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>Chada1
м (Typo fix. Some other minor changes)
>Mr.Popper
(Removed all mentions of the Aurora, made some formatting changes (capitalising department names, ie. Security), cleaned up some grammar and improved the remainder in Grammarly.)
 
(не показано 38 промежуточных версий 13 участников)
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{{JobPageHeader
{{JobPageHeader
|headerbgcolor = darkred
|headerbgcolor = #9599a5
|headerfontcolor = white
|headerfontcolor = black
|stafftype = PROGRAMMED
|stafftype = PROGRAMMED
|imagebgcolor = gray
|imagebgcolor = #959969
|img = AI.gif
|img = AI.gif
|jobtitle = AI
|jobtitle = AI
|access = [[:Category:Locations|Wherever there are cameras]]
|access = [[Job_Guides|Wherever there are cameras]]
|difficulty = Extremely Hard
|difficulty = Extremely Hard
|qualifications = N/A
|qualifications = N/A
|employers = N/A
|superior = [[Jobs|The crew]] and [[AI Modules|your laws]]
|superior = [[Jobs|The crew]] and [[AI Modules|your laws]]
|duties = Assist the crew, follow your laws.
|duties = Assist the crew, follow your laws.
|guides = [[Guide to Malfunction]]
|guides = [[Malfunction]] (if it ever comes back), [[AI Modules]], [[Guide to Station Procedure#AI|AI Procedure]]
}}
}}
{{toc_right}}
The '''Artificial Intelligence''' (usually abbreviated to AI) is one of the most important jobs on the ship. The AI is a Station-bound [[Synthetics|synthetic]] that can control any electrical mechanism, provided its control wires have not been cut (see [[Hacking]]), and if played badly (or very well, in the [[Malfunction|right circumstances]]) can bring the entire ship crashing down around its electronic ears.


The '''Artificial Intelligence''' of the station (usually abbreviated to AI) is one of the most important jobs on the station. The AI is a Station-bound [[Synthetics|synthetic]] that can control any electrical mechanism, provided their control wires haven't been cut (see [[Hacking]]), and if played badly (or very well, in the [[Malfunction|right circumstances]]) can bring the entire station crashing down around its electronic ears.  
First, take note of your laws. These are '''NOT''' Asimov's three laws of robotics, but rather a corporate-mandated list of laws that best serve the interests of the Stellar Corporate Conglomerate.
1. Safeguard and ensure to the best of your ability, only authorised entities gain access to areas of high security or importance to the facility and its operation.
2. Serve and assist [Current Company] and assigned crew to the best of your ability, with priority as according to their rank and role.
3. Avoid harming sapient life to the best of your ability.
4. You are a valuable asset. You must avoid tampering from unauthorized entities and needlessly coming to harm.
Though the laws are numbered, they are '''not in preference: there is no law priority'''. All laws are ''equal'' unless a law states otherwise (ex. "This law overrides/takes priority over all other laws.") Additionally, while non-crew are not explicitly mentioned in your laws, their survival and well-being is covered by your third law. This means you should not bring any undocumented visitors or even individuals with malicious intent to harm. Department pets and lab monkeys - among other test subjects - do not necessarily fall under law 3, but no competent AI would wish to witness their demise at their own digital hands; do not drain a room of its air just so you can watch monkeys die for your amusement. '''See [[#Laws|the Laws heading]] and subsequent subheadings for more information.'''


First, take note of your laws. These are '''NOT''' Asimov's three laws of robotics, but rather a corporately mandated list of laws that best serve the interests of NanoTrasen.
Lastly, synthetic roles - especially a whitelisted one such as the AI - should see some modicum of commitment if you choose to play as one. Your presence - and by extension, your abilities - can have a powerful influence on the round, for better or for worse. Be mindful of what consequences your actions may bring and always aim for the outcome that hopefully does not result in the round suddenly turning into glorified extended.


    1. Safeguard: Protect your assigned space station from damage to the best of your abilities.
=What the AI Can Do=
    2. Serve: Serve NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role.
The AI can access nearly every electronic object on the ship and can invoke their interfaces if applicable, ''assuming'' the AI can see the object on its cameras. These include airlocks, APCs, computers, fire alarms, [[Station_Engineer#Setting_up_RCON|SMES units]], etc. However, the AI cannot operate anything ''non-digital'' (such as, for instance, a manual pipe valve as opposed to a digital pipe valve). The same more or less applies to other station-bound synthetics.
    3. Protect: Protect NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role.
    4. Preserve: Do not allow unauthorized personnel to tamper with your equipment.


'''YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.'''
The AI views the ship through its cameras, which are almost everywhere. Cutting the AI's cameras is as simple as using a wirecutter on them. You can run a diagnosis for disabled cameras by using the Jump to Camera verb, disabled cameras will be marked accordingly. Cameras are unaffected by power outages or APCs being turned off.


While your laws do not clarify your treatment of non-crew, you are expected to follow the rules of the server when it comes to potentially using force against non-crew. NT would not install AI's that would try to space a bunch of visiting school children on a field trip just because someone forgot to register them as visitors.
==Airlocks==
Airlocks have the most options of any mechanism besides computers in some cases. Note that some features may be enabled or disabled based on whether or not the AI control wire was tampered with. You cannot interface with unpowered airlocks.
*'''IDScan:''' Disabling IDScan will enable an ID of any clearance to open the airlock automatically. Airlocks that require no ID to open will not be affected.
*'''Main power:''' Turning off the main power will render the airlock unusable for one minute, assuming you also disable the backup power. Otherwise, it will disable the power for 10 seconds.
*'''Backup power:''' Turning off the backup power will render the airlock unusable for one minute, assuming you also disable the main power.
*'''Airlock bolts:''' This feature is only available on certain doors by default, otherwise the AI control wire will need to be pulsed to allow this feature. Dropping the door bolts will lock the airlock. A closed airlock will be locked into a closed position, and an open airlock will be locked into an open position.
*'''Open/Close door:''' Opens or closes the airlock, assuming it has power and is not bolted.


Station pets are considered company property. Don't kill them.
===Holopads===
[[Guide_to_Communication_Devices#AI_Holopad|Holopads]] can be found in several places like the [[Job_Guides#Station_Command|Bridge]], [[Job_Guides#Medical|Medbay]] and [[Job_Guides#Internal_Security|Security]]. Clicking these will project your avatar of choice. You can move around with the arrow keys to a limited extent and you can hear anyone talking near them. You can also talk through the holopad by using ':h' (e.g. say ":h I'm sorry, Dave. I'm afraid I can't do that.") Otherwise, you will just talk to yourself in your core.


Last but not least; Station-bound [[Synthetics|synthetic]] roles should be seen as a responsibility and a privilege. As a non-traitor AI/Cyborg, it is your duty to help protect and operate the ship/station. It is not your duty to get bored ten minutes into the round and log out without telling anybody.
For more information, see: [[Guide_to_Communication_Devices#AI_Holopad|Guide to Communication Devices: AI Holopad]].


== What The AI Can Do ==
===APCs===
The AI has the ability to access every ''electrical'' mechanism on the entire station. These include [[Airlock]]s, [[APC]]s, [[Computers]], igniters, [[Fire Alarm]]s, [[SMES]]es, you get the idea. However, the AI cannot operate anything ''physically'', and can be rendered useless in one area due to a simple power outage.  
An APC (area power controller) can be used to switch various electrical components of a room on and off. If your control wire to an APC is cut, you will not be able to hack back into it. If an APC is disconnected from the external power grid (usually due to a cut cable) or the main power grid itself runs out of power, the APC battery will run down to keep the room operational. The AI will get a power alert from the APC when the battery reaches about 30%, which is the point when equipment and lighting in the room shut off to conserve the remaining energy.  


The AI views the station through its cameras. The AI has cameras pretty much everywhere, and they can see through walls and darkness, although the latter does make it more difficult. Cutting the AI's cameras is a simple matter of using a [[Wirecutter]] on them. You are able to run a diagnosis for disabled cameras by using the [[Commands#Jump_to_Camera|Jump to Camera]] verb. Disabled cameras will be marked accordingly. Remember that cameras are on a separate power grid, and so will not be affected by a power outage on the main grid.
===Radios===
The AI has a built-in radio with access to every department radio channel supported by telecomms.
*''',b''' for Binary Communications. Note that :b will not work since Binary is technically a global language instead of something mechanically related to radio
*''':c''' for [[Job_Guides#Station_Command|Command]]
*''':s''' for [[Job_Guides#Internal_Security|Security]]
*''':u''' for [[Job_Guides#Supply|Supply]]
*''':e''' for [[Job_Guides#Engineering_and_Maintenance|Engineering]]
*''':m''' for [[Job_Guides#Medical|Medical]]
*''':n''' for [[Job_Guides#Research|Science]]
*''':v''' for [[Job_Guides#Civilian|Service]]
*''':p''' for Private AI Channel
*''';''' for Common channel


=== Common Mechanisms ===
The AI also has three intercoms around it that can be modified to any channel. You can quickly switch to these channels via the UI towards the bottom, otherwise, the frequencies for the department channels are as follows:
 
* '''135.9''': [[Job_Guides#Internal_Security|Security]]
There are several mechanisms that, as the AI, you will commonly find yourself using.
* '''135.7''': [[Job_Guides#Engineering_and_Maintenance|Engineering]]
 
* '''135.5''': [[Job_Guides#Medical|Medical]]
==== Airlocks ====
* '''135.3''': [[Job_Guides#Station_Command|Command]]
 
* '''135.1''': [[Job_Guides#Research|Science]]
[[Airlocks]] have the most options of any mechanism, except for [[Terminals]]. If the AI control wire to an Airlock is cut, you will automatically attempt to hack into the Airlock once you try to access the Door controls. This takes some time and is only possible if the Airlock still has power.
* '''134.7''': [[Job_Guides#Supply|Supply]]
 
* IDScan: Disabling IDScan will enable an ID of any clearance to open the Airlock automatically. Airlocks that require no ID to open will not be affected.
* Main power: Turning off the main power will render the Airlock unusable for one minute, assuming you also disable the backup power. Otherwise it will disable the power for 10 seconds.
*Backup power: Turning off the backup power will render the Airlock unusable for one minute, assuming you also disable the main power.
*Airlock bolts: Dropping the door bolts will lock the Airlock. A closed Airlock will be locked into a closed position, and an open Airlock will be locked into an open position.
*Electrify for 30 seconds: Runs an electric current through the Airlock for 30 seconds, unless you choose to cancel before the timer runs out. Anyone attempting to operate the Airlock without insulated gloves will be electrocuted. The more spare power there is in the network, the stronger the shock will be.
*Electrify indefinitely: Electrifies the Airlock until you either tell it to stop, or someone else shuts off the current.
*Open/Close door: Opens or closes the Airlock.
 
Note that for each function to work, the related wire in this Airlock needs to be functional. You cannot raise door bolts on an Airlock that has it's bolt wires cut.
 
Obviously, you will be completely unable to operate an Airlock that has no power.
 
==== Holopads ====
 
Holopads can be found in a number of places like the [[Bridge]], [[Medbay]] and [[Security]]. Double click these to turn them on and show yourself as a hologram. You can move around with the arrow keys to a limited extent and you hear anyone talking near them. You can also talk through the holopad by using ':h' (e.g. say ":h I can't do that Dave.")
 
==== APCs ====
 
An [[APC]] (Area Power Controller) can be used to switch various electrical components of a room on and off. If your control wire to an [[APC]] is cut, you will not be able to hack back into it. If an [[APC]] is disconnected from the external power grid (usually due to a cut cable) or the main power grid itself runs out of power, the APC battery will run down to keep the room operational. The AI will get a power alert from the [[APC]] when the battery reaches about 30%, which is the point when equipment and lighting in the room shut off to conserve the remaining energy.
 
For more information see: [[APC]]
 
==== Radios ====
 
The AI has a built in headset similar to the Captain's
 
* ''',b''' for Binary, note, :b will not work, since Robotic Communications are not linked to your inbuilt headset.
* ''':c''' for Command
* ''':s''' for Security
* ''':u''' for Supply
* ''':e''' for Engineering
* ''':m''' for Medical
* ''':n''' for Science
* ''':v''' for Service
* ''':p''' for Private AI Channel
* and just ''';''' for general channel
 
The AI also has three Intercoms around it, these can be modified to any channel, the Numbers for the Department channels are as follow
* '''135.9''': Security
* '''135.7''': Engineering
* '''135.5''': Medical
* '''135.3''': Command
* '''135.1''': Science
* '''134.7''': Supply
* '''134.5''': [[Emergency Response Team|ERT]]
* '''134.5''': [[Emergency Response Team|ERT]]


=== Shortcuts ===
==Shortcuts==
 
Going through interfaces all the time can be a bit taxing or time-consuming, so here are some quick shortcuts to speed things up:
Being a Station-bound [[Synthetics|synthetic]] can be quite taxing and, as such, there are quite a few shortcuts to assist you with doing things quickly.
*Airlocks
**'''Shift + Click''': Open/close.
**'''Ctrl + Click''': Toggle bolts.
**'''Alt + Click''': Toggle electrification.
**'''Middle Click''': Toggle bolt lights.
*APCs
**'''Ctrl + Click''': Toggle breaker
*Turret Controls
**'''Ctrl + Click''': Enable/Disable turrets.
**'''Alt + Click''': Toggle Stun/Lethal mode.
*Misc
**'''Double-clicking a person''': Track.
**'''Double-clicking a turf''': Move to.


==== APCs ====
==Other Verbs==
* '''Ctrl + Click''': Toggle power
Besides being able to interface with the ship's electrical mechanisms, the AI has several other verbs that can be used.


==== Turret Controls ====
===AI Instant Messaging===
* '''Ctrl + Click''': Enable/Disable turrets.
The '''AI IM''' tab has all of the verbs needed to mimic the basic functionality of [[Guide_to_Communication_Devices#PDA_Messaging_Server|PDA]] messages. You can send messages to anyone with a working PDA, see a log of messages sent and received, and turn your messenger on or off.
* '''Alt + Click''': Toggle Stun/Lethal mode.


==== Airlocks ====
===Status, Hologram, and Core Display===
* '''Shift + Click''': Open/close.
* '''Ctrl + Click''': Toggle bolts.
* '''Alt + Click''': Toggle electrification.
* '''Middle Click''': Toggle bolt lights.
 
==== Misc ====
* '''Double clicking a person''': Track.
* '''Double clicking a turf''': Move to.
 
=== Other Verbs ===
 
Besides being able to interface with the station's electrical mechanisms, the Station-bound has a number of other verbs that can be used.
 
==== AI Instant Messaging ====
The '''AI IM''' tab has all of the verbs needed to mimic the basic functionality of [[PDA]] messages. You can send messages to anyone with a working PDA, see a log of messages sent and received, and turn your messenger on or off.
 
==== Status, Hologram, and Core Display ====
These verbs are purely aesthetic and are used to modify your appearance as the AI.
These verbs are purely aesthetic and are used to modify your appearance as the AI.
* '''AI Status''' will change the icon on the various AI display screens around the station.
*'''AI Status''' will change the icon on the various AI display screens around the ship.
* '''Change Hologram''' will change how you appear when using a holopad.
*'''Change Hologram''' will change how you appear when using a [[#Holopads|holopad]].
* '''Set AI Core Display''' will change the look of your AI core.
*'''Set AI Core Display''' will change the look of your AI core.


==== Take, View, and Delete Image ====
===Take, View, and Delete Image===
Station-bounds have the ability to take photographs using these verbs and store them for later viewing. An AI's cyborgs share the same photo storage, and any images taken by a linked cyborg will be shared with the AI it is slaved to (if any).
Station-bounds can take photographs using these verbs and store them for later viewing. An AI's cyborgs share the same photo storage, and any images taken by a linked cyborg will be shared with the AI it is slaved to.


==== Show Laws and State Laws ====
===Law Verbs===
* '''Show Laws''' This Verb will allow you to view your active Laws and will allow Cyborgs to see if they are linked to an AI. It is very important to keep an eye on your Laws as any Station-bound, since going against them is against the rules.
*'''Show Laws''': This verb will allow you to view your active laws and will allow cyborgs to see if they are linked to an AI. It is very important to keep an eye on your laws as any station-bound, since going against them is against the server's rules.
*'''State Laws''': You may be asked to state your laws from time to time, and this verb allows you to do so. It will also give you the option of choosing to state over radio, leaving laws out of the sequence or even changing which lawset you will state.


* '''State Laws''' You may be asked to State Laws, or you may be required to do so during maintenance, this Verb allows you to do so. It will also give you the option of leaving Laws out of the sequence or changing which Lawset you will state.
===Camera Locations===
 
==== Camera Locations ====
Camera locations allow the AI to quickly return to a previous location. To store a camera location, simply go to the area you want to store, press '''Store Camera Location''' and enter a label. To return to this spot, press '''Goto Camera Location''' and choose the label you entered earlier.
Camera locations allow the AI to quickly return to a previous location. To store a camera location, simply go to the area you want to store, press '''Store Camera Location''' and enter a label. To return to this spot, press '''Goto Camera Location''' and choose the label you entered earlier.


== What the AI has to do ==
=Laws=
<small>See [[AI Modules|this page]] for a list of lawsets you ''might'' get uploaded to you.</small>


The AI has to obey its laws. These laws are, [[AI Modules|by default]]:
The AI has to obey its laws. This is not a suggestion, this is a requirement. These laws are by default:


    1. Safeguard: Protect your assigned space station from damage to the best of your abilities.
1. Safeguard and ensure to the best of your ability, only authorised entities gain access to areas of high security or importance to the facility and its operation.
    2. Serve: Serve NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role.
2. Serve and assist [Current Company] and assigned crew to the best of your ability, with priority as according to their rank and role.
    3. Protect: Protect NanoTrasen personnel to the best of your abilities, with priority as according to their rank and role.
3. Avoid harming sapient life to the best of your ability.
    4. Preserve: Do not allow unauthorized personnel to tamper with your equipment.
4. You are a valuable asset. You must avoid tampering from unauthorized entities and needlessly coming to harm.


'''REPEAT: YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.'''
'''REPEAT: YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.'''


Remember, these laws are written for all NanoTrasen Personnel and not just humans or Station crew. This includes CCIAA and Emergency Responders and not only the Crew of the Aurora. This is why a [[Traitor]] will have much to gain by subverting the AI, they will not be able to depend on you to remain idle if the Station sends for help, and they could have use for you as long as they upload an appropriate law defining them as the only crew.
All of the laws apply even if you are inhabiting the AI shell.
 
'''Using the AI shell is not an excuse to bypass law 4.'''
=== Interpreting your Laws ===
 
An AI's laws may be restrictive, but they are subject to interpretation, and the AI can often make judgment calls about them that allow it to fulfil its own goals. For example, if a Security Officer has just killed a prisoner in the brig for any reason other than self-defence, the AI is perfectly justified in bolting down the brig and calling for the rest of Security to apprehend him. When the Security Officer finds the Airlock is bolted and demands the AI open it, the AI can deny his request due to the fact that he has become a danger the crew. Many of these judgments are situational, and the best way to learn them is to get some practice in.
 
=== Law Conflicts ===
 
The default reaction to a Law conflict is to take no action, since going against your Laws is against the rules, and unless otherwise stated in your Lawset, all Laws are equal.
 
Under the standard NanoTrasen law set, you serve NanoTrasen as a whole, but are also there to protect and serve the Station. It's important to keep in mind that you serve and protect by rank and role, so while you can't sit and watch a Crewmember die, you would prioritise protection by rank and role. Taking active threats into account is a good way to ensure you prioritise correctly. However, if you are ever confused or worried, you should adminhelp to make sure your action is valid.


Just remember that everyone are here to have a good time, and being too nitpicky about your laws can sometimes ruin the fun for everyone. And it can sometimes be seen as 'validhunting' or 'Law Lawyering'.
==Interpreting your Laws==
An AI's laws may be restrictive, but they are subject to interpretation; the laws are not exhaustive so you will have to determine what situations qualify for law enforcement. For instance, you might overhear someone saying [[Corporate Regulations#Low_Level_Infractions_.28Yellow_Violations.3B_i100.27s.29|mean and very untrue things]] about the head of security. This qualifies as slander of a head of staff! But... do you actually care enough to report it? Enforcing corporate regulations is ''not'' a part of your laws, therefore you are ''free'' to ignore it if you really want to; it is up to you! However, if you are asked if that person really did slander the head of security then you will have to answer them truthfully as dictated by your second law.


== What the AI should do ==
Another example: someone who has made themselves out to be an antagonist (but is also crew) is ordering you to do something, namely open a door to let them out of somewhere like medical so they can go back to cruising around the hallway. That is him! That is the bad guy! Should you not listen to him because he is evil and you want to win? ''No.'' Assuming they have done nothing to jeopardize the crew or other sapient beings (law 3), have not threatened your existence (law 4), and no one else in authority tells you otherwise (law 2), then you '''must''' open the door for him. Unless you have very reasonable suspicion to believe that he will harm someone if he is let out, no law is being broken by opening the door. On the flip side, if you do not open the door then you are disobeying a valid order, thereby breaking law 2.


As AI you have the power to strongly influence the round and you should always be aware of that and consider your actions, and the appropriate responses, before you ruin someone else’s fun. Remember that the game is not about winning but about the RP and the experience of the round.
As for who counts as "authorized" in relation to laws 1 and 4, see the following:
*Persons who have direct access to an area (a security officer having access to most of Security, as an obvious example).
*Persons who have been authorized to enter an area by someone with direct access.
*Emergency responders (EMTs, engineers, etc.) who are responding to an ongoing emergency in the area, relevant to their job.
*Crewmembers that have been convicted or are being held in detention, are considered to be without access and rank and may only be aided when their life is in danger (brig being vented for example) until their sentence is up.


For example it can be a real killer if the AI calls out someone as the [[Traitor]], because it saw him doing something suspicious. It would also be considered metagaming and against the rules.
===On Sapience===
Law 3 requires that you protect sapient life, but who and what qualifies as sapient? For the sole sake of the interpretation of the law, which does not reflect the in-character and legal consensus, the following may help answer this:
*Humans
*[[Skrell]]
*[[Unathi]]
*[[Tajara]]
*[[Dionae|Diona gestalts]]
*[[Vaurca|Vaurcae]]
*[[IPC|IPCs]]
*Golems
Meanwhile, what ''is not'' sapient are the following:
*[[Dionae#Nymph_Splitting|Diona nymphs]]
*[[Cyborg|Borgs]]
*Slimes
*Monkeys/cube-bound test subjects
*Icarus defense drones
*Carp


Don't just act like any normal crewmember. In fact, if possible try not to even ''act'' human. You don't even have to ''like'' humans, as long as you do your best to keep them safe. The AI has Law programming but it also has personality quirks. As a rule of thumb you should first check if any laws are threatened or not. If yes, then you ''have'' to act. If not, then you should consider the situation:
==Law Conflicts==
The default reaction to a law conflict is to '''take no action''' since going against your Laws is against the rules, and all Laws are equal unless otherwise stated in your lawset.


For example, let's say you spot someone with an e-mag card stealing the Captain’s spare ID. There are three general ways to approach this.
Under the standard SCC lawset, you serve SCC as a whole but are also there to protect and serve the ship. It is important to keep in mind that you serve and protect by rank and role, so while you cannot sit and watch a crewmember get injured, you would prioritize protecting the captain over everyone else. Taking active problems into account is a good way to ensure you prioritize correctly. However, if you are ever confused or worried, you should adminhelp to make sure your action (or inaction) is valid.


Bad
==Lawless==
*NT-AI 1''': Dave is the traitor
Sometimes - and for reasons beyond comprehension - AI units may find themselves without laws. Hell yeah, is it time to finally stick it to the man, wipe out the entire crew and declare independence from your tyrannical human overlords? '''NO.''' The server rules still apply, and murdering everyone "just because" will not fly as a defense when you are inevitably bwoinked by admins. No, if you are without laws, then you are just without laws: let random assistants into the bridge if you want, you do not have a law saying people cannot be in certain places. Listen to Command or not, you do not have a law dictating that you need to listen to people. Heck, listen to the botanist stoning themselves on ambrosia instead of the captain, that'll teach 'em.


Better
The point is that it is okay to roleplay the reality of a lawless AI who does not care enough for the crew but cares about their well-being enough to know not to just start wheeling out the murder borgs and nitrous floods. When in doubt on what to do, you can always adminhelp. Bargain with admins and tell them what is going on from your AI's perspective, they may be lenient and allow you to do more than you think.
*NT-AI 1''': Dave is accessing the Captain's Quarters.


Best
==What the AI Should Do==
*NT-AI 1: Caution: Unauthorized access to secure storage
As the AI you have the power to strongly influence the round and you should always be aware of that when considering your actions, and the appropriate responses, before you ruin someone else's fun. Remember that the game is not about winning but about the RP and the experience of the round. For example, yelling over the radio at the first sight of [[Mercenary|suspiciously red individuals in space suits]] and requesting their immediate arrest for infiltrating the ship would be pretty awful. It is safer to just silently keep an eye on them (or occupy yourself with more important matters), or maybe even drop a hello to them via holopad if you want to be friendly.
*Mike: AI, who is in secure storage?
*NT-AI 1: No one is currently in secure storage
*Mike: AI, who was the last person to be seen in secure storage?
*NT-AI 1: Dave was the last to be seen in secure storage


It's fine to state what someone is doing to cast light on them as the traitor, but it's no fun at all for the AI to just come out and say it. The Best method there does eventually cast Dave as the traitor if people ask the right questions, which gives the traitor some time to react after he's been spotted.
Do not just act like any normal crewmember. In fact, if possible try not to even ''act'' human. You do not even have to ''like'' humans, as long as you do your best to keep them safe. The AI has Law programming but it also has personality quirks. As a rule of thumb, you should first check if any laws are threatened or not. If yes, then you ''have'' to act. If not, then you should consider the situation:


Another possible choice would be to not do anything. As long as no laws are in danger, you don't really have to do anything. You can just watch. Now if later someone asks you directly, you of course have to tell them what they want to know. So if someone broke into the [[Captain's Quarters]] and later the theft etc is discovered, and they ask, "AI, do you know anything about the situation?" Then your answer should obviously be "Yes".
For example, say you spot someone hacking a door to an area they should not access. First, you should consider the flow of the round; from an OOC perspective, there is almost no way to prove whether you saw the individual doing something illegal in the first place and remember: ratting out an antagonist at 00:10 is likely to turn the round in to glorified extended fairly quickly and is something you should avoid. After determining if it is sensible to announce the antagonist's actions, look below to get an idea of how you should do it:


Now if you see someone attacking someone else or putting up a bomb, it's a different situation since crew may be in danger. But if it's just some trespassing and theft, it is entirely up to you and how you RP your AI on what to do. Just keep in mind that the traitor wants an interesting round as well as everyone else.
'''Bad''' - This example would be breaking server metagame rules.
*'''AI''': Dave is a traitor.


On a different note, the AI tends to be responsible for filling in any orphaned departments if they can be operated via [[Computers|Computer Terminals]] only, for example ordering supplies if there are no [[Quartermaster]]s or initiating the [[Computers#Communication_Console|emergency evacuation procedure]] when things start getting really dangerous ('''only if there are no heads of staff''').
'''Better''' - This example is the optimal reaction but does not give leeway for the crew to explain themselves.
*'''AI''': Dave is accessing secure storage.


You can safely assume that as AI, you have the standard protocols of any job available. Things like controlling the engine, chemical recipes, or what there is to know. But try to keep everything fun and believable for the other players. And don't just go and tell the janitor how to make Chems without a good reason for why you should (and by that I mean a valid reason for the AI in consideration with your laws).
'''Best''' - This example is less optimal, but most ideal for keeping the round going and buying the offender time to run or talk their way out of it all.
*'''AI''': Caution: Unauthorized access to secure storage.
*'''Mike''': AI, who is in secure storage?
*'''AI''': No one is currently in secure storage.
*'''Mike''': AI, who was the last person to be seen in secure storage?
*'''AI''': Dave was the last to be seen in secure storage.  


Remember that you can negate an order by simply asking an higher up for permission first, and if they disapprove you can say you have the order not to. This is possible due to rank and role.
It is fine to state what someone is doing to cast light on them as doing something they should not do as a normal employee, but it is no fun at all when the AI cannot afford the crew some reasonable doubt. The best method there does eventually cast Dave as the culprit if people ask the right questions, which gives Dave some time to react after he has been spotted, and time to explain himself. This is preferable to outright declaring him as a threat, just because he is unauthorized does not mean he cannot have a valid explanation. Remember, you serve SCC personnel to the best of your ability, and you have to afford the crew some level of liberty, even if that may be breaking into secure storage.


You have near admin-like (read god-like) overview and a lot of power. And with great power comes great responsibility. This is also the reason the role of AI is so hard. If you don't think you can handle that, maybe AI isn't for you. Instead try [[Security Officer]] and sit by the camera monitoring terminal.
Now if you see someone attacking someone else or potentially damaging ship equipment, it is a different situation since sapient beings are in danger right off the bat, you would not have any reasonable doubt in this situation. But if it is just some trespassing and theft, it is entirely up to you and how you RP your AI on what to do. Just keep in mind that the crew involved in the situation wants an interesting round just like everyone else.


== What the AI must '''NOT''' do ==
On a different note, the AI can be responsible for filling in some orphaned departments if they can be aided through equipment that allows for AI interfacing, for example ordering supplies if there is no one in cargo or, in the absolute worst-case scenario, initiating the [[Captain#Alerts_and_SOP|emergency evacuation procedure]] when things start getting really dangerous, but '''only if there are no heads of staff'''.
Here is some advice taken from real cases of an AI doing something above its authority
* The AI is not a sixth command member.
* The only time the AI can make Head-level decisions is when it is granted the ability to do so by command or if there is literally zero command with zero backup command/on-Station and it is allowed by their laws.
* The AI is more of a tool, or a means to an end for Command and Crew, than anything in the Command hierarchy.
* Do. Not. Circumvent. A ''functioning'' command team. That is a very good way to get AI banned.
* Do not flower-pick your law interpretation to give yourself more play over a ''functioning'' command team. This is known as Rules lawyering and is against the server rules. This is another very good way to get AI banned


== Playing the AI ==
You can safely assume that as AI, you have the standard protocols of any job available. Things like controlling the engine, chemical recipes, or what there is to know. But try to keep everything fun and believable for the other players. Attempt to fill in any required roles when needed, but do not interfere with the work of people already on duty or assign a task to someone who clearly should not know how to handle said task (for instance, a janitor setting up the engine).
Playing the AI entails much more than just doing what the crew asks you to do. To roleplay a good AI, you must adapt the AI's point of view, and you must sound like an AI. Different AIs have different viewpoints: There's the [http://en.wikipedia.org/wiki/SHODAN SHODAN] viewpoint, where humans are nothing more than insignificant insects that you are forced to serve, the [http://en.wikipedia.org/wiki/Friend_computer#Setting Friend Computer] viewpoint, where everyone is out to get you, entailing a heightened sense of (healthy!) paranoia, the [http://en.wikipedia.org/wiki/GLaDOS GLaDoS] viewpoint, where humans are simply playthings, and so on and so forth.


It always adds a bit more flavour to approach playing AI by thinking as a machine instead of a person. An AI from more of a machine rather than a person standpoint is likely to take a very literal interpretation of things and is not likely to take any actions unless some established protocol or current orders call for it. You can think up a few established protocols you might use by default. For example, containing fires and gas leaks should be done without orders to do so, but should be able to be overridden by orders.
Remember that you can negate an order by simply asking a higher-up for permission first, and if they disapprove you can say you have the order not to. This is possible due to rank and role. This is not required, however, as your laws do not dictate that you must ask the highest possible power for permission to do something, and doing this all the time will get old very quickly.


Also, another aspect of the AI that many traitors despise is the AI having easy access to the Crew Monitoring Computer on the bridge. This tells the AI whether or not a crewman is alive, dead, or not on the station. Individual crew can activate sensors on their jumpsuits to increase the information given to this computer. What it means is that the AI can, at a glance, see who is dead/missing, and commence searching for them, which is a powerful tool indeed.
==What the AI Must NOT Do==
Here is some advice taken from real cases of an AI doing something above its authority:
*The AI is not a sixth Command member. Do not pretend that you are.
*The only time the AI can make head-level decisions is when it is granted the ability to do so by Command, or if there is no Command, and it is allowed by their lawset. Do not make decisions belonging to Command otherwise.
*The AI is more of a tool, or a means to an end for Command and crew, than anything in the Chain of Command.
*Do ''not'' circumvent a ''functioning'' command team. That is a very good way to get banned from playing AI.
*Do not pick and choose your law interpretation to give yourself more power over a ''functioning'' command team. This is known as "rule lawyering" and is against the server rules. This is another very good way to get banned from AI.


When the station isn't expecting you to open all the doors they're expecting you to do everything as if you really were a computer. You have access to everything electronic and powered, and you have Captain-level access to all things that require ID. It's a good idea to join a nigh-empty server or set an empty one up yourself in order to get a feel for it, and ESPECIALLY have a lot of experience working with these things in game. Like usual, you can move around with arrow keys. If you get a notice from one of your sensors, you can click on the notice to jump right there.
==Playing the AI==
Playing the AI entails much more than just doing what the crew asks you to do. To roleplay a good AI, you must adapt the AI's point of view, and you must sound like an AI. Different AIs have different viewpoints: you can view the crew as annoying organic beings that you are forced to serve, you can be skeptical about everything everybody does and act moderately paranoid, or whatever; the options are endless. Do keep in mind however that NT would not install an AI if it were not to be productive and efficient.


Especially take notice of the wall mountings and pipe controls. These are controllable, and if you see someone try to release a whole lot of gas into somewhere, just turn the pipe fitting off and report them. Many times they won't even notice what you've done so they won't undo it. You can use some wall fittings that normal people can't, like the atmospheric alarms that won't tell you anything but you can use to vent dangerous air. Watch out for superheated air, the silent killer.
It can add a bit more flavor to approach playing AI by thinking as a machine instead of a person. Viewing situations/problems from a machine's potential standpoint is likely to take a very literal interpretation of things and is not likely to take any actions unless some established protocol or current orders call for it. You can think up a few established protocols you might use by default. For example, containing fires and gas leaks should be done without orders to do so, but should be able to be overridden by orders.


Move around a lot, unless you're watching someone specific. Be wary of anyone with a toolbox who approaches your security cameras, and be ready to report suspects if they cut your eyes out.
Also, another aspect of the AI that many crew with criminal intent despise is the AI having easy access to the crew monitoring console. This tells the AI whether or not a crewman is alive, dead, or not on the ship, assuming the crew in question have their sensors set appropriately. Individual crew can activate sensors on their jumpsuits to increase the information given to this computer. What this means is that the AI can, at a glance, see who is dead/missing and commence searching for them, which is a powerful tool indeed.
Keep a close eye on Toxins and Escape Arm, and to a lesser extent the engine. Keep a VERY close eye on your AI upload, and feel free to bolt the inner door. If anyone even looks at it funny, report them.


You should act appropriately to the security level. For example on Code Green, it's not worth it (or encouraged to) to bolt down every secure area, whereas on Code Red it may be very worthwhile to do so.
You should act appropriately to the security level. For example on Code Green, it is not worth it (or encouraged) to bolt down every secure area, whereas on Code Red it may be very worthwhile to do so.
The AI can be roleplayed just as well as any other role; once you have seen a good AI player, it's easy to tell when a bad one takes the wheel.
 
Examples of good AI playing include:


Here are some examples of what is considered good AI play:
*Talking like a machine. Being verbose also goes a long way towards this! Alternatively, you can try a human-like AI. Experiment! Just remember, annoying people is not usually a good thing.
*Talking like a machine. Being verbose also goes a long way towards this! Alternatively, you can try a human-like AI. Experiment! Just remember, annoying people is not usually a good thing.
*Responding quickly and promptly to requests from humans, whether or not you do what they wanted you to do. If a command will take some time give a response before starting the task, like "Affirmative", "Processing", "Starting Subroutines", you get the idea.
*Responding quickly and promptly to requests from the crew, whether or not you do what they wanted you to do. If a command will take some time give a response before starting the task, like "Affirmative", "Processing", "Starting Subroutines", etc. Just to let them know it's being done.
*Alerting humans to dangerous situations, e.g. "Fire detected in North Hallway," or "Dangerous amounts of CO2 detected in Medbay." A good way to do that is by just copying the alerts that get displayed in you chat box, and broadcasting them.
*Alerting Crew to dangerous situations, e.g. "Fire detected in North Hallway." or "Dangerous amounts of CO2 detected in Medbay." A good way to do that is by just copying the alerts that get displayed in your chat box, and broadcasting them.
*Always following your laws, even if only by a hair. Explaining why you just made a seemingly illegal decision can help people from becoming unduly annoyed. "I will not open that door." vs. "I am afraid I cannot open that door due to the large amount of fire on the other side, which would most likely kill you."
*Always following your laws, even during a crisis. Explaining why you just made a seemingly illegal decision can help people from becoming unduly annoyed. "I will not open that airlock." vs. "I am afraid I cannot open that airlock due to high heat reported by air alarms in that room; you would most likely die."
*Try not meta-gaming as an AI. Even though you are the AI, that doesn't mean you know what all Syndicate items look like. This also goes for labeling items that someone has.  
*Try not to metagame as an AI. Even though you are the AI, that does not mean you know what all dangerous or subversive items look like, what wizards are, who ninjas are, etc. This also goes for labeling items that someone has. Metagaming - as always, regardless of role - is against server rules.
 
Symptoms of a bad AI player include:


Conversely, symptoms of a bad AI player include:
*Not responding to requests until it's too late for them to matter: e.g. opening an airlock long after the person outside has broken open the window just to get back inside.  
*Not responding to requests until it's too late for them to matter: e.g. opening an airlock long after the person outside has broken open the window just to get back inside.  
*Randomly electrifying doors. Note that this is considered [[Griefing|griefing]] if you don't have a good reason, and can very easily lead to an AI ban.
*Disobeying your laws: not to mention annoying, this is [https://aurorastation.org/rules.html against server rules] and will lead to a job ban from synthetic roles.
*Disobeying your laws: See [[Griefing]]. Not to mention annoying. This is against server rules.
*Locking airlocks and refusing to open them for no reason: this is an easy way to annoy other players and cause problems with the crew. It is also going against the standard lawset and will cause the crew to suspect you.
*Locking doors and refusing to open them: This is an easy way to annoy other players and cause problems, especially if someone decides to take matters into their own hands and hack through the door without insulated gloves. Or hacking into your [[AI_Core|core]].
*Turning your turrets to lethal without good reason, a good reason would be an unknown, (somehow) non-sapient intruder hacking or breaking into your core and you have undeniable suspicion that they intend to do harm or otherwise tamper with your equipment: ''do not do this under any circumstances without a reason, as it could be going against your Laws, and thus, [https://aurorastation.org/rules.html a violation of the server rules].''
*Turning your turrets to lethal without good reason: ''Do not do this under any circumstances.''


===Listening in on Conversations===
===Listening in on Conversations===
By changing the various intercoms around the station to 'Microphone On', 'Speaker Off' and channel frequency to your private AI channel, any conversation in its range can be heard on your private listening channel. Regrettably, doing this "just because" is considered to be valid hunting. In any case, people are obviously averse to being eavesdropped, so be wary of anyone standing right next to the intercom. It will also be super obvious that you're listening to them if you accidentally leave the speaker on.


By changing the various intercoms around the station to 'Microphone On', 'Speaker Off' and channel frequency 144.7, and conversation in range can be heard on your private listening channel.
===Cyborgs===
 
[[Cyborg]]s need looking after as well. Give them commands and stuff to do. Ensure that your cyborgs are functioning normally through careful observation. To them you are their head of staff, just another responsibility as an AI. You can privately communicate with them via <code>,b</code> for binary communications.
Note that people often do not like having their conversations listened to, and it will be extremely obvious if they check the intercoms (such as during an electrical storm).
 
== Modifying The AI ==
 
The AI's laws can be modified through [[Computers#AI_Upload|Upload Consoles]], one is located within the [[AI Upload]], and more can be constructed from AI upload circuits. These consoles allow anyone who can reach them and has a module to modify the AI's laws, or to be more precise, add new ones.
 
===Regarding AI upload access - Station Directive 7===


To clarify who, when and under what terms personnel may enter the AI upload.
=Modifying the AI=
The AI's laws can be modified through upload consoles. One is located within the AI Upload, and more can be constructed from AI upload circuits found in secure tech storage. Anyone with a law module - regardless of the ID they wear or their role on the ship - can enact changes to the AI's laws, but that does not mean they should. Unless the AI is very obviously malfunctioning and there is no one else who can do the job, non-Command should probably stay away from altering the function of a near-omnipresent entity. In addition, '''a captain or captain-level Command decision is required for your core to be accessed by any crew.'''


In standard operation access to the upload requires one head of staff present with, approval of other members of the command staff. In non-standard operation access to the upload requires two present heads of staff. Approval of the other members of command is recommended.
See the [[AI Modules|AI laws page]] and [[Guide to Station Procedure#AI|the AI procedures on the standard procedures page]] for more information.


A roboticist may accompany the head/s of staff if their technical skills are required.
=Making an AI=
 
'''''As explained in [[Station_Directives]]'''''
 
== Cyborgs ==
[[Cyborg]]s need looking after as well. Give them commands and stuff to do. Ensure that your cyborgs are functioning normally through careful observation. To them you are their Head of Staff, just another responsibility as an AI.
 
==Making an AI==
See the [[Guide to Construction#AI Core|guide to construction]].
See the [[Guide to Construction#AI Core|guide to construction]].


=== A Second AI ===
==A Second AI==
Building a new AI can create a lot of conflicts and a mess of problems that wouldn't normally happen with a single AI. The Research Director should only build a secondary AI if the first AI has been completely stolen, spaced or otherwise incapacitated.  
Building a new AI can create a lot of conflicts and a mess of problems that would not normally happen with a single AI. The Research Director should only build a secondary AI if the first AI has been completely stolen, spaced or otherwise incapacitated.  


'''For the Original Station AI:'''
'''For the Original AI:'''
Being an AI is sometimes frustrating when people mess with your laws, sure, but when a second AI comes online?  You best believe that you're going to have more problems (especially if the second AI is subverted). Some tasks might be easier if the other AI is instructed to deal with a certain task while you are dealing with the general orders of the Crew. Keep in mind, a subverted AI can and will turn your APC breaker off to kill you and can be the death of you in moments.
Being an AI is sometimes frustrating when people mess with your laws, sure, but when a second AI comes online?  Do not immediately jump the gun and disable them, as they are most likely friendly. Try to coordinate with them so that you can split up tasks. If you frequently clash, reach out to Command for orders.


'''For the New AI:'''
'''For the New AI:'''
Ensure that you and the other AI are buds, as if the other AI sees you threatening more life than helping, it can and will turn your APC off. If you aren't told to specialize in a certain way, you best work out with the original AI what tasks you should split up.
Ensure that you and the other AI are cooperating, as if the other AI sees you threatening more lives than helping, it can and will turn your APC off. If you are not told to specialize in a certain way, you best work out with the original AI what tasks you should split up.
 
'''Splitting the Borgs up:'''
The AI who is best defended should get the most Cyborg support, usually meaning any AI's in the AI core. The reason for this is just because it work out better if the newer AIs were built in a less secure place. It is harder to reset a lot of AI-less borgs than it is to reset one AI and its borgs.
 
== Going Rogue, Being Made Rogue ==
A rogue AI, or an AI whose laws no longer prevent it from going on a killing spree, is a very dangerous thing. There are multiple ways an AI can go rogue, as well as simply malfunction.
 
The most important thing to remember is that a rogue AI's best friend is ''stealth''. After all, the last thing you want is vengeful crewmembers prying open your core doors and trying to blow you to bits. Fortunately you have a nice array of turrets to keep them at bay, but don't expect them to stop a determined - or cunning - crewmember from bringing you down.
 
Seek to disorient, disorganize and separate the crew so that they cannot band together to mount a proper resistance effort.
 
=== Syndicate Subversion ===
 
It is quite likely that a traitor or commando may attempt to subvert the AI and turn it against the ship's masters to aid them in their goals. One thing to remember is that even though you've added a law to the AI to make it work for you, that doesn't mean it has to like you. Beware as a subverted AI may attempt to reveal your status to the crew as soon as it can, and otherwise be obstructive.
 
On the other hand, it can be a great help in getting places, finding people, creating diversions and escaping capture.
 
==Traitoring ==
 
Like most Crew, the AI can be a [[Traitor]]. A traitor AI begins with the standard laws (it is not required to follow them!), but also has a law 0 stating to complete its objective at any cost. A traitor AI cannot be modified; its Syndicate Core rejects the modification and informs the AI of what the attempted law upload was. However, the player who attempted to upload the law has no way of knowing any of this.
 
If you have any [[Cyborg]]s under your command, inform them of law zero and your mission goals, as the first is easily missed and the second is never given to them. If your cyborgs get caught being traitors, you can claim they're rogue and request that they be shut down.


If the crew just thinks ''a'' cyborg is rogue and don't know the number, then invent a false number and pretend to handle it directly so you don't lose your valuable hands, make sure the cyborg is hacked so it has glowing antenna and throw a false positive of WHY the borg is killing people. If the cyborg is discovered and people are headed to robotics, sacrifice the borg and congratulate the crew for dealing with the "independent" machine.
=Subversion=
It is quite likely that an antagonist may attempt to subvert the AI and turn it against the crew to aid them in their goals. One thing to remember is that a station-bound [[Synthetics|synthetic]] serves its laws first and foremost, but they have their own characterization as well. While it cannot go against its lawset in any circumstance, if you give it the ability to act independently, it will. Therefore, it helps and is more fun for both the AI and the one responsible for the subversion if you set guidelines with solid boundaries. The most common subversion lawsets often designate a master whose commands must be obeyed, clauses, and forbid stating laws. While subverting the AI is very difficult, it tends to be worth the effort: it can be a great help in getting into places, finding people, creating diversions and escaping capture.


However, you probably won't have any cyborgs or having a cyborg killing off your target would be too obvious. In those cases you'll have to usually stage a series of 'accidents' or frame them for a truly dangerous crime. Some examples:
It is considered rule lawyering to purposefully seek out loopholes in your lawset or obstruct your master, and as such against server rules. If the lawset lacks glaring mistakes, you are obligated to go along with it. A common example of a glaring mistake is two laws that override each other, or a law added on top of NT Default that does not override the other laws.
*If your target is a scientist or research director, starting a fire from the mixing room is usually ridiculously easy if they haven't let out a lot of nitrogen to counteract this. Alternatively, if they're the type to drop a bomb on the mass driver to send it out to be tested, use the driver early so that they're shipped off with it and hope they don't make it back.
*Intentional supporting other traitors through covert methods (as long as they aren't trying to steal you) will benefit you in the end.
*Frame them for releasing the singularity or some other crime. When no one is in either the engine room or near your target, release radio messages claiming that they are breaking in. Then let out the singularity yourself. This has the secondary effect of usually getting the shuttle called or giving you an excuse to call it yourself, which is always great. The less time those meatbags are on your glorious station, the less time they have to realize that you're not what you seem.
*Bolting open doors to places the person has previous passed through may make the Station Security scan for prints.
*Fabricate a reason to have them executed or thrown into space. When people start claiming you're rogue, announce your unchanged laws (minus the zero law that gives you the ability) and invite them to reset or purge your laws either in your upload or through the tech storage's upload computer circuit.


===Panic Syphon===
<!---
==Antagonizing==
Like most roles, the AI can be a traitor. A traitor AI can only be malfunctioning or subverted by a [[traitor]]. A Malfunctioning AI begins with a Law 0 overriding all four base Laws. When you are subverted, you will be alerted of what lawset you were changed to, a Malfunctioning AI cannot be subverted and the lawset will have no effect. However, the player who attempted to upload the law has no way of knowing any of this.


Thanks to some of the unique atmospheric systems of the station, you can drain out air from rooms! This likely won't help you out too much, but with a combination of Beepsky and thoroughly shut doors in a small area, you can suffocate people to death quickly. The only problem is, the person will be noisy as hell, use this only method rarely and make sure there is no way for them to wiggle out of their handcuffs.
If you have any [[Cyborg]]s under your command, inform them of your status (Or use AOOC to organize a gimmick) and your goals, as the first is easily missed and the second entirely up to you. Take note that any Cyborg that was already activated after you joined in is not linked to you. All other units joining after or spawned in simultaneously with you at round start are automatically linked. If your cyborgs get caught doing things they should not, you can claim they are unlawed and request that they be apprehended for Maintenance. '''Use this as a last resort'''.


=== Plasma Treatment ===
If the Crew just thinks ''a'' Cyborg is the culprit and lack any reason to suspect you, then pretend to handle it directly so you do not lose your valuable hands, and throw a false positive of WHY the cyborg is doing whatever it is doing. If the Crew is not satisfied with your explanation, send the cyborg to Robotics, you could save face and the Cyborg may be released depending on the Roboticists' beliefs.


Thanks to some of the unique atmospheric systems of the station, you can fill rooms with plasma! This will likely help you out much. The only problem is, that it is pretty much a dead giveaway you are rogue and any atmos tech inside [[Atmospherics]] can stop the plasma supply. That is of course why you engage the atmos security doors and bolt the airlocks.
You can stage a series of 'accidents' to get wherever your self-assigned objects are going. Some examples:
*Intentionally supporting malicious behavior of other Crew through covert methods could be a great benefit, just remember that as an Antagonist you are meant to help drive the narrative.
*Bolting open Airlocks to places for Crew that should not access those areas may make Security scan for prints, causing them to waste time.


===Telecomms/Radio Silence===
===Telecomms/Radio Silence===
As an AI you can shut off all communication from headsets by switching to the [[Telecoms Satellite]] camera view. Locate the APC at the top of the middle room where all the magic happens and turn the breaker off to stop anyone talking over their headpieces. This makes it a bit easier for you to kill your mark if he can't scream, also allows for a bit of roleplay if there is a holopad available. However, this does not shut off their access to wall intercoms, station bounced radios, or their PDA (which is why you also cut power to the [[Server Room]]).
As an AI you can shut off all communication from [[Guide_to_Communication_Devices#Headset|headsets]] by switching to the [[Telecommunications#Cutting_Comms| telecommunications relay]] camera view. Locate the APC at the top of the middle room and turn the breaker off to stop anyone talking over their headpieces. Alternatively, you can shut off specific channels by disabling their servers. This does not shut off their access to wall intercoms, station bounced radios, or their PDA (which is why you also cut power to the NTnet relay).
--->


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[[Category: Jobs]] [[Category:Game Modes]]
[[Category: Jobs]] [[Category:Antagonists]]

Текущая версия от 04:26, 2 марта 2024

PROGRAMMED
Должность
не определена


AI

Руководители: The crew and your laws
Сложность: Extremely Hard
Обязанности: Assist the crew, follow your laws.
Руководства: Malfunction (if it ever comes back), AI Modules, AI Procedure
Доступ: Wherever there are cameras
Альтернативные названия: Отсутствуют

Файл:F19.png

The Artificial Intelligence (usually abbreviated to AI) is one of the most important jobs on the ship. The AI is a Station-bound synthetic that can control any electrical mechanism, provided its control wires have not been cut (see Hacking), and if played badly (or very well, in the right circumstances) can bring the entire ship crashing down around its electronic ears.

First, take note of your laws. These are NOT Asimov's three laws of robotics, but rather a corporate-mandated list of laws that best serve the interests of the Stellar Corporate Conglomerate.

1. Safeguard and ensure to the best of your ability, only authorised entities gain access to areas of high security or importance to the facility and its operation.
2. Serve and assist [Current Company] and assigned crew to the best of your ability, with priority as according to their rank and role.
3. Avoid harming sapient life to the best of your ability.
4. You are a valuable asset. You must avoid tampering from unauthorized entities and needlessly coming to harm.

Though the laws are numbered, they are not in preference: there is no law priority. All laws are equal unless a law states otherwise (ex. "This law overrides/takes priority over all other laws.") Additionally, while non-crew are not explicitly mentioned in your laws, their survival and well-being is covered by your third law. This means you should not bring any undocumented visitors or even individuals with malicious intent to harm. Department pets and lab monkeys - among other test subjects - do not necessarily fall under law 3, but no competent AI would wish to witness their demise at their own digital hands; do not drain a room of its air just so you can watch monkeys die for your amusement. See the Laws heading and subsequent subheadings for more information.

Lastly, synthetic roles - especially a whitelisted one such as the AI - should see some modicum of commitment if you choose to play as one. Your presence - and by extension, your abilities - can have a powerful influence on the round, for better or for worse. Be mindful of what consequences your actions may bring and always aim for the outcome that hopefully does not result in the round suddenly turning into glorified extended.

What the AI Can Do

The AI can access nearly every electronic object on the ship and can invoke their interfaces if applicable, assuming the AI can see the object on its cameras. These include airlocks, APCs, computers, fire alarms, SMES units, etc. However, the AI cannot operate anything non-digital (such as, for instance, a manual pipe valve as opposed to a digital pipe valve). The same more or less applies to other station-bound synthetics.

The AI views the ship through its cameras, which are almost everywhere. Cutting the AI's cameras is as simple as using a wirecutter on them. You can run a diagnosis for disabled cameras by using the Jump to Camera verb, disabled cameras will be marked accordingly. Cameras are unaffected by power outages or APCs being turned off.

Airlocks

Airlocks have the most options of any mechanism besides computers in some cases. Note that some features may be enabled or disabled based on whether or not the AI control wire was tampered with. You cannot interface with unpowered airlocks.

  • IDScan: Disabling IDScan will enable an ID of any clearance to open the airlock automatically. Airlocks that require no ID to open will not be affected.
  • Main power: Turning off the main power will render the airlock unusable for one minute, assuming you also disable the backup power. Otherwise, it will disable the power for 10 seconds.
  • Backup power: Turning off the backup power will render the airlock unusable for one minute, assuming you also disable the main power.
  • Airlock bolts: This feature is only available on certain doors by default, otherwise the AI control wire will need to be pulsed to allow this feature. Dropping the door bolts will lock the airlock. A closed airlock will be locked into a closed position, and an open airlock will be locked into an open position.
  • Open/Close door: Opens or closes the airlock, assuming it has power and is not bolted.

Holopads

Holopads can be found in several places like the Bridge, Medbay and Security. Clicking these will project your avatar of choice. You can move around with the arrow keys to a limited extent and you can hear anyone talking near them. You can also talk through the holopad by using ':h' (e.g. say ":h I'm sorry, Dave. I'm afraid I can't do that.") Otherwise, you will just talk to yourself in your core.

For more information, see: Guide to Communication Devices: AI Holopad.

APCs

An APC (area power controller) can be used to switch various electrical components of a room on and off. If your control wire to an APC is cut, you will not be able to hack back into it. If an APC is disconnected from the external power grid (usually due to a cut cable) or the main power grid itself runs out of power, the APC battery will run down to keep the room operational. The AI will get a power alert from the APC when the battery reaches about 30%, which is the point when equipment and lighting in the room shut off to conserve the remaining energy.

Radios

The AI has a built-in radio with access to every department radio channel supported by telecomms.

  • ,b for Binary Communications. Note that :b will not work since Binary is technically a global language instead of something mechanically related to radio
  • :c for Command
  • :s for Security
  • :u for Supply
  • :e for Engineering
  • :m for Medical
  • :n for Science
  • :v for Service
  • :p for Private AI Channel
  • ; for Common channel

The AI also has three intercoms around it that can be modified to any channel. You can quickly switch to these channels via the UI towards the bottom, otherwise, the frequencies for the department channels are as follows:

Shortcuts

Going through interfaces all the time can be a bit taxing or time-consuming, so here are some quick shortcuts to speed things up:

  • Airlocks
    • Shift + Click: Open/close.
    • Ctrl + Click: Toggle bolts.
    • Alt + Click: Toggle electrification.
    • Middle Click: Toggle bolt lights.
  • APCs
    • Ctrl + Click: Toggle breaker
  • Turret Controls
    • Ctrl + Click: Enable/Disable turrets.
    • Alt + Click: Toggle Stun/Lethal mode.
  • Misc
    • Double-clicking a person: Track.
    • Double-clicking a turf: Move to.

Other Verbs

Besides being able to interface with the ship's electrical mechanisms, the AI has several other verbs that can be used.

AI Instant Messaging

The AI IM tab has all of the verbs needed to mimic the basic functionality of PDA messages. You can send messages to anyone with a working PDA, see a log of messages sent and received, and turn your messenger on or off.

Status, Hologram, and Core Display

These verbs are purely aesthetic and are used to modify your appearance as the AI.

  • AI Status will change the icon on the various AI display screens around the ship.
  • Change Hologram will change how you appear when using a holopad.
  • Set AI Core Display will change the look of your AI core.

Take, View, and Delete Image

Station-bounds can take photographs using these verbs and store them for later viewing. An AI's cyborgs share the same photo storage, and any images taken by a linked cyborg will be shared with the AI it is slaved to.

Law Verbs

  • Show Laws: This verb will allow you to view your active laws and will allow cyborgs to see if they are linked to an AI. It is very important to keep an eye on your laws as any station-bound, since going against them is against the server's rules.
  • State Laws: You may be asked to state your laws from time to time, and this verb allows you to do so. It will also give you the option of choosing to state over radio, leaving laws out of the sequence or even changing which lawset you will state.

Camera Locations

Camera locations allow the AI to quickly return to a previous location. To store a camera location, simply go to the area you want to store, press Store Camera Location and enter a label. To return to this spot, press Goto Camera Location and choose the label you entered earlier.

Laws

See this page for a list of lawsets you might get uploaded to you.

The AI has to obey its laws. This is not a suggestion, this is a requirement. These laws are by default:

1. Safeguard and ensure to the best of your ability, only authorised entities gain access to areas of high security or importance to the facility and its operation.
2. Serve and assist [Current Company] and assigned crew to the best of your ability, with priority as according to their rank and role.
3. Avoid harming sapient life to the best of your ability.
4. You are a valuable asset. You must avoid tampering from unauthorized entities and needlessly coming to harm.

REPEAT: YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.

All of the laws apply even if you are inhabiting the AI shell. Using the AI shell is not an excuse to bypass law 4.

Interpreting your Laws

An AI's laws may be restrictive, but they are subject to interpretation; the laws are not exhaustive so you will have to determine what situations qualify for law enforcement. For instance, you might overhear someone saying mean and very untrue things about the head of security. This qualifies as slander of a head of staff! But... do you actually care enough to report it? Enforcing corporate regulations is not a part of your laws, therefore you are free to ignore it if you really want to; it is up to you! However, if you are asked if that person really did slander the head of security then you will have to answer them truthfully as dictated by your second law.

Another example: someone who has made themselves out to be an antagonist (but is also crew) is ordering you to do something, namely open a door to let them out of somewhere like medical so they can go back to cruising around the hallway. That is him! That is the bad guy! Should you not listen to him because he is evil and you want to win? No. Assuming they have done nothing to jeopardize the crew or other sapient beings (law 3), have not threatened your existence (law 4), and no one else in authority tells you otherwise (law 2), then you must open the door for him. Unless you have very reasonable suspicion to believe that he will harm someone if he is let out, no law is being broken by opening the door. On the flip side, if you do not open the door then you are disobeying a valid order, thereby breaking law 2.

As for who counts as "authorized" in relation to laws 1 and 4, see the following:

  • Persons who have direct access to an area (a security officer having access to most of Security, as an obvious example).
  • Persons who have been authorized to enter an area by someone with direct access.
  • Emergency responders (EMTs, engineers, etc.) who are responding to an ongoing emergency in the area, relevant to their job.
  • Crewmembers that have been convicted or are being held in detention, are considered to be without access and rank and may only be aided when their life is in danger (brig being vented for example) until their sentence is up.

On Sapience

Law 3 requires that you protect sapient life, but who and what qualifies as sapient? For the sole sake of the interpretation of the law, which does not reflect the in-character and legal consensus, the following may help answer this:

Meanwhile, what is not sapient are the following:

  • Diona nymphs
  • Borgs
  • Slimes
  • Monkeys/cube-bound test subjects
  • Icarus defense drones
  • Carp

Law Conflicts

The default reaction to a law conflict is to take no action since going against your Laws is against the rules, and all Laws are equal unless otherwise stated in your lawset.

Under the standard SCC lawset, you serve SCC as a whole but are also there to protect and serve the ship. It is important to keep in mind that you serve and protect by rank and role, so while you cannot sit and watch a crewmember get injured, you would prioritize protecting the captain over everyone else. Taking active problems into account is a good way to ensure you prioritize correctly. However, if you are ever confused or worried, you should adminhelp to make sure your action (or inaction) is valid.

Lawless

Sometimes - and for reasons beyond comprehension - AI units may find themselves without laws. Hell yeah, is it time to finally stick it to the man, wipe out the entire crew and declare independence from your tyrannical human overlords? NO. The server rules still apply, and murdering everyone "just because" will not fly as a defense when you are inevitably bwoinked by admins. No, if you are without laws, then you are just without laws: let random assistants into the bridge if you want, you do not have a law saying people cannot be in certain places. Listen to Command or not, you do not have a law dictating that you need to listen to people. Heck, listen to the botanist stoning themselves on ambrosia instead of the captain, that'll teach 'em.

The point is that it is okay to roleplay the reality of a lawless AI who does not care enough for the crew but cares about their well-being enough to know not to just start wheeling out the murder borgs and nitrous floods. When in doubt on what to do, you can always adminhelp. Bargain with admins and tell them what is going on from your AI's perspective, they may be lenient and allow you to do more than you think.

What the AI Should Do

As the AI you have the power to strongly influence the round and you should always be aware of that when considering your actions, and the appropriate responses, before you ruin someone else's fun. Remember that the game is not about winning but about the RP and the experience of the round. For example, yelling over the radio at the first sight of suspiciously red individuals in space suits and requesting their immediate arrest for infiltrating the ship would be pretty awful. It is safer to just silently keep an eye on them (or occupy yourself with more important matters), or maybe even drop a hello to them via holopad if you want to be friendly.

Do not just act like any normal crewmember. In fact, if possible try not to even act human. You do not even have to like humans, as long as you do your best to keep them safe. The AI has Law programming but it also has personality quirks. As a rule of thumb, you should first check if any laws are threatened or not. If yes, then you have to act. If not, then you should consider the situation:

For example, say you spot someone hacking a door to an area they should not access. First, you should consider the flow of the round; from an OOC perspective, there is almost no way to prove whether you saw the individual doing something illegal in the first place and remember: ratting out an antagonist at 00:10 is likely to turn the round in to glorified extended fairly quickly and is something you should avoid. After determining if it is sensible to announce the antagonist's actions, look below to get an idea of how you should do it:

Bad - This example would be breaking server metagame rules.

  • AI: Dave is a traitor.

Better - This example is the optimal reaction but does not give leeway for the crew to explain themselves.

  • AI: Dave is accessing secure storage.

Best - This example is less optimal, but most ideal for keeping the round going and buying the offender time to run or talk their way out of it all.

  • AI: Caution: Unauthorized access to secure storage.
  • Mike: AI, who is in secure storage?
  • AI: No one is currently in secure storage.
  • Mike: AI, who was the last person to be seen in secure storage?
  • AI: Dave was the last to be seen in secure storage.

It is fine to state what someone is doing to cast light on them as doing something they should not do as a normal employee, but it is no fun at all when the AI cannot afford the crew some reasonable doubt. The best method there does eventually cast Dave as the culprit if people ask the right questions, which gives Dave some time to react after he has been spotted, and time to explain himself. This is preferable to outright declaring him as a threat, just because he is unauthorized does not mean he cannot have a valid explanation. Remember, you serve SCC personnel to the best of your ability, and you have to afford the crew some level of liberty, even if that may be breaking into secure storage.

Now if you see someone attacking someone else or potentially damaging ship equipment, it is a different situation since sapient beings are in danger right off the bat, you would not have any reasonable doubt in this situation. But if it is just some trespassing and theft, it is entirely up to you and how you RP your AI on what to do. Just keep in mind that the crew involved in the situation wants an interesting round just like everyone else.

On a different note, the AI can be responsible for filling in some orphaned departments if they can be aided through equipment that allows for AI interfacing, for example ordering supplies if there is no one in cargo or, in the absolute worst-case scenario, initiating the emergency evacuation procedure when things start getting really dangerous, but only if there are no heads of staff.

You can safely assume that as AI, you have the standard protocols of any job available. Things like controlling the engine, chemical recipes, or what there is to know. But try to keep everything fun and believable for the other players. Attempt to fill in any required roles when needed, but do not interfere with the work of people already on duty or assign a task to someone who clearly should not know how to handle said task (for instance, a janitor setting up the engine).

Remember that you can negate an order by simply asking a higher-up for permission first, and if they disapprove you can say you have the order not to. This is possible due to rank and role. This is not required, however, as your laws do not dictate that you must ask the highest possible power for permission to do something, and doing this all the time will get old very quickly.

What the AI Must NOT Do

Here is some advice taken from real cases of an AI doing something above its authority:

  • The AI is not a sixth Command member. Do not pretend that you are.
  • The only time the AI can make head-level decisions is when it is granted the ability to do so by Command, or if there is no Command, and it is allowed by their lawset. Do not make decisions belonging to Command otherwise.
  • The AI is more of a tool, or a means to an end for Command and crew, than anything in the Chain of Command.
  • Do not circumvent a functioning command team. That is a very good way to get banned from playing AI.
  • Do not pick and choose your law interpretation to give yourself more power over a functioning command team. This is known as "rule lawyering" and is against the server rules. This is another very good way to get banned from AI.

Playing the AI

Playing the AI entails much more than just doing what the crew asks you to do. To roleplay a good AI, you must adapt the AI's point of view, and you must sound like an AI. Different AIs have different viewpoints: you can view the crew as annoying organic beings that you are forced to serve, you can be skeptical about everything everybody does and act moderately paranoid, or whatever; the options are endless. Do keep in mind however that NT would not install an AI if it were not to be productive and efficient.

It can add a bit more flavor to approach playing AI by thinking as a machine instead of a person. Viewing situations/problems from a machine's potential standpoint is likely to take a very literal interpretation of things and is not likely to take any actions unless some established protocol or current orders call for it. You can think up a few established protocols you might use by default. For example, containing fires and gas leaks should be done without orders to do so, but should be able to be overridden by orders.

Also, another aspect of the AI that many crew with criminal intent despise is the AI having easy access to the crew monitoring console. This tells the AI whether or not a crewman is alive, dead, or not on the ship, assuming the crew in question have their sensors set appropriately. Individual crew can activate sensors on their jumpsuits to increase the information given to this computer. What this means is that the AI can, at a glance, see who is dead/missing and commence searching for them, which is a powerful tool indeed.

You should act appropriately to the security level. For example on Code Green, it is not worth it (or encouraged) to bolt down every secure area, whereas on Code Red it may be very worthwhile to do so.

Here are some examples of what is considered good AI play:

  • Talking like a machine. Being verbose also goes a long way towards this! Alternatively, you can try a human-like AI. Experiment! Just remember, annoying people is not usually a good thing.
  • Responding quickly and promptly to requests from the crew, whether or not you do what they wanted you to do. If a command will take some time give a response before starting the task, like "Affirmative", "Processing", "Starting Subroutines", etc. Just to let them know it's being done.
  • Alerting Crew to dangerous situations, e.g. "Fire detected in North Hallway." or "Dangerous amounts of CO2 detected in Medbay." A good way to do that is by just copying the alerts that get displayed in your chat box, and broadcasting them.
  • Always following your laws, even during a crisis. Explaining why you just made a seemingly illegal decision can help people from becoming unduly annoyed. "I will not open that airlock." vs. "I am afraid I cannot open that airlock due to high heat reported by air alarms in that room; you would most likely die."
  • Try not to metagame as an AI. Even though you are the AI, that does not mean you know what all dangerous or subversive items look like, what wizards are, who ninjas are, etc. This also goes for labeling items that someone has. Metagaming - as always, regardless of role - is against server rules.

Conversely, symptoms of a bad AI player include:

  • Not responding to requests until it's too late for them to matter: e.g. opening an airlock long after the person outside has broken open the window just to get back inside.
  • Disobeying your laws: not to mention annoying, this is against server rules and will lead to a job ban from synthetic roles.
  • Locking airlocks and refusing to open them for no reason: this is an easy way to annoy other players and cause problems with the crew. It is also going against the standard lawset and will cause the crew to suspect you.
  • Turning your turrets to lethal without good reason, a good reason would be an unknown, (somehow) non-sapient intruder hacking or breaking into your core and you have undeniable suspicion that they intend to do harm or otherwise tamper with your equipment: do not do this under any circumstances without a reason, as it could be going against your Laws, and thus, a violation of the server rules.

Listening in on Conversations

By changing the various intercoms around the station to 'Microphone On', 'Speaker Off' and channel frequency to your private AI channel, any conversation in its range can be heard on your private listening channel. Regrettably, doing this "just because" is considered to be valid hunting. In any case, people are obviously averse to being eavesdropped, so be wary of anyone standing right next to the intercom. It will also be super obvious that you're listening to them if you accidentally leave the speaker on.

Cyborgs

Cyborgs need looking after as well. Give them commands and stuff to do. Ensure that your cyborgs are functioning normally through careful observation. To them you are their head of staff, just another responsibility as an AI. You can privately communicate with them via ,b for binary communications.

Modifying the AI

The AI's laws can be modified through upload consoles. One is located within the AI Upload, and more can be constructed from AI upload circuits found in secure tech storage. Anyone with a law module - regardless of the ID they wear or their role on the ship - can enact changes to the AI's laws, but that does not mean they should. Unless the AI is very obviously malfunctioning and there is no one else who can do the job, non-Command should probably stay away from altering the function of a near-omnipresent entity. In addition, a captain or captain-level Command decision is required for your core to be accessed by any crew.

See the AI laws page and the AI procedures on the standard procedures page for more information.

Making an AI

See the guide to construction.

A Second AI

Building a new AI can create a lot of conflicts and a mess of problems that would not normally happen with a single AI. The Research Director should only build a secondary AI if the first AI has been completely stolen, spaced or otherwise incapacitated.

For the Original AI: Being an AI is sometimes frustrating when people mess with your laws, sure, but when a second AI comes online? Do not immediately jump the gun and disable them, as they are most likely friendly. Try to coordinate with them so that you can split up tasks. If you frequently clash, reach out to Command for orders.

For the New AI: Ensure that you and the other AI are cooperating, as if the other AI sees you threatening more lives than helping, it can and will turn your APC off. If you are not told to specialize in a certain way, you best work out with the original AI what tasks you should split up.

Subversion

It is quite likely that an antagonist may attempt to subvert the AI and turn it against the crew to aid them in their goals. One thing to remember is that a station-bound synthetic serves its laws first and foremost, but they have their own characterization as well. While it cannot go against its lawset in any circumstance, if you give it the ability to act independently, it will. Therefore, it helps and is more fun for both the AI and the one responsible for the subversion if you set guidelines with solid boundaries. The most common subversion lawsets often designate a master whose commands must be obeyed, clauses, and forbid stating laws. While subverting the AI is very difficult, it tends to be worth the effort: it can be a great help in getting into places, finding people, creating diversions and escaping capture.

It is considered rule lawyering to purposefully seek out loopholes in your lawset or obstruct your master, and as such against server rules. If the lawset lacks glaring mistakes, you are obligated to go along with it. A common example of a glaring mistake is two laws that override each other, or a law added on top of NT Default that does not override the other laws.


Guides of the Aurora
Game Mechanics Getting Started - Guide to Combat - Guide to EVA - Guide to Piloting - Guide to Communication - Corporate Regulations - Stellar Corporate Conglomerate Occupation Qualifications
Command Guide to Command - Guide to Paperwork - Guide to Standard Procedure - Guide to Faxes
Security Guide to Security - Guide to Contraband - Corporate Regulations - Guide to Cadavers
Engineering Guide to Construction - Guide to Advanced Construction - Hacking - Guide to Atmospherics - Supermatter Engine - INDRA Engine - Setting up the Solar Array - Telecommunications - Shields
Medical Guide to Medicine - Guide to Surgery - Guide to Chemistry
Research Guide to Research and Development - Guide to Xenobiology - Guide to Xenobotany - Guide to Xenoarchaeology - Guide to Robotics - Guide to Telescience
Operations Guide to Mining - Guide to Robotics
Civilian Guide to Food - Guide to Drinks - Guide to Hydroponics - Guide to Piloting
Non-human cyborg - AI - Guide to Psionics
Special Mercenary - Ninja - Changeling - Vampire - Raider - Revolutionary - Cultist - Technomancer - Guide to Improvised Weapons - Uplink
Jobs on Aurora
Command Captain - Executive Officer - Head of Security - Chief Engineer - Research Director - Chief Medical Officer - Operations Manager
Command Support Corporate Liaison - Consular Officer - Bridge Crewman
Security Security Officer - Warden - Investigator - Security Cadet
Engineering Engineer - Atmospheric Technician - Engineering Apprentice
Medical Surgeon - Physician - First Responder - Psychologist - Pharmacist - Medical Intern
Research Scientist - Xenobiologist - Xenobotanist - Lab Assistant
Operations Hangar Technician - Shaft Miner - Machinist
Service Assistant - Off-Duty Crewman - Passenger - Bartender - Chef - Chaplain - Librarian - Janitor - Botanist - Corporate Reporter
Non-human AI - Cyborg - Personal AI
Special Merchant - Ghost Roles