Difference between revisions of "Chemical Information"

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(Listing this curious specimen under Archive because, boy, most of it talks about chems that don't exist/have been revamped.)
 
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Known Onboard Toxins: <br>
 
Known Onboard Toxins: <br>
 
Grade A Semi-Liquid Plasma: <br>
 
Grade A Semi-Liquid Plasma: <br>

Latest revision as of 23:14, 24 January 2020

WizardSpellbook.gif This page contains a transcript of ingame content.
The following information supplements the rest of the wiki. It is kept for documentation purposes.
AtmosphericTechnician64.png This page is about discontinued content.
The following information is not current. It is kept for historical purposes.

Known Onboard Toxins:
Grade A Semi-Liquid Plasma:
Highly poisonous. You cannot sustain concentrations above 15 units.
A gas mask fails to filter plasma after 50 units.
Will attempt to diffuse like a gas.
Filtered by scrubbers.
There is a bottled version which is very different
from the version found in canisters!

WARNING: Highly Flammable. Keep away from heat sources except in a enclosed fire area!
WARNING: It is a crime to use this without authorization.

Known Onboard Anti-Toxin:
Anti-Toxin Type 01P: Works against Grade A Plasma.
Best if injected directly into bloodstream.
A full injection is in every regular Med-Kit.
Special toxin Kits hold around 7.

Known Onboard Chemicals (other): Rejuvenation T#001:
Even 1 unit injected directly into the bloodstream will cure paralysis and sleep toxins.
If administered to a dying patient it will prevent further damage for about units*3 seconds. It will not cure them or allow them to be cured.
It can be administered to a non-dying patient, but the chemicals disappear just as fast.

Sleep Toxin T#054:
5 units will induce precisely 1 minute of sleep.
The effects are cumulative.
WARNING: It is a crime to use this without authorization


Archive
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Old Lore Chemical Information‎ · A Crash Course in Legal SOP · Generator Startup Procedure (Old)‎ · Job Information · Old Storyline · Standard Operating Procedure