Difference between revisions of "Genetics ErisEn"

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On the CEV 'Eris', Genetics is the science of identifying and activating latent powers in humans via mutations. Passengers of the ship may contact Moebius Laboratories about activating their true biological potential, or purchase sequences from other donors to protect themselves from the various dangers of the ship.
'''For security reasons allow NO ONE ELSE in the Modification room besides your fellow scientists or the MEO. Simple as that. Ironhammer will most likely put a boot up your ass if they find you.'''
 
   
  +
<h1> Genetic Machines </h1>
Now, let's get you acquainted with the DNA Scanner Access Consoles next to the monkeys. It has a few things of note. First of all, you're going to notice two clickable lines:
 
  +
=== Chrysalis Pod ===
  +
[[File:ChrysalisPod.gif|right]]
  +
The Chrysalis Pod is a stationary DNA scanner. To scan a target, drag them onto the machine and use the outside control panel to scan them.
   
  +
=== Genetic Regurgitator ===
Modify Unique Enzymes (UE) / Unique Identifiers (UI)
 
  +
[[File:GeneticRegurgitator.gif|right]]
Modify Structural Enzymes (SE)
 
  +
The Genetic Regurgitator produces items to apply or remove genetic mutations from nutriment, glucose or animal protein. The Regurgitator takes liquid containers and data disks like a standard autolathe.
   
  +
=== ML "Sensillum" ===
You might ask yourself: What does this mean?
 
  +
[[File:DNASensillum.gif|right]]
  +
The ML "Sensillum" is a handheld DNA scanner. Unlike the Chrysalis Pod, the ML "Sensillum" cannot independently scan a person's DNA; in order for the handheld DNA scanner to collect data the DNA donor needs to be injected with Kognim as a catalyst for genetic analysis. Kognim can be synthesized from any Chemical dispenser, being a compound of one part radium, two parts ryetalyn and one part synaptizine.
   
  +
==== Kognim ====
Unique Enzymes = just what identify who you are, your name. Even if you change them, it will have no effect. What does change stuff is you transfering them from one person to another, effectively changing their name.
 
  +
When using the Sensillum it is recommended to limit the amount of Kognim injected into the target as the reagent causes a large amount of pain when it is metabolized. More than 5u of Kognim may send the target into paincrit in short order.
Unique Identifiers = merely your cosmetic details - eye color, skin color, hair style, hair color and gender. You don't really have to mess with any of these, and they are quite unimportant.
 
Structural Enzymes = extremely important! They contain data relevant to your genetic structure. This governs your race, and messing with it carelessly might give you disabilities. For those that handle genes with care, however, great benefits are to be had.
 
   
  +
<h1> Analyzing Genes </h1>
[3F3] [5B1] [4A7] [391] [7FF] [102] [07E]
 
  +
Every human being has at most 3 latent mutations that are dormant. These mutations can be scanned with the Chrysalis Pod or the ML "Sensillum" and saved to a storage device. The scanned data can then be analyzed by the Genome Decoder software.
[7B9] [130] [230] [4E0] [552] [7A4] [715]
 
   
  +
=== Genome Decoder ===
Structural Enzymes or SEs like this. Well, not exactly this, this is just an example. Everyone's SEs are individual. They might also just be a one long line instead of two, depends if you stretch your DNA Access Console screen window. The SEs consist of 42 characters which are divided into 14 sub-blocks, with 3 pieces each. Let's see what purpose these blocks and characters have.
 
  +
The Genome Decoder is a Moebius Labs software that decodes genetic data and categorizes it by it's function. To use the decoder simply download the software onto any compatible laptop or console, insert the disk of encoded genetic data and let the software do the work. The time that the software takes to decode the genome is dependent on the hardware of the host computers - more powerful processors speed up the decryption of the genetic data. The Genome Decoder software may be downloaded through the Download Manager.
   
  +
<h1> Mutations </h1>
  +
{| class="wikitable" style="width:40%;float:right;margin:auto"
  +
|+Mutation Tier Probability and Capacity
  +
|-
  +
! !! style="width:12%"|Nero !! style="width:12%"|Vespasian !! style="width:12%"|Tacticus !! style="width:12%"|Hadrian !! style="width:12%"|Aurelian
  +
|-
  +
| Probability|| 45% || 25% || 15% || 10% || 5%
  +
|-
  +
| Limit per person || 5 || 4 || 3 || 2 || 1
  +
|}
  +
Moebius has cataloged several types of mutations, each with their own tier of rarity. More powerful mutations are typically rarer to find and have stronger drawbacks when activated. Each passenger has at most 3 dormant mutations that can be scanned, pulling from the following pools of mutations.
   
  +
*Each mutation "card" is drawn separately - if a human has 3 dormant mutation each one has a 45% chance to roll from the 'Nero' tier of mutations
Structural Enzymes - Powers, Disabilities & Species
 
  +
* Dormant mutations cannot be repeated - a human cannot have Blindness twice
   
  +
=== Mutations by Tier ===
There are 13 blocks which control disabilities or powers and one block which controls whether the subject is a human or a monkey. The string is in Hexadecimal - which means base 16 in math terms. It means a number can range from 0 - as normally, zero - to F - equivalent of 16 15. So, it can go like this, from lower to higher:
 
  +
<div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%" align="center">
  +
<span style="font-size:1.2em;">'''Nero (Tier 0) Mutations'''</span>
  +
<div class="mw-collapsible-content">
  +
{| class="wikitable" style="width:85%;"
  +
! style="width:12%"| Mutation !! style="width:44%"|Effect !! style="width:44%"|Drawbacks
  +
|-
  +
| Blindness ||
  +
* Mutant cannot see
  +
||
  +
* Adds 0 NSA
  +
|-
  +
| Deafness ||
  +
* Mutant cannot hear
  +
||
  +
* Adds 0 NSA
  +
|-
  +
| Myopia ||
  +
* Mutant needs glasses
  +
||
  +
* Adds 0 NSA
  +
|-
  +
| Stat Debuff ||
  +
* Mutant has -15 in the effected stat
  +
||
  +
* Adds 0 NSA
  +
|-
  +
|}
  +
</div></div>
   
  +
<div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%" align="center">
0 1 2 3 4 5 6 7 8 9 A B C D E F
 
  +
<span style="font-size:1.2em;">'''Vespasian (Tier 1) Mutations'''</span>
  +
<div class="mw-collapsible-content" >
  +
{| class="wikitable" style="width:85%;"
  +
! style="width:12%"| Mutation !! style="width:44%"|Effect !! style="width:44%"|Drawbacks
  +
|-
  +
| Stat Buff ||
  +
* Mutant has +25 in the effected stat
  +
||
  +
* Adds 10 NSA
  +
|-
  +
| No Reject ||
  +
* Mutant does not reject incompatible blood types and can have any limb or organ attached to them
  +
||
  +
* Adds 10 NSA
  +
|-
  +
|}
  +
</div></div>
   
  +
<div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%" align="center">
That means that a result of F is higher than a result E. This is important, so remember this. "Keep this block below 8xx", means you have to keep the first sub-block in a block below 8, and the subsequent sub-blocks don't matter. "Keep that block above DAC", means that that block must have it's first sub-block equal to or higher than D, if it is equal, the second sub-block must be equal to or higher than A... and so forth.
 
  +
<span style="font-size:1.2em;">'''Tacticus (Tier 2) Mutations'''</span>
 
  +
<div class="mw-collapsible-content" style="">
The first number in each block is the most important one. It controls whether a disability is active or inactive, whether a power has a chance to activate or not, and the race of the subject.
 
  +
{| class="wikitable" style="width:85%;"
 
  +
! style="width:12%"| Mutation !! style="width:44%"|Effect !! style="width:44%"|Drawbacks
 
  +
|-
Mutations and Their Consequences
 
  +
| Lesser Healing ||
 
  +
* Mutant slowly heals as if they had Tricordizine in their bloodstream
Before we start splicing, you must know what possible monstrosities can be done to a human.
 
  +
||
 
  +
* Adds 15 NSA
There are 4 blocks which contain SUPERPOWERS (these are the ones you want to find):
 
{|
 
! style="text-align:left;"| Name
 
! Power
 
! Visibility
 
! Alert
 
 
|-
 
|-
  +
| Mind Projection ||
|Telekinesis
 
  +
* Mutant may speak to a target telepathically
|This power allows the subject to control things with their mind, from far away! It is the most sought after power, since it allows for incredible deeds, and makes a strong robuster nearly immortal.
 
  +
||
|Appears as a blue glow around the subject's head.
 
  +
* Adds 15 NSA
|If you're the subject, you get a message saying "You feel smarter".
 
 
|-
 
|-
  +
| Remote Observation ||
|Hulk
 
  +
* Mutant may see through another person's eyes
|This is pretty obvious. Subject becomes extremely strong, enough to punch through reinforced walls, and is unable to speak without yelling.
 
  +
* 1 minute cooldown
|Subject turns green.
 
  +
||
|"Your muscles hurt."
 
  +
* Adds 15 NSA
 
|-
 
|-
  +
| Force Speak ||
|Cold Resistance
 
  +
* Mutant may speak through a target
|This makes subject resistant to cold, including the freezing depths of space (they still have to wear internals, however). This will not make them immune to fire.
 
  +
||
|Subject has a pulsating orange-blueish "aura".
 
  +
* Target has a 70% chance of identifying who is speaking through them
|"Your body feels warm."
 
  +
* Adds 15 NSA
  +
|-
  +
| Numb Fingers ||
  +
* Mutant does not leave fingerprints
  +
||
  +
* Adds 0 NSA
  +
|-
  +
| Roach Pheromones ||
  +
* Mutant may release Roach Pheromones, making Roaches friendly for about a minute
  +
* Ability has a 2 minute cooldown
  +
||
  +
* Other humans in range without internals take sanity damage
  +
* Adds 15 NSA
  +
|-
  +
| Spider Pheromones ||
  +
* Mutant may release Spider Pheromones, making Spiders friendly for about a minute
  +
* Ability has a 2 minute cooldown
  +
||
  +
* Other humans in range without internals take sanity damage
  +
* Adds 15 NSA
 
|-
 
|-
|X-Ray Vision
 
|Also a very good power. Basically, it gives the subject the ability to see everything that is beyond their normal vision: walls, furniture, even other people! This, combined with Telekinesis, is a deadly combination. It's the hardest superpower to manifest.
 
|Subject's eyes "glow eerily" if looked at with a penlight.
 
|"The walls suddenly disappear."
 
 
|}
 
|}
  +
</div></div>
However, there are 9 blocks which contain DISABILITIES you need to keep an eye out for:
 
  +
{|
 
  +
<div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%" align="center">
! style="text-align:left;"| Name
 
  +
<span style="font-size:1.2em;">'''Hadrian (Tier 3) Mutations'''</span>
! Description
 
  +
<div class="mw-collapsible-content" style="">
! Indicators
 
  +
{| class="wikitable" style="width:85%;"
  +
! style="width:12%"| Mutation !! style="width:44%"|Effect !! style="width:44%"|Drawbacks
 
|-
 
|-
  +
| Reject ||
|Nearsightedness
 
  +
* Mutant periodically rejects foreign objects from their body, such as shrapnel
|Makes the subject's screen go hazy at about halfway from the edge of your whole vision. It's not THAT bad, and can be temporarily fixed by using prescription glasses.
 
  +
||
|"Your eyes feel strange."
 
  +
* Rejection will eject implants and prosthetics if not paired with the No Reject mutation
  +
* Adds 20 NSA
 
|-
 
|-
  +
| Greater Healing ||
|Epilepsy
 
  +
* Heals the mutant as if they had a constant feed of Bicardine
|Subject starts to fall down and keeps shaking all the time. They're horrible, and there's no easy cure short of fixing the block. Subject falls down.
 
  +
||
|"You get a headache."
 
  +
* Adds 20 NSA
 
|-
 
|-
  +
| Oborin Syndrome ||
|Coughing
 
  +
* Mutant sees the world in greyscale
|Makes the subject drop small items you're holding, like syringes. Pretty harmless, but has potential to be extremely annoying. Subject coughs.
 
  +
* Mutant has increased sanity
|"You start coughing."
 
  +
||
  +
* Adds 0 NSA
 
|-
 
|-
  +
| Night Vision ||
|Tourette's Syndrome
 
  +
* Mutant may see in the dark
|The subject swears all the time. They may also experience paralysis that takes even longer than the seizures. Avoid. Subject curses out loudly and twitches.
 
  +
||
|"You twitch."
 
  +
* Adds 20 NSA
 
|-
 
|-
  +
| Thermal Vision ||
|Nervousness
 
  +
* Other creatures appear highlighted to the mutant without a red tint
|Makes the subject stammer. Annoying at best. Subject stammers when they speak.
 
  +
||
|"You feel nervous."
 
  +
* Adds 20 NSA
 
|-
 
|-
  +
| Inner Furher ||
|Blindness
 
  +
* Mutant may emit a scream that attracts nearby roaches
|Subject goes completely blind and are now a part of an usually forgotten minority, so sad. Subject's eyes don't react to penlight.
 
  +
* 1 minute cooldown
|"You can't seem to see anything."
 
  +
||
  +
* Adds 20 NSA
 
|-
 
|-
  +
| Telekinesis ||
|Deafness Makes the subject deaf.
 
  +
* Mutant may interact with objects using mental powers
|Harmless at best, annoying at worst. Really, very easy to cure. You just don't hear anything, not even yourself. No problem - a simple application of a clean SE injection will fix you right up.
 
  +
||
|"You can't seem to hear anything..."
 
  +
*
 
|-
 
|-
  +
| Clerical Psishielding ||
|Clumsiness
 
  +
* Mutant is immune to all effects of Neotheology litanies
|Subject has a clown-like clumsiness. For those that have always wanted to be clowns. It makes the subject accidentally drop things they hold, unable to use tasers, handcuffs, guns exploding in their face etc.
 
  +
||
|"You feel lightheaded."
 
  +
* Adds 20 NSA
 
|-
 
|-
  +
|}
|Strangeness
 
  +
</div></div>
|Makes the subject randomly mutate. Very dangerous. Definitely be careful with this one. Subject mutates on their own.
 
  +
|"You feel strange."
 
  +
<div class="toccolours mw-collapsible mw-collapsed" style="background-color:black;width:99%" align="center">
  +
<span style="font-size:1.2em;">'''Aurelian (Tier 4) Mutations'''</span>
  +
<div class="mw-collapsible-content" style="">
  +
{| class="wikitable" style="width:85%;"
  +
! style="width:12%"| Mutation !! style="width:44%"|Effect !! style="width:44%"|Drawbacks
  +
|-
  +
| God Blood ||
  +
* Negative effects of implants are suppressed for the Mutant. This includes cruciforms and excelsior complant implants
  +
||
  +
* Adds 0 NSA
  +
|-
  +
| X-ray Vision ||
  +
* Mutant may see through walls
  +
||
  +
* Adds 15 NSA
  +
|-
  +
| Phasing ||
  +
* Mutant may pass through solid walls over a period of 15 seconds
  +
||
  +
* Adds 20 NSA
  +
|-
  +
| Morph Body ||
  +
* Mutant may change their body to match someone else
  +
||
  +
* Adds 10 NSA
 
|-
 
|-
 
|}
 
|}
  +
</div></div>
   
  +
=== Activating Mutations [[File:DNAMeatCube.png]]===
IMPORTANT: There's also 1 special block which contains the info whether the subject is a human or a monkey!
 
  +
Once a mutation has been scanned and decoded, Moebius can print out an imprinter - a meat cube that imprints a mutation on a person's genetic code. The imprinter can be printed out from the Gene Regurgitator for a nominal cost of 15u of nutriment or like material.
 
 
Buffers and Injectors - Saving Your Work and Handing Out Godhood
 
 
This is how you save your work. A very good Geneticist once said: Save early, save often. His words are true. You have to save your every step in order to acquire a perfect serum. That means you have to be patient enough to bending the block to your will, dedicated enough to remove every disability, and responsable enough to save everything to make sure nothing goes wrong.
 
 
In the main DNA Scanner Access Console screen, click Buffer Menu. This is your buffer screen. You will notice there are THREE buffers there. More than enough. Each buffer can save either an UI, or an UI+UE, or, more importantly, an SE. Generally speaking, you will only ever bother with the SE part.
 
To save your work into a buffer, once your pod is occupied, simply click Save to Buffer. This will save the subjects Unique Enzymes, Unique Identifiers, and Structural Enzymes. You can make individual injectors of each of these, but not one with all. What you saved is now backed up by the console, and, if not overwritten, is now safe. Good stuff. You can relabel the buffer to make sure of what it is. For instance, calling your original test subject's SE something like "Clean Backup - Stevenson, F.", or calling an SE that has Hulk isolated something like "Hulk". Simple, but very helpful to not get lost.
 
You can transfer a buffer's content into the pod's occupant, making it easier to transfer research data between subjects. Just stick a test subject in there, click Buffers, as usual, then click Occupant, right after Transfer To:.
 
Make use of all three buffers. Assuming you have a human with clean SEs inside your pod, you can save his SE in the first buffer, and name it "Clean Backup". The last two buffers can be used to find powers. Say, once you find your first power, you save it to the second buffer. Once you get your second power working with the first, save it to the third buffer. Once you get the third power working with the others, overwrite the second buffer, since it is now irrelevant. Same thing with fourth power.
 
Diskettes can use them to backup your work as well! With one in your hand, click the DNA Scanner Access Console. Now enter the Buffer screen. Click Save To in there to save the data to the diskette. If the diskette is not write-protected, the data is going in there! From the main screen, you can eject the disk from the console. You can also load data from a diskette much the same way. Except you click in Load From in the buffer screen, instead of Save To.
 
 
That covers buffers. But "what are injectors?" you may ask yourself. Well, injectors are tiny one-shot needles, that contain buffer data, whatever it may be. That means you can now turn that sweet, sweet Hulk buffer into a small, awesome, orange/red injector! Good stuff. To turn a buffer into an injector, simply click Injector in the options below the buffer in question, after "Transfer To:". A small needle will spawn on top of the DNA Scanner Access Console. You can now stick his baby in anyone who stands around for enough time.
 
The DNA Scanner Access Console takes time to replicate an injector. Something like 90 seconds or close to it.
 
Because of injectors, Geneticists are usually asked to give people superpowers. This is best judged by the Research Director, who is in charge of the research. If you want to be like Marvel and give everyone superpowers, be ready for Security Officers knocking on your door because nothing gets the station down like a herd of assistants with Hulk. So be ready to say "no" a lot. Usually the Geneticists are allowed to have powers, but note that if you run around the station while being a hulk, you're probably going to get a lot of attention from the security and be the prime suspect if (when) anything happens. Don't go on a killing/destroying rampage if you're a hulk, it is a bannable offense.
 
Note: Admins have confirmed that if people inject themselves with a needle they found lying around that says "Godhood" on it without even asking what is in it, you will NOT get punished by turning them into monkeys. Wink wink. Just make sure to answer truthfully if asked, and not to inject it yourself. If people are stupid enough to inject themselves with unknown content, let them.
 
 
Manhandling Genes!
 
 
This guide here shows you step by step how to find the powers from the mysterious blocks!
 
 
Genes are distorted and twisted by shooting them with radiation. This can be done with the DNA Scanner Access Console and the computer in your lab.
 
First Steps
 
 
This guide will start with using a monkey, because they're in the pen for a reason. Keep in mind, though, that this is not the only way. You could use a real life human being for this instead of a monkey, (but be sure that they're willing to give their body to science) but usually monkey's are used to we're using a monkey in this guide.
 
 
Start by taking a monkey from the pen. Knock them out if they're not willing to cooperate.
 
 
Shove them into a DNA Scanner next to the pen.
 
 
Check the computer next to it, you'll see a bunch of information. Find Structural Enzymes and try to not confuse them with the other enzyme blocks above.
 
 
At the start of the shift no one has any idea which structural block is which. They're all randomized. This is why we must do science, experimentation:
 
Humanizing a Monkey + Making a 'Clean SE'
 
 
Changing the monkey into a human should be the first thing you do, because it is by far the easiest block to spot! It's the only one with the value higher than 800.
 
 
Write yourself a note containing a list of 14 blocks. You already know the species block, write it down so you remember it.
 
Decide whether you're going to go from lower blocks to higher blocks or vice versa. If you're working with a fellow Geneticist, decide together and start working at opposite ends to maximize efficieny. Don't to focus too hard on following an extremely orderly pattern, if another untested block raises to a high level, test it out. Remember to share data with your fellow Geneticist! When working with a partner, communication is key to efficient work.
 
Change your radiation emitter settings to a little more potent so changes will actually happen. Changing the Output Level up to 8 and Pulse Duration to 6 works fine.
 
Click on the species-block's first (leftmost) character to administer radiation to it and hope it changes for the better! Repeat this step until the first value on the block is lower than 8. Keep the block below 800 for human, and above 800 for monkey.
 
When you got it, open the DNA Scanner to check if your monkey has turned into a human, if it has, congratulations, you've got your very own monkey-person! If no, check your list which block was the species-block and make sure it's under 8xx and try again. NOTE: THE CODE RIGHT NOW IS COUNTING THE DNA SCANNERS AS LOCKERS, MAKING SUBJECTS SLOWLY SUFFOCATE IN THEM. MAKE YOUR SUBJECTS WEAR A HUGE O2 TANK ON THEIR BACK + BREATH MASK AND TURN ON INTERNALS SO THEY WON'T SUFFOCATE AFTER A FEW MINUTES.
 
Put your test subject back into the DNA Scanner. Time to clean their gene pool.
 
Check that all of the blocks are less than 800. By making this they should have no disabilities nor superpowers, making them perfectly normal. This is called a clean gene-pool or more commonly a "Clean SE". Note: Another way of obtaining a Clean SE is by getting a human volunteer to give theirs.
 
After they're clean, let's make an injector of these SE-settings. On the computer, go to the Buffer Menu tab, press the Save to Buffer button, then press the Injector button next to the SE value. It's also recommended to rename the label by clicking Rename. This injector now serves you as a "savepoint" which you can come back after an experimentation, making the research faster.
 
 
Time to go back to the drawing board for a second!
 
How Mutations Work
 
 
Disabilities manifest if the block is over 800.
 
 
Power manifesting is a little more complicated. It has an extra randomness added to the random! For example, during one shift the Hulk may manifest with as low as C80, but on another shift it may appear only at as high as ED8! But going higher than ED8 is not necessary ever (unless the code has been changed). So here are the powers:
 
Telekinesis: Block is spanning from C80 to ED8.
 
Hulk: Block is spanning from C80 to ED8.
 
Cold Resistance: Block is spanning from ABD to D16.
 
X-Ray Vision: Block is spanning from ABD to D16.
 
 
So what we can see from this is that TK and Hulk are a bit harder to get than CR and X-Ray. Interdasting!
 
Manifesting Mutations
 
 
Back to business! Now we'll try to make a mutation show itself to us:
 
 
Raise a new block to over 800, preferably over DAC (>ED8 is even better, if you can) and hope something manifests.
 
Make sure it is the ONLY block with over 800, otherwise you might get it mixed up with some other block's symptoms.
 
Try to figure out the block's function:
 
First switch your target from torso to eyes and turn on the penlight stored in your suit storage. The penlight is going to be very useful for your work to find blindness / X-Ray.
 
To test someone's eyes, use the penlight on the subject's eyes. If you get a "[subject]'s pupils narrow!", this means their vision is perfect. An "eerie glow" means X-Ray Vision, and "has no reaction" means the subject is blind! Fix that ASAP!
 
If their vision is perfect, here's a few strategies to figure out what the block does:
 
Look at them if you can see anything glowing around their body or head (can be easily spotted without closer examination).
 
You can wait for them to curse or have a seizure.
 
NOTE: If nothing seems happens at all (even when self-testing), the block might very likely be a power. POWERS DO NOT AUTOMATICALLY TURN ON IF OVER THE NEEDED VALUE. THEY HAVE A CERTAIN PERCENTAGE (~50%) OF MANIFESTATION EVEN IF THE CONDITIONS ARE PERFECT. So if you have a block which does absolutely nothing, keep on trying!
 
Ask if a volunteering Assistant can donate their body to science and give verbal feedback on what they feel when you tamper with their blocks or inject them with the SE.
 
Or simply self-test like a boss! Note: These options are not the only ones, there are more strategies you can find out.
 
Write down what you find and move on to the next block!
 
   
  +
'''To apply a mutation:'''
Against the Radiation
 
  +
# Select the genetic mutation from the scanned mutations list
  +
# Select the "Make Imprinter" button
  +
# Have the target consume the resulting imprinter
   
  +
=== Removing Mutations [[File:WormDNACube.png]]===
All that radiation pulsing is not healthy.
 
  +
In the case of undesirable or unnecessary mutations Moebius Laboratories offers removal services. To remove a mutation, Moebius Labs provides "antidotes" - worms that remove unwanted genetic mutations.
   
  +
'''To remove a mutation:'''
At some point it may be a good idea to visit the Chemistry and order some Hyronalin for your genetic testing. I usually order 2 pillboxes full of Hyronalin pills with ten units per pill. These are extremely useful as they lower radiation levels almost instantaneously.
 
  +
# Select the target mutation from the scanned mutations list
  +
# Select "Create Antidote"
  +
# Have the mutant consume the resulting worm
   
  +
Note that this is a targeted removal - if no mutation is selected before the Antidote is created the worm will remove a randomly selected mutation on consumption.
It's not recommended to use Anti-Toxin, it cures the toxins damage caused by radiation but does little to the rads themselves.
 
   
  +
=== Genetic Reagent ===
Rejuvinative Chemicals can be injected through the DNA Scanner Access Console. They slowly lower radiation (also seem to make the patient's genome more resistant to change).
 
  +
If you grind down an imprinter you will notice that it contains 5 units of "twitching meat." This reagent is responsible for mutations, and can be consumed straight from a beaker, or even injected. Do note, however, that injections will cause significantly more damage. Additionally, if two different kinds of genetic reagents are mixed together, they will revert into a random T0 mutation – or a targetless antidote if either is an antidote worm. A lesson to learn from this is to keep lag in mind, which can slow down the speed at which mutations activate or deplete from the system, which can cause accidental T0 mutations when the patients consume multiple imprinters too quickly. A way to circumvent this is to inject one cube as a reagent, while consuming the other orally, which places them in separate reagent systems, preventing mixing.
   
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<h1> Mutants in Society </h1>
This will help you keep your patients alive and allow you to use SE Syringes more often without the risk of getting radiation poisoning and falling over due to weakness. Just eat a pill after every second or third syringe, or give it to your patients when their radiation levels are high (above 20%, due to how long it takes to just wait for it to go down) like when you have just applied a saved buffer to occupant. Use the two syringe rule when injecting other players, always have them eat a pill after every second syringe.
 
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Most passengers on the CEV 'Eris' won't care that any particular person has mutation unless that mutation would cause them direct harm. Neotheology as a faction however does not look kindly on human Mutations, even if individuals may be more or less tolerant.
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Ship law outlines most mutants as legal per [[Agreement ErisEn|The Agreement]], however overtly hazardous or destructive mutations may see the liberal application of Ironhammer Cease and Desist projectiles applied to the mutant's head in a repeated fashion.
   
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=== Cruciforms ===
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Cruciforms passively suppress mutations in Neotheology members, unless that person has an active "Godblood" mutation to negate the Cruciform implant. Cruciforms slowly remove mutations in their hosts over time.
   
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=== Obelisks ===
Congratulations. If you read everything is this guide, you should now be a full-fledged Geneticist! Welcome to the club, friend, hope you enjoy it! Pass on the knowledge to those in need.
 
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Neotheology Obelisks passively apply BURN damage to mutants within their range. The amount of BURN damage scales off the number of mutations the human has and the tier of the mutations. Mutants with multiple high-power mutations may literally start melting in the presence of holy symbols.

Latest revision as of 16:38, 16 October 2022

On the CEV 'Eris', Genetics is the science of identifying and activating latent powers in humans via mutations. Passengers of the ship may contact Moebius Laboratories about activating their true biological potential, or purchase sequences from other donors to protect themselves from the various dangers of the ship.

Genetic Machines

Chrysalis Pod

ChrysalisPod.gif

The Chrysalis Pod is a stationary DNA scanner. To scan a target, drag them onto the machine and use the outside control panel to scan them.

Genetic Regurgitator

GeneticRegurgitator.gif

The Genetic Regurgitator produces items to apply or remove genetic mutations from nutriment, glucose or animal protein. The Regurgitator takes liquid containers and data disks like a standard autolathe.

ML "Sensillum"

DNASensillum.gif

The ML "Sensillum" is a handheld DNA scanner. Unlike the Chrysalis Pod, the ML "Sensillum" cannot independently scan a person's DNA; in order for the handheld DNA scanner to collect data the DNA donor needs to be injected with Kognim as a catalyst for genetic analysis. Kognim can be synthesized from any Chemical dispenser, being a compound of one part radium, two parts ryetalyn and one part synaptizine.

Kognim

When using the Sensillum it is recommended to limit the amount of Kognim injected into the target as the reagent causes a large amount of pain when it is metabolized. More than 5u of Kognim may send the target into paincrit in short order.

Analyzing Genes

Every human being has at most 3 latent mutations that are dormant. These mutations can be scanned with the Chrysalis Pod or the ML "Sensillum" and saved to a storage device. The scanned data can then be analyzed by the Genome Decoder software.

Genome Decoder

The Genome Decoder is a Moebius Labs software that decodes genetic data and categorizes it by it's function. To use the decoder simply download the software onto any compatible laptop or console, insert the disk of encoded genetic data and let the software do the work. The time that the software takes to decode the genome is dependent on the hardware of the host computers - more powerful processors speed up the decryption of the genetic data. The Genome Decoder software may be downloaded through the Download Manager.

Mutations

Mutation Tier Probability and Capacity
Nero Vespasian Tacticus Hadrian Aurelian
Probability 45% 25% 15% 10% 5%
Limit per person 5 4 3 2 1

Moebius has cataloged several types of mutations, each with their own tier of rarity. More powerful mutations are typically rarer to find and have stronger drawbacks when activated. Each passenger has at most 3 dormant mutations that can be scanned, pulling from the following pools of mutations.

  • Each mutation "card" is drawn separately - if a human has 3 dormant mutation each one has a 45% chance to roll from the 'Nero' tier of mutations
  • Dormant mutations cannot be repeated - a human cannot have Blindness twice

Mutations by Tier

Nero (Tier 0) Mutations

Mutation Effect Drawbacks
Blindness
  • Mutant cannot see
  • Adds 0 NSA
Deafness
  • Mutant cannot hear
  • Adds 0 NSA
Myopia
  • Mutant needs glasses
  • Adds 0 NSA
Stat Debuff
  • Mutant has -15 in the effected stat
  • Adds 0 NSA

Vespasian (Tier 1) Mutations

Mutation Effect Drawbacks
Stat Buff
  • Mutant has +25 in the effected stat
  • Adds 10 NSA
No Reject
  • Mutant does not reject incompatible blood types and can have any limb or organ attached to them
  • Adds 10 NSA

Tacticus (Tier 2) Mutations

Mutation Effect Drawbacks
Lesser Healing
  • Mutant slowly heals as if they had Tricordizine in their bloodstream
  • Adds 15 NSA
Mind Projection
  • Mutant may speak to a target telepathically
  • Adds 15 NSA
Remote Observation
  • Mutant may see through another person's eyes
  • 1 minute cooldown
  • Adds 15 NSA
Force Speak
  • Mutant may speak through a target
  • Target has a 70% chance of identifying who is speaking through them
  • Adds 15 NSA
Numb Fingers
  • Mutant does not leave fingerprints
  • Adds 0 NSA
Roach Pheromones
  • Mutant may release Roach Pheromones, making Roaches friendly for about a minute
  • Ability has a 2 minute cooldown
  • Other humans in range without internals take sanity damage
  • Adds 15 NSA
Spider Pheromones
  • Mutant may release Spider Pheromones, making Spiders friendly for about a minute
  • Ability has a 2 minute cooldown
  • Other humans in range without internals take sanity damage
  • Adds 15 NSA

Hadrian (Tier 3) Mutations

Mutation Effect Drawbacks
Reject
  • Mutant periodically rejects foreign objects from their body, such as shrapnel
  • Rejection will eject implants and prosthetics if not paired with the No Reject mutation
  • Adds 20 NSA
Greater Healing
  • Heals the mutant as if they had a constant feed of Bicardine
  • Adds 20 NSA
Oborin Syndrome
  • Mutant sees the world in greyscale
  • Mutant has increased sanity
  • Adds 0 NSA
Night Vision
  • Mutant may see in the dark
  • Adds 20 NSA
Thermal Vision
  • Other creatures appear highlighted to the mutant without a red tint
  • Adds 20 NSA
Inner Furher
  • Mutant may emit a scream that attracts nearby roaches
  • 1 minute cooldown
  • Adds 20 NSA
Telekinesis
  • Mutant may interact with objects using mental powers
Clerical Psishielding
  • Mutant is immune to all effects of Neotheology litanies
  • Adds 20 NSA

Aurelian (Tier 4) Mutations

Mutation Effect Drawbacks
God Blood
  • Negative effects of implants are suppressed for the Mutant. This includes cruciforms and excelsior complant implants
  • Adds 0 NSA
X-ray Vision
  • Mutant may see through walls
  • Adds 15 NSA
Phasing
  • Mutant may pass through solid walls over a period of 15 seconds
  • Adds 20 NSA
Morph Body
  • Mutant may change their body to match someone else
  • Adds 10 NSA

Activating Mutations File:DNAMeatCube.png

Once a mutation has been scanned and decoded, Moebius can print out an imprinter - a meat cube that imprints a mutation on a person's genetic code. The imprinter can be printed out from the Gene Regurgitator for a nominal cost of 15u of nutriment or like material.

To apply a mutation:

  1. Select the genetic mutation from the scanned mutations list
  2. Select the "Make Imprinter" button
  3. Have the target consume the resulting imprinter

Removing Mutations File:WormDNACube.png

In the case of undesirable or unnecessary mutations Moebius Laboratories offers removal services. To remove a mutation, Moebius Labs provides "antidotes" - worms that remove unwanted genetic mutations.

To remove a mutation:

  1. Select the target mutation from the scanned mutations list
  2. Select "Create Antidote"
  3. Have the mutant consume the resulting worm

Note that this is a targeted removal - if no mutation is selected before the Antidote is created the worm will remove a randomly selected mutation on consumption.

Genetic Reagent

If you grind down an imprinter you will notice that it contains 5 units of "twitching meat." This reagent is responsible for mutations, and can be consumed straight from a beaker, or even injected. Do note, however, that injections will cause significantly more damage. Additionally, if two different kinds of genetic reagents are mixed together, they will revert into a random T0 mutation – or a targetless antidote if either is an antidote worm. A lesson to learn from this is to keep lag in mind, which can slow down the speed at which mutations activate or deplete from the system, which can cause accidental T0 mutations when the patients consume multiple imprinters too quickly. A way to circumvent this is to inject one cube as a reagent, while consuming the other orally, which places them in separate reagent systems, preventing mixing.

Mutants in Society

Most passengers on the CEV 'Eris' won't care that any particular person has mutation unless that mutation would cause them direct harm. Neotheology as a faction however does not look kindly on human Mutations, even if individuals may be more or less tolerant. Ship law outlines most mutants as legal per The Agreement, however overtly hazardous or destructive mutations may see the liberal application of Ironhammer Cease and Desist projectiles applied to the mutant's head in a repeated fashion.

Cruciforms

Cruciforms passively suppress mutations in Neotheology members, unless that person has an active "Godblood" mutation to negate the Cruciform implant. Cruciforms slowly remove mutations in their hosts over time.

Obelisks

Neotheology Obelisks passively apply BURN damage to mutants within their range. The amount of BURN damage scales off the number of mutations the human has and the tier of the mutations. Mutants with multiple high-power mutations may literally start melting in the presence of holy symbols.