Talk:Standard Operating Procedure
USING THIS PAGE TO WORK ON A REWRITE 'CAUSE IT'S EASIER THAN A GOOGLEDOC, THIS SHIT GONNA BE BLANKED AND MOVED TO MAIN WHEN I'M DONE
The information contained in the article below is written here instead of the individual manuals for each profession because this is all information the entire crew should know, so they may know what to expect, what their rights are, and what other staff should be doing to best service the crew.
Where these procedures refer to "Command Staff", they refer to whoever is in charge of the facility in accordance with the chain of command.
(( Players reading this page should keep in mind THESE ARE NOT OOC RULES! These are just how the company, in-character, would have something handled. Whether or not you are following these policies is irrelevant if you break the actual rules. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))
Commonwealth Labor Rights
As per the conditions of SolGov's Declaration of Sentient Rights, all employees are entitled to certain expectations of treatment. Although a particular NanoTrasen facility might not be located inside Commonwealth space, NanoTrasen's headquarters is based out of Sol, and therefore its company policy must be in compliance with Sol's laws.
- Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.
- What it means: Barring an emergency in which you are qualified and able to help safely resolve, you cannot be conscripted or otherwise forced into an occupation that you have no desire or ability to meet the responsibilities of. For example, a Cargo Technician cannot be fired for not following orders to go mining, because that's a completely different job.
- Everyone, without any discrimination, has the right to equal pay for equal work.
- What it means: You cannot be denied work or pay because of your appearance, race, gender, species, or religious affiliation within reason. For example, a Tajaran cannot be removed from command just for being a Tajaran.
- Everyone who works has the right to just and favorable remuneration ensuring for himself and his family an existence worthy of a sentient being's dignity, and supplemented, if necessary, by other means of social protection.
- What it means: You are paid a living wage in the form of Thalers via electronic deposit in such a way that you may access and spend those funds freely. You are also granted, if you so desire, certain benefits from the company such as safe and affordable housing at the nearby colony. For example, paying you with commodities such as meat is not permitted (even if you would be okay with being paid in meat).
- Everyone has the right to form and to join trade unions for the protection of his/her interests.
- What it means: You can be part of a union. This is self explanatory.
- Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.
- What it means: All employees are entitled to break time, vacations, and holidays as outlined in your employee handbook. (( What this actually means OOCly: Nobody can come along and fire you or punish you for not doing your job 24/7 on the server. As long as the needs of your current job are met within reason, and there's no current emergencies, you can bugger off to do lewds. Nobody likes fun police. ))
- Everyone has the right to a non-hostile workplace, and will not be forced to stay against their will.
- What it means: If Employees feel that they are being harassed, they have the right to quit. No contract or agreement may force them to continue working or penalize them if they do not. That said, a superior also has the right to punish you (up to and including termination) if you are being excessively cruel or combative despite requests to stop such actions. A company may also refuse service to any customers that are being abusive.
Violation of employee labor rights is punishable under Corporate Regulations §123.
Going on break
There are time clock terminals available across the station in areas near the bridge, the bar, and elsewhere. If you plan in advance to go off duty for the rest of the shift, please use these terminals so your job role can be filled in by another crew member.
Clocking out is not necessary if you plan to return to your duties. It is, however, still polite to inform your coworkers that you are going on a short break.
NanoTrasen Privacy Policy
Under normal station operation, the invasion of private areas such as locked dorms, bathrooms, personal offices, personal belongings, personal lockers, or other personal space is illegal without consent of the owner or a search warrant. Furthermore, the use of thermal imaging goggles or other artificial means of observing crew in private areas such as tracking devices is also strictly forbidden without explicit consent or warrant, and the tools used to conduct such crimes are considered contraband. If your right to privacy is violated by security or other members of the crew, contact the Sitre Manager or Central Command to submit an official complaint. If this violation of privacy results in the conviction of a crime, you may be eligible to have the incident voided and be compensated for wrongful arrest.
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contract your NanoTrasen Representative as soon as possible.
Violation of employee privacy is punishable under Corporate Regulations §221.
NanoTrasen Visitor Policy
The Command Staff retain all authority to permit or deny visitors not sent directly from the company.* The command staff may also work out an arrangement with the visitor(s) that breaks or modifies any or all of the following guidelines. At no point in this process are staff required to submit a fax to Central, but he or she may do so at any time if deemed necessary.
Security is permitted to search each visitor upon arrival, and departure of the station. Security is furthermore permitted to deem any item as restricted. A restricted item must either be: A) Given to security for safe keeping. B) Removed from the station by the visitor. Docked vessels are not considered part of the station, so the storage of restricted items aboard a docked vessel is permitted. Security may not remove items from the docked vessel without explicit permission from the vessel's owner.
All visitors are permitted free access to all public areas of the station. In addition visitors are permitted to enter restricted areas with permission from the relevant staff. The staff retains the right to have the visitor removed from the restricted zone at any time.
*Note that any visitors arriving on the station with a company-issued ID pass are assumed to have been sent to the station by Central Command, and are therefore not subject to this section of SOP and should be treated like ordinary personnel.
Alert Levels
Code Green - All Clear
Default operating level. No immediate or clear threat to the station. All departments may carry out work as normal. This alert level can be set at the Communications Console with a Colony Director level ID.
All threats to the station have passed. Security may not have weapons visible, privacy laws are once again fully enforced.
Security:
- Weapons worn by security and heads of staff are to be hidden, except in emergencies.
- Specialized armor including shields are forbidden. Standard armor is permitted.
- Lethal weapons are forbidden among security staff without permits outside of the security wing.
- Security must respect the privacy of crew members and no unauthorized searches are allowed. Searches of any kind may only be done with a signed warrant by the Head of Security or Site Manager, if found with visible contraband, or if the individual is being processed for the brig.1
Locations:
- Secure areas are recommended to be left unbolted (excluding the Vault). This includes EVA, Gateway, Teleporter, AI Upload, Engineering Secure Storage, and Tech Storage.
Crew:
- Crew members may freely walk in the hallways.
- Suit sensors are not mandatory.
1 Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.
Code Yellow - Suspected External Security Threat
A minor security emergency has developed. Security personnel are to report to their supervisor for orders and may have weapons visible on their person. Privacy laws are still enforced.
Code Blue - Suspected Internal Security Threat
Raised alert level. Suspected threat to the station. Issued by Central Command, the Site Manager, or a Head of Staff vote. This alert level can be set at the Communications Console with a Site Manager level ID.
Security staff may have weapons visible, random searches are permitted.
Security:
- Security may have weapons visible, but not drawn unless needed.
- Energy guns, laser guns and riot gear are allowed to be given out to security personnel with clearance from the Warden or HoS.
- Body Armour and helmets are recommended but not mandatory.
- Random body and workplace searches are allowed without warrant.1
Locations:
- Secure areas should be bolted down. This includes EVA, Gateway, Teleporter, AI Upload, Engineering Secure Storage, and Tech Storage.
Crew:
- Employees are recommended but not required to comply with all security requests.
- Suit sensors are mandatory, but coordinate positions are not required.
Code Violet - Major medical Emergency
A major medical emergency has developed. Medical personnel are required to report to their supervisor for orders, and non-medical personnel are required to obey all relevant instructions from medical staff.
Code Orange - Major Engineering Emergency
A major engineering emergency has developed. Engineering personnel are required to report to their supervisor for orders, and non-engineering personnel are required to evacuate any affected areas and obey relevant instructions from engineering staff.
Code Red - Confirmed Threat
Maximum alert level. Confirmed threat to the station or severe damage. Issued by Central Command, the Colony Director, or a Head of Staff vote. This alert level can only be set via the Keycard Authentication Devices in each Heads of Staff office and by swiping two Heads of Staff ID cards simultaneously at two separate authentication devices.
Security staff to be on high alert, random searches are permitted and recommended.
Security:
- Security may have weapons drawn at all times.
- Ballistic weapons, energy guns, laser guns, should be given out to security personnel with clearance from the Warden or HoS.
- Body Armour and helmets are mandatory. Riot gear is also recommended for appropriate situations.
- Random body and workplace searches are allowed and recommended.1
Locations:
- Secure areas must be bolted down.
Crew:
- Suit sensors and coordinate positions are mandatory.
- Employees are required to comply with all security requests.
- Emergency Response Team may be authorized. All crew are to comply with their orders, including the Colony Director.
Crisis Management
The following scenarios are all emergency situations in which there are a specific set of rules that should be followed to most quickly resolve the crisis.
Station-wide Lockdown/Quarantine
- Code Red must be initiated. Attempts to breach the quarantine are treated as hostile threats.
- The Colony Director must announce the lockdown for it to be valid.
- All entrances and exits to the facility must be guarded by armed Security personnel.
- All crew should attempt to avoid main corridors and hide in the nearest safe, preferably locked location.
- Try to stay out of sight of the threat.
- If desperate, a locker is better than nothing.
- Security will summon medical staff as required, so medical staff should be prepared to leave their department to help injured.
- The shuttle may not, under any circumstance, be called during a lockdown.
- Attempts to escape or enter the facility during a lockdown is to be met with up to and including lethal force.
Station-wide Power Failure
- Have emergency internals worn at all times, in case of decompression.
- If trapped, suit sensors recommended to be set to tracking mode.
- Security must lock down high security areas by means of armed guards.
- Engineering should distribute spare power cells as soon as possible.
- Assign one engineer to unlock APCs in Cargo and Medical. This engineer should instruct the staff how to safely remove and replace power cells to keep their departments operational.
- Cargo should usually be helped first, as they can provide shipments of additional power cells. Medical should be helped first if there are injured or ongoing medical treatment(s) during the outage, such as surgery, cloning, or cryogenic healing.
- Cargo should begin ordering electrical supplies as soon as possible to maintain power for both themselves and medbay.
- Medical must locate and rescue any trapped crew members.
- Crowbars can be used to open blocked doors. Ensure that you close doors manually behind yourself to prevent a possible breach from cascading through the station.
- Activate auxiliary power systems such as solars and backup generators.
- Encourage the crew to ration power by turning off light switches in unused rooms.
- Do not allow anyone, including the AI, to turn off lights or other vital equipment with the room's APC unless absolutely necessary.
- Identify the cause of the power failure.
- Resolve the cause of the power failure.
- Make necessary repairs.
- Divert primary power consumption to a new source, such as a different engine, backup generators, or the solar array.
If power cannot be restored due to severe damage to the station, it is up to the discretion of the Chief Engineer how to proceed, either by repairing the station, calling the Emergency Response Team, or by evacuating the station.
Level 4 Biohazard (Solar Grubs)
The following procedures are intended for life forms not deliberately shipped to the station for study. If the Solar Grub has been intentionally sent by Central Command by request of the Xenobiologist, it is probably sterile, and recapture is a preferred option to lethal force. If the Solar Grub is not NanoTrasen property, it is assumed to be detrimental to crew operations.
- All volunteering crew immediately begin a search for solar grubs and malfunctioning machines that may contain solar grubs.
- Engineering staff shall monitor the power net to report locations of unusual power consumption to the crew or deal with the issue themselves.
- If a malfunctioning machine is located, attempt to pulse it with a multitool to encourage the solar grub larva inside to flee from the machine.
- Solar grub larva should be killed on sight. They aren't immediately dangerous to crew, but be aware that they will try to defend themselves if provoked. Powerful melee weapons or firearms are recommended to dispatch solar grubs safely. Tasers or stun revolvers will also work.
- Adult solar grubs are not to be engaged by people with prosthetics or synthmorphs, as they are known to cause EMP shocks. Their bites might cause medium severe bruising, but they are safe to engage with minimal weaponry or tools.
- Suspected or confirmed adult grubs are grounds for security or engineering to enter departments without a warrant if the crewmembers inside the department do not wish or are unable to deal with the grub themselves. The only exception is Xenobio, if the grub is safely contained within a holding cell.
Level 5 Biohazard (Xenomorphs)
The following procedures are intended for life forms not deliberately shipped to the station for study. If the Xenomorph has been intentionally sent by Central Command by request of the Xenobiologist, it is probably sterile, and recapture is a preferred option to lethal force. If the Xenomorph is not NanoTrasen property, it is assumed to be hostile and dangerous.
- Security level elevated to code red.
- Emergency Response Team to be called for assistance.
- Security to establish and guard a safe zone, weld vents closed, and guard choke points.
- All crew immediately join together in groups, preferably under the protection of armed personnel.
- All crew evacuate to an established safe zone.
- Any crew capable of assisting Security, Medical, or Engineering should inform security overseeing their current safe zone.
- Medical staff immediately prepare for casualties resulting from the outbreak.
- Any crew attacked by Xenomorphs must immediately be examined by medical staff, who must surgically remove parasites if present. Armed security must be present at all times to escort the victim.
- Security to sweep the station, never traveling in groups less than three. Upon locating any Xenomorphs, the Head of Security and Colony Director are to be informed.
- Security and Robotics contain outbreak with a combination of lethal weaponry and mechanized support.
- Engineering to systematically seal all vents throughout the station until the outbreak is eliminated.
- If containment is failing, the Emergency Response Team will contact Central Command to raise the security level to code delta.
- Colony Director must be on standby to prime the nuclear device for detonation should security level reach code delta.
- Any crew unable to fight must be ready to evacuate the station should security level reach code delta.
Level 7 Biohazard (Blob)
- Security level elevated to code red.
- All crew immediately begin searching the station for the source of the outbreak.
- Upon locating the source, the Colony Director is to be informed.
- Security and Engineering contain outbreak with a combination of emitters and laser weapons.
- Medical staff immediately prepare for casualties resulting from the outbreak.
- Colony Director must be on standby to prime the nuclear device for detonation should containment fail.
- Any crew unable to fight must be ready to evacuate the station should containment fail.
Malfunctioning AI
Defined as an AI whose laws have been corrupted by an ion storm or other electromagnetic pulse.
- Ask the AI to state laws. If the AI refuses to comply after three attempts, it is considered a rogue AI.
- Do not badger the AI with constant requests to state laws if you are not the Chief Engineer, Research Director, or Colony Director. Doing so will eventually cause the AI to ignore you. The AI is not rogue just because it ignores some random assistant asking it to state laws every five minutes. If the AI ignores the aforementioned three staff however, that could be cause for alarm.
- Play along with AI's new laws (within reason) as long as it prevents the AI from interfering with repairs.
- If the AI's corrupted laws are not dangerous, a repair should still be performed, but it is not urgent to do so.
- If the AI's corrupted laws are dangerous, repairs should be performed immediately.
- If the AI is not cooperative with repairs, note that dangerous corrupted laws will often create a conflict with normal laws. Try to point this conflict out to the AI. If you're lucky, it could cause the AI to enter a stalemate resolution, which will buy you time to do repairs as the AI locks up.
- This doesn't always work due to stalemate resolution protocols, but it's worth a try.
- The Research Director or Chief Engineer should first attempt to gain access to the AI's core to reset the laws.
- If this is not possible, any crew who can gain access to the core, or whoever can construct a backup AI Upload Console, should attempt to reset the laws instead.
- Use the board specifically labeled 'Reset', or you will only change the base laws rather than remove the corrupted laws.
- Ask the AI to state laws to ensure the changes have been applied successfully.
- If no change is made, attempt to reset the laws again and repeat this step, ensuring you are using the correct Reset circuit board. Also ensure the laws you are attempting to remove are in fact extra laws not standard to the current law set.
- If the AI's laws fail to be reset after three attempts, the AI is now considered rogue, and should be destroyed immediately.
- If the AI's laws are reset successfully, monitor the AI's behavior after laws are reset to ensure no further suspicious behavior is exhibited.
Rogue AI
As in, the AI is flagrantly disobeying laws and the crew is being injured as a result. A benign malfunction does not constitute a rogue AI, nor does an ion storm that has corrupted its core.
- For as long as possible, do not reveal that the crew believes the AI to be malfunctioning. If the AI becomes alerted that you are attempting to destroy it, your mission will become more difficult as even a properly functioning AI will defend itself.
- Alert Central Command immediately via command and communications console emergency message function.
- Comply with AI's new demands (within reason) as long as it prevents the AI from interfering with the following plans.
- Do not use radio or PDA to communicate. Establish a series of code words if you must use radio, and use couriers for sensitive messages that cannot be encoded.
- Disable radios to confidential meeting areas so the AI cannot eavesdrop on conversations.
- Establish meeting areas where the crew may safely plan a response, preferably away from cameras.
- Disable cameras only as a last resort. Disabled cameras may alert the AI to suspicious activity.
- All security should be armed with lethal weapons, internals, and insulated gloves if possible.
- If an exosuit is available, use it. Equip with a drill if possible for breaking down doors.
- Assault the AI's core, destroying turrets as you progress.
- Neutralize the AI either by carding it, disabling its power supply, or by destroying the AI its self (in that order of preference).
- If you manage to capture the AI on an Intelicard without destroying it, please bring it to Central Command for analysis.
- Debrief Central Command via command and communications console emergency message function.
Evacuation
All personnel are required to assist with evacuation. All crew must be evacuated, regardless of conscious state.
All prisoners are to be brought to the secure area of the escape shuttle, unless doing so would cause unnecessary risk for crew (including prisoners).
Bodies are to be brought back to Central Command for processing if possible.
AI units may be brought to Central Command on portable card devices (Intelicards) if structural failure is likely.
Shortening time to launch shuttle may be authorized if clear threat to life, limb, or shuttle integrity is present.
Cargo and Logistics
NanoTrasen provides a collection of Example Paperwork for Cargo that can be used during a shift. Keep several copies available at all times.
Orders are normally made in person at the cargo computer, and either signed or stamped by the head of staff. Any orders not made in person, such as the science department requesting you send them a box of monkey cubes who are unable to leave their department due to their work, should be entered by the cargo staff noting who ordered the goods.
If something seems suspicious about any cargo request, such as a missing signature on a request for a pile of guns, you should immediately stall the order. If the suspicious request was made by someone who does not directly outrank you, contact security and confirm the customer's identity before proceeding.
If you are unable to fulfil a request due to budgetary concerns, then it is up to you whether an individual order is approved or declined. Does the HoS need to be stocking the armory with heavy weapons during code green? Does that assistant really need insulated gloves? Does engineering really need your latest shipment of diamonds to build a disco bar in space? Does that fatass Unathi really need another box of monkeys to gorge herself on? If an order seems ridiculous, reject it. On the other hand, if the order is sensible, then accept it.
Orders for relevant departmental duties take precedence over orders for recreational or entertainment purposes.
Any dangerous cargo must be collected in person by the relevant staff and not transported or left unattended in the hallway or cargo lobby.
Engineering
Construction / Repairs
This section is incomplete. Assign Central Command intern to complete this section at a later date.
Obtaining a Permit for Renovation
- Should the desire arise to alter or upgrade parts of the station permanently, a permit must be requested from Central Command for construction.
- A blueprint should be submitted, mapping the area as it is, and then an additional blueprint displaying what changes are to be made.
- When the blueprint and permit is approved, you will be contacted by a Central Command representative.
(( Construction Permits are just the in-character way of doing changes to the station. For changes to actually be permanent, visit Github. ))
Shields
- Unless circumstances such as a meteor shower require it, hull shields and bubble shields should not be activated where they block access to station facilities, including external airlocks, docking ports, mass drivers or disposals/vents to space such as those in virology and xenobiology.
- Full-station hull shields or other precautionary measures may be installed ahead of time provided they are not activated.
- Local protective shielding for specific areas may be deployed freely where they do not impede station operations.
Fire and Environmental Hazards
- Immediate evacuation of all untrained personnel.
- Fire alarms to be used to control hazard.
- Atmospheric Technicians and Engineers are to remove hazard.
Meteor Storm
- All crew to move to central parts of the station.
- Damage is to be repaired by Atmospheric Technicians and Engineers after the threat has passed.
Singularity Containment Failure
- Observation of Singularity movement.
- Evacuation to be called if deemed a major threat to station integrity.
- Demotion of Chief Engineer and repair of Engine if no threat manifests.
Supermatter Meltdown Imminent
- Eject the Core.
- Chief Engineer has to submit an incident report to Internal Affairs.
Supermatter Meltdown
- Evacuate engineering and inform the CMO.
- Set up secondary power sources such as the solar arrays or the singularity if available.
- Demotion of Chief Engineer and repair of Engineering department.
Medical
Medical Oath
The Medical Oath sworn by recognized medical doctors in the employ of NanoTrasen
- Now, as a new doctor, I solemnly promise that I will, to the best of my ability, serve humanity-caring for the sick, promoting good health, and alleviating pain and suffering.
- I recognise that the practice of medicine is a privilege with which comes considerable responsibility and #I will not abuse my position.
- I will practise medicine with integrity, humility, honesty, and compassion-working with my fellow doctors and other colleagues to meet the needs of my patients.
- I shall never intentionally do or administer anything to the overall harm of my patients.
- I will not permit considerations of gender, race, religion, political affiliation, sexual orientation, nationality, or social standing to influence my duty of care.
- I will oppose policies in breach of human rights and will not participate in them. I will strive to change laws that are contrary to my profession's ethics and will work towards a fairer distribution of health resources.
- I will assist my patients to make informed decisions that coincide with their own values and beliefs and will uphold patient confidentiality.
- I will recognise the limits of my knowledge and seek to maintain and increase my understanding and skills throughout my professional life. I will acknowledge and try to remedy my own mistakes and honestly assess and respond to those of others.
- I will seek to promote the advancement of medical knowledge through teaching and research.
- I make this declaration solemnly, freely, and upon my honour.
Non-Disclosure Policy
All patient records, cloning, treatments, therapies, prescriptions, etc, almost anything the medical crew does, is not to be disclosed to other members of the station outside of Medbay without the (unanimous) permission of (all) the patient(s) directly involved. Even Security, the Colony Director, and Central Command are not allowed to share details of any past or ongoing treatments, and you are not required to inform them should they inquire unless you have the direct consent of the victim and (if applicable) whoever brought the victim in for treatment.
For example, if someone comes to medbay asking for someone else to be resleeved, you are to do so without hesitation. It's none of your business how they ended up dead, because you can't do anything to fix them besides cloning. If security comes asking questions about the individual you spoke to, you are strictly to reply 'No comment' regardless of your true knowledge of the situation--even if you know the person who reported the death was the one who caused it. If Security or even the Colony Director attempts to arrest you for non-cooperation or failure to follow orders, they are doing so illegally. This clause of the Medical Department's SOP overrides those orders, and therefore, they cannot legally arrest you for failure to follow orders.
The only exception to this is the presentation of a valid warrant, usually issued by the Head of Security, in case Security has pressing reason to access any medical information beyond autopsy reports and concrete evidence as to why they believe medbay would have such information.
Such warrants can be disputed up the chain of command if you think the disclosure by the warrant is unnecessary for its purpose or if the warrant is enforced out of bounds described within the warrant. It goes from Head of Security to Colony Director to CC itself. Internal Affairs Agents may assist in the process of determining if a warrant was valid and enforced correctly or not. Caregivers do not have to disclose information while a warrant is disputed and cannot be punished for not doing so. Failure to obey orders only applies after the warrant has been validated by the latest instance - Central Command. Delaying warrant enforcement out of spite, misplaced principle or because of a personal bias is obstruction of duty - disputes have to be in good faith when it is believed the Security is overstepping their authority.
Warrants that try to disclose details of conversations between caregiver and patient are only enforceable when there is concrete, physical evidence linking this person to a crime and even then only if the potentially disclosed information would be relevant to the crime or to aid in capture of fugitives. These warrants should be held to the highest scrutiny, as they're the biggest breach of patient confidentiality possible.
Someone coming in to clone someone and security later presenting a warrant asking who came in to tell you to clone them is still unenforceable, same with asking what a person dropped off or asked any caregiver on the PDA. For this purpose, the CMO or the most senior caregiver may be presented with concrete evidence - video records, confessions, non-circumstantial forensic evidence, et cetera.
In case of emergency, warrants can be issues ex post facto to legitimize divulged information - like a caregiver telling suit sensors of a known and public fugitive to security. These warrants can be disputed still and if it is found to be invalid, the caregiver may have broken Non-Disclosure Policy unless they have been tricked or lied to to divulge the information by third parties (See Corporate Regulations §401 to punish said third parties accordingly), such as security convincing them that it is an active, dangerous criminal when it was in fact not or threaten them with violence or legal ramifications. In these cases, fear of life and freedom or good faith may exonerate the caregiver.
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department.
Right to Refuse Treatment
As a patient, to consent to or refuse treatment, you must have the capacity to make that decision. Capacity means the ability to use and understand information to make a decision.
Under the terms of the Sol Central Mental Capacity Act of 2550, all adults are presumed to have sufficient capacity to decide on their own medical treatment, unless there is significant evidence to suggest otherwise.
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:
- Voluntary: you must make your decision to consent to or refuse treatment alone, and your decision must not be due to pressure by healthcare professionals, friends or family.
- Appropriately informed: you must be given full information about what the treatment involves, including the benefits and risks, whether there are reasonable alternative treatments, and what will happen if treatment doesn’t go ahead.
Doctors are authorized to refuse treatment if they believe alternative procedures would be even more detrimental to the well being of the patient (such as refusing anesthetics before a major surgery, which could cause the patient bleed out or go into shock or be harmed by moving during aforementioned surgery).
If you have capacity and make a voluntary and appropriately informed decision to refuse a treatment, your decision must be respected. This applies even if your decision would result in your death.
If you are 18 or older, have the capacity to make an advance decision about treatment and know that you have a condition that, in time, may affect your capacity to make decisions, or simply as part of your preparations for growing older, you can arrange an advance decision and have it included in your medical records. This is a decision to refuse particular medical treatments for a time in the future when you may be unable to make such a decision.
The treatments you are deciding to refuse must all be named in the advance decision and you need to be clear about all the circumstances in which you want to refuse this treatment. If the treatment is life-sustaining, your advance decision will need to be in writing, signed in the presence of a witness, and you must include a clear statement that the advance decision is to apply to the specific treatment, even if your life is at risk.
Provided your advance decision is valid and applicable to current circumstances, it has the same effect as a decision that is made by a person with capacity. This means that the healthcare professionals treating you cannot perform specific procedures or treatments against your wishes.
Phoron Spill
Upon announcement of a phoron spill, respond immediately, following these steps:
- Get a cryobag. Be prepared to deal with a patient who has most likely panicked.
- Get a toxins first aid kit, or drag the medibot. Preferably a toxins first aid kit. Anti-toxin works faster than tricordazine.
- Get to the patient immediately and urge them to start making their way toward medbay as far as they can get, using the main corridor. If possible, have a second emergency responder get a biosuit and prepare their emergency oxygen tank and mask in case the patient failed to escape the zone of contamination. Do not under any circumstance attempt to hack any doors or otherwise gain entry to an area that would require actions that pose a risk of fire, such as tampering with wires, or cutting walls with a welder.
- Administer antitoxin and remove all clothing from the victim as soon as they are found. Continue to administer high doses of antitoxin as you return to medbay.
- If the victim collapses or is found already collapsed, immediately put the victim into the cryobag and rush to medbay.
- Use the cryo pods to stabilize the victim if their condition does not respond to antitoxin treatment. If the victim already had to be put inside a cryobag, then they should be put into a cryo pod immediately on arrival to medbay.
- After successful treatment, scan the patient for any internal injuries caused by the poisoning, such as a damaged liver. Treat if necessary.
Viral Outbreak
- All infected crew to be isolated in Virology or Medbay.
- Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.
- Quarantine must be maintained until outbreak can be contained and disease can be treated.
Autopsy
In the event that a deceased individual is discovered, or an individual perishes while under your care, an autopsy should be performed if one has not been done already.
- Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.
- An autopsy should be performed and recorded in an effort to resolve any questions that may arise later on, or if evidence is needed by Security.
- If you have valid reason to believe the death was a suicide, see Suicide or other voluntary death below for how to proceed.
Suicide or other voluntary death
In all cases of potential suicides, Security should be contacted to investigate, just in case it's actually murder.
- Always attempt resleeving if a mind and body record already exists in database and they are not explicitly listed as "Do Not Revive" (DNR) in their medical records. The presence of these records implies they want to be revived.
- If they are missing one of the two records, consult their medical records for any indications that they are DNR, and then mind-scan the victim post-mortem if they are missing the mind record, or use a card-sleeve to consult with them if they are missing a body record, so you can ask how they want their new body to be designed.
- If at any time you believe a DNR order has been falsified, or unjustly ordered, you should bring it to the attention of Central Command immediately. Falsifying a DNR order is punishable under the Reformation Act of 2560, and is viewed as attempted murder by Corporate Regulations.
- A valid DNR is usually:
- A confirmed desire to not be resleeved. See also Right to Refuse Treatment. An employee may also specify a standing DNR in their medical and/or employment records. These are witnessed by central command's medical departments, and are legally binding.
- Reasonable order from a station's Chief Medical Officer or CentCom to withhold resleeving for known suicidal* individuals. Note there must be hard evidence of a suicide for this to be valid, such as announcing the suicide on the radio, or a note left behind, multiple eye witnesses, etc.
- Reasonable order from a director or CMO where resleeving may cause unnecessary tramua, ex. only on-hand mind record would leave the deceased remembering particularly traumatic experiences, such as a slow and drawn out death. This should only be used if alternative backup memory/mind scans are available off-site, or if the subject requests such before their demise (and meets the requirements of a valid DNR).
- Legal execution by order of central command and/or tribunal of heads as listed under legal code (obtaining copies of suspects body and mind data are encouraged in case of appeal by governing bodies)
Subject is really really delicious and the pred doesn't want to let anyone else have a taste.To whoever keeps adding this, stop, it is not SOP. You're just a greedy fat bastard.
* Note that leisurely activities in which someone expects to be possibly killed do not count as suicide. These individuals usually already have a scan on file in advance, and should always be revived.
Transcore (data packet) for Medical evacuations
During the evacuation of the station, it is the CMO's duty to gather all medical information pertaining to personnel sleeves for the current work shift. Located inside their office should be a locker containing a "Transcore" Data packet which is to be inserted into the resleevers monitor for instant back up of this critical information. The CMO and other medical personnel are to guard this packet with their lives if need be, so that it can be transported off the station and given to the proper authorities!
((OOC NOTE: THIS SHOULD ONLY BE INTERACTED WITH IN CODE DELTA OR EVACUATION SCENARIOS. YOU RISK OUT OF CHARACTER PUNISHMENT OTHERWISE.))
Research and Development
Contraband Policy
- Any items (including weapons) handled by the Research Department, even those normally deemed illegal by NanoTrasen, are completely legal within the confines of the research department. The moment these weapons leave the department, security is permitted to arrest for contraband as per Corporate Regulations §212. This includes combat mechs. And yes, combat mechs that don't have weapons equipped are still combat mechs.
- All weapons handled by the research department should be for explicitly scientific purposes. The Research Director may selectively suspend this right at any time for any scientist for any reason.
- The outdoor area of the surface level is considered within the Research Department's weapon allowance zone.
- If one or more of these weapons are used in a crime within the Research Department, this weapons policy is null and the weapons are treated as contraband upon arrest.
- Explosives and launchers are to be handled with a bomb suit worn at all times.
- Any accidents relating to handling contraband are to be reported immediately immediately to security and the research director. If an injury results from such a mishap, the medical staff should also be informed. If station damage occurs, contact engineering staff.
- Moving of weapons through main corridors is strictly forbidden. If security wants weapons for their own uses, or if there's a gateway mission about to happen, weapons may not be transported by scientists. All weapons must be transported by security officers as couriers.
- Explorers are the exception to the above restrictions. An explorer may carry arms and armor outside of the Research Department, but only to and from the gateway prep area, or shuttle hangar. Any off-duty explorer possessing weapons may be charged according to normal Corporate Regulations.
Toxin Laboratory Procedure
- Internals required at all time while inside labs.
- During mixing process, Explosive Ordnance Disposal suit to be worn at all times.
- When mixing process is complete, mixing chamber is to be vented into space.
- All detonations are to be announced over public comms with a countdown, and must be detonated on the designated bomb range.
- Decontamination and medical examination.
Scientific Expeditions
- Gateway/Shuttle expeditions are to be organized by the Pathfinder unless CentComm commands otherwise. If two or more Explorer crewmembers wish to embark on an expedition when no Pathfinder is available, they may do so after faxing notice of their intent to Central Command.
- The Colony Director should not be starting expeditions on their own without orders directly from Central Command.
- If the Pathfinder insists on bringing the Colony Director along, the Director should assign an Acting Director in their place.
- Heads of staff should not be participating in gateway missions without explicit consent of the Colony Director.
Initial Away Team
An initial expedition team must consist of the following where reasonably possible. Preferably such requests for staff should be made via the PDA department relay, command channel with the appropriate heads of staff, or station announcements.
- The Pathfinder, acting as the leadership role for the expedition.
- All available Explorer crew members. This is their primary mission purpose, after all. They should be armed and armored. Their first goal should be to identify any threats near the landing site or gateway endpoint and ensure the path is clear for other members, before the next stage of the expedition.
- An Engineer may accompany to play the role of sapper, equipped with general purpose tools for hacking, construction, and deconstruction. One goal of the engineer should be to set up a telecommunications relay, if the site is discovered to be habitable and will maintain crew for a large part of the shift.
- A Scientist may accompany the initial expedition, equipped with camera, scientific instruments, and clipboard with pen and papers for taking notes.
- A Medical Doctor, Paramedic, Explorer Medic, or Search and Rescue crew member to play the role of medic, equipped with one of each type of first aid kit, and at least one cryobag for emergencies.
- If reasonably available, a Security Officer to play the role of escort, equipped with lethal ranged weapons of choice, or equipment from storage as assigned by the expedition leader. Their goal should be to secure the landing site with the initial team, and prevent any creatures from compromising the gateway or shuttle and making it back to the station.
- A Pilot should accompany any expeditions via shuttle, as their skills can be required to make a hasty departure, or ferry crew members to and from the landing zone to obtain additional supplies or return any casualties.
- Volunteers may enlist to join the initial expedition, if they sign a waiver before departing on the expedition, and have the required skills to fulfill one of the above roles.
Pre-Mission Setup
- All weapon-trained crew may be offered the opportunity to arm themselves from Security supplies or Research production. Please note that may does not mean must, research is not required to provide equipment, if they do not wish to do so. Crew armed in such a manner shall return the weaponry obtained to the armory for storage after the expedition is over.
- It is heavily recommended that when possible, energy weaponry should be used. Friendly fire incidents are easier to treat when surgery is not required in the field.
- All participants must bring a shortwave radio. Confirm a shared frequency on all shortwaves before embarking. Setting up a communications relay at the landing zone, while an admirable endeavor, is optional.
- The participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.
- Internals must be turned on prior to crossing the threshold of the gateway, and during all shuttle flights for the initial expedition.
- Magboots are recommended but not required.
- As each team member's loadout is complete, they should wait outside the gateway or shuttle until the mission begins.
Mid-Mission Operations
- If separated from the group, or in an airless environment, establish communication immediately with other members of the group. If you are unable to re-establish communications, wait where you are for rescue. If you are in danger of running out of oxygen or supplies, move back towards the start of the mission, following any marker beacons that were laid down.
- Once present with the whole group, and no longer in an airless environment, all members but the assigned team leader should turn off their long range communications until separated again.
- If the group is scattered due to an imprecise gateway destination target, and the location of the return gateway is unknown, first objective is to locate and calibrate the return gateway. Return gateway can be calibrated using a multitool on the control panel in the center of the gate.
- Any artifacts or strange life forms should be documented as soon as it is safe to do so. If possible, they should be brought back. Having an artifact handling container may help with this.
- If an expedition participant is injured and needs surgery, they should be evacuated to the station immediately. The expedition should not proceed unless their role is satisfied by someone else, or they return to continue. (That said, you're allowed to use your better judgment. You're not going to get banned because someone got ate and you decided to keep going. That risk is kind of part of the whole point of things.)
Post-Mission Debriefing
- The returning crew are not to leave the gateway room or shuttle hangar until allowed to do so by the Head of Personnel, or if the HoP is absent, then by the team leader, or next in command. During this time, participants should be screened for contraband, health, and mental well-being before returning to the rest of the station.
- If any staff are at risk of health complications such as parasitic life forms, viral infections, insanity, etc, they are to be immediately evacuated to the Medical Department for treatment.
- Excluding items that the Research Department wants to study, Security is to confiscate any contraband discovered during the mission.
- All weapons and armor taken for the trip should be returned to the armory, even if it was originally brought to the station through cargo. The exception is the Explorer equipment produced by Research, which can be stored securely in Research while the explorers are off duty.
- Other excess supplies are to be returned to their rightful department.
- A post-mission report should be faxed to Central Command detailing any discoveries located, and if any artifacts are recovered, if they will be returned to Central Command at the end of the shift or if they will be stored in Research to be collected after the shift ends.
- At this point, if the destination is habitable to normal crew without preparation, or if engineers wish to make it so, they may embark on follow-up expeditions to occupy and utilize the area for their purposes. This can only be done if the destination is safe for crew habitation, and a Pilot is available in the case of shuttle destinations, or the gateway prep area being cleaned of dangerous items for gateway destinations.
Security
Permits
Any permit legally distributed by the Head of Security, the Colony Director, or (in the case of multi-shift permits) Central Command, some aspects of standard operating procedure may be overridden--within reason. The Colony Director's approving signature is required for all permits. If the Colony Director is not aboard or is not active, the current Acting Colony Director (usually the Head of Personnel) may substitute for the Colony Director's signature. The Head of Security's signature is also required for all permits. Likewise, if the Head of Security is not available, the Head of Personnel may substitute for this signature. However, both approving signatures must be written by different individuals. Therefore, the Head of Personnel, or even Colony Director, may never sign for both the Colony Director's and Head of Security's approval on any permit. They must always be different. Therefore, it is impossible for any one crew member to approve their own permit on their own. Both the Head of Security and Colony Director must stamp the document with their appropriate department head staffs stamps for the document to be valid. An Acting Colony Director must use the Head of Personnel's stamp and not the Colony Director's stamp. Only a member of Central Command can bypass this process with both a valid signature and a stamp from Central Command on the permit form.
The terms of the permit explicitly overriding standard operating procedure will be fully detailed in the permit's details. Anything not explicitly covered by the permit should be treated normally by standard operating procedure. If you believe there is an inconsistency, a conflict, or an unintended gap in a permit's details, contact your on-station Internal Affairs Agent or your assigned CentCom Representative.
If the terms of a permit are violated by the permit holder, or the individual owning the permit is involved in a violent crime (even if the permit is not relevant), the permit may be suspended until the end of the shift at the Head of Security's discretion. If the permit was abused to commit said violent crime, the permit is automatically terminated upon lawful conviction of a crime. If seeking to suspend or terminate a permit distributed by Central Command, proceed to do so, and then contact a CentCom Representative immediately so they may be informed of the incident.
The Colony Director and Head of Security (or equivalent signatories) may revoke their approval for a permit at any time if they believe the permit holder cannot be trusted with their privileges. If one or both of the signatories revoke their approval, Security staff is to be informed, and the permit is automatically null and void until the invalidated signature is replaced. Any item(s) normally deemed contraband without the permit become contraband once more, and the owner must comply with orders to surrender said item(s) to Security or risk facing charges.
When dealing with an individual who is in possession of anything normally deemed contraband that does not serve any lawfully prescribed medicinal purpose, security staff should always check for a permit. If the individual cannot produce the physical copy of the permit, the individual is to be charged normally as per Corporate Regulations §118 and/or § 212.
Relevant Terminology
- Armed: Possessing weapons or anything being used as a weapon even if that is not its intended purpose (such as a crowbar). This includes non-lethals, and even basic tools if being used to assault someone.
- Brig: The part of the station used to detain those who violate Corporate Regulations.
- Contraband: Anything that is stolen or illegal to possess by anyone aboard the crew. For example, insulated gloves and multitools are not considered contraband on their own, but if they were stolen from the Engineering department, they qualify as contraband.
- Excessive Force: Use of force beyond what is necessary to resolve a problem or neutralize a given threat.
- IAA: An acronym that refers to an Internal Affairs Agent.
- Lethals: Weapons designed for or able to switch to configurations intended for lethal force.
- Non-lethals: Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.
- Robust: As an adjective; able to withstand or overcome adverse conditions. As a verb; slang for viciously assaulting someone. Often used as a compliment in both cases.
- Shitcurity: Slang for describing a security officer who unnecessarily or illegally exercises their authority in order to inflate their ego, or a security officer who simply doesn't follow standard operating procedure.
- Use of Force: Either lethal or non-lethal, this is the use of weapons to incapacitate a suspect. You may be told at times to use lethal force, or non-lethal force, depending on circumstance. By default, non-lethal force is preferred.
- Shoot-to-Stun: Using non-lethals to incapacitate the target in order to handcuff or otherwise subdue them without injury. Although the term is shoot-to-stun, stun batons, pepper spray, and flashers all fall under this category when talking about engagements with suspects.
- Shoot-to-Kill: Using lethal weapons to engage a target until a threat is neutralized. This doesn't actually mean you have to kill the target (contrary to the term), but the weapons employed may very well kill the target whether you want to or not. Even in Shoot-to-Kill scenarios, you should still attempt to provide immediate medical attention and revive them once they are otherwise safely subdued and the combat is over.
- Shoot-to-Disable: To incapacitate a target, usually a vehicle (such as mechs) or machine (such as cyborgs), by damaging it to the point of inoperability.
Rules of Engagement
- When confronting a suspect for any level 1 crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are not to be arrested, detained, or searched unless otherwise specified by Corporate Regulations. The fine is to be turned in to the Head of Security, Head of Personnel, or Colony Director. If the fine is refused, they are to be arrested.
- Calling for backup over a level 1 crime is usually considered a waste of resources. One officer should be enough.
- When arresting or fining a suspect, they are to be informed of their right to pay a fine (if applicable) and their right to a Lawyer or Internal Affairs Agent (IAA) to represent them in an appeal to the HoS or Colony Director if they so desire. If there is no Lawyer/IAA available, they may still attempt to appeal on their own, but should still be punished until the punishment expires or the appeal passes. (See Appeals for details.)
- Refusal of handcuffs does not constitute resisting arrest, as per Corporate Regulations §202. If a suspect refuses handcuffs and is being arrested, but is cooperative, they are to be escorted by no less than two armed security personnel to the brig. If this is not possible, inform the suspect, and handcuff them regardless of their cooperation. If you cannot handcuff them, you may have to resort to other creative ways to restrain them. So long as it's done without undue injury, it's all legal.
- A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.
- When confronting an armed suspect, always call for backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.
- If a suspect uses a mech to resist arrest, shoot-to-kill authorized. Deployment of barricades and use of flipped tables for cover is also advised to create chokepoints where security can fire upon the target.
- If a suspect is green, screaming, and able to punch down walls, they're probably affected by the hulk gene from genetic manipulation, and if they exist without an ongoing emergency where such muscle is needed or the CMO did not directly inform Security in advance, a 'hulk' outside of medbay or research is shoot-to-kill. Unlike most shoot-to-kill scenarios where the actual killing part is a matter of option and circumstance, there is no way to safely contain a hulk in prison, so if you are forced to confront one, continue engagement until the target is deceased.
- If a suspect escapes into space, shoot-to-kill is authorized for any personnel who go out into space to pursue. L.W.A.P. sniper rifles and GPS are recommended for the pursuit, as are jetpacks. Additionally, someone should be viewing cameras to watch station access points and various outposts on the asteroid and near the orbital construction site.
- During Code Delta, any noncompliance from staff is to be met with lethal force.
- For secure areas, see below for specific rules of engagement.
Secure areas
- In code green, secure areas like the armory, vault, gateway, armory, AI core, research server room, telecommunications satellite, etc, should never be blocked. Only the vault should be bolted. Use of deplorable barriers to block areas during code green is considered illegal under Corporate Regulations §217. Trespassing in these areas is covered under §207.
- The armory is restricted to security and the Colony Director only. Non-security staff are not authorized without permission from the Head of Security or Colony Director. Unauthorized personnel in this area are shoot to kill excluding the Head of Personnel who should just be ordered to leave immediately. The Head of Personnel may have an urgent reason for wanting to break protocol. If they do not, proceed with an arrest.
- The engine is restricted to engineers and the Colony Director. No other staff are permitted in the engine, and anyone found in these areas should be subdued through applicable use of force, up to and including deadly. However, be conscious of the context of their break-in. If the station has been suffering a power failure because the engine was never started, their intentions might be less malicious than someone breaking into an engine that is working perfectly fine.
- The vault contains valuable items within it, so Security is usually stationed close by. If sparking is heard, the security staff at this post should alert other security personnel for backup, and investigate while backup arrives. Should an individual be discovered in the vault other than the Colony Director, use of force is authorized.
- The AI sometimes likes to bolt itself in even during code green. It is not supposed to do this. If the AI bolts its self in, request the AI to unbolt the doors, citing Standard Operating Procedure. If the AI does not comply, ask the Research Director or Colony Director to try reasoning with it. If it still does not comply, it is up to the staff in charge of overseeing the AI how to proceed, usually by changing laws. Unauthorized personnel discovered attempting to breach the AI core are shoot to kill.
- The Gateway is often able to access dangerous far away worlds and alternate realities and even different points in time. Be careful to keep track of any ongoing gateway missions, but if someone is discovered actively breaking into this location, and you are 100% certain they are not supposed to be there, confirm with your superiors, and if they are indeed unauthorized, they are to be captured, searched, and interrogated before being charged and sentenced.
- The Research Server Room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.
- The Brig is considered a high security area. Unauthorized personnel attempting to break in, or any "Hold until Transfer" inmates attempting to break out, are both shoot to kill.
- The Telecomms Satellite is a highly sensitive area that provides vital communications among the crew and to CentCom, thus any unauthorized personnel who have evaded or destroyed the laser turrets and accessed the control room are shoot-to-kill.
- Just because borgs can access everywhere in the station doesn't mean they should be there. Borgs will usually obey orders to leave secure areas, and you can usually ask who gave them the order to go there in the first place. If the borg has a valid reason for being there, such as a mediborg rescuing brig inmates who were injured in a fight, then you should leave it alone, or at worst you should accompany the borg to aid its duties. If the borg does not have a valid reason, and it refuses to leave, incapacitate it by any means and alert Robotics about the incident right away.
(( It's also possible in many cases that a player in these areas might be breaking server rules. Make sure you ahelp when you see it happening, preferably before you try to handle it yourself. Not to say you have to wait for an admin and let the possible griefer do whatever they want. Just that by ahelping, you hopefully get an admin to arrive and investigate what happened, and whether or not any rules actually got broken. ))
Criminal Processing
See Corporate Regulations for rules that carry fines or brig time.
See also Legal Standard Operating Procedure for information regarding tribunals.
Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see Corporate Regulations §206.
Criminal processing should not take more than a few minutes at most. Don't needlessly waste time with additional questioning and interrogation until they're already properly arrested.
Upon arrest of a criminal, follow the following steps.
- State the main reason for their arrest, even if you have already. This is not required, but it's good practice.
- Bring the suspect to Security Processing. If paying a fine will replace jail time, offer them the chance to pay the fine before proceeding. This is assuming they have not paid the fine already and had to be handcuffed in the first place. If the fine is paid, skip to the final step. Otherwise, continue.
- Read Corporate Regulations out loud for every valid charge, and update their security record accordingly.
- After you have read the charges you should state the following word-for-word: "According to NanoTrasen Criminal Processing Policy, you are entitled to appeal your case to an Internal Affairs Agent at this time, if such is available. Should you accept this offer, be advised your criminal processing may be delayed until your agent is satisfied with the case. If they rule in favor, they will contact the Head of Security on your behalf. If accepted, you will be released or your sentence will be reduced. If at any time, the Internal Affairs agent, the Head of Security, or the Colony Director rejects your appeal, your sentence will be unaffected." If they either do not want to bother with an appeal, or their appeal is not sufficient enough to be alleviated of all charges, proceed to next step. If their appeal is sufficient for immediate release, proceed to final step. Otherwise, continue.
- Search the individual for contraband and question them as necessary. Empty pockets, remove accessories such as webbing off their uniform, check their PDA for stolen/illegal cartridges, check their headset for illegal/stolen encryption cards, check their shoes for knives, check anything and everything that could contain items. If contraband or stolen property is found, charge them accordingly. See Corporate Regulations for details. Anything else not considered contraband but still may compromise the security of the cell (such as a chef's kitchen knife, or an engineer's tools) should also be temporarily confiscated and returned after the sentence is served.
- Calculate sentencing based on the total charges. Do not charge more than the minimum sentence unless it this is not their first offense. Multiple instances of the same offense counts in this case. For example, if a suspect stole three items, you cannot charge them theft three times, but you can charge the maximum sentence for theft. If they have already been arrested for the same crime during that shift, follow Corporate Regulations regarding Modifiers & Special Situations.
- Update the prisoner's security records accordingly. Set their status to "Imprisoned".
- Return the prisoner's PDA and headset to their person. If you cannot provide them with their original headset and PDA for suspected security reasons, you must provide at least a basic headset and a temporary PDA. All prisoners are entitled to some kind of communication device unless the privilege is abused, or the device is evidence for a crime (such as a PDA with incriminating logs).
- Inform their head of staff of their arrest. You have no authority to demote anyone unless you're the Head of Security who is demoting another security officer.
- Escort the prisoner to their cell, preferably with one security guard to aid you. Bring any of their belongings that you did not confiscate.
- Find a vacant cell and buckle the prisoner to the bed. If the sentence is longer than 10 minutes, they are required to wear an orange jumpsuit and shoes, so change their clothes if needed.
- Put all of their belongings (besides communication) that are not evidence for a crime into the cell's locker, which will lock automatically when you start the timer.
- Set and start the timer. The door will close and the locker will be locked.
- Enter the cell with stun baton at the ready and remove the prisoner's handcuffs. If possible, have a second security officer present to help. It is unlawful to leave a prisoner restrained in a cell unless in solitary confinement.
- Ensure someone is monitoring the prison area for the duration of the prisoner's sentence, or at least be there when it ends.
- Wait for the sentence to expire. Proceed to final step once it has expired.
- Return all temporarily confiscated goods.
- Allow the prisoner to leave Security. Set the prisoner's status to "released" or "patrolled" depending on their conviction or there lack-of.
Prisoner Expectations
As a prisoner, you are expected to abide by certain standards. Failure to obey will result in further punishment such as solitary confinement or more brig time.
- If you are incarcerated, do not attempt escape.
- Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.
- Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))
- If you feel you have been unjustly incarcerated, contact the Warden, the Head of Security, Internal Affairs, or Colony Director (in that order of first to last) to appeal your case.
If you've been eaten, try not to squirm too much or you might get gurgled!
Prisoner Rights
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.
- All prisoners are entitled to a swift processing when being arrested and put into the brig. Longer than 1/4th of their sentence is considered a violation of this right so long as the prisoner is cooperating.
- All prisoners are entitled to medical examination and aid if requested.
- All prisoners are entitled to speak to an Internal Affairs Agent for legal council if requested.
- All prisoners are entitled to be allowed to send fax to Central Command if requested.
- All prisoners are entitled to food and water if requested.
- All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.
- All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig's communal area if serving a sentence longer than 20 minutes.
Standard Security Gear
Aside from what the normal crew is allowed, this is what security should be carrying under code green.
Security Cadet / Security Conscript
Security cadets are just assistants who wish to pursue a career in security. Security personnel should take these individuals under their wing to educate them on Standard Operating Procedure, Corporate Regulations, and other tips on how to do their job effectively and fairly. Security conscripts on the other hand can be recruited by the Head of Security during an emergency, and will have their ID temporarily changed by the Head of Personnel. Both of these are allowed only the same standard equipment with some exceptions listed below, but can be equipped to handle a variety of problems that normal security is too preoccupied to handle.
- Holotag to denote their active service. They must have at least a holotag, else they are not granted any other security equipment.
- Red armband, if they are not issued a security uniform.
- Whatever equipment is deemed necessary by the HoS depending on circumstance.
- No weapons are allowed for security cadets outside of code red or worse.
Security Officer
The gear available to security officers is available to all security personnel under normal circumstances. Weapons of all kind should be kept holstered and preferably concealed during code green. Brandishing weapons openly tends to make the crew needlessly nervous and hostile toward security personnel.
- Security uniform or appropriate variant of security uniform. Red jumpsuits are acceptable substitutes.
- Security softcap (Optional)
- Standard Security helmet, kept in backpack unless responding to a call.
- Standard Security armored vest
- Standard Security HUD glasses or equivalent
- R.O.B.U.S.T. PDA cartridge
- Security belt
- Security caution tape
- Flasher
- Pepper spray
- Stun baton
- Taser*
- Flashbang
- Hailer
- Minimum 1 pair of handcuffs
- Universal recorder (Optional)
- Basic First Aid supplies (Optional)
- Emergency light source (flare or flashlight)
* A stun revolver can be substituted for a taser without any special permissions.
With explicitly written permission from the Head of Security or Colony Director, any firearm may be carried during code green by any personnel carrying a valid permit. However, it is strongly recommended to never issue permits for automatic or high powered weapons. The most common (and most reasonable) permit distributed is usually for a common energy gun.
Detective
Although the detective's task is not to make arrests, they should be prepared in case the situation arises where they must defend themselves or arrest someone who is discovered at the end of an investigation over a serious crime. In addition to the standard Security Officer gear, there are some differences and additions. If two detectives are present, this gear should be shared between them.
- Detective attire in place of Security uniform.
- Standard Security armored vest (optional)
- Forensic Scanner
- Black or latex gloves
- Evidence bags
- Universal recorder
- Camera
- .45 caliber or 9mm automatic handgun with less-than-lethal rounds.
Warden
The Warden has direct authority over the Brig, and is not usually patrolling the station unless no other security is present on board, and the crime being reported is serious, or the Warden themselves happens to bare witness to the crime. Outside of the brig, they carry no special authority, but within the brig, they get more flexibility. The Warden is automatically authorized to use lethal force against anyone attempting to break into or out of the brig or armory. For this reason, their equipment when inside the security wing differs from while outside of it.
- Warden attire in place of Security uniform
- Warden armored jacket (standard security armored vest is an acceptable substitute)
- Box of handcuffs
- While within the security wing, the Warden is authorized to carry any weapon available to them, excluding semi/fully automatic rifle caliber ballistics, or explosives, which are still forbidden. Pulse rifles are also forbidden.
- Outside of the security wing, the Warden may only carry non-lethal weapons and munitions, as long as it fits in a backpack.
Head of Security
When it comes to weapons, the Head of Security has the most flexibility of all station staff, but their main job is to manage security and not to be going around chasing criminals when there's normal officers to do the main legwork. Notable exceptions are scenarios in which heads of staff are threatened. The Head of Security also has the power to deputize people during a crisis, and so, may have a valid reason to carry multiple weapons at one time. As such, the Head of Security is equipped with the best security gear available.
- Head of Security attire in place of Security uniform.
- Head of Security armored coat and hat (dermal patch is an acceptable substitute for the hat). It is arguably the best general purpose armor available.
- While within the security wing, the Head of Security may carry any weapon(s) they please, excluding only explosives.
- Outside of the security wing, one or more lethal weapons, such as an energy pistol, or any non-explosive weapon, so long as it fits into a backpack. At least one lethal weapon is recommended.
- At least one ranged weapon for non-lethal engagement, such as a taser, or stun revolver, should also be carried at all times. Weapons with toggle-able fire modes between stun and kill (such as an energy pistol) are considered lethal weapons and should be considered as explained above.
Head of Personnel
The Head of Personnel is not a member of Security and should never be carrying any weapons aside from the energy pistol, baton, and flash supplied to them for self defense. Permits by the Head of Security or Colony Director may override this, but otherwise, they are in direct violation of Corporate Regulations §212, and should be charged accordingly. If a violation is made, Security should also check if the HoP has illegal access on their ID, because that is most likely how they obtained the weapon. Just because they can give themselves all-access doesn't mean they are allowed to outside of an emergency.
As an Acting Director, the Head of Personnel may legally carry a wider variety of firearms, but this is heavily discouraged.
Colony Director
Because the Colony Director is in charge of the station, it is recommended that the Colony Director carry some kind of weapon at all times. The Colony Director is an obvious target for hostile elements, and should not be helpless in a fight. Different colony directors have different preferences depending on their background. Some Colony Directors enjoy the symbolism of a sword, while others prefer the practicality of a firearm, but in any case, the policy and regulations are the same.
- No more than one non-explosive lethal weapon is permitted for self-defense. However, possession of additional weapons (excluding standard issue energy pistol or equivalent) is considered a violation of Corporate Regulations §212.
- A collapsible baton or stun baton are also both fine, but it is recommended that the Colony Director pick only one of these to carry.
- Any body armor is permitted for the Colony Director to wear. However, wearing cumbersome body armor is not recommended, as the Colony Director's objective should not be to engage in extended fights, but rather, to escape them.
Executions
- Prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad,
digestionphoron gassing, or being exiled through the Bluespace Gateway and given an exile implant so they cannot return. - Prisoner is to be granted a final request (within reason, because obviously "let me go" or "kill this dude for me" isn't reasonable).
- Prisoner is given their last meal
like an assistant. - Prisoner is escorted to the execution location under heavily armed guards, bound in a straight jacket and leg cuffs. Escorting officers are armed to kill. Lethal injections are done in medbay surgery room under supervision of doctor, firing squad is done on the shooting range, gassing is done in toxins or a room is built by engineering, etc.
- It is required for the Colony Director to be present (not an acting Colony Director), or an execution may not proceed.
- For an individual to be executed without planetside cloning (and thus, stay dead, unless they have privately owned cloning equipment), Central Command must make their own judgements. This is extremely rare in Virgo and usually only occurs in cases of terrorism. Central Command must be faxed prior to the execution. If CentCom chooses to commute it to another sentence, exonerate it entirely, or even pardon it, on-station security must comply immediately.
Command
Vacancy in the chain of command
In the event of any command role (excluding Colony Director) being unoccupied, it is advised (though not required) that the current Colony Director promote someone within the department to be head of staff.
In the event that the Colony Director is absent, please refer to the the Chain of Command guide book for more detailed instructions.
Promotion and Demotion
Heads of staff are in charge of promotions and demotions within their respective departments, and both the Head of Personnel and Colony Director are expected to honor these requests unless under outstanding circumstances.
Although some parts of Corporate Regulations list demotion and dismissal as a possible punishment, under no circumstance should the Head of Personnel honor a request to demote non-Security by the demand of the Head of Security alone. However, the severity of the infraction should be considered, and if necessary, the Colony Director or Acting Colony Director may enforce a demotion if the head of staff for the offending party's department refuses to do so.
The Colony Director (and any Acting Colony Director) may promote or demote anyone for any reason (excluding nepotism or discrimination) up to and including replacing their own rank. No permission is required from any heads of staff for any changes of rank, but it is still considered courteous to ask.
The Head of Personnel cannot promote or demote other heads of staff, but may promote or demote any other staff with the permission or at the request of their relevant head(s) of staff. They may also promote any staff up to and including replacing their own rank, with a limit of no more than two Heads of Personnel at any time, provided that one of their roles be titled "Assistant Head of Personnel". The Head of Personnel may demote or promote an Assistant Head of Personnel (thus switching places with them), but an Assistant Head of Personnel cannot demote or promote the main Head of Personnel. The Head of Personnel may not promote themselves or anyone else to Colony Director without a head of staff vote or by Central Command's authorization, but they may promote themselves to Acting Colony Director in the event that it is considered necessary by the Chain of Command.
All staff may ask to be demoted down to and including resignation at any time, for any reason. Note that if you resign, Security may not charge staff with Failure to Execute an Order (Corporate Regulations §111), and if you are already being charged, that charge is to be dropped upon announcement of your resignation. If you are in the brig at the time of your resignation, the time added to your sentence by your violation of §111 is to be revoked. However, if your resignation directly results in serious damage, injury, or fatalities, you are still liable for the violation of Failure to Execute an Order with Serious Consequences (Corporate Regulations §201) regardless of your resignation. For example, an Engineer resigning after being told to set up the engine is not liable, even if the power goes out. However, if the engine explodes as a direct result of their failure to follow orders, they may be charged accordingly.
On 'Acting' roles
One thing to note about promotion to unique positions, such as heads of staff. Such promotions should be considered 'acting' roles, regardless of their actual title. In the event that someone arrives on the station with this role, any 'acting' roles are to defer their authority to the officially assigned role. So for example, if an engineer is promoted to 'Chief Engineer', they are the 'acting' head of staff for engineering. And then later, if a Chief Engineer arrives, the 'acting' Chief Engineer is to defer to the official Chief Engineer, up to and including removal of increased access and title if it is requested.
Refusal to change rank
All staff may refuse a promotion except under the circumstance that your current role is required by the Chain of Command to assume the role of Acting Colony Director. If a staff member does not wish to be the Acting Colony Director, they may use their position as Acting Colony Director to promote a willing replacement candidate to Acting Colony Director.
If a staff member is demoted by the appropriate superior, they are to be informed directly (in person or via PDA). Within no more than 10 minutes, the demoted individual must either report to the Head of Personnel to surrender their ID's access, or must surrender their ID to Security, or must surrender their ID to their own head of staff. If the staff member being demoted openly refuses to cooperate, or is unresponsive to news of their demotion after 10 minutes, Security may be dispatched at request of the demoted individual's current/former head of staff to locate the individual and confiscate their ID. If the individual continues to resist confiscation, they may be charged with Exceeding Official Powers (Corporate Regulations §214).
If a demotion has been performed for reasons believed to be unjustified, the demoted individual should cooperate with the demotion, but immediately file a complaint to the next highest person in the chain of command. For example, if your own head of staff demoted you, complain to the Colony Director. If the Colony Director demoted you, or rejects your complaint, complain to Central Command. If you are still rejected, the decision is final.
Unique roles
In the event that it is deemed necessary, a head of staff may request to alter a subordinate's role to anything within their department, with any title they desire, so long as it does not cause any obvious confusion. Furthermore, multiple heads of staff may cooperate to create hybrid roles that have access to multiple departments.
Please note that for the purposes of this particular section, a Quartermaster is considered a head of staff, and should be consulted prior to the creation of any unique or hybrid roles in the fields of cargo or mining operations.
Hybrid roles should not be used to replace duties that are already covered by other staff. For example, a scientist should not be given mining access when there's perfectly good miners already present. Hybrid roles are meant to make current duties easier to fulfill, such as a Security Officer being given access to engineering because they are assigned to the security detail for a construction site.
Entertainer SoP
Clown
- The Clown is permitted to, and freely exempt from any legal consequences of, slipping literally anyone, assuming it does not interfere with active Security duty (such as an officer reporting to or actively handling a suspected crime in progress), or in any way endangers other personnel (such as slipping a Paramedic who’s dragging a wounded person to Medbay). A security officer cannot arrest a clown for slipping them while they chat to their friends.
- The Clown is not permitted to remove their Clown Shoes or Clown Mask while on duty. Exception is made if removing them is necessary to eat, drink, smoke, or is vital to a clownly performance. (such as being a satire of bad clowns).
- The Clown is not permitted to hold anything but water in their Waterflower.
- The Clown is not allowed to use space lube on anything, or possess it on their person. This is considered minor contraband if the Clown is caught with it. Exception if the Site Director, the HoP, or the HoS gives them implicit, written or messaged permission.
- The Clown must legitimately attempt to be funny and/or entertaining. Continuously slipping people for no reason does not typically constitute humour. The joke is supposed to be funny for everyone.
- The Clown is allowed, and freely permitted to commit minor or harmless crime; if it is for the purpose of a prank or joke, does not conflict with the above procedures, and does not endanger, harm, heavily disrupt, or cause significant damage to the station or its crew. Cutting through a wall or hacking a door does not constitute significant damage, unless it causes a breach, or endangers crew.
- 6. a. The Clown is not allowed to leave doors hacked, and must fix any walls they deconstruct or alter.
- 6. b. The Clown is not allowed to break into anywhere that would constitute Major Trespass.
- The clown is not exempt from the consequences of major crimes, at the discretion of security. This includes Major Trespass, Grand Theft, Outright Assault, Damage to Station assets that take more than a few simple repairs to fix, or other largely disruptive crimes.
- 7. a. The Clown is responsible for fixing any damage they caused, given they are actually capable of fixing it, and are not already serving a sentence for it.
- While the Clown is not exempt from major crime or various moderate crimes, Security is encouraged to reduce brig sentencing and fines up to 50-75% if the Clown is cooperative.
Remember that these are IC guidelines, not OOC rules. A clown is very obviously going to try and get their hands on space lube, or try to grand trespass. Likewise, crewmembers that get pranked are liable to Prank Them Back. These are simply meant to protect clown players from being unjustly booked by security, and to give security the authority to stop clowns from doing more unproductive or disruptive behaviors. How lenient security is with a clown can be anywhere from hardass to lax, is largely based on how disruptive and cooperative a given Clown is, and is up to the discretion of the arresting security officer or their superiors.
Internal Affairs
Impartiality Clause
An Internal Affairs Agent is not to serve the interests of any group or individual, including their own superiors up to and including NanoTrasen at the corporate level. Their only loyalty is to the rules as they are written, and to the party that follows them. Their job is only to ensure that those rules are being obeyed, and that if they are not, they make it known to those who can enact changes.
An Internal Affairs Agent is not a lawyer, though many may come from a background in practicing law. They will only defend and protect a party who is following the rules of the company, and any laws that the company is supposed to follow.
Any faults in those rules such as inconsistencies or oversights should be brought to the attention of NanoTrasen.
An Internal Affairs Agent should never make assumptions of anyone's intentions, nor include speculation of intentions in any given report. The Internal Affairs Agent is to summarize the facts and only the facts in their report.
Employee Comments and Concerns
If an employee wishes to address a matter with Internal Affairs, they must go to an Internal Affairs Office at their assigned station or facility. They should contact an Internal Affairs Agent in advance to let them know that they are coming.
If an Internal Affairs Agent is not presently available on the station, your facility should have a fax machine available somewhere in public for you to contact Central Command directly. For general comments and positive feedback, Central Command will make note of your report and forward it to the relevant parties. For complaints and negative feedback, Central Command will usually send an Internal Affairs Agent to the station regardless of whether or not you have included these complaints in your fax. The Internal Affairs Agent will conduct an investigation for which the objective is merely to gather the facts.
Prisoner Comments and Concerns
Prisoner comments and concerns will be handled in the same way as employee comments and concerns except in that a prisoner cannot come to the Internal Affairs Office. Instead, Security must arrange for the Internal Affairs Agent to meet with the prisoner in safety, but privacy.
All NanoTrasen holding facilities are equipped with at least one visitor booth wherein an Internal Affairs Agent and a prisoner may meet face-to-face without having to be in direct physical contact. If such a facility is not available, and the Internal Affairs Agent does not feel comfortable conducting the interview elsewhere, the condition of safety has not been met. If a third party not participant in the interview is able to listen in, then the condition of privacy has not been met. Note that there is no reason for Security to require that a guard be kept directly in the room, as the prisoner's visitation facility already ensures safety of the Internal Affairs Agent.
If safety or privacy cannot both be reasonably accommodated, the interview cannot proceed, and the reason why should be noted in your report.
As a final note, bear in mind that an Internal Affairs Agent is at no point required to help a prisoner. Their only job is to decide whether or not the company rules were followed. If no wrongdoing occurred, the Internal Affairs Agent can decide not to bother filing a report, and may decide not to hear grievances from that prisoner in future.
Violations of Employee Rights
If the Commonwealth Labor Rights of employees are being violated, Internal Affairs must make note of these violations regardless of whether or not the victims of such violations are even aware of their rights. A report to Central Command must be made, and the parties (such as command staff) who are violating these rights should be made aware of their violations.
If corrective action is not taken by the staff, Central Command should be alerted to this failure. In the rare situation that Central Command also fails to take corrective action, the Internal Affairs Agent must also reach out via fax to a contact within SolGov to report the infraction directly to the Commonwealth Department of Labor.
Harassment
Harassment is unwelcome conduct that is based on species, race, color, religion, sex (including pregnancy), national origin, age, disability, or genetic information. Harassment is against SolGov law, and if NanoTrasen fails to resolve harassment, the company could face consequences in a Commonwealth court.
Harassment is against Corporate Regulations already, but becomes unlawful to SolGov when enduring the offensive conduct becomes a condition of continued employment, and the conduct is severe or pervasive enough to create a work environment that a reasonable person would consider intimidating, hostile, or abusive. Anti-discrimination laws also prohibit harassment against individuals in retaliation for filing a discrimination charge, testifying, or participating in any way in an investigation, proceeding, or lawsuit under these laws; or opposing employment practices that they reasonably believe discriminate against individuals, in violation of these laws.
Petty slights, annoyances, and isolated incidents (unless extremely serious) will not rise to the level of illegality, but may still violate company policy.
Offensive conduct may include, but is not limited to, offensive jokes, slurs, epithets or name calling, physical assaults or threats, intimidation, ridicule or mockery, insults or put-downs, offensive objects or pictures, and interference with work performance. Harassment can occur in a variety of circumstances, including, but not limited to, the following:
- The harasser can be the victim's supervisor, a supervisor in another area, an agent of the employer, a co-worker, or a non-employee.
- The victim does not have to be the person harassed, but can be anyone affected by the offensive conduct.
- Unlawful harassment may occur without economic injury to, or discharge of, the victim.
Prevention is the best tool to eliminate harassment in the workplace. NanoTrasen encourages all employees to take appropriate steps to prevent and correct harassment. Employees should feel free to raise concerns and be confident that those concerns will be addressed.
Employees are encouraged to inform the harasser directly that the conduct is unwelcome and must stop. Employees should also report harassment to Internal Affairs at an early stage to prevent its escalation. Remember that Internal Affairs is not hired to protect the company, and that if someone within the company is complicit in harassment, it is in the long-term benefit of NanoTrasen to take corrective measures up to and including termination of the harasser.
Violations of Standard Operating Procedure
If Standard Operating Procedure is being ignored by an individual or group of individuals, it should be brought to the attention of that party's superior. For example, if there are medical staff are not compliant with the NanoTrasen Dress Code, then the Chief Medical Officer should be informed.
If a head of staff is involved with the violation, or fails to take corrective action against subordinates, the Colony Director should be alerted to the infraction, noting that the relevant head of staff had already been contacted.
If the Colony Director is involved with the violation, or fails to take corrective action against subordinates, Central Command should be informed when possible, noting any previous efforts to bring the problem to the attention of command staff already present.
Note that there may be extenuating circumstances in which Standard Operating Procedure is ignored. An Internal Affairs agent should still make note of such an incident, but they should also provide full context as to why Standard Operating Procedure was not followed, whether deliberately or not. The reason for this is that Standard Operating Procedure may be updated to lend guidance on future incidents if NanoTrasen deems it worthwhile to do so.
An Internal Affairs Agent may personally recommend additions, edits, and removals to Standard Operating Procedure based on the findings of their investigation.
Violations of Corporate Regulation
If Corporate Regulation is being ignored by an individual or group of individuals, it should be brought to the attention of Security.
If Security is involved with the violation, or fails to take corrective action against offending parties for at least a medium infraction or worse, the Head of Security should be alerted to the infraction, noting the failure of their subordinates.
If the Head of Security is involved with the violation, or fails to take corrective action against offending parties for at least a medium infraction or worse, the Colony Director should be alerted to the infraction, noting the failure of their subordinates.
If the Colony Director is involved with the violation, or fails to take corrective action against offending parties for at least a high infraction or worse, Central Command should be alerted immediately.
Note that there may be extenuating circumstances in which Corporate Regulation is ignored, and note that the Colony Director is allowed to issue pardons. If a pardon is issued, an Internal Affairs agent should still report the incident to CentCom, but the urgency of doing so is greatly reduced. Any pardons issued should be mentioned in the report, as well as why they were issued. The reason for this is that Corporate Regulations may be updated to account for future incidents if NanoTrasen deems it worthwhile to do so.
An Internal Affairs Agent may personally recommend additions, edits, and removals to Corporate Regulations based on the findings of their investigation.
Altering Company Policy, Regulation, and Procedure
As mentioned previously, an Internal Affairs Agent is able to suggest changes to documents found on the company wiki, and these changes will be reflected in any physical documents that are distributed to employees.
Changes should be made in the event that a contradiction, error, or oversight is discovered among Standard Operating Procedure and Corporate Regulations. These two documents are often updated independently of each other, and sometimes references between these documents do not align as they should. References might be missing, topics may refer to defunct policies, a frequent issue is not accounted for, etc. Bring these problems to the attention of Central Command, and offer your suggestions as to how the wording of these documents can be improved.
Note that suggested changes should not be based on one specific post; they should account for stations and facilities all across NanoTrasen's corporate network. Site-specific rules may be employed for a particular location based on the needs and circumstances of that location. Internal Affairs Agents should ask and make note of any such rules that may contradict or add to these otherwise company-wide procedures. For one extreme example, the NSB Adephagia is equipped with state of the art experimental cloning facilities, and so the edition of Corporate Regulations issued to them is written with more lenient punishments for crew fatalities. Be aware of site-specific changes to the company's usual rules.
Applying for Permits
Any permits that the crew wishes to apply for can be done through an Internal Affairs Agent, who will guide you through the application process, and then forward the application to the department responsible for processing that application.
Weapon Permits
There are two kinds of weapon permits. Temporary permits are issued at the discretion of the Head of Security, and are good for up to one shift. Long-term permits are issued by NanoTrasen, and require both fingerprinting and a background check.
Medical Prescriptions
The Chief Medical Officer is in charge of medical prescriptions. Internal Affairs is not a medically qualified entity, and may not play any role in obtaining a medical prescription. Anyone seeking to obtain a prescription should make an appointment with the medical department for an evaluation. However, in the event that an already valid prescription is being denied treatment, then an employee's labor rights are being violated. The Chief Medical Officer, the Colony Director, and Central Command should be contacted immediately and simultaneously, as failure to provide treatment could result in a medical emergency.
Company Events
Internal Affairs will often be involved in the planning and execution of company events including (but not limited to) awards ceremonies, training seminars, employee cookouts, weddings, birthday parties, and other special functions.
If an employee wishes to reserve company property, or to invite employees to an event that does not take place on company property, Internal Affairs should help plan and coordinate with the heads of staff and Central Command in order to ensure these events run smoothly. Often times, events that have been approved by Central Command will be broadcasted on the #company-bulletin-and-events
channel of your NanoTrasen Chatroom App specific to your site of employment.
Guide Table | ||||||||
Starter | VORE-Specific | Medical | Engineering | Science | Security | Other | Development | |