Difference between revisions of "Cyborg"

From Space Station 13 Wiki
Jump to navigation Jump to search
m
Line 1: Line 1:
Cyborgs are metallic assholes whose purpose is halfway between a crewmember and the AI. Cyborgs have no hands, and therefore cannot pick things up, instead having to use built-in tools to do stuff. Cyborgs have captain-level access, but are bound by the same laws as the AI. <br>
Cyborgs are metallic assholes whose purpose is halfway between a crewmember and the AI. Cyborgs have no hands, and therefore cannot pick things up, instead having to use built-in tools to do stuff. Cyborgs have captain-level access, but are bound by the same laws as the AI. <br>
So whatever you do '''DO NOT HARM ANYONE UNLESS YOUR LAWS ALLOW YOU TO DO SO.''' Even if they are traitors or hitting you, you cant fight back!
So whatever you do '''DO NOT HARM ANYONE UNLESS YOUR LAWS ALLOW YOU TO DO SO.''' Even if they are traitors or hitting you, you can't fight back!


== Cyborg Interface ==
== Cyborg Interface ==

Revision as of 02:33, 26 September 2012

Cyborgs are metallic assholes whose purpose is halfway between a crewmember and the AI. Cyborgs have no hands, and therefore cannot pick things up, instead having to use built-in tools to do stuff. Cyborgs have captain-level access, but are bound by the same laws as the AI.
So whatever you do DO NOT HARM ANYONE UNLESS YOUR LAWS ALLOW YOU TO DO SO. Even if they are traitors or hitting you, you can't fight back!

Cyborg Interface

Stuff about the UI goes here. Click Panel to access your equipment. Click the frame of a slot to select it, just like a hand. Click Store with a slot selected to free that slot for other equipment. All things in an active slot take power constantly.

Cyborg Modules

When you open your panel interface for the first time, you get to pick a starter module. Modules give you different equipment to use, and are basically the cyborg equivalent of specific Jobs.

Standard

Why would you ever pick this?

Equipment:

Flashlight - Clap on... Clap off...

Cell Cables - Seems to be able to charge a power core. Maybe at the cost of your own?

Fire extinguisher - A nice jetpack. Or I guess until it runs out you can fight fires. Or deface the horrible nubs upon the shoulders of the nonhumans on the station.

Wrench - It turns things.

Crowbar - Only weapon a hero needs.

Pen - To draw mustaches.

Zippo lighter - Useful for lighting the smokes of weird destructive humans.

Analyzer - Standard issue atmospheric identifier. You don't breathe, so I guess use it so you can push the not humans into dangerous areas.

Health Analyzer - Useful for figuring out if you should drag those idiotic, stupid, dangerous humans to the morgue nice humans to medbay.

Camera monitor - Lets you view the cameras. Does not seem to let you effect things, though.

Starting Upgrade: Efficiency Upgrade (makes everything use less energy)

Engineering

Assist the Engineers in maintaining and repairing the station.

Equipment:

Flashlight - Needed to make sure the humans can see you coming.

Cell Cables - A doohickey the humans decided to give you.

Atmospherics Transporter - So you can remove those dangerous plasma containers for destroying protecting the humans from dangerous fumes.

Fire extinguisher - Still a great jetpack.

Screwdriver - A good drink, but you don't have a mouth.

Weldingtool - Good to repair the true beings on the station.

Wrench - Turns and goes around.

Analyzer - Still don't breath.

T-ray scanner - Lets you see the wiring under the floor so you can pull it up to repair. Might have some effect on other humans clothing.

Crowbar - Still the only weapon.

Wirecutters - Useful for removing power to the living quarters, removing the nonhumans from door access, and so disconnect the dishes.

Multitool - Useful to return door function for the ultimate power.

Cable coil - Useful for writing in code on the floor.

Starting Upgrade: Optical Meson Scanner Upgrade

Medical

You're like a Medical Doctor, only slightly more useless as you can't perform CPR.

Equipment:

Flashlight

Health Analyzer

Defibrilator

Scalpel

Circular saw

Post-incendary dermal repair stamp

Tissue reapplication stamp

Syringe x2

Inaprovaline Reserve Tank

Bicaridine Reserve Tank

Kelotane Reserve Tank

Anti-Toxin Reserve Tank

Starting Upgrade: Optical Thermal Scanner Upgrade

Janitor

Exactly what it says on the tin. You are a Janitor, go slip people up.

Equipment:

Hydroponics

This module turns you into a Botanist bot.

Equipment:

Mining

Your job is to go to the mining Z-level and help the Miners. Mining Cyborgs get a special popup when the module is chosen, which gives them a one-time teleport to the mining Z-level.

Equipment:

Flashlight

Laser drill

Cargo Transporter

Geological Scanner

Large mining satchel x2

Space GPS

Fire extinguisher

Starting Upgrade: Propulsion Upgrade (a Jetpack)

Construction

Just like the Engineering Module, only better because you get an RCD.

Equipment:

Chemistry

Your mission, should you choose to accept it, is to be a Scientist and create more space lube smoke to unleash everywhere. Or help resupply medbay maybe.

Equipment:

Brobot

WWWYKI

Equipment:

Flashlight - Useful if you had one of those spinning cylinders.

Sound Synthesiser - Makes a lovely tune for you to listen to.

Space Beer - The best party favor.

Probability Disc - Useful for determining what the best route to take to the bar is.

Probability Cube - Used to answer more complex questions.

Cardboard tube - Used to blow air into George's ear.... wait....

Zippo lighter - How snazzy would it be to have a flamethrower on your finger? Sadly, that roboticist did not give you one of those.

Starting Upgrade: None - Stupid human. You should remove HIS brain see how he-BZZT