Difference between revisions of "Geneticist"
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* Click on the [[Guide_to_Genetics#GeneTek_Console|GeneTek Console]] | * Click on the [[Guide_to_Genetics#GeneTek_Console|GeneTek Console]] | ||
* Click on ''' | * Click on the '''Storage''' tab. | ||
* | * Scroll down to "DNA Samples" | ||
* Find your name and click on it | * Find your name and click on the ''View Record'' button next to it. | ||
* Click on | * Click on an ''Unknown Mutation'' (box with a question mark) | ||
* Find out what it is by clicking ''Research | * Find out what it is by clicking ''Research'' | ||
* Once the research finishes, see if there's a [[Guide_to_Genetics#Mutations|Mutation]] you'd like to activate | * Once the research finishes, see if there's a [[Guide_to_Genetics#Mutations|Mutation]] you'd like to activate | ||
* Create a [[Guide_to_Genetics#DNA Activators|DNA Activator]] for each Mutation you like | * Create a [[Guide_to_Genetics#DNA Activators|DNA Activator]] for each Mutation you like | ||
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===Outreach=== | ===Outreach=== | ||
It's no fun if only you get all the cool powers. ''' | It's no fun if only you get all the cool powers. Go back to '''Storage''' and view the records of another crew member. Your fellow Geneticist is perfect, since they're usually close by and willing to step inside the GeneTek scanner and get their Mutations activated. If you're the sole Geneticist on-board, just pick anybody you'd like (the [[Clown]], the [[Captain]], or the [[Medical Director]]). | ||
You can only change the Mutations of a crew member inside the GeneTek scanner, so you'll have to call them to the Genetics lab. You could say something like, ''"Hey, Pubby McJones, could you over to Genetics to get your electricity immunity Mutation activated?"'', or some other variation thereof that will clearly communicate to the crew member what exactly you're going to do to them. | You can only change the Mutations of a crew member inside the GeneTek scanner, so you'll have to call them to the Genetics lab. You could say something like, ''"Hey, Pubby McJones, could you over to Genetics to get your electricity immunity Mutation activated?"'', or some other variation thereof that will clearly communicate to the crew member what exactly you're going to do to them. | ||
To insert an organism into the GeneTek scanner: | To insert an organism into the GeneTek scanner, you can either: | ||
* Click them with {{Grab}} intent and click on the GeneTek scanner. | * Click them with {{Grab}} intent and click on the GeneTek scanner. | ||
* Drag and drop their sprite onto the GeneTek scanner sprite. | * Drag and drop their sprite onto the GeneTek scanner sprite. | ||
To eject an organism from the GeneTek scanner: | To eject an organism from the GeneTek scanner, either: | ||
* Right click on the GeneTek scanner and choose ''Eject Occupant''. | * Right click on the GeneTek scanner and choose ''Eject Occupant''. | ||
* Drag and drop the GeneTek scanner sprite onto the floor. | * Drag and drop the GeneTek scanner sprite onto the floor. | ||
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This basically means you need to have 5 different mutations available in the [[Guide to Genetics#Genetics Booth|gene booth]]. "Options" is key here; simply having 5 copies of a single Mutation isn't enough. They don't have to be particularly powerful or useful, though that's definitely a plus; they simply have to be available for purchase. | This basically means you need to have 5 different mutations available in the [[Guide to Genetics#Genetics Booth|gene booth]]. "Options" is key here; simply having 5 copies of a single Mutation isn't enough. They don't have to be particularly powerful or useful, though that's definitely a plus; they simply have to be available for purchase. | ||
You need a test subject (e.g. your fellow Geneticist, a [[monkey]], a willing [[Staff Assistant]] or [[Medical | You need a test subject (e.g. your fellow Geneticist, a [[monkey]], a willing [[Staff Assistant]] or [[Medical Trainee]]) for this, and a fair amount of Research Materials. First, make sure you've purchased the [[Guide to Genetics#Gene Booth|Gene Booth research upgrade]]; this costs 50 Research Materials. Next, put your test subject in the scanner and look at their [[Guide to Genetics#Potential|Potential Mutations]]. If they have an Unknown Mutation, research it; this costs 20 Research Materials. Once that's done, vend a [[Guide to Genetics#DNA Activators|DNA Activator]] for it, eject them, inject them, and re-insert them into the scanner. After this, go to their Mutations menu, pick the Mutation you activated, and select ''Sell at Gene Booth''; this costs 30 Research Materials. Repeat this process for 4 other Mutations. | ||
Assuming you start from scratch, this will cost, at most, 300 Research Materials: 50 for the [[Guide to Genetics#Gene Booth|Gene Booth research upgrade]], 100 (5 * 20) Research Materials to research the 5 unknown mutations, 150 (5 * 30) to put the 5 mutations in the gene booth. It will likely cost you less than that. Redeeming [[Guide to Genetics#DNA Activators|DNA Activators]] on players grants extra Research Materials and reduces research costs, and if you arrive while there's another Geneticist onboard, they'll probably have bought the [[Guide to Genetics#Gene Booth|Gene Booth upgrade]] already and completed some of the mutation research for you, saving Research Materials. They might have even added some Mutations to the gene booth already. | Assuming you start from scratch, this will cost, at most, 300 Research Materials: 50 for the [[Guide to Genetics#Gene Booth|Gene Booth research upgrade]], 100 (5 * 20) Research Materials to research the 5 unknown mutations, 150 (5 * 30) to put the 5 mutations in the gene booth. It will likely cost you less than that. Redeeming [[Guide to Genetics#DNA Activators|DNA Activators]] on players grants extra Research Materials and reduces research costs, and if you arrive while there's another Geneticist onboard, they'll probably have bought the [[Guide to Genetics#Gene Booth|Gene Booth upgrade]] already and completed some of the mutation research for you, saving Research Materials. They might have even added some Mutations to the gene booth already. |
Latest revision as of 06:00, 7 September 2024
MEDICAL DEPARTMENT | |
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Geneticist | |
Geneticist |
Difficulty: Easy to Medium Requirements: None Access Level: Medbay, Genetics, Morgue, Pathology, Maintenance Additional Roleplay Access Level: None Supervisors: Medical Director, Captain Subordinates: None Responsibilities: Research the crew's genes, activate and/or distribute beneficial ones, clone dead people so they live again Guides: Guide to Genetics, Cloning |
The Geneticist makes their home in the medbay. Your primary job is to research genetic defects and mutations and hand out fancy superpowers to people, like a biological counterpart to the Roboticist's mechanical augmentations. When all the medical doctors are dead or incompetent and the roboticists are too busy putting butts on everyone's heads, you may also want to operate the nearby cloning device to revive fallen crew mates through the use of wacky clone science. You can communicate to your department using your special medical headset by typing:
say :m I'm going to add Anaerobic Respiration to the GeneBooth now.
The Lab
Genetics has a couple of GeneTek Consoles, which the geneticists use to attempt to unlock the genetic code for super-powers. The process is absurdly elaborate, technical, and time-consuming, and there is too much to talk about for just one article section. To get a better understanding on how it all works, see the Guide to Genetics, especially the Potential section.
If at any point they make a mistake and regret giving themselves or someone else a mutation, or if someone walks into Medbay asking for someone to remove their Swedish accent, there's also bottles of Mutadone pills to reverse it.
The monkey pen nearby is also home to a number of monkeys and a locker with electropacks, remotes for said electropacks, and blindfolds. Using wacky corporate superscience, you could uplift them into humanhood and use them for HILARIOUS ANTICS. Or just find more mutations.
Quickstart Workflow
Starting Up
- Click on the GeneTek Console
- Click on the Storage tab.
- Scroll down to "DNA Samples"
- Find your name and click on the View Record button next to it.
- Click on an Unknown Mutation (box with a question mark)
- Find out what it is by clicking Research
- Once the research finishes, see if there's a Mutation you'd like to activate
- Create a DNA Activator for each Mutation you like
- Inject yourself with the DNA Activator to activate the Mutation by clicking on yourself
- The DNA Activator will change to a filled DNA Activator
- Click on the GeneTek console with the filled DNA Activator to receive Research Materials and Chromosomes
Outreach
It's no fun if only you get all the cool powers. Go back to Storage and view the records of another crew member. Your fellow Geneticist is perfect, since they're usually close by and willing to step inside the GeneTek scanner and get their Mutations activated. If you're the sole Geneticist on-board, just pick anybody you'd like (the Clown, the Captain, or the Medical Director).
You can only change the Mutations of a crew member inside the GeneTek scanner, so you'll have to call them to the Genetics lab. You could say something like, "Hey, Pubby McJones, could you over to Genetics to get your electricity immunity Mutation activated?", or some other variation thereof that will clearly communicate to the crew member what exactly you're going to do to them.
To insert an organism into the GeneTek scanner, you can either:
- Click them with Grab intent and click on the GeneTek scanner.
- Drag and drop their sprite onto the GeneTek scanner sprite.
To eject an organism from the GeneTek scanner, either:
- Right click on the GeneTek scanner and choose Eject Occupant.
- Drag and drop the GeneTek scanner sprite onto the floor.
Alternatively, your could create a few DNA Activators and DNA Injectors and inject crew members in the hallways.
Genetics Etiquette
Don't inject people out of nowhere! It is rude, especially if you give them one of the more debilitating or annoying Mutations. Ask for permission first!
The Next Steps
All the while, steadily work your way through the Research upgrades for your equipment. One of the first Research is Gene Booth. With this upgrade, you can, for thirty Research Materials, sell Mutations through the public Gene Booth machine. The Gene Booth distributes Mutations to crew members without them having to visit your lab. That means instead of Research Materials and Chromosomes, you will recieve credits for your Research Budget.
Once you research DNA Injectors and Mutation Storage, the real fun of genetics begins. At this point you can store desirable Mutations, combine them with with other Mutations, and then use DNA Injectors to activate these Mutations, even in crew members who don't have it in their Potential.
Cloner Duty
- Main article: Medical Doctor#The Cloner
Once in a while, check up on the Cloner. If you see any bodies, scan them in the Cloner scanner and try to clone the crew member. Everyone in Medical is expected to check up on the Cloner, but the Geneticists have the Cloner in their sights.
The Cloner has an Advanced Genetic Analysis option. When enabled, the Cloner will copy over any active Mutations the crew member had when they were scanned, including their Body Type Mutations. While the Cloner is cloning, it reduces all the cooldowns on the GeneTek consoles and increases how many Research Materials are passively gained every second. However, the Advanced Genetic Analysis option will increase how long it takes to clone a crew member.
Tips
- At round start, research as many of your own genes as you can while trying to activate your undesirable genes, harvesting the filled activators for more materials for more research (without killing yourself). Then, take a Mutadone pill (or two). Then, activate your desirable genes and harvest their filled activators. This will kick-start your research and boost your materials, all while leaving you with a few good mutations and no bad ones.
- If crew members are unwilling to come to the lab or don't have useful Mutations, use Monkeys.
- Crew members, often Engineers and Miners (depending on the map), appreciate Stabilized Anaerobic Metabolism and Stabilized Thermal Resistance because they help greatly reduce the dangers of space and breaches.
- To a lesser extent, Stabilized SMES Human can be useful for Engineers trying to run a particularly powerful TEG (again, this depends on the map).
- 300 credits is the break-even point for selling mutations at the Gene Booth, and only if ALL applications of the mutation sell, so price your mutations at or above this.
- Some Geneticists prefer to sell communally useful mutations like Healing Touch for less than 300.
Crew Objectives
As a loyal crew member, you can sometimes be assigned an optional objective. If you complete it by the end of the round, you'll get some bonus Spacebux and might even earn a Medal too. As a Geneticist, you can expect to see the following:
Have at least 5 people's DNA scanned in the cloning console at the end of the round.
You need to get crew members into the Cloning Scanner. Kindly remind the crew to come and get scanned. Offer them Mutations for their time or remind them that the whole process takes roughly 10 seconds at most.
Completing this objective for the first time gives you the Life, uh... finds a way medal. It's a reference to a famous line from the 1993 Jurassic Park film, and that's about all there is to it since it doesn't unlock a special reward or anything.
Have at least 5 options available in the gene booth at the end of the round
This basically means you need to have 5 different mutations available in the gene booth. "Options" is key here; simply having 5 copies of a single Mutation isn't enough. They don't have to be particularly powerful or useful, though that's definitely a plus; they simply have to be available for purchase.
You need a test subject (e.g. your fellow Geneticist, a monkey, a willing Staff Assistant or Medical Trainee) for this, and a fair amount of Research Materials. First, make sure you've purchased the Gene Booth research upgrade; this costs 50 Research Materials. Next, put your test subject in the scanner and look at their Potential Mutations. If they have an Unknown Mutation, research it; this costs 20 Research Materials. Once that's done, vend a DNA Activator for it, eject them, inject them, and re-insert them into the scanner. After this, go to their Mutations menu, pick the Mutation you activated, and select Sell at Gene Booth; this costs 30 Research Materials. Repeat this process for 4 other Mutations.
Assuming you start from scratch, this will cost, at most, 300 Research Materials: 50 for the Gene Booth research upgrade, 100 (5 * 20) Research Materials to research the 5 unknown mutations, 150 (5 * 30) to put the 5 mutations in the gene booth. It will likely cost you less than that. Redeeming DNA Activators on players grants extra Research Materials and reduces research costs, and if you arrive while there's another Geneticist onboard, they'll probably have bought the Gene Booth upgrade already and completed some of the mutation research for you, saving Research Materials. They might have even added some Mutations to the gene booth already.
There is no medal associated with this objective. But selling good genes in the gene booth is its own reward. Seriously; the money from selling genes goes towards the Research budget, meaning extra funds for gene research.
Syndicate Geneticist
Though genetics doesn't have exclusive control over the cloner anymore, the enzymatic reclaimer can still be a fantastic way to kill people that walk into your lab (or any volunteers you've recruited) if you have an EMAG and are able to score a flash off the roboticist (or hack his manufacturer yourself). Emag the reclaimer first, then if someone barges in, flash them, take off their headset and shove them into the reclaimer for an almost instant kill - or alternatively, lock them into the DNA manipulator and slowly irradiate them to death. Eccentricity and wandering is also expected from a geneticist. Hunting for superpowers is extremely boring, so many geneticists wander off to do something else. Nobody will question why you're dragging a dead body if you're heading back to medbay. Most people won't even mind if you stash a dead body in the morgue or grind it up for biomass as they'll assume you've already run it through the cloner first.
The Speed Injector can also make for some very fun gimmicks. Want to make everyone a monkey? Sure! Want to give people Empowered High-Pressure Intestines to make them gib themselves? Absolutely! The possibilities are only as limited as the number of mutations. And don't forget, just because you're a traitor doesn't mean you can't do your job to get yourself some significant advantages...
Traitor Geneticist isn't all about clandestinely fiddling with everyone's genes, though. Combine the robustness of regular monkeys with an vicious desire to kill all life and an improved throwing skill, put them in a barrel just for pun, and you have the barrel of monkeys. Highly disruptive and virtually untraceable (Protip: Use a cargo transporter so people won't see you haul around the barrel), especially if you take some extra steps.
But why stop at evil monkeys or genetic debilitation? With the mindhack cloning module (aka, the mind "remapper"), you can unleash your inner mad scientist and build the clone army you've always wanted. When attached to a cloning pod, it makes all the clones that come out of it bound to serve your every command--forever! (No implants here, so people can't cut it out to remove mindhack status.) Now, since the module is incredibly obvious, you really can't attach it to the one in Medbay, lest some remotely aware schmuck remove it. Instead, you're supposed to build your own cloning lab in someplace secret, like in some forgotten closet in maintenance or the Ghost Drone Factory. Building one is pretty involved, but the results are very worth it.
Supplementary Video
Jobs on Space Station 13 | ||
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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 |