recursal/Fanatic-Fandom huggingface dataset:
Reading Material

If you just want to have a wiki walk or maybe a general browse, then take a look at some of the pages below. Most are relatively interesting, and who knows? You might even learn something new.

## Locations

Main article: Category:Locations
* AI Core
* AI Upload
* Arrivals
* Assistant Storage
* Atmospherics
* Auxiliary storage
* Bar
* Bridge
* Brig
* Captain's Quarters
* Cargo Loading Area
* Cargo Office
* Chapel
* Chemistry Lab
* Conference Room
* Detective's Office
* Dormitory
* EVA
* Escape Shuttle
* Head of Personnel's Office
* Hydroponics
* Library
* Maintenance
* Medbay
* Singularity Engine
* Solars

## Jobs

Main article: Job Guides
* AI
* Assistant
* Atmospheric Technician
* Barman
* Botanist
* Captain
* Chaplain
* Chef
* Chemist
* Cargo Technician
* Chief Engineer
* Chief Medical Officer
* Cyborg
* Detective
* Geneticist
* Ghost
* Head of Personnel
* Head of Security
* Janitor
* Librarian
* Medical Doctor
* Quartermaster
* Research Director
* Roboticist
* Scientist
* Security Officer
* Station Engineer
* Virologist
* Warden
* Alien

## Items

Main article: Objects
* Syndicate items
* Chemistry items
* High-risk items
* Security items
* Medical items
* Engineering items
* Clothes and internals
* Storage items‎
* General items

## Machinery

* Area power controller
* Autolathe
* Bookfinder

## Game Modes

* Game modes
* Random events

## Creatures

* Game controlled Critters
* Player controllable Creatures

### Beginner's Guides

* Starter Guide
* Basic Construction
* Example Paperwork

### Other guides

* Guide to Contributing to the Wiki
* Guide to Construction
* Guide to Hacking

### Game Objective Guides

* Traitor guide
* Syndicate guide
* Changeling guide
* Cultist guide
* Wizard guide
* Alien guide

## Templates:

* Template:needs revision
* Template:Slated\_for\_removal
Paul Tuerpe

**Paul Tuerpe** is an American actor possibly best known as the sheriff in "The Goonies" and for playing four different characters in the "Lethal Weapon" film franchise.

Not much is known about his life and career. His first screen role was in the motion picture, "Airport," which was followed up by appearances in the movies "Airport '77" with Jack Lemmon, "Superman" with Christopher Reeves and Gene Hackman and "Raise the Titanic" with Jason Robards. Most of his career, however, was on television in minor roles on "Lucan," "Operation Petticoat," "Wonder Woman," "Lou Grant," "Hart to Hart," "Quincy M.E.," "CHiPs," "Vega$," "The Incredible Hulk," "M\*A\*S\*H" and "The Fall Guy."

Through the 1980s, Tuerpe had bit parts in several top motion pictures of the 80s including "The Toy" with Richard Pryor, "Ladyhawke" with Matthew Broderick and Michelle Pfeiffer and as the sheriff in "The Goonies." His film career continued throughout the Eighties with four separate characters in the "Lethal Weapon" franchise with Mel Gibson. In "Lethal Weapon," he plays a mercenary. In "Lethal Weapon 2," he plays a hitman with glasses who appears in the scene when Riggs shoots the fish tank. In "Lethal Weapon 3," he plays a bearded henchman and in "Lethal Weapon 4," he plays the helicopter co-pilot who invites Riggs and Murtaugh for a helicopter ride. His other movie roles appeared in "Scrooged," "Three Fugitives," "Assassins," "The X-Files" with David Duchovny and the Leelee Sobieski drama, "The Glass House." His TV roles went on to include mostly dramas, such as "Matt Houston," "Dynasty" with Emma Samms, "T.J. Hooker" with Heather Locklear, "Murder, She Wrote," "Scarecrow and Mrs. King," "Knight Rider," "Matlock," "Falcon Crest," "Santa Barbara," "Simon & Simon," "The Father Dowling Mysteries" and " Knots Landing,"

In addition to roles on "ER" and "Judging Amy," Tuerpe has been working as an ADR in films such as "The Bourne Supremacy," "Fantastic 4: Rise of the Silver Surfer," "Aliens vs. Predator: Requiem," "The Spy Next Door," "A Christmas Story 2" and an episode of the TV series, "Castle."
Arrival Shuttle

The Arrival Shuttle is located in the Arrivals section of the station. All who join a round late (after the round has started) will spawn here. The shuttle itself never moves in the game, though it should be thought that the shuttle leaves once the player disembarks. That way, new players are being dropped off by the shuttle instead of manifesting from the air itself.
Miscellaneous Research

A room meant for miscellaneous research projects. It has generally no regular use, however it is one of the best places for creative scientific projects (or a great excuse to take anomalies to station).

### Contents (labeled)

1. Shield generator
2. Shutters and igniter controls, wrench, crowbar and science goggles
3. Shutters
4. Canister port and pipes leading into the testing chamber
5. Bomb suit closet, space suit cycler, disposal bin
6. Miscellaneous camera monitor (can only watch camera inside the chamber), gas masks, second shield generator
7. Empty canisters, air injector (leading from 4) and igniter
8. Fuel and water tank, metal, multitool, wire, cell charger and a power cell
9. Research Division
10. Research Substation
AI Chamber

This contains the AI's physical core and space for two additional cores, along with a selection of wall mounted radios to allow it to communicate with the station. It also contains an array of defensive technology. There are five turrets controlled from a central switch, wall mounted flashes, and one liquid dispenser which knock over anyone who steps in the liquid produced.

The wiring for the AI Core includes a blue line, which is the AI Sub grid, and a green cable, which feeds the Sub grid with power.
Janitorial Supplies

This page is dedicated to all those wonderful items that help in the never-ending battle to clean the station.
The Janitor's tools all start in his closet, which is located on the starboard side of the Main Deck, on the aft side of the Chapel. The Janitor's Closet is a small roon with a table, a janitorial wardrobe, a water tank, and the tools listed below. These tools cannot be found elsewhere on the station, but you can order them through the supply shuttle.
Special attention should be payed to the Wet Floor Signs. You should place them in areas you are about to mob and leave them there till the floor drys. If you don't, people will yell at you.

## Bucket

 The Janitor's bucket, located in the Janitor's Closet it is used to carry water around and to fill the **Mop Bucket**.

## Mop Bucket

 The Janitor's Mop Bucket, one of his most essential pieces of equipment. Fill this with water from the **Bucket** so you can wet your **Mop** in it, and clean floors.

## Mop

 The Janitor's mop, located in the Janitor's Closet. It is used for mopping floors. It needs to be wetted with the **Mop Bucket** first.

## Space Cleaner

 The Janitor's trusty Space Cleaner. As long as it's filled, you can click on any form of mess, gibs, blood and poof! It'll be cleaned. Click on it in your hand to switch from 5 units (one space) to 10 units (three adjacent spaces per spray). Can also be used on people. Ask the chemist for a Space Cleaner refill.

## Wet Floor Sign

 The Janitor's Wet Floor Sign. Not essential to mopping, but essential for your well being. Should be placed in areas you are about to mop, so people have a chance to not slip and fall down.

## Cleaner Grenade

 The Janitor's Cleaner Grenade. Ideal for cleaning large messes, it explodes, a huge area being covered in a foamy substance. It's recommended you avoid using in heavily populated areas, as it will cause a lot of chaos.
Mining Dock

The Mining Dock, is where the Shaft Miner spawns. It has some Mining equipment, the Shuttle Control Computer and some mining wardrobes. It also contains some silver and iron ore, which can be brought to the Mining Station to be processed. It does not contain much E.V.A equipment, as most of that is on the Mining Station.
Robert David Crane

**Robert David Crane** is an American author and writer, probably best known for the book, "Crane: Sex, Celebrity, and My Father's Unsolved Murder" about the unsolved murder of his father, "Hogan's Heroes" star, Bob Crane.

Not much is known about his early life. He was the son of Robert Crane and Anne Terzian, a high school sweetheart, and one of three children including Deborah Anne Crane and Karen Leslie Crane. A writer for Playboy Magazine for over twenty years, he published his first book, "Jack Nicholson, Face to Face," in 1975 and worked as a publicist for comedian John Candy. They also worked together on the movies "Hamburger," "Only The Lonely," "Hostage for a Day" and "Wagons's East." Candy also gave Robert a walk-on role in the film, Delirious.

Crane co-authored several books, interviews and articles for magazines and newspapers. After John's death in 1994, he co-authored the book "SCTV: Behind the Scenes," which was published in 1996. In 2002, he collaborated with director Paul Schrader in the film, "Auto Focus," a semi-autobiographical chronicle on the sordid off-camera life and murder of his father. The film was the subject of controversy with his half-brother Scott Crane and step-mother Sigrid Valdis who considered it unfair and exploitative and an insult to the memory of Bob Crane. His other projects include actor Bruce Dern's memoir, "Things I've Said, But Probably Shouldn't Have: An Unrepentant Memoir," "Jack Nicholson: The Early Years" and a biography about the life of Tom Mankiewicz, "My Life as a Mankiewicz: An Insider's Journey Through Hollywood."

Crane also co-produced the short films "Mirage" with Richard Decker and "She'll Never Make it to the Olympics" with Kari Hildebrand. His most recent book is "Crane: Sex, Celebrity, and My Father's Unsolved Murder," published in 2015.
Head of Personnel's Office

The head of personnel's office is where the Head of Personnel spawns, and conducts the majority of their business. It contains most of the tools required, The ID modification console, which allows them to assign or revoke accesses to crew, the Accounts uplink console allows the HoP to view and place restrictions on the personnel and departmental accounts, and an employment records console.

The office is protected by electrified grilles and shutters.

The head of personnel has access to two lockers: One containing various alternate uniforms and accoutrements, with the other containing equipment such as wrapping paper, spare ID cards, and their energy gun and armor, for emergency situations.
Operating Theatre

The Operating theatre is where the surgeons operate. The medical staff can watch the operation via the Surgery Observation Room. Patients going out of surgery are placed in the Recovery Room to take some rest. See Guide to Surgery for more info on how to perform surgeries. There is a small isolated room, the Medical Freezer Storage, left of the Operating Theatre leading to maintenance.
Genetics Research

**This section or article references game content that has been removed or disabled.**

The following section or article contains information about content, features, or mechanics that have been removed from the game or disabled. You can help by updating it.

*Looking for the modern Genetics Lab? Click here.*

This is where the Geneticists start. It is used to revive dead crew members (let's hope they bothered with a backup) and to do some biological engineering.

Before you can get started, you need to know your lab. The area you work in is divided into three sections:

* Genetics: The room between Medbay and the Genetics Research room, it is were people are cloned or have their DNA scan backup.
* Genetics Research: Your main working area. In this area you will find your primary equipment.
* Monkey Pen: Here you will find monkeys. They are basic test subjects, but it's easier and more rewarding if you can test on a volunteer.

## Genetics

In the genetics lab you'll find some of your equipment.

Starting on the left we have a DNA Modifier used as a cloning scanner. It works in conjunction with the cloning console to scan people.

The next machine is the cloning console. This is the machinery that you'll operate to keep the crew database up-to-date.

Once more to the right you find the cloning pod. The cloning pod is basically a piece of machinery that fills the first step of the cloning process: Making the body.

## Genetics Research

In this room to the right of Genetics is the DNA modifier console, that is used together with the DNA modifier. This is where the Science is.

You will find some tables to with various supplies. Among them: Some Disks to save data. An Anti-Toxin Medpack for emergencies, some inaprovaline pills and some extra dylovene pills.

You will also find the Genetic Scanner, the latest in scanner development, that allows you to evaluate your results to an extent (read more in Geneticist).

## Monkey Pen

There are six Monkeys in the monkey pen, and they are adequate research subjects.
Security Department

Security is the department in charge of keeping the station secure. NanoTrasen employs Security Officers and Detectives in this department to arrest troublemakers, investigate crimes and generally police the station.

Security is supervised by the Head of Security.

## Jobs

The associated jobs are:

* Head of Security
* Security Officer
* Warden
* Detective

Note the absence of the Captain,Head of Personnel and Internal Affairs. They are not Security.

See also: Corporate Regulations.

## Security Department Areas

The associated rooms are:

* Brig
* Armory
* Detective's Office
* Head of Security's Office
* Security Office
* Warden's Office
* Security Lobby
* Security Escape Pod
* Equipment Storage
* Evidence Storage
* Prison Wing
* Firing Range
* Interrogation Room
* Washroom

## Guides

Associated guides are:

* Guide to Security
* Combat
Corporate Regulations

## Abbreviated Sol Central Government Law

These sections contain the Sol Central Government laws which are enforced on the Exodus, separated into low crimes and high crimes. Violations of Sol Central Government law are very serious offenses and must be reported to Sol Central so that the individual can be prosecuted properly. Soliciting someone to commit a crime, accessory to a crime, attempts to commit a crime, and conspiracy to commit a crime are to be treated as if the perpetrator committed the crime.

### Low Crimes

Individuals who are charged with low crimes must be confined to the brig for the listed minimum time, after which they must be restricted to their work area. It is up to the discretion of security to confine individuals beyond the listed minimum time, up to confinement until transfer to Colonial Marshals, given that the individual can be considered to be a continued risk. An individual's superiors may decide whether or not to demote or dismiss individuals charged with low crimes.

### High Crimes

Individuals who commit high crimes must be immediately dismissed and confined to the brig until transfer to Colonial Marshals.

## Corporate Regulations

These are Nanotrasen's own regulations enforced on their vessels and habitats. They are not crimes and do not need to be reported to Sol Central, and it is unlawful to confine an individual for violating these regulations. At the discretion of the superiors of the individual, any individual who violates these regulations may be dismissed or demoted. Listed will be the *minimum* punishments. These regulations do not apply to and can be dismissed at any time by the Captain or Acting Captain, but unlawful usage of that power must be reported to Internal Affairs.
Unathi

The **Unathi** (*ᴇᴡ-nahth-ee*) are a race of tall, reptilian humanoids that possess both crocodile-like and serpent-like features. Their scales are hard and plate-like, save for the softer ones that line the inside of their legs, armpits, and groin. Originating from the planet of Moghes, the Unathi live in an extremely sexist society, with women being considered property.

## Mechanics

* Unathi have a unique language, *Sinta'unathi*, that they can naturally speak and understand. Use this in game by typing **say ":o** or over radio with **say ";:o**

* Instead of punching, Unathi scratch people when unarmed, dealing a higher amount of brute damage than a human punch.

* Unathi have good heat resistance, but very little cold resistance.

* Due to their clawed feet, clawed hands, and tails, Unathi cannot wear any human shoes or gloves. They are able to wear 'softsuits' (such as non-hardsuit space suits, biosuits, and fire suits), but are unable to wear voidsuits and hardsuits not tailored for Unathi anatomy. An example of an Unathi hardsuit is the breacher suit.
Cargo Technician

The **Cargo Technician's** role is, basically, to unload crates, load the crates, make things in autolathe and mess with the MULE and mail systems. Don't forget to monitor the Disposals area as well.

## Your Workplace

The Cargo bay is your home as a Cargo Technician and, naturally, where you start the game. It contains a Hand Labeler, a Cell Charger and Power Cell set, a Station Bounced Radio, some Rods, a Multitool, a Med-kit, some empty Crates, a MULE, a Copy Machine, and an Autolathe.

## Your Boss

The Head of Personnel is your superior, as is the Quartermaster. Do what they order you to do, with the Head of Personnel being the top priority.

## Disposals Mailing

This is an alternative way of delivering items, and is usually preferable to MULE transport as long as the pipes are still intact.

1. Wrap your item/crate with package wrapper.
2. Pick up the destination tagger and click in your hand to set a destination.
3. Use the destination tagger on the parcel.
	* Optional: Use a pen to write a message on the parcel, or custom set a destination.)
4. Stick it on the conveyor in the Delivery Office, or dump it in a disposals unit, and let the system handle it.
	* Click and drag the large parcels to disposals units to put them in. This can only be done a few times however.
	* Note that without the help of an Engineer, the receptacle at the end of the cargo shuttle unloading conveyor only leads into the Warehouse and will not ship packages around the station.

You can also gift wrap packages, but these cannot be tagged with a destination, and have to be delivered manually. This will not work with large objects. The process is slightly more complicated.

1. Pick up the item you want to gift wrap.
2. Hold a sharp object in your other hand. (Wirecutters are the most common for this.)
3. Click the wrapping paper with the item you want to wrap.

Gift wrapping a human is also possible, but they must have a straight jacket on and you need the wrapping paper in your hand. This is usually not a good idea.

## Using the MULEBot

1. Drag the crate on to the MULE.
2. Set a destination with your PDA or on the control panel.
3. Send the MULE off!

## How to Recharge the MULEBot

1. Open up the maintenance panel with a screwdriver. (Make sure the controls are unlocked first!)
2. Take out the power cell. (Top entry.)
3. Insert charged power cell.
4. Close panel with screwdriver.

## Traitoring

You're a bit of in a pickle here, but wait. There's an autolathe that can help you GREATLY. You can also order a lot of stuff, but opening them is a different matter. Be careful though, if there is a Quartermaster, he will probably notice your shady activities in the Cargo Bay.
Syndicate Items

Syndicate people get access to these cool items during Revolution, Traitor, and Nuke!

**You should also read Identifying Antagonists**

## Highly Visible and Dangerous Weapons

### Syndicate Bundle

* Spy
	+ Chameleon-Projector
	+ Voice Changer
	+ Agent ID Card
	+ Syndicate Shoes
* Stealth
	+ Energy Crossbow
	+ Sleepy Pen
	+ Chameleon-Projector
* Explosive
	+ Bomb x2
	+ Power Sink
	+ Syndicate Space Suit
	+ Syndicate Space Helmet
* Guns
	+ Revolver
	+ .357 Ammo
	+ Modified ID Card
	+ Plastic Explosive x2
	+ Cryptographic Sequencer
* Freedom
	+ Freedom Implant
	+ Uplink Implant
* Murderer
	+ Energy Sword
	+ Thermal Glasses
	+ Cryptographic Sequencer
	+ Syndicate Shoes
* Space
	+ Syndicate Space Suit
	+ Syndicate Space Helmet
	+ Cryptographic Sequencer
	+ Suspicious beacon (Spawns singularity beacon)
* Hacker
	+ Syndicate Encryption Key
	+ Binary Encryption Key
	+ Hacked AI Module
	+ Cryptographic Sequencer
* Smooth Operator
	+ Silenced Pistol
	+ Trash bag
	+ Syndicate Soap
	+ Body bag
	+ Suit and formal shoes

## Stealth and Camouflage Items

### Chameleon-Projector

Alas, scanning a completed robot suit will only disguise you as a metal frame, so you can't impersonate a cyborg.

## Devices and Tools

### Electromagnetic Card

**Things that can be Emagged:**
R&D Console
APC
Library's Check in/out Computer
R&D Server
ED209 Bot
Beepsky
All Lockable Lockers
All Lockable Crates
All Cyborgs
All Vending Machines
Sec barriers
Mule Bots
Medical Bots
Airlocks
Pipe Filters
Robotics Computer
Tape Recorder
Supply Shuttle Console
Emergency Shuttle Console

## Hardsuit Modules

List of Modules:
* Thermal Scanner. 2 Telecrystals.
* Net Projector. 3 Telecrystals.
* Electrowarfare and Voice Synthesizer. To avoid AI tracking and disguise your voice. 4 Telecrystals.
* Maneuvering Jets. In-built all-directional jetpack. 4 Telecrystals.
* Mounted Energy Gun. 6 Telecrystals.
* Power Sink. 6 Telecrystals.
* Mounted Laser Cannon. 8 Telecrystals.

## Mercenary

Items only available to the titular antagonists during Mercenary.
Port Hallway

This hallway is the hallway that connects arrivals to the rest of the station. It is where all new arrivals must pass through on the way to the rest of the station, after being assigned either before arriving or at the Arrivals Checkpoint. Of course, it is more likely that they are on their way to the Head of Personnel's Office to be assigned due to no one being at the Arrivals Checkpoint, but nonetheless. Several rooms link to this hallway, albeit few department-specific.
Job Selection and Assignment

## Preference Rankings

In the job selection window of your character setup you can select how much you would like to play as a job.

There are five levels of priority:

* [High]
* [Medium]
* [Low]
* [Never]
* Banned

You can only select one job as **high**, the other ranks do not have limits. Banned is shown to players who were banned from playing the job (received a job ban). Players who are job banned cannot spawn as that job, they can however appeal the job ban on the forums.

## How Jobs are Assigned

Once the game is about to start, jobs are assigned to players.

### Preemptive Assignment

* One head is selected
* The AI is selected

### Round One - High

A table is made, which contains the job name, followed by all the players who have the job set to **HIGH**:

* Station engineer: player1, player2, player4
* Captain: player3, player5
* ...

Then players are selected to fill the jobs, if there are more candidates than there are slots available, then a random selection of players are chosen. Those who are not go into the next round along with the jobs which were not completely filled.

### Round Two - Medium

A table is made, which contains the job name of the jobs that were not filled in the first round, followed by the players who have the job set to **MEDIUM**:

* Station engineer: player5, player6, player7
* Medical doctor: <noone>

Players are assigned in the same manner as with HIGH. Players who were still not assigned a job and jobs who were still not filled up move into the last round

### Round Three - Low

This round is identical to round two, just for players with the jobs set to **LOW**

### Post-Selection

Any player who was not assigned a job spawns as an assistant or is returned to the lobby depending on the player's job preferences.

## Tips for Job Selection

As you can see, people who have a job set to high are far, far more likely to get the job, since if there is only one slot available for a job - like HoS - and there is one person who sets that job to high and 20 people who set it to medium, the one person who set it to high will always get the job.

* Have your favorite job set to high, if you have two favorites or more, set one of them to high, do not have all three set to medium as you will very likely not get them - especially if the jobs have very few slots available.
Arrivals Escape Pods

This area is in case of emergency that requires the crew to evacuate the station. Each pod has room for 2 people, with internals equipment available in the small area between the pod and arrivals itself. These pods are the least-used out of all other escape pods. They also include intercoms in the pods themselves, in case those inside do not have headsets.
Punished Bowtie

## "***Fuckboii Live Chose me"***

Wild style, always been a foul child, Young Wayne. A returning member here at NMB. Recently left because of horrid reputation, The Fuckboy prodigy returns once again re-cleanse himself while still...being himself..He is the middle child between Cynthia West and Carolyn West being his younger and older sisters.He is an Enforcer for the faction MSF. He tends to hit on most chicks on NMB. Some things just never change. All-in all he has became a more respectable person since his previous visit.

## **MSF Duties**

Bowtie acts as a 5'7'' Muscle less brute for the faction. He usually does not care too much for stealth, however, he knows how to keep his head low and not get detected. He usually is found wearing his Alternate costume with the Golden Mask, with an Assault rifle with a box magazine holding 100-250 Bullets per box. He is also usually seen with a holstered "GoldieMae" Double Action .44 Shepherd Magnum Revolver. Occassionally he will use his M4A1 Carbine with a custom Smoke grenade launcher, Normal mag and signature screwdriver bayonet. He uses above average CQC and strength at times to keep himself alive. He is the main wise cracking, shit talking, Guns blazing Enforcer in the entire MSF and possibly the site. When doing missions together, he accompanies Chris Johnson who would pass the time and ease tension of the mission by talking shit to each other about almost anything. He

also used to be the main source for Dank Memes in the group until his farm

was raided in battle.

He is usually active in most missions out there in some way. Even though he usually main MSF missions, he also aids the other main and faction mission helping out wherever he can for the exchange of action. As long as he's unloading clip into someone or something, he's contempt.

## **Early Life**

Like all 3 siblings, they grew up in a rural home stuck in the house too damn long and around each other, too damn long..The 3 constantly argues back and forth usually with him being the main cause. The oldest one stumbled upon this base during vacation and dragged them along with her. She than left for personal reasons and Bowtie felt unwanted, realizing his trolling was no longer fun, and that this base has serious potential, he made a comeback being more of himself rather than an object of hate on purpose.

## **Spoofs and Facts**

-Wayne's Alternative Enforcer costume is a spoof costume referring to the game, *Army of Two: The Devil's Cartel*

-Wayne's Formal costume spoofs the form and shape of possibly Papa Franku in a MSF Tuxedo originally from *Metal Gear Solid*

-Wayne is the biological real life middle child between Cynthia West and Carolyn West with a different last name.
Protolathe

The Protolathe is used by science to produce required parts and new unlocked prototypes.
The protolathe accepts minerals and chemicals of all kinds, but most commonly uses metal and glass.
The Protolathe can be upgraded; improving it.

## List of Creatable Items

The research level shown below is the level needed to create the item using the Protolathe. See Destructive Analyzer for a guide on how to reach these levels. Items that are not 100% reliable are marked with an asterisk.

Levels needed to create all items currently available in the protolathe:

* 7 Materials
* 4 Engineering
* 4 Phoron
* 6 Power
* 4 Bluespace
* 5 Biological
* 8 Combat
* 5 Electromagnetic
* 4 Data Theory
* 2 Illegal

See Template:PL\_Item for instructions on how to add a new item.
Incinerator

Located below the mining dock and west of the engineering construction room, the incinerator is a room accessible only by maintenance access-ways. Because it's off the beaten path, has no security camera and a disposals chute, it is a great body dumping (and burning) location for Changelings and Traitors. You can also make superheated gas in the incinerator, as it is functionally equivalent to the ignition chamber in toxins. It has a airlock control system that allows for one door to be open at a time. You can open the internal door to view the incinerator.

Careful when you're flushing anything down the disposals here: It leads straight out into space.

### Using the Incinerator

Operation of the incinerator is relatively simple.

* 1) Turn on the pumps from the plasma and oxygen tanks.
* 2) Open the manual valve into the incinerator.
* 3) Wait for the incinerator to fill with gas.
* 4) Press the ignition button on the wall outside the airlock.
* 5) Vent the superheated air out of the incinerator when you're done, or open the external doors.

Note: Cranking the plasma tank to full pressure for more than a minute will result in the incinerator exploding and a loss of power.

### Use in bomb construction

For whatever reason, the incinerator has an output for charging gas canisters and air pumps. This makes it a fantastic place to create bombs as all of the other components with the exception of tank transfer valves can be easily sourced. How you are going to get those tank transfer valves in the first place is a mystery, but a crafty atmos tech or engineer can get the AI to let them in without too much fuss.

You can treat the incinerator in much the same way as the toxins ignition chamber, except that you don't have to premix the plasma and oxygen in a canister, you can simply set the plasma tank to output twice the pressure of the oxygen tank for a 2:1 plasma:oxygen mix in the incinerator. You will, however, need to pump the breathable air out of the incinerator that is there to begin with as it will otherwise dampen the reaction and make the resulting bomb less effective.

If you do end up making a bomb, be sure to dispose of the air pump through the airlock and let all that terribly hot, superheated gas back in to burn all the room to a crisp (and discourage people snooping).
Virologist

Congratulations doctor, you have been selected to study and treat various types of viruses and to create valuable vaccines. Grab your latex gloves, get your breath mask on, and head over to Virology. You are the **Virologist**.

## Virology

Virology can be a boring job, and most who try fail often. Just make sure the Chemist or the Chief Medical Officer are around (and attentive) or you won't be able to cure uncommon diseases in the event of an outbreak.

## Curing Diseases

Main article: Guide\_to\_Virology#Curing
This is your main job. Find a virus, analyse it, and then produce a cure. Note, the only current way of detecting whether someone has an unknown virus is to take their blood and put it in the centrifuge in virology.

If there isn't currently an outbreak on the station, you'll have to deal with infecting and injecting monkeys.

See the guide to virology for a detailed description of curing a virus.

### Manufacturing Viruses

The other part of your job is researching biological warfare. See more about splicing and radiating viruses in the Guide to Virology.

### Accidents Happen

If you accidentally infect some one with a certain type of infectious virus, well, there is not much you can do except quarantine, treat, and ensure they aren't infectious before releasing them. Make sure only people that know exactly what they're doing can enter your room. Warn people beforehand that you're conducting experiments and remember to vaccinate yourself once you research a disease.

## Traitoring

Being a traitor is where a dangerous job like this one really shines. Make sure you get the Heads of Staff to crack a virus crate open for you, or use a traitor item on it to pop it open yourself. Brain Rot is quite an effective way to disable the crew.

Releasing a pandemic is also a good way to cause chaos, creating a convenient cover for illicit activities. As an added bonus, curing the disease and eradicating it from the station is a good way to get in the good graces of the crew, further protecting you from any suspicion. As always, protecting yourself from the disease is most important. Releasing diseases when not a traitor is a great way to be banned!
Prison Wing

The Prison Wing is made of three main areas:

* the Riot Control Room
* the Solitary Confinement Room
* the Prison Area (with its bedroom and toilets)

The Prison is used to permanently brig criminals. Riot Control is used to fill the Communal Brig with N2O in the event of a riot, with large immobile air scrubbers in place to remove N2O once the situation is over.
Armory

The Armory is where the Security Department of the NSS Exodus store their more dangerous and valuable equipment. The Armory is divided into two sections. The fore section allows access to all Security Officers, but does not contain any lethal weaponry or significantly high-risk items.

The back section is known as the Secure Armory. It holds lethal weaponry, chemical implants, riot gear, and many other items which are invaluable in case of emergency. Only the Warden and the Head of Security have access to this area. From inside, the Warden can open the blast doors into the main locker area of Security, allowing officers easy access when needed.

Finally, there is a smaller third section north of the Secure Armory that holds tactical gear, used for high-risk or covert operations. Each set of gear is in a separate locker, and there is a small windowed section that holds several different types of ammunition.

## Inventory

The armory contains:

* 6 Gas Masks
* 1 Bomb Suit
* 1 Biohazard Suit
* 1 Box of Flashbang
* 1 Box of handcuffs
* 1 Box of R.O.B.U.S.T cartidges
* 4 Deployable barriers
* 3 Pepperspray Canisters

The secure section of the armory contains:

* Ion Rifle(s)
* Energy Gun(s)
* Laser Gun(s)
* Shotgun(s)
* W-T 550 Saber(s)
* 2 Ablative Armor
* 2 Bulletproof Armor
* 3 Riot Helmet
* 3 Riot Armor
* 3 Riot Shield
* 3 Stun Batons
* 3 Portable Flasher
* 1 Box of Chemical Implants
* 1 Box of Tracking Implants
* 4 Full Sets of Tactical Gear
Emergency Storage

These locations are scattered across the station, and contain supplies that may be useful in a variety of situations, including replacement lights, spare air and oxygen canisters, fire fighting equiptment, heaters, and a variety of other useful objects to assist in a pinch. There are three main storages available to be accessed by any crewmember:

* Port Emergency Storage
* Starboard Emergency Storage
* Escape Emergency Storage
Research Director's Office

## Introduction

This is the office of the Research Director, and where the RD spawns.

Located in the center of the Research Division, under R&D and left of the Research Shuttle Dock.

## Content

The Research Director's office contains everything that a Research Director needs to work.

### The Computers

* AI System Integrity Restorer Console: used to restore a damaged AI on an Intelicard

* The Robotics Control Console: provides informations about all active cyborgs, the possibility of locking them down or blowing them up using the emergency full destruct ( Do not do this unless the Cyborg is out of control and you can't reset it)

* The Exosuit Control: displays informations about every Exosuits with a tracking beacon

### Misc stuff

Other things you can find:

* AI Core board, used when building an AI.
* Teleporter board, used to build a Teleporter console.
* Messaging Server password. Put it somewhere safe, used to access the Messaging Server
* A recorder.
* A Personal AI (pAI).
* Superior Welding googles.
* spare cards for scientists' PDAs.
* Keycard authentication device.

Last, there is a cage in your office. It contains Lamarr, your own pet, a modified facehugger that cannot implant with alien embryo, but will anyway try hug your face. There is a reason if it's in a cage, so keep it inside.
Custodial Closet

The Janitor spawns here at the beginning of a every new round. You're pretty much given everything you need here to get started on cleaning. If you ever run out of stuff, you can order more supplies from QM or have the Chemist make you more.

**Contents**

* 2 Janitor Wardrobes.
* A set of Galoshes.
* A Mop Bucket.
* A trash bag.
* 2 Mops.
* A set of light tubes and light bulbs.
* 3 Cleaner grenades.
* 2 Space Cleaner Spray Bottles.
* Mouse Traps.
* a Janitor Bio suit. (You should only wear this when absolutely necessary)
* a Bucket and Water Tank.
Head of Security's Office

This is the office of the Head of Security. There is a glass wall to the Security Officers' ready room, allowing for a quick word to the lot and a subtle overview.

The room contains a spare set of the HoS's equipment as well as some security PDA cartridges and some other stuff (as can be seen in the image).

The office is further equipped a Security Records and a Security Cameras Console. See Computers.
Heist

**Raiders** are members of a gang of pirates and thieves that steal aboard NT stations to, well, steal valuable items and commodities. SKREEE!

Raiders must secure resources from the station, by gifts, trades, or theft and then make a quick getaway in their shuttle. The list includes but is not limited to:

* Resources (E.G Metal, Glass, Plasteel, etc.)
* Engineering equipment
* Persons of interest

Raiders have an encrypted radio channel which can be accessed using :t

## The Heist

What you have been tasked to steal will vary from round to round, but it will likely include some high tech items and maybe even crew members, in order to steal these things you have...

### Gear

Your ship comes loaded with some low tech weaponry that favors common pirate tactics of running and hiding.

**Dart Gun**- Comes loaded with tranquilizer darts loaded up with sleep toxins. Valuable tool in incapacitating and capturing crew. The dosage is only enough to knock out the unfortunate for a minute or so.

**Powered Crossbow**- Fires superheated metal rods and is much more effective after being charged up fully, which takes around five or six seconds. In space it is an incredibly potent tool, able to fling off targets into space at pretty fast speeds. Also comes with the added bonus of pinning people to walls if they happen to be within a tile or so of them.

**Pneumatic Cannon**- The fire-anything gun, literally, it can fire anything at targets. Useful if you're running from crew member and just grab any nick nacks as you high tail it outta the hot zone. Needs to be connected to a tank of gas to be useful at all, the pressure can be set to make it more or less lethal.

**Armor**- Various sets of voidsuits and hardsuits can be found around the ship and on the raider base.

### The Skipjack

The greatest asset at the raiders' disposal is their ship, a small yet durable skipjack. The ship has the ability to travel to various parts of the station z-level as well as mining, allowing the raiders to keep on the move and avoid capture by the crew. There is a cool down period in between each jump. The central room of the skipjack is the storeroom, racks filled with various weapons and suits, the port wing of the craft houses a small brig and the starboard wing is home to a crude medbay. The two wings are connected to airlocks which allow entrance and exit.

*Standard*Traitors - Revolutionaries - Malfunctioning AIs - Cultists
**Raiders** - Wizards - Mercenaries - Changelings - Mutineers - Ninjas

*Non-Mode*Xenomorphs - Cortical Borers
Brig

The Brig is where prisoners are kept when not in their cells or in solitary. The Warden has authority over other officers when it comes to the Brig affairs. The brig has a common room, accessible from each cell via a blast door. This blast door is controlled by a switch on the outer wall of each cell. Most amenities are provided for prisoners in the Brig, including dormitories and shower facilities.

The observation area in the north east corner of the Brig contains security records and camera consoles for use by officers. The easternmost desk also serves as a reception for the security lobby. The disposals unit in the center of this area deposits items directly into the Brig, and is not to be used for waste disposal, but instead, for safely distributing items to prisoners.

There are mounted flashes scattered across the Brig, which can be activated from the observation area by using switches on the westernmost desk. Synthetics can activate these flashes (and any other mounted flashes) by clicking on them directly with no tool selected. This can be done from anywhere, as long as the flash is visible.
Nikrs

Nikrs is a sentient, feline warrior from Earth as well as the name of a certain contagious virus which is most definitely not from earth. (Unrelated.)

## Meow

Nikrs is the property of Amber but is not aware of this. Cats as a whole tend to believe that they own themselves; this is a phenomenon observed also in chickens, lobsters, economies, musical instruments, and slaves. Nikrs in reality is one of several war beasts kept by Amber.

As a feline, Nikrs will often scream at the top of her lungs. This can be caused by:

* Food deprivation
* Attention deprivation
* Sleep deprivation
* Scary movies

* Arbitrary impulses

Screaming often results in the reversal of these negative effects; for instance, humans will often rush to feed her, pet her, tuck her in for a good night's sleep, turn off a scary movie for her, or complain. In 1883, approximately 3,142 scary movies were turned off as a result of her first scream, which peaked around 219 decibels and somehow came from the ocean.

## Meeoowwwww

Biologists often have trouble understanding the anatomy of Nikrs. Unlike other felines, Nikrs has a microchip implanted in one of her hearts that determines who she loves and who she wants dead immediately; the chip has shown deep affection for Amber, Beth, Dal, Dal's pants, Dal's shoes, and olives.

Nikrs possesses several different abilities and a new one manifests every month. These abilities currently include:

* Screaming
* The ability to use paws in the same manner as human hands
* Laceration with knife-like claws
* Biting for no reason
* Climbing people and sitting on their shoulders for no reason
* Running away for no reason

Nikrs is fluent in Afrikaans but does not speak English. She is also known by the United Nations to have a sick mind as the cards she plays in Cards Against Humanity are often the most cruel and twisted.

## Incident in New York

Nikrs began climbing tall structures after practicing on people. In 2001, she vacationed to New York hoping to get to the top of the Twin Towers. After reaching the halfway point, Nikrs grew frustrated with the architecture of the buildings and blew them both up; she later took to the media to ensure her innocence of this crime and to start a war because she was bored.

## Quotes

"Meow."

"Meow."

"Meow."

"Meow."

"Ek is verantwoordelik vir duisende gruwelike oorlogsmisdade."

"Meow."
Vox

**Воксы** (*vəks*) раса птиц - гуманоидов. По натурке они, обычно, не являются сотрудниками станции, но являются антагонистами в режиме "Ограбление" как Воксы Рейдеры.

Воксы очень малоизвестная от всех раса, и IC знания о воксах должны использоваться только тем, кто играет за вокса.

Воксы имеют свой язык. Использовать его можно с помощью **say :5**

The Vox are a whitelisted species, but are only used in specific events or gamemodes, barring Pariahs.

## Механика

* Воксы имеют свой собственный язык. Его можно использовать с помощью **say :5**

* Воксы имеют иммунитет к вакууму, и им не нужны скафандры даже для сильного давления.

* Воксы могут дышать только азотом, и поэтому берут с собой специальный танк с азотом.

* Способность схватить и проколоть жертву. Находится во вкладе IC

* \*aflap

## Guidelines

* Violence is a means to an end, and is something to be avoided as much as possible.
* Weapons, Vox-specific weapons in particular, are a resource and a threat. Conserving them and using them sparingly is smart.
* The Vox method of operation is get in, get what you came for, and get out. 'Shinies' don't mean anything to them unless they are in particular need of raw resources.
* Vox are very tight-knit. Betraying a crewmember or leaving one behind, living or dead, is a very shameful and destructive thing in Vox culture.
* Patience and hiding in lockers are your best tools. Running like the clappers is close behind.

## Overview

### Naming

Unintelligible strings of shrieking and jabbering. Heavy on the i's and a's.

Examples: Kikakarat, Hitakhaatiki, Yahakata.

### Language

Vox can understand common fairly well but speak it poorly. They tend to creel or shriek as punctuation. KHAAAAK! SCRAAAAHK! Their laughter sounds like 'kikiki'.

Vox often insult other species. Humans are 'meat'. Unathi are 'rotten' due to their colour. Skrell are 'leaking' or 'slippery'. Tajarans are 'mouldy'.

Vox tend to jeer a lot about how their victims are treeless, that their lungs are full of dust, and such. People usually have no idea what they're on about. Which is fine because the Vox don't put much thought into it either.

Vox have two tongues - one large one for swallowing and tasting, and another in the roof of the beak for vocalizing softer/subnotes within Vox-pidgin. Vox-pidgin itself is bewilderingly complex and defies any concerted study by linguists.

It would be impossible for a human (or humanoid) to speak Vox-pidgin without drastic and disfiguring throat and facial surgery.

### Lore

Until further notice all Vox lore can be found at:
https://baystation12.net/lore/Species/Vox
Dormitory

The Dormitory is where all staff, except maybe the Captain (who gets his own damn bed), can catch some shut-eye during the long shifts. Most of the crew that sleep in the dormitory have done so because a player needed to log off. It's considered  bad practice to allow your character to fall asleep
outside of the dormitory.

The north section of the Dormitory contains a sterile-looking room, complete with six Cryogenic Sleepers. Entering these sleepers and logging off (or ghosting) will cause your character to leave the round after a certain amount of time, and a player can rejoin as any character they wish! However, the sleepers are mainly used when a player knows that they will not be re-joining the round, and don't need to take up space in the Dormitory bunks. Being removed through this method will clear the job slot you occupied, allowing other players to join in your wake. It is recommended to use it if you will not be returning to the round.

## Uses

It Includes cabins, a fitness room, a holodeck and toilets.This is a great place to rest at if you're AFK. Get Backpacks and headsets in the dorm locker and lie on a bed. Play some laser tag in the Fitness Room or play basketball in the holodeck.

### Personal AI

The main reason to come to this room. The easiest to obtain Personal AI device is in here. Once one of the ghosts haunting the shuttle enable themselves to be selected for PAIs, you can make a friend in here.

### Fitness Room

Here you can play laser tag, dive in the pool or drink from the water-cooler.

### Holodeck

East of Fitness is a holodeck for all your entertainment needs.

Included simulations are:

* An empty court, simple and versatile
* A Boxing court, outfitted with boxing gloves in yellow and red
* A Thunderdome court, including with holo-armor and holo-energy swords
* A relaxing beach for those stressful days
* A basketball court

CAUTION: There exists a few simulations that were for testing during development ONLY. Fortunately, they have been safely locked away within the holodeck's safeties.

Injuries sustained by holo-weapons are purely simulated. Simply take a short nap in the nearby dorms to recover your energy.
Tech Storage

The Tech Storage is where all the circuit boards, batteries, flashes and a spare pair of insulated gloves wait to be stolen.

### Secure Tech Storage

Unlike the rest of tech storage, this sectioned area is a very high-secure area as it contains the circuit boards needed to subvert the AI, blow the borgs or prevent the Escape Shuttle from ever arriving. Requires Bridge/Headquarters access in addition to Tech Storage to enter here.

Although often bolted down and under constant AI supervision, this room is easily broken into from space (assuming you have a space suit). In some cases, merely stealing the AI Upload board is enough to cause the AI to self-terminate when it finally notices it's missing.