Difference between revisions of "Geneticist"

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(Accost people? What kind of non-antag nerd does that?)
(Move/copy the Normal Workflow, flesh it out a lot, remove that weird summary of guide to genetics, plus a bunch of links)
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The '''Geneticist''' makes his home in the east end of the [[medbay]]. As a geneticist, your primary job is to research genetic defects, mutations and fancy superpowers. When all the [[Medical Doctor|medical doctors]] are dead or incompetent and the [[roboticist]]s 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 '''Geneticist''' makes his home in the east end of the [[medbay]]. As a geneticist, your primary job is to research genetic defects, mutations and and hand out fancy superpowers to people, like a biological counterpart to the Roboticist's [[Roboticist#Augmentation|mechanical augmentations]]. When all the [[Medical Doctor|medical doctors]] are dead or incompetent and the [[roboticist]]s are too busy putting butts on everyone's heads, you may also want to operate the nearby [[Medical Doctor#The Cloner|cloning device]] to revive fallen crew mates through the use of wacky clone science.


==The Lab==
==The Lab==
Genetics has a couple DNA manipulators, which is where geneticists conduct the involved work of unlocking the genetic code, hoping for super-powers. The process is absurdly elaborate, technical, and time-consuming. To get a better understanding on how it all works, see the [[Guide to Genetics]]. The guide goes into great detail on the process of genetics, but the general gist/most important things to take away are:
[[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.


*As high school biology should have taught you, all humans (and monkeys) have DNA. As it should also have taught you, some blocks of DNA are not expressed/activated, known as ''latent mutations'' or ''potential''. Some of these are good, some are bad, some are just amusing. You can see what latent mutations a person has through the Potential tab. Initially, all these DNA blocks will show up as Unknown Mutations.
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.
*Your job as Geneticist is to research the precise nature of these DNA blocks and activate the more useful ones in the crew members. The two main ways of doing this are: 
*#Doing the base pair puzzle, by completing the half-filled base pairs, finding the correct base pair for the empty ones (Hint: CG is not the same as GC!), and cracking locked pairs. Once the boxes are correctly filled, you then choose Activate to give them the mutation. Giving mutations this way doesn't have extra perks like activators do, but if you find multiple people with the same latent mutation, you can simply autocomplete the boxes to give them the mutation rather than wait on activator cooldowns.
*#Simply creating an activator for the latent mutation and use it on somebody who has it in their Potential (obviously you can't activate a person's block if they don't have it.) This does '''''not''''' require filling it those base pair boxes, and you can turn the filled activator into the GeneTek console to either:
*##Extra Materials to spend on researching more mutations and upgrades.
*##Chromosomes that, when combined with a DNA block, modify it in some way. See them and combine them with DNA blocks through the Research Menu->Stored Chromosomes tab.
*##Free unlocks for locked pairs.
** Both of these methods are perfectly acceptable, and both of them have similar results. The activated DNA block will move from the Potential tab to the Mutations tab. Initially, you can't do much in the Mutations tab, but purchasing certain upgrades will allow you to store the activated DNA blocks.
*You can upgrade the GeneTek console and expand its capabilities by purchasing upgrades with Materials through Research Menu->Available Research. You initially will only have a few upgrades, but as you purchase more upgrades and research more mutations, the amount of upgrades available will expand drastically.


The monkey pen nearby is also home to a number of [[monkey]]s and a locker with [[Science Objects#ElectroPack|electropacks]]. 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, as well as test subjects to dump activators for more unfavorable mutations on so you can get those sweet, sweet materials and chromosomes. To turn a monkey into a human, just get a monkey from the monkey pen, restrain it (usually with one of the items from the Animal control lockers), and then, through the Body Type tab, turn it into a human.
The monkey pen nearby is also home to a number of [[monkey]]s and a locker with [[Science Objects#ElectroPack|electropacks]], [[Science Objects#Remote Signaler|remotes]] for said electropacks, and [[Medical Objects#Blindfold|blindfolds]]. Monkeys, [[Guide to Genetics#Body Type|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 ==
Unless you have a specific plan that requires you complete genetic codes, this is what you should be doing on a standard shift as the geneticist.
 
* 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.
* Restrain a monkey (more details below) and put it into the scanner. Use the Body Type button to turn it into a human, then go to the Potential page .
* For each mutation the monkey-turned-human has, vend an activator, eject the monkey from the scanner, use the activator on the monkey, redeem the spent activator in the console, then put the monkey back in the scanner.
* Steadily work your way through the [[Guide to Genetics#Research|research upgrades]] for your equipment. 
* Once you have activated all of a monkey's genes, and have brought the [[Guide to Genetics#Radiation Emitters|''Radiation Emitters'']], you can go to the Potential page, and click on ''Scramble DNA'' to remove all of the monkey's mutations and provide a new set to begin activating.
**Be aware that unless you have researched [[Guide to Genetics#Radiation Dampeners|''Radiation Dampeners'']] and its various iteration, this will cause radiation damage each time it's used, which risks killing your monkey if you don't [[Doctoring#Radiation|heal it in time]].
**Alternatively, if you don't have/want Radiation Emitters, just find and restrain another monkey as a test subject.
* 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 begin storing desirable mutations from your monkey, combining them with with other mutations, and then using injectors to pass these mutations on to others. You can continue to scramble your monkey's DNA to find mutations to store.
 
=== Monkey Discipline ===
If you don't want to be rapidly beaten to death by enraged monkeys seeking revenge for their horrible mutations, there are several tips you need to be aware of.
* '''Never''' leave the door to the monkey enclosure open. Once you're through, click it to prevent monkeys getting into the Operating Theatre or into your Genetics lab. This is important, as once they get in there, they like to pick up staple guns or toolboxes. Not only does this make their attacks against you more lethal, it also means they're able to break the glass separating you from them.
* Restrain your monkey. There are a few ways to do this:
**You can use a [[Medical Objects#Straight Jacket|straitjacket]] or [[handcuffs]] to prevent them from attacking you. This works, but the monkey will still attempt to rush at you if angered. It won't be able to harm you, but will be very annoying for you and your geneticist colleague, you can alleviate this somewhat by buckling yourself to your chair.
**Alternately, you can use the [[Clothing#(Exo)Suit|bedsheets]] or the [[Medical Objects#Blindfold|blindfolds]] to blind the monkey. This is preferable as it will stay perfectly still and not attack, whatever you do to it. Blindfolds, straitjackets and bedsheets can be found in the [[Operating Theatre]] as well as the Animal Control lockers (the nondescript, grey lockers) in your lab and in the monkey pen.
* It's best to put your restraining item on the monkey while in the monkey enclosure, then use ''pull'' to bring it in to the genetics lab, as you risk it escaping your grasp and picking up [[Medical Objects#Scalpel|some]][[Engineering Objects#Emergency Toolbox|thing]] from Medbay on the way.
*Putting the restraining item on is annoyingly finicky as they like to move away before you complete the action, but if you stand so that the monkey is between you and the wall you should be able to do it before it moves away.
* Whatever you do, don't ''grab'' the monkey until you're back in the lab and the doors in are closed, as the others will attack and mob on you.
 
=== Expanding Out ===
At some point in your shift, perhaps before or after you get the Mutation Storage and DNA Injectors upgrades, you'll want to hand out activated mutations to other crew members. (And you should--it's no fun if just only one person gets all the cool powers.)
 
Since the genetics scanner is tied to the medical database, you have access to everybody's DNA sample right from the start. They can be found by going to View DNA Samples in the Research tab. From there, you can select the name of the person you want to work on. You can't alter the code of a sample while the person you're viewing isn't in the scanner, but you can note what powers they have and activate them when the person visits genetics, or just create an activator and take it to them. Don't just stab people out of nowhere, though, since people don't like that. Ask/notify them first!
 
'''IMPORTANT:''' If left in the scanner for too long, the scanner can run out of air and people can begin to suffocate! Consider giving your test subjects some internals to circumvent this.


==Crew Objectives==
==Crew Objectives==

Revision as of 01:24, 11 February 2018

This is the place where dreams come true and abominations in the eyes of God are born in the same day.
This is the place where dreams come true and abominations in the eyes of God are born in the same day.
This is the place where dreams come true and abominations in the eyes of God are born in the same day.
This is the place where dreams come true and abominations in the eyes of God are born in the same day.
This is the place where dreams come true and abominations in the eyes of God are born in the same day.

The Geneticist makes his home in the east end of the medbay. As a geneticist, your primary job is to research genetic defects, mutations and 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

Unless you have a specific plan that requires you complete genetic codes, this is what you should be doing on a standard shift as the geneticist.

  • 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.
  • Restrain a monkey (more details below) and put it into the scanner. Use the Body Type button to turn it into a human, then go to the Potential page .
  • For each mutation the monkey-turned-human has, vend an activator, eject the monkey from the scanner, use the activator on the monkey, redeem the spent activator in the console, then put the monkey back in the scanner.
  • Steadily work your way through the research upgrades for your equipment.
  • Once you have activated all of a monkey's genes, and have brought the Radiation Emitters, you can go to the Potential page, and click on Scramble DNA to remove all of the monkey's mutations and provide a new set to begin activating.
    • Be aware that unless you have researched Radiation Dampeners and its various iteration, this will cause radiation damage each time it's used, which risks killing your monkey if you don't heal it in time.
    • Alternatively, if you don't have/want Radiation Emitters, just find and restrain another monkey as a test subject.
  • Once you research DNA Injectors and Mutation Storage, the real fun of genetics begins. At this point you can begin storing desirable mutations from your monkey, combining them with with other mutations, and then using injectors to pass these mutations on to others. You can continue to scramble your monkey's DNA to find mutations to store.

Monkey Discipline

If you don't want to be rapidly beaten to death by enraged monkeys seeking revenge for their horrible mutations, there are several tips you need to be aware of.

  • Never leave the door to the monkey enclosure open. Once you're through, click it to prevent monkeys getting into the Operating Theatre or into your Genetics lab. This is important, as once they get in there, they like to pick up staple guns or toolboxes. Not only does this make their attacks against you more lethal, it also means they're able to break the glass separating you from them.
  • Restrain your monkey. There are a few ways to do this:
    • You can use a straitjacket or handcuffs to prevent them from attacking you. This works, but the monkey will still attempt to rush at you if angered. It won't be able to harm you, but will be very annoying for you and your geneticist colleague, you can alleviate this somewhat by buckling yourself to your chair.
    • Alternately, you can use the bedsheets or the blindfolds to blind the monkey. This is preferable as it will stay perfectly still and not attack, whatever you do to it. Blindfolds, straitjackets and bedsheets can be found in the Operating Theatre as well as the Animal Control lockers (the nondescript, grey lockers) in your lab and in the monkey pen.
  • It's best to put your restraining item on the monkey while in the monkey enclosure, then use pull to bring it in to the genetics lab, as you risk it escaping your grasp and picking up something from Medbay on the way.
  • Putting the restraining item on is annoyingly finicky as they like to move away before you complete the action, but if you stand so that the monkey is between you and the wall you should be able to do it before it moves away.
  • Whatever you do, don't grab the monkey until you're back in the lab and the doors in are closed, as the others will attack and mob on you.

Expanding Out

At some point in your shift, perhaps before or after you get the Mutation Storage and DNA Injectors upgrades, you'll want to hand out activated mutations to other crew members. (And you should--it's no fun if just only one person gets all the cool powers.)

Since the genetics scanner is tied to the medical database, you have access to everybody's DNA sample right from the start. They can be found by going to View DNA Samples in the Research tab. From there, you can select the name of the person you want to work on. You can't alter the code of a sample while the person you're viewing isn't in the scanner, but you can note what powers they have and activate them when the person visits genetics, or just create an activator and take it to them. Don't just stab people out of nowhere, though, since people don't like that. Ask/notify them first!

IMPORTANT: If left in the scanner for too long, the scanner can run out of air and people can begin to suffocate! Consider giving your test subjects some internals to circumvent this.

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.

Supplementary Video


Jobs on Space Station 13
Command &
Security
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director · Security Officer · Detective · Security Assistant · Nanotrasen Security Consultant
Medical &
Research
Geneticist · Roboticist · Scientist · Medical Doctor
Engineering Quartermaster · Miner · Engineer
Civilian Chef · Bartender · Botanist · Rancher · Janitor · Chaplain · Staff Assistant · Radio Host · Clown · Gimmick jobs
Jobs of the Day Dungeoneer · Barber · Mail Courier · Lawyer · Tourist · Musician · Boxer
Antagonist Roles With own mode Arcfiend · Blob · Changeling · Gang Member · Flockmind · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire · Wizard
Others Grinch · Hunter · Krampus · Werewolf · Wraith · Wrestler · Zombie · Gimmick antagonist roles
Special Roles Artificial Intelligence · Battler · Cluwne · Critter · Cyborg · Ghost · Ghostdrone · Monkey · Santa Claus