Difference between revisions of "Geneticist"

From Space Station 13 Wiki
Jump to navigation Jump to search
m
Line 1: Line 1:
[[File:Genetics.png|230px|right|thumb|The Geneticist's lab, a bit damaged in late-round. This is the place where dreams come true and abominations in the eyes of God are born in the same day.]]
[[File:Genetics.png|230px|right|thumb|The Geneticist's lab, a bit damaged in late-round. 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 Medical Wing, north of Medbay, but East of Robotics. As a Geneticist, your primary job is to keep essential staff from dying permanently through the use of wacky clone science, while also researching genetic defects and mutations in your spare time. When all the Medical Doctors are dead or incompetent and the Roboticists are too busy putting butts on everyone's heads, it's often the Geneticists that come through with a previous killed crewmate who is able to out the traitor and start a lynch mob.  
The Geneticist makes his home in the Medical Wing, north of Medbay, but East of Robotics. As a Geneticist, your primary job is to keep essential staff from dying permanently through the use of wacky clone science, while also researching genetic defects and mutations in your spare time. When all the [[Medical Doctor]]s are dead or incompetent and the [[Roboticist]]s are too busy putting butts on everyone's heads, it's often the Geneticists that come through with a previous killed crewmate who is able to out the traitor and start a lynch mob.  
The Genetics lab is frequently an early target of Nuke Agents.
The Genetics lab is frequently an early target of [[Operative]]s.


----
== The Lab ==
Cloning
Med-Sci has a DNA analyzer and cloner, a DNA manipulator, and a small storage area.  The storage area has a couple of tools, 4 monkeys, and 2 morgue slabs to get failed experiments off the floor.


To clone someone, you require a scan of their DNA. Either collected while they are still living, or from their recently deceased corpse. To scan their DNA, grab the subject, and put them into the DNA Scanner. Then jump onto the Cloning Console, and Scan them. If their body is still scannable, and the player is still logged in, the scan will be successful. From there, simply 'View Records', and click on 'Clone' under the misfortunate who you wish to bring back to the living.
=== The Cloner ===
This is 90% of the usefulness Genetics offers in any given round.  To clone someone, you require a scan of their DNA. This can be collected while they are living, or shortly after they have died. Rotted corpses, skeletons, and husks left by [[Changeling]] meals do not have any DNA within them. If you get a body like this, send it to Robotics. In some cases they can help, in other cases they can't.


Once they are out, check with them for toxins damage, and brain damage. Anti-Toxins and Alkysine will fix most problems. Give them a speech on how you are god, let them collect their equipment from their old body, and kick them out. Piece of cake.
To get a DNA scan, grab the subject and then click on the DNA scanner to load them in.  Click on the Cloning Console with an empty hand, then ''Scan'' them.  If there is DNA to salvage and the player is still logged in, you will get the scan information.  If there is no DNA (rotted body, husk), the computer will tell you so.  If the player is not logged in anymore, the computer will give a cryptic error about the mind interface failing.
 
Now, click ''View Records'' and find the person you want to clone.  Click on their record, and click ''clone'' to start the process.  If the player is not logged in, the computer will tell you it is unable to start the cloning cycle.
 
If someone comes in to get scanned of their own accord, they can climb in and jump out of the DNA Scanner themselves.  This allows a helpful [[AI]] to control this process if you have a mind to let it to.  If someone has the initiative to come in and get scanned on their own, it is polite to attempt to clone them every 10-15 minutes.  The one time it works you can be assured they were dead in Maintenance somewhere.
 
Once the cloning process starts,  it takes about 2 minutes for it to complete.  When a clone stumbles out, they are naked, and usually have some combination of toxin damage and brain damage. Anti-Toxins and Alkysine, respectively, will fix these problems. Give them a speech on how you are god, get them some new equipment, either from their old body or the locker in your lab, and kick them out.
 
=== The Manipulator ===
There is also a DNA manipulator in the south part of the lab, which is where Geneticists conduct the involved work of unlocking the genetic code, hoping for super-powers.  For a more complete discussion of this, see the section below.  For now, just note that you can change someone's DNA string with radiation, and that doing so will cause small amounts of toxin damage per bombardment.  A stealthy and stylish way to kill someone is to load them into the manipulator, lock it, and bombard them with radiation until they are dead.
 
== The mystery of genes ==
I'll finish this discussion of SE/UI, disabilities, and superpowers later
 
== Treachery ==
A Geneticist's biggest asset when acting as a traitor is the fact that they have near total control over who gets revived, and how.  If an assassination target gets pulled up to your doorstep, tell the person that you'll get to the corpse in a second, then conveniently forget about them until they've rotted.  The Manipulator is also a fantastic way to kill people that walk into your lab if you are able to score a flash off the Roboticist.  If someone barges in, flash them, take off their headset, then shove them into the Manipulator and let them eat a ton of radiation.  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 your lab.
 
The Geneticist's biggest challenge is access.  Geneticists are one of the few people on the station who don't start with Maintenance access, which is a huge problem.  Fortunately, it's not unusual to request it from the HoP, so if you dash out to Customs the second a round starts to ask for access, you can usually get it.
----
----



Revision as of 16:53, 4 October 2012

The Geneticist's lab, a bit damaged in late-round. 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 Medical Wing, north of Medbay, but East of Robotics. As a Geneticist, your primary job is to keep essential staff from dying permanently through the use of wacky clone science, while also researching genetic defects and mutations in your spare time. When all the Medical Doctors are dead or incompetent and the Roboticists are too busy putting butts on everyone's heads, it's often the Geneticists that come through with a previous killed crewmate who is able to out the traitor and start a lynch mob. The Genetics lab is frequently an early target of Operatives.

The Lab

Med-Sci has a DNA analyzer and cloner, a DNA manipulator, and a small storage area. The storage area has a couple of tools, 4 monkeys, and 2 morgue slabs to get failed experiments off the floor.

The Cloner

This is 90% of the usefulness Genetics offers in any given round. To clone someone, you require a scan of their DNA. This can be collected while they are living, or shortly after they have died. Rotted corpses, skeletons, and husks left by Changeling meals do not have any DNA within them. If you get a body like this, send it to Robotics. In some cases they can help, in other cases they can't.

To get a DNA scan, grab the subject and then click on the DNA scanner to load them in. Click on the Cloning Console with an empty hand, then Scan them. If there is DNA to salvage and the player is still logged in, you will get the scan information. If there is no DNA (rotted body, husk), the computer will tell you so. If the player is not logged in anymore, the computer will give a cryptic error about the mind interface failing.

Now, click View Records and find the person you want to clone. Click on their record, and click clone to start the process. If the player is not logged in, the computer will tell you it is unable to start the cloning cycle.

If someone comes in to get scanned of their own accord, they can climb in and jump out of the DNA Scanner themselves. This allows a helpful AI to control this process if you have a mind to let it to. If someone has the initiative to come in and get scanned on their own, it is polite to attempt to clone them every 10-15 minutes. The one time it works you can be assured they were dead in Maintenance somewhere.

Once the cloning process starts, it takes about 2 minutes for it to complete. When a clone stumbles out, they are naked, and usually have some combination of toxin damage and brain damage. Anti-Toxins and Alkysine, respectively, will fix these problems. Give them a speech on how you are god, get them some new equipment, either from their old body or the locker in your lab, and kick them out.

The Manipulator

There is also a DNA manipulator in the south part of the lab, which is where Geneticists conduct the involved work of unlocking the genetic code, hoping for super-powers. For a more complete discussion of this, see the section below. For now, just note that you can change someone's DNA string with radiation, and that doing so will cause small amounts of toxin damage per bombardment. A stealthy and stylish way to kill someone is to load them into the manipulator, lock it, and bombard them with radiation until they are dead.

The mystery of genes

I'll finish this discussion of SE/UI, disabilities, and superpowers later

Treachery

A Geneticist's biggest asset when acting as a traitor is the fact that they have near total control over who gets revived, and how. If an assassination target gets pulled up to your doorstep, tell the person that you'll get to the corpse in a second, then conveniently forget about them until they've rotted. The Manipulator is also a fantastic way to kill people that walk into your lab if you are able to score a flash off the Roboticist. If someone barges in, flash them, take off their headset, then shove them into the Manipulator and let them eat a ton of radiation. 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 your lab.

The Geneticist's biggest challenge is access. Geneticists are one of the few people on the station who don't start with Maintenance access, which is a huge problem. Fortunately, it's not unusual to request it from the HoP, so if you dash out to Customs the second a round starts to ask for access, you can usually get it.



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