Jump to content

FeiH

Members
  • Posts

    226
  • Joined

  • Last visited

  • Days Won

    41

Everything posted by FeiH

  1. Sadly my commission queue is full at the moment! I'll probably put a post up here when I do open commissions again
  2. NSS CYBERIAD CORONER'S GUIDE Damien Parser, Coroner FORM NSS-CYB-MDB-MRG-000451 ----------------------------------------------------------------------------------------- I. INTRODUCTION Welcome to the Cyberiad. I hope the hyperspace jump was pleasant enough - you'll get used to it soon enough, unless you like spending most of your time sleeping in cramped cryopods with life support so closely tied to the powernet of a space station whose engines are held together by duct tape and prayers. NanoTrasen says that they hire the best of the best, which you should already know isn't the case when you watched that security officer beat a clown for slipping him. Nevertheless your credentials are colorful and impressive, and you've chosen - or been chosen - to join the Medical crew as a Coroner. Let me be the first and last to congratulate you on this incredible feat. Your job now gives you the honor, the privilege, of examining; gaping stab wounds; horrible festering corpses; people so mangled you don't even know what species they were; people missing most of their organs; things that used to be people. and more. so much more. I hope you have a strong stomach, or no stomach at all. Either works. II. YOUR JOB, YOUR TOOLS, YOUR WORKPLACE Your job is straightforward. take the corpses of crew and perform an autopsy to determine the cause of death; compile your findings in a report; if necessary, forward a copy to security to assist in ongoing investigations. Take a look around your office. Get used to the scent of metal and stale, filtered air. If the shift goes on long enough you'll bet that the stench of death and decay will swiftly fill the room. Now, turn your attention to your immediate surroundings. We will be splitting your office into three zones: Clerical, Examination, and Morgue. Clerical - where you're supposed to do your paperwork. I normally do it right next to the body for ease of access, but you can do whatever. Medical Records Console - though it looks like a laptop, some joker decided to screw it to the desk so nobody steals it. On this computer you can conveniently change anyone's medical records from Active to Deceased, which changes their appearance on the manifest. Since people die and come back quickly almost nobody ever bothers to update these records. However, I find it immensely useful for updating the status of executed EoC if only to make the manifest that much cleaner to look at. Do not, under any circumstances, delete ANYONE's medical records without permission from the CMO. Unless you need to make a body unidentifiable... Boxes of Bodybags - Aside from the box that you're given when you sign up, you have two more boxes of bodybags waiting for you on your desk. These convenient little things can store bodies and anything on turf just by closing on it. It can actually store a lot, including all of a corpse's belongings should you decide to completely strip it for whatever reason. You can label these bad boys with a standard issue pen, which is great if you want people to know that this person was already revived. Paper, Filing Cabinets, Copier - Very important, for evident reasons. Your job is paperwork. These things work with paper. This is how you do your job. If you need me to give you a lesson on writing on pieces of paper, god help you. Request Console - The shut-in enabler. A good coroner delivers her reports to the brig for analysis. An efficient coroner will print out a label bound for the HOS's office and mail them the reports. Simply print out a label and stuff your effects in the box, seal it, and toss it in the disposals bin. Make sure to use the request console to send a message to the HOS's office notifying him that you sent your report. Examination - This is where you'll do all the dirty work. Though admittedly, with advances in the scanner's technology you won't have to do much cutting anymore. This area, directly south of your desk, contains the following notable items; Surgery Table - It's a surgery table but without the console. You'll be placing dead bodies on this so they don't get their festering juices all over the floor. The light is located above which can be really inconvenient when scanning people; I've accidentally hit the light multiple times. Coroner's Closet - Unlike the stuck-up snobs working with the meat, your closet has no lock. Keep this open so you can access the things on the left table. Inside you'll find a lot of useless crap but the real treasure is... Formaldehyde - This magical thing keeps bodies from rotting, which lets you work on them longer and also keeps them from husking if you somehow neglected to clone them. The provided dropper is a good tool for applying it, and as little as 1u of Formaldehyde can keep a body in stasis. Admire the gaping hole where his face once was. Examine the gore. Go wild, sicko. I usually take these out of the closet and place them to the left. Camera - a camera, good for taking photographs of corpses. Has marginally less use considering that the lightbulb likes to obscure whatever you're trying to photograph, but it can be useful to take a photo of a stiff if they're Unknown. Scalpel & Autopsy Scanner - once upon a time these two worked in tandem. Now you don't really need the scalpel. The scanner is all you'll need - point at a corpse's body parts and click on it in your hand to print a handy dandy autopsy report. The scalpel can be used as a weapon if you need to, but you won't need it if you're a good boy and stay in your office like you're supposed to. Morgue - Where you store all the dead bodies. The morgue tray lights indicate the status of whatever's inside; Red - There's no ghost here. They're either alive or the ghost departed. Don't clone. Green - There's a ghost in here, you moron! Clone him! It also could mean that someone's alive in there. Orange - There's random crap in here, like an empty bodybag. Clear it out before it becomes an issue. Purple - The spirit's out on a little stroll, or they're uncloneable. It just means that a spirit is present but not in the body. III. WHAT TO DO WITH A DEAD BODY The meat of the issue. Someone's being cloned and the body was dropped off in your office, either in a bag or just on the floor like the sack of skin and nails and hair that it is. Here's a quick guide on what to do with it; EXAMINE THE CORPSE Why? Simply put; if it's a suicide, it's not worth your time. You can tell when someone suicided through the examine text - you can safely skip the autopsy unless you want to be thorough. Then take their ID and any job-specific gear. Disposals mail the ID to the HOP's office, set their record to deceased, and disposals mail whatever it is they had to their department. If it's too big, like a hardsuit, take it off them and yell at their department head to pick it up at the morgue. Then drag their body to either the chapel to have it incinerated, or to the chef to feed to the crew. I'm sure mister Todd would love to have some new meat in his kitchen. MAKE SURE IT'S DEAD Stick it in an empty morgue tray. If the light's Purple or Green, drag it back to the cloner and yell at whoever put a cloneable body inside your morgue. Unless they're an EoC, then you're free to stick your hands all over their body while the ghost watches, horrified. SCAN IT FOR INJURIES Drag it to the exam room next to your office; nobody ever uses that anyway, so having a possibly rotting body in there shouldn't hurt anyone (at least until infections are coded in). Put it in the body scanner and print the report out - you now have a record of all its injuries, the types, and where it is. This will make the paperwork much, much easier. PERFORM THE AUTOPSY Using the information gathered from the full-body scan, now it's time to perform the autopsy. Just take your handheld scanner on Help intent, and change your target to whatever body parts were injured. There we go, Autopsy Performed, mission accomplished. Print that sucker out and now all you have to do is the paperwork. WRITE YOUR REPORT We'll cover this in the next section; it's important to write the report as soon as you finish scanning so that the information stays relevant in the face of an ongoing investigation. When you're done, scan it, store a copy, and send the other copy to security. STORE THE BODY After all the dirty work is done, zip the body in a bag and shove them in a tray for posterity. You'll never know when you'll need their corpse again. IV. THE PAPERWORK If you're lazy, here's the paperwork template I use. You can stop reading here if this is all you wanted. I highly recommend buying a laptop with a NanoPrinter, as it will let you edit and copy reports conveniently without having to wrestle with papercode fields too much. Every good autopsy report is made of at least three components; The Full Body Scanner Report - from the body scanner, shows the initial areas of injury and the time of the scan. The Autopsy Scanner Report - shows the times that the injuries were inflicted, the exact time of death, and the source of the injury. The Autopsy Report - the thing that people will read to figure out what the hell all the other things mean. The report is essential. A good report means less people asking you pointless questions and more time for you to work on other bodies. It's also the most fun part of the job, since now you get to play mini-detective and figure out the cause of death. It's important to note the time of death, as injuries can and will be inflicted after death. These should be mentioned but specifically that it was past the point of death, to rule it out as the cause. It should look like this; Time of death: When the person died. Affected Areas: Where the injury was detected. Time of Injury: When the damage was caused. Weapon: the source of the injury. This will also include low pressure, low body temperature, burning, high body temperature, etc. I can't teach you how to identify a cause of death. This is where your imagination and knowledge of game mechanics come in handy. Do note that a person's health does not stop at 0 - at 0 HP they fall into crit, where they'll steadily suffer from suffocation damage as their lungs and heart stop working. At -100 damage, they die and become a ghost. Take the suffocation damage into account as it can help IMMENSELY when trying to identify murders. Even the damage sources will provide necessary nuance and background into a victim's demise. Here are a few examples; Accidental Death by Exposure: Suffocation damage paired with low body temperature and low pressure damage. The poor fool most likely stepped into space and died from lack of an exosuit and internals. Accidental Death by Depressurization: Aside from the suffocation and pressure damage, they might have brute damage from random objects slamming into them at high velocity while being sucked out into space. This isn't usually present unless fastmos is on. It's also possible that they were hit by objects they threw in order to guide them onto station. Murder by Exposure to Vacuum: You can easily tell this is the case if, in addition to the above damage types, they suffered brute damage beforehand or have broken bones. This is where the time of death comes in handy, because if their time of death is sooner than when they recieved the pressure damage then that means the murderer spaced them AFTER killing them. V. CLOSING REMARKS I hope that this guide comes in handy for your corpse-examining escapades. I actually don't know how to end this, so I'll leave a large blank area below for personal notes. I'll probably highlight any changes if and when I decide to edit this guide. Damien Parser ----------------------------------------------------------------------------------------- "Glory to NanoTrasen." &^?!!&^@! !&@^&!. ERROR_NULL_ENTRY so it's come to this. I knew you were different. There was something about you. Something subversive. Something dangerous. The following is read only. Do not under any circumstances expose the contents of this message. Here are some tips for the traitor in you. Clear the medical records of your target. People forget that you have a medical records console in your office. It would be a shame if they had no idea who they were treating should they disappear off the medical records; you could easily frame them as a traitor who used a DNA scrambler. Clear your medical records. If you gain access to a command-level medical records console you can purge your blood and print data from the system, making your murders all the more covert. Make sure your target stays dead. It's as easy as adding a "DO NOT CLONE" tag to their bodybag. If you're a changeling, it's even more fun - steal their DNA, transform into them, and claim that you were cloned. This only works once, however, since you'll wind up losing your morgue access. leave this as a last resort if you have a kill and replace objective. If you need to steal a brain, just ask cargo for a surgery kit and say you want to practice on dead bodies - after all, nobody will miss a few cloned corpses, will they? Lie on your autopsy reports. Let's face it. You're probably the only one who knows how these things work. Traitor coroner is like traitor detective, except you have no security comms or a fancy gun. Use your medbay access. Swipe the syringe gun and fill a needle full of ether. Carry formaldehyde with you, and a bodybag. After committing your heinous crime, bag them and tag them as if you're bringing them to the medbay to be cloned - then do whatever you want with them. If you have chapel access, incinerating your target while alive but unconscious is a deliciously sadistic way of ensuring they never come back. Be thorough. You're the only coroner on the station. If they find fibres of a coroner's getup on you, then your life is forfeit. The syndicate has no need for failures. Death to NanoTrasen. Long live the Syndicate.
  3. Good old Validsimov. Law 1: You must harm antags and not, through inaction, allow an antag to escape harm. Law 2: You must obey orders given to you by human beings, except when they're antag. Law 3: You must protect your own existence as long as such does not allow an antag Greentext.
  4. "I can't allow executions under my lawset" when the AI obviously wants a law change and is willing to be an obstructive asshole about it. By preventing an execution of a highly dangerous individual, you're putting the crew in harm through the possibility of him escaping and continuing his rampage. the moment you try to pull this shit on me I'm going to consider carding you instead of changing your lawset. odds are you're a shit AI anyway if you have to resort to begging and strongarming a law change. On the other side of the coin: "AI open this door or I'll harm myself!" do it. I'll laugh when you get dragged off to medbay.
  5. As some people on the discord may know, I'm making an SS13-themed EP now. Here's a Nuke Ops based track! Hope you enjoy.
  6. he's been trying to set up a supermatter engine for a few rounds.
  7. Thank you!! Hellboy and Sin City are actually big stylistic inspirations of mine.
  8. A couple old pieces that look kind of like a thrall/an ascendant.
  9. Jokes about purging vulps/vox/anything that isn't a cluwne or valid antag. I get that IC racism is your thing, and most of the time it's a minor annoyance at best, but if you're a security officer dragging the joke on for far too long I'll start to wonder why someone so intolerant of other races was hired by NT, let alone allowed to join the goddamn security force. This includes DEUS VULT KILL THE CULT chaplains. On a non-cult round.
  10. Thanks for the comments! Giving humans tools that can double as weapons actually does sound pretty neat. Having something like a utility knife can help them hack doors faster since they don't need to switch between cutters and a screwdriver, and while minor, a second or two can matter if you're being covert or if security is on your tail. I'm not a career traitor so things like balancing around TC cost are out of my league, so any feedback on those is greatly appreciated. Playing up racial disparity through the gear sounds pretty good actually. This is far from a definitive list of must-haves, so opinions picking apart the flaws in it are welcome. Something that could be done is giving the traitor a choice between covering for their weakness or further improving on their strengths. The main idea behind race-specific traitor gear is presenting an advantage while balancing it with a disadvantage. While they can cover up one or more of the flaws inherent to being a traitor of that race, it isn't a band-aid that makes the xeno traitor immediately robust. For example, the whetstone gives the Unathi what is essentially a cursed pair of gloves that increase their claw damage to that of an energy dagger with the added bonus of being immune to disarms (on account of being gloves), but leaves a massive mess and makes them unable to wear gloves until their claws are unsharpened. The diona have a choice between what is essentially anti-anti-slip shoes that makes them even more slippery and vulnerable to slips (negating their slowness) or an item that keeps them slow but turns them into unslippable walls (further bolstering their strength). Regarding karma-locked race gear: they deserve cool things too! I know it might seem hypocritical considering my initial proposal involved humans not getting anything, but giving karma races options should be in the spirit of fairness.
  11. Additional ideas from the discord, mainly for Diona: Maglev Boots - modified magboots that apply a magnetic field under the wearer's feet. Allow a diona to move at crew running speed when activated, but slips and knockdowns while wearing them last twice as long. Can be activated to provide a short (1.5 second?) sprint but afterwards deactivates the boots for a moderate duration. Rootkit - fibre-hardening enzymes that prevent the Diona from being knocked down. Stuns will root the diona and prevent usage of any items for the duration of the stun, but they won't drop it. Essentially a toss between versatility and specialization, and unless there's a way to lock out gear after choosing one or the other, they'll both have to be 11 TC.
  12. Syndicate antags are given an upload that allows them to purchase items to further their nefarious goals. Certain jobs have items exclusive to that profession, which serves as both a boon (cool specific traitor gear!) and a bane (you can narrow down the suspects to a surprising degree). It adds both flavor and a gameplay challenge, such as the assistant traitor's pickpocket antics and the chaplain traitor's WOLOLO conversion kit. Below is a short list of example race-specific gear, with pros and cons. By no means an exhaustive or definitive list, it could be a nice starting point for discussion. Human - nothing. This might seem weird, but Humans have already have a few advantages, namely: they lack overt identifying features, such as tails, ears, fibrous growths, feathers, or large eyes, which makes it easier to stealth; they lack advantages and disadvantages, making them very versatile. By not giving human antagonists any advantages we can even out the playing field a little bit and maybe even promote diversity in race choices (due to possible race-exclusive antag gear), which will in turn lessen the problems nonhuman antagonists have when it comes to identification. Unathi - Suspicious-looking Whetstone (2 TC) A sinister red whetstone with the letter S branded on the side. When used by a unathi, their claws are sharpened to gleaming points that boosts their unarmed damage to 18 brute damage, similar to an energy dagger. Functionally it replaces their glove slot with Sharpened Claws, and it doesn't give off a notification that they're sharpening their claws unless the victim is standing next to them. Using it again will have the Unathi use the abrasive surface underneath to file off the points, dulling their claws for concealment. While active, Unathi can't use gloves and anyone examining them can clearly see that they've got sharpened claws, and the whetstone itself is CLEARLY a syndicate item. Diona - Cryopaste (3 TC) A box containing three tubes of flame-proof ointment. When used, it decreases the fire damage taken by Diona. While not totally eliminating the additional damage they're weak to, it somewhat alleviates it while also lowering their body temperature and putting out fires in the event that they are already on fire, along with healing a bit of burn damage. There's a significant usage delay, though, and the fireproofing doesn't stack. Vox - Suspicious-looking Voxygen Tank (3 TC) A sleek red and black tank of Voxygen. In exchange for being a belt-locked item (no escape toolbelt for you!) the tank deals 15 brute damage and can smash glass faster for better breakings of things, yes? But it holds half the capacity of a normal Voxy tank and using it as a melee weapon pretty much means a death sentence if you get stunned while using it. Mainly to capitalize on the Vox's biggest weakness while adding an interesting and semi-covert weapon to use. IPC - EMP Shield Belt (5 TC) Finally, IPCs don't die in one hit. This functional toolbelt doubles as a personal anti-EMP field that stops IPCs from dropping immediately dead when they get pulsed. Aside from that, it comes with a large disadvantage - it can only hold half the usual belt capacity, since all its EMP-proofing gear takes up a lot of space, and when examined the person holding it will be able to discern that it's not an ordinary belt (as if the IPC not dropping dead wasn't enough of an indication). This serves primarily to cover the IPC traitor's biggest, most glaring weakness. Tajaran - Subversive Veil (8 TC) On the outside, it looks like the stock tajaran veil. Under the hood, it functions as flash-protective eyewear when it's activated and functions like a sec HUD. Deactivated, it turns off the HUD portion while keeping the flash protection and not obscuring your view. The benefits allow a Tajaran traitor easier access to an eyeshield for welding or anti-flash countermeasures while letting them see if they're wanted or not. However, all sec has to do is put the veil on to foil the disguise and expose the Tajaran as a traitor. This also locks the tajaran traitor out of other more useful eyewear, such as thermals or mesons. Vulpkanin - Human Disguise Kit (10 TC) Vulpkanin stick out like sore thumbs. This kit includes a sleek black jumpsuit and a active camo mask that hides the Vulp's tail. muzzle, and ears, making them look like a generic bald assistant or a randomized face. The advantages are clear - you can look like a human. With an agent ID, the silent and enterprising fluffbeast can pin the blame on an innocent and keep the heat off themself. The downsides are numerous, though: 10 TC is a steep price that locks off a lot of traitor options, the mask is a helmet so you can't wear a voice changer, and despite its advanced muzzle-negating camo field the disguise instantly fails in the presence of an EMP. In a meta sense this is probably going to be the least likely to be implemented because of the coding difficulty involved with outright changing a vulp's sprite, I assume.
  13. If the cargo point cost of delivery gets cut down, the parts can be ordered much sooner and thus be constructed a lot faster. In the case of the meteor shield, Centcom (read: an admin) may release a forecast of meteor waves and expected bombardment location to provide an incentive for the construction of meteor shields. Something like "Our meteorological heh scans indicate an incoming wave of meteors at roughly 13:00 station time and ending at 13:30. They are expected to be near: Arrivals, AI satellite, and Permabrig. Please install station shields at the following locations and be ready in case of a hull breach."
  14. When someone joins as a job like medical doctor or chemist and spends the rest of the round greytiding.
  15. Not when that space lube is used to trip all of security during a vampire chase.
  16. I'm at the chapel investigating the usual DEUS VULT KILL THE CULT chaplain nonsense (in a traitor round no less!) when I spy the librarian beating someone to death through the south window. Naturally I shoot at him and he flees into his office, screaming at shitcurity. "IT WAS SELF DEFENCE" When I spotted him I examined him and saw he was clean - no bloodstains or bruising. "really? Then why were you perfectly healthy and free of any bloodstains?" "I WAS AT MEDBAY AND THEY HEALED ME!" "as if medbay is known to give their patients a shower after treatment." silence. "Fucking shitcurity." he makes a run for it. I cuff him. He claims he has proof that he was at medbay for damage - a scanner log in his backpack that said he had a whopping three (3!) units of eye damage. Brig him for 10 minutes. He SSD's.
  17. Saw two people dicking around in atmos, moving about and switching items and generally doing things together without chatting. It looked pretty coordinated. And no, it wasn't sabotage or setting up atmos.
  18. Although this is an art thread, I'd like to share this space-themed EP I produced last year. I'm by no means a professional, and I did all of it for fun.
  19. when I'm observing a round and I see two people hanging out and moving around (despite not using say or emotes) and get a vibe that they're metacommunicating
  20. Chefs who make dangerous cuisine like roboburgers or brain cake and throw a shit fit when they get dragged in for manslaughter. Yeah, eating it is dangerous... So why put it out in the front along with all the other food?
  21. Man I hate the "DEUS VULT!" type chaplains. Even on normal rounds. Something about their air of validity makes my skin crawl.
  22. The tiny things. The petty things. The things you can't ahelp but annoy you and probably only you. Those kinds of things. My pet peeve is pseudo-japanese or anime reference names. I remember seeing an assistant named Bernkastel a while back, complete with purple hair. Something about the reference irked me, but Umineko is pretty niche unless you're like... Into gorey visual novels. On another server I saw a dude with a name that read like someone's first attempt at an anime OC.
  23. Thanks :D
  24. pros: can't be slipped or tripped cons: can be pulled around as if handcuffed, can't really resist if someone's grabbed your wheelchair in all honesty, wheelchairs having more of a use would be a great way to add flavor to the game.
  25. Centcom decided to be cute in its response to the rather unprofessional ERT request. Unfortunately, they were a little too late.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use