Difference between revisions of "Geneticist"
Studenterhue (talk | contribs) (spell some things out) |
Studenterhue (talk | contribs) (thanks to ZeWaka I have to semi-awkwardly rewrite this Normal Workflow section) |
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== Normal Workflow == | == Normal Workflow == | ||
Have a look into your own DNA on the View DNA Samples page under the Research page, research some mutations to find out what they do (via Research Mutation) and see if there's anything you'd like to activate. If there is, create an activator for each mutation, and then redeem it into the console. | |||
Look up ''someone else's'' DNA for genes to research and activate. It's no fun if only one person gets all the cool powers, and the gene-nerds who ''only'' activate their own mutations are the nerds other gene-nerds bully for lunch money. Your fellow Geneticist is perfect, since they're usually close by and perfectly willing to step inside your lab and get their genes activated. If you're sole Geneticist on-board, just pick anybody you'd like (we suggest the [[Clown]] or the [[Captain]] or your [[Medical Director|unfortunately overworked boss]]) | |||
Unfortunately, you can't alter the code of a DNA sample while the person you're viewing isn't in the scanner or remotely activate their mutations, so you'll probably have to call them to your lab, you could say something like, ''"Hey, Pubby McJones, could you over to Genetics to get your Human SMES gene activated?"'', or some other variation thereof that will clearly communicate to your potential test subject what exactly you're going to do to them. | |||
Nobody has to actually step inside the scanner to get their genes activated, but it never hurts to. While the scanner can run out of air if someone stays in it for too long and cause them to suffocate, having [[Terminology#Internals|internals]] will easily circumvent this. If your test subjects get a little bit claustrophobic in there and starts worrying you've locked them in the scanner, kindly remind them that doing a *flip (Hotkey: R) has a small chance of breaking them free. | |||
Alternatively, if you can't bring your test subject to Genetics, bring Genetics to them! That is, vend an activator or two, and [[General Objects#Mail Chute|mail]] or hand deliver it to them! Or just leave it outside [[Medbay]] lobby--that works too. Works wonders on the many, many paranoid space men and women who'll suspect you're trying to lure them into your lab so you can [[Traitor|kill]]/[[Changeling|eat]]/[[Vampire|drain]] them. | |||
''' | In any case though, don't just inject people out of nowhere, though; it's considered rude, [[Grief#Obvious Grife|especially]] if you give them one of the more debilitating/annoying ones. Ask/notify them first! | ||
All the while, steadily work your way through the [[Guide to Genetics#Research|research upgrades]] for your equipment. Once you research [[Guide to Genetics#DNA Injectors|''DNA Injectors'']] and [[Guide to Genetics#Mutation Storage|''Mutation Storage'']], the real fun of genetics begins. At this point you can store desirable mutations from your test subjects, combine them with with other mutations, and then use injectors to pass these mutations, even those who don't it in their genetic potential. | |||
==Crew Objectives== | ==Crew Objectives== |
Revision as of 00:34, 4 June 2018
The Geneticist makes his home in the east end of the medbay. As a geneticist, 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.
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. Monkeys, once turned human, can be a great source of interesting/useful mutations to, once you've the relevant upgrades, store and hand out to the crew. They also make nice test subjects to dump activators into for more unfavorable mutations on so you can get those sweet, sweet materials and chromosomes.
Normal Workflow
Have a look into your own DNA on the View DNA Samples page under the Research page, research some mutations to find out what they do (via Research Mutation) and see if there's anything you'd like to activate. If there is, create an activator for each mutation, and then redeem it into the console.
Look up someone else's DNA for genes to research and activate. It's no fun if only one person gets all the cool powers, and the gene-nerds who only activate their own mutations are the nerds other gene-nerds bully for lunch money. Your fellow Geneticist is perfect, since they're usually close by and perfectly willing to step inside your lab and get their genes activated. If you're sole Geneticist on-board, just pick anybody you'd like (we suggest the Clown or the Captain or your unfortunately overworked boss)
Unfortunately, you can't alter the code of a DNA sample while the person you're viewing isn't in the scanner or remotely activate their mutations, so you'll probably have to call them to your lab, you could say something like, "Hey, Pubby McJones, could you over to Genetics to get your Human SMES gene activated?", or some other variation thereof that will clearly communicate to your potential test subject what exactly you're going to do to them.
Nobody has to actually step inside the scanner to get their genes activated, but it never hurts to. While the scanner can run out of air if someone stays in it for too long and cause them to suffocate, having internals will easily circumvent this. If your test subjects get a little bit claustrophobic in there and starts worrying you've locked them in the scanner, kindly remind them that doing a *flip (Hotkey: R) has a small chance of breaking them free.
Alternatively, if you can't bring your test subject to Genetics, bring Genetics to them! That is, vend an activator or two, and mail or hand deliver it to them! Or just leave it outside Medbay lobby--that works too. Works wonders on the many, many paranoid space men and women who'll suspect you're trying to lure them into your lab so you can kill/eat/drain them.
In any case though, don't just inject people out of nowhere, though; it's considered rude, especially if you give them one of the more debilitating/annoying ones. Ask/notify them first!
All the while, steadily work your way through the research upgrades for your equipment. Once you research DNA Injectors and Mutation Storage, the real fun of genetics begins. At this point you can store desirable mutations from your test subjects, combine them with with other mutations, and then use injectors to pass these mutations, even those who don't it in their genetic potential.
Crew Objectives
As a loyal crew member, you can sometimes be assigned some strictly optional objectives to keep yourself busy while you wait for something to happen. As a geneticist, you can expect to see the following:
End the round with at least 5 people scanned
You need to get people into the DNA scanner in medbay. Most rounds, you won't get 5 people in the scanner period, let alone 5 people who won't be cloned, so if you really want to do this you might need to try accosting kindly asking people in medbay to let you scan them. Perhaps you can offer them superpowers for their time or remind them that the whole process takes roughly 10 seconds at most.
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 newer Speed Injector can also make for some very fun gimmicks. Want to make everyone a monkey? Sure! Want to give people un-Synchronized Self Biomass Manipulation 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...
Supplementary Video
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 |