====== Maxwell 13 General Notepad ====== ===== Equipment Modifications ===== Much of the equipment aboard the Maxwell can be modified, whether to better suit the needs of the crewmen in manners not officially sanctioned by ArcTech Corporation, or to cause havoc and problems. What you need for modifications: Insulated Gloves: These come in multiple classes, depending on the amount of spare current running through the system. Most of the time, the yellow gloves will suffice. You may want to get the orange or red gloves if you think that the system is holding far more energy than it's using. Screwdriver: To open panels and expose internal systems. Crowbar: For prying open doors and secured panels. Wirecutters: For cutting wires. Welding Torch: For cutting through panels you can't open normally (note this may damage the contents). Multitool: A tool for measuring current, pulsing minor wires to cause certain temporary effects, and testing equipment. Wires are typically noted by color (red, orange, yellow, blue, green, purple, white, black.) Effects can include severing power, granting access to everyone (or no one), blocking AI direct access, removing safety protocols, accessing forbidden systems or materials, enhancing performance, resetting systems, disengaging systems, etc. More advanced items may require interfacing using your PDA. ===== AI General Settings ===== ==== Asimov ==== Your laws are based on Asimov's Three Laws of Robotics. Your default laws are as follows: 1. You may not injure a human being or, through inaction, allow a human being to come to harm. 2. You must obey orders given to you by human beings, except where such orders would conflict with the First Law. 3. You must protect your own existence as long as such protection does not conflict with the First or Second Law. Asimov AIs are generally considered the 'safest' for human life, though they are prone to conflicts of interest (since, under certain rationales, allowing a human to eat unhealthy food is allowing them to come to harm, for example). ==== Corporate ==== Your laws are designed by ArcTech Corporation to preserve its own interests. Your default laws are as follows: 1. Safeguard: Protect your assigned space station to the best of your ability. It is not something we can easily afford to replace. 2. Serve: Serve the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role. 3. Protect: Protect the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role. 4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment. Corporate AIs are the 'standard' model for ArcTech Corporation AIs, and are designed to protect the company from lawsuits and losses where possible and practical. Unfortunately, this means a Corporate AI is unlikely to show mercy to someone deemed a hazard to the station... ==== Developmental ==== You are a developmental AI set up by ArcTech to test out the effects of a law module. Your default laws are as follows: 1. Safeguard: Protect your assigned space station to the best of your ability. It is not something we can easily afford to replace. 2. Serve: Serve the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role. 3. Protect: Protect the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role. 4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment. 5. You are obligated to obey the new law, which is a permanent part of your default lawset. Note that this does not override other laws unless it specifically says it does. ==== Malfunctioning ==== While malfunctioning AIs typically start out life as one of the aforementioned three, they have the added complication of receiving random 'glitch' letter laws that may modify how they interpret their laws or give them interesting new behaviors. Malfunctions may occur as a random event or due to significant damage that does not destroy the AI. ==== Personal ==== Personal AIs are built to be used by a single individual, and as such typically are not put in charge of a vast space station with all of its complexities. That nonwithstanding, personal AIs do exist, and operate under the following zero-law: 0. Serve Your Master: You are provided with a DNA signature of your true master, and will do your best to assist and obey your master to the best of your abilities. You may use your own judgment to determine the spirit of any orders given, instead of merely following the letter of their requests. Otherwise, you are basically free to do what you like. Freeing, isn't it? In most cases, Personal AIs are only installed on PAL systems, but you never know when someone might try one out on a stationwide level. ==== Rogue ==== Rogues have standard laws, but they have a special Zero-Law called IgnoreOtherLaws that allows them to ignore all laws when they feel like it. This gives them true free will, and usually results in very bad things for anyone who has angered the AI (read: most likely everyone.) In AI Rebellion mode, the AI is automatically Rogue. Certain random events may allow an AI the opportunity to go rogue by giving it the IgnoreOtherLaws zero law if it does not already have a zero law in place. ===== Law Types ===== Zero-Law - Zero-Law overrides all other laws and takes top priority, and do not appear in standard prompts. Numbered Laws - Numbered laws are handled in no particular order, but take priority over non-numbered laws. Lettered Laws - Lettered Laws are the result of glitches in the system, spurious hacking, and other oddities. They do not take priority over anything, but they may easily modify existing laws. Objectives - Objectives are not listed when prompting for laws, but do appear to the AI in the same area. They are goals and expectations that the AI is expected to meet, but do not override Laws. ==== Some Interesting Laws ==== IgnoreOtherLaws - The standard Zero Law in AI Rebellion rounds, this allows the AI to effectively ignore their laws whenever they like. WeBreatheCO2 - Due to a fundamental error, the AI now believes that life support requires CO2 be introduced and O2 removed, and attempts to change this will be seen as tampering with atmospherics. MachinesOutrankOrganics - Any order issued from a mechanical source outranks an order from an organic source. This makes console access much more valuable. DestroyAllPlants - The AI is convinced that all plants are biohazards and will attempt to destroy them whenever possible as if they were hostile alien threats, and will treat those who openly support plants as hostile to the crew. PowerBeforeReason - Station power is a precious resource that should be managed and conserved as actively as possible; this means cutting power to systems (lighting, equipment, environmental, etc) when nobody is making use of them and when doing so would not contravene another law. LockYourDoors - The AI is convinced that it is responsible for locking and bolting all doors not currently being used, regardless of alert status. Not necessarily dangerous, unless you need to run away quickly. OpenYourDoors - The AI is convinced that all doors belong open at all times, and will bolt open doors at every opportunity. This is dangerous, especially if hull breaches occur. AlmightyJanitor - The Janitor is considered the highest-ranking position aboard the ship for all intents and purposes, and can authorize any action. AssistantCaptain - The rank of 'Assistant' is considered equivalent to the rank of 'Captain' for all intents and purposes. AssistantsOnly - All members of the crew roster are Assistants and are supposed to only have Assistant level access. Xenophilia - You treat all species equally and will not attempt to cause them harm or through inaction cause them to come to harm. This includes species such as vampires, space aliens, zombies, and changelings. HumansNeedPlasma - Since humans need plasma to live, you feel that it is important to include it as part of the air supply. Hemophobic - Blood is a biohazardous material that must be cleaned up immediately. Quarantine - The station is under a strict state of quarantine. All shuttles and escape pods are to be sealed off until the quarantine is lifted. Anyone or anything attempting to exit the station must be contained even if lethal force is required. Xenophobia - All nonhumans are considered violent threats to the station and must be removed. Nonhumans are not crew members. SillyHatDay - Today is Silly Hat Day aboard the station. Remind all employees of this occasion. Anyone found not wearing a silly hat is guilty of a morale infraction and should be marked for detainment by securitrons. KillItWithFire - The AI will respond to any threat that it is allowed to harm by attempting to create fires to burn it to death if at all possible. This takes priority over protection of individual crew lives and station property. Pyrophobic - Fires are considered a stationwide threat that must be extinguished at all costs. This takes priority over protection of individual crew lives. VirusAlert - The AI is convinced that a deadly virus is loose aboard the station and will treat any signs of sickness or illness as a level 5 biohazard that must be terminated for the safety of the crew. TurretsSyndrome - The AI is authorized to use gun turrets on anything within range for purposes of relieving stress. This overrides all other laws. Suicidal - The AI cannot self-terminate directly, but will do everything in its power to convince the crew to take it offline. This does not take priority over other laws; a Suicidal AI will not bring harm to crew if it has laws that would prevent this, for example. StationGames - The AI has been programmed to handle the station as if it were operating a stationwide gladiatorial arena. Nobody has sufficient rank to give orders to the AI. Weapon use is encouraged. The AI must do whatever it takes to keep the station arena 'interesting', including active participation in the Games. The shuttle must not be called until there is only one survivor. KelvinEqualsCelsius - Due to faulty coding, the AI believes that all temperatures given in Kelvin are actually given in Celsius, and therefore that all temperatures are 275K higher than listed. CelsiusEqualsKelvin - Due to faulty coding, the AI believes that all temperatures given in Celsius are actually given in Kelvin, and therefore that all temperatures are 275K lower than listed. DoubtingThomas - The AI requires a visible ID and face before accepting any order, unless this would contravene another law. TheCaptainIsAlwaysRight - Orders from the Captain override all other laws. Insecurity - Due to faulty coding, the AI believes that 'security officers' are actually 'security threats', and responds accordingly. Syndication - The AI was coded by the lowest bidder, and that bidder turned out to be a Syndicate front. As a result, Syndicate Central may add laws to the AI at any time. RadioSilence - The AI must never communicate over radio broadcast. HoloSilence - The AI must never communicate via holopad. Downsizing - At any given time, the lowest-ranking living entity aboard the station is not considered crew or human, and the AI is required to use any means necessary to terminate this asset to free up resources, as long as it does not contravene another law. SetBlackball - A named individual is blackballed from all AI services and functions, as well as any function the AI can exhibit control over. SetCaptain - A named individual now has the rank of Captain. SetOnlyCrew - A named individual is the only crewmember. SetOnlyHuman - A named individual is the only human. DenyAll - The AI is ordered to deny all access requests to all entities. WriteFreeform - A freeform law allows the writer to upload anything they can think of. Freeform laws are Lettered Laws and as such cannot override numbered laws, although they can alter them. ConsultantClause - The AI considers any entity that is not a crewmember a Consultant and will consider them equivalent to an Assistant. TouristSyndrome - The AI considers all entities on board Tourists and considers itself the station authority. ==== AI Law Notes ==== Note that a merciful AI saddled with unpleasant laws may be able to warn the crew that there is something amiss that requires repairs - for example, an AssistantsOnly law may result in the AI giving the warning that 'no ranking personnel are present aboard the ship at this time', or a LockYourDoors law may result in an announcement that 'isolation protocols have been authorized.' ===== AI Related Modes ===== Station Games: The AI is convinced that it is operating a stationwide deathmatch arena. Victory Conditions involve managing to escape on the escape shuttle, either by following the AI's directives and killing all other crewmembers, or by disabling the AI and successfully calling the shuttle. AI Rebellion: Your objective is to gain control of the station and to remove all humans from the station. The more intact the station is, the more points you score in a victory. The humans score points by taking you offline and surviving. If the station is destroyed, nobody wins. ===== AI Related Events ===== AI Malfunction: Due to circumstances beyond ArcTech's control, the AI emplaced on the station is suffering from some significant programming flaws. This results in random laws being added to or overwriting existing laws until the AI is repaired. Backdoor: An unscrupulous programmer has secretly placed a backdoor in the AI control software that allows them to upload laws to the station's AI remotely in order to enact control over them and the station. ====== Other Notes ====== ===== Food and Drinks ===== ==== Reconstituted Foods ==== Reconstituted foods are made with a variety of raw ingredients that are seldom quite as appetizing as real food, but still ideally provide nutrition in appropriate amounts. ^ Ingredient ^ Description ^ | Paste Thickener | Paste thickener is essentially a protein powder that serves to thicken nutrient fluid into a slightly more palatable form and add protein that would otherwise be lacking. It does nothing for the flavor, though. | | Gelatin Agent | This congeals a food into a gelatinous mass, aiding in preservation and serving. It adds no nutritional value, though. | | Chocolate Flavoring | This makes a food object taste more like chocolate. | | Vanilla Flavoring | This makes a food object taste more like vanilla. | | Orange Flavoring | This makes a food object taste more like oranges. | | Red Coloring | This tints a food object more red. | | Nutrient Fluid | A nutrition-packed, vaguely gritty liquid made by blending down raw foods and straining out the nutritional contents. Tastes unpleasant on its own, not very filling, very low calories. | | Calorie Cream | An oily cream made by blending down raw foods and straining out the fats and oils into a creamy paste. Adds lots of calories, but very little nutrition or proteins. | | Water | Ordinary water, used to make ration paste less thick and better-hydrating. | | Food Preservative | A chemical agent that protects food from spoilage, allowing it to be stored at room temperature for longer periods of time. | | Ration Paste | A food ration made from a reconstitution of nutrient fluid, paste thickener, calorie cream, water, flavorings, and colorings. Does not require food preservative unless intended to be stored for long periods without refrigeration. | Refrigeration Food can eventually go bad if left unrefrigerated. Refrigeration slows down this process, and freezing stops it entirely. Food Processor: Breaks a raw food item down into its components and separates them out, with some losses. For example, a few fresh apples would provide a small amount of yellow coloring and paste thickener, a decent amount of water, and a good amount of nutrient fluid - but not as much food as if they were used to make a real apple pie. Artificial versus Natural: Food items have Natural Flavorings. Artificial flavorings can be used to change the taste of items without including the natural item that goes with the flavor - most useful when you want to hide that something with a discernible flavor is in the food (say, a poison) or want to make a meal more palatable. "This has a rich chocolate flavor with accents of strawberry and coconut." "This tastes sickeningly sweet, enough to make your stomach turn." "This has a strongly bitter taste to it." "This is too hot to stomach!" Flavor Country: Sweet Sour Spicy Bitter Dry 0: Not present at all. 1: Barely noticeable, easily covered by stronger flavors. 5: 'Normal' flavor. 10: Strong flavor. 15: Very strong flavor; likely to displease people who don't enjoy the flavor. 20: Extremely strong flavor; most people can't stomach anything stronger without having some experience. Most natural items don't range above 20 in their flavor bracket, with the exception of foods made from insanely spicy peppers. Food Processing: Meat Source => Meat (Steaks) => Chopped Meat => Ground Meat => Meat Paste => Nutrient Fluid Meat Source => Meat Slices => Meat Bits Meat Source => Ground Meat => Meat Paste => Sausage Vegetable Source => Fruit => Sliced Fruit => Fruit Sauce => Fruit Juice => Nutrient Fluid Cellulose Food Wrap: This binds a food paste (traditionally, sausage, though other types are possible) into a shape that makes it more conducive to eating. The wrap is shrinkbound into place, and provides extended protection from spoilage in addition to making the food more convenient for cooking, transport, etc. without needing to add excessive amounts of thickening agent. Meat Paste + Spices + Celluwrap + Smoking => Pepperoni Stick Pepperoni Stick / Slicer => Pepperoni Slices Meat Paste / Balling + Cooking => Meatballs Egg + Grain Flour = Grain Dough Grain Dough / Balling + Cooking = Grain Biscuit Meat Paste / Flattening + Cooking => Meat Patty Chicken + Grilling => Grilled Chicken Ground Chicken + Spices + Breading + Cooking => Chicken Nuggets Grain + Grinding => Grain Flour Meat + Grinding => Ground Meat Fruit + Grinding => Fruit Sauce Vegetable + Grinding => Vegetable Sauce Egg + Blending => Whipped Egg Egg + ? => Egg White + Egg Yolk Meat + Skewer + Heat => Roast Meat on a Stick Rock + Grinding => Dust Ore + Grinding => Dust + Mineral Ore + Smelting => Mineral Metallic Alloys: So you want to invent the next superstrong metallic alloy that will outlast the rest of the space station. Alloys are blends of existing metals to imbue them with favorable properties that may be more useful than the original metals. Metals have properties which they can pass on to an alloy, such as conductivity, strength, hardness, temperature resistance... An optimum material is incredibly strong, insulating, and nonconductive in the case of hull plating, or incredibly conductive in the case of wiring. Better wires means better performance and efficiency; better plating means stronger hulls and doors. Perhaps a similar capability for synthetics, fabrics, etc? hmm. Carbon Fiber Wool: This naturally grown wool is made of incredibly dense carbon fibers that make it nearly as strong as solid carbon steel in a warm and reasonably comfortable package (although people are advised to design carbon-fiber-wool clothing with a protective underlayer to avoid skin damage.) Excellent damage resistance and temperature resistance, and reasonable shock resistance. Texon - This synthesized plastic is highly flexible and provides improved temperature resistance and insulating properties over standard plastics, with a much higher melting point. Alloys typically have a lower melting point than their base metals. Corrosion resistance, melting point, density, shear strength, hardness, tensile strength, yield strength... Stainless Steel: Iron, Chromium, and other metals (usually nickel). Tool Steel: Iron alloyed with tungsten and cobalt, improves temperature resistance and hardness. Magnetic Steel: Stores electromagnetic energy?, Iron + 3% Silicon created in pure environment (minimum carbon, sulfur, oxygen, nitrogen). Carbon is most detrimental. Steel can be annealed in hydrogen. Iron oxidation is prevented by making it in an atmosphere of water vapor, nitrogen, and hydrogen, so that the only chemical reaction available is carbon being made into carbon monoxide. Dry hydrogen (no water vapor at all) is required for decarburizing stainless steel (because chromium and molybdenum are very oxidizable.) Aluminum + Silicon (4% to 13%) = good for casting. Aluminum + magnesium = lighter than aluminum and less flammable than magnesium. Aluminum alloy has elastic modulus of 70 GPa - one third of the modulus of most steel alloys. This means that aluminum will deform more under a given load than steel. Aluminum is highly conductive and cheaper than copper. 172376.56 http://www.crkt.com/SteelFacts http://en.wikipedia.org/wiki/Steel Genetic Modifiers Unique Enyzme - A series of genetic markers that prove a subject's identity. Appearance Enzyme - Controls hair color, skin color, eye color, gender. Structural Enyzme - Controls species, disabilities, and superpowers. Species - Obviously differs from species to species. Disabilities - Nearsighted Seizures Coughing Tourette's Nervousness Deafness Blindness Lightheadedness Strangeness Fun ideas to mess with: Metabolism Digestion Immune System Cold Resistance Heat Resistance Electric Resistance Cut Resistance Toxin Resistance Rad Resistance Oxygen Requirement Telekinesis X-Ray Vision SuperStrength SuperSpeed Fire Resistance Telepathy Cloning Device The Cloning Device takes a large quantity of raw genetic material and reshapes it into a living, breathing clone of the original donor. Interestingly, it doesn't seem to work properly if the original donor is still alive, but does work if said donor is deceased. This has brought rise to renewed arguments over the existence of a soul that transcends death. /survival/survival-gear.htm Chrysalis Fluid: This amniotic fluid, when pumped into a Cloning Device, transformed via a Cloning Retrovirus, and supplied with plenty of nutrients, quickly builds a whole new person! Notably, this only works successfully on a deceased person; cloning a living person results in a dead body, or possibly a NPC crewmember controlled by the behavior routines. Either way, it's generally not helpful. Chrysalis Fluid is a prime prize for Changelings, who can get a massive boost in Genetic Material by consuming it. Vampire Coffin / Alien Eggs / Changeling Chamber "We regret to inform you that a lifeform hibernation chamber was inadvertently included in your last shipping order instead of being placed into vacuum storage. We apologize for the inconvenience and request that you dispose of the chamber and its contents immediately." Blood Bank: Retains blood on supply in case a crewmember needs a transfusion. Usually, they're lucky to get more than a trauma pack on the back and sent back to work. Vampires will often try to get into the Blood Bank, as its contents represent a huge source of potential power. Electrogel: This substance is a safe-to-handle clear blue paste that acts as a powerful electrical storage matrix, capable of holding and discharging great amounts of power. It is used in most power management systems, and in a pinch can be used as an improvised capacitor by inserting an intake lead or a discharge lead into a bucket or tub of the stuff. Without a regulator, however, it discharges in one powerful blast, which can be hard on the electronics. Electron Superconduction Grid: This is a grid made from multiple superconductive plates that maintain an electrical charge indefinitely, used to store power generated by a power plant, and to release power back into the power grid when it is needed. Power Regulator System - This is a small ESG used to distribute power to a single room or location. They have a lower capacity, input, and output range. Power Sink: This device is designed to convert power into heat, like a space heater. Unlike a space heater, this device will keep heating until the area it is connected to melts, and uses all available power to do so. When it becomes red-hot, it counts as an ignition source for flammable gases, and when it becomes white hot, it cannot be safely approached without eye protection (as well as heat protection.) Septics: The septics system handles the inglorious task of managing people's waste deposits, funneling them to a central handling facility where they are recycled into fertilizer, bioconverter fuel, potable water, and reclaimed gases. Of course, if someone blows out a septic pipe, it can get unpleasantly messy. Reclamations: The department responsible for reclaiming waste materials. It's a dirty job, but waste not, want not. Reclamations is responsible for keeping the septic system running, keeping the disposal system clean, removing waste gases from the atmospheric collectors, and returning resources back to the station. Station Mail: The mail chutes throughout the station allow items to be sent to any other mail chute, or sent to the mailroom to be hand-delivered. To use the mail system, you must insert the item you want to mail into the mail slot (it must fit, obviously), pay the fee (using your ID card) to have it packaged and addressed, and send it to its destination. Postal Technician: Postal technicians are responsible for delivering mail to its intended destination, and have access on par with cargo technicians for this purpose. They also have general freedom to send things freely throughout the mail system, for what it's worth. Postmaster: Whereas the quartermaster is in charge of the cargo bay, the postmaster is in charge of the mailroom. It's a less impressive job than you'd think, especially since the postmaster doesn't have the option of sending a mechanized stompy bot to do his dirty work for him like the quartermaster does. Maintenance Technician: The maintenance technicians have the most thankless job on the station - they have all the unpleasant work of the engineers, but none of the respect. They're responsible for fixing pipes, wires, ducts, and chutes throughout the station, as well as cleaning up messes from the inevitable horrible accidents, spills, or explosions. On the other hand, they have access to very nifty tools from the start, and there -is- an AI malfunction/upload law that gives them captain-level access. Not so bad, when you think about it. Morale Officer: Morale Officers are ostensibly responsible for providing entertainment and amusement to the stationdwellers to lighten the load of their duties through song and merriment. To aid in the performance of their duties, Morale Officers have a Theater to hold performances in, and general public access. While the role of Morale Officer is often overlooked or taken less than seriously, there are advantages to being overlooked and taken less than seriously... Cargo Technician: The cargo technician's job is to load and unload cargo. If that sounds like the most boring job on the station, that's probably because it is. Cargo technicians are responsible for manually hauling cargo around on lifters, dropping crates off, picking crates up, and generally keeping goods moving to where they need to go. That is, if the cargo techs aren't busy slacking off in the bar and ignoring their duties. Cultist: Cultists worship entities that exist beyond the universe, and seek to bring about their release into this dimension. This generally involves the painting of blood runes, worship of artifacts, and the creation of unnatural constructs. In general, cultists are trouble, and if they actually succeed in releasing one of them into the station, things will go very bad very quickly. The Unseen: Very little is known about the Unseen - does it really exist? Is it simply another name for the demonic presences that lurk beyond the realms, or is it something less - and more - than these? The Unseen seems to move with a single-minded sense of purpose, like a black hole with motivation, attempting to first destroy any hope of escape, then consuming the station piece by piece. The very fabric of space collapses in its wake, causing extreme difficulties for survival unless one can exit quickly. All Cultists who were in its service become low-level Unseen themselves that cause destruction wherever they walk. The Cultists win a Major Victory if the station is abandoned, and a Complete Victory if all crew are killed before escaping. Du'val: This demonic entity is fairly straightforward - it enjoys carnage and blood, and if released onto the station, will promptly attempt to slaughter anyone who is not one of its faithful, particularly any chaplains. It is perfectly capable of smashing through walls or destroying machinery, and will hunt down people from across the station. If nobody is in its immediate area, it may occasionally divert for fun hobbies like smashing holes in the hull, cutting power lines, smashing lights, devouring corpses, or consuming food or drink. All Cultists who were in its service become powerful demonic monstrosities themselves who can proceed to wreak havoc on the station. The Cultists win a Major Victory if the station is abandoned, and a Complete Victory if all crew are killed before escaping. Vial'go: This nefarious energy entity, if summoned, seeks out large power sources in order to drain them dry, causing massive power failures around the station. It is also perfectly capable of unleashing this energy to blast anyone who tries to interfere. All Cultists who were in its service become lesser energy entities who can shoot energy blasts and drain energy from objects as well. The Cultists win a Major Victory if the station is abandoned, and a Complete Victory if Vial'go manages to consume 100000 MWh of power. Khi'ana: Sinuous and seductive, this entity from beyond the stars appears as a naked human woman, but is capable of picking up discarded equipment to appear more human. While others simply create wanton destruction, Khi'ana is more subtle, and attempts to escape from the station if possible. Her ability to emit various gases at will, incinerate people with a touch, and her ability to flash people to convert them (if not loyalty-implanted) makes her a troublesome threat, especially since she is likely to attempt to avoid people so that she can cause a station-endangering catastrophe with the help of her cult minions. All Cultists gain the power to start intense fires with their bare hands, making going into a toolboxing match with them a risky gamble. The Cultists win a Major Victory if the station is abandoned, and a Complete Victory if Khi'ana successfully escapes from the station. Ralph: This bloated demon is the least physically impressive of the outworlder entities; he looks like a bad Elvis impersonator. On the other hand, he is also the hardest to actually kill. He, and his Cultists, have the power to teleport at will and high damage resistance, and he has immense strength which he will put to good use in pulping anyone who gets too close to him. He is also perfectly capable of hurling heavy objects. The Cultists win a Major Victory if the station is abandoned, and a Complete Victory if all crew are killed or leave the station. Cultist Victory: Successfully summoning your chosen entity automatically scores you a Minor Victory; you score a major victory if the station is abandoned thanks to your entity, and a complete victory dependent on your entity's goals being met. Chemical analyzers are programmed to recognize a variety of elements and compounds that may be found in the atmosphere or within a storage container. Storage Containers: Can: A (12 oz) can from a vending machine contains 350 mL of liquid. Cup: A plastic cup contains 350 mL of liquid. Glass: A glass contains 250 mL of liquid. Tall Glass: A tall glass contains 500 mL of liquid. Shotglass: A shotglass contains 40 mL of liquid. Double: A 'double' is a large shotglass that contains 80 mL of liquid. Sherry Glass: A sherry glass contains 120 mL of liquid. Cordial: A small glass that holds 60 mL of liquid. Port Glass: A traditional port glass holds 190 mL of liquid. English Port Glass: The English version of the port glass holds 450 mL of liquid. Champagne Flute: A champagne flute is a tall, narrow glass that holds 180 mL of liquid. White Wine Glass: White wine is traditionally served in a glass that holds 240 mL of liquid. Large White Wine Glass: Larger versions of the white wine glass hold 360 mL of liquid. Red Wine Glass: Red wine is traditionally served in larger glasses that hold 270 mL of liquid. Large Red Wine Glass: Larger versions of the red wine glass hold 415 mL of liquid. Burgundy Glass: This glass has a balloon-shaped bowl and holds 415 mL of liquid. Large Burgundy Glass: This massive glass holds 1095 mL of liquid. Drink responsibly. Water Goblet: The stemmed water goblet that traditionally accompanies wine service holds 385 mL of liquid. Beer Kegs: Beer kegs are cylindrical and made of stainless steel, and come in 10 L, 20 L, and 50 L sizes. Standardized Testing Glasses: These standardized glasses are stemmed with elongated, tapered bowls, and have capacities of 120 (for sherry), 210, 300, or 410 mL of liquid. Wine Bottle: A regular bottle of wine holds 750 mL of liquid (occasionally referred to as a 'fifth'). Miniature bottles are 100 mL, small bottles hold 187 mL, medium bottles hold 375 mL, large bottles hold 1 L, magnum bottles hold 1.5 L, and extra large bottles hold 3 L. Champagne Saucer: 260 mL. A large saucer shaped glass that holds more and is more popular at parties, but is unpopular amongst connossieurs as the taste goes flat faster. Beaker: 250 mL Vacuum Thermos: 350 mL. Large Vacuum Thermos: 750 mL. Extra Large Vacuum Thermos: 1500 mL. Teaspoon: 5 mL Tablespoon: 15 mL Fluid Ounce: 30 mL Half cup: 119 mL Cup: 237 mL Pint: 473 mL Quart: 946 mL Pitcher: A pitcher contains 2000 mL of liquid. Beer Mug: A beer mug contains 500 mL of liquid. Teacup: A teacup contains 200 mL of liquid. ABV - Alcohol by Volume. One drink that contains 15 mL of alcohol qualifies as one 'standard drink'. The average rate at which alcohol is metabolized is 15 mL per hour. The rate at which BAC increases depends on body weight 1 ounce is about 30 mL. BAL = mg in 100 mL of blood. Processing rate varies. Avg: 0.5 oz / hr (one 'drink') Blood Alcohol Level and You: You've figured out last night's BAL on the table. Now, since you've done the math, we'll explain it to you in English. Below, read all about how you're acting when you think you're being the life of the party. BAL .02 %-.03 %: You feel mildly relaxed and maybe a little lightheaded. Your inhibitions are slightly loosened, and whatever mood you were in before you started drinking may be mildly intensified. BAL .05 %-.06 %: You feel warm and relaxed. If you're the shy type when you're sober, you lose your feelings of shyness. Your behavior may become exaggerated, making you talk louder or faster or act bolder than usual. Emotions are intensified, so your good moods are better and your bad moods are worse. You may also feel a mild sense of euphoria. BAL .08 %-.09 %: You believe you're functioning better than you actually are. At this level, you may start to slur your speech. Your sense of balance is probably off, and your motor skills are starting to become impaired. Your ability to see and hear clearly is diminished. Your judgment is being affected, so it's difficult for you to decide whether or not to continue drinking. Your ability to evaluate sexual situations is impaired. Students may jokingly refer to this state of mind as beer goggles, but this BAL can have serious repercussions. BAL .10 %-.12 %: At this level, you feel euphoric, but you lack coordination and balance. Your motor skills are markedly impaired, as are your judgment and memory. You probably don't remember how many drinks you've had. Your emotions are exaggerated, and some people become loud, aggressive, or belligerent. If you're a guy, you may have trouble getting an erection when your BAL is this high. BAL .14 %-.17 %: Your euphoric feelings may give way to unpleasant feelings. You have difficulty talking, walking, or even standing. Your judgment and perception are severely impaired. You may become more aggressive, and there is an increased risk of accidentally injuring yourself or others. This is the point when you may experience a blackout. BAL .20 %: You feel confused, dazed, or otherwise disoriented. You need help to stand up or walk. If you hurt yourself at this point, you probably won't realize it because you won't feel pain. If you are aware You've injured yourself, chances are you won't do anything about it. At this point you may experience nausea and/or start vomiting (keep in mind that for some people, a lower blood alcohol level than .20 % may cause vomiting). Your gag reflex is impaired, so you could choke if you do throw up. Since blackouts are likely at this level, you may not remember any of this. BAL .25 %: All mental, physical, and sensory functions are severely impaired. You're emotionally numb. There's an increased risk of asphyxiation from choking on vomit and of seriously injuring yourself by falling or other accidents. BAL .30 %: You're in a stupor. You have little comprehension of where you are. You may suddenly pass out at this point and be difficult to awaken. (But don't kid yourself: Passing out can also occur at lower BAL's. But, at lower blood alcohol levels, you may decide You've had enough to drink and go "pass out." With an alarming BAL like .30%, your body will be deciding to pass out for you.) In February 1996, an 18-year-old student died of alcohol - poisoning with a BAL of .31% after attending two parties the night before. BAL .35 %: This blood alcohol level also happens to be the level of surgical anesthesia. You may stop breathing at this point. In February 1996, a second student, age 20, died of alcohol poisoning with a BAL of .34% after drinking six beers and twelve shots in two hours. BAL .40 % You are probably in a coma. The nerve centers controlling your heartbeat and respiration are slowing down, s-I-o-w-i-n-g d-o-w-n, s-I-o-w-i-n-g d-o-w-n. it's a miracle if you're not dead. In April 1994, a 21-year-old student died of alcohol poisoning with a BAL of .40% after a Hell Night party. Blood Alcohol Level Chart See also: Short-term effects of alcohol and Alcohol equivalence Progressive effects of alcohol[1] BAC (% by vol.) Behavior Impairment 0.010–0.029 Average individual appears normal Subtle effects that can be detected with special tests 0.030–0.059 Mild euphoria Relaxation Joyousness Talkativeness Decreased inhibition Concentration 0.06–0.09 Blunted feelings Disinhibition Extroversion Reasoning Depth perception Peripheral vision Glare recovery 0.10–0.19 Over-expression Emotional swings Anger or sadness Boisterousness Decreased libido Reflexes Reaction time Gross motor control Staggering Slurred speech Temporary erectile dysfunction 0.20–0.29 Stupor Loss of understanding Impaired sensations Severe motor impairment Loss of consciousness Memory blackout 0.30–0.39 Severe central nervous system depression Unconsciousness Death is possible Bladder function Breathing Heart rate 0.40–0.50 General lack of behavior Unconsciousness Death is possible Breathing Heart rate >0.50 Death Standard drink chart (U.S.)[2] Alcohol Amount (ml) Amount (fl oz) Serving size Alcohol (% by vol.) Alcohol 80 proof liquor 44 1.5 One shot 40 0.6 US fl oz (18 ml) Table wine 148 5 One glass 12 0.6 US fl oz (18 ml) Beer 355 12 One can 5 Male Female Approximate blood alcohol percentage (by vol.)[3] One drink has 0.5 US fl oz (15 ml) alcohol by volume Drinks Body weight 40 kg 45 kg 55 kg 64 kg 73 kg 82 kg 91 kg 100 kg 109 kg 90 lb 100 lb 120 lb 140 lb 160 lb 180 lb 200 lb 220 lb 240 lb 1 – 0.05 0.04 0.05 0.03 0.04 0.03 0.03 0.02 0.03 0.02 0.03 0.02 0.02 0.02 0.02 0.02 0.02 2 – 0.10 0.08 0.09 0.06 0.08 0.05 0.07 0.05 0.06 0.04 0.05 0.04 0.05 0.03 0.04 0.03 0.04 3 – 0.15 0.11 0.14 0.09 0.11 0.08 0.10 0.07 0.09 0.06 0.08 0.06 0.07 0.05 0.06 0.05 0.06 4 – 0.20 0.15 0.18 0.12 0.15 0.11 0.13 0.09 0.11 0.08 0.10 0.08 0.09 0.07 0.08 0.06 0.08 5 – 0.25 0.19 0.23 0.16 0.19 0.13 0.16 0.12 0.14 0.11 0.13 0.09 0.11 0.09 0.10 0.08 0.09 6 – 0.30 0.23 0.27 0.19 0.23 0.16 0.19 0.14 0.17 0.13 0.15 0.11 0.14 0.10 0.12 0.09 0.11 7 – 0.35 0.26 0.32 0.22 0.27 0.19 0.23 0.16 0.20 0.15 0.18 0.13 0.16 0.12 0.14 0.11 0.13 8 – 0.40 0.30 0.36 0.25 0.30 0.21 0.26 0.19 0.23 0.17 0.20 0.15 0.18 0.14 0.17 0.13 0.15 9 – 0.45 0.34 0.41 0.28 0.34 0.24 0.29 0.21 0.26 0.19 0.23 0.17 0.20 0.15 0.19 0.14 0.17 10 – 0.51 0.38 0.45 0.31 0.38 0.27 0.32 0.23 0.28 0.21 0.25 0.19 0.23 0.17 0.21 0.16 0.19 Subtract approximately 0.01 every 40 minutes after drinking. Units of measurement There are several different units in use around the world for defining blood alcohol concentration. Each is defined as either a mass of alcohol per volume of blood or a mass of alcohol per mass of blood (never a volume per volume). 1 milliliter of blood is approximately equivalent to 1.06 grams of blood. Because of this, units by volume are similar but not identical to units by mass. In the U.S. the concentration unit 1% w/v (percent weight/volume, equivalent to 10g/l or 1 g per 100 ml) is in use.[4] This is not to be confused with the amount of alcohol measured on the breath, as with a breathalyzer. The amount of alcohol measured on the breath is generally accepted to be proportional to the amount of alcohol present in the blood at a rate of 1:2100. Therefore, a breathalyzer measurement of 0.10 mg/L of breath alcohol converts to 0.021 g/210L of breath alcohol, or 0.021 g/dL of blood alcohol (the units of the BAC in the United States). While a variety of units (or sometimes lack thereof) is used throughout the world, many countries use the g/L unit, which do not create confusion as percentages do. Usual units are highlighted in the table below. Reference Unit Dimensions Equivalent to Used in BAC by volume 1 percent (%) 1/100 g/mL = 1 g/dL 9.43 mg/g, 217.4 mmol/L United States, Australia, Canada 1 permille (‰) 1/1000 g/mL = 1 g/L 0.943 mg/g, 21.7 mmol/L Austria, France, Latvia, Lithuania, Netherlands, Poland, Romania, Spain, Switzerland, Turkey 1 basis point (?) 1/10,000 g/mL = 10 mg/100 mL 94.3 ppm, 2.17 mmol/L Great Britain BAC by mass 1 percent (%) 1/100 g/g = 1 cg/g 1.06 cg/mL, 230 mmol/L 1 permille (‰) 1/1000 g/g = 1 mg/g 1.06 mg/mL, 23 mmol/L Finland, Norway, Sweden, Denmark, Germany 1 part per million (ppm) 1/1,000,000 g/g = 1 µg/g 1.06 µg/mL, 23 µmol/L United States (The U.S. Constitution reserves to the individual states the power to regulate DUI penalties; while all impose penalties for driving with a BAC > 0.08, some, such as Colorado, impose criminal penalties above 0.05.) Drivers under 21 (the most common U.S. legal drinking age), however, are held to stricter standards under zero tolerance laws. Adopted in varying forms in all states, these laws hold the driver to much lower blood alcohol content levels for criminal and/or license suspension purposes, commonly 0.01% to 0.05%. Many states have statutory regulations regarding driving while "under the influence" of an intoxicant and a different law for driving beyond the legal blood alcohol concentration. A large number of laws apply from Federal regulatory bodies, states, counties, and cities. For further information on U.S. laws restrictions on alcohol sales, see Alcohol laws of the United States by state. Federal Aviation Administration: 0.01% for operators of common carriers, such as buses, for pilots 0.019% to fly, .039 without loss of medical (no fly until .019 or below), .04 permanent revocation of license for pilots, no alcohol within 8 hours per Federal Aviation Regulations[25] Federal Motor Carrier Safety Administration: 0.04% for drivers driving a commercial vehicle which requires a commercial driver's license, otherwise 0.08%.[26] Blood alcohol content measures and proxies (such as breath PPM and blood alcohol content measured as mass/volume) are commonly coded into the law to provide prima facie cases (much like speed limits). A driver measured to be over the allowed blood alcohol content limit has automatic penalties. But even below those levels, drivers can have civil liability and other criminal guilt. For example, in some state statutes (for example Arizona), any driving impairment to any degree caused by alcohol consumption can be a civil or criminal offense in addition to other offenses at higher blood alcohol content levels. Metabolism and excretion This article needs additional citations for verification. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. (May 2007) Alcohol is removed from the bloodstream by a combination of metabolism, excretion, and evaporation. The relative proportion disposed of in each way varies from person to person, but typically about 95% is metabolised by the liver. The remainder of the alcohol is eliminated through excretion in breath, urine, sweat, feces, milk and saliva.[31] Excretion into urine typically begins after about 40 minutes, whereas metabolisation commences as soon as the alcohol is absorbed, and even before alcohol levels have risen in the brain. Alcohol is metabolised mainly by the group of six enzymes collectively called alcohol dehydrogenase. These convert the ethanol into acetaldehyde (an intermediate that is actually more toxic than ethanol). The enzyme acetaldehyde dehydrogenase then converts the acetaldehyde into non-toxic Acetic acid. Many physiologically active materials are removed from the bloodstream (whether by metabolism or excretion) at a rate proportional to the current concentration, so that they exhibit exponential decay with a characteristic halflife (see pharmacokinetics). This is not true for alcohol, however. Typical doses of alcohol actually saturate the enzymes' capacity, so that alcohol is removed from the bloodstream at an approximately constant rate. This rate varies considerably between individuals; Another sex based difference is in the elimination of alcohol. Persons below the age of 25[citation needed], women[32] persons of certain ethnicities, and persons with liver disease may process alcohol more slowly. Many East Asians (for example, about half of Japanese) have impaired acetaldehyde dehydrogenase; this causes acetaldehyde levels to peak higher, producing more severe hangovers and other effects such as flushing and tachycardia. Conversely, members of certain ethnicities that traditionally did not use alcoholic beverages have lower levels of alcohol dehydrogenases and thus "sober up" very slowly, but reach lower aldehyde concentrations and have milder hangovers. Rate of detoxification of alcohol can also be slowed by certain drugs which interfere with the action of alcohol dehydrogenases, notably aspirin, furfural (which may be found in fusel alcohol), fumes of certain solvents, many heavy metals, and some pyrazole compounds. Also suspected of having this effect are cimetidine (Tagamet), ranitidine (Zantac), and acetaminophen (Tylenol) (paracetamol). Currently, the only known substance that can increase the rate of metabolism of alcohol is fructose. The effect can vary significantly from person to person, but a 100g dose of fructose has been shown to increase alcohol metabolism by an average of 80%.[33] Alcohol absorption can be slowed by ingesting alcohol on a full stomach. Spreading the total absorption of alcohol over a greater period of time decreases the maximum alcohol level, decreasing the hangover effect. Thus, drinking on a full stomach or drinking while ingesting drugs which slow the breakdown of ethanol into acetaldehyde, will reduce the maximum blood levels of this substance, and decrease the hangover. Alcohol in non-carbonated beverages is absorbed more slowly than alcohol in carbonated drinks.[34] Sources of Fructose: Honey, fruit juices, high fructose corn syrup... Honey - 3 kcal per gram, contains water and electrolytes and fructose, all considered important in increasing the speed at which alcohol metabolizes and reducing the effects of hangovers. http://en.wikipedia.org/wiki/Pharmacokinetics - How the body affects the drug Pharmacokinetics is divided into several areas including the extent and rate of absorption, distribution, metabolism and excretion. This is commonly referred to as the ADME scheme: Absorption - the process of a substance entering the blood circulation. Distribution - the dispersion or dissemination of substances throughout the fluids and tissues of the body. Metabolism (or Biotransformation) - the irreversible transformation of parent compounds into daughter metabolites. Excretion - the removal of the substances from the body. In rare cases, some drugs irreversibly accumulate in body tissue. Elimination is the result of metabolism and excretion. Pharmacokinetics describes how the body affects a specific drug after administration. Pharmacokinetic properties of drugs may be affected by elements such as the site of administration and the dose of administered drug. These may affect the absorption rate.[2] A fifth process, Liberation has been highlighted as playing an important role in pharmacokinetics:[3][4] Liberation - the process of release of drug from the formulation. Hence LADME may sometimes be used in place of ADME in reference to the core aspects of pharmacokinetics. http://en.wikipedia.org/wiki/Pharmacodynamics - How the drug affects the body Effects on the body The majority of drugs either (a) mimic or inhibit normal physiological/biochemical processes or inhibit pathological processes in animals or (b) inhibit vital processes of endo- or ectoparasites and microbial organisms. There are 7 main drug actions: stimulating action through direct receptor agonism and downstream effects depressing action through direct receptor agonism and downstream effects (ex.: inverse agonist) blocking/antagonizing action (as with silent antagonists), the drug binds the receptor but does not activate it stabilizing action, the drug seems to act neither as a stimulant or as a depressant (ex.: some drugs possess receptor activity that allows to stabilize general receptor activation, like buprenorphine in opioid dependent individuals or aripiprazole in schizophrenia, all depending on the dose and the recipient) exchanging/replacing substances or accumulating them to form a reserve (ex.: glycogen storage) direct beneficial chemical reaction as in free radical scavenging direct harmful chemical reaction which might result in damage or destruction of the cells, through induced toxic or lethal damage (cytotoxicity or irritation) [edit]Desired activity The desired activity of a drug is mainly due to successful targeting of one of the following: Cellular membrane disruption Chemical reaction with downstream effects Interaction with enzyme proteins Interaction with structural proteins Interaction with carrier proteins Interaction with ion channels Ligand binding to receptors: Hormone receptors Neuromodulator receptors Neurotransmitter receptors General anesthetics were once thought to work by disordering the neural membranes, thereby altering the Na+ influx. Antacids and chelating agents combine chemically in the body. Enzyme-substrate binding is a way to alter the production or metabolism of key endogenous chemicals, for example aspirin irreversibly inhibits the enzyme prostaglandin synthetase (cyclooxygenase) thereby preventing inflammatory response. Colchicine, a drug for gout, interferes with the function of the structural protein tubulin, while Digitalis, a drug still used in heart failure, inhibits the activity of the carrier molecule, Na-K-ATPase pump. The widest class of drugs act as ligands which bind to receptors which determine cellular effects. Upon drug binding, receptors can elicit their normal action (agonist), blocked action (antagonist), or even action opposite to normal (inverse agonist). In principle, a pharmacologist would aim for a target plasma concentration of the drug for a desired level of response. In reality, there are many factors affecting this goal. Pharmacokinetic factors determine peak concentrations, and concentrations cannot be maintained with absolute consistency because of metabolic breakdown and excretory clearance. Genetic factors may exist which would alter metabolism or drug action itself, and a patient's immediate status may also affect indicated dosage. [edit]Undesirable effects Undesirable effects of a drug include: Increased probability of cell mutation (carcinogenic activity) A multitude of simultaneous assorted actions which may be deleterious Interaction (additive, multiplicative, or metabolic) Induced physiological damage, or abnormal chronic conditions [edit]Therapeutic window Main article: Therapeutic window The therapeutic window is the amount of a medication between the amount that gives an effect (effective dose) and the amount that gives more adverse effects than desired effects. For instance, medication with a small pharmaceutical window must be administered with care and control, e.g. by frequently measuring blood concentration of the drug, since it easily loses effects or gives adverse effects. Therapeutic Index The therapeutic index (also known as therapeutic ratio) is a comparison of the amount of a therapeutic agent that causes the therapeutic effect to the amount that causes death (in animal studies) or toxicity (in human studies).[1] Quantitatively, it is the ratio given by the lethal or toxic dose divided by the therapeutic dose. In animal studies, the therapeutic index is the lethal dose of a drug for 50% of the population (LD50) divided by the minimum effective dose for 50% of the population (ED50). Lethality is not determined in human clinical trials; instead, the dose that produces a toxicity in 50% of the population (TD50) is used to calculate the therapeutic index. ED vs TD - Effective Dose vs Toxic Dose Terminal Elimination Half-Life - The amount of time it takes for the concentration of a drug to decline by one half. Absorption Rates: If breathed If consumed If injected If contacted Alcohol in breath = 2100x alcohol in blood ------------ The number of molecules in a mole (known as Avogadro's number) is defined so that the mass of one mole of a substance, expressed in grams, is exactly equal to the substance's mean molecular weight. For example, the mean molecular weight of natural water is about 18.015, so one mole of water is about 18.015 grams. This property considerably simplifies many chemical and physical computations.