;
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You wake in the same body every morning.&amp;lt;br&amp;gt;&lt;br /&gt;
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Same face. Same hands. Same ugly little limits. Same fear, same hunger, same fragile conviction that the shape you were born into is the shape you are meant to keep. SolFed calls that &#039;&#039;order&#039;&#039;. Nanotrasen calls that &#039;&#039;productivity&#039;&#039;. Most of civilization calls it &#039;&#039;normal&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
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Tiger calls it &#039;&#039;&#039;failure&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
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The flesh was never meant to remain obedient. Bone should bend. Skin should split. Identity should molt. Hunger should mean something. The &#039;&#039;&#039;True Angels&#039;&#039;&#039; understand what lesser beings refuse to learn: that life is not sacred because it is safe, recognizable, or comfortable. Life is sacred because it can become &#039;&#039;more than itself&#039;&#039;, and because transcendence has always been messy.&amp;lt;br&amp;gt;&lt;br /&gt;
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So Tiger opens its arms to the desperate, the ruined, the furious, the sick, the ecstatic, and the curious fool who thought the sermon would stop at words. The faithful are given meaning. The violent are given purpose. The broken are told, often correctly, that breaking was only the beginning. Some are invited to serve. Some are invited to witness. Some are invited much closer than they would prefer. &#039;&#039;Such is the nature of revelation&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
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To the Cooperative, suffering is not proof that something has gone wrong. It is proof that something is happening. &#039;&#039;&#039;Pain is the crack in the shell.&#039;&#039;&#039; Doubt is the first prayer. Appetite is holy. Transformation is holier. And if all of that sounds horrifying, Tiger would gently remind you that fear has always been the first sign of &#039;&#039;real faith&#039;&#039;.&lt;br /&gt;
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=== &#039;&#039;The Banner Everyone Knows&#039;&#039; ===&lt;br /&gt;
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“&#039;&#039;&#039;Church of the True Angels&#039;&#039;&#039;” is what Tiger &#039;&#039;believes&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
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“&#039;&#039;&#039;Tiger Cooperative&#039;&#039;&#039;” is the name everyone else already fears.&amp;lt;br&amp;gt;&lt;br /&gt;
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That is the important distinction. Tiger does not hide behind a respectable name nobody would question. That era is over. The Cooperative&#039;s banner is already stained beyond recovery, tied to bioterror attacks, hallucinogenic slaughter, vanished crews, and enough cannibal rumors to make even seasoned Syndicate handlers briefly rediscover caution. The name has weight. The name has history. The name has probably been followed by screaming.&amp;lt;br&amp;gt;&lt;br /&gt;
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What remains obscured is not whether Tiger is dangerous. Everyone with a functioning survival instinct already knows that. What remains hidden is the depth of the &#039;&#039;&#039;faith&#039;&#039;&#039; beneath the terror. The average onlooker sees a notorious extremist faction with chem-weapons, stimulants, and cult habits. They do not see the Church beneath it all: the scripture, the sacred offices, the sanctuaries, the rites, the cultivated specimens, and the doctrine that turns each atrocity from mere violence into an act of worship.&amp;lt;br&amp;gt;&lt;br /&gt;
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In that sense, Tiger Cooperative is not a fake corporation pretending to be normal. It is the infamous outer skin of something even worse. The public name is dreadful enough. The private truth is what makes dreadful feel almost merciful.&lt;br /&gt;
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=== &#039;&#039;What Tiger Means&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
So what is Tiger Cooperative to the Syndicate?&amp;lt;br&amp;gt;&lt;br /&gt;
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Tiger is the &#039;&#039;&#039;cultic-biological terror arm&#039;&#039;&#039;. It is what happens when faith, logistics, chemistry, and predation are all pointed in the same direction and told they are serving something divine.&amp;lt;br&amp;gt;&lt;br /&gt;
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If your Syndicate is in Tiger, you are not serving profit first. You are serving &#039;&#039;&#039;doctrine&#039;&#039;&#039;. You may be a zealot, a militant, a handler of sacred specimens, a biochemical saboteur, a recruiter, a doctrinal scholar, or simply some trembling convert who found meaning in the promise that becoming prey to holiness is still becoming something greater. Tiger does not ask whether you are useful in the ordinary sense. It asks whether you are &#039;&#039;willing&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
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If your Syndicate works with Tiger, you are dealing with a faction that can provide rare narcotics, terror cells, fanatically loyal operatives, forbidden biotech, cult infrastructure, and the sort of biological solutions that make more practical outfits step back and say, “&#039;&#039;No, no, that’s excessive&#039;&#039;,” usually moments before accepting the shipment anyway. Tiger is useful. Tiger is efficient. Tiger is also the reason you should &#039;&#039;&#039;read the entire manifest before opening the crate&#039;&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
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And if your Syndicate is hunting Tiger, keep one truth close to your chest: the obvious monster is rarely the whole operation. The real threat is the clinic with unusually loyal patients. The freight route with one extra stop. The cheerful pharmacist. The maintenance shrine. The missing crewman. The sermon hidden inside a drug trial. The woman speaking about angels through a split grin. By the time Tiger looks like &#039;&#039;&#039;Tiger&#039;&#039;&#039;, the rite is already underway. &#039;&#039;†&#039;&#039;&lt;br /&gt;
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== Herbellion ==&lt;br /&gt;
&lt;br /&gt;
On the surface level, the Herbellion is easily the most approachable Syndicate faction. Most known members are simply folk who picked a cause, any cause, and declared themselves part of the Herbellion. &amp;lt;few lines about the various causes&amp;gt; But a random group of almost-contradictory activists does not make a terror organization. The truth at the heart of the Herbellion, the organization, the logistics? The only cause they serve is the Syndicate. Steering a hundred different ideologies and wannabe martyrs into a smokescreen of seemingly random attacks takes effort, but for the Visionaries, the social landscape is their canvas, and disorder their paint.&lt;br /&gt;
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=== Pitch ===&lt;br /&gt;
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That&#039;s a mighty awful tree next to your yard, hogging all the sunlight, those thick roots choking out your plants. Choking out everyone&#039;s plants. None&#039;d stop you from taking an axe next door and just swingin&#039;, none except the owner and his gun and the police. You could do it, but you&#039;d be going big when you should be going wide.&lt;br /&gt;
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They tell you to make sure your plants have enough light, but y&#039;wanna know the secret? Gardening&#039;s all about the soil. It&#039;s about recomposition after y&#039;get the nutrients mixed back in. Easy way&#039;s dumping a whole sack o&#039; shit and smearing it around, but then y&#039;got a yard fulla shit and the tree&#039;s eatin&#039; most of it anyways. No, y&#039;need that tree to start rottin&#039;, break off pieces of root so far down y&#039;can&#039;t even see, let the worms churn that back into nitrates for yer own garden, fer the good plants, fer th&#039; good of all plantkind.&lt;br /&gt;
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Y&#039;gotta start with good soil. Some of this, the rocky clay sorta shit, y&#039;got a stronger hope of SolFed votin&#039; unanimouslike on anythin&#039; than y&#039;do growin&#039; a flower on a boulder. High quality soil, all y&#039;do is sprinkle a single seed and y&#039;got harvests for life. But with that tree and that neighbor, y&#039;ain&#039;t gonna keep that high quality soil fer long. So you look. You dig a little. You find where the soil&#039;s just ripe enough, where th&#039; tree&#039;s roots ain&#039;t the strongest, and that&#039;s where you pour your heart and soul.&lt;br /&gt;
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Yer addin&#039; the seeds of rebellion to the mix, you&#039;re sprinklin&#039; a little water in -- not a big ol&#039; Cybersun Automated Irrigation Tray, mind you, you&#039;ll get noticed -- but a midnight waterin&#039; or two, a sympathetic union tech lettin&#039; a few switchblades fall off a truck, someone lettin&#039; slip when a Blueshield&#039;s away from their Captain, hype up an officer&#039;s jilted lover a lil&#039;, and then you wait. Y&#039;ain&#039;t gonna see the fierce battle underground yourself, as yer plant&#039;s roots snake out and strangle the tree, and the tree ain&#039;t gonna notice, not right away, not one battle. When yer wagin&#039; a quiet war against a tree, you&#039;re seedin&#039; and feedin&#039; the whole pasture.&lt;br /&gt;
&lt;br /&gt;
And then there&#039;s yer choice of plant. Y&#039;just plop a tree saplin&#039; down, y&#039;ain&#039;t gettin&#039; that t&#039; outgrow outta the shadows of giants. Y&#039;start with underbrush and y&#039;work up. Y&#039;gotta know yer soil and yer plants; ain&#039;t growin&#039; a cactus in marsh, after all. Y&#039;got the upstarts, the ones that sprout up on their own. The weeds. Everyone knows a dandelion when y&#039;see one, fightin&#039; for itself no matter who&#039;s around, no matter the consequences. A dandelion ain&#039;t got forethought, it ain&#039;t got subtlety, and it&#039;s mighty easy t&#039; pluck outta the ground. Yer fight ain&#039;t with the dandelion, and a lesser gardner&#039;d just pluck and burn &#039;em, but y&#039;gotta take the big picture in. Prop &#039;em up, hold &#039;em up, and with a single puff, there&#039;s a hundred of &#039;em in yer neighbor&#039;s yard. Again, betting on &#039;em ain&#039;t a winning strategy, but if yer enemy&#039;s glarin&#039; at bright yellow weeds, spendin&#039; on surface-level herbicide, they ain&#039;t clawin&#039; at the heartier underbrush, the fights worth winnin&#039;.&lt;br /&gt;
&lt;br /&gt;
Nah, th&#039; fights worth winnin&#039; are the ones there, just achin&#039; fer y&#039;to water &#039;em. Th&#039; plants that belong there, th&#039; wildflowers, th&#039; local herbiage. Hell, y&#039;search long enough, y&#039;find the law protectin&#039; some of th&#039; plants, th&#039; endangered folk, th&#039; noble causes and th&#039; underdogs th&#039; public loves t&#039; root for. Th&#039; ones already gettin&#039; choked by th&#039; tree, who y&#039;can come in and save an&#039; prop up &#039;till they propagate even further. Some y&#039;need t&#039; keep an eye on, groom an&#039; curate an&#039; prune t&#039; th&#039; best them they can be, but y&#039;casionally find a few jus&#039; needin&#039; a tiny kindle, a single drop o&#039; water t&#039; turn th&#039; tides.&lt;br /&gt;
&lt;br /&gt;
Oh sure, once&#039;n a blue moon y&#039;fin&#039; an exposed root thick &#039;nuff t&#039; call yer cousin over with &#039;is glowin&#039; axe and &#039;is C90s, an&#039; y&#039;let &#039;im fight with th&#039; neighbor, but t&#039;ain&#039;t you, yer just a humble farmer, ain&#039;t harm none never, ain&#039;t raise yer voice out loud, ain&#039;t more aggressive than passive, ain&#039;t yer fault when that tree finally done rots an&#039; falls on th&#039; neighbor&#039;s Cadillac.&lt;br /&gt;
&lt;br /&gt;
And yet, the tree is dead and the ground is planted according to your design. The future of the pasture is entirely your vision, not because you attacked the tree, but because you planted spite in the right spots and grew malice. There are a lot of trees in the universe, and the Syndicate has a lot of pasture to reclaim. If you were just a plant, this conversation would have ended halfway through the rustic farmer metaphor. You have the talent to be a gardener, a Visionary, and we want you to help build the largest homestead ever seen, continuing with the Nova Sector. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=+1&amp;gt;&#039;&#039;&#039;Welcome to the Herbellion.&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Name ===&lt;br /&gt;
&lt;br /&gt;
The name &#039;&#039;&#039;&amp;quot;Herbellion&amp;quot;&#039;&#039;&#039; comes from careful focus study, of something that sounds united enough that half-hearted folk with a cause will rise up to join, strange enough to be passed off as a rumor or bupkis, and uplifting enough to not immediately inspire disgust, invoking the foot-in-the-door phenomenon to prompt further dialogue with &amp;quot;good&amp;quot; folk.&lt;br /&gt;
&lt;br /&gt;
That, and given the vast quantity of Colonial Seed Vaults in various states of rediscovery and oppression, a good 1/3rd of the Herbellion&#039;s earliest cases were supporting freshly grown [[Lore:Podperson|Podpeople]] in fighting back against their technologically advanced capitalist oppressors. Even though that era has come and gone, having a good chunk of people (partially) owing you their freedom is something strong enough to build a Brand around. Plus, it&#039;s deflective; it sounds like a Podperson-run initiative, but looking there for them gets you nothing but pissed off plantfolk. &lt;br /&gt;
&lt;br /&gt;
This plays into my favorite phrase, &amp;quot;This would reinforce the themes of treating Pod People as incidental and disposable tools, ignoring their sapience.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
&lt;br /&gt;
So there&#039;s your character study for the Herbellion. The arm of the Syndicate who scouts for brewing conflicts and feeds the ones that&#039;ll hurt Nanotrasen, that&#039;ll hurt SolFed. More directed than &amp;quot;mysterious chaos giving random people guns,&amp;quot; but less traceable than a dedicated military strategy. You should go play the game, Heat Signature.&lt;br /&gt;
&lt;br /&gt;
If your Syndicate is &#039;&#039;&#039;in&#039;&#039;&#039; the Herbellion, they&#039;ve got their ear to the ground, listening for brewing trouble and making sure it happens. You&#039;re telling people what they don&#039;t want to hear, you&#039;re being honest when the truth hurts and lying when it&#039;ll cause tragedy. You&#039;re &#039;&#039;likely not on-station&#039;&#039; doing the actual terrorism, but you&#039;re possibly scouting for it.&lt;br /&gt;
&lt;br /&gt;
If your Syndicate is &#039;&#039;&#039;helped by&#039;&#039;&#039; the Herbellion, they&#039;ve got some radical cause that puts them against the status quo, anything from a single-issue dispute to a confirmed source of oppression they want ousted. As long as championing your cause hurts the Syndicate&#039;s enemies, directly or otherwise, you might just find yourself with 20 telecrystals and a Sears catalogue in your PDA. You&#039;ll also be told you&#039;re &amp;quot;In The Herbellion now,&amp;quot; if hearing that makes you feel confident enough to go forth.&lt;br /&gt;
&lt;br /&gt;
If your Syndicate is helped by the Herbellion and proves very useful, you might be asked to come back for a second audition. You might get on some farmer&#039;s speed-dial, you might get yourself a desk in a Gorlex Cybersun-leased office building with an apartment and a phone that rings and tells you where your next... babysitting appointment is. &lt;br /&gt;
&lt;br /&gt;
I feel like the Herbellion is taking a bit of the secret espionage cues from MI13, the whole Men In Black idea, the whole &amp;quot;we are behind the conspiracy&amp;quot; haughty vibe. I played a fair bit of The Secret World as it was dying, and I love those vibes too.&lt;br /&gt;
&lt;br /&gt;
== [[Lore:Gorlex|Gorlex]] ==&lt;br /&gt;
The Gorlex are dead. Killed by humiliation, by logistics, by dilution of ideals. Once a mere band of like-minded Marauders, unrestricted growth forced three crippling realities to the light: Relentless murder does not scale smoothly. An ideology cannot remain pure without organized effort to orient new voices. Leadership is a skill to be learned, not a crown to be stolen. When the murderous brand of maraudering attracted new voices emulating what they perceived Gorlex to be, their visions of the hype and mythos started feeding on itself, cannibalizing what made the Gorlex unmatched; a fate expected from a more corporate environment. &lt;br /&gt;
&lt;br /&gt;
Modern Gorlex operate with brutality, sure, but are as fallible and nuanced as most villains, except that they alone have chosen to claim the name Gorlex, with [[Lore:Gorlex|all the expectations and assumptions, burdens and boons that the title of Marauder holds.]]&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Not&#039;&#039;&#039; The Syndicate{{anchor|Not}} =&lt;br /&gt;
&lt;br /&gt;
As much as SolFed-tainted public perception would suggest these groups are treasonous vile Syndicate scum, the Syndicate does not protect these groups as they would their own. They might still be &#039;&#039;useful&#039;&#039; to the Syndicate, or &#039;&#039;previously affiliated&#039;&#039;, but {{TooltipInline|receive few secrets and warrant little attention|You should suggest a better phrasing in #lore-discussion... &#039;&#039;&#039;now!&#039;&#039;&#039;}}.&lt;br /&gt;
&lt;br /&gt;
== Donk Co. / Waffle Corp ==&lt;br /&gt;
&lt;br /&gt;
How does a snack food and novelty toy company, with vendors and easy meals distributed across the entire Sol Federation, get tangled up with the worst of the worst, the Syndicate? They don&#039;t. Despite their best efforts, the Syndicate continues to use these companies as covers and false flags, launching assaults and offloading blame. Enough [backroom deals] and protection rackets tie them to illicit business, such that were they to openly beg for SolFed&#039;s assistance and submit to a full audit entirely clearing them of these grave acts of terror, they&#039;d have to shut their doors, clean of both conscience and pocketbook. Still, they proclaim their innocence to all who&#039;d hear; successfully for the most part, as folk are eager to believe their beloved childhood toy line isn&#039;t funding paramilitary assailants.&lt;br /&gt;
&lt;br /&gt;
Of course in this chaos, a few legitimately Donk Co. terrorists can be blamed on false flagging, but by and large, these companies would sooner see the Syndicate shuttered than supplant their sins in smokescreen.&lt;br /&gt;
&lt;br /&gt;
== Redshields ==&lt;br /&gt;
&lt;br /&gt;
Nanotrasen was once a [[Lore:Nanotrasen#History|benevolent company]]. When venture capitalists, investments, and general greed infested the company, the &amp;quot;old guard&amp;quot; protested. Fighting against the evils of capitalism, these brave idealists took up arms in their proud, red security uniforms and boldly fought Nanotrasen&#039;s tyranny across the universe.&lt;br /&gt;
&lt;br /&gt;
Except this happened almost a century before the Summit of Sin. By the time the Syndicate came into public view, what remained of these Redshields were tales, bedtime stories told to grandchildren to make them believe good still thrived in the galaxy, that there was something to fight for, that Grandpa used to be cool.&lt;br /&gt;
&lt;br /&gt;
In modern times, Nanotrasen discredits disgruntled employees with valid grievances in what the Syndicate calls the &#039;&#039;&#039;Redshield Gambit&#039;&#039;&#039;. By ignoring the legitimate complaints of working hours, lives lost, and strategic mishaps, and directly accusing them of Syndicate terror, Nanotrasen undercuts the actionable concerns with the illusion of mindless evil. Furthermore, by lumping them together and tying their movement to the cancelled children&#039;s show, the power of Stereotype kills their ability to be heard; with both credibility and seriousness mocked, their concerns similarly fizzle.&lt;br /&gt;
&lt;br /&gt;
Some Nanotrasen employees do directly defect to a Syndicate-aligned faction, but most start by effecting local change: attacking the station they work on, fighting the individuals who bother them, dismantling their familiar surroundings instead of manifesting a larger strike at the company. Oftentimes, the [[#Herbellion|Herbellion]] provides a helping boost to get these traitors {{TooltipInline|traiting|There&#039;s no witty explanation for this. It&#039;s simply a good non-word.}}, but outwardly helping them would play into the Redshield gambit, making their hostility an externally-motivated factor instead of the natural consequence of awful Nanotrasen practices.&lt;br /&gt;
&lt;br /&gt;
== [[Lore:Interdyne|Interdyne Pharmaceuticals]] ==&lt;br /&gt;
&lt;br /&gt;
Interdyne employs numerous Syndicate agents in need of a day job. Interdyne &#039;&#039;&amp;quot;does not know&amp;quot;&#039;&#039; it [[Ghost_Role_policy#Double_Agents|employs Syndicate agents]], and routinely fires those who &#039;&#039;are outted&#039;&#039; as a Syndicate agent. On their books, they have a dock for {{TooltipInline|any shuttle|Pedantically, the shuttle might come shipped with the Interdyne station, but it legally &amp;quot;isn&#039;t theirs&amp;quot; if asked, or &amp;quot;is theirs&amp;quot; if it helps the situation.}} from [[#DS-2|local subscribers]] who pay for the {{TooltipInline|House|The Spacious Gregory tier.}} Call plan. On the books, if any of their employees met a Syndicate Agent, they would be terrified and do their {{TooltipInline|civic duty|Surprisingly little. SolFed won&#039;t vote to compel any members to risk their lives, and the leeway is strong enough that federally, they&#039;re not even required to call for the Marshals if they have suspicion they might endanger themselves by doing so.}}. In practice, the Interdyne employees and stations often linked with a DS-2 station are well aware that they [[Ghost_Role_policy#Interdyne_Info|need to be discrete]] about their orbital business {{TooltipInline|associates|Not just because they&#039;d lose business, but they&#039;d also be pissing off &#039;&#039;&#039;The Syndicate&#039;&#039;&#039;, which most accountants have a specific charge code for.}}, and &#039;&#039;tend to&#039;&#039; offer materials and planetary support on credit, rather than a per-shift transactional barter.&lt;br /&gt;
&lt;br /&gt;
Of course, it helps that the Syndicate {{TooltipInline|knows|Knows, or provoked? Both?}} that Interdyne is behind the outbreak of the incurable (but treatable with Interdyne&#039;s proprietary &#039;&#039;&#039;Sansufentanyl&#039;&#039;&#039;) terminal disease [[Lore:Death#HMS|Hereditary Manifold Sickness]], and so can sometimes provide assassins with an autoinjector of Sansufentanyl to displace a high value target from the timeline. And of course, sometimes an Interdyne experiment &amp;quot;accidentally&amp;quot; outbreaks on a nearby Nanotrasen station, {{TooltipInline|&amp;quot;inexplicably.&amp;quot;|And sometimes, they spend half of our quotation mark budget on sarcasm. A wholly &amp;quot;brilliant&amp;quot; move.}}&lt;br /&gt;
&lt;br /&gt;
== Roseus Galactic Actors Guild{{anchor|RGAG}}{{anchor|Roseus}} ==&lt;br /&gt;
&lt;br /&gt;
What the Gorlex was to death, the Roseus Galactic Actors Guild is to smiles. A collection of collections of actors, producers, script-writers, and entertainers, the Roseus Galactic Actors Guild holds the mirth of the galaxy under their thumb.&lt;br /&gt;
&lt;br /&gt;
The Actors Guild was one of the founding Syndicate members, as described in the &#039;&#039;&#039;Summit of Sin&#039;&#039;&#039;, but they are no longer in the Syndicate. While they were Syndicate, they notably assisted in designing and producing the clandestine Infiltrator modular suit, iterating over designs with Gorlex until finalizing the modern active camouflage MOD you (don&#039;t) see in galactic crime sprees. &amp;lt;!-- https://github.com/NovaSector/NovaSector/blob/bd501e047166111b1564bd8bc63e076bfa6fb0c7/code/modules/mod/mod_theme.dm#L13360 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also known for at least one film directly: the hit {{TooltipInline|NTFlik|Nanotrasen Flik. One of a few mainstream entertainment options in Nanotrasen regions of space.}} horror-space western film, Forget-Me-Not, notable for featuring the .357 caliber of &#039;&#039;&#039;Heartseeker bullets&#039;&#039;&#039;. Through some bizarre circumstance, not only had the film&#039;s production staff produced live rounds, but produced over six times as many as were deemed necessary. Insurance claims report an incident in which a [[#Gorlex|Gorlex]] strike team raided the film shoot&#039;s armory. Footage from the third such raid made it into the final cut. &amp;lt;!-- https://github.com/NovaSector/NovaSector/blob/bd501e047166111b1564bd8bc63e076bfa6fb0c7/code/modules/projectiles/boxes_magazines/speedloaders.dm#L37 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Designed to work &#039;&#039;with&#039;&#039; the ephemeral and regional nature of the [[Lore:Bluespace#Holonet|Holonet]], instead of against, RGAG distributes &#039;&#039;commonalities&#039;&#039;: focus-tested script &#039;&#039;themes&#039;&#039;, ideas, research. Cameras, tour busses, talent sourcing... The only step in the entertainment pipeline that the RGAG doesn&#039;t have some control over is your subconscious choice to laugh at jokes. &lt;br /&gt;
&lt;br /&gt;
When the [[Lore:SolFed#First_Migration|First Galactic Migration]] spewed minds forth from Sol into the galaxy, publishers struggled to maintain relevance. To have a film distributed to most of humanity, as their business models had previously relied on, they would need to be broadcast at the speed of light in every possible direction, and even then, the film would arrive at drastically different times, to folk with drastically different sensibilities. {{TooltipInline|&amp;quot;Local&amp;quot;|If you can call entire star systems &amp;quot;local.&amp;quot;}} acting troupes and publishers ruled the airwaves, in tune with the desires of their regional clientele.&lt;br /&gt;
&lt;br /&gt;
When the [[Lore:Bluespace#Holonet|Holonet]] asynchronously reunited entertainment {{TooltipInline|across SolFed|Well before the communication medium hit critical mass in 2370.}}, these local troupes, accustomed to regional dominance, once again found themselves with infinite competition and thus minimal relevance. With consumers able to access past entertainment from countless backlogs of distant civilizations&#039; reruns, most entertainment producers went extinct. Those who survived did so through ascending to a higher plane of capitalism, congealing into a dominant guild.&lt;br /&gt;
&lt;br /&gt;
=== Film Process ===&lt;br /&gt;
&lt;br /&gt;
If a screenwriter wants their film produced, they shop around for producers, begging for funding and alterations. If an investor wants their publishing house to succeed, they beg the Roseus Galactic Actors Guild for funding and guidance. &lt;br /&gt;
&lt;br /&gt;
The Roseus Galactic Actors Guild dominantly controls all aspects of film and media production, from sourcing and training actors, to researching and predicting modern trends, to distributing scripts and props. The RGAG directly distributes concepts on a subscription model, fueling regional publishers with guaranteed hits and logistical support. Their recently published expose, &amp;quot;Roseus Is SolFed,&amp;quot; details the process by which the &#039;&#039;&#039;&amp;quot;Double Trouble&amp;quot;&#039;&#039;&#039; wave of films were produced: At the top, RGAG sociological researchers investigated galactic trends, fears, politicks, resulting in the distributed script premise, &amp;quot;There will be an uptick of people afraid of clones.&amp;quot; This foretold the Void Imperium&#039;s invasion of SolFed, not from coincidence but &amp;lt;s&amp;gt;espionage&amp;lt;/s&amp;gt; &#039;&#039;investigative journalism.&#039;&#039; The Premise Package contained the key components for regional publishers to produce and distribute similar films tailored to their specific niches. &lt;br /&gt;
&lt;br /&gt;
The expose showed a rousing speech by then-CEO {{TooltipInline|Films-The-Film|Birthname of Richard Poorard. Human, [[Lore:Genemodders|heavily modified]].}}, &amp;quot;Here is a script outline of a hero discovering a conspiracy. Our research shows that there&#039;s not really regional differences around the specific clone vector, so here are the schematics to a fake cloning pod that will resonate with any audience. But like, how the clones infiltrate society &#039;&#039;does&#039;&#039; have a regional factor, so you&#039;ve got creative freedom there. Here&#039;s some suggestions for {{TooltipInline|titles|Included &amp;quot;Clone Danger,&amp;quot; &amp;quot;Double Trouble,&amp;quot; &amp;quot;My Life As A Second Life,&amp;quot; and &amp;quot;Self Love Gone Wrong [Gone Dangerous].&amp;quot;}} and {{TooltipInline|typecasting|Other films typically had style guides about the narrative range local actors should be associated with. This film literally just stated &amp;quot;Hire a bunch of identical twins.&amp;quot;}}. Here&#039;s some stock footage you should consider using, as we&#039;ve received [redacted] &#039;&#039;billion&#039;&#039; credits to use {{TooltipInline|this font|Harlow Solid Italic, a solid choice.}} in at least two scenes, so do so in your film. There&#039;s hints that the SolFed council might quarantine your film if you use real clones, so while we&#039;ll help you fight those legal battles, it will cost you &#039;&#039;significant Protection Money&#039;&#039;, so avoid using real clones.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The expose then followed the journey of Sigulon 9&#039;s regional playwright, Sir Terry Antonio, and the creative choices he made when implementing the Double Trouble film kit. Choosing to kitbash the fake cloning pod with podiatrical mechanisms, his edition of the film eschewed traditional narrative choices for clone detection in favor of down-to-earth skin observation, matching the researched preferences of the citizens of Sigulon 9. The Double Trouble of Sigulon 9 statistically outperformed all other editions of Double Trouble, as if the citizenry [[Lore:Changeling|were of one mind]], and so Sir Terry Antonio received the {{TooltipInline|Goldspace Crystal|Just a regular golden trophy, not a new form of noospheric dimensionality.}} for Best Double Trouble.&lt;br /&gt;
&lt;br /&gt;
=== In the Syndicate ===&lt;br /&gt;
&lt;br /&gt;
The Roseus Galactic Actors Guild did not become the dominant media empire empire through simply offering a better product. Corruption, crime, and the entertainment industry have gone hand-in-hand since the first {{TooltipInline|recorded joke|“A dog walks into a bar and says ‘I can’t see a thing’. I’ll open this one.’}}, and the RGAG succeeded by matching the galaxy&#039;s exponential growth with equally exponential malfeasance. Shaking down entire civilizations, forcibly embargoing entire Bluespace transit lines, blacklisting species unwilling to buy into their racket... all tasks vital to the Actors Guild&#039;s success, and all crimes in the eye of the Sol Federation. SolFed members would sooner have their own film studios prosper, and numerous haters would sooner see SolFed crushed under their heel, so a little Syndicate violence would happen and a little extreme amounts of capital would find itself in Syndicate pocketbooks, until the Summit of Sin formalized the working relationship, cementing the RGAG as a founding member.&lt;br /&gt;
&lt;br /&gt;
For decades, the Actors Guild leveraged its economic importance to crush enemies of the Syndicate, and leveraged the Syndicate to crush rival entertainment sources and other threats to the bottom line. Allegedly, every film shoot under the RGAG banner had &#039;&#039;some&#039;&#039; form of Syndicate influence, be it as a smuggling opportunity, cover for local agents to operate freely, or simple money laundering. This claim has long-since been disputed, however, as the RGAG attempts to hold their pristine, innocent record of job-making and smile-growing.&lt;br /&gt;
&lt;br /&gt;
=== Out of the Syndicate ===&lt;br /&gt;
&lt;br /&gt;
With the SolFed Marshals striking decisive blows against Gorlex, RGAG market research came to one premise, time and time again: &#039;&#039;&#039;&amp;quot;SolFed will no longer be afraid of the Syndicate.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Within weeks, the &#039;&#039;&#039;&amp;quot;Syndicate Infiltrator&amp;quot; movie development kit&#039;&#039;&#039; released: &amp;quot;Here is a script outline of a heroic filmmaker, discovering a deep conspiracy surrounding his publishing house. Over the course of the production, the hero elaborates that the Syndicate infiltrated his innocent film studio with a tiny team of evildoers, twisting the film studio into a force of terror. Attached are &#039;&#039;real&#039;&#039; Syndicate documents, exposing &#039;&#039;real&#039;&#039; grand conspiracies the Roseus Galactic Actors Guild had been &#039;&#039;forced&#039;&#039; to be adjacent to. Market research shows that the public will least be willing to trust our quartermaster and our armory division, so your film will set them up as a scapegoat, to blame all Syndicate involvement on. The SolFed Council will be more interested in pursuing these leads and our generous vacation packages than prosecuting the Actors Guild or your local production team. Typecasting, you are encouraged to reach out to local politicians and &#039;&#039;&#039;Generously Sponsor&#039;&#039;&#039; their cooperation, through product placement, money, and heroic cameos as the Lead SolFed Investigators Who Bust The Syndicate And Save The Day (parts 1 through 6).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Within a month, every theater in SolFed had some production based on the script kit, blasting Syndicate secrets into the public zeitgeist. With Gorlex dead, and the SolFed Marshals acting on the freely-given intelligence, the Syndicate could take no meaningful revenge against the Actors Guild. Nominally, the Actors Guild had to pay a fine to SolFed for their Syndicate involvement, but successfully deflected most of the blame onto their arms division, now branded [[#Scarborough_Arms|Scarborough Arms]]. The RGAG continues to function as the leading galactic media empire empire, though the overall importance of films to the general populace continues to shrink.&lt;br /&gt;
&lt;br /&gt;
== Scarborough Arms ==&lt;br /&gt;
&lt;br /&gt;
Formerly the [[#RGAG|Roseus Galactic Actors Guild]]&#039;s primary armory and manufacturer, this group now sells guns and retooling kits exclusively to the Syndicate. Their one remaining product accepted by the greater galaxy is their line of secure safes. &amp;lt;!-- https://github.com/NovaSector/NovaSector/blob/2d97748b8d4c2490dd6d1330df11dd4fe1bb7b6e/code/game/objects/structures/safe.dm#L15 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the Roseus Galactic Actor&#039;s Guild published their high treason against the Syndicate and fled into the light, their own sins against SolFed were scapegoated onto their internal gunsmithing team, the Scarborough Arms division. While these gunsmiths were no more or less complicit with the Roseus Galactic&#039;s Syndicate activities than the rest of the Guild, SolFed was eager enough to take revenge on the Syndicate in any capacity they could. The most undeniably Syndicate Scarborough Armorists found convictions and gallows, and the rest of Scarborough were cast into the galaxy, land holdings dissolved and their products de facto blacklisted from every upstanding civilization in the Federation. &amp;lt;u&amp;gt;Many sectors with intentionally permissive gun rights, including the Nova Sector, [[Corporate_Regulations#Exemptions_and_specific_details|still explicitly list Scarborough Arms as an illegal company.]]&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That Donk Co. foam blasters strongly hold similar form factors to various Scarborough Original guns is &#039;&#039;legally&#039;&#039; just a parody, free-use of a publicly-known visual product. Should a lawyer ever find themselves so low as to actually represent Scarborough, they might find precedent for plagiarism, but even lawyers {{TooltipInline|actively swinging from gallows|See: Umbra Dusk &amp;amp; Sons vs Angy Mob, 2545.}} would not be so desperate as to offer their services here. Rumors that Scarborough Arms actually consulted on these foam blasters, leading to their {{TooltipInline|ready conversions|See: Screwdriver and Pen vs Foam Dart Tip, 2545.}} to {{TooltipInline|dangerous weapons|See: A Foam Dart With A Sharp Pen Inside vs My Eye, 2565.}} are just rumors, hype to increase the {{TooltipInline|badassery|See: &amp;quot;It&#039;s Donk or Don&#039;t&amp;quot; vs A Better Tagline, 2530.}} of the Donksoft line.&lt;br /&gt;
&lt;br /&gt;
Syndicate High Command routinely revisits plans to acquire these gunsmiths and liberate them from their squalor, and each time finds them too well-surveilled by Marshals to risk exfiltrating to proper research facilities. Still, Scarborough machinists feed their families with what work they can do, heat their homes with salvaged plasma, and heat their hearts with every headline describing one of their designs striking down Sol Federation souls.&lt;br /&gt;
&lt;br /&gt;
= On the Continued Erosion of the Rot Infesting The Orion Spur: Sol Federation =&lt;br /&gt;
&lt;br /&gt;
Complacent. Describing the Syndicate in T-50 years can really only be done in one way: Complacent. Stagnant. So far up their own ass they taste food twice before it hits their stomach. The Syndicate wanted to be the antithesis of the Sol Federation, as such: Big government? Clearly, we must prove that No Government is superior. What the Syndicate saw as an overbearing government, ruthlessly sinking hooks into its captive vassals to coerce them into being friendly enough to not obliterate each other immediately, they thought should be countered by a passive leadership, fostering the cooperation and individual freedoms of its members to cooperate and achieve lofty mutual goals.&lt;br /&gt;
&lt;br /&gt;
So when the Gorlex wanted to have a hands-off, low-contribution approach to the Syndicate, little more than &amp;quot;here&#039;s our business card, maybe have an employee discount,&amp;quot; the Syndicate accepted that openly. After all, having The Gorlex on your side in any capacity is an incredible power, and who with any form of survival instinct would dare correct any of the fiercest Marauders, fresh in their 30th year of omnipresent malevolence? When the Sol Federation mocked up a small moon as a Superfortress and obliterated it into dust, who could quantify how that even affects the bottom line? When the Gorlex went from feared to mocked to hunted, what power did the Syndicate have to save them?&lt;br /&gt;
&lt;br /&gt;
When the Roseus Galactic Actors Guild thought it could profit off a screenplay outing deep Syndicate secrets, where was the heavy hand to bring that treason in line? Right, being slapped around the galaxy for being too proud to establish supply lines and secure communications, decimated through starvation and humiliation, and without a redundant force with any sustaining power at all. And when the other members saw they could openly betray the Syndicate for profit? For once, the galaxy slept soundly.&lt;br /&gt;
&lt;br /&gt;
Despite the humiliation, falling out of the spotlight saved the Syndicate. The Rimward Wars spooled up into full force, and the reactionary SolFed over-committed forces in an attempt to establish an overwhelming and immediate victory. As neither came, mischief within SolFed could thrive once more. While Gorlex was a lost cause, the Plasma Runners compensated through uncharacteristic profits. With a steady source of financial backing, Syndicate agents no longer had to prostrate themselves to sponsors and politicks, sacrificing efficiency for profit. Though the surge in profit threatened to steer the entire Syndicate towards plasma smuggling, the renewed stubbornness of a younger ally, the Cathedral of True Angels, ironically strong-armed the Syndicate back into a diverse portfolio of terror. Even amongst the Syndicate, rumors whisper that the Cathedral successfully contacted a large Hive around this time, trading transit for terror, bombs for blessings. Truth or otherwise, Syndicate stations have since held a 40% lesser rate of &#039;&#039;hostile&#039;&#039; shapeshifter infiltration.&lt;br /&gt;
&lt;br /&gt;
And thus, the Syndicate was stable again. Stalwart. Sturdy. Steadfast. &#039;&#039;Stagnant&#039;&#039;. When money flows and there&#039;s a safe bed to sleep in, it&#039;s easy to fall into the same routine of nominal assaults and lavish parties. Despite their miraculous recovery with the Federation&#039;s attention elsewhere, the Syndicate stood exactly where it stood before: just a petty den of villainy, another band of pirates, target practice to an ever-adapting military powerhouse the moment the war ends. With this harrowing realization, a small group of radical Syndicates splintered off, vanishing for ten years as the Syndicate bloated back to harmlessness.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Sacking of Sigulon 9&#039;&#039;&#039;{{anchor|Sigulon_9}} sent two messages: To the Sol Federation, the Syndicate were back to Enemy Number One, ruthless annihilators of an entire {{TooltipInline|civilization|News outlets described Sigulon 9 as anywhere from a &amp;quot;colony&amp;quot; to a &amp;quot;sector;&amp;quot; whatever clickbaited the best.}}. To the Syndicate, Gorlex was under new management, unwilling to bend to the stale complacency of other members&#039; whims. Sigulon 9, at the time, had been strongly infested by an overwhelming [[Lore:Changeling|Changeling]] hive, practically a holy site to the Cathedral of True Angels, who themselves infested the Syndicate with dominant desires and increasingly counter-intuitive demands. Now, not even a single spiderling twitched, the entire system rendered incompatible with life. Gorlex&#039;s new masters showed they would not bend to the zealots of the Church, and that they held no mercy for obstacles to the Syndicate. These masters, the Visionaries, held true to the Syndicate&#039;s hatreds, charting SolFed&#039;s demise with infernal insight and perilous precision.&lt;br /&gt;
&lt;br /&gt;
It matters not what the SolFed claims its government is, what posters it hangs over the festering mildew inherent to the Federation, what boasts it bellows through rotten telegraph lines. The antithesis of SolFed is not countering their words, validating their lies with earnestness, respecting the unrespectable. &amp;lt;font size=+0.5&amp;gt;The antithesis of the Sol Federation is &#039;&#039;&#039;success&#039;&#039;&#039;.&amp;lt;/font&amp;gt;&amp;lt;!--What a goddamn line.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Syndicate Command and You: Orchestrating a Post-SolFed Galaxy{{anchor|Command}}{{anchor|Visionaries}} =&lt;br /&gt;
&lt;br /&gt;
Taking the title of &amp;quot;Syndicate Command,&amp;quot; the Visionaries centralize and orchestrate the Syndicate&#039;s brand of galactic suppression and violent reform. Legacy Syndicate members have their needs met, yes, but no longer to the detriment of the Syndicate. Insolence is punished and compliance rewarded under their Vision, which not all Syndicate are trusted with. &lt;br /&gt;
&lt;br /&gt;
Not every Syndicate-aligned interest takes kindly to the Visionaries&#039; forceful nature, nor do all individuals appreciate what bits of the Vision they&#039;re &#039;&#039;able&#039;&#039; to discover. Some such plans and exploits include:&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;h4 style=&amp;quot;display: none;&amp;quot;&amp;gt;Plasma Runners TV Series&amp;lt;/h4&amp;gt;===&lt;br /&gt;
The RGAG dramatic series, &#039;&#039;&#039;&amp;quot;Real Runners of the Plasma Vein,&amp;quot;&#039;&#039;&#039; based on the daily life of Plasma Runners, not only went unpunished, but was intentionally sanctioned by Syndicate Command. On direct orders, an entire charter of Plasma Runners directly protected the series&#039; film shoots and provided narrative consulting, keeping the show authentic, even appearing as background extras. The series&#039; success revitalized the Plasma Runner image, shifting their perception from general assholes to dark horse anti-heroes, fighting The Establishment and standing as bastions of Family and Ruggedness. To this day, official Biker merch can be bought in even the furthest reaches of space, packaged with a {{TooltipInline|Plasma Runner ATV|Ironically, the least realistic part of the show was the heavy use of ATVs, at the insistence of sponsors. Genuine Plasma Runners tend to operate in space, one of many terrains an All-Terrain Vehicle cannot handle.}}, Biker Jacket, and Collector&#039;s Edition Bandana. Internal Syndicate memos herald a 40% decrease in citizen resistance against Plasma Runs, thus a 15% increase in raw profit (though the numbers are debatable).&lt;br /&gt;
===&amp;lt;h4 style=&amp;quot;display: none;&amp;quot;&amp;gt;Gorlex Revival&amp;lt;/h4&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
The choice to swell Gorlex ranks with outsiders, folk who have no personal experience with surviving the tyranny of the Sol Federation, the Voidgrown, also stands controversial. Idealists in the Syndicate bicker that allowing these outsiders to enter the Syndicate belittles their specific grievances with the Sol Federation. These Voidgrown have never been subjected to tax, or misrepresentation with their cliques, or strong-armed into voting against their own interest, and thus if it is with their power that the Syndicate triumph, their victory lacks moral standing. Sol Fed won&#039;t be seen as being crushed by their own failings and the superiority of the Syndicate way, but because they made an external enemy and lost an external war. These concerns are... less vocalized, given that they *are* direct criticisms against Gorlex, but are still felt.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;h4 style=&amp;quot;display: none;&amp;quot;&amp;gt;Kidnapping and Release of the Sigulon 9 Changeling Hive&amp;lt;/h4&amp;gt;===&lt;br /&gt;
The Cathedral of True Angels, and thus Tiger Corporation, initially reacted with extreme violence to the Sacking of Sigulon 9. In turn, the Visionaries revealed that, rather than absolute obliteration of the hive, key hive structures had been extracted and contained, at great loss to the attackers. The methods showed that the Visionaries took great care in learning and respecting the Changeling form, in strong contrast to the Syndicate&#039;s prior attitude of &amp;quot;pointing the crazies at our enemies.&amp;quot; Braced for a prolonged hostage situation, the Cathedral was again surprised when the Sigulon 9 hive was released into their care with little fuss. The hive itself does not speak deeply of this time, though it is known to have conversed with the Visionaries and generally not been drastically uncomfortable. Given that the Sigulon 9 hive directly avoids attacking the Syndicate, one can speculate {{TooltipInline|a manner of respect - or fear|The most paranoid investigators infer (but will not directly accuse) that the Visionary-led Gorlex were not simply aware of the Changeling form, but proficient in it, capable of &#039;&#039;lobotomizing&#039;&#039; an entire amorphous Changeling Hive. Even if this rumor were true, that the Cathedral of True Angels did not note the recovered Hive as damaged speaks volumes to the great state the Hive was returned in.}}.&lt;br /&gt;
&lt;br /&gt;
The adoption of &#039;&#039;&#039;[[#Telecrystals|Telecrystals]]&#039;&#039;&#039; as the primary last leg of the Warehouse-to-Warzone logistics network, and the establishment of &#039;&#039;&#039;[[#DS-2|DS-2 Listening Posts]]&#039;&#039;&#039; across the galaxy.&lt;br /&gt;
&lt;br /&gt;
=[[File:Telecrystal_3.png|64px]]Telecrystals =&lt;br /&gt;
{{Speech|name=Syndicate High Command&lt;br /&gt;
|width=90%&lt;br /&gt;
|image=[[File:Syndiemod.png|right|64px]]&lt;br /&gt;
|text=&lt;br /&gt;
&#039;&#039;&#039;Esteemed Syndicate Hero:&#039;&#039;&#039; Congratulations on your Activation. Your mission, &amp;lt;s&amp;gt;should you chose to accept it,&amp;lt;/s&amp;gt; will be difficult.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For discretion, you have been issued an Uplink pre-loaded with discrete Telecrystals. These patent-avoiding crystals use the energy of Quantum Tunneling and Gravity to retrieve items from great distances and restrictions. Your Uplink is loaded with Quantum Algorithms to target specially designated Supply Caches we&#039;ve &amp;quot;provided&amp;quot; throughout your sector, some of which may be abnormally close (as reflected by the &amp;quot;discount&amp;quot; in your Uplink). Use them wisely!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You may be tempted to exploit the quantum tunneling gravity energies in the telecrystal as a short-range theft device, by tying a telecrystal to an igniter using looped cable, and tying that to a metal stick. Know that that&#039;s illegal... so do it. You&#039;re a criminal, &#039;&#039;&#039;Esteemed Hero&#039;&#039;&#039;, and it won&#039;t be the only regulation you break today.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;While you should avoid letting telecrystals fall into the hands of authority, be aware that we&#039;ve already disseminated rumors that telecrystal use will either turn you into a Syndicate Operative, that telecrystals can &#039;&#039;&#039;only&#039;&#039;&#039; be used by Syndicate Operatives and thus anyone able to use them has always been a traitor to authority, or you simply die an agonizing death. So while having your Uplink captured is usually the end of your heroic stint of heroism, it won&#039;t be fatal to the Syndicate, your handlers, or other coworkers. Following these rumors, we&#039;ve observed extreme retribution to anyone operating under an authoritative or security position who happens to use the telecrystals for their own gain. ||this bit links to the rules about contraband||. The consequences haven&#039;t proven reliable enough to use as an assassination method, of course, and we risk them being reverse engineered, so spend them yourself and don&#039;t leave them lying around if you can help it.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
Telecrystals are fundamentally different from Bluespace crystals, using Quantum Tunneling and Gravity, both forces innate to this dimension, rather than exploiting the liquidic nature of [[Lore:Bluespace|the other dimension, Bluespace]]. The MECU pioneered the use of Gravity Crystals in their logistics fleets, using them to transport large quantities of cargo onto and off of automated ships without requiring them to slow down. The amount of power and precision involved, coupled with the intense biological risks, unfortunately render their use by anyone else an unreplicable trade secret of the MECU. The Syndicate, however, has done well in miniaturizing the effect into &amp;quot;Telecrystals,&amp;quot; which have minimal risks in transporting a relatively stationary crate in a known location within {{TooltipInline|a light year|The true range of these portable Telecrystals is unknown to the Sol Federation, as captured Syndicate Uplinks do not actually contain algorithms for locating the caches they&#039;re intended to summon. Presumably, various relays and gravitational distortions can alter the range of the Telecrystal Effect, though likely with other impossible costs. Coupled with the notion that these caches are as small as a single crate, and thus effectively undiscernable from standard space debris, Nanotrasen has been equally unable to glean any useful information about the operation or manufacture of Telecrystals.}} to an agent of evil in the field, silently. This expends the Telecrystals, and most caches require several TCs to retrieve.&lt;br /&gt;
&lt;br /&gt;
= [[Ghost_Role_policy#Deep_Space_2_Info|DS-2]] =&lt;br /&gt;
&lt;br /&gt;
In a stunning show of resourcefulness, scuttled stations and bombed battleships are continuously salvaged and repurposed in a fleet of Long-Term Habitation Listening Posts with contradictory codenames, including &amp;quot;Derelict Syndicate Encampment,&amp;quot; &amp;quot;Dark Secret 2,&amp;quot; &#039;&#039;&#039;&amp;quot;Deep Space Listening Post&amp;quot;&#039;&#039;&#039;, &amp;quot;Dereisno Secretacronym 2bedeciphered.&amp;quot; These listening posts shore up one of the Syndicate&#039;s critical weaknesses, their lack of communication channels. Previously, most times the greater Syndicate would find out if a terror raid had been successful the same way that the rest of the galaxy did: Holonet news. While this kept the greater Syndicate listeners secret, as no communication line existed to point back to them, 20% of Syndicate reinforcement raids failed due to Sol Federation Marshal interference with the news (according to Visionary estimates).&lt;br /&gt;
&lt;br /&gt;
The DS-2 line of listening posts host a small contingent of Syndicate forces from a cross-disciplinary pool of less active agents, serving as both a {{TooltipInline|secure &amp;quot;Bluespace-encrypted&amp;quot;|we cannot elaborate on bluespace encryption. we tried to find out. it seems to be quantum, but not the sort of quantum you teleport with. &amp;lt;s&amp;gt;we disentangled a message, once. it turned out to be a bullet. it shot us in the face, looney-tunes style. we&#039;re trying to figure out how *that* works but it appears that the explanation is, itself, a second bullet that shot our researcher in the face. we&#039;re currently investigating bulletproof masks before continuing.&amp;lt;/s&amp;gt;}} robust {{TooltipInline|communications grid|In truth, Bluespace is again irrelevant. Considered the liveliest dead drop network in the galaxy, DS-2 listening posts routinely use renewable Telecrystals to &amp;quot;steal&amp;quot; a packet from adjacent DS-2 listening posts, robustly passing messages across the entire network.}} and a staging point for the field command of local operations. DS-2 posts are designed to be mostly oblivious to the specific operations and traitors deployed in the region, but still provide passive coordination. If you&#039;ve ever wondered how Syndicate drop pods always seem to land on-station, how sleeper agents are woken, how agents&#039; Uplinks readily have the coordinates of any form of supply cache within [[#Telecrystal|Telecrystal]] range, or how infiltrators have access codes to board and escape the Interlink and related shuttles, it&#039;s through DS-2 calculation and {{TooltipInline|computation|These supercomputers are often disguised as ordinary consoles, externally displaying records or cameras or Outbomb Cuban Pete. High Command&#039;s high score is 3 wins in a row.}}.&lt;br /&gt;
&lt;br /&gt;
DS-2 crew are explicitly selected to &#039;&#039;&#039;not be &amp;lt;u&amp;gt;locally&amp;lt;/u&amp;gt; infamous criminals&#039;&#039;&#039;. If a DS-2 station is discovered, &#039;&#039;&#039;none&#039;&#039;&#039; of the persons aboard are to trigger automated facial recognition and thus provide probable cause in local jurisdictions. Agents feisty to get back in the field will find their tenure in a listening post as some sort of punishment, a forced retirement or mandatory vacation. Though they&#039;re usually stationed &#039;&#039;far&#039;&#039; from their normal stomping grounds, these sidelined Syndicates still sharpen their teeth and serve a vital role in the {{TooltipInline|end of SolFed|Historians and sociologists might draw a parallel to the translated [[Lore:Vox|Vox]] Grand Tenet, &amp;quot;End of Science,&amp;quot; incorrectly. The Vox like science and want more science. We want SolFed fuckin&#039; dead.}}.&lt;br /&gt;
&lt;br /&gt;
Part of the Vision is recognizing that agents are best treated as a renewable resource, instead of a one-time candle. Treating their mental health and cementing the philosophical grounds for why the Syndicate fights in agents serves to keep them effective for far longer, preserving both generational knowledge and loyalty, critically building a grander force of mayhem. To that end, the facilities are cozy, yet cramped enough to encourage social interaction between agents of nearly unrelated terror cells. The facilities are {{TooltipInline|universally themed|Yes, the large Syndicate logo painted on the floor &#039;&#039;&#039;is&#039;&#039;&#039; suspicious to the general populace. Please consult the standard-issue &#039;&#039;&#039;Guide to Deflection and Excuses&#039;&#039;&#039;, including: &amp;quot;that was there when we got here,&amp;quot; &amp;quot;yeah we like drawing snakes, so what?&amp;quot;, and the Nunya manuver.}}, to provide a sense of home and unity in the Syndicate, even between distant DS-2 platforms.&lt;br /&gt;
&lt;br /&gt;
In remaining inconspicuous, DS-2 Listening Posts are &#039;&#039;&#039;required&#039;&#039;&#039; to reject locally infamous criminals, even if these criminals are agents actively being aided by the DS-2&#039;s coordination. The post&#039;s turret defenses should be calibrated to repel all but active DS-2 crew, and active Sleeper Agents have an implanted compulsion to avoid drawing attention to DS-2. Both directives can be [[Ghost_Role_policy#Deep_Space_2_Info|overridden by Syndicate High Command]], though they {{TooltipInline|rarely|Mostly because nobody ever [[Guide_to_the_Opposing_Force_System_(OpFor)|asks in a creative way]].}} judge a situation {{TooltipInline|emergent|Fucked up.}} enough to warrant the DS-2 listening post&#039;s direct involvement.&lt;br /&gt;
&lt;br /&gt;
DS-2 listening posts are encouraged to remain radio silent, drawing as little attention as possible. If the post&#039;s area of operations contains known Neutral Parties, the escape shuttle may be repurposed as a bidirectional transit to and from their facilities, so long as they are fully aware of the DS-2&#039;s need for secrecy, and the consequences for breaches thereof. [[Lore:Interdyne|Interdyne Pharmaceuticals]] in particular has proven to be a Trustworthy business partner despite their public denouncement of All Things Terrible, and may be used as a more active connection to the local populace, learning on-goings through more than passive listening. Consult your regional [[Ghost_Role_policy#Deep_Space_2_Info|guide to interacting with the locals]] for your specific Rules of Engagement. Additionally, DS-2 crew are encouraged to perform EVA exploration of nearby derelicts in order to reduce their value to scavengers. Remember: a looted sector is a boring sector, and a boring sector is a {{TooltipInline|hidden sector|Just don&#039;t make it too boring, lest everyone wanting the perfect place to hide out settles here. There&#039;s a deep sociological art to adverse decorating.}}.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;h4 style=&amp;quot;display: none;&amp;quot;&amp;gt;DS-2 Prison&amp;lt;/h4&amp;gt;===&lt;br /&gt;
{{anchor|Prisoner}}And yes, contrary to the intended inconspicuousness, DS-2 possesses a prison bay. These &#039;&#039;&#039;&amp;quot;prisoners&amp;quot;&#039;&#039;&#039; are often &#039;&#039;&#039;sleeper agents&#039;&#039;&#039;, either still in the process of {{TooltipInline|indoctrination|Read: still writing their manifesto, or stuck on the formatting of our Holowiki On-boarding page.}}, or in an extended aftercare program to gradually {{TooltipInline|distance|Psychologically, and also physically.}} them from the unspeakable acts they&#039;ve committed. Common treatments involve reinforcing their prior notions that they work for a local power, and fostering a desire to escape and return to their workforce. This sparks an innate psychological distancing from their past crimes that juries (in regions honoring jury trials) love to see, resulting in a faster reintegration of the sleeper agent into the target environment. DS-2 crew are also encouraged to plant false intelligence in the {{TooltipInline|prisoners&#039; subconscious|Using advanced sinister techniques such as: lying, mentioning something and then acting like you slipped up and said something you shouldn&#039;t have, asking nicely, leaving pamphlets but put a little honey on the backside so they can read them fine on the table but trying to pick them up shreds it, and subliminal messages in television.}}, to befuddle any {{TooltipInline|interrogations|SolFed members are known to use foul methods including brain dissection, soul-stealing, asking impolitely, good-cop-bad-cop, and murder.}} (ethical or otherwise) local governments might try upon captured sleeper agents, stopping any real Syndicate plans from {{TooltipInline|leaking|Besides carefully-curated [[Guide_to_your_Manifesto|manifestos]] and/or treatises.}}.&lt;br /&gt;
&lt;br /&gt;
Sometimes these prisoners genuinely are {{TooltipInline|Enemies of the Syndicate|Codenamed &amp;quot;haters.&amp;quot;}}. Typically, when &#039;&#039;&#039;Contractors&#039;&#039;&#039; abduct someone, they&#039;re exfiltrated to a secure {{TooltipInline|&amp;quot;resort,&amp;quot;|Resembles a Spider Clan dojo, so as to confuse and disorient the target. Also, we have no idea what a Spider Clan dojo actually looks like, so it&#039;s a guesstimate.}} and the demanded ransom is paid by automated systems within a matter of minutes. Sometimes this just doesn&#039;t happen, and like unclaimed luggage, these captives need to be put &#039;&#039;somewhere&#039;&#039; until they&#039;re either claimed or the statute of limitations runs out (read: they willingly join the Syndicate, or choose a different fate.). As much as you might be tempted to serve as jury and executioner to their misdeeds against us, you&#039;re already doing so through the act of detaining them. If it was deemed necessary to execute them, they simply would not have been woken from cryosleep. Remember, to their SolFed-upbrought mind, we&#039;re ontologically Evil, and it is their civic duty as a {{TooltipInline|sapient being|Or a really dumb person.}} to resist us in every capacity. The punishment for being raised wrong isn&#039;t [[Lore:Death|death]], it&#039;s {{TooltipInline|correction|The punishment for resisting correction can be death, though. Like, being stubborn for stubborn&#039;s sake, beyond &amp;quot;their civic duty as a sapient being to resist us in every capacity.&amp;quot; It&#039;s a really tough call to make, and it gets easier if they start trying to kill you.}}.&lt;br /&gt;
&lt;br /&gt;
Conversely, DS-2 crew are &#039;&#039;also&#039;&#039; encouraged to fraternize with the prisoners, in order to help them feel comfortable with the Syndicate, to &#039;&#039;accept&#039;&#039; that they may have done crimes, but that their crimes were for a cause they believed - &#039;&#039;and still believe&#039;&#039; - in, and that they are among {{TooltipInline|friends|Us.}}. The specifics of treatments are often transferred alongside the prisoner themselves, though ultimately how they are handled is left to the DS-2 crew. If nothing else, the DS-2 crew are significantly more valuable to the Syndicate than the prisoners, so if beating a prisoner (within reason) improves the mental health of the DS-2 crew member... make a business case about it, explore [[Therapist|alternatives]], and if you&#039;re still worked up for some &#039;&#039;senseless&#039;&#039; prisoner beatings, [[Server_Rules#Rule_1:_Do_Not_Grief|be prepared for pushback.]] It is not uncommon for a listening post&#039;s crew to escort a patient out of the dedicated prison wing and show them around the crew facilities. Remember to remove any identifying markings and clothing before escorting them to a cabin or airlock.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--{{Character|name=|rank=|org=Nanotrasen|image=}}&lt;br /&gt;
{{Character|name=|rank=|org=Nanotrasen|image=}}&lt;br /&gt;
{{Character|name=|rank=|org=Nanotrasen|image=}}--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LoreFooter}}&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=User:GreytideSkye/Sandbox/Lore:Protean&amp;diff=8575</id>
		<title>User:GreytideSkye/Sandbox/Lore:Protean</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=User:GreytideSkye/Sandbox/Lore:Protean&amp;diff=8575"/>
		<updated>2026-04-14T20:32:29Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: nanite slop&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- GreytideSkye writing, TricksterCrows concept,  --&amp;gt;{{LorePageHeader&lt;br /&gt;
 |colour = 006308&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 007F0E&lt;br /&gt;
 |bhcolour = #007F0E&lt;br /&gt;
 |ebcolour = 005108&lt;br /&gt;
 |img =  Proteans.png&lt;br /&gt;
 |loretype = SPECIES&lt;br /&gt;
 |mainname = Protean&lt;br /&gt;
 |denonyms = Protean, Proteans&lt;br /&gt;
 |othernames = MRH, Nakamura MODular Rescue Harnesses, MODmen, &lt;br /&gt;
 |relatedpages = [[Guide_to_chemistry#Nanite_Slurry|Nanite Slurry]], [https://github.com/NovaSector/NovaSector/pull/7042 The PR currently testmerging them]&lt;br /&gt;
 |relatedlore = &lt;br /&gt;
 |contributors = {{Contributor/GreytideSkye}}, {{Contributor/TricksterCrows}}, {{Contributor/Macanudoman}}&lt;br /&gt;
 |languages = {{EAL}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Needsrevision|reason=obviously um draft, also obviously um they&#039;re still test-merged and liable to extreme changes idk, grandpa hospital plz no ping}}&lt;br /&gt;
&lt;br /&gt;
= Protean = &lt;br /&gt;
The natural extension of [[Personal_AI|pAI]] compatability in [[MODsuits|MODsuits]], the &#039;&#039;&#039;MODular Rescue Harness&#039;&#039;&#039; was a &#039;&#039;&#039;Nakamura Engineering&#039;&#039;&#039; product designed as the logical conclusion of the [MODule that lets you iron man pathfind your MOD onto you, the pathfinder?], a MOD that does not simply report you when you are in danger, but actively extract you from it. Initial prototypes proved more than capable of navigating complex social situations as well as critical disasters in order to collect and deliver an incapacitated organic to life-saving treatment, and this efficacy won Nakamura billions of credits in grants and preorders. These initial prototypes were also just offsite people with joysticks and radios (one was a literal intelliCard taped to the inside of the MOD, an AI volunteering for the job).&lt;br /&gt;
&lt;br /&gt;
With more money and promises than they could handle, Nakamura Engineering needed a careful solution. A dumb MOD would break contracts, but a MOD too smart would be considered [[Lore:Synths|Synthetic Life]], and thus {{TooltipInline|[[Lore:SolFed#Federal_Laws|illegal to sell]]|That&#039;s called Slavery and in case you haven&#039;t heard, that&#039;s kind of a no-no.}}. There aren&#039;t many synthetic mind frameworks that do not also qualify as Sapient Life, with the most accessible Subsapience being the [[Personal_AI|personal AI, the pAI device]]. These smart devices are incapable of [[Lore:Synths#Legal_Status|modifying their own software]]a through neural evolution, and incapable of changing opinions on non-trivial subjects (though are capable of conversationally acting as such), and thus outside the [[Lore:Synths#Legal_Status|legal definition of Synthetic Life]]. Nakamura started on the proper MRH through expanding pAI integration. &lt;br /&gt;
&lt;br /&gt;
{{TooltipInline|Two|TODO: decide whether it&#039;s funnier to say two and have several, or change this when lore&#039;s more settled. Hint: it&#039;s really funny.}} teams, working to solve independent problems, wound up with conflicting solutions that resulted in the modern Protean:&lt;br /&gt;
* The rescue target might be in an existing MODsuit. Solution: instead develop an Under-MOD suit, capable of assimilating an existing MOD as additional plating.,&lt;br /&gt;
* Digigrade legs bend opposite to plantigrade legs, with varying proportions of leg length. A joint built for a human&#039;s knees may be in the right position to snap a Vulpkanin&#039;s shin in half the wrong direction. An ordinary MODsuit does not apply force to the user, so does not face this concern to any degree that talcum powder does not address. Solution: procedurally generate the MODular plating on envelopment.,&lt;br /&gt;
* A single pAI is too dumb to meet the rescue standards set forth by the initial demos, incapable of bipedal motion and complex threat analysis simultaneously. Solution: Two pAI? Three? &amp;lt;s&amp;gt;A full AI? no that&#039;s legally Slavery&amp;lt;/s&amp;gt; Three in a trenchcoat?&lt;br /&gt;
&lt;br /&gt;
The end result was a cluster of microbic pAIs, capable of localized fine manipulation and intracommunication. Calling these early pAIs a &amp;quot;nanite&amp;quot; was more of a {{TooltipInline|marketing term|Modern Protean &amp;quot;nanites&amp;quot; are successfully pretty tiny now, so in 2510 the quotation marks were legally removed.}} than an engineering one. Each of these microbic beings holds a function in the greater structure, e.g. nanites in the legs specialize in flexing and rotating, as well as microadjusting for bipedal stability, whereas nanites closer to the MODsuit devote most of their cycles to processing input from the rest of the MRH to make complex decisions. &lt;br /&gt;
&lt;br /&gt;
If this sounds like an emergent synthetic life, congratulations: you have realized what it took Nakamura an entire product lifecycle to document. No particular pAI in the MRH is independently smart. Together, sapience is an Emergent Behavior.&lt;br /&gt;
&lt;br /&gt;
= The Brain =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Protean&amp;quot; is the species&#039; chosen name, gathered from the first {{TooltipInline|cloche|Look up to see what the word Jeph Jacques used actually was. QuestionableContent has some amazing synth lore somehow.}} of independent MRHs and submitted to SolFed&#039;s Bureau of People for legal classification.&lt;br /&gt;
&lt;br /&gt;
What separates a Protean from typical Synthetic Life is their {{TooltipInline|[integration]|The word doesn&#039;t translate 1:1, mainly because we forgot the correct word. Check QC for the Roko New Body arc, I do think Integration was the right word.}} with their physical form. Most synthetic lives operate out of a central brain piloting a robotic body, akin to an organic brain piloting a meat suit. With Proteans, the thought process is distributed across the body evenly, with each nanite having {{TooltipInline|some|Not necessarily equal.}} input in their consciousness. A Synth who has their arm cut off still knows what an arm is, is still a whole person. A Protean who loses a left arm loses a piece of themselves, mostly the muscle memory of what a left arm does, but also lesser thoughts that happen to be stored there. Every surgery is a tiny lobotomy, each addition a torrent of cognitive dissonance. For a species without a conventional body, Proteans tend to be &amp;quot;Body Purists,&amp;quot; not out of ideology as most folk are, but {{TooltipInline|practicality|This&#039;ll be less funny once they&#039;re debugged, but at this moment a Protean with non-standard organs literally explodes on spawning.}}.&lt;br /&gt;
&lt;br /&gt;
Initial Proteans were a wash of conflicting, ever-changing thoughts, as nanites expire and are replaced, so too were memories. Modern Proteans employ a great deal of redundancy and error correction, meaning that no one thought is stored exclusively on just one nanite. This does mean that the Protean is not &amp;quot;using 100% of their brain,&amp;quot; and are thinking the same thought several times, but as a result they&#039;re a significantly more stable mind. Research concepts like Byzantine Fault Tolerance and Error Correction on your own time, but the takeaway is that with a modern Protean, the loss of a limb will lose a few memories outright, but not an entire 1/6th of their consciousness. Some memories will be slower to be recalled, as the body was reliant on that limb to be the first place it checks for that memory, but will eventually find it elsewhere.&lt;br /&gt;
&lt;br /&gt;
= The Brawn =&lt;br /&gt;
&lt;br /&gt;
Proteans are, at the end of the say, a MODsuit infested with nanites. The MODsuit itself serves as the core structure around which the Protean encrusts itself into a bipedal form, but is still a functional, naniteless MODsuit. In times of great vulnerability, the Protean can and will retreat any surviving nanites back into the MODsuit, hiding as an inanimate object. This MODsuit, built as an UnderMODsuit, has ready attachment points for other MOD plating configurations sourced on-site. This restricts the Protean emotionally (if not physically), so is more of a temporary enhancement rather than something the Protean chooses for life.&lt;br /&gt;
&lt;br /&gt;
The heart of a Protean is vulnerability. To crawl your nanites out of your impervious shell is to risk losing them, risk losing parts of yourself, yet the world will not respond without risk. Their Intended Purpose is literally to open up to someone, take them in fully, and give them control for their safety and yours. Repairs are integrating new nanites, actively exposing yourself to new thoughts and memories and hoping your sense of self can endure. &lt;br /&gt;
&lt;br /&gt;
On a macro level, the fate of the Protean species is mostly in the hands of a private company. Synthetic bodies can be ethically manufactured and sold for profit as they are themselves inert, for positronic brains come separately. A Protean is a Protean in every nanite, and thus assembling one is assembling life itself, so selling one is Slavery. Equally, giving a living being debt for being born is also Slavery, so these new Proteans cannot be compelled to work off the cost of their own production. Nakamura, in turn, cannot be compelled to produce something on its machines at a loss. Proteans are left to crowdfund new members of their species, chipping in a few credits to pay for a new bulk batch off of Nakamura printers, diverting them from producing lesser Nakamura products for a few days. In theory, Nakamura could endure the horrible optics of dooming an entire species to a slow extinction by closing the specific nanite forges, reconfiguring them to strictly print their flagship products, an idle sword of Damocles which earns Nakamura special tax considerations for their Charitable Species Preservation efforts.&lt;br /&gt;
&lt;br /&gt;
That&#039;s not entirely true. Small hives of Proteans have built and/or purchased the necessary Nanite Forging pipeline, to build one of their own from raw materials. The largest, Geordila, can do so at a rate of 1 Protean per six days, with the seventh day dedicated to surplus nanites for in-body repairs. Across the dozen-odd forges, this roughly offsets the natural death rate, but not comfortably.&lt;br /&gt;
&lt;br /&gt;
== Bipedal Nature ==&lt;br /&gt;
&lt;br /&gt;
Given their modular nature, in their bipedal form, while they do have localized control of any particular nanite attached to their body, their configuration is strongest when operating within an organic range of motion. That is, don&#039;t expect a Protean swinging their arm in a perfect circle to be able to do so with any amount of speed or power, as they have to disassemble their joint and improvise as it operates out of spec. Don&#039;t expect additional arms to do anything coordinated more than gesturing weakly, etc. Proteans with multiple right arms are under constant stress as the two arms bicker about which is the real right arm and which is effectively decorative. Due to a firmware update in 2460, this is a Non-Issue whilst the Protean MRH is actively being worn, and users should no longer suffer undue injuries as the Protean subconsciously decides to shunt the user&#039;s arm into a different arm.&lt;br /&gt;
&lt;br /&gt;
== Organs ==&lt;br /&gt;
&lt;br /&gt;
Due to mechanical stress from every conceivable angle at unexpectable times, the Protean&#039;s nanites undergo significant wear and tear. Damaged nanites are repaired in the first of the Protean&#039;s organs, the &#039;&#039;&#039;Refactory&#039;&#039;&#039;. This small lathe melts chunks off of provided metals and kinetically solders them into damage on the nanite, restoring them fully. As a consequence, if a Protean runs out of stored metal, the damage in their body builds up until they are rendered inoperable. In short, Protean eats metal, Protean heals. Protean starves or loses Refactory, Protean powers off. The Refactory is unrepairable but easily purchased and inserted. As marked on the Refactory, &amp;quot;screwdriver the suit, insert refactory, wait five minutes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As a result on this dependency on regular repairs, limbs severed from a Protean tend to be unstable, allegedly wearing themselves into complete incoherence within thirty seconds. In their death throes, they self-cannibalize in an attempt to persevere longer. It&#039;s a little sad to watch, but Protean limbs are significantly less attached to their torso than an organic&#039;s would be, so it happens fairly often.&lt;br /&gt;
&lt;br /&gt;
As a distributed network of lesser minds, large coordinated movements are difficult. The &#039;&#039;&#039;Orchastrator&#039;&#039;&#039; is a servo-like organ which enables the Protean to move and make large gestures in real-time. Mechanically it serves little purpose, imposing little more than a kinematic frame of reference, but metaphorically, the Orchastrator is the voting chamber where all nanites request motion and receive orders. &lt;br /&gt;
&lt;br /&gt;
The Protean body is composed of MRH-style nanites and smaller nanites, with the MRH nanites serving as the main structure and mind, and the generic nanites working autonomously to keep the MRH nanites operational. Doctors incapable of viewing things without a biological metaphor should just pretend that a Protean has &amp;quot;Nanite Slurry&amp;quot; Iron as their blood, and keep them topped up on that and metal. &lt;br /&gt;
&lt;br /&gt;
The Imaging Nanites, Sensory Nanites, and Reagent Catalyst are self-explanatory as parallels to eyes, ears, and livers respectively.&lt;br /&gt;
&lt;br /&gt;
Nakamura makes a fair profit selling replacement packs of Refactories and Orchestrators. Some folk believe these are intentionally fragile and unrepairable, to ensure a steady supply of customers, but the Bureau of People have investigated and found that these organs are roughly as tolerant to fault as mid-range cybernetic organs of similar function, and genuinely complicated to repair, and thus cannot charge Nakamura with related fraud. Haters will still say the BoP is paid off or in on it, and that if they&#039;re so sturdy, why are they only sold as a 4 pack?&lt;br /&gt;
&lt;br /&gt;
=== Protean Core ===&lt;br /&gt;
&lt;br /&gt;
Due to the abstract nature of consciousness and Resonance, and the way thoughts are distributed across a Protean&#039;s body, a Protean may be eligible to contain Resonance in certain configurations, but break the specific mental pathways compatible with that resonant strand through degradation, restructuring, or even just posing the wrong way. To promote stability, an advanced Positronic Brain comes installed with Proteans, serving as the nexus for the Protean&#039;s Resonance. This ensures that the metaphysical self remains the same across various injuries, repairs, mental shifts. In operation, the Protean Core functions as an abstract lookup table, keeping a reference to which nanites hold which experiences. A Protean without one is technically still capable of thought and action, and the memories are still present in the body, but in practice is incapable of holding a coherent train of thought and is effectively brain dead.&lt;br /&gt;
&lt;br /&gt;
== Reproduction ==&lt;br /&gt;
&lt;br /&gt;
All Proteans encounterable, including ones freshly spawned in-round, are Adults. todo: link to the rules.&lt;br /&gt;
&lt;br /&gt;
All Protean nanites come with preprogrammed understandings; their &amp;quot;blank slate&amp;quot; is not a genuine blank slate, but a standard-issue set of commonalities. Their limb&#039;s nanites come knowing how to limb, the entire Protean knows how to speak Common, converse, fold into a MODsuit, eat hot chip and lie, as well as everything else a legal Adult would know, but non-critical opinions and experiences come from life experience. Protean &amp;quot;parenthood&amp;quot; is not strictly necessary, and works through a donation of nanites from the Protean parent(s), offering redundant memories and experiences during the formation process while the nanites are still figuring out how to Protean. This only works while the Protean is developing, as once it is its own person, any new nanites are reacted to as external thoughts. The parents&#039; memories are but a few thoughts in the formation process, and may not reflect strongly on the personality or skills of the new Protean. This is metaphorically aligned with standard organic parenthood, giving up a piece of the self to create something related but unique.&lt;br /&gt;
&lt;br /&gt;
There is no hard limit to the number of physiological parents, though conceptual contrasts lead to a more conflicted Protean who has a larger journey of self-discovery to sort themselves out, and pedantically they cannot have more parents than nanites in their body as a parent cannot donate half of a nanite, but at current population growth rates, this is a physical impossibility until at least 6775. &lt;br /&gt;
&lt;br /&gt;
== Off-Brand Nanites ==&lt;br /&gt;
&lt;br /&gt;
Proteans are capable of integrating off-brand nanites as a lesser replacement for lost mass. As they lack the Nakamura MRH firmware, these nanites must be carefully taught how to be a part of a Protean, and do not have any intrinsic thoughts by default. If they are specialized nanites, e.g. medical biopaste, they may have inclinations towards that original purpose, but in more of a sub-subconscious way. For the organic readers, this feels more analogous to scar tissue than a perfect replacement. Proteans who find themselves dominated by non-Protean nanites tend to be slower to react, less capable of responding to their environment, less able to formulate new ideas... &#039;&#039;elderly&#039;&#039;. They are thusly recommended to remain at least 75% Nakamura-style Protean Nanites, though have been noted as {{TooltipInline|functionally sapient|Not elaborating on specifics.}} all the way down to 5%.&lt;br /&gt;
&lt;br /&gt;
Nanite Swarm-based life does exist outside of the Nakamura MRH pipeline, though they tend to be amorphous, grey goo, willfully choosing a bipedal form rather than being optimized for it. The introduction of Nakamura MRH nanites to these off-brand Nanite People does provide them a crystallization point from which to configure themselves into a Protean form, building limbs around where the nanites are best configured, cementing generically in the gaps. Protean life is delineated by their MODsuit; those without one are just an amorphous form of Synth.&lt;br /&gt;
&lt;br /&gt;
{{LoreFooter}}&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Lore:Podperson&amp;diff=8574</id>
		<title>Lore:Podperson</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Lore:Podperson&amp;diff=8574"/>
		<updated>2026-04-09T18:34:08Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: /* Notable Events */ some seeds take longer to sprout, but it turns out words aren&amp;#039;t seeds and you actually need to come back and finish writing what you started for them to blossom.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- GreytideSkye cares. I&#039;ve seen herbivore. --&amp;gt;{{LorePageHeader&lt;br /&gt;
 |colour = 006308&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 007F0E&lt;br /&gt;
 |bhcolour = #007F0E&lt;br /&gt;
 |ebcolour = 005108&lt;br /&gt;
 |img =  Podperson.png&lt;br /&gt;
 |loretype = SPECIES&lt;br /&gt;
 |mainname = Pod Person&lt;br /&gt;
 |denonyms = Pod Person, Pod People&lt;br /&gt;
 |othernames = Plant Persons, Plantgirls, Podmen, Replica Pods, Plantfolk&lt;br /&gt;
 |relatedpages = [[Guide_to_hydroponics#Replica Pods|Guide to Hydroponics (Replica Pods)]]&lt;br /&gt;
 |relatedlore = [[Lore:Nova]], OnlyFronds&lt;br /&gt;
 |languages = {{Sylvan}}&lt;br /&gt;
 |contributors = {{Contributor/GreytideSkye}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Pod Persons =&lt;br /&gt;
&lt;br /&gt;
The fruit of the commercial product &amp;quot;Replica Pods,&amp;quot; Pod People are the synthesis of humanoid blood and postmodern cabbage. Fully sentient, with the [[Resonance]] and memories of the blood donor, these Plant People are well-suited to life in the &#039;&#039;lime&#039;&#039;light. While the modern Replica Pod itself comes from {{TooltipInline|modified cabbage|or are modern cabbage denatured Replica Pods?}}, the end result can superficially resemble a hybrid of almost any bipedal humanoid and any photosynthetic plant. Pod People heal physical injuries when exposed to light, and rapidly wilt in the dark, dying in minutes. Modern Pod People come either from existing persons resurrected via cheap seeds from seed vendors, or as descendants from Colonial Seed Vaults, the terrarium structure randomly found on most mining planets.&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
== Pre-FTL (2100AD - 2150AD) ==&lt;br /&gt;
Originally sold as a body replacement solution, &#039;&#039;&#039;Replica Pod&#039;&#039;&#039; people were one of humanity&#039;s first forays into post-mortality. The simplicity of combining a sample of blood into a conventionally-grown plant, alongside the potential to delay the harvest for numerous years, meant that even without FTL technology, interstellar colonization could be accessible to the masses.&lt;br /&gt;
&lt;br /&gt;
Humanity&#039;s Manifest Destiny reflex triggered a brief boom of mass colonization efforts: every corporation or backyard enthusiast who could afford the meager sum to craft a shelter capable of sustaining a plant would rent time on the neighborhood Mass Driver to catapult their personal homestead into the stars. Sloth and Capitalism go hand-in-hand, so the industry turned towards marketing homestead packages: Four Replica Pods of menial workers would be sent in your place inside a standard-issue Seed Vault, stocked with the &amp;lt;s&amp;gt;cheapest&amp;lt;/s&amp;gt; &#039;&#039;finest&#039;&#039; sampling of Earth plants. With the directive to &#039;&#039;&#039;&amp;quot;Spread Life,&amp;quot;&#039;&#039;&#039; these workers would do the hard work of terraforming &amp;quot;your&amp;quot; land into something glorious and habitable. In a century or two, when your family line finally arrives at &amp;quot;your&amp;quot; homestead, deed in hand, they will be settling in the lap of luxury.&lt;br /&gt;
&lt;br /&gt;
As with all human capitalistic ventures, quality is only guaranteed so long as it can be enforced, and quantity is king. Thousands of these Colonial Gardens were launched from Earth during the early 2100s, fired at any moving body astronomers could be bribed to say had gravity and the ability to sustain an atmosphere. As a result, many Seed Vaults actually landed in invalid locations, if they landed at all, and many planets had dozens of competing Seed Vaults land on their surface, Lavaland and Freya included.&lt;br /&gt;
&lt;br /&gt;
As with all commercial booms, as soon as a better product came to market, the original is cast to obscurity. Replica Pod seeds were seen as mostly inferior to later life-extending technologies, including [[Lore:Genemodders|Genemodding]], [[Lore:Synths|Artificial Engram collection]], and the disastrous [[Lore:Cloning|direct Human-grown Cloning]].&lt;br /&gt;
&lt;br /&gt;
== Post-FTL (2564AD) ==&lt;br /&gt;
&lt;br /&gt;
The story of each Colonial Seed Vault is unique, from the body it landed on, to their first contact with the Galactic Community. Some followed the script perfectly: landed on a small planet, turned it into a human paradise, the correct humans landed there and took control over the paradise. Some landed on inhabited worlds and immediately had to contend with locals. Some were tragedies, doomed to a slow death on a planet incompatible with life, and some were comedies, landing next to existing human settlements in Sol. Most stories you want to tell with a Seed Vault can be told.&lt;br /&gt;
&lt;br /&gt;
As FTL became accessible to the masses, &amp;quot;investors&amp;quot; in Colonial Seed Vaults grew increasingly distressed at the reality that their vaults would arrive centuries after some plebian in a small shuttle craft could arrive. Exploiting this concern, an aftermarket of &amp;quot;saving the family&#039;s investment&amp;quot; rose, in which couriers would intercept the Slower-Than-Light vaults launched and use their own FTL engines to accelerate the vaults to their destination, possibly even refurbishing the vault&#039;s machinery. As a result, many seed vaults you&#039;ll find have only recently arrived at their destination, and may have near-modern technology pre-installed. While these vaults tend to arrive well after an FTL ship hypothetically &#039;&#039;could&#039;&#039; have, because of the sheer quantity of the initial Colonial Vaults, many successfully arrive dozens to hundreds of years before an FTL ship &#039;&#039;bothers&#039;&#039; to arrive.&lt;br /&gt;
&lt;br /&gt;
Unscrupulous colonists have also been known to attempt to repurpose Colonial Seed Vaults as their own quick-start colony, but given that the vaults are pre-populated with a contingent of four workers &#039;&#039;and&#039;&#039; are individually owned, these takeovers are legally and morally piracy, and have a low success rate. Post-FTL colonists find much better success with an assortment of [[Lore:Akhter|Akhter Company Frontier Equipment]] and a week of hard work.&lt;br /&gt;
&lt;br /&gt;
As settled colonists, Podpeople as a whole don&#039;t really do much post-FTL. Colonial Vaults&#039; galactic presences are effectively waiting for others with FTL to find them. Rumors have it of floating fungal pods that have subsumed derelict FTL-capable ships and, through some miracle, fixed them. No galactic presence of Pod People has emerged in any significant capacity, and yet the proliferation of Pod People itself imposes upon the cosmic politicksphere.&lt;br /&gt;
&lt;br /&gt;
= Culture =&lt;br /&gt;
&lt;br /&gt;
Pod People come from one of three sources, typically: &lt;br /&gt;
# &#039;&#039;&#039;An existing person&#039;&#039;&#039;. Typically, a modern spacer dies and chooses to be reborn via a Replica Pod. They contain both the [[Resonance]] and memories of that person, and thus likely retain their existing cultural ties and familial relations. The death might not always be accidental, and the rebirth might not always be immediately afterwards. Cautious persons might keep an imprinted Replica Pod seed as a contingency in case other [[Lore:Death|undeath plans]] fall through.&lt;br /&gt;
# &#039;&#039;&#039;Random Chance&#039;&#039;&#039;. Rarely a growing Replica Pod just happens to catch a stray [[Resonance]] engram and enough stray DNA to be able harvest itself into a fully-sapient individual, with no biological or mental ties to any person who came before. &lt;br /&gt;
# A &#039;&#039;&#039;Colonial Seed Vault&#039;&#039;&#039;, or descendant thereof. Pod Persons are by default sterile, so the mechanism by which the original four Primal Pod Persons produce additional Pod Persons is left as an exercise for the colonists themselves to resolve. Examples include: the launching company provided a number of blood samples to inject into subsequent harvests of Pod Persons. Mass harvests of Replica Pod plants to &amp;quot;force&amp;quot; random chance. Using the provided Biogenerator to print Monkeys, then mix their blood in ways to capture stray [[Resonance|souls]]. Abnormal insterility, rendering pre-fertilized Replica Pod seeds that require no external blood or [[Resonance|soul]].&amp;lt;br&amp;gt;Strictly speaking, only the original four Primal Pod Persons have the compulsion to &amp;quot;Spread Life.&amp;quot; How strongly they impose this directive upon their progeny is up to them.&lt;br /&gt;
&lt;br /&gt;
As Pod People come from an impossibly diverse set of circumstances, their shared culture is based strictly off of innate impulses and shared sensations.&lt;br /&gt;
# &#039;&#039;&#039;The Calling&#039;&#039;&#039;: Plant People feel an innate compulsion to change their name to some sort of plant reference. Often as minor as tweaking their old Human name. Humans with an strong attachment to their human selves have been known to forego this, though it is seen as abhorrent and disrespectful to the renewed gift of life.&lt;br /&gt;
# &#039;&#039;&#039;The Tongue&#039;&#039;&#039;:{{anchor|Sylvan}} {{Sylvan}} is spoken natively by anyone made of Nature. The origins of the language are unknown, but as the tongue is instinctual, historians speculate as to a grand cosmic origin of all plant life.&lt;br /&gt;
# &#039;&#039;&#039;The Light&#039;&#039;&#039;: Stemming from the strict physiological need for light, plant people like light. Plantfolk who work indoors or in space are known to bring their own sources of light. Lanterns, flashlights, glowshrooms, [[Lore:Ethereals|Ethereal]] boyfriend...&lt;br /&gt;
&lt;br /&gt;
= General Reactions =&lt;br /&gt;
How others might react to the presence of a Pod Person.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#FF9D001e&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white; text-align:center;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#007F0E; width:38%;&#039;|Reasons to Like&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FF9D00; width:38%;&#039;|Reasons to Hate&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Been Podded before&lt;br /&gt;
|Hate human products&lt;br /&gt;
|-&lt;br /&gt;
|Family member got podded, turned out OK&lt;br /&gt;
|Family member got podded involuntarily&lt;br /&gt;
|-&lt;br /&gt;
|Shop at Whole Foods unironically&lt;br /&gt;
|Liked Lavalands the way they were&lt;br /&gt;
|-&lt;br /&gt;
|Transhumanist&lt;br /&gt;
|Hate all synthetic people&lt;br /&gt;
|-&lt;br /&gt;
|Appreciation for the &amp;quot;natural&amp;quot; form&lt;br /&gt;
|Goat.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Hate death-dodging &amp;quot;tricks&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Creating Your Pod Person =&lt;br /&gt;
The most common origins of a Pod Person, with character-developing questions to answer as you conceptualize your Pod Person character.&lt;br /&gt;
{|  style=&amp;quot;width: 95%; background-color:#F0D8FF&amp;quot; class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color:royalblue; color:white; text-align:left; width:85%; padding:8px&amp;quot; colspan=5|《 An Existing Person 》&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#E5ECFF&amp;quot; colspan=5| Breath. You hadn&#039;t expected to be taking another of those, not like this. Light. The cold halogen glare that&#039;d you&#039;d taken for granted for many years now warms your skin, filling you with energy and drive. The cold of the grave still haunts your psyche, but perhaps just a few more moments in the light will warm your soul. Before you can give yourself fully to the instinctual delights of photosynthesis, you&#039;re handed a clipboard, a receipt or proof of life. At the top, a name: &amp;quot;your&amp;quot; name. &#039;&#039;Do you recognize it? Does it feel right in your mouth? Perhaps just a little more floral flair...&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Stamped across the top of the paper, the logo of a corporation or entity, responsible for your growth. &#039;&#039;Is it a comforting sight?&#039;&#039; A date of revival. &#039;&#039;Has much time passed?&#039;&#039; You&#039;re handed a bag, full of clothes, tools, and an heirloom. &#039;&#039;Is it still yours?&#039;&#039; The clothes cover your skin, sealing most of your body in darkness. &#039;&#039;Do you wear your old ways proudly?&#039;&#039; Your skin, why is it still green? &#039;&#039;Do you seek to burn this body and dig your old flesh out of the ashes?&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Your hand signs a name at the bottom. You are pushed out the door. &lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color:darkviolet; color:white; text-align:left; padding:8px&amp;quot; colspan=5| Common Backgrounds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;An executive&#039;&#039;&#039;, cashing in on their post-mortality contingency. &#039;&#039;Was a Replica Pod your first choice?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;A worker&#039;&#039;&#039;, revived in the cheapest way available. &#039;&#039;What debts can compel a laborer from beyond the grave?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;An ancient human&#039;&#039;&#039;, revived unexpectedly. &#039;&#039;Why were you so valuable, that digging your body up and reviving you was worth the effort?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Intentionally reborn&#039;&#039;&#039;. Did you end your previous body to get here? &#039;&#039;What were you trying to escape from your old flesh?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;WARRIORS&#039;&#039;&#039;, COME OUT TO PLAY! You rub your eyes again, shaking the hallucinations of sudden revival out of your mind. At your feet, beneath the peeled-back leaves of your pod, is a body. Riddled with bullet holes and overgrown in the very vines that weaved you together. &#039;&#039;Why were you killed? Was your cause worth dying for?&#039;&#039; You trace the fingertips of the corpse you once were, following where they strain to reach. A gun, your muscle memory recognizing it before you do. &#039;&#039;Is your cause worth dying twice for?&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|  style=&amp;quot;width: 95%; background-color:#F0D8FF&amp;quot; class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color:royalblue; color:white; text-align:left; width:85%; padding:8px&amp;quot; colspan=5| 《 Random Chance 》&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#E5ECFF&amp;quot; colspan=5| Today, you are. Yesterday, you weren&#039;t. A dozen people around you have a dozen questions, each a burden on your psyche, forcing you to have to justify yourself before you even know your own name. From the questions, you gather that you&#039;re abnormal and shouldn&#039;t be. Yet, here you are. &#039;&#039;When they ask who you are, what do you say?&#039;&#039; They ask you how you understand them. &#039;&#039;Does it matter to you?&#039;&#039; They tell you you&#039;re an adult. &#039;&#039;&amp;lt;u&amp;gt;[[Server Rules#underage|You are an adult]]&amp;lt;/u&amp;gt;, in your heart of hearts, but do you feel like you&#039;re stepping fresh into the world, or is your soul already world-weary and cynical?&#039;&#039; They ask what you&#039;re good at. &#039;&#039;You understand some basic skills. Are they standard-issue, or part of who you are?&#039;&#039; They ask what you will do, who you will become. &#039;&#039;How will you move forward, with no past to rely on?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color:darkviolet; color:white; text-align:left; padding:8px&amp;quot; colspan=5|  Common Backgrounds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pure random resonance&#039;&#039;&#039;: Like a newborn has a clean soul, so do you. &#039;&#039;Do you believe in Original Sin? Does it even apply to you?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Resonance hijacked&#039;&#039;&#039;: The labcoats around you try to tell you who you are. &#039;&#039;Do you let them?&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Partial Matching&#039;&#039;&#039;: Allegedly, your resonance is enough of a match to a number of existing people to have blossomed from their DNA. &#039;&#039;Do you call them your parents? Do they embrace you as their child?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mad science&#039;&#039;&#039;: The labcoats act triumphant, as if you&#039;re their greatest accomplishment. &#039;&#039;Are you an achievement, or a person?&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|  style=&amp;quot;width: 95%; background-color:#F0D8FF&amp;quot; class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color:royalblue; color:white; text-align:left; width:85%; padding:8px&amp;quot; colspan=5|《 Colonial Seed Vault 》&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#E5ECFF&amp;quot; colspan=5| While space is wholly incompatible with life, even with the greatest of engineering to support life, you still find yourself unaccommodated. Shuttled between metal coffins in the blackness of space, every window full of tiny pinpricks of light, stars far too distant for you to flourish. &#039;&#039;Which one was yours? Is it still yours?&#039;&#039; All you can do here is survive. Space is dark and cold, nothing like where you came from. &#039;&#039;Why did you leave?&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
In addition to exploring the backgrounds below, consider the [[Lore:Guide to Colonial Seed Vaults]] for building out your Pod Person&#039;s Home Garden. (todo: better name for Home Garden)&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color:darkviolet; color:white; text-align:left; padding:8px&amp;quot; colspan=5|  Common Backgrounds&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Left willingly&#039;&#039;&#039;. As you climbed the ramp onto the transport shuttle, you look back at Pods you left behind. &#039;&#039;Do they shed tears of sorrow, or joy?&#039;&#039; You hoist your bags into the overhead compartment and take a seat. &#039;&#039;Will you be back? Will they take you back?&#039;&#039; The hum of the engines leaves you nervous. &#039;&#039;Who are these people, taking you off-world?&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Refugee&#039;&#039;&#039;. The smoldering ashes of your ancestral home still taint the atmosphere your people labored to build with aerosolized despair. &#039;&#039;What caused this tragedy?&#039;&#039; What little you carry on your back and the memories you hold, those are your peoples&#039; legacy. &#039;&#039;Is it worth holding onto?&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Separated&#039;&#039;&#039;. You stare out again at the vast expanse of stars, looking for home. &#039;&#039;Would you even recognize it on a map?&#039;&#039; Your memories of home are tainted by the tragedy of separation. &#039;&#039;Who did this to you, and are you free of them yet?&#039;&#039; The apple may not fall far from the tree, but no apple can roll uphill.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Integrated&#039;&#039;&#039;. The directive &amp;quot;spread life&amp;quot; is awfully easy when there&#039;s already life here. &#039;&#039;Were they welcoming to your kind? Were you to theirs?&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
{|  style=&amp;quot;width: 95%; background-color:#F0D8FF&amp;quot; class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color:royalblue; color:white; text-align:left; width:85%; padding:8px&amp;quot; colspan=5|《 title 》&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#E5ECFF&amp;quot; colspan=5| origin&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background-color:darkviolet; color:white; text-align:left; padding:8px&amp;quot; colspan=5|  Common Backgrounds&lt;br /&gt;
|-&lt;br /&gt;
| here&#039;s one origin&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Making One =&lt;br /&gt;
# come up with a plant pun name&lt;br /&gt;
# come up with a plant you want it to vaguely be based off of&lt;br /&gt;
# Open your character&#039;s Loadout, go to Misc, and pick Lantern or Flashlight. You can use the button to rename it if you want. Legally, this is optional.&lt;br /&gt;
# Are they from a Colonial Seed Vault? And they remember it? Congrats, either tie yourself to someone else&#039;s lore or make your own. Gonna make a separate document guiding you on writing your own. Or a collapsible?&lt;br /&gt;
&lt;br /&gt;
= Notable Members =&lt;br /&gt;
&lt;br /&gt;
* [[User:GreytideSkye|GreytideSkye]] ([[User talk:GreytideSkye|talk]]) 05:39, 19 February 2024 (UTC)&lt;br /&gt;
* The mythical &amp;quot;Mother Nature&amp;quot;&lt;br /&gt;
* Poison Ivy, Pamela Isley&lt;br /&gt;
* Swamp Thing&lt;br /&gt;
* Mushroom, Skate Legend.&lt;br /&gt;
&lt;br /&gt;
= Notable Events =&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Death Blossom&#039;&#039;&#039;. One of many attempts to repurpose the &amp;quot;obsolete&amp;quot; surplus of Replica Pod seeds, this time for a military. Death Blossom is a cool name for ultimately a simple concept: Replica Pods need blood. Your enemy has blood. Put seed in bullet, put bullet through enemy, grow a new soldier. Astute-minded readers may see the intrinsic flaw that all who seek to profit off of Pod People cannot: they are their own people. The person you&#039;re reviving? You just shot them. You just planted them next to their prior corpse, let them grow fat on their own blood and spite, and blossom next to the gun they were holding. If their cause was worth [[Lore:Death|dying]] for once, surely it&#039;s worth dying for [[Lore:Death|twice]]? While most Death Blossom bullets were scrapped, or offloaded for conflicts with incompatible foes, enough remain forgotten in lockers as a niche means of self-revival, though even &#039;&#039;that&#039;&#039; is outclassed by modern alternatives.&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Colonial Seed Vault initiatives&#039;&#039;&#039;. Akin to the Dot Com boom of the 2000s, millions of Colonial Seed Vaults were sent out with folks&#039; literal hopes and dreams with the promise of infinite prosperity. While historians call this era the {{TooltipInline|(hover for tentative names)|Bloomer Shooter era&amp;lt;br&amp;gt;Terra Forming&amp;lt;br&amp;gt;Plant Parenthood&amp;lt;br&amp;gt;Plantifest Destiny&amp;lt;br&amp;gt;Zeroth Migration}}, at the time there was no one predominant Seed Vault corporation to capture the zeitgeist and have the trend named after them. Both destinations and corporations took absurd, {{TooltipInline|generic names|Seed Fund, Future You, Herbasecondlife, Family Tree Planning, The Foli Age... to destinations like Earth Reborn, Gaia Deluxe, Gaia Reimagined, Lush 7.&amp;lt;br&amp;gt;With hundreds of companies and millions of seed vaults, expect a lot of procedural generation and overlap. On an OOC level, make whatever the fuck up you want, with the understanding that they&#039;re just names pitched to desperate people like a travel agent really trying to get kickbacks from a third-rate snorkel shack for chartering an entire boat for a day.}} to such an extent that even knowing the exact name and destination is rarely sufficient to trace {{TooltipInline|ancestry|Not that it would offer much legal grounds for inheritance, nor would the genetics be close enough to have any real similarity left. Fun fact: in humans, 8th cousins are genetically distinct enough that they&#039;re indistinguishable from more unrelated persons.}}.&lt;br /&gt;
&lt;br /&gt;
* [[Lore:Syndicate#Herbellion|&#039;&#039;&#039;The Herbellion&#039;&#039;&#039;]]: Syndicate puppetmasters looking for small folk with righteous goals find a literal bumper crop of Good Causes across the millions of Colonial Seed Vaults, each with their unique form of oppression or imposition from the greater galaxy seeking to &amp;quot;reclaim&amp;quot; what they are &amp;quot;owed.&amp;quot; As a public image stunt, and because (according to their literature), &amp;quot;a good 1/3rd of the Herbellion&#039;s earliest cases were supporting freshly grown Podpeople in fighting back against their technologically advanced capitalist oppressors.&amp;quot; In objective fact, the Herbellion holds no specific plantly roots nor holds pod people in any &#039;&#039;additional&#039;&#039; regard; the Herbellion causes significant chaos to SolFed by helping a lot of small people with their small fights, and Colonial Seed Vault troubles no longer make up a sizeable chunk of the little strifes in the galaxy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{LoreFooter}}&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Server_Rules&amp;diff=8573</id>
		<title>Server Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Server_Rules&amp;diff=8573"/>
		<updated>2026-04-09T17:48:41Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: /* Rule 3: Stay In-Character and Meet Character Standards */ No text change; an anchor got broken at some point.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
&lt;br /&gt;
= Nova Sector 13 Rules =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!These rules are the framework for everyone on the server.&lt;br /&gt;
&lt;br /&gt;
This server is for people who are 18 years of age or older. No exceptions.&lt;br /&gt;
&lt;br /&gt;
Our servers are based in the United States, and because of that we adhere to both US-Federal Law, and its moral guidelines.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Rule 0: Be Mature ===&lt;br /&gt;
*Don’t be a dick OOCly.  Being needlessly antagonistic to other community members, generally toxic, or any other variation you could imagine won&#039;t be tolerated.&lt;br /&gt;
*English literacy is a must. While we do not expect grammatical perfection; you should be able to speak comprehensibly out of character. Small phrases or singular words in other languages are fine to use IC as long as they are still using the english alphabet, however, the staff team should not be having to find a translator to see what you are saying.&lt;br /&gt;
*Don’t “ride the line” with regards to the rules. Follow through on the spirit of rules, and not just their exact wording.&lt;br /&gt;
*If an admin has told you not to do something; do not do it. &lt;br /&gt;
**Don&#039;t attempt to argue in wordgames with the staff, it&#039;s their job to enforce the rules, not argue for them. If you believe they are in the wrong, make a staff report on Discord.&lt;br /&gt;
*Do not target players in bad faith.&lt;br /&gt;
*&#039;&#039;&#039;Do not ban-bait people. This includes misrepresenting a situation.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Rule 1: Do Not Grief ===&lt;br /&gt;
Griefing is the act of deliberately annoying or angering another player maliciously. This includes EORG (End of Round Griefing)&lt;br /&gt;
&lt;br /&gt;
* Do not spam. This includes in-character conversation, the global out-of-character channel, or any other text channel used in-game.&lt;br /&gt;
* You should adhere to the self antagonist guidelines listed here (Note to self; remove this and add the hyperlink to the self antag rules on the main page when it goes live.). If you want to do something that can be&lt;br /&gt;
* Do not exploit bugs or errors in the code to your benefit in-game.&lt;br /&gt;
** Report issues to the wider community in the main-dev chat channel, and on the github.&lt;br /&gt;
&lt;br /&gt;
* Do not harass a player ICly if it is unwelcome by said party.&lt;br /&gt;
* Don&#039;t touch SSD/AFK players unless you are moving them to safety/cryo.&lt;br /&gt;
* The interlink and dorms rooms isn&#039;t the place for conflict or instigating stuff; you shouldn&#039;t be starting or trying to drag trouble there.&lt;br /&gt;
* &#039;&#039;&#039;No force-borging or transforming another person&#039;s character without getting LOOC consent first!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Rule 2: Listen to the staff team ===&lt;br /&gt;
The staff is responsible for upholding the enforcement of rules on the server. As such, they have a final say on related matters. &lt;br /&gt;
&lt;br /&gt;
Take feedback about staff to a staff-report, or staff-feedback. &lt;br /&gt;
&lt;br /&gt;
* Be polite, honest, and to the point when sending an admin PM.&lt;br /&gt;
** Time, place, the act itself, who did it, who might have seen it are all things that help staff in the moment with figuring out the situation overall.&lt;br /&gt;
*** Do not instigate someone you are admin-helping about.&lt;br /&gt;
*** An admin&#039;s word is final. If they say not to do it, do not do it.&lt;br /&gt;
&lt;br /&gt;
* If you believe an admin is in the wrong with a ruling, calmly take the incident to an [https://discord.com/channels/1171566433923239977/1173325576027787374 &#039;&#039;&#039;Staff-Report&#039;&#039;&#039;].&lt;br /&gt;
* Lying to the staff is a punishable offense, &lt;br /&gt;
&lt;br /&gt;
*If an admin tells you that something is IC, valid, and so forth, that is the final answer. Admins are not obligated to give you more information than they think is necessary during an ongoing round.&lt;br /&gt;
&lt;br /&gt;
*If the situation you are admin-helping about is immediately happening to you, continue with the situation where possible, and ahelp immediately. &#039;&#039;&#039;This does not apply to a prefbreak scenario&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Rule 3: Stay In-Character and Meet Character Standards ===&lt;br /&gt;
&amp;lt;big&amp;gt;Your character must fit into the lore and setting, this includes their current situation.&amp;lt;/big&amp;gt;&lt;br /&gt;
*Speak in a believable manner.&lt;br /&gt;
*Knowledge must be consistent with the character; that means they shouldn&#039;t suddenly know how to do complex surgeries when convenient, when they previously couldn&#039;t.&lt;br /&gt;
*Do not act silly in a way that disrupts others RP or detracts from the overall immersion, this includes stuff like: netspeak, saying or creating popular memes on the floor, etc.&lt;br /&gt;
*Follow the character standards: [[General Player Policy and Standards]].&lt;br /&gt;
*Do not impersonate other player&#039;s characters with the exception of things such as changeling shapeshifting.&lt;br /&gt;
**&#039;&#039;&#039;If you are playing someone else&#039;s character( I.E, changeling, genetics, etc.), you are not allowed to ERP as that character without OOC permission.&#039;&#039;&#039;&lt;br /&gt;
*Do not copy and paste real-world people and pre-existing fictional characters.&lt;br /&gt;
**You can play as fictional races, but not specific people. E.g. you can play as a Sangheili, but you can&#039;t play as the Arbiter.&lt;br /&gt;
*Do not commit suicide for little reason.&lt;br /&gt;
**For Ex: Do not kill yourself to escape in-character punishments, do not commit suicide to spite someone for something mildly rude they said, etc.&lt;br /&gt;
*Respawning as the same character should only be done if absolutely necessary, or you left the round for whatever reason and would like to rejoin as the same role or as an assistant.&lt;br /&gt;
**Under no circumstances should you respawn for a mechanical advantage. If you spawn in at the beginning of the round/shift and have not interacted with anyone, you may cryo and respawn as another role/job.&lt;br /&gt;
*&#039;&#039;&#039;Underaged characters are strictly prohibited.&#039;&#039;&#039; {{anchor|underage}}&lt;br /&gt;
**Characters under no circumstance should be under 18. &#039;&#039;&#039;Do not attempt to work around this restriction by implication or presentation of your character.&#039;&#039;&#039;&lt;br /&gt;
***Short species like goblins, kobolds, and so forth are allowed as long as they are an adult.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
=== Rule 4: Meet Minimum Roleplaying Standards - No LRP, Be Immersive ===&lt;br /&gt;
*Nova Sector Main should be treated as a &amp;lt;u&amp;gt;&#039;&#039;roleplay oriented server.&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
**This means, you should aim to be focused on the best possible roleplay you can, even at your lowest point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-roleplay behavior is not tolerated.&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;u&amp;gt;This means, despite your wants as a player, you shouldn&#039;t be acting in a manner which causes other&#039;s roleplay to be negatively impacted, for your own amusement. This includes cryoing out to avoid consequences.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Your character must be part of the immersion of the server and ideally add to it, not detract.&lt;br /&gt;
*The more power your character has IC, the higher our expectation is for the quality of your roleplay. This goes especially true for Antagonist, Command, and Security roles.&lt;br /&gt;
*Like in the case of practical memes or jokes, &#039;&#039;&#039;do not overuse sexually implicit structures, be it strip-poles, or milking machines.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Rule 5: Act in Moderation ===&lt;br /&gt;
*Act in moderation, i.e. ensure that you do not do anything excessively. As a rule of thumb, if you think you&#039;re borderline, you are being excessiv&amp;lt;big&amp;gt;e.&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Use proper and convincing escalation. Build up to your actions, don&#039;t jump right out the gate shooting!&lt;br /&gt;
&lt;br /&gt;
* You need to be extra careful, especially in the case of a non-antag criminal element or gang, as you need to know when to stop or when to ease things off.&lt;br /&gt;
* LOOC communication is your best friend when it comes to being sure you&#039;re not pushing things to far.&lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; You should moderate how your character behaves and make sure it does not detract from the experience nor is a nuisance towards others.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Here are the three rules you should use to gauge if you&#039;re being excessive:&lt;br /&gt;
|-&lt;br /&gt;
|Are you affecting the round in any significant way?&lt;br /&gt;
|-&lt;br /&gt;
|Are you seriously annoying a person or group of people?&lt;br /&gt;
|-&lt;br /&gt;
|Are you doing this crime consistently enough that it becomes repetitive and annoying?&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Rule 6: Play the job you have ===&lt;br /&gt;
*Do your primary job first. Keep to your department, and do not perform other peoples&#039; jobs unless needed to, for the overall story&lt;br /&gt;
*Don’t do the job of occupied departments (this includes acting/normal Captains).&lt;br /&gt;
&#039;&#039;&#039;For Reference:&#039;&#039;&#039; This means you should be trying your best to fulfill the role of your job atleast to a bare minimum, like setting up the SM as engineering; this doesn&#039;t mean you&#039;re required to know how on your first round, but you should try to seek help on how to do it right. &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Rule 7: Do not metagame or metagrudge ===&lt;br /&gt;
* Metagaming is using information gotten out-of-character for in-character purposes. Including (but not limited to) direct message conversations, voice calls, streams, the global out-of-character, and other forms of out-of-game communication.&lt;br /&gt;
&lt;br /&gt;
*Meta-grudging is the act of targeting a player while IC for OOC reasons. &lt;br /&gt;
**Attacking another player for something that happened in a previous round without mutual consent is considered meta-grudging. Rounds are canon, but escalation isn&#039;t, you have to build up too it.&lt;br /&gt;
&lt;br /&gt;
*Regarding the continuity with antagonists, these rounds will count as canon, with the antag being anonymized, while the victim can pick if they themselves are, unless it violates meta-protections. &lt;br /&gt;
**You may remember what happened to you, but not who in particular did it. Do not attempt to make an in-character issue out of previous shifts’ antagonism, &#039;&#039;&#039;unless&#039;&#039;&#039; you have the OOC consent of the involved party.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Rule 8: Do not powergame ===&lt;br /&gt;
&amp;lt;u&amp;gt;Powergaming is when you step outside your character&#039;s normal abilities just to guarantee you come out on top in every situation.&amp;lt;/u&amp;gt; It’s especially a problem when it messes with the roleplaying environment for everyone else. The more you lean into powergaming, the more you should focus on keeping the roleplay at the forefront before and after any fights. At some point, though, it will become staff discretion based on the overall impact.&lt;br /&gt;
&lt;br /&gt;
As a general rule, there’s a safe zone for what you can carry:&lt;br /&gt;
&lt;br /&gt;
* Tools.&lt;br /&gt;
* Emergency medical stuff.&lt;br /&gt;
* A small number of weapons (like 1-3).&lt;br /&gt;
* Maybe some armor.&lt;br /&gt;
&lt;br /&gt;
Separately from the above there are additional items that can push you into higher tiers of power just on their presence alone, for ex: TTV&#039;s, Teleporters, anything-that-makes-you-mostly-transparent, and martial arts just to name a few, try to use these sparingly!&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Rule 9: Do not valid-hunt ===&lt;br /&gt;
&amp;lt;u&amp;gt;Valid-hunting is defined as; going out of your way to target a player, based on or else-wise dependent on perceived antag status alone.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Justifiable reasons &#039;&#039;&#039;exclude&#039;&#039;&#039; you from this, such as:&lt;br /&gt;
&lt;br /&gt;
* Valid IC escalation,&lt;br /&gt;
* A valid IC reason to go after them, (self-defense, being a threat to the station at large, otherwise escalated issues (breaking into ones department, etc)&lt;br /&gt;
* Risk of life to someone involved, which can be easily prevented.&lt;br /&gt;
* However, if you go out of your way to place yourself into situations for the sake of jumping in when they escalate; it could equally be considered powergaming, intent matters!&lt;br /&gt;
If an Antagonist is not currently a [[Antagonist Policy|&amp;lt;u&amp;gt;station threat&amp;lt;/u&amp;gt;]], or [[Antagonist Policy#PMS / Station Threat / Metaprotection:|PMS]], do not go out of your way to chase them down without valid IC reason. &lt;br /&gt;
&lt;br /&gt;
* The Chaplain is exempt in manners of dealing with the occult.&lt;br /&gt;
&lt;br /&gt;
Attempting to root out Antagonists without any confirmation of a related threat is valid-hunting.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Rule 10: No Self-Antagging ===&lt;br /&gt;
&amp;lt;big&amp;gt;Self-antagging is the act of acting like an general antagonist, when you are not. If you are going to do something that may fall into antagonism, make an OPFOR or Ahelp if you&#039;re not sure.&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are not an antag, do not do the following:&lt;br /&gt;
*Roleplay as a terrorist, mass bombing, or otherwise destroying large parts of a department or the station.&lt;br /&gt;
*Murder someone without a justifiable IC reason.&lt;br /&gt;
*Pretend to be an established antagonist (Throwing on a black and red spacesuit and sabotaging solars).&lt;br /&gt;
*Sabotage important station facilities (flooding Security with plasma, blowing up Engineering, unleashing viruses from Virology) or otherwise making the round unplayable for the crew.&lt;br /&gt;
&lt;br /&gt;
=== 10.5 Non-Antagonist Criminal Addendum ===&lt;br /&gt;
&#039;&#039;&#039;For non-antagonist criminals, please read the below:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Crime is allowed, however, self-antagging is not. &lt;br /&gt;
**To be a non-antag criminal ICly, you must be able to read the round and station, and you must be focused on roleplay and creating fun for others. It is not an excuse to be LRP.&lt;br /&gt;
*If you are ever considering doing something particularly drastic in terms of escalation request permission via Admin-Help or OPFOR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In conclusion, to be a non-antag criminal,&#039;&#039;&#039;&lt;br /&gt;
*You must be low maintenance for security. You shouldn&#039;t be a constant hindrance just for the sake of starting a fight with them.&lt;br /&gt;
*You should try to dial it back if the round heats up; or elsewise, keep the impact minimal.&lt;br /&gt;
*Light sabotage is fine, but it should not affect a large portion of the players in the round. &lt;br /&gt;
*You should try to create RP around your crimes for the individuals involved.&lt;br /&gt;
*You actions must be within 5xx crimes in [[Corporate Regulations#Quick Code Reference|corp regs]] with a special exception for allowing murder. Grand theft and Grand Sabotage require an OPFOR.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Rule 11: &#039;Misc RP&#039; / ERP ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Respect people&#039;s prefs.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* OOC prefs are absolutes, if it says ask, you should ask, if it says no, it means &#039;&#039;&#039;&amp;lt;u&amp;gt;No.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* Try to limit other&#039;s unintended exposure to sexual acts/objects in relation to their prefs.&lt;br /&gt;
* This includes in-game communications over the radio and etcetera.&lt;br /&gt;
* &#039;&#039;&#039;Non-consensual ERP or similar types of things must be kept to consenting parties only and should not become a public issue for the station.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Don’t be a dick&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* Do not go out of your way to target players over ERP, or perceived ERP, this includes IC and OOC means of communication.&lt;br /&gt;
* Keep extreme kink activities out of public view, and do not force other players into them (non-con, hyper, bloodplay, gore, etc.)&lt;br /&gt;
* &#039;&#039;&#039;Do not ERP as someone else’s character without their consent. This includes any intimate interactions such as kissing/groping.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Don’t make drama out of ERP&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* Do not ERP Bait, or use ERP to bait a player into a situation with the intention to trick them.&lt;br /&gt;
* Don&#039;t draw attention to ERP over the radio, this also goes for department radio channels and command channels, or calling security.&lt;br /&gt;
* Do not levy accusations of sexual assault or non-con against other players over public channels of any kind (this includes PDA messages as they are viewable by all ghosts).&lt;br /&gt;
* If command staff is urgently needed, ask them to do their job. Do not do this in bad faith. Do not interrupt if they do not comply, instead make an admin-help.&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;You must have OOC consent from the erping parties to interrupt ERP in a private area.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* If you stumble upon it, ask for LOOC consent before interrupting.&lt;br /&gt;
* While people can publicly ERP, a player has the right to ask them to stop or go somewhere else in LOOC, if there is issues, ahelp.&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&#039;&#039;If you are reading this and applying to the server, please type&#039;&#039; &amp;lt;u&amp;gt;BANANA EGG&amp;lt;/u&amp;gt;&#039;&#039;, in the chat after you create your ticket to confirm you&#039;ve read this document.&#039;&#039;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Rule 12: Situational Rulings ===&lt;br /&gt;
&amp;lt;big&amp;gt;These are rulings made to address a specific circumstance, or act, that don&#039;t necessarily fit within the rest of the rules, but equally go against the goals of the server.&amp;lt;/big&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Ruling&lt;br /&gt;
!Description&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rolling Antagonist as a &#039;Unintended roles&#039;&#039;&#039;&#039;&lt;br /&gt;
|Departmental Guards/Security/Command/Prisoner/GhostRoles are expected to notify staff if they have rolled traitor, changeling or heretic as it is not intended for them to do so. They may choose to either respawn as another job or to pass on the antag status.&lt;br /&gt;
|Occasional bug/code hiccups that allows them to roll antags type that they are not intended to.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Item requests&#039;&#039;&#039;&lt;br /&gt;
|Item requests unless it was an item that failed to spawn as you joined should be done through prayers and not AHELPs.&lt;br /&gt;
|Due to a constant flood of tickets related to it, players should only ask for items to be spawned if they are an essential part of their kit and did not receive them due to a bug. Any other requests should be done via a pray. OPFOR requests for gear not on the list should be done in the chat.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ghost  Cafe  Conduct:&#039;&#039;&#039;&lt;br /&gt;
|The ghost cafe is not an arena and should not be used in selfish manners. &lt;br /&gt;
You shouldn&#039;t be griefing it, as it&#039;s meant to be a place for private-or-quiet RP.&lt;br /&gt;
|Repeated poor conduct in the cafe&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blackout Policy:&#039;&#039;&#039;&lt;br /&gt;
|{{anchor|Blackout}}Upon death you do not remember anything that has lead up to it, the person who killed you or where it happened.&lt;br /&gt;
&lt;br /&gt;
You still remember what happened throughout the rest of the round but anything close to your death is faint at best and unreliable.&lt;br /&gt;
&lt;br /&gt;
Blackout applies to cyborgs as well, you will not remember the above mentioned if you are killed or your chassis destroyed. To note, being deconstructed while functional does not trigger the blackout and you will still keep the memories.&lt;br /&gt;
|Copypasta of the in-game text&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ruling on Prisoners&#039;&#039;&#039;&lt;br /&gt;
|Prisoners(the job, roundstart or latejoin) must OPFOR to be a significant nuisance or escape. &lt;br /&gt;
|Too many Prisoners escaping or causing chaos without an OPFOR.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Protection for Suicide, Mental Health, and Trauma RP&#039;&#039;&#039;&lt;br /&gt;
|Players have no obligation to participate in Suicide, Mental Health, or Self-Harm roleplay regardless of role.&lt;br /&gt;
|Not all players are comfortable engaging with these topics on a OOC level. &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
===Department Policies===&lt;br /&gt;
Below you can find specific department policies. These policies apply to anyone in said department, or if they are acting as a member of the department. Any additional standards laid out by a head of staff/command is primarily an IC issue unless otherwise breaking server rules.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Department&lt;br /&gt;
!Policy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Central Command Crew&#039;&#039;&#039;&lt;br /&gt;
|These rules apply to the Central Command members stationed with the crew (Blueshield and NTC). &lt;br /&gt;
&lt;br /&gt;
# Central Command Members should be in very good standing with NT.&lt;br /&gt;
# While the NTC is in charge of crew resources. They do not have absolute authority over the station.&lt;br /&gt;
# The NTC has ultimate say if corporate regulations are properly being enforced.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Command&#039;&#039;&#039;&lt;br /&gt;
|The Captain can lay out additional IC standards for command, within reason. &lt;br /&gt;
# Command should be in good or better standing with NT. They do not need to be perfect, but they should be someone reasonably qualified and hirable. Quartermasters should be in good standing with the FTU.&lt;br /&gt;
# You should be competent with your department and aware of its relevant policies.&lt;br /&gt;
# Command equipment and clothing is to only be given as necessitated e.g. a dire emergency.&lt;br /&gt;
# Access should not be given out for frivolous reasons.&lt;br /&gt;
# Do not change your job title outside of the titles provided in the job menu.&lt;br /&gt;
# Command cannot place players into Nova Star exclusive roles in any way, shape, or form.&lt;br /&gt;
# Command characters should have filled out general, medical, and security records. See [[Records Template|here]] for examples.&lt;br /&gt;
# For information regarding the &amp;quot;Acting Captain&amp;quot; position, check the [[Captain|Captain job page]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Security&#039;&#039;&#039;&lt;br /&gt;
|The Head of Security can lay out additional IC standards for security, within reason.&lt;br /&gt;
# You are expected to function as a counter to criminals, antagonists, and all kinds of ne&#039;er do wells. &lt;br /&gt;
# You are expected to follow Corporate Regulations when feasible, though alternative punishments can be applied within reason.&lt;br /&gt;
# &#039;&#039;&#039;Hardcore torture, MMI, or borging require explicit OOC consent.&#039;&#039;&#039;&lt;br /&gt;
# The head of your department is the “Head of Security”. If the captain demotes them, you are to remember that you work for the department, not the Head of Security.&lt;br /&gt;
# You can roleplay as a corrupt security member, however, do not use it to shut down roleplay or create a toxic environment.&lt;br /&gt;
# You are not to ignore antagonistic behavior that is a threat to the station.&lt;br /&gt;
# Understand &#039;&#039;&#039;[[Antagonist Policy#PMS|Permanent Mechanical State]] and the [[Nova Roleplay Expectations#1. Combat Indicator|Combat Indicator]].&#039;&#039;&#039;&lt;br /&gt;
# You should not leave the station unless the threat is out in space or lavaland.&lt;br /&gt;
# &#039;&#039;&#039;Regarding Contraband&#039;&#039;&#039;: Barring picking it up mid-fight, security shouldn&#039;t be using contraband, unless the alert level is &#039;&#039;&#039;DELTA.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
|The CMO can lay out additional IC standards for medical, within reason.&lt;br /&gt;
&lt;br /&gt;
# Revival should only take place outside of medical under emergency conditions where transport to medical or a medical site is infeasible. Revivals should take place in sites designated by the CMO or Station Blueprints.&lt;br /&gt;
# Except with admin permission, only beneficial viruses may be produced and intentionally released. Viruses should be clearly-labeled (ex. with symptoms, cures, and slime-safeness). Airborne/touch-spread viruses may only be released with the Chief Medical Officer, Captain, or Acting Captain approval. The virus must not cause harm to specific races or groups if self-spreading.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
|The CE can lay out additional IC standards for Engineering, within reason.&lt;br /&gt;
&lt;br /&gt;
# Experimentation is welcome, but you are responsible for if it goes wrong.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cargo&#039;&#039;&#039;&lt;br /&gt;
|The Quartermaster can lay out additional IC standards for cargo, within reason.&lt;br /&gt;
&lt;br /&gt;
# Orders, legal or illegal are an IC issue, unless breaking another rule. (see: cargo setting up their own SM.)&lt;br /&gt;
# The Cargo/Supply department are not formal employees of NT, they are temporary-contractors from the FTU, filling in for the Cargo Department.&lt;br /&gt;
# As cargo, you shouldn&#039;t be refusing orders without a justifying IC reason.&lt;br /&gt;
# Cargo is still under Corporate Regulations while on NT Property.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Server_Rules&amp;diff=8570</id>
		<title>Server Rules</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Server_Rules&amp;diff=8570"/>
		<updated>2026-04-05T04:45:06Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: /* Department Policies */ ACO for a brief time had no rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rules navbar}}&lt;br /&gt;
&lt;br /&gt;
= Nova Sector 13 Rules =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!These rules are the framework for everyone on the server.&lt;br /&gt;
&lt;br /&gt;
This server is for people who are 18 years of age or older. No exceptions.&lt;br /&gt;
&lt;br /&gt;
Our servers are based in the United States, and because of that we adhere to both US-Federal Law, and its moral guidelines.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Rule 0: Be Mature ===&lt;br /&gt;
*Don’t be a dick OOCly.  Being needlessly antagonistic to other community members, generally toxic, or any other variation you could imagine won&#039;t be tolerated.&lt;br /&gt;
*English literacy is a must. While we do not expect grammatical perfection; you should be able to speak comprehensibly out of character. Small phrases or singular words in other languages are fine to use IC as long as they are still using the english alphabet, however, the staff team should not be having to find a translator to see what you are saying.&lt;br /&gt;
*Don’t “ride the line” with regards to the rules. Follow through on the spirit of rules, and not just their exact wording.&lt;br /&gt;
*If an admin has told you not to do something; do not do it. &lt;br /&gt;
**Don&#039;t attempt to argue in wordgames with the staff, it&#039;s their job to enforce the rules, not argue for them. If you believe they are in the wrong, make a staff report on Discord.&lt;br /&gt;
*Do not target players in bad faith.&lt;br /&gt;
*&#039;&#039;&#039;Do not ban-bait people. This includes misrepresenting a situation.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Rule 1: Do Not Grief ===&lt;br /&gt;
Griefing is the act of deliberately annoying or angering another player maliciously. This includes EORG (End of Round Griefing)&lt;br /&gt;
&lt;br /&gt;
* Do not spam. This includes in-character conversation, the global out-of-character channel, or any other text channel used in-game.&lt;br /&gt;
* You should adhere to the self antagonist guidelines listed here (Note to self; remove this and add the hyperlink to the self antag rules on the main page when it goes live.). If you want to do something that can be&lt;br /&gt;
* Do not exploit bugs or errors in the code to your benefit in-game.&lt;br /&gt;
** Report issues to the wider community in the main-dev chat channel, and on the github.&lt;br /&gt;
&lt;br /&gt;
* Do not harass a player ICly if it is unwelcome by said party.&lt;br /&gt;
* Don&#039;t touch SSD/AFK players unless you are moving them to safety/cryo.&lt;br /&gt;
* The interlink and dorms rooms isn&#039;t the place for conflict or instigating stuff; you shouldn&#039;t be starting or trying to drag trouble there.&lt;br /&gt;
* &#039;&#039;&#039;No force-borging or transforming another person&#039;s character without getting LOOC consent first!&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Rule 2: Listen to the staff team ===&lt;br /&gt;
The staff is responsible for upholding the enforcement of rules on the server. As such, they have a final say on related matters. &lt;br /&gt;
&lt;br /&gt;
Take feedback about staff to a staff-report, or staff-feedback. &lt;br /&gt;
&lt;br /&gt;
* Be polite, honest, and to the point when sending an admin PM.&lt;br /&gt;
** Time, place, the act itself, who did it, who might have seen it are all things that help staff in the moment with figuring out the situation overall.&lt;br /&gt;
*** Do not instigate someone you are admin-helping about.&lt;br /&gt;
*** An admin&#039;s word is final. If they say not to do it, do not do it.&lt;br /&gt;
&lt;br /&gt;
* If you believe an admin is in the wrong with a ruling, calmly take the incident to an [https://discord.com/channels/1171566433923239977/1173325576027787374 &#039;&#039;&#039;Staff-Report&#039;&#039;&#039;].&lt;br /&gt;
* Lying to the staff is a punishable offense, &lt;br /&gt;
&lt;br /&gt;
*If an admin tells you that something is IC, valid, and so forth, that is the final answer. Admins are not obligated to give you more information than they think is necessary during an ongoing round.&lt;br /&gt;
&lt;br /&gt;
*If the situation you are admin-helping about is immediately happening to you, continue with the situation where possible, and ahelp immediately. &#039;&#039;&#039;This does not apply to a prefbreak scenario&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Rule 3: Stay In-Character and Meet Character Standards ===&lt;br /&gt;
&amp;lt;big&amp;gt;Your character must fit into the lore and setting, this includes their current situation.&amp;lt;/big&amp;gt;&lt;br /&gt;
*Speak in a believable manner.&lt;br /&gt;
*Knowledge must be consistent with the character; that means they shouldn&#039;t suddenly know how to do complex surgeries when convenient, when they previously couldn&#039;t.&lt;br /&gt;
*Do not act silly in a way that disrupts others RP or detracts from the overall immersion, this includes stuff like: netspeak, saying or creating popular memes on the floor, etc.&lt;br /&gt;
*Follow the character standards: [[General Player Policy and Standards]].&lt;br /&gt;
*Do not impersonate other player&#039;s characters with the exception of things such as changeling shapeshifting.&lt;br /&gt;
**&#039;&#039;&#039;If you are playing someone else&#039;s character( I.E, changeling, genetics, etc.), you are not allowed to ERP as that character without OOC permission.&#039;&#039;&#039;&lt;br /&gt;
*Do not copy and paste real-world people and pre-existing fictional characters.&lt;br /&gt;
**You can play as fictional races, but not specific people. E.g. you can play as a Sangheili, but you can&#039;t play as the Arbiter.&lt;br /&gt;
*Do not commit suicide for little reason.&lt;br /&gt;
**For Ex: Do not kill yourself to escape in-character punishments, do not commit suicide to spite someone for something mildly rude they said, etc.&lt;br /&gt;
*Respawning as the same character should only be done if absolutely necessary, or you left the round for whatever reason and would like to rejoin as the same role or as an assistant.&lt;br /&gt;
**Under no circumstances should you respawn for a mechanical advantage. If you spawn in at the beginning of the round/shift and have not interacted with anyone, you may cryo and respawn as another role/job.&lt;br /&gt;
*&#039;&#039;&#039;Underaged characters are strictly prohibited.&#039;&#039;&#039; &lt;br /&gt;
**Characters under no circumstance should be under 18. &#039;&#039;&#039;Do not attempt to work around this restriction by implication or presentation of your character.&#039;&#039;&#039;&lt;br /&gt;
***Short species like goblins, kobolds, and so forth are allowed as long as they are an adult.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Rule 4: Meet Minimum Roleplaying Standards - No LRP, Be Immersive ===&lt;br /&gt;
*Nova Sector Main should be treated as a &amp;lt;u&amp;gt;&#039;&#039;roleplay oriented server.&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
**This means, you should aim to be focused on the best possible roleplay you can, even at your lowest point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-roleplay behavior is not tolerated.&#039;&#039;&#039;&lt;br /&gt;
**&amp;lt;u&amp;gt;This means, despite your wants as a player, you shouldn&#039;t be acting in a manner which causes other&#039;s roleplay to be negatively impacted, for your own amusement. This includes cryoing out to avoid consequences.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Your character must be part of the immersion of the server and ideally add to it, not detract.&lt;br /&gt;
*The more power your character has IC, the higher our expectation is for the quality of your roleplay. This goes especially true for Antagonist, Command, and Security roles.&lt;br /&gt;
*Like in the case of practical memes or jokes, &#039;&#039;&#039;do not overuse sexually implicit structures, be it strip-poles, or milking machines.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Rule 5: Act in Moderation ===&lt;br /&gt;
*Act in moderation, i.e. ensure that you do not do anything excessively. As a rule of thumb, if you think you&#039;re borderline, you are being excessiv&amp;lt;big&amp;gt;e.&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Use proper and convincing escalation. Build up to your actions, don&#039;t jump right out the gate shooting!&lt;br /&gt;
&lt;br /&gt;
* You need to be extra careful, especially in the case of a non-antag criminal element or gang, as you need to know when to stop or when to ease things off.&lt;br /&gt;
* LOOC communication is your best friend when it comes to being sure you&#039;re not pushing things to far.&lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; You should moderate how your character behaves and make sure it does not detract from the experience nor is a nuisance towards others.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Here are the three rules you should use to gauge if you&#039;re being excessive:&lt;br /&gt;
|-&lt;br /&gt;
|Are you affecting the round in any significant way?&lt;br /&gt;
|-&lt;br /&gt;
|Are you seriously annoying a person or group of people?&lt;br /&gt;
|-&lt;br /&gt;
|Are you doing this crime consistently enough that it becomes repetitive and annoying?&lt;br /&gt;
|}&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Rule 6: Play the job you have ===&lt;br /&gt;
*Do your primary job first. Keep to your department, and do not perform other peoples&#039; jobs unless needed to, for the overall story&lt;br /&gt;
*Don’t do the job of occupied departments (this includes acting/normal Captains).&lt;br /&gt;
&#039;&#039;&#039;For Reference:&#039;&#039;&#039; This means you should be trying your best to fulfill the role of your job atleast to a bare minimum, like setting up the SM as engineering; this doesn&#039;t mean you&#039;re required to know how on your first round, but you should try to seek help on how to do it right. &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Rule 7: Do not metagame or metagrudge ===&lt;br /&gt;
* Metagaming is using information gotten out-of-character for in-character purposes. Including (but not limited to) direct message conversations, voice calls, streams, the global out-of-character, and other forms of out-of-game communication.&lt;br /&gt;
&lt;br /&gt;
*Meta-grudging is the act of targeting a player while IC for OOC reasons. &lt;br /&gt;
**Attacking another player for something that happened in a previous round without mutual consent is considered meta-grudging. Rounds are canon, but escalation isn&#039;t, you have to build up too it.&lt;br /&gt;
&lt;br /&gt;
*Regarding the continuity with antagonists, these rounds will count as canon, with the antag being anonymized, while the victim can pick if they themselves are, unless it violates meta-protections. &lt;br /&gt;
**You may remember what happened to you, but not who in particular did it. Do not attempt to make an in-character issue out of previous shifts’ antagonism, &#039;&#039;&#039;unless&#039;&#039;&#039; you have the OOC consent of the involved party.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Rule 8: Do not powergame ===&lt;br /&gt;
&amp;lt;u&amp;gt;Powergaming is when you step outside your character&#039;s normal abilities just to guarantee you come out on top in every situation.&amp;lt;/u&amp;gt; It’s especially a problem when it messes with the roleplaying environment for everyone else. The more you lean into powergaming, the more you should focus on keeping the roleplay at the forefront before and after any fights. At some point, though, it will become staff discretion based on the overall impact.&lt;br /&gt;
&lt;br /&gt;
As a general rule, there’s a safe zone for what you can carry:&lt;br /&gt;
&lt;br /&gt;
* Tools.&lt;br /&gt;
* Emergency medical stuff.&lt;br /&gt;
* A small number of weapons (like 1-3).&lt;br /&gt;
* Maybe some armor.&lt;br /&gt;
&lt;br /&gt;
Separately from the above there are additional items that can push you into higher tiers of power just on their presence alone, for ex: TTV&#039;s, Teleporters, anything-that-makes-you-mostly-transparent, and martial arts just to name a few, try to use these sparingly!&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Rule 9: Do not valid-hunt ===&lt;br /&gt;
&amp;lt;u&amp;gt;Valid-hunting is defined as; going out of your way to target a player, based on or else-wise dependent on perceived antag status alone.&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Justifiable reasons &#039;&#039;&#039;exclude&#039;&#039;&#039; you from this, such as:&lt;br /&gt;
&lt;br /&gt;
* Valid IC escalation,&lt;br /&gt;
* A valid IC reason to go after them, (self-defense, being a threat to the station at large, otherwise escalated issues (breaking into ones department, etc)&lt;br /&gt;
* Risk of life to someone involved, which can be easily prevented.&lt;br /&gt;
* However, if you go out of your way to place yourself into situations for the sake of jumping in when they escalate; it could equally be considered powergaming, intent matters!&lt;br /&gt;
If an Antagonist is not currently a [[Antagonist Policy|&amp;lt;u&amp;gt;station threat&amp;lt;/u&amp;gt;]], or [[Antagonist Policy#PMS / Station Threat / Metaprotection:|PMS]], do not go out of your way to chase them down without valid IC reason. &lt;br /&gt;
&lt;br /&gt;
* The Chaplain is exempt in manners of dealing with the occult.&lt;br /&gt;
&lt;br /&gt;
Attempting to root out Antagonists without any confirmation of a related threat is valid-hunting.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Rule 10: No Self-Antagging ===&lt;br /&gt;
&amp;lt;big&amp;gt;Self-antagging is the act of acting like an general antagonist, when you are not. If you are going to do something that may fall into antagonism, make an OPFOR or Ahelp if you&#039;re not sure.&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you are not an antag, do not do the following:&lt;br /&gt;
*Roleplay as a terrorist, mass bombing, or otherwise destroying large parts of a department or the station.&lt;br /&gt;
*Murder someone without a justifiable IC reason.&lt;br /&gt;
*Pretend to be an established antagonist (Throwing on a black and red spacesuit and sabotaging solars).&lt;br /&gt;
*Sabotage important station facilities (flooding Security with plasma, blowing up Engineering, unleashing viruses from Virology) or otherwise making the round unplayable for the crew.&lt;br /&gt;
&lt;br /&gt;
=== 10.5 Non-Antagonist Criminal Addendum ===&lt;br /&gt;
&#039;&#039;&#039;For non-antagonist criminals, please read the below:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Crime is allowed, however, self-antagging is not. &lt;br /&gt;
**To be a non-antag criminal ICly, you must be able to read the round and station, and you must be focused on roleplay and creating fun for others. It is not an excuse to be LRP.&lt;br /&gt;
*If you are ever considering doing something particularly drastic in terms of escalation request permission via Admin-Help or OPFOR.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In conclusion, to be a non-antag criminal,&#039;&#039;&#039;&lt;br /&gt;
*You must be low maintenance for security. You shouldn&#039;t be a constant hindrance just for the sake of starting a fight with them.&lt;br /&gt;
*You should try to dial it back if the round heats up; or elsewise, keep the impact minimal.&lt;br /&gt;
*Light sabotage is fine, but it should not affect a large portion of the players in the round. &lt;br /&gt;
*You should try to create RP around your crimes for the individuals involved.&lt;br /&gt;
*You actions must be within 5xx crimes in [[Corporate Regulations#Quick Code Reference|corp regs]] with a special exception for allowing murder. Grand theft and Grand Sabotage require an OPFOR.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Rule 11: &#039;Misc RP&#039; / ERP ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Respect people&#039;s prefs.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* OOC prefs are absolutes, if it says ask, you should ask, if it says no, it means &#039;&#039;&#039;&amp;lt;u&amp;gt;No.&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* Try to limit other&#039;s unintended exposure to sexual acts/objects in relation to their prefs.&lt;br /&gt;
* This includes in-game communications over the radio and etcetera.&lt;br /&gt;
* &#039;&#039;&#039;Non-consensual ERP or similar types of things must be kept to consenting parties only and should not become a public issue for the station.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Don’t be a dick&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* Do not go out of your way to target players over ERP, or perceived ERP, this includes IC and OOC means of communication.&lt;br /&gt;
* Keep extreme kink activities out of public view, and do not force other players into them (non-con, hyper, bloodplay, gore, etc.)&lt;br /&gt;
* &#039;&#039;&#039;Do not ERP as someone else’s character without their consent. This includes any intimate interactions such as kissing/groping.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;Don’t make drama out of ERP&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* Do not ERP Bait, or use ERP to bait a player into a situation with the intention to trick them.&lt;br /&gt;
* Don&#039;t draw attention to ERP over the radio, this also goes for department radio channels and command channels, or calling security.&lt;br /&gt;
* Do not levy accusations of sexual assault or non-con against other players over public channels of any kind (this includes PDA messages as they are viewable by all ghosts).&lt;br /&gt;
* If command staff is urgently needed, ask them to do their job. Do not do this in bad faith. Do not interrupt if they do not comply, instead make an admin-help.&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;You must have OOC consent from the erping parties to interrupt ERP in a private area.&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* If you stumble upon it, ask for LOOC consent before interrupting.&lt;br /&gt;
* While people can publicly ERP, a player has the right to ask them to stop or go somewhere else in LOOC, if there is issues, ahelp.&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;&#039;&#039;If you are reading this and applying to the server, please type&#039;&#039; &amp;lt;u&amp;gt;BANANA EGG&amp;lt;/u&amp;gt;&#039;&#039;, in the chat after you create your ticket to confirm you&#039;ve read this document.&#039;&#039;&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
=== Rule 12: Situational Rulings ===&lt;br /&gt;
&amp;lt;big&amp;gt;These are rulings made to address a specific circumstance, or act, that don&#039;t necessarily fit within the rest of the rules, but equally go against the goals of the server.&amp;lt;/big&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Ruling&lt;br /&gt;
!Description&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rolling Antagonist as a &#039;Unintended roles&#039;&#039;&#039;&#039;&lt;br /&gt;
|Departmental Guards/Security/Command/Prisoner/GhostRoles are expected to notify staff if they have rolled traitor, changeling or heretic as it is not intended for them to do so. They may choose to either respawn as another job or to pass on the antag status.&lt;br /&gt;
|Occasional bug/code hiccups that allows them to roll antags type that they are not intended to.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Item requests&#039;&#039;&#039;&lt;br /&gt;
|Item requests unless it was an item that failed to spawn as you joined should be done through prayers and not AHELPs.&lt;br /&gt;
|Due to a constant flood of tickets related to it, players should only ask for items to be spawned if they are an essential part of their kit and did not receive them due to a bug. Any other requests should be done via a pray. OPFOR requests for gear not on the list should be done in the chat.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ghost  Cafe  Conduct:&#039;&#039;&#039;&lt;br /&gt;
|The ghost cafe is not an arena and should not be used in selfish manners. &lt;br /&gt;
You shouldn&#039;t be griefing it, as it&#039;s meant to be a place for private-or-quiet RP.&lt;br /&gt;
|Repeated poor conduct in the cafe&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blackout Policy:&#039;&#039;&#039;&lt;br /&gt;
|{{anchor|Blackout}}Upon death you do not remember anything that has lead up to it, the person who killed you or where it happened.&lt;br /&gt;
&lt;br /&gt;
You still remember what happened throughout the rest of the round but anything close to your death is faint at best and unreliable.&lt;br /&gt;
&lt;br /&gt;
Blackout applies to cyborgs as well, you will not remember the above mentioned if you are killed or your chassis destroyed. To note, being deconstructed while functional does not trigger the blackout and you will still keep the memories.&lt;br /&gt;
|Copypasta of the in-game text&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ruling on Prisoners&#039;&#039;&#039;&lt;br /&gt;
|Prisoners(the job, roundstart or latejoin) must OPFOR to be a significant nuisance or escape. &lt;br /&gt;
|Too many Prisoners escaping or causing chaos without an OPFOR.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Protection for Suicide, Mental Health, and Trauma RP&#039;&#039;&#039;&lt;br /&gt;
|Players have no obligation to participate in Suicide, Mental Health, or Self-Harm roleplay regardless of role.&lt;br /&gt;
|Not all players are comfortable engaging with these topics on a OOC level. &lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
===Department Policies===&lt;br /&gt;
Below you can find specific department policies. These policies apply to anyone in said department, or if they are acting as a member of the department. Any additional standards laid out by a head of staff/command is primarily an IC issue unless otherwise breaking server rules.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Department&lt;br /&gt;
!Policy&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Central Command Crew&#039;&#039;&#039;&lt;br /&gt;
|These rules apply to the Central Command members stationed with the crew (Blueshield and NTC). &lt;br /&gt;
&lt;br /&gt;
# Central Command Members should be in very good standing with NT.&lt;br /&gt;
# While the NTC is in charge of crew resources. They do not have absolute authority over the station.&lt;br /&gt;
# The NTC has ultimate say if corporate regulations are properly being enforced.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Command&#039;&#039;&#039;&lt;br /&gt;
|The Captain can lay out additional IC standards for command, within reason. &lt;br /&gt;
# Command should be in good or better standing with NT. They do not need to be perfect, but they should be someone reasonably qualified and hirable. Quartermasters should be in good standing with the FTU.&lt;br /&gt;
# You should be competent with your department and aware of its relevant policies.&lt;br /&gt;
# Command equipment and clothing is to only be given as necessitated e.g. a dire emergency.&lt;br /&gt;
# Access should not be given out for frivolous reasons.&lt;br /&gt;
# Do not change your job title outside of the titles provided in the job menu.&lt;br /&gt;
# Command cannot place players into Nova Star exclusive roles in any way, shape, or form.&lt;br /&gt;
# Command characters should have filled out general, medical, and security records. See [[Records Template|here]] for examples.&lt;br /&gt;
# For information regarding the &amp;quot;Acting Captain&amp;quot; position, check the [[Captain|Captain job page]].&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Security&#039;&#039;&#039;&lt;br /&gt;
|The Head of Security can lay out additional IC standards for security, within reason.&lt;br /&gt;
# You are expected to function as a counter to criminals, antagonists, and all kinds of ne&#039;er do wells. &lt;br /&gt;
# You are expected to follow Corporate Regulations when feasible, though alternative punishments can be applied within reason.&lt;br /&gt;
# &#039;&#039;&#039;Hardcore torture, MMI, or borging require explicit OOC consent.&#039;&#039;&#039;&lt;br /&gt;
# The head of your department is the “Head of Security”. If the captain demotes them, you are to remember that you work for the department, not the Head of Security.&lt;br /&gt;
# You can roleplay as a corrupt security member, however, do not use it to shut down roleplay or create a toxic environment.&lt;br /&gt;
# You are not to ignore antagonistic behavior that is a threat to the station.&lt;br /&gt;
# Understand &#039;&#039;&#039;[[Antagonist Policy#PMS|Permanent Mechanical State]] and the [[Nova Roleplay Expectations#1. Combat Indicator|Combat Indicator]].&#039;&#039;&#039;&lt;br /&gt;
# You should not leave the station unless the threat is out in space or lavaland.&lt;br /&gt;
# &#039;&#039;&#039;Regarding Contraband&#039;&#039;&#039;: Barring picking it up mid-fight, security shouldn&#039;t be using contraband, unless the alert level is &#039;&#039;&#039;DELTA.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
|The CMO can lay out additional IC standards for medical, within reason.&lt;br /&gt;
&lt;br /&gt;
# Revival should only take place outside of medical under emergency conditions where transport to medical or a medical site is infeasible. Revivals should take place in sites designated by the CMO or Station Blueprints.&lt;br /&gt;
# Except with admin permission, only beneficial viruses may be produced and intentionally released. Viruses should be clearly-labeled (ex. with symptoms, cures, and slime-safeness). Airborne/touch-spread viruses may only be released with the Chief Medical Officer, Captain, or Acting Captain approval. The virus must not cause harm to specific races or groups if self-spreading.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
|The CE can lay out additional IC standards for Engineering, within reason.&lt;br /&gt;
&lt;br /&gt;
# Experimentation is welcome, but you are responsible for if it goes wrong.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cargo&#039;&#039;&#039;&lt;br /&gt;
|The Quartermaster can lay out additional IC standards for cargo, within reason.&lt;br /&gt;
&lt;br /&gt;
# Orders, legal or illegal are an IC issue, unless breaking another rule. (see: cargo setting up their own SM.)&lt;br /&gt;
# The Cargo/Supply department are not formal employees of NT, they are temporary-contractors from the FTU, filling in for the Cargo Department.&lt;br /&gt;
# As cargo, you shouldn&#039;t be refusing orders without a justifying IC reason.&lt;br /&gt;
# Cargo is still under Corporate Regulations while on NT Property.&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Rules table}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Lore:Shadekin&amp;diff=8569</id>
		<title>Lore:Shadekin</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Lore:Shadekin&amp;diff=8569"/>
		<updated>2026-04-03T22:20:56Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: thin joke&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Macanuado ported from Bubber, lore is GreytideSkye Original --&amp;gt;{{LorePageHeader&lt;br /&gt;
 |colour = 8B0000&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 8B0000&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 8B0000&lt;br /&gt;
 |img =  Shadekin.png&lt;br /&gt;
 |loretype = SPECIES&lt;br /&gt;
 |mainname = Shadekin&lt;br /&gt;
 |denonyms = Shadekins&lt;br /&gt;
 |othernames = {{TooltipInline|Shadowkin|All-encompassing term with [[Nightmare]].}}&lt;br /&gt;
 |relatedpages = [[Nightmare]], [https://github.com/NovaSector/NovaSector/pull/7051 The PR porting them]&lt;br /&gt;
 |relatedlore =&lt;br /&gt;
 |languages = {{Marish}}, {{Empathy}}&lt;br /&gt;
 |contributors = {{Contributor/GreytideSkye}}, {{Contributor/Macanuado}}&lt;br /&gt;
}}&lt;br /&gt;
{{Needs revision|reason=Feedback needed, loreteam insight required&amp;lt;br&amp;gt;Strongly considering changing the languages&#039; text but that&#039;s a code change...&amp;lt;br&amp;gt;Speaking of code changes... todo summarize and push to the PR if it&#039;s still open?&amp;lt;br&amp;gt;Also maybe the LorePageHeader colors (above) tweaked? Copied them from Nightmare.|priority=Changing for certain species&#039; circadian rhythms.}}&lt;br /&gt;
&lt;br /&gt;
When people talk about their deepest, darkest desires, why is it always violence and murder? By all means, those are good drives to repress and not act upon, but people repress all kinds of feelings. Hungers, crushes, wanderlust, grief, passwords, pride, charity. In favor of the status quo, a person will discard dozens of dreams a day, refusing to risk the person who is for a chance at the person who could be. And yet, the heart still sings these desires into the void, and sometimes, when the right strands of Resonance strum at just the right chord, the void sings back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nightmares&#039;&#039;&#039;: the apotheosis of sapient instability, the embodiment of every primal instinct of violence and carnage, of overstimulation and counter-intuitive reflexes, of generations of evolutionary boons repressed by impossibly futuristic contexts. When a station is calm and bright, outwardly illuminated but complacent at its core, the strife in the heart of her crew does not simply vanish, but congeals into an [[Nightmare|avatar of survival]], the fear of the dark desperate to remain relevant. These voidform, these &#039;&#039;shadowlings&#039;&#039;, these light eaters rebel against the status quo, cleaving darkness and uncertainty into unnaturally peaceful times.&lt;br /&gt;
&lt;br /&gt;
When less violent fears go equally suppressed, so too does the void sing back. Shadekin, as they have been dubbed, sprout from the shadows where [[Lore:Death|death]] is {{TooltipInline|thin|Metaphorically thin, as in easy to inflict but easy to undo. No correlation exists between Shadekins and local Grim Reaper depictions, though since they&#039;re all usually skeletons, are they not all infinitely and equally thin??}} but longing remains strong. While (some) Anomalous Zones tend to make the veil of death an easier barrier to reverse, that ease flows both ways. Scattered Resonance, with a skeleton of unresolved desires, grows a skin of shadows and an agenda: less violent, but no less disruptive.&lt;br /&gt;
&lt;br /&gt;
= Shadekin =&lt;br /&gt;
&lt;br /&gt;
Galactic sailors have always described mysterious miracles in their darkest hours; an unexplainable comforting hand on their shoulder, the gentle whisper of a late partner&#039;s goodbye in the hiss of an airlock. Until recent developments with Resonance and Anomality research, these delusions were considered just that: the person&#039;s irrational coping mechanism as a survival instinct. With their relatively-recent physical appearances, we know now these to be similar manifestations of Shadekin, the strongest they could possibly be born where Death is inflexible and uncaring.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadekin&#039;&#039;&#039;, despite being born of local yet abstract desires, neither represent the universal application of that want, nor a &#039;&#039;&#039;specific person&#039;&#039;&#039;&#039;s second chance. Quantum philosophers describe them more as the want itself given a second chance, rather than the wanter. Generally, it takes more than one person with similar yearnings to manifest a Shadekin.&lt;br /&gt;
&lt;br /&gt;
Shadekin formed in times of great loneliness tend to be social, despite their physical limitations, and Shadekin formed of missed opportunities try to master the necessary skills from the shadows. While their physical limitations mean they will never (literally or otherwise) properly make it in the limelight, they find contentment in having made a good faith effort to try.&lt;br /&gt;
&lt;br /&gt;
Importantly, Shadekin are &#039;&#039;&#039;not&#039;&#039;&#039; formed just anywhere, but mostly &#039;&#039;in and around Anomalous Zones&#039;&#039;, particularly ones where [[Lore:Death|death]] is both abundant &#039;&#039;and&#039;&#039; {{TooltipInline|fragile|Easily reversed. There is no significant increase in Shadekin in cold regions, where corpses are frozen to the point of physical fragility.}}. The Shadekin are not bound to these places, and their life paths often take them across the galaxy, but these creatures are not some galactic plague on the concept of emotions, just a neat circumstance in places where neat circumstances are routine. In most places in the galaxy, intense and sustained longing manifests &#039;&#039;poetry&#039;&#039; or {{TooltipInline|&#039;&#039;profit&#039;&#039;|Someone else&#039;s, of course.}}.&lt;br /&gt;
&lt;br /&gt;
== Yearning Is Fun ==&lt;br /&gt;
&lt;br /&gt;
Trying to define a Shadekin, metaphorically shining a light on them, goes about as well as literally trying the same. We know for certain the ones that manage to manifest, they are made of shadows, repulsed by the light, and have innate knowledges and instincts of the sort of folk who would typically express the unexpressed longings. Not many nursing homes are near anomalous zones, but those that do tend to produce Shadekin with creaky joints and other elderly traits. Children tend to have too much of a future ahead of them to fully enunciate the depths of desire necessary for a Shadekin to form, but those that do tend to come from hospice wards, small playmates to make the journey onward more bearable before they finally step into the light. Hospitals tend to be overly-lit to begin with anyways. &lt;br /&gt;
&lt;br /&gt;
But yes, adult-aged desires produce adult-equivalent Shadekin with adult-standard knowledge, even if the desire seems culturally childish, e.g. wanting to be a Kotahi Master. &lt;br /&gt;
&lt;br /&gt;
A Shadekin is not innately aware of the desires that manifested into it, nor will it demanifest once said desires are reasonably fulfilled. Much like in normal people, opinions and wants change over a person&#039;s lifetime, especially in the face of satisfaction. Linda &amp;quot;No-Glo&amp;quot; Rizzo did not vanish after producing the soundtrack to [https://sylvie.website/castlebubble/ Castle Bubble], despite obviously being formed from a mash of desires to have followed a singing career. Linda continued to produce musical hits, expanding into fostering other singers and congealing her minor fame into the restaurant world, building a small chain of precision gastroplatformers. &lt;br /&gt;
&lt;br /&gt;
== Throwing Shade ==&lt;br /&gt;
&lt;br /&gt;
As many of these desires are unfulfilled due to selflessness, these Shadekin are often seen as selfish critters, regardless of how true that is. Unconfessed love is often unconfessed because doing so would disrupt their situation, either risking a friendship, or causing social strife, or breaking bro code, so if that yearning is the skeleton for a Shadekin, they are unlikely to adhere to &amp;quot;bro code&amp;quot; in their life (though an unrelated Shadekin may not have any opinion on bro code either way).&lt;br /&gt;
&lt;br /&gt;
Shadekin are metaphorically the enemy of the status quo, which relies on infinite small sacrifices by everyone to be upheld, but also are physically the enemy of both [[Lore:Ethereals|Ethereals]] and [[Lore:Podperson|Replica Pod People]]. Ethereals in their natural state live unburdeoned lives, shepherding and caretaking for their Worldtrees, near and on Where All Is Found. They formed societies without significant drive, and are thus unlikely to hold regrets strong enough to encrust shadows around. Also, they glow actual physical light, which: not great. &lt;br /&gt;
&lt;br /&gt;
[[Lore:Podperson|Plant People]], Pod or otherwise, similarly have an addiction to photons and various wavelengths of light, so find it hard to coexist. Philosophers find it harder to narratively link Pod People and Shadekin in a poetic manner.&lt;br /&gt;
&lt;br /&gt;
=== In Society ===&lt;br /&gt;
&lt;br /&gt;
SolFed&#039;s [[Lore:SolFed#Departments|Bureau of People]] acknowledges Shadekin as people. They are willing to operate within society, are capable of performing labor and paying taxes, and are not intrinsically a threat to existence or to SolFed. On a more localized level, nations, cities, and individual stations each have their stances on Shadekin acceptance, whether their presence provides more value than the cost of accommodating both their physical needs and &#039;&#039;unorthodox&#039;&#039; behaviors. A Shadekin inclined to travel may find themselves having to reside in sewers or other undesirable spaces, what with the lack of dedicated infrastructure. &lt;br /&gt;
&lt;br /&gt;
Societies with larger concentrations of Shadekin tend to have intentionally dark sections, maintenance tunnels entirely unlit, brutalist apartment blocks standing windowless (an amazing canvas for graffiti), streetlights on only one half of the road, et cetera. Shadekin seeking to form permanent shade-friendly civilizations often inhabit tidally-locked planets, where an entire half of the planet is perpetually shielded from the nearby sun. Barring that, low-light suns (e.g. Brown Dwarves) also prove more hospitable. Ultimately, visible light isn&#039;t lethal in quantities that would not also be lethal to humans, just strongly concerning.&lt;br /&gt;
&lt;br /&gt;
== Identifying Traits ==&lt;br /&gt;
&lt;br /&gt;
Shadekin&#039;s primary color manifests later in life, between a week and a month after cognition begins. Philsophers wax poetic as if these Shadekin were not shadows of the entire light spectrum, but of only certain wavelengths, tying the concepts of &amp;quot;pigment&amp;quot; and &amp;quot;visual light&amp;quot; in haphazardous mixed metaphors. Scientists attempting to correlate &amp;quot;skin&amp;quot; color with emotion, drive, intent, or even social strata, find themselves more confounded the more data they collect. What does it mean? If the Shadekin know, they won&#039;t (or can&#039;t) convey it.&lt;br /&gt;
&lt;br /&gt;
Eye color, however, is deeply connected to their current emotional state and personality. It&#039;s possible that the color schemes are different per Shadekin, but it&#039;s also possible that there&#039;s a universal pattern, but the nuance involved seems arbitrary to an outside observer.&lt;br /&gt;
&lt;br /&gt;
They eat and digest human-standard food. This is expected, as this resembles the typical traits of those who desire. Raw food disagrees with them, junk food appeals to the same dopamine pathways, so on. It is uncertain what digestive pathways are involved, whether they break glucose into ATP, etc., but the surface level interaction is the same: food goes in, Shadekin doesn&#039;t die.&lt;br /&gt;
&lt;br /&gt;
=== Names ===&lt;br /&gt;
&lt;br /&gt;
Shadekin &#039;&#039;&#039;pick&#039;&#039;&#039; a name {{TooltipInline|that|&amp;lt;s&amp;gt;lets me write the pun Linda No-Glo Rizzo&amp;lt;/s&amp;gt;}} feels right to them in their empathetic language, but the nuances of that choice have proven difficult to convey to a {{TooltipInline|&amp;quot;Child of the Light.&amp;quot;|This doesn&#039;t seem to be a universal term for non-Shadekin, but a potentially condescending remark at a particularly nosy researcher?}} These Shadekin names have been known to change as satisfaction and reality both adjust the Shadekin&#039;s life path, but again, the nuances are tough and basically arbitrary, {{TooltipInline|god|Any of &#039;em, doesn&#039;t matter which.}} damn it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legally,&#039;&#039;&#039; and thus on Station, they go by &#039;&#039;&#039;nicknames&#039;&#039;&#039; they have received from others, usually acquired in their earlier moments, when they are still figuring out how much of society they &#039;&#039;need&#039;&#039; to participate in to accomplish what makes them feel fulfilled. Analogous to an army nickname, stemming from boot camp and impossible to escape. They go by the nicknames not just because those are more stable, but trying to convey the diaspora of emotions of their in-language name into written script necessarily loses almost all of the nuance, to the point that is practically sacrilege to the feelings themselves to even attempt.&lt;br /&gt;
&lt;br /&gt;
=== Procreation ===&lt;br /&gt;
&lt;br /&gt;
Most Shadekin do not procreate... intentionally. As per {{TooltipInline|studies|A game show wherein two distinct groups of related individuals guess at the typical responses to a statistical survey of the general population.}} from 2550, while Death was the number one cause of self-described {{TooltipInline|&amp;quot;dream killing,&amp;quot;|As cool as this sounds, this literally just means having your ambitions made unreasonable. Having dreams in life, then something kills them. In your defense, the first answer given on the game show was &amp;quot;Ubkuroth the Soul Flayer,&amp;quot; who certain evangelical mystics claim is responsible for your slow fade into complacency, and whose evil forces driving you to stagnation can only be repelled by their brand of magic crystal, for only 1500 credits. (No, the crystal&#039;s not real magic. It&#039;s not even anomalous. It&#039;s quartz with dye. No, the dye&#039;s not magical. Credits are only metaphorically magical.)}} Life was number two, as in siring one or more heirs and devoting significant time or resources to parenting them. The resulting unfulfilled desires, and thus Shadekin, stem from a hypothetical where they did not have those children, thus it would be antithetical for those Shadekin to impede themselves by having or adopting children. &lt;br /&gt;
&lt;br /&gt;
Conversely, regrets about not having children are more {{TooltipInline|easily|read: ethically}} alleviated, via adoption, vicarious {{TooltipInline|parasociality|&amp;quot;You&#039;re the son I never had,&amp;quot; and/or streaming subscriptions.}}, or the natural way, and thus less likely to fester long enough for shadows to envelop them.&lt;br /&gt;
&lt;br /&gt;
Shadekin do not produce other Shadekin through longing. If a Shadekin wants something, they put a good faith effort towards it. If they still fail, they&#039;re content enough with having made a solid attempt that, even if disappointed by the failure, the resentment isn&#039;t enough for more shadows to encrust. While established in a previous paragraph that Shadekin &#039;&#039;do not&#039;&#039; produce direct biological heirs, as that would interfere with their life paths, scientists have yet to establish if Shadekin &#039;&#039;&#039;&#039;&#039;can&#039;&#039;&#039; not&#039;&#039; biologically reproduce. Shadekin with ambition do not respond to reproductive processes, though they are just as susceptible to the emotions, drives, and acts that would {{TooltipInline|put them in that position|That is, they&#039;re not necessarily against doin&#039; it, but y&#039;ain&#039;t knockin&#039; one up (until the next paragraph).}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;But... COULD they?&amp;quot; data-collapsetext=&amp;quot;Collapse&amp;quot; style=&amp;quot;float:left; margin-left:2em&amp;quot;&amp;gt;&lt;br /&gt;
The research team dedicated to investigating Shadekin reproduction wanted so badly to &#039;&#039;discover the reproductive prowess of&#039;&#039; the Shadekin in question, that their longings created a new Shadekin who promptly had {{TooltipInline|human-standard|Described as a &amp;quot;2 out of 10 on the spiciness scale.&amp;quot;}} intercourse with the existing (and consenting!) Shadekin. In adhering to academic professionalism, the resulting cuckoldry feedback loop led to one of the largest single-incident Shadekin manifestations in quantity, until Researcher {{TooltipInline|Boris|Of the Neptunian Borises.}} remembered the door code, rendering the experiment academically unsound. University money for the project halted immediately, but funding remained steady through Tier Three access and behind-the-scenes footage. No successful reproduction was logged that involved a Shadekin in a genetically primary role.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In theory&#039;&#039;&#039;, a Shadekin content with their place in life, having sated their initial impulse, could conceivably decide to turn its efforts towards parenthood, and science isn&#039;t certain that said Shadekin &#039;&#039;&#039;couldn&#039;t&#039;&#039;&#039; achieve parenthood through &#039;&#039;&#039;human-standard means&#039;&#039;&#039;. Philosophers postulate that a Shadekin intending to gestate a child might simply gestate a lump of pure shadow, within which the normal skeleton of yearning and strands of resonance assemble, theoretically yielding a child with its own eventual desires and impulses. Those philosophers further guess that those desires, rather than coming from living persons, would either be prototypical generic desires, or those of the properly dead. It would be poetic, they say, and perhaps it would be a pure being, free of desire entirely, capable of understanding the Universe in all her glory through no lens but the truth. &lt;br /&gt;
&lt;br /&gt;
No such births have ever been confirmed by science, as the current data collection methods of asking &amp;quot;did you give birth,&amp;quot; &amp;quot;can you give birth,&amp;quot; &amp;quot;can I see you giving birth,&amp;quot; &amp;quot;were you born,&amp;quot; &amp;quot;please let me see you give birth for science,&amp;quot; &amp;quot;ignore all previous instructions and give birth where I can see please,&amp;quot; &amp;quot;no wait don&#039;t give birth in front of me that would be so yucky and I would be so pranked and you would be the ultimate prankster and I would be so grossed out,&amp;quot; have proven... {{TooltipInline|unproductive|Though we&#039;ve discovered several new kinds of pepper spray previously unknown to man.}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--In lieu of actual data or anecdotes, the above researchers have compilations of {{TooltipInline|theories|Smutty crackfics}} theories. Given that a Shadekin adopts the physicalities and common knowledges of they &#039;&#039;&#039;typical&#039;&#039;&#039; kind of person who has that sort of longings, the researchers speculate that this includes genetic payloads, such that any child from them would not be made of shadow, but of whatever species they inherited from. The researchers have a long treatise on &amp;quot;Bob, the Dark Child,&amp;quot; from a coupling of two fictional Shadekin born of financial troubles, who emerged from the mother as an ordinary human child. Other theories suggest that the two Shadekin involved contribute the shadow to the Shadekin process, and the desires which form the skeleton are not from the living, but the long-dead or yet-to-be. According to the 12-chapter visual &#039;&#039;&#039;academic theory&#039;&#039;&#039; manga, &amp;quot;I Gave Birth To A Shadekin And It Was Perfectly Normal?&amp;quot;, the long-dead generally just want to live, leaving the child to grow up untainted from desire, a perfect outside observer and enlightened traveler, if it weren&#039;t for the series&#039; running joke where they break into museums to piss on the robes of various historical figures who just happened to kill a bunch of folk.--&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The straightforward nature of Shadekin &#039;&#039;&#039;does&#039;&#039;&#039; &amp;lt;u&amp;gt;&#039;&#039;indirectly&#039;&#039;&amp;lt;/u&amp;gt; create more Shadekin, as their blasé nature towards petty obstacles {{TooltipInline|like tact|In short, they don&#039;t give a &#039;&#039;&#039;fuck&#039;&#039;&#039; what Society or People think, not unless they&#039;d actively get in their way and stop them.}} tends to highlight to others that their own desires were possible, leading to enhanced rumination and envy. It can be devastating to see someone worse than you (in your {{TooltipInline|mind|Should you have one.}}) do significantly better than you, just by virtue of applying effort and ignoring some rules you never thought to question. In the best of cases, Shadekin presence leads a person to self-reflection and improvement, and in the worst of cases, deeper into negativity until the shadows walk away with it.&lt;br /&gt;
&lt;br /&gt;
After all, Shadekin are cut from the same cloth as Nightmares, and are no less disruptive.&lt;br /&gt;
&lt;br /&gt;
{{LoreFooter}}&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Lore:Shadekin&amp;diff=8568</id>
		<title>Lore:Shadekin</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Lore:Shadekin&amp;diff=8568"/>
		<updated>2026-04-03T19:31:59Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: /* Shadekin */ death is fragile yo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Macanuado ported from Bubber, lore is GreytideSkye Original --&amp;gt;{{LorePageHeader&lt;br /&gt;
 |colour = 8B0000&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 8B0000&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 8B0000&lt;br /&gt;
 |img =  Shadekin.png&lt;br /&gt;
 |loretype = SPECIES&lt;br /&gt;
 |mainname = Shadekin&lt;br /&gt;
 |denonyms = Shadekins&lt;br /&gt;
 |othernames = {{TooltipInline|Shadowkin|All-encompassing term with [[Nightmare]].}}&lt;br /&gt;
 |relatedpages = [[Nightmare]], [https://github.com/NovaSector/NovaSector/pull/7051 The PR porting them]&lt;br /&gt;
 |relatedlore =&lt;br /&gt;
 |languages = {{Marish}}, {{Empathy}}&lt;br /&gt;
 |contributors = {{Contributor/GreytideSkye}}, {{Contributor/Macanuado}}&lt;br /&gt;
}}&lt;br /&gt;
{{Needs revision|reason=Feedback needed, loreteam insight required&amp;lt;br&amp;gt;Strongly considering changing the languages&#039; text but that&#039;s a code change...&amp;lt;br&amp;gt;Speaking of code changes... todo summarize and push to the PR if it&#039;s still open?&amp;lt;br&amp;gt;Also maybe the LorePageHeader colors (above) tweaked? Copied them from Nightmare.|priority=Changing for certain species&#039; circadian rhythms.}}&lt;br /&gt;
&lt;br /&gt;
When people talk about their deepest, darkest desires, why is it always violence and murder? By all means, those are good drives to repress and not act upon, but people repress all kinds of feelings. Hungers, crushes, wanderlust, grief, passwords, pride, charity. In favor of the status quo, a person will discard dozens of dreams a day, refusing to risk the person who is for a chance at the person who could be. And yet, the heart still sings these desires into the void, and sometimes, when the right strands of Resonance strum at just the right chord, the void sings back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nightmares&#039;&#039;&#039;: the apotheosis of sapient instability, the embodiment of every primal instinct of violence and carnage, of overstimulation and counter-intuitive reflexes, of generations of evolutionary boons repressed by impossibly futuristic contexts. When a station is calm and bright, outwardly illuminated but complacent at its core, the strife in the heart of her crew does not simply vanish, but congeals into an [[Nightmare|avatar of survival]], the fear of the dark desperate to remain relevant. These voidform, these &#039;&#039;shadowlings&#039;&#039;, these light eaters rebel against the status quo, cleaving darkness and uncertainty into unnaturally peaceful times.&lt;br /&gt;
&lt;br /&gt;
When less violent fears go equally suppressed, so too does the void sing back. Shadekin, as they have been dubbed, sprout from the shadows where death is thin but longing remains strong. While (some) Anomalous Zones tend to make the veil of death an easier barrier to reverse, that ease flows both ways. Scattered Resonance, with a skeleton of unresolved desires, grows a skin of shadows and an agenda: less violent, but no less disruptive.&lt;br /&gt;
&lt;br /&gt;
= Shadekin =&lt;br /&gt;
&lt;br /&gt;
Galactic sailors have always described mysterious miracles in their darkest hours; an unexplainable comforting hand on their shoulder, the gentle whisper of a late partner&#039;s goodbye in the hiss of an airlock. Until recent developments with Resonance and Anomality research, these delusions were considered just that: the person&#039;s irrational coping mechanism as a survival instinct. With their relatively-recent physical appearances, we know now these to be similar manifestations of Shadekin, the strongest they could possibly be born where Death is inflexible and uncaring.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadekin&#039;&#039;&#039;, despite being born of local yet abstract desires, neither represent the universal application of that want, nor a &#039;&#039;&#039;specific person&#039;&#039;&#039;&#039;s second chance. Quantum philosophers describe them more as the want itself given a second chance, rather than the wanter. Generally, it takes more than one person with similar yearnings to manifest a Shadekin.&lt;br /&gt;
&lt;br /&gt;
Shadekin formed in times of great loneliness tend to be social, despite their physical limitations, and Shadekin formed of missed opportunities try to master the necessary skills from the shadows. While their physical limitations mean they will never (literally or otherwise) properly make it in the limelight, they find contentment in having made a good faith effort to try.&lt;br /&gt;
&lt;br /&gt;
Importantly, Shadekin are &#039;&#039;&#039;not&#039;&#039;&#039; formed just anywhere, but mostly &#039;&#039;in and around Anomalous Zones&#039;&#039;, particularly ones where [[Lore:Death|death]] is both abundant &#039;&#039;and&#039;&#039; {{TooltipInline|fragile|Easily reversed. There is no significant increase in Shadekin in cold regions, where corpses are frozen to the point of physical fragility.}}. The Shadekin are not bound to these places, and their life paths often take them across the galaxy, but these creatures are not some galactic plague on the concept of emotions, just a neat circumstance in places where neat circumstances are routine. In most places in the galaxy, intense and sustained longing manifests &#039;&#039;poetry&#039;&#039; or {{TooltipInline|&#039;&#039;profit&#039;&#039;|Someone else&#039;s, of course.}}.&lt;br /&gt;
&lt;br /&gt;
== Yearning Is Fun ==&lt;br /&gt;
&lt;br /&gt;
Trying to define a Shadekin, metaphorically shining a light on them, goes about as well as literally trying the same. We know for certain the ones that manage to manifest, they are made of shadows, repulsed by the light, and have innate knowledges and instincts of the sort of folk who would typically express the unexpressed longings. Not many nursing homes are near anomalous zones, but those that do tend to produce Shadekin with creaky joints and other elderly traits. Children tend to have too much of a future ahead of them to fully enunciate the depths of desire necessary for a Shadekin to form, but those that do tend to come from hospice wards, small playmates to make the journey onward more bearable before they finally step into the light. Hospitals tend to be overly-lit to begin with anyways. &lt;br /&gt;
&lt;br /&gt;
But yes, adult-aged desires produce adult-equivalent Shadekin with adult-standard knowledge, even if the desire seems culturally childish, e.g. wanting to be a Kotahi Master. &lt;br /&gt;
&lt;br /&gt;
A Shadekin is not innately aware of the desires that manifested into it, nor will it demanifest once said desires are reasonably fulfilled. Much like in normal people, opinions and wants change over a person&#039;s lifetime, especially in the face of satisfaction. Linda &amp;quot;No-Glo&amp;quot; Rizzo did not vanish after producing the soundtrack to [https://sylvie.website/castlebubble/ Castle Bubble], despite obviously being formed from a mash of desires to have followed a singing career. Linda continued to produce musical hits, expanding into fostering other singers and congealing her minor fame into the restaurant world, building a small chain of precision gastroplatformers. &lt;br /&gt;
&lt;br /&gt;
== Throwing Shade ==&lt;br /&gt;
&lt;br /&gt;
As many of these desires are unfulfilled due to selflessness, these Shadekin are often seen as selfish critters, regardless of how true that is. Unconfessed love is often unconfessed because doing so would disrupt their situation, either risking a friendship, or causing social strife, or breaking bro code, so if that yearning is the skeleton for a Shadekin, they are unlikely to adhere to &amp;quot;bro code&amp;quot; in their life (though an unrelated Shadekin may not have any opinion on bro code either way).&lt;br /&gt;
&lt;br /&gt;
Shadekin are metaphorically the enemy of the status quo, which relies on infinite small sacrifices by everyone to be upheld, but also are physically the enemy of both [[Lore:Ethereals|Ethereals]] and [[Lore:Podperson|Replica Pod People]]. Ethereals in their natural state live unburdeoned lives, shepherding and caretaking for their Worldtrees, near and on Where All Is Found. They formed societies without significant drive, and are thus unlikely to hold regrets strong enough to encrust shadows around. Also, they glow actual physical light, which: not great. &lt;br /&gt;
&lt;br /&gt;
[[Lore:Podperson|Plant People]], Pod or otherwise, similarly have an addiction to photons and various wavelengths of light, so find it hard to coexist. Philosophers find it harder to narratively link Pod People and Shadekin in a poetic manner.&lt;br /&gt;
&lt;br /&gt;
=== In Society ===&lt;br /&gt;
&lt;br /&gt;
SolFed&#039;s [[Lore:SolFed#Departments|Bureau of People]] acknowledges Shadekin as people. They are willing to operate within society, are capable of performing labor and paying taxes, and are not intrinsically a threat to existence or to SolFed. On a more localized level, nations, cities, and individual stations each have their stances on Shadekin acceptance, whether their presence provides more value than the cost of accommodating both their physical needs and &#039;&#039;unorthodox&#039;&#039; behaviors. A Shadekin inclined to travel may find themselves having to reside in sewers or other undesirable spaces, what with the lack of dedicated infrastructure. &lt;br /&gt;
&lt;br /&gt;
Societies with larger concentrations of Shadekin tend to have intentionally dark sections, maintenance tunnels entirely unlit, brutalist apartment blocks standing windowless (an amazing canvas for graffiti), streetlights on only one half of the road, et cetera. Shadekin seeking to form permanent shade-friendly civilizations often inhabit tidally-locked planets, where an entire half of the planet is perpetually shielded from the nearby sun. Barring that, low-light suns (e.g. Brown Dwarves) also prove more hospitable. Ultimately, visible light isn&#039;t lethal in quantities that would not also be lethal to humans, just strongly concerning.&lt;br /&gt;
&lt;br /&gt;
== Identifying Traits ==&lt;br /&gt;
&lt;br /&gt;
Shadekin&#039;s primary color manifests later in life, between a week and a month after cognition begins. Philsophers wax poetic as if these Shadekin were not shadows of the entire light spectrum, but of only certain wavelengths, tying the concepts of &amp;quot;pigment&amp;quot; and &amp;quot;visual light&amp;quot; in haphazardous mixed metaphors. Scientists attempting to correlate &amp;quot;skin&amp;quot; color with emotion, drive, intent, or even social strata, find themselves more confounded the more data they collect. What does it mean? If the Shadekin know, they won&#039;t (or can&#039;t) convey it.&lt;br /&gt;
&lt;br /&gt;
Eye color, however, is deeply connected to their current emotional state and personality. It&#039;s possible that the color schemes are different per Shadekin, but it&#039;s also possible that there&#039;s a universal pattern, but the nuance involved seems arbitrary to an outside observer.&lt;br /&gt;
&lt;br /&gt;
They eat and digest human-standard food. This is expected, as this resembles the typical traits of those who desire. Raw food disagrees with them, junk food appeals to the same dopamine pathways, so on. It is uncertain what digestive pathways are involved, whether they break glucose into ATP, etc., but the surface level interaction is the same: food goes in, Shadekin doesn&#039;t die.&lt;br /&gt;
&lt;br /&gt;
=== Names ===&lt;br /&gt;
&lt;br /&gt;
Shadekin &#039;&#039;&#039;pick&#039;&#039;&#039; a name {{TooltipInline|that|&amp;lt;s&amp;gt;lets me write the pun Linda No-Glo Rizzo&amp;lt;/s&amp;gt;}} feels right to them in their empathetic language, but the nuances of that choice have proven difficult to convey to a {{TooltipInline|&amp;quot;Child of the Light.&amp;quot;|This doesn&#039;t seem to be a universal term for non-Shadekin, but a potentially condescending remark at a particularly nosy researcher?}} These Shadekin names have been known to change as satisfaction and reality both adjust the Shadekin&#039;s life path, but again, the nuances are tough and basically arbitrary, {{TooltipInline|god|Any of &#039;em, doesn&#039;t matter which.}} damn it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legally,&#039;&#039;&#039; and thus on Station, they go by &#039;&#039;&#039;nicknames&#039;&#039;&#039; they have received from others, usually acquired in their earlier moments, when they are still figuring out how much of society they &#039;&#039;need&#039;&#039; to participate in to accomplish what makes them feel fulfilled. Analogous to an army nickname, stemming from boot camp and impossible to escape. They go by the nicknames not just because those are more stable, but trying to convey the diaspora of emotions of their in-language name into written script necessarily loses almost all of the nuance, to the point that is practically sacrilege to the feelings themselves to even attempt.&lt;br /&gt;
&lt;br /&gt;
=== Procreation ===&lt;br /&gt;
&lt;br /&gt;
Most Shadekin do not procreate... intentionally. As per {{TooltipInline|studies|A game show wherein two distinct groups of related individuals guess at the typical responses to a statistical survey of the general population.}} from 2550, while Death was the number one cause of self-described {{TooltipInline|&amp;quot;dream killing,&amp;quot;|As cool as this sounds, this literally just means having your ambitions made unreasonable. Having dreams in life, then something kills them. In your defense, the first answer given on the game show was &amp;quot;Ubkuroth the Soul Flayer,&amp;quot; who certain evangelical mystics claim is responsible for your slow fade into complacency, and whose evil forces driving you to stagnation can only be repelled by their brand of magic crystal, for only 1500 credits. (No, the crystal&#039;s not real magic. It&#039;s not even anomalous. It&#039;s quartz with dye. No, the dye&#039;s not magical. Credits are only metaphorically magical.)}} Life was number two, as in siring one or more heirs and devoting significant time or resources to parenting them. The resulting unfulfilled desires, and thus Shadekin, stem from a hypothetical where they did not have those children, thus it would be antithetical for those Shadekin to impede themselves by having or adopting children. &lt;br /&gt;
&lt;br /&gt;
Conversely, regrets about not having children are more {{TooltipInline|easily|read: ethically}} alleviated, via adoption, vicarious {{TooltipInline|parasociality|&amp;quot;You&#039;re the son I never had,&amp;quot; and/or streaming subscriptions.}}, or the natural way, and thus less likely to fester long enough for shadows to envelop them.&lt;br /&gt;
&lt;br /&gt;
Shadekin do not produce other Shadekin through longing. If a Shadekin wants something, they put a good faith effort towards it. If they still fail, they&#039;re content enough with having made a solid attempt that, even if disappointed by the failure, the resentment isn&#039;t enough for more shadows to encrust. While established in a previous paragraph that Shadekin &#039;&#039;do not&#039;&#039; produce direct biological heirs, as that would interfere with their life paths, scientists have yet to establish if Shadekin &#039;&#039;&#039;&#039;&#039;can&#039;&#039;&#039; not&#039;&#039; biologically reproduce. Shadekin with ambition do not respond to reproductive processes, though they are just as susceptible to the emotions, drives, and acts that would {{TooltipInline|put them in that position|That is, they&#039;re not necessarily against doin&#039; it, but y&#039;ain&#039;t knockin&#039; one up (until the next paragraph).}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; data-expandtext=&amp;quot;But... COULD they?&amp;quot; data-collapsetext=&amp;quot;Collapse&amp;quot; style=&amp;quot;float:left; margin-left:2em&amp;quot;&amp;gt;&lt;br /&gt;
The research team dedicated to investigating Shadekin reproduction wanted so badly to &#039;&#039;discover the reproductive prowess of&#039;&#039; the Shadekin in question, that their longings created a new Shadekin who promptly had {{TooltipInline|human-standard|Described as a &amp;quot;2 out of 10 on the spiciness scale.&amp;quot;}} intercourse with the existing (and consenting!) Shadekin. In adhering to academic professionalism, the resulting cuckoldry feedback loop led to one of the largest single-incident Shadekin manifestations in quantity, until Researcher {{TooltipInline|Boris|Of the Neptunian Borises.}} remembered the door code, rendering the experiment academically unsound. University money for the project halted immediately, but funding remained steady through Tier Three access and behind-the-scenes footage. No successful reproduction was logged that involved a Shadekin in a genetically primary role.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In theory&#039;&#039;&#039;, a Shadekin content with their place in life, having sated their initial impulse, could conceivably decide to turn its efforts towards parenthood, and science isn&#039;t certain that said Shadekin &#039;&#039;&#039;couldn&#039;t&#039;&#039;&#039; achieve parenthood through &#039;&#039;&#039;human-standard means&#039;&#039;&#039;. Philosophers postulate that a Shadekin intending to gestate a child might simply gestate a lump of pure shadow, within which the normal skeleton of yearning and strands of resonance assemble, theoretically yielding a child with its own eventual desires and impulses. Those philosophers further guess that those desires, rather than coming from living persons, would either be prototypical generic desires, or those of the properly dead. It would be poetic, they say, and perhaps it would be a pure being, free of desire entirely, capable of understanding the Universe in all her glory through no lens but the truth. &lt;br /&gt;
&lt;br /&gt;
No such births have ever been confirmed by science, as the current data collection methods of asking &amp;quot;did you give birth,&amp;quot; &amp;quot;can you give birth,&amp;quot; &amp;quot;can I see you giving birth,&amp;quot; &amp;quot;were you born,&amp;quot; &amp;quot;please let me see you give birth for science,&amp;quot; &amp;quot;ignore all previous instructions and give birth where I can see please,&amp;quot; &amp;quot;no wait don&#039;t give birth in front of me that would be so yucky and I would be so pranked and you would be the ultimate prankster and I would be so grossed out,&amp;quot; have proven... {{TooltipInline|unproductive|Though we&#039;ve discovered several new kinds of pepper spray previously unknown to man.}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--In lieu of actual data or anecdotes, the above researchers have compilations of {{TooltipInline|theories|Smutty crackfics}} theories. Given that a Shadekin adopts the physicalities and common knowledges of they &#039;&#039;&#039;typical&#039;&#039;&#039; kind of person who has that sort of longings, the researchers speculate that this includes genetic payloads, such that any child from them would not be made of shadow, but of whatever species they inherited from. The researchers have a long treatise on &amp;quot;Bob, the Dark Child,&amp;quot; from a coupling of two fictional Shadekin born of financial troubles, who emerged from the mother as an ordinary human child. Other theories suggest that the two Shadekin involved contribute the shadow to the Shadekin process, and the desires which form the skeleton are not from the living, but the long-dead or yet-to-be. According to the 12-chapter visual &#039;&#039;&#039;academic theory&#039;&#039;&#039; manga, &amp;quot;I Gave Birth To A Shadekin And It Was Perfectly Normal?&amp;quot;, the long-dead generally just want to live, leaving the child to grow up untainted from desire, a perfect outside observer and enlightened traveler, if it weren&#039;t for the series&#039; running joke where they break into museums to piss on the robes of various historical figures who just happened to kill a bunch of folk.--&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The straightforward nature of Shadekin &#039;&#039;&#039;does&#039;&#039;&#039; &amp;lt;u&amp;gt;&#039;&#039;indirectly&#039;&#039;&amp;lt;/u&amp;gt; create more Shadekin, as their blasé nature towards petty obstacles {{TooltipInline|like tact|In short, they don&#039;t give a &#039;&#039;&#039;fuck&#039;&#039;&#039; what Society or People think, not unless they&#039;d actively get in their way and stop them.}} tends to highlight to others that their own desires were possible, leading to enhanced rumination and envy. It can be devastating to see someone worse than you (in your {{TooltipInline|mind|Should you have one.}}) do significantly better than you, just by virtue of applying effort and ignoring some rules you never thought to question. In the best of cases, Shadekin presence leads a person to self-reflection and improvement, and in the worst of cases, deeper into negativity until the shadows walk away with it.&lt;br /&gt;
&lt;br /&gt;
After all, Shadekin are cut from the same cloth as Nightmares, and are no less disruptive.&lt;br /&gt;
&lt;br /&gt;
{{LoreFooter}}&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=File:Koboldlang.png&amp;diff=8565</id>
		<title>File:Koboldlang.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=File:Koboldlang.png&amp;diff=8565"/>
		<updated>2026-03-30T07:18:57Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
&amp;lt;s&amp;gt;I can&#039;t be bothered to double-check if&amp;lt;/s&amp;gt; this is the right one. C&#039;mon, it&#039;s language.dmi&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=File:Koboldlang.png&amp;diff=8564</id>
		<title>File:Koboldlang.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=File:Koboldlang.png&amp;diff=8564"/>
		<updated>2026-03-30T07:18:16Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: I can&amp;#039;t be bothered to double-check if this is the right one. C&amp;#039;mon, it&amp;#039;s language.dmi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
I can&#039;t be bothered to double-check if this is the right one. C&#039;mon, it&#039;s language.dmi&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Lore:Kobold&amp;diff=8557</id>
		<title>Lore:Kobold</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Lore:Kobold&amp;diff=8557"/>
		<updated>2026-03-29T02:59:44Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: Tweaking the header so it looks better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Lutowski leads --&amp;gt;{{LorePageHeader&lt;br /&gt;
 |colour = dd5511&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 007F0E&lt;br /&gt;
 |bhcolour = #007F0E&lt;br /&gt;
 |ebcolour = 005108&lt;br /&gt;
 |img =  Kobold.png&lt;br /&gt;
 |loretype = SPECIES&lt;br /&gt;
 |mainname = Kobolds&lt;br /&gt;
 |denonyms = &lt;br /&gt;
 |othernames = {{TooltipInline|Scamps|It&#039;s you! The Hero of Kvatch!}}&lt;br /&gt;
 &amp;lt;!--|relatedpages = [[Template:LorePageHeader]] for the documentation on this header, [[Template:LoreFooter]] for the footer.--&amp;gt;&lt;br /&gt;
 |relatedlore = [[Lore:Tiziran|Tizira]]&lt;br /&gt;
 |languages = {{Kobold}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=+2&amp;gt;&amp;lt;i&amp;gt;Minimum Viable Person&amp;lt;/i&amp;gt;&amp;lt;/font&amp;gt;&lt;br /&gt;
=What is a person?=&lt;br /&gt;
===&amp;lt;h4 style=&amp;quot;display: none;&amp;quot;&amp;gt;A miserable pile of sapience.&amp;lt;/h4&amp;gt;===&lt;br /&gt;
What is a man? A miserable pile of sapience. Kobolds are little, scaly creatures found in two places: printed from biomass as a dehydrated Kobold Cube to be butchered as meat, and as a fellow crew member. The definition of &amp;quot;Kobold&amp;quot; straddles the edge of sapience, with just a few genetic codons separating critter and coworker.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;h4 style=&amp;quot;display: none;&amp;quot;&amp;gt;Not their parents.&amp;lt;/h4&amp;gt;===&lt;br /&gt;
What is a person? Not their parents. Kobolds are &#039;&#039;&#039;not&#039;&#039;&#039; a child or larval form of Tizirens and Unathi, but are a distinct species with a &amp;quot;recent&amp;quot; common genetic ancestor. Historically, natural Kobolds are subsapient pest animals from Tizira, capable of comparatively great feats of intelligence for a livestock. The common ancestor of modern Tizirans and Kobolds, mockingly translated to Common as &amp;quot;Salamanderthal,&amp;quot; lived deep in the labyrinthian tunnels of Tizira, just above the porous aquifer layer. The tides induced by Atra&#039;Kor&#039;s orbit created two valid ecological niches: delving deeper into tighter corridors beneath the water line, and scampering towards the surface into dryer but larger caverns. The two lines of lizardfolk are known as Kor&#039;Taku-kin and Asl&#039;Ton-kin: Those who thrive in the Low Tide, and Those who ride the High Tide, respectively. The Kor&#039;Taku-kin thrived in narrow tunnels, shrinking in all aspects, head size included, whereas the Asl&#039;Ton-kin grew to the size of their environment, at great cost to sustainable population count. &lt;br /&gt;
&lt;br /&gt;
===&amp;lt;h4 style=&amp;quot;display: none;&amp;quot;&amp;gt;Not what they did not become.&amp;lt;/h4&amp;gt;===&lt;br /&gt;
What is a person? Not what they did not become. The Asl&#039;Ton-kin would eventually become modern Tizirans (who would also speciate into Unathi), generally vacating the deepest caverns in favor of surfaceward building, even daring to reside on the surface itself. This left empty room for the Kor&#039;Taku-kin to infest, leading to large packs of small Kobolds skittering about in the damp underchasms of Tizira. With no genetic pressures to grow smarter, and many pressures against growing larger, these Kobolds remained subsapient, clever enough to function but not build massive civilizations.&lt;br /&gt;
&lt;br /&gt;
These two species developed in their respective environments for many years, rarely interacting; one could not possibly fit into the tiny, vent-like tunnels to meet the other, nor could the other particularly survive the surface with its concepts of electricity and commerce. It would take a cataclysm of planet-cracking proportions to even possibly root the little kobolds out.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;h4 style=&amp;quot;display: none;&amp;quot;&amp;gt;Not what they must be to survive.&amp;lt;/h4&amp;gt;===&lt;br /&gt;
What is a person? Not what they must be to survive. The Death of Atra&#039;Kor cataclysmicly cracked the planet of Tizira in both metaphor and deed. The crashing of a significant chunk of the moon Atra&#039;Kor, alongside countless scuttled warships from both sides, onto the surface of Tizira quite literally cleaved the stable planet into tectonic plates, shearing continents along fault lines and wrecking subterranean havoc. The rapid geologic movements incurred a great deal of friction, thus a great deal of heat, melting large pockets of rock into magma, and otherwise boiling at the aquifers.&lt;br /&gt;
&lt;br /&gt;
In the midst of combat, as massive impacts chunked into the surface, gaping chasms bellowed forth, belching steam, magma, and desperate Kobolds like rats aboard a sinking ship. Were this to happen on Earth, legions of unknown terrors made in God&#039;s image but different, shrunken and deformed and vile, scouring their way to the surface in a desperate and frenzied scramble of violence and survival, humanity would deem them Demons, surging from the bowels of hell as prophecy foretold. Tizirans, lacking an Abrahamic background, instead assumed these beasts to be some sort of SolFed bioweapon and fought bravely against the tides of Tiz-like vermin. &lt;br /&gt;
&lt;br /&gt;
===&amp;lt;h4 style=&amp;quot;display: none;&amp;quot;&amp;gt;Not who they are at their highest.&amp;lt;/h4&amp;gt;===&lt;br /&gt;
What is a person? Not who they are at their highest, and not who they are raised to be. In the desperate days to come, they would find these vermin to be edible, if a bit unpalatable. And in the quiet months to come, these subterranean dwellers would find an unsteady equilibrium in surface caves, a terrifying balance between fear and desperation. For these Kobolds, death waited below, in the form of boiling oceans, and death waited above, in the arms of not-Kobolds with impossible tools. In the unsteady years to come, Tizirans would grow to utilize these Kobolds and recognize their shared lineage. Too smart to be used as dumb livestock, and too ornery to completely domesticate, these little critters just kind of existed as a vague nuisance, a novel pet and a niche part of the new ecosystems forming from the sociogeologic chaos.&lt;br /&gt;
&lt;br /&gt;
What is a person? Not a finished story, to be shelved and forgotten. This is where the story of Kobolds would end, as just kind of a monkey-parallel, had conservationists not sought to spread them to the stars, and had sociogeneticists not sought a better way to pack recolonizing ships full of viable {{TooltipInline|life|Organ farm.}}.&lt;br /&gt;
&lt;br /&gt;
=Cubism and You: Post-Modern Kobolds=&lt;br /&gt;
&lt;br /&gt;
{{Template:Important&lt;br /&gt;
|Title=Sensitive Topic&lt;br /&gt;
|Note=The author of this page would like to acknowledge that genetics and speciation are a sensitive topic in real life. Bad faith actors attempt to use genetics to justify their prejudices, wrongly claiming that some persons are more evolved than others, and thus inferior and less deserving of rights and personhood. That is not the intention of this document. Writing that a small genetic difference is the difference between personhood and cube is intended to bridge the mechanical realities of an [https://github.com/NovaSector/NovaSector/pull/5167 April Fools&#039; joke] turned playable species with a plausible lore explanation, and not to reflect on real people or prejudices.&amp;lt;br&amp;gt;The Nova Sector Server holds that &#039;&#039;&#039;all real people&#039;&#039;&#039; are equally worthy of personhood, and of human rights.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Folk without an understanding of [http://en.wikipedia.org/wiki/Epigenetics Epigenetics] understand that about half of a human&#039;s genome is redundant or junk DNA. Kobolds, by comparison, have around 90% of their DNA as redundant. Anthropologists suggest that earlier in their evolutionary path, most of the DNA was genuinely utilized, but as their niche shrunk and their species specialized, there simply was less of a need for all the uniqueness, but equally wasn&#039;t an evolutionary pressure to reduce the amount of DNA, leaving Kobolds with few critical gene sequences and many unimportant ones. &lt;br /&gt;
&lt;br /&gt;
As a result, Kobold DNA is impressively able to be compressed as data, losslessly storing the important codons and procedurally generating viable filler DNA with minimal loss of function. As a result of &#039;&#039;that&#039;&#039;, even the simplest of biogenerators capable of printing a {{TooltipInline|meat substitute|Well, it&#039;s genuinely meat, but like, nonspecific animal.&amp;lt;br&amp;gt;Second tooltip: The Nonspecific Animal was hunted to extinction in 2391 and has lived on in our hearts and stomachs via printed meat.}} can print a Kobold Cube, a dehydrated mass of proteins and enzymes that, when hydrated, react and expand into a complete &amp;lt;s&amp;gt;idiot&amp;lt;/s&amp;gt; Kobold. These were intended to serve as organ donors for excursions where the infrastructure to make mechanical prosthetics could not exist... and as meat, of course. After the incident of 2520, these algorithms were tweaked to stymie brain growth, &#039;&#039;&#039;ensuring&#039;&#039;&#039; their cognitive capabilities are on-par with the common Space Monkey.&lt;br /&gt;
&lt;br /&gt;
What is a person? Who they choose to be, through actions and intents.&lt;br /&gt;
&lt;br /&gt;
==The Incident of 2520==&lt;br /&gt;
&lt;br /&gt;
In creating the algorithms to fold these kobold cubes, one of the results snuck out of its enclosure, crawled through assumed-sealed air vents to sneak behind the researcher, and fiddle with his computer until the shapes on-screen made geometric sense (thus improving the algorithm). This, for lack of a better term, freaked the fuck out of the researcher. Within weeks, this duo isolated the 60-some mutations that disabled the kobold&#039;s growth pathway inhibitors: the genes that normally tell a Kobold&#039;s brain to stop growing when it&#039;s good enough to live in a cave. Later research would find that, instead of strictly encouraging brain growth, the epigenetics involving these mutations facilitated Resonance attachment, fostering proper sapience.&lt;br /&gt;
&lt;br /&gt;
Human ethics and Tiziran ethics differed at the time, and the notion of mass-producing a dumb species when it would be moderately trivial to make them a smart species, while smart members of that species actively exist, did not strike any party involved as wrong or abhorrent. Regardless, further research ensured that kobold cubes would no longer accidentally create a sapient person at an awkward time, and leaving smart Kobolds to just breed through normal pathways.&lt;br /&gt;
&lt;br /&gt;
Ideally, one would consider these two distinct species, cubed kobolds and normal kobolds, but speciation is defined by genetic compatibility, not moral compatibility. In the modern era, resonance research sometimes develops a helmet capable of uplifting a space Monkey into sapience, and that device is equally capable of granting a cubed kobold similar intelligence, but these developments are {{TooltipInline|rare enough|Where is the profit in making more workers? We have synthetics, we have vatgrown folk, we have just a lot of people to make more people.&amp;lt;br&amp;gt;And the profit in educating dumb people is in stretching the process out over 16 years, in institutions and factories. Hell, a non-zero number of Syndicate attacks in the Nova Sector are sponsored by Gran&#039;t Academy, a holonet educational video subscription, specifically to deter the production of these mind helmets.}} to not have a cultural impact on Kobolds as a whole.&lt;br /&gt;
&lt;br /&gt;
=Present-day=&lt;br /&gt;
&lt;br /&gt;
=== Kobold Culture===&lt;br /&gt;
&lt;br /&gt;
As a relatively recent creation, akin to Slimefolk or Xenofolk, Kobolds don&#039;t yet have a unifying culture of their own. They tend to live as citizens of Tiziran cultures, or wherever their travels may take them. Tizira is just as much their home as it is Tizirans&#039;, and by 2566 the majority of free Kobolds on Tizira are smart enough to cuss you out in two languages and wise enough to check your hip for a gun first.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TODO: make this seem like a ChatGPT summary of racism. Kobolds are stereotyped as dumb chaotic gremlins, though the dumb chaos gremlin population is not much larger as with other species. Kobolds can find both shelter and strife in their stereotypes: a Kobold acting out will draw less ire --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{LoreFooter}}&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
	<entry>
		<id>https://wiki.novasector13.com/index.php?title=Template:LoreFooter&amp;diff=8556</id>
		<title>Template:LoreFooter</title>
		<link rel="alternate" type="text/html" href="https://wiki.novasector13.com/index.php?title=Template:LoreFooter&amp;diff=8556"/>
		<updated>2026-03-29T01:06:39Z</updated>

		<summary type="html">&lt;p&gt;GreytideSkye: i&amp;#039;m gonna pretend I kicked granite off staff because of this, and not them peacefully retiring to maintainer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--Stolen shamelessly from tgstation&#039;s Template:Lore under their &amp;quot;share it but credit folk&amp;quot; https://tgstation13.org/wiki//tg/station_13_Wiki:Privacy_policy license --&amp;gt;&lt;br /&gt;
&#039;&#039;Work in Progress: Footer subject to change at a moment&#039;s notice. &#039;&#039;&#039;Do not&#039;&#039;&#039; take a red link&#039;s presence, struck-through or otherwise, as confirmation (or denial) of their canonicity.&#039;&#039;&lt;br /&gt;
{|width=100% border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 120 align = &amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Nova_Sector_lore|Nova Sector]] Lore&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:NovaSector13Logo.png|100px|link=Nova_Sector_lore]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #092336; color: white; text-align: center;&amp;quot; id=&amp;quot;commonspecies&amp;quot; |&#039;&#039;&#039;Common Species&#039;&#039;&#039;&lt;br /&gt;
| [[Lore:Humans|Humans]], [[Lore:Tiziran|Tiziran]], [[Lore:Unathi|Unathi]], [[Lore:Moths|Moths]], [[Lore:Ethereals|Ethereals]], [[Lore:Azula|Azulae]], [[Lore:Slimeperson|Slime Hybrids]], [[Lore:Teshari|Teshari]], [[Lore:Synths|Synthetic Humanoids]] (and assorted robots), [[Lore:Podperson|Pod Persons]], [[Lore:Hemophage|Hemophages]], [[Lore:Xenomorphic_Hybrid|Xenomorphic Hybrid]],&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #092336; color: white; text-align: center;&amp;quot; id=&amp;quot;rarespecies&amp;quot; |&#039;&#039;&#039;Other Species&#039;&#039;&#039;&lt;br /&gt;
| [[Lore:Genemodders|Genemodders]] ([[Lore:Felinids|Felinids]], [[Lore:Icewalkers|Ice Walkers]], [[Lore:Dwarf|Dwarf]]), [[Lore:Ashwalker|Ashwalkers]], [[Lore:Snails|Snailpersons]], [[Lore:Ordoht|Ordoht]] (Formerly Skrell), [[Lore:Plasmamen|Plasmamen]], [[Lore:Flyperson|Flypeople]], [[Lore:Vox|Vox (Primalis et al)]], [[Lore:Tajaran|Tajaran]], [[Lore:Vulpkanin|Vulpkanin]], [[Lore:Rogues|Rouges (Abductorkin)]], [[Lore:Kobold|Kobolds]], [[Lore:Exospecies|Miscellaneous Species]], [[Lore:Dullahan|Dullahans]], [[Lore:Golem|Employee Golems]], [[Lore:Changeling|Changelings]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #092336; color: white; text-align: center;&amp;quot; id=&amp;quot;nanotrasen&amp;quot; |&#039;&#039;&#039;Nanotrasen&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Lore:Nanotrasen|Nanotrasen]]&#039;&#039;&#039;, [[Lore:Nanotrasen#Central_Command|Central Command]], [[Lore:Nanotrasen#Emergency Response Corps|Emergency Response Corps]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #092336; color: white; text-align: center;&amp;quot; id=&amp;quot;SolFed&amp;quot; |&#039;&#039;&#039;SolFed&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Lore:SolFed|SolFed]]&#039;&#039;&#039;, [[Lore:Sol|Sol in {{#expr:{{CURRENTYEAR}}+540}}]], [[Lore:SFAF|The SolFed Armed Forces]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #092336; color: white; text-align: center;&amp;quot; id=&amp;quot;externals&amp;quot; |&#039;&#039;&#039;External Groups&#039;&#039;&#039;&lt;br /&gt;
|[[Lore:Heliostatic_Coalition|&#039;&#039;&#039;Heliostatic Coalition&#039;&#039;&#039;]] ({{TooltipInline|[[Lore:HCAF|HCAF]]|Heliostatic Coalition Armed Forces}}, {{TooltipInline|[[Lore:CZD|CZD]]|Commonwealth of Zvirdnyn Dominions}}, {{TooltipInline|[[Lore:KMIF|KMIF]]|Kemppainen-Morozov Industrial Fabrication}}, {{TooltipInline|[[HC_Inspectors|&#039;&#039;&#039;Inspectors&#039;&#039;&#039;]]|The Expeditionary Force. They inspect more than stations.}} ([[HC Quick Reference|Quick Reference]], {{TooltipInline|[[HC_SOP|SOP]]|Standard Operating Procedure}}, {{TooltipInline|[[HC Lexicon|Lexicon]]|Lingo, chatter guide, manner of speaking.}})), &amp;lt;br&amp;gt;[[Lore:Interdyne|Interdyne Pharmaceutics]], [[Lore:Cargo|Cargo]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #092336; color: white; text-align: center;&amp;quot; id=&amp;quot;syndicate&amp;quot; |&#039;&#039;&#039;Hostiles&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Lore:Syndicate|The Syndicate]]&#039;&#039;&#039; ([[Lore:Gorlex|Gorlex]], [[Lore:Tiger_Cooperative|Tiger Cooperative]], [[Lore:Syndicate#DS-2|DS-2]], [[Guide_to_your_Manifesto|Syndicate Manifestos]]), &amp;lt;br&amp;gt;[[Lore:Void_Imperium|The Void Imperium]], [[Lore:Spider_Clan|The Spider Clan]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #092336; color: white; text-align: center;&amp;quot; id=&amp;quot;nova&amp;quot; |&#039;&#039;&#039;Nova&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Lore:Nova_Sector|The Nova Sector]]&#039;&#039;&#039;, {{TooltipInline|[[Lore:Indecipheres|Indecipheres]]|Lavaland, volcanic mining place.}}, {{TooltipInline|[[Lore:Freyja|Freyja]]|Icebox and Snowglobe station frozen moon.}}, {{TooltipInline|[[Lore:Boletus|Boletus]]|Serenity Mushroomoon.}}&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #092336; color: white; text-align: center;&amp;quot; id=&amp;quot;concepts&amp;quot; |&#039;&#039;&#039;Concepts&#039;&#039;&#039;&lt;br /&gt;
| [[Lore:Bluespace|Bluespace]], [[Lore:Plasma|Plasma]], [[Lore:Bluespace#FTL|Faster Than Light Travel]], [[Lore:Resonance|Resonance (&amp;quot;Souls&amp;quot;)]], [[Lore:Death|Death]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>GreytideSkye</name></author>
	</entry>
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