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	<id>https://wiki.deltav.gay/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GrumpyOwl</id>
	<title>Delta-V Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.deltav.gay/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=GrumpyOwl"/>
	<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/view/Special:Contributions/GrumpyOwl"/>
	<updated>2026-05-01T12:46:54Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Surgeon&amp;diff=4125</id>
		<title>Surgeon</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Surgeon&amp;diff=4125"/>
		<updated>2025-06-21T06:11:10Z</updated>

		<summary type="html">&lt;p&gt;GrumpyOwl: Added Roles on DeltaV widget for navigation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Job Header|maincolor=244559|department=MEDICAL|secondarycolor=325367|image=Surgeon.png|title=Surgeon|aliases=&amp;quot;Surg&amp;quot;|difficulty=Medium to Hard|requirements=8 hours in [[Medical|Medical Doctor]]|access=Medical, Surgery, Maintenance|extendedaccess=None|supervisors=[[Chief Medical Officer]]|subordinates=None|guides=[[Medical]], [[Surgery]]|duties=Reattach body parts, puts brains into new bodies, and perform ethically dubious surgeries to allow the salvage crew to breathe in space.}}&lt;br /&gt;
{{Jobs Menu}}&lt;/div&gt;</summary>
		<author><name>GrumpyOwl</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Clerk&amp;diff=4124</id>
		<title>Clerk</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Clerk&amp;diff=4124"/>
		<updated>2025-06-21T06:10:52Z</updated>

		<summary type="html">&lt;p&gt;GrumpyOwl: Added Roles on DeltaV widget for navigation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Job Header|maincolor=6b2833|department=JUSTICE|secondarycolor=6b2833|image=Clerk.png|title=Clerk|aliases=None|difficulty=Medium|requirements=10 hours as [[Lawyer]], 10 hours as [[Prosecutor]]|access=Justice, Clerk, Maintenance|extendedaccess=None|supervisors=[[Chief Justice]]|subordinates=None}}&lt;br /&gt;
{{Jobs Menu}}&lt;/div&gt;</summary>
		<author><name>GrumpyOwl</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Chief_Justice&amp;diff=4123</id>
		<title>Chief Justice</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Chief_Justice&amp;diff=4123"/>
		<updated>2025-06-21T06:10:31Z</updated>

		<summary type="html">&lt;p&gt;GrumpyOwl: Added Roles on DeltaV widget for navigation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Job Header|command=true|maincolor=6b2833|department=JUSTICE|secondarycolor=6b2833|image=Chiefjustice.png|title=Chief Justice|aliases=CJ|difficulty=Hard|requirements=Whitelisted, 25 hours of playtime, 10 hours as [[Prosecutor]], 10 hours as [[Lawyer]]|access=Command, Chief Justice, Lawyer, Prosecutor, Clerk, Maintenance, External, Cryogenics|extendedaccess=None|supervisors=[[Captain]]|subordinates=[[Clerk]], [[Prosecutor]], [[Lawyer]]|duties=Hold court and uphold the law. Oversee any trials.|guides=[[Space Law]]}}&lt;br /&gt;
{{Jobs Menu}}&lt;/div&gt;</summary>
		<author><name>GrumpyOwl</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Chief_Justice&amp;diff=4122</id>
		<title>Chief Justice</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Chief_Justice&amp;diff=4122"/>
		<updated>2025-06-21T06:09:31Z</updated>

		<summary type="html">&lt;p&gt;GrumpyOwl: Basic stub page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Job Header|command=true|maincolor=6b2833|department=JUSTICE|secondarycolor=6b2833|image=Chiefjustice.png|title=Chief Justice|aliases=CJ|difficulty=Hard|requirements=Whitelisted, 25 hours of playtime, 10 hours as [[Prosecutor]], 10 hours as [[Lawyer]]|access=Command, Chief Justice, Lawyer, Prosecutor, Clerk, Maintenance, External, Cryogenics|extendedaccess=None|supervisors=[[Captain]]|subordinates=[[Clerk]], [[Prosecutor]], [[Lawyer]]|duties=Hold court and uphold the law. Oversee any trials.|guides=[[Space Law]]}}&lt;/div&gt;</summary>
		<author><name>GrumpyOwl</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Clerk&amp;diff=4121</id>
		<title>Clerk</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Clerk&amp;diff=4121"/>
		<updated>2025-06-21T05:51:07Z</updated>

		<summary type="html">&lt;p&gt;GrumpyOwl: Basic stub page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Job Header|maincolor=6b2833|department=JUSTICE|secondarycolor=6b2833|image=Clerk.png|title=Clerk|aliases=None|difficulty=Medium|requirements=10 hours as [[Lawyer]], 10 hours as [[Prosecutor]]|access=Justice, Clerk, Maintenance|extendedaccess=None|supervisors=[[Chief Justice]]|subordinates=None}}&lt;/div&gt;</summary>
		<author><name>GrumpyOwl</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Corpsman&amp;diff=4120</id>
		<title>Corpsman</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Corpsman&amp;diff=4120"/>
		<updated>2025-06-21T04:58:07Z</updated>

		<summary type="html">&lt;p&gt;GrumpyOwl: Updating playtime requirements per brigmedic.yml&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision|reason=This need to be written.}}&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=SECURITY&lt;br /&gt;
|maincolor=480000&lt;br /&gt;
|secondarycolor=600000&lt;br /&gt;
|image=Corpsman.png&lt;br /&gt;
|title=Corpsman&lt;br /&gt;
|difficulty=Medium to Hard&lt;br /&gt;
|requirements=6 hours in [[Medical Doctor|Medical]], 6 hours in [[Security Cadet|Security]]&lt;br /&gt;
|access=Medical, Security, Maintenance, External, Corpsman&lt;br /&gt;
|extendedaccess=Chemistry&lt;br /&gt;
|supervisors=[[Head of Security]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Make sure everyone in security is in tip top shape. Heal whoever gets arrested and put in the brig.&lt;br /&gt;
|guides=[[Space Law]], [[Standard Operating Procedure|SOP]], [[Alert Procedure]], [[Company Policy]], [[Medical]]&lt;br /&gt;
|aliases=None}}&lt;br /&gt;
The corpsman is a map-specific role. This means, not all maps feature this role for selection. Usually, if a map has a somewhat extended Prison (Perma), then the Corpsman will usually be available as well.&lt;br /&gt;
&lt;br /&gt;
Maps that do have the Corpsman as a role: [[Maps#Arena Station|Arena Station]], [[Maps#Asterisk Station|Asterisk Station]],[[Maps#Hammurabi Prison Station|Hammurabi Prison Station]], [[Maps#Shōkō Station|Shōkō Station]], [[Maps#The Hive|The Hive]], [[Maps#Submarine Station|Submarine Station]], [[Maps#Tortuga Station|Tortuga Station]]&amp;lt;br&amp;gt;&lt;br /&gt;
Maps that do thus NOT feature the Corpsman role: [[Maps#Edge Station|Edge Station]], [[Maps#Pebble Station|Pebble Station]]&lt;br /&gt;
&lt;br /&gt;
The Corpsman, sometimes called Brigmedic, or simply the Security&#039;s medic, is exactly that. Your primary task is to provide the Prisoners as well as your fellow Officers with medical attention when needed. This is why you have access to both Security and Medical doors. While a Corpsman has some tools to deal with threats handled by Security, do note, that your first priority is still making sure your team as well as the Prisoners are alive and well.&lt;br /&gt;
&lt;br /&gt;
You usually have a room next to Security, or the medical outpost, where you can treat wounded as needed in peace, as the doors to your office which are often-times equipped with a bed and maybe even a stasis-bed are Security doors. Do note, that your locker has some useful tools which can help kick-start your shift. This often includes 2 Tracking Implants and a GPS. Disablers. And your very own Hardsuit should things go rough.&lt;br /&gt;
&lt;br /&gt;
Feel free to use the Crew Monitor at Medical from time to time to check up on your possible patients.&lt;br /&gt;
&lt;br /&gt;
To summarize. Make sure to hand out your two Tracking Implants, if you have them. Check up on the prisoners regularly, as well as your security officers. If things go out of hand, feel free to use force and act as an officer, though do prioritize getting injured back safety and let your fellow officers deal with the threat if possible. If you have absolutely little to do, but Medical is in a rough spot, you might offer the Chief Medical Officer your help in treating injured people with the added bonus that they will have a Security Officer (You), in case something unexpected happens. But do not forget about your primary tasks!&lt;br /&gt;
&lt;br /&gt;
It might be beneficial to either carry around some low amount of chemicals with you in form of bottles or bring some to your personal room, so you can treat prisoners and officers on site.&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>GrumpyOwl</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Surgeon&amp;diff=4119</id>
		<title>Surgeon</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Surgeon&amp;diff=4119"/>
		<updated>2025-06-21T04:56:01Z</updated>

		<summary type="html">&lt;p&gt;GrumpyOwl: Initial Surgeon job details for the header. Still a stub, but better than no page at all&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Job Header|maincolor=244559|department=MEDICAL|secondarycolor=325367|image=Surgeon.png|title=Surgeon|aliases=&amp;quot;Surg&amp;quot;|difficulty=Medium to Hard|requirements=8 hours in [[Medical|Medical Doctor]]|access=Medical, Surgery, Maintenance|extendedaccess=None|supervisors=[[Chief Medical Officer]]|subordinates=None|guides=[[Medical]], [[Surgery]]|duties=Reattach body parts, puts brains into new bodies, and perform ethically dubious surgeries to allow the salvage crew to breathe in space.}}&lt;/div&gt;</summary>
		<author><name>GrumpyOwl</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=File:Surgeon.png&amp;diff=4118</id>
		<title>File:Surgeon.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=File:Surgeon.png&amp;diff=4118"/>
		<updated>2025-06-21T04:55:00Z</updated>

		<summary type="html">&lt;p&gt;GrumpyOwl: Sprite from Resources/Textures/_DV/Markers/jobs.rsi/surgeon.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Sprite from Resources/Textures/_DV/Markers/jobs.rsi/surgeon.png&lt;/div&gt;</summary>
		<author><name>GrumpyOwl</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Roboticist&amp;diff=4117</id>
		<title>Roboticist</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Roboticist&amp;diff=4117"/>
		<updated>2025-06-21T04:43:16Z</updated>

		<summary type="html">&lt;p&gt;GrumpyOwl: Missing job requirements per roboticist.yml&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Job_Header&lt;br /&gt;
|department=EPISTEMICS&lt;br /&gt;
|maincolor=4c1a4f&lt;br /&gt;
|secondarycolor=6f2773&lt;br /&gt;
|image=Scientist.png&lt;br /&gt;
|title=Roboticist&lt;br /&gt;
|difficulty=Medium&lt;br /&gt;
|requirements=12 hours of playtime, 4 hours of [[Scientist|Epistemics]]&lt;br /&gt;
|access=Epistemics,Robotics Maintenance&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=[[Mystagogue]]&lt;br /&gt;
|subordinates=[[Research Assistant]] (to some extent)&lt;br /&gt;
|duties=Make,manage,&amp;lt;s&amp;gt;and emag&amp;lt;/s&amp;gt; an army of borgs. Do surgery on IPC&#039;s if they need repair. and make certain equipment in the Exosuit Fabricator  &lt;br /&gt;
|guides=[[Research_and_Development|Research]], [[Robotics]], (whenever a surgery guide gets added put it here :p)&lt;br /&gt;
|aliases=N/A}}&lt;br /&gt;
&lt;br /&gt;
The Roboticist is the person on station with the duty to create Cyborgs that work as essentially extra crew members, or to repair IPC crew members who have taken damage. Just like a scientist you are under the full lead of the Mystagogue however you have to worry less about glimmer and research as opposed to normal scientists. With that being said if things are not going well for epistemics or an anomaly needs to be found you should still be helping when you don&#039;t have the ability to make Borg&#039;s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Cyborgs ==&lt;br /&gt;
:&#039;&#039;Main Article: [[Robotics|Cyborgs]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main function of a Roboticist on station is to create borgs. Borgs are meant to be a helping subservient hand to other departments or your own. Borgs have their own set of laws that they must follow that are more important than anything other than server rules, these laws go from top to bottom in importance and if one law contradicts another the upper law will be the one it follows. You can heal Borgs by by simply using a welder on them and in a short time they will be back to full health. You make a Borg by making all the parts and just attaching them to a frame then adding 2 flashes and some lv&#039;s. Then you need to give the borg a brain by putting a biological brain into a Man Machine Interface or make a positronic brain from your Fabricator. After that your borg can choose its chassis of choice and get to work on the station or serving others. You can put in new batteries or take out the brain by unlocking it by alt clicking and using a screwdriver to open its panel. &lt;br /&gt;
&lt;br /&gt;
== IPC&#039;s ==&lt;br /&gt;
The other function of a Roboticist is to do work on the species of the IPC&#039;s. IPC&#039;s can be healed by using a welder to heal brute damage, Plastic to stop bleeding, glass to fix eye damage, and lv&#039;s to fix burning damage. IPC limbs can be made in the exosuit Fabricator as well as oil packs that IPC&#039;s use in place of blood. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>GrumpyOwl</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Warden&amp;diff=4116</id>
		<title>Warden</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Warden&amp;diff=4116"/>
		<updated>2025-06-21T04:36:10Z</updated>

		<summary type="html">&lt;p&gt;GrumpyOwl: Updating playtime requirements per requirement_overrides.yml&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Job_Header&lt;br /&gt;
|department=SECURITY&lt;br /&gt;
|maincolor=480000&lt;br /&gt;
|secondarycolor=600000&lt;br /&gt;
|image=Warden.png&lt;br /&gt;
|title=Warden&lt;br /&gt;
|difficulty=Hard&lt;br /&gt;
|requirements=Whitelisted, 10 hours as [[Security Officer]], 6 hours as [[Detective]]&lt;br /&gt;
|access=Security, Armory, Maintenance, Service, External, Detective, Cryogenics&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=[[Head of Security]], [[Captain]]&lt;br /&gt;
|subordinates=[[Prisoner|Prisoners]], [[Security Officer]] (to an extent), [[Prison Guard]]&lt;br /&gt;
|duties=Babysit the brig, babysit the prisoners, babysit the armory.&lt;br /&gt;
|guides=[[Space Law]], [[Standard Operating Procedure|SOP]], [[Alert Procedure]], [[Company Policy]], This article&lt;br /&gt;
|aliases=None}}&lt;br /&gt;
The Warden is a keystone of security tasked with managing the Brig and everything within it. This ranges from making sure detained prisoners are treated with respect (or at a minimum, not beaten to death), to overseeing and (in emergencies) distributing the contents of the Armory. &lt;br /&gt;
&lt;br /&gt;
The Warden answers directly to the [[Head of Security]] and indirectly to the Captain, but generally anyone else inside the Brig answers to the Warden as long as they are there. As the Warden, you&#039;re often the thin red line between the Armory and any number of trespassing threats; ranging from a sticky-fingered [[Head of Personnel|Clown]] to a Traitor looking to bust their buddy (or assassination target) out of the Permabrig.&lt;br /&gt;
&lt;br /&gt;
== The Outside World ==&lt;br /&gt;
&lt;br /&gt;
The Warden is strongly discouraged from leaving the brig for any amount of time over a few minutes. This can leave the highly volatile contents of the armory, rowdy prisoners looking for a way out, and confiscated contraband unattended, thus giving someone a chance at grabbing it without being noticed. The Warden is also very strongly discouraged from helping themselves to the contents of the armory without reason -- this puts a terrible look on you and is generally completely unnecessary. It generally just paints you as someone who took the job for quick access to as many guns as you can carry and further increases the value of beating you up in the hallways if you leave for some reason.&lt;br /&gt;
&lt;br /&gt;
A Warden outside of the brig is also an extremely high-value target for anyone out to pilfer ID cards or equipment; perhaps the most dangerous item you can lose is your ID card which gives its holder unrestricted access to everything in the armory. Not only does it give them as many guns as they want, they can give their friends guns too. And their friends are probably not your friends.&lt;br /&gt;
&lt;br /&gt;
== My Rifle, My Gun ==&lt;br /&gt;
&lt;br /&gt;
The coveted Armory is usually one of the most-secured places on the station, second usually only to the Captain&#039;s Quarters or other sensitive areas of the bridge. Depending on the station, it usually contains 2-3 each of laser rifles, pump-action shotguns, submachine guns, spare shotgun shells, lethal and non-lethal ammunition, security hardsuits, bomb suits, portable flashers, and more.&lt;br /&gt;
&lt;br /&gt;
This is quite a massive list of equipment to keep track of, but generally, if you are doing your job right, it doesn&#039;t move often without you knowing about it. As the Warden, you are expected to safeguard this equipment and prevent unauthorized access at any cost. The only other people that should be allowed in and out of the armory is [[Head of Security|Your Boss]] and [[Captain|Your Bosses&#039; Boss]]. You should discourage them from taking everything they can carry, but try to avoid arresting them on the spot.&lt;br /&gt;
&lt;br /&gt;
You should absolutely prevent anyone from getting into the armory who invites themselves in without good reason and isn&#039;t the Captain or Head of Security. &lt;br /&gt;
&lt;br /&gt;
It is also your (and the Head of Security&#039;s) discretion on when the contents of the armory should be distributed to your Officers (or, god forbid, the crew). Station threats like carps and spiders are much more safely handled if you can hand a competent officer something lethal, it can just be challenging to find that competent officer under your command. Otherwise, your officers are left with non-lethal means only and usually have to beat the enemy to death with a baton, exposing them to greater danger.&lt;br /&gt;
&lt;br /&gt;
== Folsom Prison Blues ==&lt;br /&gt;
&lt;br /&gt;
The second important part of your job is taking care of the brig and general security area. You should keep it clean, lock up contraband, and secure any weapons or equipment lying around in the open under lock and key. This keeps the place organized and makes it harder for an intruder or loose detainee to get easy access to weapons or equipment that have been left lying out by [[Security Officer|people who are lazy]].&lt;br /&gt;
&lt;br /&gt;
You also are tasked with keeping an eye on any detainees brought in by your officers. You should verify that they&#039;ve been brought in for a valid crime, ensure they have been appropriately searched, make sure they have any major injuries treated to, make sure any contraband is confiscated and secured, make sure an appropriate sentence is given (officers will often look to you for sentence advice), and make sure the detainee is released with all of their belongings (minus contraband!) when their time is up.&lt;br /&gt;
&lt;br /&gt;
This is a lot to do, but essentially you just need to watch over and make sure that your officers are doing a good job and not power tripping too hard, while also making sure the detainees aren&#039;t forgotten about. Officers will often leave prisoners in your care while they go back out on patrol, so depending on how proactive they are, they may dump a detainee on you without saying anything and leave just as quickly. Make sure they explain what actually transpired or actually brig the person themselves.&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>GrumpyOwl</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Security_Officer&amp;diff=4115</id>
		<title>Security Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Security_Officer&amp;diff=4115"/>
		<updated>2025-06-21T04:34:32Z</updated>

		<summary type="html">&lt;p&gt;GrumpyOwl: Updating playtime requirements per requirement_overrides.yml&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab inline name=&amp;quot;Security Officer&amp;quot;&amp;gt;&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=SECURITY&lt;br /&gt;
|maincolor=480000&lt;br /&gt;
|secondarycolor=600000&lt;br /&gt;
|image=Security officer.png&lt;br /&gt;
|title=Security Officer&lt;br /&gt;
|aliases=Senior Officer, &amp;quot;Secoff&amp;quot;, &amp;quot;Seccie&amp;quot;&lt;br /&gt;
|difficulty=Hard&lt;br /&gt;
|requirements=10 hours in [[Security Cadet|Security]]&lt;br /&gt;
|access=Security, Maintenance, Service, External, Cryogenics&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=[[Head of Security]], [[Warden]] (to some extent)&lt;br /&gt;
|subordinates=[[Security Cadet]] (to some extent)&lt;br /&gt;
|duties=Protect the station, enforce Space Law, help people.&lt;br /&gt;
|guides=[[Space Law]], [[Standard Operating Procedure|SOP]], [[Alert Procedure]], [[Company Policy]]&lt;br /&gt;
}}&lt;br /&gt;
So you decided to sign up for Security, eh? Remember to read the [[Space Law]], the [[Standard Operating Procedure|SOP]] and [[Company Policy]].&lt;br /&gt;
&lt;br /&gt;
Security Officers are the reasonably-lengthed arm of the law. Unlike the Head of Security or [[Warden]], the humble Officer doesn&#039;t have cutting edge equipment or the walls of the Brig to hide behind. The job of a Security Officer is to meet crime and danger where it lives, in the grimy hallways and departments of the station.&lt;br /&gt;
&lt;br /&gt;
Please note that just because you are &#039;&#039;&#039;THE LAW&#039;&#039;&#039; doesn&#039;t mean you can beat [[Clown|clowns]]/[[Mime|mimes]]/[[Passenger|passengers]]/[[Captain|captains]] to death on a whim. Make sure when using your baton that it&#039;s &#039;&#039;&#039;not&#039;&#039;&#039; using harm mode, and be sure to follow your own rules. You exist to protect the crew first and foremost, even if it is usually from themselves.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab inline name=&amp;quot;Security Cadet&amp;quot;&amp;gt;&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=SECURITY&lt;br /&gt;
|maincolor=480000&lt;br /&gt;
|secondarycolor=600000&lt;br /&gt;
|image=Security Cadet.png&lt;br /&gt;
|title=Security Cadet&lt;br /&gt;
|aliases=&amp;quot;Secoff&amp;quot;, &amp;quot;Seccie&amp;quot;&lt;br /&gt;
|difficulty=Easy to Medium&lt;br /&gt;
|requirements=6 hours of playtime&lt;br /&gt;
|access=Security, Maintenance, Service, External, Cryogenics&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=[[Head of Security]], [[Security Officer]], [[Warden]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Learn to serve and protect.&lt;br /&gt;
|guides=[[Security Officer]], [[Space Law]], [[Standard Operating Procedure|SOP]], [[Alert Procedure]], [[Company Policy]]&lt;br /&gt;
}}&lt;br /&gt;
So you decided to sign up for Security, eh? Remember to read the [[Space Law]], the [[Standard Operating Procedure|SOP]] and [[Company Policy]].&lt;br /&gt;
&lt;br /&gt;
Security Cadet might be your first real job on the station after spending a few rounds as a passenger. This is not a role for absolute beginners. If you are unprepared for the hardship that comes with this job, if you do not know what the hell you&#039;re doing, do not take it on. Try out the other roles first, get a feel for what&#039;s normal and what&#039;s not, then come back.&lt;br /&gt;
&lt;br /&gt;
As a Security Cadet, you have a lot of pressure put on you to perform well. Do not allow this to get to you. You are expected to call in more experienced people to deal with situations that you are unsure of. If you take the law into your own hands too quickly, there can be consequences under [[Space Law]]. Familiarize yourself with this as well as you can. Don&#039;t allow your authority to get to your head and take things too far, but also don&#039;t allow clown murder to become the norm. No one likes clown murder.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Art of Listening ==&lt;br /&gt;
&lt;br /&gt;
The most important thing to do when you are starting out as a Security Officer is to &#039;&#039;&#039;listen&#039;&#039;&#039; to what your [[Head of Security|commanding officer]], the crew, the [[Passenger|passengers]], and even the [[Clown|clowns]] are saying to you. If you fly off the handle when confronted with a slightly irritating situation, you will immediately be labeled as &amp;quot;shitsec,&amp;quot; and the people will be right to rise against you. &lt;br /&gt;
&lt;br /&gt;
The greatest tool in your tool-belt is not the baton, it&#039;s your ears. When you listen, you will know how to diffuse a situation. When you listen, you will come to understand who is lying and who is telling the truth. Some people are bad at speaking, give them the benefit of the doubt and ask follow up questions. &#039;&#039;Be a good listener.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== On Patrol ==&lt;br /&gt;
&lt;br /&gt;
Patrol is one critical part of the average Security Officer&#039;s duty. Just your presence alone can discourage criminal activity, while actively moving about the station will key you in to current events or crimes in progress. Very rarely is there a reason for the average officer to be standing in the brig for extended periods of time.&lt;br /&gt;
&lt;br /&gt;
Say you&#039;re patrolling and see a crime in progress. The most important thing to do is &#039;&#039;&#039;evaluate&#039;&#039;&#039; the situation first and quickly determine what kind of approach is warranted. Examine the situation, how serious is the crime? Is the offender armed and/or dangerous? Is someone&#039;s life in danger? A clown breaking a window to get into tool storage requires a different response to someone being beaten to death with an axe.&lt;br /&gt;
&lt;br /&gt;
In the case that there&#039;s no clear threat to yourself, the crew, or any (valuable) station property, you&#039;ll be pleasantly surprised with how often well-chosen words can defuse a situation. Tell the clown to quit breaking the window, ask what he needs or is trying to do, and if it&#039;s something reasonable, ask on the radio if anyone can help him with it. Meeting low-intensity situations with weapons immediately escalates things which can dangerously backfire on you and turn the crew against you. Crew not looking for trouble will sometimes agree to allow themselves to be searched, saving you the trouble and energy of detaining them.&lt;br /&gt;
&lt;br /&gt;
In general, where the situation permits, using your words and presence is generally a good first step into a conflict. Even some fistfights can be broken up by yelling &amp;quot;HEY&amp;quot; at both offenders and telling them to break it up.&lt;br /&gt;
&lt;br /&gt;
== Negotiations Have Broken Down ==&lt;br /&gt;
&lt;br /&gt;
If it&#039;s clear that a civil discussion isn&#039;t on the table, you may have to detain the offender. Before you reach for your weapon of choice, think of the situation and what best fits:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flash&#039;&#039;&#039; - A small bulb which can be trigged in your hand or used on another person to temporarily blind and disorient them. This slows them greatly, makes them much easier to follow up on with a stun baton, and disorients them enough to make fighting back difficult for a few seconds. This is very low-risk to use against offenders and should be one of your first options, since if they manage to get it away from you, your sunglasses will protect you from it. This goes in reverse though; anyone with sufficient eye protection will be immune to your flash.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stun Baton&#039;&#039;&#039; - Electrically charged baton. Using it in your hand turns it on and off. Turning the baton on and hitting things with it in [[combat]] mode consumes its charge but stuns them. When off or out of charge, it becomes a bludgeoning weapon, so try not to accidentally beat people into a pulp. While harder for offenders to defend against than the flash, if you get disarmed or slipped your baton can easily be used against you or stolen. Using a flash first or dealing a first strike with it before your opponent can react can make it significantly safer to use.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Disabler&#039;&#039;&#039; - Ten-shot, stamina-based, less-lethal takedown weapon with decent range and accuracy. You must be in [[combat]]mode to fire. The disabler slings blue bolts of energy which sap the stamina of the stuck target, eventually causing them to collapse if you hit them enough times quickly. Once the suspect is stunned, you should have enough time to quickly wrestle cuffs on them. Keep in mind the disabler does deal a small amount of burn damage with each shot, so be careful about using it overzealously as it is &amp;quot;less-lethal&amp;quot; and not &amp;quot;non-lethal&amp;quot;. Similarly to the baton, this can become your worst enemy if you drop it and someone else gets control of it or steals it. Furthermore, be mindful of bystanders and your fellow officers! Don&#039;t fire all of your shots off in a wild spray hoping to hit the suspect as your co-workers and the public dislike being struck by random bolts of energy due to your incompetence when aiming.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; - Timed-fuse flashbang grenade that can be thrown. Its effects are very similar to the flash, but stronger and in a wider area. These can be used in a pinch where a flash can&#039;t reach effectively or in large crowds to try and allow you some breathing room (if someone is trying to interfere with you dragging a prisoner, these can slow them both for a moment and allow you some time to move). Like the flash, you should follow up with another weapon after deploying this and you are immune to its effects if your eyes are properly shielded.&lt;br /&gt;
&lt;br /&gt;
And finally, once the suspect is immobilized:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Handcuffs&#039;&#039;&#039; - Metal pair of friendship bracelets. Cuffs are faster to apply on someone who is incapacitated or stunned. If you are feeling particularly charismatic, you may be able to convince the offender to cuff themselves by tossing them the cuffs and instructing them to do so, which could save you a headache or stop you from inserting yourself into a possibly dangerous situation in close quarters. In either case, once the offender is cuffed they are unable to use their hands and can be stopped from moving by dragging them with Ctrl+Click. So as long as a detainee is being escorted by someone by being dragged, they will not be able to move away. This will enable you to search them much more easily and move them to the brig. Handcuffs can be reclaimed and used again simply by taking them off the suspect using the strip menu. It is generally considered poor form to leave the handcuffs on a detainee while they are brigged, so take them off and put them away while they serve out their sentence.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zipties&#039;&#039;&#039; - Plastic pair of friendship bracelets. Zipties are somewhat faster than cuffs, but can be broken out of in a shorter time if the suspect is left unattended and they cannot be re-used once they are taken off the suspect. They can be a good option to quickly detain someone, or if the person you detain has shown a tendency to immediately attack upon being uncuffed.&lt;br /&gt;
&lt;br /&gt;
== To the Brig ==&lt;br /&gt;
&lt;br /&gt;
So now, you&#039;ve got a (probably agitated) offender in cuffs and secured. Next, you need to consider the situation around you. Hallway Clowns and all of the manner of citizen spectators, greys, and other undesirables love nothing more then to interfere with an arrest since they know you can only handle one person at a time. Bring your detainee &#039;&#039;straight&#039;&#039; to the Brig where practical. If you are otherwise in a secluded or low-traffic area, you may be able to do a quick search or ask a few pertinent questions, but for the most part that should be done in the Brig behind closed and secured doors, free from interference and hopefully nearby other Security personnel who can jump in and help you should your detainee attempt to escape or otherwise become problematic.&lt;br /&gt;
&lt;br /&gt;
You need to do the other critically important part of your job which is quickly, effectively, and fairly handling someone you&#039;ve detained. This is just as important as actually stopping most crimes in progress: the crew will quickly forget a quick and painless trip in and out of the brig, but they will absolutely remember if you fail to give them gear back, beat them up while they are cuffed, give them an excessive sentence, or in general demean them while they are in your custody.&lt;br /&gt;
&lt;br /&gt;
Security is already a juicy target for most of the crew on the station for various reasons, so don&#039;t give anyone another reason to cave your skull in the next time you slip on a banana peel, or to bomb security. Remember, someone you&#039;ve arrested is your responsibility. If you have medical supplies in Security, it is an act of good faith to make sure they get any major wounds tended to before you toss them into the brig. If possible, it is a good idea to summon a [[Medical Doctor]] to the brig to treat a severely wounded detainee.&lt;br /&gt;
&lt;br /&gt;
== Search and Seizure ==&lt;br /&gt;
&lt;br /&gt;
First things first, you need to conduct a search of your detainee. Regardless of the crime, letting someone detained have access to everything in their bag, up to and potentially including firearms or other incredibly dangerous traitor items, is absolutely the fastest way to get killed in the brig. Remove their bag and search its contents for anything you have a good reason to believe may be stolen or contraband. Tasers, handcuffs, ID&#039;s and [[PDA|PDAs]] not belonging to them, weapons, all of those things need to be removed from the prisoner and put away in a secured storage. Contraband and other dangerous items will not be returned to the prisoner when they are released. Be sure to also give a cursory check inside containers within the bag, as the crew is crafty and will hide small stolen objects like ID cards in them.&lt;br /&gt;
&lt;br /&gt;
Check the detainee&#039;s [[PDA]] to make sure their own ID is in it, make sure you look at their pockets, and remove any tools they may have before you brig them as those make it extremely easy for them to break out. Remove any sunglasses in case you need to flash them later. Bundle all of the removed gear up in their bag (as much as will fit) and place it to the side outside the cell or secure it temporarily in an evidence locker.&lt;br /&gt;
&lt;br /&gt;
Chat with your detainee, who will almost undoubtedly want to talk to you about all the manner of things. Try to determine if there&#039;s any other factors at play to their crime, try to mitigate their outrage that you would have the audacity to arrest them, assure them that their equipment (minus contraband) will be returned to them after you are done. There&#039;s nothing worse to a detainee then the arresting officer they are dealing with not saying a single word the entire time they are in your custody.&lt;br /&gt;
&lt;br /&gt;
== Time for Crime ==&lt;br /&gt;
&lt;br /&gt;
You will have to brig your offender for a few minutes, depending on the crime. Be reasonable and take totality of the circumstances into account. Look to the Warden or Head of Security for guidance on brig times for particular crimes and go from there. For very minor crimes like minor theft or vandalism, you may consider just releasing them after you search them as you have already had them in your custody for about two minutes.&lt;br /&gt;
&lt;br /&gt;
Once you put the offender in the brig, don&#039;t just buckle them to the bed in cuffs and leave them there. Remove the cuffs and leave them buckled in the cell, then make sure they serve the sentence. Once that&#039;s done, let them out of the brig, make sure all of their possessions (minus contraband or dangerous equipment) are returned to them, and get them out of the brig so you can repeat your cycle anew.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Security staff and Command staff cannot be selected as [[Traitor|traitors]]. Trust in and work together with your fellow officers.&lt;br /&gt;
&lt;br /&gt;
* Keep sensitive items like weapons and security gear under lock and key! Do not just leave contraband, weapons, equipment, tools, or other gear lying around out in the open in plain view, especially unattended as this invites thieves to try and make off with them and makes any detainees that get loose many times more dangerous. Stow your unused gear in a security locker and &#039;&#039;&#039;lock those lockers with Alt+Click&#039;&#039;&#039; when you are done.&lt;br /&gt;
&lt;br /&gt;
* Lawyers are civilians that are not members of security, but they do have brig access. If you have a strange man in a suit and tie walk into the brig asking to see your prisoners, oblige him but do not let him interfere with your searches, arrests, or brig timing unless he has a very good reason.&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t be afraid to pair up with another Officer! It is much more difficult for the crew to interfere with you if there are two of you and you can both back one another up when something goes wrong.&lt;br /&gt;
&lt;br /&gt;
* You only start out with general security and maintenance access, so you can&#039;t get your way into departments to help the crew without another crew member from that department, or, if the [[Head of Personnel]] can be made agreeable, extra access assigned to your card. Chat with your boss and the Head of Personnel to see if you can get basic additional access to areas like Medbay, Engineering, the Bar, or other similar areas so you can more effectively respond to calls for help there. Just remember this makes your ID more valuable if stolen by an offender!&lt;br /&gt;
&lt;br /&gt;
* Listen to your radio! The crew will often voice various complaints over the radio which can clue you in to crimes in progress or particular crew members to look out for.&lt;br /&gt;
&lt;br /&gt;
* Security is a careful battle of keeping yourself in the general public&#039;s good graces. Security hurts the hardest when all of the crew is working against what you are trying to do, and you only make it worse if you make the crew distrust you. Treat prisoners fairly without putting anyone in undue danger.&lt;br /&gt;
&lt;br /&gt;
* The Warden should be watching over the Brig and Armory for you. Generally he can make sure prisoners serve out their sentence and get their belongings back afterwards, which frees you up from sitting in the brig for a few minutes. The Warden will also hand out other security gear as needed, such as lethal weapons.&lt;br /&gt;
&lt;br /&gt;
* Serious crimes and traitorous activity often happen outside of the main hallways and crowded public areas where everyone is watching. Remember that you have access to maintenance tunnels if you need to move around other parts of the station and remember to give them a patrol every now and again. Be sure to bring a SecLite and be careful within the narrow halls, but keep in mind the light and noise of your movement gives away your position.&lt;br /&gt;
&lt;br /&gt;
* If the [[Head of Security]] or [[Warden]] hands out lethal weapons such as the Cog Laser Carbine or Krammer shotgun, it will generally be for any manner of station threats. Occasionally in the case of crewmembers or the syndicate using overwhelming firepower, lethal weapons and force may be authorized to be used against them. Just keep in mind that for situations involving a single offender, your basic equipment is usually more effective. Remember to visit the [[Server Rules]] and brush up on escalation rules and what&#039;s expected from Security and Command when lethal force is involved.&lt;br /&gt;
&lt;br /&gt;
* Tell your fellow co-workers where you are going and make sure they acknowledge you if you decide to investigate something suspicious in a low-traffic area! There is no faster way to get ambushed and killed then to investigate a bump in the night from the nearby Maintenance tunnel only to walk in on an entire team of [[Nuclear Operative|Nuclear Operatives]] who just breached their way into the station. The only thing that&#039;s worse about almost assuredly dying in this scenario is if you didn&#039;t tell anyone where you were, what you were doing, or didn&#039;t scream over the radio in time, it is highly likely nobody will even realize you are missing!&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
{{Guides Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>GrumpyOwl</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Detective&amp;diff=4114</id>
		<title>Detective</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Detective&amp;diff=4114"/>
		<updated>2025-06-21T04:33:36Z</updated>

		<summary type="html">&lt;p&gt;GrumpyOwl: Updating playtime requirements per requirement_overrides.yml&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Job_Header&lt;br /&gt;
|department=SECURITY&lt;br /&gt;
|maincolor=480000&lt;br /&gt;
|secondarycolor=600000&lt;br /&gt;
|image=Detective.png&lt;br /&gt;
|title=Detective&lt;br /&gt;
|difficulty=Medium&lt;br /&gt;
|requirements=6 hours as [[Security Officer]]&lt;br /&gt;
|access=Security, Maintenance, Service, Detective&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=[[Head of Security]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Investigate crime scenes using forensic tools, ensure that the guilty party is found, and have a couple smokes.&lt;br /&gt;
|guides=[[Forensics]], [[Standard Operating Procedure]], [[Space Law]]&lt;br /&gt;
|aliases=&amp;quot;Det&amp;quot;}}&lt;br /&gt;
Greetings Detective! Your job is to investigate the remains of any crime, find [[Forensics|clues]], identify the perpetrator, and ensure that the guilty party is apprehended by Security and the evidence is brought to [[Standard_Operating_Procedure#Trial_Procedure|trial]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You are an investigator. Your revolver is only for self-defence.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tools of the Trade==&lt;br /&gt;
&lt;br /&gt;
Forensics Scanner: The scanner is your primary tool of the trade. It can interact with essentially any object in the game, from a murder weapon to the [[High-Risk Items|Head of Personnel&#039;s Prized Photobook]]. After a short action bar completes, the forensic scanner will pop up a list which includes the fingerprints and DNA&#039;s of everyone that interacted with the scanned object, as well as a separate list of all the glove fibers found on the object. Fingerprints and DNA&#039;s are entirely unique with each crewmember having a separate fingerprint and DNA code. Glove fibers are not, and all gloves of the same type will leave the same fibers. The scanner can store the most recently scanned information, or print out copies of the report with the handy button on the scanner allowing the detective to keep copies on file or in inventory while they scan something else.&lt;br /&gt;
&lt;br /&gt;
Forensic Pad: The pad is the second half of your detecting toolkit. Pads are single use items that can be used on either an ungloved suspect, or on a set of gloves. If used on a suspect they provide that suspects unique fingerprint code, which can be used to match with evidence found by the forensics scanner at a crime scene. If used on gloves the forensic pad will instead show the fibers of that specific glove. After using a pad on a target, simply inspect it with {{key press | Shift}} + {{key press | LMB}} in your hand to read it. A handy trick to use with pads is to scan them with the forensic scanner to make a copy of the information on them, as long as no one else touches them after you use them.&lt;br /&gt;
In your personal locker, also comes a box of extra forensic pads, take as many as you want or require.&lt;br /&gt;
&lt;br /&gt;
Also in your locker comes: the detective&#039;s flask, handy for keeping nonalcoholic beverages on you to keep you hydrated when on duty.&lt;br /&gt;
&lt;br /&gt;
Log Probe Cartridge: This tool will most likely be in your locker but can be extremely beneficial in catching perpetrators. It essentially allows you to check electronic access logs - in other words, people that have opened or closed things like doors.&amp;lt;br&amp;gt;&lt;br /&gt;
To use it, you are required to install it onto your PDA, simply by using it onto your PDA. Afterwards, open the App on your PDA. If you now use a door, it will show you the last 20 people that have accessed said door, including time-stamp and their name as written on their ID. If someone opens a door without an ID (Only possible with all-access doors), it will state &amp;quot;unknown&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
And importantly, The Inspector, also known as the detective&#039;s revolver. This gun is one of a kind, and comes with 6 shells. Sometimes, in the pursuit of Justice; you rush head first into the Lair of a [[Traitor|unfavourable person]] and [[Combat|decisive action is needed.]] Additional rounds can be made by the [[Warden]], [[Standard Operating Procedure|but be prepared to answer for any use of lethal force]]. It might just be best to take a Baton instead.&lt;br /&gt;
&lt;br /&gt;
Finally, any Detective worth the gum on their shoe will equip themselves with Detective Gloves, the latest in Nanotrasen Technology; which leave no fibres on any items it comes in contact with; you do NOT want to contaminate your evidence.&lt;br /&gt;
&lt;br /&gt;
==What is to be done?==&lt;br /&gt;
&lt;br /&gt;
Just like the humble [[Medical Doctor|Doctor]], there is no work if someone&#039;s not getting hurt; so until [[Security Officer|an officer]] or the [[Head of Security]] requires your services your main objective is to patrol the station, see where you can be helpful and bide your time until someone is murdered in [[Guide_to_Traitor#Objectives|cold-blood]] or a [[Hacking|location is broken into]], at which point you can spring to action with your trusty Forensic Scanner and guide the long arm of the Law to the right direction.&lt;br /&gt;
&lt;br /&gt;
When you&#039;ve secured yourself a set of unauthorised finger prints on something like the crisp covers of the [[High-Risk Items|Head of Security&#039;s Secret Orders]], you can take it to the Station Records terminal; often found in your office or the Bridge; you can cross-reference the [[Forensics|fingerprints/DNA found]] and what is recorded, to find who it belongs to.&lt;br /&gt;
&lt;br /&gt;
====Common Fibres====&lt;br /&gt;
&lt;br /&gt;
*Black Fibre: Black Gloves, [[Syndicate Items|Combat Gloves]]; either used by the Station&#039;s own Security or the well-equipped hostile commandos aboard the station.&lt;br /&gt;
&lt;br /&gt;
*White Fibre: Medical Gloves, often used by [[Medical Doctor|Doctors]] aboard the station or occasionally found in [[Scientist|Epistemics]]&lt;br /&gt;
&lt;br /&gt;
*Yellow Fibres: Insulated Gloves, or their budget version; found in the maintenance tunnels across the station or in [[Station Engineer|Engineering]]&lt;br /&gt;
&lt;br /&gt;
*Brown Fibres: An optional accessory from the [[Cargo Technician|Logistics]] Department&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>GrumpyOwl</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Medical_Doctor&amp;diff=4113</id>
		<title>Medical Doctor</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Medical_Doctor&amp;diff=4113"/>
		<updated>2025-06-21T04:32:33Z</updated>

		<summary type="html">&lt;p&gt;GrumpyOwl: Updating playtime requirements per requirement_overrides.yml&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab inline name=&amp;quot;Medical Doctor&amp;quot;&amp;gt;&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=MEDICAL&lt;br /&gt;
|maincolor=244559&lt;br /&gt;
|secondarycolor=325367&lt;br /&gt;
|image=Medical_Doctor.png&lt;br /&gt;
|title=Medical Doctor&lt;br /&gt;
|aliases=Clinician, &amp;quot;Doc&amp;quot;&lt;br /&gt;
|difficulty=Medium&lt;br /&gt;
|requirements=7 hours in [[Medical Intern|Medical]]&lt;br /&gt;
|access=Medical, Maintenance&lt;br /&gt;
|extendedaccess=Chemistry, Paramedic&lt;br /&gt;
|supervisors=[[Chief Medical Officer]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Diagnose and heal crewmembers through medicinal chemicals, vaccinations, along with cloning the dead.&lt;br /&gt;
|guides=[[Medical]], [[Chemistry]], [[Cryogenic Pods]]&lt;br /&gt;
}}&lt;br /&gt;
You are the Medical Doctor. Your job is to ensure the crew stays healthy and alive, healing the wounded and reviving the dead. Needless to say, your work is cut out for you, but don&#039;t despair! You can still help people! Mostly. &lt;br /&gt;
&lt;br /&gt;
Get medicine from the [[#Chemistry|single doctor who is making pills]] in the chemistry lab and hope they labelled them. Resist the temptation to poison the [[Bartender|Bartender&#039;s]] drinks with lethal doses of blood clotters and liquid radiation. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab inline name=&amp;quot;Medical Intern&amp;quot;&amp;gt;&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=MEDICAL&lt;br /&gt;
|maincolor=244559&lt;br /&gt;
|secondarycolor=325367&lt;br /&gt;
|image=Medical_Intern.png&lt;br /&gt;
|title=Medical Intern&lt;br /&gt;
|aliases=Practical Nurse, Resident&lt;br /&gt;
|difficulty=Easy to Medium&lt;br /&gt;
|requirements=1 hour of playtime&lt;br /&gt;
|access=Medical, Maintenance&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=[[Chief Medical Officer]], [[Medical Doctor]], [[Chemist]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Learn the basics of administering medicine, cloning/reviving the dead, and creating chemicals.&lt;br /&gt;
|guides=[[Medical]], [[Chemistry]], [[Cryogenic Pods]], in-game Wiki (press 0)&lt;br /&gt;
}}&lt;br /&gt;
Report straight away to Medical. &lt;br /&gt;
&lt;br /&gt;
Your job is to ensure you don&#039;t accidentally kill people, to ask a billion questions on Medical [[Radio]] and to learn how to professionally assist your patients. Learn which Medicine is most used and which is used in which scenario. Learn which tools you should carry with you. Learn that your PDA can be used as a Health Analyser. Learn how to work with [[Hydroponics]] to ensure the [[Chemist|Chemists]] get the materials they need. &lt;br /&gt;
&lt;br /&gt;
Ensure that any requests you don&#039;t know how to cater for are forwarded to your supervisors. Learn that the dead don&#039;t stay dead and how to get those dead slackers back on their feet and back to work. Stay out of the way of a [[Paramedic]] as they rush around the station collecting the sick and dead. &lt;br /&gt;
&lt;br /&gt;
You may not get access to the [[Chemistry]] Lab as an Intern. However if you&#039;ve covered off the basics of Medicine Administration, you can ask the [[Chief Medical Officer]] nicely for an intro to Chemistry.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For more info, see the list of [[Chemistry|chemicals.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Doctor, Doctor!==&lt;br /&gt;
When you are a Medical Doctor, your job is to heal people, save them from the brink of death, and [[Medical#Cloning|revive]] the dead. You can diagnose injuries and diseases with the help of a [[Medical_Doctor#Tools|health analyzer]] or even your [[PDA]].&lt;br /&gt;
&lt;br /&gt;
It&#039;s highly recommended that you read the [[medical|Guide to Medical]] for more information about how to treat crewmates.&lt;br /&gt;
&lt;br /&gt;
==Chemical Delivery Methods==&lt;br /&gt;
All chemicals will require either being injected into the bloodstream, inhaled or ingested. Some non-chemical medicines like bruise packs and aloe cream can be applied to the body instead.&lt;br /&gt;
&lt;br /&gt;
* Ingest - Crew can ingest pills for a large dose of chemical, drink a liquid from a container 5u at a time or eat medical plants. These all occur via the mouth. This mean they require to remove their helmet and/or mask.&lt;br /&gt;
* Inject - Crew can be injected into their bloodstream via a Syringe with small amounts of liquid chemical. This require the removal of certain outerwear.&lt;br /&gt;
* Inhale - Crew can breathe in condensed amounts of gaseous chemical if their Internals are not off. A [[Modular Grenade]], bomb or Air Vent can cause chemicals to be inhaled. Chemicals with an overdose effect can have a negative rather than positive effect if inhaled this way&lt;br /&gt;
* Applied - Crew can apply a non-chemical solid medicine to anywhere on their body (including past their clothes / suit somehow).&lt;br /&gt;
&lt;br /&gt;
[[Chemistry#chem_DexalinPlus|Dexalin Plus]] and [[Chemistry#chem_Epinephrine|Epinephrine]] can be served as either a pill or liquid in a beaker / bottle. As they are used to treat critical conditions (often in people with a suit or breathe mask on), consider delivering the liquid in a bottle and injecting it into the patient. As [[Chemistry#chem_DexalinPlus|Dexalin Plus]] is not only for critical situations though, having it both in bottles and as pills can be handy. In contrast non-critical on-demand chemicals like [[Chemistry#chem_Spaceacillin|Spaceacillin]] can be offered as pills as crew have a tendency to either smash or steal the beakers.&lt;br /&gt;
 &lt;br /&gt;
Since the 4 usual damage types are Brute, Burn, Airloss and Toxin, you will need on-hand cures for all of them as well as for blood loss, the most common being:&lt;br /&gt;
*[[Chemistry#chem_Tricordrazine|Tricordrazine]]; - For all, minor damages&lt;br /&gt;
*[[Chemistry#chem_Dylovene|Dylovene]]; - for Toxins&lt;br /&gt;
*[[Chemistry#chem_Dermaline|Dermaline]]; - for Burns&lt;br /&gt;
*[[Chemistry#chem_Hyronalin|Hyronalin]]; - for Radiation&lt;br /&gt;
*[[Chemistry#chem_Bicaridine|Bicaridine]]; - for Brute&lt;br /&gt;
*[[Chemistry#chem_DexalinPlus|Dexalin Plus]]. - for Airloss&lt;br /&gt;
*[[Chemistry#chem_Tranexamic acid|Tranexamic acid]] and [[Chemistry#chem_Iron|Iron]] - for Bloodloss&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Image !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:health Analyzer.png|64px]] || Health Analyzer || Displays the health status of any crewmate or organism upon use.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bruisepack.png|64px]] || Bruise Pack || Heals {{DMG|Brute|+|5}} damage per use.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ointment.png|64px]] || Ointment || Heals {{DMG|Heat|+|5}}, {{DMG|Cold|+|5}}, {{DMG|Shock|+|5}} and {{DMG|Caustic|+|1.5}} damage per use.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bloodpack.png|64px]] || Bloodpack || Heals {{DMG|Bloodloss|+|0.5}} damage and restores 15 units of blood per use.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Regenerative_Mesh.png|64px]] || Regenerative Mesh || Heals {{DMG|Burn|+|10}} per use.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Medicated_Suture.png|64px]] || Medicated Suture || Heals {{DMG|Brute|+|10}} per use and stops bleeding.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:pill1.png|64px]]&amp;lt;br&amp;gt;[[File:pill2.png|64px]] || Pill || Administers a dosage of a specific chemical or medicine upon ingestion. Dosages can vary from 1 to 25 units.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:syringe.png|64px]] || Syringe || Administers a dosage of a specific chemical or medicine upon injection. Dosages can only be administered 5 units at a time, with a maximum of 15 units stored.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:gauze.png|64px]] || Gauze || Stops bleeding upon application. Heals {{DMG|Slash|+|5}}, {{DMG|Piercing|+|10}} damage.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:medipen.png|64px]] || Emergency Medipen || A shot of epinephrine. Contains 12 units of [[Chemistry#chem_Epinephrine|Epinephrine]] and 3 units of [[Chemistry#chem_Tranexamic acid|Tranexamic acid]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:bottle.png|64px]] || Epinephrine || 30 units of epinephrine.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Defibrillator.png|64px]]|| Defibrillator || Used to bring people back from death (within a 5-minute timeframe). Heals {{DMG|Asphyxiation|+|40}} damage, but deals {{DMG|Shock|-|5}} damage&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
*Make sure to have a store of basic medicine on you, namely medicine (See: [[Chemistry]]) such as bicaridine, tricordrazine, and inaprovaline, all of which are very useful in a pinch.&lt;br /&gt;
&lt;br /&gt;
*Always treat patients with whatever chemicals you have at your disposal, only using physical medicines such as brute packs and bandages for dead patients. Scan patients with the health analyzer to determine the best course of treatment.&lt;br /&gt;
&lt;br /&gt;
*You may have to coordinate with the other doctors to prioritize wounded patients. Be sure to treat patients as efficiently as possible to prevent a buildup of wounded patients in need of care.&lt;br /&gt;
&lt;br /&gt;
*You can use your Medical [[PDA]] as an Health Analyzer.&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>GrumpyOwl</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Cargo_Technician&amp;diff=4112</id>
		<title>Cargo Technician</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Cargo_Technician&amp;diff=4112"/>
		<updated>2025-06-21T04:31:26Z</updated>

		<summary type="html">&lt;p&gt;GrumpyOwl: Updating playtime requirements per requirement_overrides.yml&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Job_Header&lt;br /&gt;
|department=LOGISTICS&lt;br /&gt;
|maincolor=43331a&lt;br /&gt;
|secondarycolor=614a25&lt;br /&gt;
|image=Cargo Technician.png&lt;br /&gt;
|title=Cargo Technician&lt;br /&gt;
|difficulty=Easy to Medium&lt;br /&gt;
|requirements=6 hours in [[Cargo Assistant|Logistics]]&lt;br /&gt;
|access=Logistics, Maintenance&lt;br /&gt;
|extendedaccess=Salvage, Orders&lt;br /&gt;
|supervisors=[[Logistics Officer]]&lt;br /&gt;
|subordinates=[[Cargo Assistant]]&lt;br /&gt;
|duties=Place orders for the crew. &amp;lt;del&amp;gt;Steal&amp;lt;/del&amp;gt; Sell items that are no longer useful for the station. Make fat stacks.&lt;br /&gt;
|guides=[[Supply Crates]], [[Shuttle Piloting]]&lt;br /&gt;
|aliases=Deck Worker, Inventory Associate, &amp;quot;techie&amp;quot;, &amp;quot;cargie&amp;quot;}}&lt;br /&gt;
&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=LOGISTICS&lt;br /&gt;
|maincolor=43331a&lt;br /&gt;
|secondarycolor=614a25&lt;br /&gt;
|image=Cargo Technician.png&lt;br /&gt;
|title=Cargo Assistant&lt;br /&gt;
|difficulty=Easy&lt;br /&gt;
|requirements=None&lt;br /&gt;
|access=Logistics, Maintenance&lt;br /&gt;
|extendedaccess=Salvage, Orders&lt;br /&gt;
|supervisors=[[Logistics Officer]] and [[Cargo Technician]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Learn how the logistics department works, How to &amp;lt;s&amp;gt;Crash&amp;lt;/s&amp;gt; fly the shuttle, and how not to make the LO mad by ordering 20 crates of plushies&lt;br /&gt;
|guides=[[Supply Crates]], [[Shuttle Piloting]]&lt;br /&gt;
|aliases=Deck Worker, Inventory Associate, &amp;quot;techie&amp;quot;, &amp;quot;cargie&amp;quot;}}&lt;br /&gt;
Cargo Technician&#039;s job is to supply the station&#039;s crew with what they need and dispose of excess items to get zorks in the bank. Cargo&#039;s responsibilities aren&#039;t too complicated. You take orders and keep items moving through the department as efficiently as possible. It&#039;s the execution that matters.&lt;br /&gt;
&lt;br /&gt;
Orders typically are placed either by you or anyone else at the cargo request terminal in the front of the department. The order needs to be then approved by someone with &#039;Orders&#039; access, typically the [[Logistics Officer]]. You may also get access from the LO to have Orders access yourself! Regardless, as the person submitting the order, you are the first line of defence against the worst Space Crime of all, budget mismanagement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Your responsibilities==&lt;br /&gt;
Your responsibilities as a cargo technician are, as described above, generally straightforward. You need to make money in order to fill requests for other departments and your own. If you don&#039;t have money, you won&#039;t have AME fuel, or guns when Syndicate have inevitably bombed out the armory. Most of the time the bulk of your cash comes from Salvage, but early on, having you or one of your fellow technicians go and raid the station&#039;s maintenance tunnels for items to sell is not a terrible idea.&lt;br /&gt;
&lt;br /&gt;
Importantly, it is NOT your job to empty the station of everything worth selling/deconstructing. Hallways and maintenance tunnels may have things worth selling and are typically free-game. However regarding objects around a department, you may want to check with the Head of that Department first. &lt;br /&gt;
&lt;br /&gt;
Do not take objects that would reasonably be useful where they are. For example selling chairs and tables at a bar, a vending machine in the hallways or medical supplies from [[Medical]] can be annoying to other players (regardless of how much they are worth or how low your funds are). &lt;br /&gt;
&lt;br /&gt;
If low on funds, there are plenty of departments that can [[Construction|make you objects]] to sell (even [[Hydroponics]] can operate without power). Your role is to expect the unexpected and get funds and supplies BEFORE an emergency situation if possible.&lt;br /&gt;
&lt;br /&gt;
If you think an order is suspicious, ask the crewmember for a stamp or to fill out a request so you have it in writing who requested it. If something expensive is being requested, ask the crewmember to provide something to trade for it. While orders are slow, it&#039;s also a good idea to grab things to sell.&lt;br /&gt;
&lt;br /&gt;
==Your equipment==&lt;br /&gt;
[[File:Appraisal Tool.png|64px]]&lt;br /&gt;
&lt;br /&gt;
As a cargo technician your equipment is very basic, though you do come with an appraisal tool in your pocket. This appraisal tool allows you to scan items about the station and determine their value. This will allow you to get some starting funds in your account while you wait for [[Salvage Specialist|salvage]] to get items worth selling or for [[Botanist|botany]] to make surplus plants.&lt;br /&gt;
&lt;br /&gt;
==Cargo Ordering Computer==&lt;br /&gt;
[[File:ComputerCargoOrder.png|64px]]&lt;br /&gt;
&lt;br /&gt;
You use the ordering computer to put in orders for the shuttle to buy from other stations. When you open the UI you should see a vast list of crates you can order; anything from dice games to firearms. When someone at the front desk asks for something it&#039;s your job to input what they asked for into the computer, preferably under their name. You can click on anything from the list to view its description and price. Just below that is the quantity you are ordering and the name of the person who ordered it as well as the reason it&#039;s being ordered. After you input what you want the order needs to be approved by someone with Orders access. This is typically the LO or Captain, however, the LO may upgrade your access to give you Orders access as well.&lt;br /&gt;
&lt;br /&gt;
==Cargo Request Computer==&lt;br /&gt;
[[File:ComputerCargoRequest.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The request computer is what you use to recall and call the station&#039;s logistics shuttle. It is rather simple to learn however if you screw up it can easily mess up several orders.&lt;br /&gt;
&lt;br /&gt;
Once you have some accepted orders you are going to want to call the shuttle meaning you should open the UI and find the call shuttle button. You should also see all the accepted orders under the button, these are the orders that will be on the shuttle.&lt;br /&gt;
&lt;br /&gt;
After you dock the shuttle and unload it you are going to want to recall it. Once you move the shuttle 250m away from the station you can press the recall button which will have replaced the call button. Before you can call the shuttle again you will have to wait a short time. Recalling the shuttle when there is anything on the cargo pallets will sell those objects. Try to avoid calling the shuttle then immediately recalling it as it will sell all the orders you just called in. At a loss.&lt;br /&gt;
&lt;br /&gt;
The Logistics Shuttle is also just that, for all of Logistics. There may be a time when Salvage wants to borrow it in order to ferry items or make major hauls. Always work with the rest of your department in order to make sure everyone can use the shuttle to their advantage.&lt;br /&gt;
&lt;br /&gt;
==Shuttle Console==&lt;br /&gt;
[[File:ShuttleConsole.png|64px]]&lt;br /&gt;
&lt;br /&gt;
[[File:External Airlock Example.png|frame|alt=An example of how to use external airlocks. Note the nubs of the airlock pointing at each other.|An example of how to use external airlocks. Note the nubs of the airlock pointing at each other.]]&lt;br /&gt;
&lt;br /&gt;
This is what you use to actually pilot the shuttle. Once the shuttle is called it will appear a short distance out from the station. It&#039;s your job to locate the cargo docking ports and dock while avoiding punting the salvagers into deep space. (Usually, salvage is nearby cargo, which means that the &#039;unknown objects&#039; that salvage draws in are usually nearby your docking area.)&lt;br /&gt;
&lt;br /&gt;
Once you have unloaded the shuttle and have put all the items you wish to sell on, you will want to undock with the station and fly 250m away from it.&lt;br /&gt;
&lt;br /&gt;
Left click the shuttle computer to take control of your shuttle.&lt;br /&gt;
&lt;br /&gt;
Controls are:&lt;br /&gt;
*WASD to strafe forward, left, backwards and right, &lt;br /&gt;
*Q and E to spin left and right respectfully, &lt;br /&gt;
*Spacebar to brake. &#039;&#039;&#039;When in doubt, hold the brakes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To select &#039;&#039;&#039;docking mode&#039;&#039;&#039;, right click the console and toggle mode. While in docking mode, &#039;&#039;&#039;A&#039;&#039;&#039; is for thrusting left and &#039;&#039;&#039;D&#039;&#039;&#039; is for thrusting right. This is useful for parallel parking.&lt;br /&gt;
&lt;br /&gt;
External airlock [Docking] are used for docking with ships/stations that also have docking airlocks. Once you have two docking airlocks face to face, right click the docking airlock and select the &#039;&#039;&#039;Dock&#039;&#039;&#039; verb. If successful, the docks will both open and you will be attached to the other vessel. &lt;br /&gt;
&lt;br /&gt;
==Keeping Cargo tidy==&lt;br /&gt;
[[File:Cargo mess.png|thumb|An example of a messy Cargo]]&lt;br /&gt;
&lt;br /&gt;
Make sure to organize any spare items that might be making a mess on the floor. To get rid of any empty crates that you don&#039;t need, use a screwdriver to take them apart. Put whatever you don&#039;t need on tables or inside other crates.&lt;br /&gt;
&lt;br /&gt;
A paper trail can be useful if you&#039;re trying to track down who ordered what for certain heads. Having folks fill out a paper, or just jotting down weird orders and stamping them with approved can help certain investigations and encourages extra roleplay, which is always good. It might even make your [[Logistics Officer]] happy to have proper [[paperwork]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: currently refined diamonds are &#039;&#039;&#039;bugged -&#039;&#039;&#039; if they are put into a lathe, they can not be taken out. This is a problem - they are rarely used, but sell of a lot of spesos!&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>GrumpyOwl</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Logistics_Officer&amp;diff=4111</id>
		<title>Logistics Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Logistics_Officer&amp;diff=4111"/>
		<updated>2025-06-21T04:29:09Z</updated>

		<summary type="html">&lt;p&gt;GrumpyOwl: Updating playtime requirements per requirement_overrides.yml&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Job_Header&lt;br /&gt;
|department=LOGISTICS&lt;br /&gt;
|command=true&lt;br /&gt;
|maincolor=43331a&lt;br /&gt;
|secondarycolor=614a25&lt;br /&gt;
|image=Logistics Officer.png&lt;br /&gt;
|title=Logistics Officer&lt;br /&gt;
|difficulty=Medium&lt;br /&gt;
|requirements=40 hours of playtime, 25 hours in [[Cargo Technician|Logistics]], 3 hours as [[Salvage Specialist]], 2 hours as [[Courier]], 6 hours as [[Cargo Technician]]&lt;br /&gt;
|access=Logistics, Salvage, Mail, Head of Logistics, Maintenance, Command, Orders, External, Cryogenics&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=[[Captain]]&lt;br /&gt;
|subordinates=[[Cargo Technician]], [[Salvage Specialist]], [[Courier]]&lt;br /&gt;
|duties=Manage the supplies of the station &amp;amp; the logistics department, keep the salvage specialists working, make sure all orders are fulfilled, and keep the money flowing.&lt;br /&gt;
|guides=[[Supply Crates]]&lt;br /&gt;
|aliases=&amp;quot;LO&amp;quot;, &amp;quot;Quatermaster&amp;quot;, &amp;quot;QM&amp;quot;}}&lt;br /&gt;
The Logistics Officer&#039;s job is to manage the Logistics Department, purchasing any supplies that the station can&#039;t make. LO&#039;s responsibilities aren&#039;t much more complicated than a normal [[Cargo Technician|Cargo Technician&#039;s]], but you&#039;re expected to keep the Logistics Department working smoothly and efficiently. &lt;br /&gt;
&lt;br /&gt;
Whether or not you are a proper department head is highly debated, however due to you starting with a cape, command headset, and command access, it&#039;s likely most command structures will accept you as a department head, meaning you are expected to act like one.&lt;br /&gt;
==Your equipment==&lt;br /&gt;
As a Logistics Officer, you get a fancy brown cloak along with access to your own personal office, depending on the map. In your locker you will also find a logistics door remote, a bunch of useful boards and a requisition digi-board.&lt;br /&gt;
&lt;br /&gt;
=== Requisition Digi-board ===&lt;br /&gt;
[[File:Requisition Digi-Board.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The shiny new tool of the Logistics Officer. It allows you to place and accept order &#039;&#039;anywhere&#039;&#039; on the station. A very useful tool in your hands. It is also highly sought after by [[Traitor|traitors]] so you do best to keep it safe on your person or entrust it to someone you trust. Don&#039;t forget to give them the &#039;Orders&#039; access if you do give it to someone else, otherwise they won&#039;t be able to accept orders.&lt;br /&gt;
&lt;br /&gt;
==Your responsibilities==&lt;br /&gt;
As mentioned above, your work does not differ much from a normal Cargo Technician&#039;s, but this does not mean that LO does not have a bigger say over the state of their department. Instruct or scold your department members whenever something goes wrong or they slack off on their job. Deny &amp;lt;s&amp;gt;or approve&amp;lt;/s&amp;gt; any proposals to furnish Logistics with questionable machines or objects. Make sure that Logistics is operating smoothly enough that orders are processed and sent to the departments that requested them in a timely manner.&lt;br /&gt;
&lt;br /&gt;
==Keeping Cargo tidy==&lt;br /&gt;
[[File:Cargo mess.png|thumb|An example of a messy Logistics department]]&lt;br /&gt;
You&#039;re required to keep your department in check, so everything remains properly productive and in the place it should be. &lt;br /&gt;
&lt;br /&gt;
Make sure your workers aren&#039;t spending funds on pointless requests or items that they aren&#039;t supposed to own. Try to prioritize important requests (engineers requiring building materials) over trivial ones (the clown wants 10 crates of monkey cubes). It&#039;s important to note that a lot of spare materials can be found via wreck salvaging, so make sure the [[Salvage Specialist|Salvage Specialists]] are doing their job.&lt;br /&gt;
&lt;br /&gt;
Speaking of salvage, keep in mind &#039;&#039;&#039;your department is the source of materials for the station&#039;&#039;&#039;! Thus make sure you are stocked up, process any requests, and keep a decent inventory. It can be a good idea to deliver materials preemtively as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: currently refined diamonds are &#039;&#039;&#039;bugged -&#039;&#039;&#039; if they are put into a lathe, they can not be taken out. This is a problem - they are rarely used, but sell of a lot of spesos!&lt;br /&gt;
&lt;br /&gt;
Make sure to organize any spare items that might be making a mess on the floor. Use a screwdriver to take crates apart, or construct more if you are running out of room. Put whatever you don&#039;t need on tables or inside other crates.&lt;br /&gt;
&lt;br /&gt;
A paper trail can be useful if you&#039;re trying to track down who ordered what for certain heads. Having folks fill out a paper, or just jotting down weird orders and stamping them with approved can help certain investigations and encourages extra roleplay, which is always good. Try to encourage your workers to properly fill out information for cargo orders - those can be quite useful, even if you normally don&#039;t even glance at them. Every crate you order has a label that you can file away for your records.&lt;br /&gt;
&lt;br /&gt;
Do not give out salvage hardsuits to everyone - you might find more eventually, but you still have a very limited amount of them. These should be kept within the salvage suit storage units when not in use.&lt;br /&gt;
&lt;br /&gt;
Make sure to properly train your workers on how airlocks work, so you don&#039;t accidentally space the department - after all, it&#039;s a health hazard for other people inside.&lt;br /&gt;
&lt;br /&gt;
Remember! As a department head you can demote and kick people out of your department if they don&#039;t listen or work against you, just make sure you have a proper reason.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>GrumpyOwl</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Scientist&amp;diff=4110</id>
		<title>Scientist</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Scientist&amp;diff=4110"/>
		<updated>2025-06-21T04:27:48Z</updated>

		<summary type="html">&lt;p&gt;GrumpyOwl: Updating playtime requirements per requirement_overrides.yml&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason=Rework this page to not be more Sciency and have more info about the role itself.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab inline name=&amp;quot;Scientist&amp;quot;&amp;gt;&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=EPISTEMICS&lt;br /&gt;
|maincolor=4c1a4f&lt;br /&gt;
|secondarycolor=6f2773&lt;br /&gt;
|image=Scientist.png&lt;br /&gt;
|title=Scientist&lt;br /&gt;
|aliases=Xenoarcheologist, Lab Technician, Senior Scientist&lt;br /&gt;
|difficulty=Medium&lt;br /&gt;
|requirements=4 hours in [[Research Assistant|Epistemics]]&lt;br /&gt;
|access=Epistemics, Maintenance&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=[[Mystagogue]]&lt;br /&gt;
|subordinates=[[Research Assistant]] (to some extent)&lt;br /&gt;
|duties=Probe the mysteries of the Noösphere and research interesting things! &amp;lt;s&amp;gt;Steal&amp;lt;/s&amp;gt; Politely ask for whatever the Oracle demands of you.&lt;br /&gt;
|guides=[[Research_and_Development|Research]], [[Xenoarcheology]], [[Anomalous Research]], [[Glimmer]], [[Psionics]], [[The Oracle]], [[Robotics]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab inline name=&amp;quot;Research Assistant&amp;quot;&amp;gt;&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=EPISTEMICS&lt;br /&gt;
|maincolor=4C1A4F&lt;br /&gt;
|secondarycolor=6F2773&lt;br /&gt;
|image=Research Assistant.png&lt;br /&gt;
|title=Research Assistant&lt;br /&gt;
|aliases=None&lt;br /&gt;
|difficulty=Easy to Medium&lt;br /&gt;
|requirements=1 hour of playtime&lt;br /&gt;
|access=Epistemics, Maintenance&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=[[Mystagogue]], [[Scientist]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Learn the basics of how to research various artifacts and anomalies.&lt;br /&gt;
|guides=[[Research_and_Development|Research]], [[Xenoarcheology]], [[Anomalous Research]], [[Glimmer]], [[Psionics]], [[The Oracle]], [[Robotics]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Scientist is one of the stations intrepid researchers dedicated to discovering the secrets of the Noösphere and furthering our knowledge of the universe. Led by the [[Mystagogue|Mystagogue]], you journey around the station in search of whatever object the Oracle demands of you. Develop cool psychic powers and explore the mysteries of whatever strange alien artifact that Salvage drags through your doors next. Researchers should be trying to research more things and upgrading the station. For example some things on your agenda to upgrade or make for other departments are Cloning, Cargo telepad, industrial ore processor board, and things that people ask from you within reason. While it is tempting to upgrade all your equipment and make yourself every role in one, it is ill advised to only focus on getting stuff for yourself and instead help the rest of the station become the best it can be. Remember that if you don&#039;t help logistics they can&#039;t get you mats quickly, if you don&#039;t help medical they can&#039;t heal you &amp;lt;s&amp;gt;when&amp;lt;/s&amp;gt; if you die to an artifact or anomaly, etc.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== Research ==&lt;br /&gt;
:&#039;&#039;Main Article: [[Research_and_Development|Guide to Research]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a scientist the bread and butter of your work aboard the station is doing research. It is your job to broaden our understanding of the universe around us, discovering new technologies that allow everyone on board to do their jobs better and more efficiently. This may sound like a complicated and scary endeavor but thankfully due to the miracles of modern science, research is now completed through spending &amp;quot;Research Points&amp;quot; on the technology of your choice at the Research Computer.&lt;br /&gt;
&lt;br /&gt;
Research Points can be obtained from the following sources:&lt;br /&gt;
* Passive generation from Glimmer Probers&lt;br /&gt;
* Completing quests for the Oracle&lt;br /&gt;
* Destroying alien artifacts after researching their properties&lt;br /&gt;
* The discovery of new diseases by the Medical staff&lt;br /&gt;
* Analyzing Anomalies&lt;br /&gt;
&lt;br /&gt;
== The Noösphere, Glimmer, and You ==&lt;br /&gt;
:&#039;&#039;Main Article: [[Glimmer|Guide to Glimmer]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Glimmer is a measurement of the average noöspheric pressure. The noösphere is a field linking the minds of all sentient beings. The study of Glimmer is what separates our research departments in the Delta sector from those on other stations. Delving into the noösphere using your Glimmer Probers is a gateway to great knowledge and how you will gain perform much of your initial research.&lt;br /&gt;
&lt;br /&gt;
Exploring the noösphere is not without risks however. As your probers do their mysterious work, the average glimmer level on the station will rise. Crewmembers will develop new and potentially dangerous psionic powers which will only fuel this growth as they are used. If the levels grow too high the probers themselves will begin to spark with latent psionic energy and you may find yourself unable to turn them off as they become self sustaining.&lt;br /&gt;
&lt;br /&gt;
In cases of emergencies like this, you are recommended to build Glimmer Drainers and to help engineering move the Glimmer Probers to somewhere they can safely be disposed of, as the discharge of noöspheric energies tends to be... explosive. If you are unable to create Drainers due to having researching Advanced Musicology at request of the [[Clown|Clown]], your stations [[Chaplain|Chaplain]] may also be able to assist. Their help will not come without sacrifice however.&lt;br /&gt;
&lt;br /&gt;
== The Oracle ==&lt;br /&gt;
:&#039;&#039;Main Article: [[The Oracle|The Oracle]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Xenoarchaelogy ==&lt;br /&gt;
:&#039;&#039;Main Article: [[Xenoarcheology|Guide to Xenoarcheology]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xenoarchaeology is an epistemics subdepartment focused on researching and experimenting on alien artifacts.&lt;br /&gt;
&lt;br /&gt;
=== Artifacts ===&lt;br /&gt;
Artifacts consist of a randomly-generated graph structure. They consist of nodes connected to each other by edges, the traversal of which is the main goal of the scientists working on them. Each node has two main components: a stimulus and a reaction. A stimulus is an external behavior that triggers a reaction. Some reactions are instantaneous effects while others are permanent changes. Triggering the reaction causes the artifact to move through one of the node&#039;s edges to an adjacent node.&lt;br /&gt;
&lt;br /&gt;
With these basic principles, you can begin to grasp how the different nodes of an artifact are interconnected, and how one can move between them by repeatedly activating nodes. While it might seem random to an untrained eye, a skilled scientist can learn to understand the internal structure of any artifact.&lt;br /&gt;
&lt;br /&gt;
=== Artifact Analyzer and Analysis Console ===&lt;br /&gt;
The main equipment that you&#039;ll be using for Xenoarchaeology is the artifact analyzer and the analysis console. You can use these to create reports that contain valuable information about an artifact. To set them up, simply link them with a multitool, set an artifact on top of the analyzer, and press the Scan button. Using the console, you can extract the latent build up of energies from the artifact in exchange for research points. &#039;&#039;&#039;Sacrificing an artifact may result in a massive increase in glimmer.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Anomalous Research ==&lt;br /&gt;
:&#039;&#039;Main Article: [[Anomalous Research]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Tips for new and old&#039;&#039;&#039; ==&lt;br /&gt;
Some tips to help you be a more effective scientist&lt;br /&gt;
&lt;br /&gt;
The gorilla gauntlet can punch an anomaly in any direction when powered with an anomaly core. This also means the gauntlet can punch an anomaly through the mystagogue&#039;s portals. The end result is that you can safely contain any anomaly back at epistemics no matter where it spawns on the map, provided you already have an anomaly core.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gravity anomalies move around on their own, so you can do this to a gravity anomaly even without a gauntlet. Just stand right under the anomaly, breathe in that refreshing radiation, and slap the portal down. You probably want to set the destination portal first for this one so you don&#039;t accidentally teleport the anomaly directly into medbay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Experimental anomaly vessels double research output when an anomaly is linked to them. It will not show this on the scanner but you can see the result by looking at how many points you&#039;re getting on the R&amp;amp;D console. Because of this, this is one of, if not THE most important tech to get as early as possible because it makes getting all other researches so much faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CHIMP Handcannon particles are 3x more powerful than APE particles. This means they do more damage and destabilize anomalies more than APE&#039;s. They are super handy but avoid using them when possible to better control the state of your anomaly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get industiral ore prcoessor boards unlocked asap as well. If you see the tech come up, grab it, even if it&#039;s before experimental vessels. While experimental vessels are more important, IOP boards are a cheap research and increase the amount of materials salvage will be able to give to epi. Staying on good terms with cargo will make your shift 1000x easier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Try to create and upgrade machines around the station. Unlocking all the research and then sitting around doing nothing with any of it doesnt help anyone. Give med cloning as soon as you get it. Make cargo a telepad. Make botany more trays. Upgrade the chefs microwave. Give every department turbo rechargers. They all need them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Don&#039;t fight the ninja. I don&#039;t care if they&#039;re stealing all your research. You will do 8 damage and then be decapitated.{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>GrumpyOwl</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Station_Engineer&amp;diff=4109</id>
		<title>Station Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Station_Engineer&amp;diff=4109"/>
		<updated>2025-06-21T04:26:34Z</updated>

		<summary type="html">&lt;p&gt;GrumpyOwl: Updating playtime requirements per requirement_overrides.yml&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab inline name=&amp;quot;Station Engineer&amp;quot;&amp;gt;&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=ENGINEERING&lt;br /&gt;
|maincolor=854100&lt;br /&gt;
|secondarycolor=a75200&lt;br /&gt;
|image=Engineer.png&lt;br /&gt;
|title=Station Engineer&lt;br /&gt;
|aliases=Electrician, Mechanic, &amp;quot;Engi/Engie&amp;quot;&lt;br /&gt;
|difficulty=Medium&lt;br /&gt;
|requirements=4 hours in [[Technical Assistant|Engineering]]&lt;br /&gt;
|access=Maintenance, Engineering, External&lt;br /&gt;
|extendedaccess=Atmospherics&lt;br /&gt;
|supervisors=[[Chief Engineer]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Maintain and fix the Station, make sure the power doesn&#039;t go out.&lt;br /&gt;
|guides=[[Construction|Guide to Construction]], [[Power|Guide to Power]], [[Atmospheric Technician|Guide to Atmospherics]], [[Hacking]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab inline name=&amp;quot;Technical Assistant&amp;quot;&amp;gt;&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=ENGINEERING&lt;br /&gt;
|maincolor=854100&lt;br /&gt;
|secondarycolor=a75200&lt;br /&gt;
|image=Technical_Assistant.png&lt;br /&gt;
|title=Technical Assistant&lt;br /&gt;
|aliases=None&lt;br /&gt;
|difficulty=Easy to Medium&lt;br /&gt;
|requirements=2 hours of playtime.&lt;br /&gt;
|access=Maintenance, Engineering, External&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=[[Chief Engineer]], [[Atmospheric Technician]], [[Station Engineer]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Learn the basics of managing the station&#039;s engine, as well as repairing the station&#039;s hull &amp;amp; power.&lt;br /&gt;
|guides=[[Construction|Guide to Construction]], [[Power|Guide to Power]], [[Atmospheric Technician|Guide to Atmospherics]], [[Hacking]]&lt;br /&gt;
}}&lt;br /&gt;
Nobody cared who you were until you put on the Yellow Jumpsuit.&lt;br /&gt;
&lt;br /&gt;
Welcome to the Engineering team New Guy. Your job is to listen to the higher-ups, learn the ropes, and try not to blow someone or something up.&lt;br /&gt;
&lt;br /&gt;
Your two greatest tools as a technical assistant are &#039;listening&#039; and &#039;eagerness.&#039; Listen closely to what the engineers are telling you, listen to what the Chief Engineer is advising. Follow an engineer out to do Solars, help with the AME setup, ask [[Atmospheric Technician|atmos]] if you can learn how to repair, maintain or set up the distro network.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
The station engineers are in charge of rebuilding walls, fixing windows, repairing airlocks and fixing hull breaches (spaced areas), as well as setting up and maintaining a power source for the station.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Engineering Equipment ==&lt;br /&gt;
Engineers have to carry a lot of equipment to perform their various tasks. The job is a lot easier if you carry around what you need so you don&#039;t constantly have to be running back to engineering for each step of a repair process.&lt;br /&gt;
&lt;br /&gt;
You start with a tool belt filled with every tool you&#039;ll possibly need. Head to the nearest engineering locker and open it. You&#039;ll need the insulated gloves in there to protect you from electric shocks while screwing around with wires. It&#039;s also recommended that you take a t-ray scanner for checking under-floor pipes and cables, a stack each of LV (Low-Voltage), MV (Medium-Voltage) and HV (High-Voltage) cables in case of power outages. &lt;br /&gt;
&lt;br /&gt;
You could take half a stack of metal and glass however they are generally better reserved for usage across the department, so don&#039;t keep them in your backpack unless you are going to use them soon.&lt;br /&gt;
&lt;br /&gt;
== Starting the Power ==&lt;br /&gt;
&#039;&#039;Main article: [[Power|Guide to Power]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You have a few things you should do, if you don&#039;t want to be robusted, before doing what you want to do. Repairing things is what engineers do, and so is setting the station with power. This is absolutely essential to keeping a well-functioning space station from descending into darkness, chaos and villainy. It is recommended that the start of the shift you, or a fellow engineer, set up the [[Power#The_Antimatter_Engine|The Antimatter Engine]] as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
During the shift, and more likely in the first half of it, you will have a lot of free time. This excess time can be spent working on the [[Power#Solar_Power|solar panels]] which are most of the time a forgotten source of free power.&lt;br /&gt;
&lt;br /&gt;
You also might have to work with a more dangerous power generator, the [[Power#Gravitational_Singularity_Engine|Gravitational Singularity Engine]].&lt;br /&gt;
&lt;br /&gt;
== Fixing Hull Breaches ==&lt;br /&gt;
Repairing hull breaches is a tricky task as when an area gets bombed or dismantled and exposed to space all of the atmosphere in said room will get almost instantly sucked out into the void. Squishy players of various species need that atmosphere not only to breathe but also to prevent parts of their body from boiling and bruising.&lt;br /&gt;
&lt;br /&gt;
=== Preparation ===&lt;br /&gt;
When you get the report of a hull breach (or that an area has been &amp;quot;spaced&amp;quot;), the first thing you should do is get your magnetic boots (magboots), a hardsuit and hardsuit helmet (engineering &amp;amp; salvage hardsuits have built-in helmets; fire suits and fire helmets work in a pinch) and put on an internals mask and oxygen tank (it&#039;s recommended that you use the one on your locker, you also start with an emergency kit containing these in your backpack that have a highly limited supply). After that grab some steel, LV, MV and/or HV wires (depending on the place bombed: for example, for maintenance grab HV wires or for the hallway grab LV and maybe HV) and optionally glass. Go to the place with the hull breach and, before opening the firelocks, examine and check it yourself. Are there walls broken? Windows? Which floors need fixing? Do you estimate that you have enough materials? Are your internals turned on by putting on your mask and switching your breathing tank open? Are your magnetic boots activated? Do you happen to see any casualties, and are they still alive and gasping for air? You might want to get them out first, if feasible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T OPEN IT UP YET&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Check if there is someone without a hardsuit on nearby and kindly make them leave. You&#039;re going to create another, hopefully temporary, hull breach when that firelock opens- which is likely to result in the room you and them are in getting firelocked as well. If they don&#039;t have a crowbar they won&#039;t be able to leave once that happens.&lt;br /&gt;
&lt;br /&gt;
=== Structural Repairs ===&lt;br /&gt;
Now pry open the firelock to the spaced area using a crowbar. If you didn&#039;t have magboots on and activated, atmosphere flowing from behind you may push you around as the room you left depressurizes. It&#039;s highly suggested that you manually pry the firelocks behind you closed as soon as your through, in case any air vents were still operational in that room.&lt;br /&gt;
&lt;br /&gt;
==== Floors ====&lt;br /&gt;
If there are areas without a floor or lattice open the Crafting menu (default G) and make &amp;quot;metal rods&amp;quot; from steel and place them in said tiles. Now that any voids to space have been latticed, click on the lattices with steel sheets. They should now turn into plating which will seal that tile against space from below. Walls and windows cannot be directly built on tiles that don&#039;t have plating.&lt;br /&gt;
&lt;br /&gt;
==== Walls ====&lt;br /&gt;
Once all of the lattices has been plated you will need to seal any lateral breaches due to missing and damaged walls or windows. Wherever these lateral holes are you should have placed plating beforehand. &lt;br /&gt;
&lt;br /&gt;
To construct walls open your Crafting menu again and find &amp;quot;wall&amp;quot;. Select it to see it&#039;s instructions, then hit &amp;quot;Place Construction Ghost&amp;quot;. A blue planning grid will overlay your screen and you will be able to place planning ghosts. Simply click each tile that you need to build a wall on to place ghosts. When you&#039;re done, right click to exit the planning mode. The ghosts will remain- use steel sheets on them to first construct girders, then use steel sheets on the girder to complete it. Repeat for all walls. Reinforced walls require plasteel to create, which isn&#039;t possible to craft by hand.&lt;br /&gt;
Windows work similarly with the caveat that you should probably use reinforced glass to make reinforced windows. Follow the same steps as before. Reinforced glass can be crafted by hand using metal rods and glass- in a pinch, you can re-form any broken shards of glass nearby using a lit welder to create new glass sheets and rods.&lt;br /&gt;
&lt;br /&gt;
=== Further Repairs ===&lt;br /&gt;
If all has gone well, the area should now be safe(er). Double check that there are no holes to space anywhere, and you should be good to re-open any firelocks nearby. Be aware that this may trip further firelocks as the atmosphere between adjacent sections of the station equalizes.&lt;br /&gt;
&lt;br /&gt;
Now see if the [[Power|power]] is correct and if not fix it. &amp;lt;!--TODO: Make this explain howto, optimally with a short summary from the Guide to Power --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
You will want to make sure that any [[Pipes_and_vents|Atmospherics piping and distribution equipment]] is repaired. &amp;lt;!--TODO: Make this explain howto, optimally with a short summary of distribution and waste atmospherics --&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Work with the Science department to [[Construction|rebuild]] any destroyed machines, such as computer consoles. &amp;lt;!--TODO: Make this explain howto, optimally with a short summary from the Guide to Construction --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fixing Electronics ==&lt;br /&gt;
&#039;&#039;Main article: [[Hacking|Guide to Hacking]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is possible, and very likely, that engineers will be called to various machines in the station to fix their wiring after a pesky [[Passenger|disruptive]] [[Traitor]] decided to fumble with the wires to get access to certain places, or things, they shouldn&#039;t.&lt;br /&gt;
&lt;br /&gt;
Most of the time it&#039;s easily done by pulsing or mending the Access and Power wire to re-enable those.&lt;br /&gt;
&lt;br /&gt;
=== Emaged Airlocks ===&lt;br /&gt;
The [[Syndicate Items|Syndicate Item]] called the cryptographic sequencer, or [[Syndicate Items#emag|emag]], is a powerful tool that can zap open a lot of stuff, including airlocks. Thankfully it isn&#039;t very complicated to fix. Here are the steps:&lt;br /&gt;
* Open the maintenance panel using a screwdriver.&lt;br /&gt;
* Turn off and on ACC, by cutting and mending it using a wirecutter. It should stop flashing.&lt;br /&gt;
* Pulse BOLT using a multitool so it gets unbolted.&lt;br /&gt;
* Turn off POWR, by cutting the corresponding wires using a wirecutter.&lt;br /&gt;
* Using a crowbar, close the door.&lt;br /&gt;
* Turn on POWR, by mending the corresponding wires using a wirecutter.&lt;br /&gt;
&lt;br /&gt;
== Things To Keep In Mind ==&lt;br /&gt;
* Engineering is a very extensive department and has a lot of duties. Try spitting them up with your colleagues to save some work. &amp;lt;!-- More of a CE tip TBH --&amp;gt;&lt;br /&gt;
* Don&#039;t be afraid to ask! You and the other engineers won&#039;t know it all so if you need a helping hand just ask, most people will likely be eager to help.&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>GrumpyOwl</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Mystagogue&amp;diff=4108</id>
		<title>Mystagogue</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Mystagogue&amp;diff=4108"/>
		<updated>2025-06-21T04:25:36Z</updated>

		<summary type="html">&lt;p&gt;GrumpyOwl: Updating playtime requirements per requirement_overrides.yml&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Job_Header&lt;br /&gt;
|department=EPISTEMICS&lt;br /&gt;
|command=true&lt;br /&gt;
|maincolor=4c1a4f&lt;br /&gt;
|secondarycolor=6f2773&lt;br /&gt;
|image=Mystagogue.png&lt;br /&gt;
|title=Mystagogue&lt;br /&gt;
|difficulty=Medium to Hard&lt;br /&gt;
|requirements=25 hours in [[Scientist|Epistemics]], 2 hours as [[Psionic Mantis]]&lt;br /&gt;
|access=Epistemics, Command, Maintenance, Mystagogue, Psionic Mantis, Chapel, Cryogenics&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=[[Captain]]&lt;br /&gt;
|subordinates= [[Scientist]], [[Chaplain]], [[Psionic Mantis]], [[Research Assistant]]&lt;br /&gt;
|duties=Coordinate Research and the Epistemics department. Organize the investigation of Artefacts and Anomalies. Observe Glimmer.&lt;br /&gt;
|guides=[[Alert Procedure]], [[Standard Operating Procedure|SOP]], [[Company Policy]], [[Research_and_Development|Research]], [[Xenoarcheology]], [[Anomalous Research]], [[Glimmer]], [[Psionics]], [[Golemancy]], [[The Oracle]], [[Reverse Engineering]], [[Robotics]]&lt;br /&gt;
|aliases=&amp;quot;Mysta&amp;quot;}}&lt;br /&gt;
So you&#039;re going to be the caretaker of a [[Psionic Mantis|bunch]] of [[Chaplain|fanatic]] [[Scientist|researchers]] with access to some of the most dangerous things on the station!&lt;br /&gt;
&lt;br /&gt;
Alongside your department, you are dedicated to discovering the secrets of the Noösphere and furthering our knowledge of the universe. As such, you will generally find yourself with a great degree of freedom on how you want to accomplish that exploration. Just keep an eye on the glimmer levels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Organize Your Cultists ==&lt;br /&gt;
The Mystagogue is in charge of the Epistemics department and oversees the duties of [[Research and Development]]. While they will ideally have &amp;lt;s&amp;gt;cultists&amp;lt;/s&amp;gt; Scientists under them to aid in research, they are expected to have at least a fundamental understanding of how to operate their department in the event of having a lack of staff. It&#039;s very important to understand what is and is not allowed in your department, your department is able to create controlled items that your scientists can get in trouble for even making these include (but are not limited to) All bluespace tech (yes even magic crayons), Jaws of life, and Quantum Switch Inverters.&lt;br /&gt;
&lt;br /&gt;
=== Directing Research ===&lt;br /&gt;
&lt;br /&gt;
As the Mystagogue the bread and butter of your work aboard the station is ensuring research is done. It is your job to lead the broadening of our understanding of the universe around us, discovering new technologies that allow everyone on board to do their jobs better and more efficiently. This may sound like a complicated and scary endeavour but thankfully due to the miracles of modern science, research is now completed through spending &amp;quot;Research Points&amp;quot; on the technology of your choice at the Research Computer. However you do have the option of researching with your research Digi-Board so if your members are not listening to you, disabling the Research Computer and managing research yourself will allow for more control at the cost of efficiency. &lt;br /&gt;
&lt;br /&gt;
[[Scientist|Scientists]] will be your primary subordinates. They will be working with [[Xenoarcheology|analysing artefacts]], [[Anomalous Research|dealing with anomalies]] or [[The Oracle|requisitioning things for the oracle]]. You may want to ensure that all these jobs are manned by assigning your scientists roles at the start of the shift but usually they can be flexible if they know what they are doing.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget to check on the Scientists every now and then to ensure they are doing their jobs. If there&#039;s not much to do, direct them around the station in search of whatever object [[the Oracle]] demands of you.&lt;br /&gt;
&lt;br /&gt;
Make sure that the [[Psionic Mantis]] is available and alive for emergencies. They will be invaluable for making a record of the station&#039;s [[psionics]] for when Code White may run around. However it&#039;s important to keep them in check for if they start mindbreaking people that is like a serious felony and thats seriously not great.&lt;br /&gt;
&lt;br /&gt;
The [[Chaplain]] has the habit of trying to build a cult. If this cult becomes violent or disrespectful to other people&#039;s beliefs its recomended that you do something about it and call security if it becomes extreme.&lt;br /&gt;
&lt;br /&gt;
Research Points can be obtained from the following sources:&lt;br /&gt;
* Passive generation from Glimmer Probers&lt;br /&gt;
* Completing quests for the Oracle&lt;br /&gt;
* Destroying alien artifacts after researching their properties&lt;br /&gt;
* The discovery of new diseases by the Medical staff&lt;br /&gt;
* Analyzing Anomalies&lt;br /&gt;
&lt;br /&gt;
=== Your Defence ===&lt;br /&gt;
At the start of each shift, the Mystagogue is one of the more vulnerable heads of staff on board. Unlike the other heads, you don&#039;t get fancy defence capabilities but you get a cool Hand Teleporter. Keep it safe and don&#039;t lose it.&lt;br /&gt;
&lt;br /&gt;
As Mystagogue, you also have access to a Book of Mysteries. This mystical book contains many secrets, and can allow you to make a mystical wall only passable by you. so make sure to thoroughly investigate its wonders if you find it strapped to you! To deal with supernatural beings such as Wisps or [[Revenant|Revenants]] you get the Dispel [[Psionics|psionic ability]]. It can also be used against anomalies however it takes about two shots with dispel so using dispel with a CHIMP or APE would be a good idea.&lt;br /&gt;
&lt;br /&gt;
== Communication ==&lt;br /&gt;
Communicate and cooperate with other departments if Anomalies or Artefacts appear on the station that need investigation or dispelment. You, and your team, are not able to be everywhere all at once. Remember to, once in a while, advertise for the crew to call out locations of anomalies if they see one.&lt;br /&gt;
&lt;br /&gt;
You will also be the person in charge of managing the [[glimmer]] and the [[Construction|constructions]] of probers and drainers. If glimmer gets too high you are allowed to call [[Alert_Procedure#White_Alert|White Alert]] to incite people to stop using their psionic powers and get mindbroken if needed&lt;br /&gt;
&lt;br /&gt;
== Glimmer and You ==&lt;br /&gt;
&lt;br /&gt;
Glimmer is a measurement of the average noöspheric pressure. The noösphere is a field linking the minds of all sentient beings. The study of Glimmer is what separates you from the puny minded ingrates known as scientists on other stations. Delving into the noösphere using your Glimmer Probers is a gateway to great knowledge and how you will gain perform much of your initial research.&lt;br /&gt;
&lt;br /&gt;
You will be the person in charge of managing the [[glimmer]] and the [[Construction|constructions]] of probers and drainers. If glimmer gets too high (past 500Ψ or 400Ψ if things are getting out of control) you are allowed to call [[Alert_Procedure#White_Alert|White Alert]] to incite people to get mindbroken so they stop using their psionic powers.&lt;br /&gt;
&lt;br /&gt;
As your probers do their work, the average glimmer level on the station will rise. If the level grows past 500Ψ the probers themselves will begin to spark with latent psionic energy and you may find yourself unable to turn them off as they become self sustaining.&lt;br /&gt;
&lt;br /&gt;
In cases of emergencies like this, you are recommended to build Glimmer [[Glimmer#Drainers|Drainers]]. You need ectoplasm from this which can be found in higher amounts due to glimmer mites, revenants, and glimmer wisps spawning pretty rapidly when glimmer exceeds 500Ψ. However &amp;lt;s&amp;gt;Bribing&amp;lt;/s&amp;gt; asking a Botanist to make some Cosmic Revenants at the start of a shift is a good idea as they get a good source of ectoplasm when ground up. &lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>GrumpyOwl</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Head_of_Security&amp;diff=4107</id>
		<title>Head of Security</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Head_of_Security&amp;diff=4107"/>
		<updated>2025-06-21T04:24:45Z</updated>

		<summary type="html">&lt;p&gt;GrumpyOwl: Updating playtime requirements per requirement_overrides.yml&lt;/p&gt;
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&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=SECURITY&lt;br /&gt;
|command=true&lt;br /&gt;
|maincolor=480000&lt;br /&gt;
|secondarycolor=600000&lt;br /&gt;
|image=HoS.png&lt;br /&gt;
|title=Head Of Security&lt;br /&gt;
|difficulty=Very Hard&lt;br /&gt;
|requirements=Whitelisted, 25 hours of playtime, 10 hours in Command, 10 hours as [[Warden]], 20 hours as [[Security Officer|Security]]&lt;br /&gt;
|access=Head of Security, Command, Security, Armory, Maintenance, Service, External, Detective, Corpsman, Cryogenics&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=[[Captain]]&lt;br /&gt;
|subordinates=[[Warden]], [[Detective]], [[Security Officer]], [[Security Cadet]], [[Prison Guard]]&lt;br /&gt;
|duties=Guide the Security team, prosecute crime, whether it is committed by crew (including other Security personnel) or antagonists.&lt;br /&gt;
|guides=[[Space Law]], [[Standard Operating Procedure|SOP]], [[Alert Procedure]], [[Company Policy]]&lt;br /&gt;
|aliases=&amp;quot;HoS&amp;quot;}}&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. &lt;br /&gt;
&lt;br /&gt;
Being the Head of the entire 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 the station. &lt;br /&gt;
&lt;br /&gt;
The big boss of the entire Security force on the station and the final say in security-related matters. You are the bastion of order among chaos and a very popular individual due to your level of access to the armory, which may or may not still contain guns. The role of the Head of Security is a thankless profession where good deeds frequently go unnoticed and mistakes by either you or anyone in your department are greatly magnified against you.&lt;br /&gt;
&lt;br /&gt;
You are a force to be reckoned with on your own merely by your authority and equipment, however you are still only one person and are nowhere near your own army. You are a juicy target if caught unaware by all sorts of [[Clown|nefarious]] [[Passenger|individuals]], so a proper leader does well by commanding his subordinates and only stepping in where needed.&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>GrumpyOwl</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Chief_Medical_Officer&amp;diff=4106</id>
		<title>Chief Medical Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Chief_Medical_Officer&amp;diff=4106"/>
		<updated>2025-06-21T04:21:16Z</updated>

		<summary type="html">&lt;p&gt;GrumpyOwl: Updating playtime requirements per requirement_overrides.yml&lt;/p&gt;
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{{Job_Header&lt;br /&gt;
|department=MEDICAL&lt;br /&gt;
|command=true&lt;br /&gt;
|maincolor=244559&lt;br /&gt;
|secondarycolor=325367&lt;br /&gt;
|image=Chief Medical Officer.png&lt;br /&gt;
|title=Chief Medical Officer&lt;br /&gt;
|difficulty=Medium&lt;br /&gt;
|requirements=35 hours in [[Medical Doctor|Medical]], 6 hours as [[Chemist]], 3 hours as [[Surgeon]], 12 hours as [[Medical Doctor]]&lt;br /&gt;
|access=Medical, Command, Maintenance, Chemistry, Chief Medical Officer, Paramedic, External, Psychologist, Cryogenics&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=[[Captain]]&lt;br /&gt;
|subordinates=[[Medical Doctor]], [[Chemist]], [[Psychologist]], [[Paramedic]], [[Medical Intern]]&lt;br /&gt;
|duties=Keep Medbay orderly. Supervise and delegate chemistry, triage, and trauma duties. Load the metempsychotic machine with Biomass at the start of the shift. Make sure the Metempsychotic machine is linked properly.&lt;br /&gt;
|guides=[[Alert Procedure]], [[Standard Operating Procedure|SOP]], [[Company Policy]], [[Medical Doctor]], [[Medical]], [[Chemistry]], [[Cryogenic Pods]]&lt;br /&gt;
|aliases=&amp;quot;CMO&amp;quot;}}&lt;br /&gt;
The Chief Medical Officer (often shortened to Chief or CMO) is the head of the entire medical department. Their access is mostly limited to Medical and Command, they tend to get the wrath of anyone who comes in who thinks they can treat themselves better and they have one of the best items in the game for both killing and saving lives.&lt;br /&gt;
&lt;br /&gt;
Your first task as the CMO is to check if the [[Medical#Cloning_and_Morgue|Metempsychotic machine or cloner]] is linked to the cloning console via multitool. After that, ensure that there&#039;s some biomass in it. &lt;br /&gt;
&lt;br /&gt;
CMO is probably the easiest head to play because primarily it&#039;s just Medical Doctor Plus. Most of what you do outside the normal medical doctor duties is get the extra biomass from your office loaded into the metempsychotic machine, and then work like a normal doctor. If your team is small or inexperienced in chemistry, you may be [[Chemistry|cooking drugs]] for the first half of the shift. If you don&#039;t have someone working triage or intake, you may be doing that.&lt;br /&gt;
&lt;br /&gt;
Another thing the CMO should be doing is catching folks making illegal chemicals or if pills are being spiked, while also keeping in mind what [[Standard Operating Procedure#Medical|Standard Operating Procedure]] reminds you is *not* to be done. Look over your chemist&#039;s shoulders and check their machines. Because you can&#039;t tell what&#039;s going in or out of a machine you don&#039;t REALLY know if that pill that was made was Dylovene or Sulfuric Acid for instance. You can grind a pill up in the reagent grinder to test it without just blindly swallowing it. Keep an eye out for telltale signs that someone is trying to make a warcrime. If they have a pile of plasma for no good reason they may be a traitor, or just an inefficient chemist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hypospray and You ==&lt;br /&gt;
The hypospray is both a [[Traitor|traitor]] [[High-Risk Items|objective]] and a really good tool for you as a CMO. You can load it with chemicals and immediately put them into a bloodstream. Typically you&#039;re going to load this with epinephrine or if you can get your hands on it, ichor. &lt;br /&gt;
&lt;br /&gt;
To load it, take the chemical in one hand and using that hand, click the hypospray. It can hold 30u.&lt;br /&gt;
&lt;br /&gt;
It can also be an exceptionally good way to defend yourself without needing a gun. There&#039;s a few good &#039;offensive&#039; drugs if you&#039;re planning on using it in a fight or to subdue an unruly patient. &lt;br /&gt;
&lt;br /&gt;
Nonlethally, dose someone with Ipecac to make them incredibly slow incredibly quickly without doing damage to them. It also has the benefit of reducing their movespeed if they puke enough. &lt;br /&gt;
&lt;br /&gt;
Chloral Hydrate is a favorite amongst many CMOs because even at 25-30 units it won&#039;t kill someone, but it will put them down long enough for Sec to get in very, very quickly. Just be sure to give Sec a Dylovene to help with the patient&#039;s new toxic damage.&lt;br /&gt;
&lt;br /&gt;
Lethally, epinephrine is a great tool one can use to cause damage that&#039;s immediately available at round start. It has the negative of actually providing a lot of benefits to the person if you can&#039;t get the full dose off though.&lt;br /&gt;
&lt;br /&gt;
There&#039;s Tranexamic acid, also a fairly useful chemical medwise that can double-duty as a an offensive tool if needed. When fully dosed it can do damage fairly quickly as an overdose while being less useful to the enemy you&#039;re injecting it with.&lt;br /&gt;
&lt;br /&gt;
Lexorin is by far the most dangerous toxin to someone who doesn&#039;t have Dexalin available, but if you&#039;re making it and the hypospray falls out of your hands before you can use it, then you&#039;re going to have a bad time for the rest of the crew. Lexorin also doesn&#039;t fill any particular use for the crew in general other than as a murdering tool.&lt;br /&gt;
&lt;br /&gt;
== Crew Monitoring and You ==&lt;br /&gt;
The Crew Monitor, both handheld and built into your office (on most maps) is a vital tool for survival. If your shift is going well, you may even have the luxury of time to monitor the crew on such a monitor outside of folks asking you for it over command chat.&lt;br /&gt;
&lt;br /&gt;
The Crew Monitor gives you updates on where someone is based off their ID and if they have their Suit Coordinates on. As a note, there are people who will NOT put their suit sensors on. These folks cannot be stopped, they will just leave them off the whole round potentially, or even just because they&#039;re planning on doing some shenanigans. If someone dies without coords on, there&#039;s little you can do usually. Hard to find a body that you don&#039;t know the whereabouts of.&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>GrumpyOwl</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Chief_Engineer&amp;diff=4105</id>
		<title>Chief Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Chief_Engineer&amp;diff=4105"/>
		<updated>2025-06-21T04:19:38Z</updated>

		<summary type="html">&lt;p&gt;GrumpyOwl: Updating playtime requirements per requirement_overrides.yml&lt;/p&gt;
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{{Job_Header&lt;br /&gt;
|department=ENGINEERING&lt;br /&gt;
|command=true&lt;br /&gt;
|maincolor=854100&lt;br /&gt;
|secondarycolor=a75200&lt;br /&gt;
|image=Chief Engineer.png&lt;br /&gt;
|title=Chief Engineer&lt;br /&gt;
|difficulty=Hard&lt;br /&gt;
|requirements=30 hours in [[Station Engineer|Engineering]], 20 hours as [[Atmospheric Technician]]&lt;br /&gt;
|access=Maintenance, Engineering, Command, External, Chief Engineer, Atmospherics, Cryogenics&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=[[Captain]]&lt;br /&gt;
|subordinates=[[Station Engineer]], [[Atmospheric Technician]], [[Technical Assistant]]&lt;br /&gt;
|duties=Coordinate engineering, ensure equipment doesn&#039;t get stolen. Maintain and fix the station.&lt;br /&gt;
|guides=[[Alert Procedure]], [[Standard Operating Procedure|SOP]], [[Company Policy]], [[Construction|Guide to Construction]], [[Power|Guide to Power]], [[Atmospheric Technician|Guide to Atmospherics]], [[Reverse Engineering]]&lt;br /&gt;
|aliases=&amp;quot;CE&amp;quot;, &amp;quot;Chief Engi&amp;quot;}}&lt;br /&gt;
You are the head of the Engineering Department, which includes not only [[Station Engineer|Station Engineers]], but [[Atmospheric Technician|Atmospheric Technicians]] as well. Essentially, your job is to boss your staff around and make sure the power and air flows.&lt;br /&gt;
&lt;br /&gt;
You are expected to do everything you except from your average Engineer and Atmos Technician (&#039;&#039;if you haven&#039;t completely blanked out on that part of the training&#039;&#039;). You also will handle more sensitive matters such as but not limited to fixing sensible areas such as Bridge, the Vault, other heads offices. Your special tool belt gives you the Jaws of life, Drill, Experimental welder, a full stack of LV cables, and a Multitool.&lt;br /&gt;
&lt;br /&gt;
In your locker you can find even more useful gear such as Advanced Magboots, CE hardsuit, Oxygen Canister, Engineer door Controls, CE stamp, breath mask, insulated gloves, and a jetpack that can fit in your suit storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Delegation====&lt;br /&gt;
It is VERY easy for CE to go fix everything. You have the best tools, move the fastest, and you have great boots that don&#039;t slow you down. Don&#039;t be the only person to respond to issues. Your engineering team is here to help you. Issue with atmospherics? Send an Atmos Tech to go bring a scrubber on it. Power outage? Have your engineering team respond to it. &lt;br /&gt;
&lt;br /&gt;
Be a leader, not a boss. Lead your crew in repairs, but let them do it. Don&#039;t just take everything onto your shoulders.&lt;br /&gt;
&lt;br /&gt;
At the start of the shift, it&#039;s very likely that you may have gaps in your department or [[Technical Assistant|new guys]] in your department. Make sure you can pick up the slack in the meantime for those departments and spend some time teaching the FNG before they walk into a spaced area.&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>GrumpyOwl</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Captain&amp;diff=4104</id>
		<title>Captain</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Captain&amp;diff=4104"/>
		<updated>2025-06-21T04:18:44Z</updated>

		<summary type="html">&lt;p&gt;GrumpyOwl: Updating playtime requirements per requirement_overrides.yml&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Job_Header&lt;br /&gt;
|department=COMMAND&lt;br /&gt;
|maincolor=0C2C47&lt;br /&gt;
|secondarycolor=0F395B&lt;br /&gt;
|image=Captain.png&lt;br /&gt;
|title=Captain&lt;br /&gt;
|difficulty=Very Hard&lt;br /&gt;
|requirements=Whitelisted, 30 hours in Command, 5 hours in [[Cargo Technician|Logistics]], 5 hours in [[Station Engineer|Engineering]], 5 hours in [[Medical Doctor|Medical]], 5 hours in [[Security Officer|Security]], 5 hours in [[Scientist|Epistemics]]&lt;br /&gt;
|access=All Access&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=[[Administrators#What_Do_Admins_Do?|Central Command]]&lt;br /&gt;
|subordinates=[[Chief Engineer]], [[Chief Medical Officer]], [[Head of Personnel]], [[Head of Security]], [[Mystagogue]], [[Logistics Officer]]&lt;br /&gt;
|duties=Manage the entire station, make sure everything stays in working order and fix any issues that other crew members can&#039;t. Only use your authority when it is required, the Heads of Staff are there for a reason.&lt;br /&gt;
|guides=[[Space Law]], [[Standard Operating Procedure|SOP]], [[Alert Procedure]], [[Company Policy]], [[Shipyard]]&lt;br /&gt;
|aliases=Commanding Officer, &amp;quot;Cap&amp;quot;, &amp;quot;Boss&amp;quot;}}&lt;br /&gt;
You are the Captain, the top of the Chain of Command. It is your duty to ensure the stability and productivity of the station, as well as carrying out directives from CentCom.&lt;br /&gt;
&lt;br /&gt;
You should have experience of all Heads of Staff jobs. At round start, take the [[Nuclear Authentication Disk]] with you, call the Heads to report in and keep checking in from time to time on what needs to be done and who should do it. &lt;br /&gt;
&lt;br /&gt;
As Captain, your most important power isn’t your All-Access ID card or fancy self-charging laser gun, but the fact that you usually have about five Heads of Staff you supervise under you to deal with problems that you don&#039;t want to deal with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Chain of Command ==&lt;br /&gt;
In an ideal chain of command, you&#039;ll be able to hear about problems in specific departments from your Heads and delegate tasks and assignments throughout the ship to get them handled. In turn, your heads of staff should be directing their personnel to solve issues as needed. While this is the ideal scenario, this is usually difficult to obtain due to your heads of staff or their personnel being incompetent, missing, dead, clueless, or possibly a combination of all four. &lt;br /&gt;
&lt;br /&gt;
Typically, if fully staffed, you have six heads of staff to rely on:&lt;br /&gt;
* [[Head of Personnel]] - The HoP manages all service personnel (Chef, Bartender, Botanist, Passengers, Clown, Mime, etc.) on the station. They&#039;re here to make sure that your civilian workforce is doing what it&#039;s supposed to do and not making killer tomatoes, causing trouble, and juggling all of the service personnel in case one section is understaffed or overburdened with people.&lt;br /&gt;
* [[Head of Security]] - The second-to-final (next to your own) say on Security matters. The HoS will look to you to clear executions of particularly foul prisoners and may also make requests for things like distributing the armory to officers. The HoS will usually know who their troublemakers this shift are and it can be good to check on them every once in a while to make sure criminals aren&#039;t running amok.&lt;br /&gt;
* [[Chief Engineer]] - The boss of making sure you have air to breathe and station to stand on. The CE will be very useful to make sure atmosphere is running and [[Station Engineer|his subordinates]] are patching gaping holes in the station like they should be.&lt;br /&gt;
* [[Chief Medical Officer]] - The CMO handles all of Medbay and personnel within. They are a good point of contact for medical concerns such as who should and shouldn&#039;t be cloned and how overwhelmed Medbay is with the injured/dead/dying.&lt;br /&gt;
* [[Mystagogue]] - The Mysta will try to ensure scientists are not busy smoking chemicals or drinking too much oracle juice and that anomalies are somewhat manageable disasters. They&#039;re here to make sure Epistemics doesn&#039;t explode all the time.&lt;br /&gt;
* [[Logistics Officer]] - The LO manages the station&#039;s budget, salvaging&#039;s exo-station operations, approval of cargo orders and deliveries of mail. They&#039;ll be around to make sure [[Cargo Technician|Cargo Technicians]] don&#039;t spend the whole budget on Emergency Pizza as well as ordering [[Salvage Specialist|salvagers]] to not die.&lt;br /&gt;
&lt;br /&gt;
If you find that you don&#039;t have a head of staff in a specific department, it can be a good idea to promote someone within that department to the new head of it. If nobody shows interest, you may have to see if anyone on the station wants to jump at the opportunity. Just try to make sure they are a good fit for the job.&lt;br /&gt;
&lt;br /&gt;
Try not to personally micro-manage departments, be overbearing, bossy, or otherwise unpleasant to be around. You&#039;ll get the most from your heads of staff by communicating well and respecting their input, or they won&#039;t bother bringing up concerns or doing anything for you (or worse, they may collectively decide you are unfit for command).&lt;br /&gt;
&lt;br /&gt;
== The Captain&#039;s Authority ==&lt;br /&gt;
You have a wide (but not infinite) range of authority as the Captain. You hold the following special privileges:&lt;br /&gt;
* You may demote heads of staff you deem grossly unfit for duty or insubordinate in the interest of the station as a whole (though the heads of staff may majority rule you unfit for command and demote you)&lt;br /&gt;
* You carry an ID with access to every door in the station, and a spare one with the same. Use it wisely and don&#039;t lose it.&lt;br /&gt;
* Generally, you make the choice to evacuate the station and deem it a loss, however any head of staff can also exercise this privilege in an emergency. Be aware that evacuating the station prematurely or for little reason will get you in trouble. &lt;br /&gt;
* You are responsible for the [[Nuclear Authentication Disk]]. This disk must be present in a nuclear warhead to active it, alongside a randomized five-digit activation code. Nuclear Operatives require and will seek you out for this particular item, so guard it well.&lt;br /&gt;
&lt;br /&gt;
== There Is No Air and I Must Breathe ==&lt;br /&gt;
&lt;br /&gt;
Don&#039;t despair if things are falling apart at the seams, rapidly, all around you, and none of your heads are answering the radio! Odds are there is a team of nuclear operatives looking for you so they can pry that silly little authentication disk from your cold dead hands, whether you wanted to hand it over or not. Part of the game is things not going quite right and managing disaster scenarios, some of which you won&#039;t come out on top of. Do your best and take care of as much of your crew as you can.&lt;br /&gt;
&lt;br /&gt;
{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>GrumpyOwl</name></author>
	</entry>
</feed>