Difference between revisions of "Cyborg"
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* [[General Objects#Station Bounced Radio|Radio]] | * [[General Objects#Station Bounced Radio|Radio]] | ||
* [[General Objects#Flashlight|Flashlight]] | * [[General Objects#Flashlight|Flashlight]] | ||
* [[Engineering Objects#Crowbar|Crowbar]] - Pry open firelocks. | * [[Engineering Objects#Crowbar|Crowbar]] - Pry open firelocks and unpowered doors. | ||
* [[Engineering Objects#Multitool|Multitool]] - Mostly pointless, but can be used to [[Hacking#Vending Machines and Autolathes|hack vending machines]] or [[Construction#Fixing bombed APCs|repair APCs]] if more tools are available. | * [[Engineering Objects#Multitool|Multitool]] - Mostly pointless, but can be used to [[Hacking#Vending Machines and Autolathes|hack vending machines]] or [[Construction#Fixing bombed APCs|repair APCs]] if more tools are available. | ||
* [[Engineering Objects#Screwdriver|Screwdriver]] | * [[Engineering Objects#Screwdriver|Screwdriver]] |
Revision as of 16:45, 13 December 2013
Cyborgs are robots installed with human brains, usually constructed in Robotics by the Roboticists. Cyborgs are more durable and sturdy than humans and do not suffer from stunning, poison, or suffocation, but there are many limitations in return. Cyborgs are considered to be assistants directly to the AI and share its laws, so if an AI is corrupted or subverted, the Cyborgs will follow suit. They also have access to robotic communications along with the AI, effectively giving them their own private radio channel. (usage: say ":s (message)").
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!
Similarly, if the AI is corrupted by a traitor, ion storm, or other shenanigan, the cyborgs follow suit.
Perks
- Immune to Toxin and Suffocation Damage
- Has a set of items which cannot be removed or lost
- Cannot be stunned or incapacitated (You can be flashed however.)
- Immune to most maladies (diseases, radiation, etc)
- Access to the mostly private Robotic Speech channel
- Can survive and navigate in space (with a propulsion upgrade or a fire extinguisher)
Restrictions
- Unable to pick up, use, equip, or interact with external items (except for computers and machines)
- Must follow the laws of the AI
- Lifespan is limited by the charge of their cell, which is displayed in the Status panel
- Can be forcibly self-destructed by the Robotics computer
Cyborg Interface
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, so needlessly leaving things equipped will mandate more frequent recharging.
Also, electronic equipment (doors, computers, APCs, etc) may be clicked on and interacted with as though you were the AI. Remember to follow your laws during these interactions - do not shock doors to subdue the traitor (this is harming a human), or ignore a busy door that you find electrified (inaction allowing humans to come to harm).
Charging stations
The charging stations in robotics and at the mining station have special functions just for cyborgs as well as allowing them to charge their power and repair their bodies. Roboticists can customize a cyborgs name, appearance, module and upgrades in the charger. Cyborgs can pull upgrades and clothing item up to and into a charging station to self-equip it. Note: Some clothing is not compatible.
Anatomy of a Cyborg
Cyborgs are a bit more modular than their organic crewmates, so two cyborgs are rarely exactly alike. A cyborg's physical frame is made up of a head, a chest, two arms, and two legs.
Body
- Head: This is a critical part for all cyborgs, as it carries the brain that allows them to function. If the head is destroyed, the cyborg is irrevocably gone; his brain is eradicated in the explosion and there is no way to retrieve it. For this reason, cyborgs benefit greatly from having the Roboticist reinforce their head with metal. After a cyborg is active, however, the head cannot be reinforced, so this is usually a consideration if you are designing your own body prior to being borged.
- Chest: The chest unit houses the cyborg's battery, module, and any upgrades it may have. It is also critical, and the cyborg will be killed if the chest unit is destroyed. It cannot be reinforced, but that point is largely academic as the chest is so sturdy it will often be the only thing left intact if a cyborg is caught in a bomb blast or something.
- Arms: Cyborgs ideally have both a right and left arm, which allows them to pull things around and use tools from their module. Arms can be reinforced with metal, but doing so is rarely worth the trouble. Attackers do not focus on a cyborg's arms, and if you do lose an arm somehow, you remain active. A Roboticist can install a new arm or two if you find yourself short.
- Legs: Cyborgs can choose between a right and left leg or a pair of treads, which consolidates all the hit points of both legs into one unit and allows slightly faster movement. For almost all intents, treads are objectively better than legs, though not so much that a player should spend 20 minutes pestering the Roboticist for a set when they already have functional legs. Legs are non-critical, but losing them will slow your movement speed quite a lot.
- Battery: Cyborgs run on batteries, which must be recharged periodically. Without a battery, a cyborg is nonfunctional. A cyborg will spawn with a battery that has 7500 power capacity, but the Roboticist has replacements that have 15000 power capacity. This increase is huge and you should definitely pester your Roboticist to replace your battery immediately. There are better batteries, including a self-recharging one, but the Roboticist will never get the materials to make one unless you bring it personally, so don't worry about it.
Patching up
As mentioned, Cyborgs are immune to suffocation and toxins. They can still get dented and burnt, though. A welder will fix the former, and a strategically applied cable coil will fix the latter.
Upgrades
In addition to the tools provided by their module (see below), Cyborgs have can get a few extra perks from installed upgrade packages. You will occasionally get one of these for free when choosing your initial module. Upgrades are cataloged below, color coded based on a general composite of usefulness and ease to obtain. Must-have -> Great -> Good -> Meh -> Practically Unusable
- Propulsion Upgrade: This lets you navigate in space as though you had a jetpack, which makes you infinitely more useful to the station and also makes playing as a borg infinitely more fun. Instead of being confined to the station, you can go EVA to rescue people, or to go exploring the void with someone. Without one of these, your only hope to navigate is to use a Fire Extinguisher, which not all modules have. They require only common materials to make, and you can even get one for free by starting with the Construction or Mining module.
- Speed Upgrade: By default, Cyborgs are much slower than humans, and you are going to lose any footrace with a healthy human. The Speed Upgrade changes that, effectively turning you into a massive metal Speedy Gonzalez. Absolutely fantastic any time you want to cover a lot of ground in a straight line, but very obnoxious any time you need to make turns. The module is very difficult to control with the laggy BYOND client, so be sure to turn it the hell off any time you're not dashing down a hallway at the speed of sound. Better, they are made of common, simple materials that will not tax the Roboticist to give you.
- Efficiency Upgrade: As a Cyborg, you will constantly be looking with worry at your battery. If it dies, your fun will too, very quickly. The Efficiency Upgrade goes a long way toward mitigating this. The upgrade takes some exotic materials to make, but if your Roboticist is paying attention, you can get one for free by starting off with the Standard Module and then immediately requesting a change to something less pointless.
- Repair Pack: Cyborgs are only vulnerable to Brute and Burn damage, and they are generally very resilient, but they pay for this by not being able to recover from damage very easily. The Engineering module can repair brute damage on itself and other Cyborgs with its welder, and a few modules can repair burn damage with a Cable Coil, but most modules can only repair themselves by returning to a recharging port. The Repair Pack fixes this by giving the cyborg a one time full heal that they can activate at their convenience. It's also absolutely dirt cheap for the Roboticist to make.
- Recharge Pack: As with the Repair Pack, this is a one-time full recharge of the cyborg's battery. Useful if you're planning on going exploring or have a project you don't want to be distracted from. Also dirt cheap to create.
- Teleport Upgrade: Essentially equips you with a hand tele. Very nice if your Roboticist gets lucky and uncovers one in an abandoned crate, but failing that there's no way you're ever getting one of these, so its usefulness is limited by its availability.
- Optical Meson Scanner Upgrade: Gives you the benefit of an Optical Meson Scanner, allowing you to see the layout of things without seeing any objects in the terrain. This is absolutely critical if you are going mining as a cyborg, but for everyone else it is a pointless waste of time.
- Thermal Scan Upgrade: Gives you the benefit of thermal goggles, but there have been many, many reports of them not working properly on borgs. Even if they did work, spotting an antagonist doing something bad is not useful as a borg, because all it does is invite the now-angry antagonist to smash you to pieces. And unless they're a changeling, you can't fight back with your default laws, and they know it.
Modules
The majority of a cyborg's functionality comes from its module, which defines which tools it has access to. This can be changed with the help of a roboticist, though a rewritten or inserted module will not give you any initial upgrade associated with that module.
When you open your panel interface for the first time, you get to pick a free starter module. This WILL give you an initial upgrade for some choices, depending on the module. Every module comes with:
- Radio
- Flashlight
- Crowbar - Pry open firelocks and unpowered doors.
- Multitool - Mostly pointless, but can be used to hack vending machines or repair APCs if more tools are available.
- Screwdriver
- PDA - With the Super Deluxe cartridge. Messaging is handy, because robotic chat is often compromised.
Standard
The local equivalent of the assistant, this gives the cyborg enough tools to do a lot of little things, but not enough tools to really do anything well. The only reason to use this module is the starter upgrade.
Equipment:
- Cell cables - Recharge APCs manually. Expose the wiring with your screwdriver, then attach the cables.
- Fire extinguisher - Also doubles as an impromptu jetpack.
- Wrench - Turns manual valves in repressurization rooms and elsewhere.
- Pen
- Zippo lighter
- Atmospheric analyzer
- Health analyzer
- Camera monitor - Lets you view the cameras. Remember to deselect the module containing the monitor, or you won't be able to affect anything you see.
Starting Upgrade: Efficiency Upgrade
Engineering
Effectively an engineer, this cyborg is the only one that can fully repair its fellow borgs. You are expected to assist with the engine startup and fix minor damage to the interior of the station, primarily wiring and APCs.
Equipment:
- Cell Cables
- Atmospherics Transporter - So you can remove those dangerous plasma containers for
destroyingprotecting the humans from dangerous fumes. - Fire Extinguisher - Still a great jetpack.
- Welder - Good to repair the true beings on the station.
- Wrench - Turns and goes around, including manual valves found in engineering and elsewhere.
- Analyzer - That oxygen canister you collected from toxin research might not be ideal to repressurize the escape arm at all...
- T-Ray Scanner - Lets you see the wiring under the floor so you can pull it up to repair or check its load. 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.
- Cable Coil - Useful for writing in code on the floor and repairing burn damage on your brothers.
Starting Upgrade: Optical Meson Scanner Upgrade
Medical
Much like a medical doctor, or medbot with a brain.
Equipment:
- Health analyzer
- Defibrillator - The robotic form of CPR. Used to stabilize critical patients and address cardiac arrest (heart failure).
- Scalpel - For cutting out bullets, shrapnel and implants. You can't put people on the surgery table yourself, however.
- Circular saw
- Post-incendary dermal repair stamp - Heals a small amount of burn damage. Unlimited supply.
- Tissue reapplication stamp - The same, but for brute damage.
- Syringe x2 - Empty syringes you can fill with whatever you want. It's generally a good idea to keep one of them loaded with epinephrine at all times. Remember, injecting toxins is harming a human!
- Dropper - For topical drugs. Refer to Doctoring for the whole list.
- Epinephrine reserve tank - 100 units of epinephrine, to be used with your syringes. Keeps critically injured patients alive while you prepare damage-specific medicine.
- Styptic reserve tank - Heals brute damage. Only apply topically!
- Silver sulfadiazine reserve tank - Heals burn damage. Only apply topically!
- Anti-Toxin reserve tank - Charcoal, to be precise. Heals toxin damage.
Starting Upgrade: Health Goggles
Janitor
Exactly what it says on the tin. You are a Janitor, go slip people up.
Equipment:
- Cleaner - A spray bottle of cleaner that lets you clean things up in an efficient manner, if for some reason you wanted to do that.
- Mop - One arm in what you're ACTUALLY going to do.
- Bucket - And the other. Wet the mop, clean the floor, make passive-aggressive comments when people slip on it.
- Analyzer - God damnit even the air is dirty
- Fire Extinguisher - FIRE IS NOT AN APPROPRIATE DISPOSAL METHOD
Starting Upgrade: None
Hydroponics
This module turns you into a botanist bot.
Equipment:
- Wrench
- Plant analyzer
- Watering can
- Portable seed fabricator - Everything, minus the fun stuff (weed, slurrypods etc).
- Compost bag - Make use of a compost tank if you wish to refill it.
- Igniter - Get rid of a plant without dumping the tray out.
- Chainsaw - Very effective at trimming hedges, not so good at trimming human heads.
- Produce satchel
Starting Upgrade: Recharge Pack
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. Note that you do not get an optical meson upgrade when you choose this module, so insist upon getting one from your Roboticist!
Equipment:
- Laser drill - This is the best personal digging tool out there, so it's nice that you get one right off.
- Cargo Transporter - This allows you to teleport crates full of ore back to the station. Click the crate with some other tool highlighted to close it properly.
- Geological Scanner - Scans the local area for fun things like explosive veins, gems, and other shit you should probably be aware of.
- Large Mining Satchel x2 - For holding all the stuff you steal from nature.
- Space GPS - Allows you to get your specific coordinates.
- Fire Extinguisher - If all else fails, I guess.
Starting Upgrade: Propulsion Upgrade
Construction
One of the most popular modules due to its great ability and self-sufficiency.
Equipment:
- Wrench - Ow that hurts
- Wirecutters - Because sometimes a wire goes wrong
- Rapid Construction Device - Pretty much the big reason to take this module. Lets you create walls, floors, and airlocks quickly and easily.
- Floor Tile - Allows you to lay new floors. For fastest use, simply move and tap Page Down, which will automatically use the selected tool.
- Metal Rods - Mostly useful for applying to the floors you create to reinforce them, giving them a snazzy post-industrial look and making it harder to punch a big ass hole in them.
- Reinforced Glass - Handy for making windows, which tend to be more attractive than endless hallways. Use your Screwdriver to secure them in place.
- Cable Coil - Sometimes you just gotta wire, man
Starting upgrade: Propulsion Upgrade
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:
- Health Analyzer - For figuring out the human's weak points before you apply the coup-de-grace.
- Mini-ChemMaster - Will not dispense chemicals. Will allow you to isolate chemicals and such on the fly though.
- Syringe - It's technically science because I'm observing what happens after I put Napalm in his blood stream
- Dropper - A tool that allows you to pick up 5 units of material, then transfer it somewhere else. Efficient for getting a sample of something.
- Drinking Glass - Effectively another 50 unit container, but the contents of this one may be fed to humans instead of splashed on them.
- Beaker - Two 50-unit beakers for mixing your superweapons.
- Large Beaker - And another 100 unit beaker for mixing more superweapons, because the other two clearly weren't enough.
Starting upgrade: None
Brobot
WWWYKI
Equipment:
- Sound synthesizer - Become the mobile noise generator. Click on yourself with it to change its tune.
- Space beer - Plain old beer. Why not use the dispensers to spice things up?
- Probability disc
- Probability cube
- Cardboard tube - What is this even good for?
- 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
Discontinued Modules
- Atmospherics - Assist with re-pressurization of station assets. Merged with engineering.
- Vendor - Produce synthetic food for the crew to eat. Removed due to uselessness.
- Security - Detain criminals and assist security officers. Removed due to rampant abuse, killing and law breaking.
Supplementary Video
{{#widget:YouTube|id=VXa9tXcMhXQ}}
Jobs on Space Station 13 | ||
---|---|---|
Command & Security |
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director | |
Medical & Research |
Medical Doctor · Medical Trainee · Roboticist · Geneticist | |
Engineering | Engineer · Technical Trainee | |
Civilian |
Staff Assistant · Janitor · Chaplain · Mail Courier · Radio Host · Mime | |
Silicon | Artificial Intelligence · Cyborg | |
Jobs of the Day | Dungeoneer · Barber · Waiter · Lawyer · Tourist · Musician · Boxer | |
Antagonist Roles | With own mode | Arcfiend · Blob · Changeling · Gang Member · Flockmind ( Flocktrace) · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire ( Thrall) · Wizard |
Others | Sleeper Agent · Werewolf · Wraith ( Poltergeist) · Wrestler · Hunter · Grinch · Krampus · Gimmick antagonist roles | |
Special Roles | Ghostdrone · Monkey · Critter · Ghost · Cluwne · Santa Claus |