Difference between revisions of "Guide to Genetics"

From Paradise Station Wiki
Jump to navigation Jump to search
m (→‎Genetic Instability: Tables are given new color! @Sirryan, I know I recolored all the tables and such, but please do when you get the time to "unfuck" the tables formating when you get the time, there's too many line breaks making editing tables very 'cluttered')
 
(97 intermediate revisions by 37 users not shown)
Line 1: Line 1:
{{Needs_revision|reason=THIS PAGE IS CURRENTLY BEING EDITED. STAY TUNED FOR IT TO BE COMPLETED. -Stephanov}}
{{Needsrevision|reason=This is a reminder to sirryan to unfuck this pages tables and general formatting}}
{{toc_right}}
<div style="float: right;">
{{JobMedical}}
{{JobScience}}
</div>
==The Department==
Ready to play God? Good! Because it's about to get very interesting.


= The Department =
The Genetics department is located between the Medical Bay and the Science Department. It has different sets of animal cubes to use as test subjects, and two DNA modifiers that allow you to do the actual work. This is where you'll be spending most of your time... hopefully your partner can hold a conversation.
Ready to play with the God? Good! Because it's about to get very interesting.


The Genetics department is in Medbay. It has different sets of animal cubes to use as test subjects, some cloning equipment, and a couple of DNA modifiers for experiments. This is where you'll be spending most of your time.
As a geneticist, your job is to:


= Cloning =
# Discover beneficial mutations and distribute them to the crew, as appropriate,
Cloning is one of the main aspects of your job. Bringing people back from the dead is a delicate science, so read on. The [[Chief Medical Officer]] has the final say about what happens here, rather than the [[Research Director]].
# Watch over the adjacent Cloning Lab and make sure people are cloned on time,
# Cure people of genetic diseases, if any are contracted.


You can clone people from scans made while they are alive and well (which is preferred), or from a corpse (which happens more often than not). Feel free to call people to get their backups made, especially for Heads of Staff.
Most of the time, you won't need to worry about the Cloning Lab. The crew may encounter Radiation Storms during a shift, which cause genetic mutation and radiation damage. Curing people of diseases they get from rad storms and other sources of radiation is easy (the secret ingredient is either [[Guide to Chemistry#Mutadone|mutadone]] which can be found in the medical vendors, or a Clean SE injector which you can make right away using the DNA Manipulators), but occasionally the same accidents that lead to genetic disability also give folks superpowers – it may be wise to scan the genome of every rad storm victim before applying mutadone.


Cloning consumes biomass, 150 points per clone. The cloning pod starts with 150 points and you can get more biomass by feeding meat to the machine (any type of meat works). Each meat slab adds 50 points.
That leaves finding beneficial mutations and distributing them. Two methods to find good mutations are detailed below, one significantly faster (and more fun) than the other. Your Department SOP prohibits you from distributing genetic powers to anyone except Command staff on Code Green, and even that is only allowed with a Research Director's approval. Code Red allows the same for Security staff. In a shellnut: no fun allowed if you're a stickler for the SOP.


Typically you want to bother a [[Chemist]] for [[Cryoxadone]], which can be used to make synthetic meat when combined with blood.
==Getting Started (Making a Clean SE)==


== Scan ==
The following will help you take the first steps in a shift. At the end of this process, you will have a humanized monkey, and a "Clean SE" (A clean-slate injector that allows you to 'undo' unfortunate mutations in someone's Structural Enzymes. Useful when your coworker starts having epileptic fits on the floor.) The actual science of modifying genes to unlock powers is described further below.
The first thing that a clone needs is a record in the cloning console. Scanning requires a dead or live human body with its brain still in place (monkeys or decapitated corpses won't work), whereas making the actual clone requires the person to be dead. Dead people will get a message when you try to clone their corpse, it is therefor wise to give people a chance to re-enter their dead body, and to give the scan a few tries.


# Make sure the person is not wearing anything. (Optional)
* '''NOTE''' As a geneticist, you will often have a coworker in your office. It is wise to make an arrangement on who works on which blocks before you do anything. This typically means one geneticist working their way up from block 1 and the other working their way down from block 54.
#* If the person is alive, have them strip.
#* If the person is dead, click+drag their body onto yours to bring up their clothing window, then click on the links identifying each piece of clothing to remove it.
# [[File:Grab.png]] Grab the person.
# Click on the [[File:Scanner.gif]] DNA scanner to place them inside.
# Click on the [[File:Cloning_console.gif]] cloning console to bring up its menu.
# Click '''Scan'''.
# Click '''View Records''' to make sure their record is listed in the cloning database.


== Making the Clone ==
# Get a monkey cube from the box of monkey cubes on your nearby desk. (Or whichever other animal you wish to torment with your experiments.)
Remember, a clone can only be made when the person you're making a clone for is dead and logged in. If they aren't dead or have logged out, you'll see an "Unable to initiate cloning cycle" error in the Cloning System Control.
 
# Head to the [[File:Cloning_console.gif]] cloning console beside the [[File:Clone.gif]] cloning pod, and click on it to open its menu.
# Click '''View Records''', select the person you wish to clone, then click '''Clone'''.
# Make sure the cloning pod has enough biomass to produce a clone. Each clone consumes 150 biomass points.
#* ''Note: After clicking "Clone" the dead person will get a message if their spirit is currently outside their body. Their ghost must be inside their corpse or the scanner will give an error.'''''
#* ''Note #2: When a new clone is made, that person's record is deleted from the database, so they must be [[Geneticist#Scan|scanned]] again if they are to be cloned a second time. You can use a diskette to save a record of their backup.''
 
== Finishing a New Clone ==
# Grab the new clone and take it to Cryo, the room with large [[File:Cryo.gif]] cryo cells.
# Click on one of the cells to place the clone inside and set the '''Cryo status''' to '''On'''.
# Take a nearby [[File:Beaker.png]] beaker filled with Cryoxadone and then click on the same cell you placed the clone in to load the beaker into the cell. Note that it's wise to have a small supply of [[Mutadone]] nearby to heal the patient of any disabilities. Get some from the [[Chemist]].
# Use the nearby [[File:Wrench.png]] wrench on both [[File:O2 canister.png]] O2 canisters to secure them (if they aren't already).
# Set the [[File:Freezer.gif]] freezer's '''Target gas temperature''' to its lowest amount by clicking on the far-left "-" until the number in the center no longer decreases.
# Set the freezer to '''On'''.
#* ''Note: At this point, the clone will begin to heal slowly if cryo was set up correctly, shown by the increasing health indication in the cryo cell's menu.
# Click on the cryo cell to check on your clone. When its health reaches 100, it is considered finished and can then be ejected (right-click > Eject Occupant).
# '''Don't forget!''' when you're done with the cryo room, turn the cryo cells to '''Off''' so you don't waste Oxygen! Also, if you still have their old body, drag it to the morgue to prevent [[Geneticist#Clone_Memory_Disorder|Clone Memory Disorder]] (which is purely for role-play purposes).
# Clones may often suffer from brain damages, once they're removed from the cryo cell, make sure to inject them with [[Mannitol]] if they suffer from this. (Again, bother a [[Chemist]].
 
== Cloning "Unclonable" Species ==
Some species can't be cloned due to various reasons. [[Plasmamen]] will burst into flames before cloning is finished, and [[Vox]] and [[Slime People]] will simply be rejected by the machine. There are two ways of cloning these races back.
 
To clone those who die before cloning can be completed,
# Perform the normal steps for cloning first
# Wait for the dead body to be rejected by the cloner
# Place the person in whatever environment is required for them to live in
# Heal them of burn / brute damage with [[Guide_to_Chemistry#Synthflesh | Synthflesh]] or the equivalent (as touch-based healing chemicals work on dead bodies).
# Defibrillate them, and place them in a cryo tube.
 
To clone those who cannot be cloned normally,
# Have genetics create a human body from a monkey
# Scan the dead body's UI and save it
# Have a [[Medical Doctor]] transplant the dead body's brain into the human-monkey's body.
# Clone the human body.
# Transfer the UI of the old body to the new one.
 
 
= DNA Modification, getting started =
 
The following will help you get started with your shift. The actual science of <playing god modifying genes to unlock powers will be described later:
 
* '''NOTE''' As a geneticist, you will often have a co-worker in your office. It is wise to make an arrangement on who works on which blocks before you do anything. This typically means one geneticist working his way up from block 1 and the other working his way down from block 54.
 
# Get a monkey cube from the box of monkey cubes on your nearby desk. (Or whichever other animal you wish to torment with your experiments)
# Unwrap the monkey cube and hold it under the sink in the nearby pen.
# Unwrap the monkey cube and hold it under the sink in the nearby pen.
# [[File:Grab.png]]Grab whichever animal you have.
# [[File:Grab.png]]Grab whichever animal you have. Or drag the victims sprite onto the DNA Modifier to put them inside
# Click on a [[File:Scanner.gif]] DNA Modifier to stuff the animal inside.
# Click on a [[File:Scanner.gif|32px]] DNA Modifier to stuff the animal inside.
# Click on the [[File:Cloning console.gif]] DNA Modifier Access Console to open its menu.
# Click on the [[File:Cloning console.gif|32px]] DNA Modifier Access Console to open its menu.
# Click '''Modify S.E.''' (S.E. meaning Structural Enzymes).
# Click '''Modify S.E.''' (S.E. meaning Structural Enzymes).
#* In this menu you will see 55 seperate blocks. The first sub-block of block 55 dictates whether an animal is a lower lifeform or humanoid.
#* In this menu you will see 55 separate blocks. The first sub-block of block 55 dictates whether an animal is a lower lifeform or humanoid.
# Click the first sub-block of block 55 and use ''irradiate block'''''Bold text''' to irradiate it.
# Click the first sub-block of block 55 and use '''''irradiate block''''' to irradiate it.
#* This step will need to be repeated until the first sub-block has a value that is under 8, then one above 8 then one below 8 again.
#* This step will need to be repeated until the first sub-block has a value that is under 8.
#* (Optional) After this step is done, you can right-click the DNA Modifier and '''Eject DNA Scanner''' to remove the test subject. If everything was done correctly, it should be a humanoid. Try to keep the test subject out of the modifier as shortly as possible as the effects of DNA modification may have caused it to become irradiated.
#* (Optional) After this step is done, you can right-click the DNA Modifier and '''Eject DNA Scanner''' to remove the test subject. If everything was done correctly, it should be a humanoid. Try to keep the test subject out of the modifier as shortly as possible as the effects of DNA modification may have caused it to become irradiated.
# Have a look at the first sub-block of all blocks, 1 to 54. Make sure all values are below 8.
# Have a look at the first sub-block of all blocks, 1 to 54. Make sure all values are below 8.
#* If they are not, modify the first sub-block until they are all of a value 8 or below.
#* If they are not, modify the first sub-block until they are all of 7 or below.
# Once all the first sub-blocks from blocks 1 to 54 are below a value of 8, go to the transfer buffers menu.
# Once all the first sub-blocks from blocks 1 to 54 are below a value of 8, go to the transfer buffers menu.
#* You want to save Subject S.E. in buffer one of the three available buffers.
#* You want to save Subject S.E. in buffer one of the three available buffers.
Line 93: Line 45:
# Click '''Injector''' to create a syringe with the test subject's S.E. inside it.
# Click '''Injector''' to create a syringe with the test subject's S.E. inside it.
#* The syringe will spawn on top of the DNA Modifier Access Console. Click on it to pick it up. Or if it spawned under it for some reason, right click the DNA Modifier, move your mouse over the syringe and pick it up like that.
#* The syringe will spawn on top of the DNA Modifier Access Console. Click on it to pick it up. Or if it spawned under it for some reason, right click the DNA Modifier, move your mouse over the syringe and pick it up like that.
# Store your syringe in your workplace or on you. It is best to have a complete clean S.E. around at all times..
# Store your syringe in your workplace or on you. It is best to have a complete clean S.E. around at all times.


'''Notes:'''
'''Notes:'''
# To inject yourself, simply put the injector in an open hand and click on yourself.
# To inject yourself, simply put the injector in an open hand and click on your character's sprite.
# As you modify DNA, whatever you are working on has a chance to be '''irradiated'''. A well-prepared Geneticist makes sure to keep an irradiated subject within the[[File:Scanner.gif]] DNA Modifier and to keep a modest stash of charcoal around to treat the inevitable toxin damage.
# As you modify DNA, whatever you are working on has a chance to be '''irradiated'''. A well-prepared Geneticist makes sure to keep an irradiated subject within the[[File:Scanner.gif|32px]] DNA Modifier and to keep a modest stash of charcoal and potassium iodide around to treat the inevitable toxin damage. (Both chems can be found in MediVends.)
# A block injector will only inject the block you select. For example, Block 24 is Mute and Block 25 is Xray vision. If you use a normal injector, you will be mute and have Xray vision. However if you use a block injector and select Block 25, you will have Xray vision and NOT be mute. It's a great way to stack all the overpowered powers and seemingly ignore the subject's crippling defects!
# A block injector will only inject the block you select. For example, Block 24 is Mute and Block 25 is Telekinesis. If you use a normal injector, you will be mute and have Telekinesis. However if you use a block injector and select Block 25, you will have Telekinesis and NOT be mute. It's a great way to stack all the overpowered powers and seemingly ignore the subject's crippling defects!




== Hexadecimals ==
== Hexadecimal Numerals ==
 
* '''NOTE''' Blocks go from numbers 1 to 8, '''''then''''' from letters A to F


The number format in each block is a [http://en.wikipedia.org/wiki/Hexadecimal Hexadecimal]. In summary, the numbers and letters are organized like this, from lowest to highest:
The number format in each block is a [http://en.wikipedia.org/wiki/Hexadecimal Hexadecimal]. In summary, the numbers and letters are organized like this, from lowest to highest:
Line 109: Line 59:
<font color=#FF000>'''0 1 2 3 4 5 6 7 8 9 A B C D E F'''</font>
<font color=#FF000>'''0 1 2 3 4 5 6 7 8 9 A B C D E F'''</font>


Each '''block''' has 3 '''sub-blocks''' of hexadecimals. For the purpose of this instruction, saying to set a specific block "below 800" means that the first sub-block of that block must be less than 8 - the other two characters in that block don't matter. In another example, setting a block to "above DAC" means:
Each '''block''' has 3 '''sub-blocks''' of hexadecimals. Think of each block like a triple digit number, where you edit the digits, or "sub-blocks", in the hundreds, tens, and ones place. For the purpose of this instruction, saying to set a specific block "below 800" means that the first sub-block of that block must be less than 8 - the other two characters in that block don't matter. In another example, setting a block to "above DAC" means:
* The first sub-block must be equal to or higher than D (E or F)
* The first sub-block must be equal to or higher than D (E or F)
* The second sub-block must be equal to or higher than A (B, C, D, E, or F)
* If the first sub-block is D, the second sub-block must be equal to or higher than A (B, C, D, E, or F)
* The third sub-block must be equal to or higher than C (D, E, or F)
* If the second sub-block is A, The third sub-block must be equal to or higher than C (D, E, or F)
''Note: If the first sub-block is E or F, you can stop, since (for example) E00 is higher than DAC. For this reason, it is usually recommended to simply radiate the first sub-block and to leave the other two sub-blocks alone.''
 
'''Note:'''
If the first sub-block is E or F, the potential of the entire block will already be active, as it is higher than DAC, and will '''not''' require the editing of the second or third sub-block.
 
Likewise, if the first sub-block is D, and the second block is B or higher, it will not require editing of the third block.
It's a bit easier to try to get a B or higher in the second sub-block than to try get a C or higher in the third.


== Unique Identifiers (UI) ==
== Unique Identifiers (UI) ==
Unique Identifiers are your cosmetic details - eye color, skin color, hair style, hair color and gender. All colors are in RBG, with 0 meaning absence of that color, and F meaning the highest value of that color.
Unique Identifiers are your cosmetic details - eye color, skin color, hair style, hair color and gender. All colors are in RGB, with 0 meaning absence of that color, and F meaning the highest value of that color.


=== Blocks 1-3 ===
Although all species have the same number of Unique Identifiers, some blocks will have no effect on certain species.
1 - Hair color R
For example, only species with scales or fur will be affected by changes to blocks 8-10 while block 7 only applies to species with varying skin tones such as humans. This same rule applies to head accessories and body markings, as not all species may have them.
2 - Hair color B
{| style="width:60%;"
3 - Hair Color G
|- style="vertical-align:top;"
=== Blocks 4-6 ===
| style="width:50%" |
4 - Eye color R
{| class="wikitable" style="width:100%; background-color:#f0e8f0;"
5 - Eye color B
|- style="background-color:#64487F; color:white;text-align:center;"
6 - Eye color G
| '''Blocks'''
=== Block 7 ===
| '''Their usage'''
7 - Skin tone 1(0)-220(F)
|-
=== Blocks 8-10 ===
| Blocks 1-3
8 - Beard Color R
| Hair Color RGB values
9 - Beard Color B
|-
10 - Beard Color G
| Blocks 4-6
=== Block 11 ===
| Secondary Hair Color RGB values
11 - Gender
|-
* < 800 = Male
| Blocks 7-9
* > 800 = Female
| Beard Color RGB values
=== Block 12-13 ===
|-
12 - Beard Style
| Blocks 10-12
13 - Hair Style
| Secondary Beard Color RGB values
|-
| Block 13
| Skin Tone 1(0)-220(F)
|-
| Blocks 14-16
| Fur/Scales RGB values
|-
| Blocks 17-19
| Head Accessory RGB values
|-
| Blocks 20-22
| Head Marking RGB values
|-
| Blocks 23-25
| Body Marking RGB values
|-
| Blocks 26-28
| Tail Marking RGB values
|-
| Blocks 29-33
| Hair Gradient RGB and Alpha values
|-
| Blocks 34-36
| Eye Color RGB values
|}
| style="width:50%" |
{|class="wikitable" style="width:100%;background-color:#f0e8f0;"
|- style="background-color:#64487F; color:white;text-align:center;"
| '''Blocks'''
| '''Their usage'''
|-
| Block 37
| Gender
|-
| Block 38
| Beard Style
|-
| Block 39
| Hair Style
|-
| Block 40
| Head Accessory Style
|-
| Block 41
| Back Accessory Style
|-
| Block 42
| Hair Gradient Style
|-
| Block 43
| Head Marking Style
|-
| Block 44
| Body Marking Style
|-
| Block 45
| Tail Marking Style
|-
| Block 46
| Physique
|-
| Block 47
| Height
|}
|}


== Unique Enzymes (UE) ==
===Unique Enzymes (UE)===
Unique enzymes determine your identity, basically the name that people see you as when they examine you, and when you talk. These are separate from unique identifiers, but usually changed together.
Unique enzymes determine your identity, basically the name that people see you as when they examine you, and when you talk. These are separate from unique identifiers, but usually are changed together.


== Structural Enzymes (SE) ==
== Structural Enzymes (SE) ==
Structural Enzymes contain data relevant to your genetic structure. This governs your race, powers, and disabilities. For those that handle genes with care, however, great benefits are to be had.
Structural Enzymes are 55 blocks (like DNA strings) contained within every person you see, the SE contains data relevant to your genetic structure. This governs your race, powers, and disabilities. For those that handle genes with care, however, great benefits are to be had.


=== Blocks 1 - 54 ===   
=== Blocks 1 - 54 ===   
These are all randomized powers (minor and major) or disabilities.
These are all randomized powers (major, minor, and intermediate), disabilities, and a few empty blocks.


=== Block 55 ===
=== Block 55 ===
This block governs the race of the subject.
This block governs whether the subject is a humanoid or not.
Currently there is a bug where dropping the block below 800 will not 'humanize' the subject.
If you raise the value above 800 and drop it again, the subject will be humanized.
Injecting someone with an SE from a non-humanized subject with a block 55 value of less than 800 will NOT make the recipient a monkey, however.


* Human = below 800
* Humanoid = below 800
* Monkey = above 800
* Animal = above 800
 
For example, if a human has the block 55 with the value 801, it becomes a monkey, if it is below 800, he stays human.


== Powers and Disabilities ==
== Powers and Disabilities ==
Any of blocks 1-55 may be the block for a special power or disability. Powers and disabilities are calculated at round-start, thus are not different for each person. Some blocks don't have powers and will give nothing even if FFF on the sub-blocks; there are more blocks then disabilities/powers.
Any of blocks 1-54 may be the block for a special power or disability.  
 
All blocks where powers and disabilities exist are calculated at round-start, thus are not different for each person. That means that if James (for example) has Telekinesis at Block 30, so will Mary (for example) have Telekinesis at Block 30.
 
Some blocks don't have powers nor disabilities and will give nothing even when at FFF on the sub-blocks; that happens because there are more blocks than disabilities and powers combined.


=== Minor Powers ===
== Genetic Instability ==
Minor Powers require a block of '''BEA''' or higher to have a chance activate
As you inject yourself with additional powers, you genes will become more unstable. On the other hand, the more disabilities you have, the more ''stable'' your genes become. Each power and disability has an instability value relative to its strength. If you want to become an all-powerful super being, you'll have to balance out your powers with some disabilities, or face some nasty consequences.


* '''Morphing''': ''Your skin feels strange''. You can change your skin tone, hair, and styles at will. Everything you can do by clicking on a mirror with the addition of skin tone.
Your genetic instability starts at 0. Different powers will add varying amounts of instability, while disabilities will subtract from it.
* '''Quickness''': ''Your Leg Muscles begin to Pulsate''. You are unencumbered by space suits or anything else that slows you down; does not increase your base movement speed.
* At 20 instability or below, you will face no adverse reactions. This is where you want to be ideally.
* '''Regeneration''': ''You feel better''. Doubles your nutritional health regeneration. So when you eat you heal more.
* From 25 to 35 instability, your skin will occasionally start to feel like it's bubbling off, dealing minor burn damage.
* '''Remote Viewing''': ''Your mind expands''. You can remotely observe other people.
* From 40 to 65 instability, your body will additionally start warping, causing minor cellular damage and deforming limbs, making them useless until healed.
* '''Telepathic Communication''': ''You expand your mind outwards''. You can talk to people through their minds over long distances.
* After 70 instability, your body will warp extremely often, causing death within minutes.
* '''Cold Resistance''' (30%): ''Your body feels warm''. You aren't affected by Cold. This, combined with "No Breathing", means you only need a hardsuit to protect against pressure, in space. Cannot be used with Heat Resistance.
* '''Heat Resistance''' : ''Your skin is icy to the touch''. You aren't affected by Heat, and glow visibly. This is particularly useful during fires, as when combined with a firesuit you are nearly invulnerable to heat. Cannot be used with Cold Resistance.
* '''X-Ray Vision''' (30%): ''The walls suddenly disappear''. You can see everything in your sight range, even through walls.


=== Major Powers ===
<tabs><tab name="Major Powers">
These require a block of '''DAC''' or higher to have a chance to activate.  
These require a block of '''DAC''' or higher to have a chance to activate.  


* '''Hulk''' (5%): ''Your muscles hurt''. You turn green and become super strong. You can't be stunned and your punches can break through reinforced walls. You will lose this power and can collapse if you get below 25% health.
{|class = "wikitable" style="border: 1px solid #64487F; margin: 1em 0em;" cellspacing="0" width="100%"
* '''No Breathing''': ''You feel no need to breathe''. You do not need to breathe.
!style="width: 20%; background-color: #64487F;color:white;"|Trait
* '''No Prints''': ''Your fingers feel numb''. You leave no fingerprints.
!style="width: 5%; background-color: #64487F;color:white;"|Instability
* '''Midget''': ''Your skin feels rubbery''. You walk over tables as if they were floor tiles.
!style="width: 25%; background-color: #64487F;color:white;"|Sensation
* '''Shock Immunity''' (50%): ''Your skin feels strange''. You are immune to shocks.
!style="width: 50%; background-color: #64487F;color:white;"|Effect
* '''Telekinesis''' (15%): ''You feel smarter''. Allows you to move objects with your mind and affect things in your sight range. Cannot be used with Remote Viewing
|-
| style="background-color: #D4B8EE;"|
'''Cryokinesis'''
| style="background-color: #f0e8f0;"|
+10
| style="background-color: #f0e8f0;"|
''You notice a strange cold tingle in your fingertips.''
| style="background-color: #f0e8f0;"|
Causes minor burns and lowers the body temperature of an individual. Will not effect those with the Cold Resistance mutation.
|-
| style="background-color: #D4B8EE;"|
'''Empathetic Thought'''
| style="background-color: #E0D3E2;"|
+5
| style="background-color: #E0D3E2;"|
''You suddenly notice more about others than you did before.''
| style="background-color: #E0D3E2;"|
Tells you the pain-level, intent, and random thoughts of another person. Can be blocked by Psy-Resist.
|-
| style="background-color: #D4B8EE;"|
'''Hulk'''
| style="background-color: #f0e8f0;"|
+15
| style="background-color: #f0e8f0;"|
''Your muscles hurt.''
| style="background-color: #f0e8f0;"|
You turn green and become super strong. You can't be stunned and your punches can break through reinforced walls. You will lose this power and can collapse if you get below 25% health. '''WARNING:''' This power makes you unable to use guns or weapons such as an E-sword, as well as unable to use the martial arts, CQC and Carp.
|-
| style="background-color: #D4B8EE;"|
'''Jumpy'''
| style="background-color: #E0D3E2;"|
+10
| style="background-color: #E0D3E2;"|
''Your leg muscles feel taut and strong.''
| style="background-color: #E0D3E2;"|
Allows you to leap roughly a screen and 1/4.
|-
| style="background-color: #D4B8EE;"|
'''Matter Eater'''
| style="background-color: #f0e8f0;"|
+10
| style="background-color: #f0e8f0;"|
''You feel hungry.''
| style="background-color: #f0e8f0;"|
Allows you to eat almost anything, including any restraints placed on you, live explosives (except C4), and people's limbs. The head and chest cannot be eaten.
|-
| style="background-color: #D4B8EE;"|
'''Dwarf'''
| style="background-color: #E0D3E2;"|
+10
| style="background-color: #E0D3E2;"|
''Everything around you seems bigger now...''
| style="background-color: #E0D3E2;"|
You can walk over tables as if they were floor tiles.
|-
| style="background-color: #D4B8EE;"|
'''No Breathing'''
| style="background-color: #f0e8f0;"|
+15
| style="background-color: #f0e8f0;"|
''You feel no need to breathe.''
| style="background-color: #f0e8f0;"|
You do not need to breathe.
|-
| style="background-color: #D4B8EE;"|
'''No Prints'''
| style="background-color: #E0D3E2;"|
+10
| style="background-color: #E0D3E2;"|
''Your fingers feel numb.''
| style="background-color: #E0D3E2;"|
You leave no fingerprints.
|-
| style="background-color: #D4B8EE;"|
'''Psy-Resist'''
| style="background-color: #f0e8f0;"|
+5
| style="background-color: #f0e8f0;"|
''Your mind feels closed.''
| style="background-color: #f0e8f0;"|
You cannot be telepathically spoken to, spied on with Remote View, and Empathetic Thought cannot read your thoughts.
|-
| style="background-color: #D4B8EE;"|
'''Telekinesis'''
| style="background-color: #E0D3E2;"|
+15
| style="background-color: #E0D3E2;"|
''You feel smarter.''
| style="background-color: #E0D3E2;"|
Allows you to move objects with your mind and affect things in your sight range. Cannot be used with Remote Viewing.
|}
</tab><tab name="Intermediate Powers">
Intermediate Powers require a block of '''BEA''' or higher to have a chance to activate


=== Unknown Powers ===
{|class = "wikitable" style="border: 1px solid #64487F; margin: 1em 0em;" cellspacing="0" width="100%"
These powers are activated for sure when over '''DAC''' But may be activatable lower.
!style="width: 20%; background-color: #64487F;color:white;"|Trait
!style="width: 5%; background-color: #64487F;color:white;"|Instability
!style="width: 25%; background-color: #64487F;color:white;"|Sensation
!style="width: 50%; background-color: #64487F;color:white;"|Effect
|-
| style="background-color: #D4B8EE;"| '''Chameleon'''
| style="background-color: #E0D3E2;"| +15
| style="background-color: #E0D3E2;"| ''You feel one with your surroundings.''
| style="background-color: #E0D3E2;"| You become invisible while not moving. Cannot be used with Cloak of Darkness.
|-
| style="background-color: #D4B8EE;"| '''Cloak of Darkness'''
| style="background-color: #f0e8f0;"| +15
| style="background-color: #f0e8f0;"| ''You begin to fade into the shadows.''
| style="background-color: #f0e8f0;"| You are partially invisible depending on the lighting of your current environment. Will over-rule Chameleon if both mutations are active.
|-
| style="background-color: #D4B8EE;"| '''Cold Resistance'''
| style="background-color: #E0D3E2;"| +10
| style="background-color: #E0D3E2;"| ''Your body is filled with warmth.''
| style="background-color: #E0D3E2;"|
You are no longer effected by cold environments and Cryokinesis cannot harm you. Cannot be used with Heat Resistance.
|-
| style="background-color: #D4B8EE;"|'''Flash Protection'''
| style="background-color: #f0e8f0;"| +10
| style="background-color: #f0e8f0;"| ''You stop noticing the glare from lights...
| style="background-color: #f0e8f0;"| You are no longer affected by flashes.
|-
| style="background-color: #D4B8EE;"|'''Morphism'''
| style="background-color: #E0D3E2;"| +5
| style="background-color: #E0D3E2;"| ''Your body feels if can alter its appearance.''
| style="background-color: #E0D3E2;"| You can change your skin tone, hair, eyes, and gender at will.
|-
| style="background-color: #D4B8EE;"|'''Night Vision'''
| style="background-color: #f0e8f0;"| +10
| style="background-color: #f0e8f0;"| ''Were the lights always that bright?
| style="background-color: #f0e8f0;"| You can see everything in your sight range.
|-
| style="background-color: #D4B8EE;"|'''Polymorphism'''
| style="background-color: #E0D3E2;"| +10
| style="background-color: #E0D3E2;"| ''You don't feel entirely like yourself somehow.''
| style="background-color: #E0D3E2;"| Allows you to mimic the appearance and voice of others, a bit like a changeling without the death. You may only mimic a person immediately next to you.
|-
| style="background-color: #D4B8EE;"|'''Regenerate'''
| style="background-color: #f0e8f0;"| +5
| style="background-color: #f0e8f0;"| ''Your wounds start healing.''
| style="background-color: #f0e8f0;"| Doubles your nutritional health regeneration. So when you eat you heal more.
|-
| style="background-color: #D4B8EE;"|'''Remote Viewing'''
| style="background-color: #E0D3E2;"| +5
| style="background-color: #E0D3E2;"| ''Your mind can see things from afar.''
| style="background-color: #E0D3E2;"| You can remotely observe other people who also have this power.
|-
| style="background-color: #D4B8EE;"| '''Telepathy'''
| style="background-color: #f0e8f0;"| +5
| style="background-color: #f0e8f0;"| ''You feel you can project your thoughts.''
| style="background-color: #f0e8f0;"| You can talk to people through their minds over long distances. Can be blocked by Psy-Resist.
|}
</tab><tab name="Minor Powers">
Minor Powers require a block of '''802''' or higher to have a chance to activate.


* '''Chameleon''': ''You feel one with your surroundings''. You become mostly invisible while not moving. Cannot be used in tandem with Cloak of Darkness.
{|class = "wikitable" style="border: 1px solid #64487F; margin: 1em 0em;" cellspacing="0" width="100%"
* '''Cloak Of Darkness''': ''You begin to fade into the shadows''. You are completely invisible in the slightest of shadows. Cannot be used in tandem with Chameleon.
!style="width: 20%; background-color: #64487F;color:white;"|Trait
* '''Cryokinesis''': ''You notice a strange cold tingle in your fingertips''. Basically burns the target to death with cold.
!style="width: 5%; background-color: #64487F;color:white;"|Instability
* '''Empath''': ''You suddenly notice more about others than you did before''. Tells you the pain-level, Intent, and random thoughts of another human.
!style="width: 25%; background-color: #64487F;color:white;"|Sensation
* '''Incendiary Mitochondria''': ''You suddenly feel rather hot''. Sets yourself on fire as if you were a mixtape.
!style="width: 50%; background-color: #64487F;color:white;"|Effect
* '''Jumpy''': ''Your leg muscles feel taut and strong''. Allows you to leap roughly a screen and 1/4.
|-
* '''Matter Eater''': ''You feel hungry''. Allows you to eat almost everything, Including humans.
| style="background-color: #D4B8EE;"|
* '''Polymorph''': ''You don't feel entirely like yourself somehow''. Allows you to mimic the appearance of others, a bit like a changeling without the death.
'''Heat Resistance'''
* '''Psy-Resist''': ''Your mind feels closed''. You cannot be telepathically spoken to, and Empaths cannot read you.
| style="background-color: #f0e8f0;"|
* '''Sober''': ''You feel unusually sober''. Cannot become drunk.
+10
* '''Superfart''': ''You feel bloated and gassy''. Doing the fart command (Say "*fart) will make you squat and unleash a tremendous shock wave knocking anyone over in the vicinity. Really fun to annoy others and deadly with toxic farts.
| style="background-color: #f0e8f0;"|
 
''Your skin is icy to the touch.''
=== Disabilities ===
| style="background-color: #f0e8f0;"|
You are no longer effected by hot environments.
|-
| style="background-color: #D4B8EE;"|
'''Shock Immunity'''
| style="background-color: #E0D3E2;"|
+10
| style="background-color: #E0D3E2;"|
''Your skin feels dry and unreactive.''
| style="background-color: #E0D3E2;"|
You are immune to shocks. These include events such as touching an electrified door.
|-
| style="background-color: #D4B8EE;"|
'''Sober'''
| style="background-color: #f0e8f0;"|
+5
| style="background-color: #f0e8f0;"|
''You feel unusually sober.''
| style="background-color: #f0e8f0;"|
Your alcohol tolerance is significantly increased.
|-
| style="background-color: #D4B8EE;"|
'''Strong'''
| style="background-color: #E0D3E2;"|
Neutral
| style="background-color: #E0D3E2;"|
''You feel buff!''
| style="background-color: #E0D3E2;"|
Doesn't do anything. But at least you're buff now.
|-
| style="background-color: #D4B8EE;"|
'''Meson Vision'''
| style="background-color: #f0e8f0;"|
+5
| style="background-color: #f0e8f0;"|
''More information seems to reach your eyes...''
| style="background-color: #f0e8f0;"|
You can see turfs through walls, just like with Optical Meson Scanners.
|}
</tab><tab name="Disabilities">
As tempting as those powers may seem, there is also a very high chance of you getting a disability. These always manifest when the block is at '''802''' or higher.
As tempting as those powers may seem, there is also a very high chance of you getting a disability. These always manifest when the block is at '''802''' or higher.


* '''Blindness''': ''You can't seem to see anything''. Your vision is nearly non-existent and restricted to an extremely tiny area.
{|class = "wikitable" style="border: 1px solid #64487F; margin: 1em 0em;" cellspacing="0" width="100%"
* '''Chav''': ''Ye feel like a reet prat like, innit''? A number of words are replaced.
!style="width: 20%; background-color: #64487F;color:white;"|Trait
* '''Clownism''': ''Uh Oh''! Your text becomes comic sans, and you may eventually turn into a clown.
!style="width: 5%; background-color: #64487F;color:white;"|Instability
* '''Coughing''': ''You start coughing''. You cough a lot and drop things when you do so.
!style="width: 25%; background-color: #64487F;color:white;"|Sensation
* '''Clumsiness''': ''You feel lightheaded''. You drop things a lot, are generally clumsy, and guns explode in your face.
!style="width: 50%; background-color: #64487F;color:white;"|Effect
* '''Deafness''': ''It's kinda quiet..'' You can't hear anything.
|-
* '''Epilepsy''': ''You get a headache'' You randomly have seizures.
| style="background-color: #D4B8EE;"|
* '''Fat''': ''You feel blubbery and lethargic''. You become fat.
'''Blindness'''
* '''Hallucinations''': ''Your mind says "Hello"''. You start to hallucinate.
| style="background-color: #f0e8f0;"|
* '''Horns''': ''A pair of horns erupt from your head''. Causes you to have horns on your sprite.
-15
* '''Lisp''': ''Thomething doethn't feel right''. Replaces all 's' with 'th'.
| style="background-color: #f0e8f0;"|
* '''Melt''': ''You feel strange and jiggly''. When used, causes you to explode into a pile of gibs.
''You can't seem to see anything.''
* '''Mute''': ''You feel unable to express yourself at all''. You cannot speak.
| style="background-color: #f0e8f0;"|
* '''Radioactive''': ''You feel a strange sickness permeate your whole body''. You start to gain radiation sickness and cause the same to all organic's near you.
Your vision is nearly non-existent and restricted to an extremely tiny area.
* '''Short Sightedness''': ''Your eyes feel weird...'' You have reduced vision, and require glasses, medicine, carrots or surgery to see better.
|-
* '''Stammering''': ''You feel nervous''. You stammer when you talk.
| style="background-color: #D4B8EE;"|
* '''Strangeness''': ''You feel strange''. You start randomly mutating, which can change your blocks numbers.
'''Chav'''
* '''Strong''': ''You feel buff''! Does absolutely nothing at all.
| style="background-color: #E0D3E2;"|
* '''Swedish''': ''You feel Swedish, However that works''. W's are replaced with V's, and you occasionally say 'Bork Bork Bork!'.
Neutral
* '''Tourette's Syndrome''': ''You twitch''. You twitch and swear randomly. Every twitch and swear paralyzes you for a while. This can be debilitating, as it tends to happen often-- giving you little to no time to move.
| style="background-color: #E0D3E2;"|
* '''Toxic Farts''': ''Your stomach grumbles unpleasantly''. Randomly produces a gas when farting, Usually harmful.
''Ye feel like a rite prat like, innit?''
* '''Unintelligable''': ''You can't seem to form any coherent thoughts''! Rearranges your speech.
| style="background-color: #E0D3E2;"|
 
A number of words are replaced with their British counterparts.
==Side Effects==
|-
 
| style="background-color: #D4B8EE;"|
Altering your DNA is a dangerous prospect and one not completely without risk; each time your genes are altered, there is a small chance you may suffer a side effect. These effect are independent of the block are working.
'''Clumsiness'''
| style="background-color: #f0e8f0;"|
-10
| style="background-color: #f0e8f0;"|
''You feel lightheaded.''
| style="background-color: #f0e8f0;"|
You drop things a lot, are generally clumsy, and guns explode in your face.
|-
| style="background-color: #D4B8EE;"|
'''Color Blindness'''
| style="background-color: #E0D3E2;"|
-10
| style="background-color: #E0D3E2;"|
''You feel a strange prickling in your eyes as your perception changes.''
| style="background-color: #E0D3E2;"|
Removes all color from your vision, turning the world an inky black-and-white.
|-
| style="background-color: #D4B8EE;"|
'''Comic'''
| style="background-color: #f0e8f0;"|
Neutral
| style="background-color: #f0e8f0;"|
''Uh oh!''
| style="background-color: #f0e8f0;"|
You speak like a clown, oh the horror.
|-
| style="background-color: #D4B8EE;"|
'''Coughing'''
| style="background-color: #E0D3E2;"|
-5
| style="background-color: #E0D3E2;"|
''You start coughing.''
| style="background-color: #E0D3E2;"|
You cough a lot and drop things when you do so.
|-
| style="background-color: #D4B8EE;"|
'''Deafness'''
| style="background-color: #f0e8f0;"|
-15
| style="background-color: #f0e8f0;"|
''It's kinda quiet.''
| style="background-color: #f0e8f0;"|
You can't hear anything.
|-
| style="background-color: #D4B8EE;"|
'''Dizzy'''
| style="background-color: #E0D3E2;"|
-10
| style="background-color: #E0D3E2;"|
''You feel very dizzy...''
| style="background-color: #E0D3E2;"|
Your movement direction becomes randomized
|-
| style="background-color: #D4B8EE;"|
'''Epilepsy'''
| style="background-color: #f0e8f0;"|
-10
| style="background-color: #f0e8f0;"|
''You get a headache.''
| style="background-color: #f0e8f0;"|
You become prone to debilitating seizures.
|-
| style="background-color: #D4B8EE;"|
'''Hallucinate'''
| style="background-color: #E0D3E2;"|
-15
| style="background-color: #E0D3E2;"|
''Your mind says 'Hello'.''
| style="background-color: #E0D3E2;"|
You start to hallucinate.
|-
| style="background-color: #D4B8EE;"|
'''Horns'''
| style="background-color: #f0e8f0;"|
Neutral
| style="background-color: #f0e8f0;"|
''A pair of horns erupt from your head.''
| style="background-color: #f0e8f0;"|
Causes you to have horns; does not negatively effect health in anyway.
|-
| style="background-color: #D4B8EE;"|
'''Incendiary Mitochondria'''
| style="background-color: #E0D3E2;"|
Neutral
| style="background-color: #E0D3E2;"|
''You suddenly feel rather hot.''
| style="background-color: #E0D3E2;"|
Causes you to spontaneously ignite when used.
|-
| style="background-color: #D4B8EE;"|
'''Lisp'''
| style="background-color: #f0e8f0;"|
Neutral
| style="background-color: #f0e8f0;"|
''Thomething doethn't feel right.''
| style="background-color: #f0e8f0;"|
Replaces every 's' you say with 'th'.
|-
| style="background-color: #D4B8EE;"|
'''Loud'''
| style="background-color: #E0D3E2;"|
Neutral
| style="background-color: #E0D3E2;"|
''YOU FEEL LIKE YELLING!''
| style="background-color: #E0D3E2;"|
All shouting, all the time.
|-
| style="background-color: #D4B8EE;"|
'''Mute'''
| style="background-color: #f0e8f0;"|
-15
| style="background-color: #f0e8f0;"|
''You feel unable to express yourself at all.''
| style="background-color: #f0e8f0;"|
You lose the ability to speak. Noises like screaming or groaning are replaced by "loud noise!"
|-
| style="background-color: #D4B8EE;"|
'''Nearsightedness'''
| style="background-color: #E0D3E2;"|
-10
| style="background-color: #E0D3E2;"|
''Your eyes feel weird...''
| style="background-color: #E0D3E2;"|
You have reduced vision, and require glasses, medicine, a clean SE block, carrots or surgery to see better.


*'''Genetic Burn''' ''You start turning very red...'' You'll typically fall over, if not treated, you'll start taking burn damage all over. '''Cure''': Salbutamol.
'''Note:''' Will not grant genetic stability if cured.
*'''Bone Snap''' ''Your limbs start shivering uncontrollably'' You'll fall over then get up after a short time, if not treated you'll take some brute damage and a random bone will break. '''Cure''' Styptic Powder.
|-
*'''Monkey''' ''You have drool running down from your mouth'' If not proper treated, you will be converted into a monkey; reconverting to a human will no longer kill the subject. '''Cure''' Charcoal.
| style="background-color: #D4B8EE;"|
*'''Confusion''' ''You have drool running down from your mouth'' Causes you to run around randomly, making travel to any destination next to impossible. '''Cure''' Charcoal (charcoal did not cure this effect in my case).
'''Nervousness'''
| style="background-color: #f0e8f0;"|
Neutral
| style="background-color: #f0e8f0;"|
''You feel nervous.''
| style="background-color: #f0e8f0;"|
You stutter when you speak.
|-
| style="background-color: #D4B8EE;"|
'''Obesity'''
| style="background-color: #E0D3E2;"|
Neutral
| style="background-color: #E0D3E2;"|
''You feel blubbery and lethargic!''
| style="background-color: #E0D3E2;"|
You become fat.
|-
| style="background-color: #D4B8EE;"|
'''Radioactive'''
| style="background-color: #f0e8f0;"|
-15
| style="background-color: #f0e8f0;"|
''You feel a strange sickness permeate your whole body.''
| style="background-color: #f0e8f0;"|
You emit radiation, causing toxin damage to yourself and all organics near you.
|-
| style="background-color: #D4B8EE;"|
'''Swedish'''
| style="background-color: #E0D3E2;"|
Neutral
| style="background-color: #E0D3E2;"|
''You feel Swedish, however that works.''
| style="background-color: #E0D3E2;"|
All W's are replaced with V's, and you occasionally say 'Bork Bork Bork!'.
|-
| style="background-color: #D4B8EE;"|
'''Tourettes'''
| style="background-color: #f0e8f0;"|
Neutral
| style="background-color: #f0e8f0;"|
''You twitch.''
| style="background-color: #f0e8f0;"|
You curse randomly and twitch.
|-
| style="background-color: #D4B8EE;"|
'''Unintelligible'''
| style="background-color: #E0D3E2;"|
-5
| style="background-color: #E0D3E2;"|
''You can't seem to form any coherent thoughts!''
| style="background-color: #E0D3E2;"|
Rearranges your speech, making it difficult for others to understand you.
|-
| style="background-color: #D4B8EE;"|
'''Grey vocabulary'''
| style="background-color: #f0e8f0;"|
-10
| style="background-color: #f0e8f0;"|
''Your vocal cords feel alien.''
| style="background-color: #f0e8f0;"|
You talk like greys, using the wingdings font.
|}
</tab></tabs>


== Radiation ==
== Radiation ==
Continuing from the above [[Guide_to_Genetics#DNA_Modification | practical example]] with the monkey (that now looks human) still inside the [[File:Scanner.gif]] DNA Modifier, you have a few options on how to change the monkey's genes:
Continuing from the above [[Guide to Genetics#DNA Modification|practical example]] with the monkey (now "humanized") still inside the [[File:Scanner.gif|32px]] DNA Modifier, you have three ways to discover new genetic powers:


* '''Radiation Emitter Settings'''
* '''Radiation Emitter Settings'''
Line 240: Line 633:
* '''Pulse Radiation''' (Main Menu)
* '''Pulse Radiation''' (Main Menu)
** Inaccurately and randomly modify any of the monkey's UI or SE with a single pulse.
** Inaccurately and randomly modify any of the monkey's UI or SE with a single pulse.
** Basically useless for finding mutations. It's quite hard to tell which blocks have been activated at a glance after pulsing, and the process is, well, random.
* '''Radiation''' (Inside the '''Modify Unique Identifier''' or '''Modify Structural Enzymes''' sub-menus).
* '''Radiation''' (Inside the '''Modify Unique Identifier''' or '''Modify Structural Enzymes''' sub-menus).
** Accurately modify a single sub-block.
** Accurately modify a single sub-block.


The idea is to start at Block 1 of the Structural Enzymes and radiate that block until the number is "DAC" or higher. Then, remove your monkey and see if anything seems strange with him. The catch is - not all disabilities or powers are easily visible. For a dangerous disability like Blindness, you can check your monkey's eyes to make sure their pupils narrow with the penlight you should have:
The simplest strategy is as follows: start at Block 1 of the Structural Enzymes and radiate that block until the number is "DAC" or higher. Then, remove your monkey and see if anything seems strange with him. The catch is - not all disabilities or powers are easily visible. For a dangerous disability like Blindness, you can check your monkey's eyes to make sure their pupils narrow with the penlight you should have:


# Move the penlight to an open hand.
# Move the penlight to an open hand.
# Click on the penlight to turn it "On".
# Click on the penlight to turn it "On".
# Click on the [[File:Damage_zone.png]] Damage Zone in the top-right corner of your HUD to indicate that you want to target the '''eyes'''.
# Click on the [[File:Damage_zone.png|32px]] Damage Zone in the top-right corner of your HUD to indicate that you want to target the '''eyes'''.
# Click on the monkey to "direct the penlight" into their eyes.
# Click on the monkey to "direct the penlight" into their eyes.
#* If you see "pupils narrow", the monkey's eyes are normal. An "eerie glow" means X-Ray Vision, and "no reaction" means the monkey is blind.
#* If you see "pupils narrow", the monkey's eyes are normal. "No reaction" means the monkey is blind.
#* Note that other animal subjects, like farwas, have eyes that always emit an "eerie glow."


If you notice something wrong with your monkey, like twitching, you know that block is a disability. Make a note of it, then '''Radiation''' that block until it's back below 800 to make it normal again. You can also use your injector, or Transfer Buffer > Transfer to > Occupant. Both the injector and occupant-transfer cause a small amount of toxin damage (about 4-5, which can be identified by the occupant's '''Health %''') and between 20-50% radiation (identified by the '''Radiation Level %'''). The radiation level can be reduced by using '''Inject Rejuvenators''', and the toxin damage can be cured by using the pills or syringes contained within the [[File:First aid anti toxin.png]] Anti-Toxin First Aid kit on your subject.
If you notice something wrong with your monkey, like twitching, you know that block is a disability. Make a note of it, then '''Radiation''' that block until it's back below 800 to make it normal again. You can also use your injector, or Transfer Buffer > Transfer to > Occupant. Both the injector and occupant-transfer cause a small amount of toxin damage (about 4-5, which can be identified by the occupant's '''Health %''') and between 20-50% radiation (identified by the '''Radiation Level %'''). The radiation level can be reduced by using '''Inject Rejuvenators''', and the toxin damage can be cured by using the pills or syringes contained within Anti-Toxin First Aid kits on your subject.


Then, continue down the line of blocks until you have a structural enzyme string of only powers with zero disabilities. Saving this buffer is highly recommended unless you don't want someone else to find it (in which case, you could edit the label to something like "All disabilities" to fool people).
Then, continue down the line of blocks until you have a structural enzyme string of only powers with zero disabilities. Saving this buffer is highly recommended unless you don't want someone else to find it (in which case, you could edit the label to something like "All disabilities" to fool people).
Line 261: Line 656:
# Nothing happens.
# Nothing happens.


''Notes: This is a good sign. Because disabilities have a 100% of manifesting above 800, having nothing happen means two things: A) The block is either a minor or major power, and B) You will find the power if you continue to radiate block 1 above DAC. See the above [[Guide_to_Genetics#Powers_and_Disabilities | percentage chances]] that a power will manifest while continuing to radiate that same block above the required hexadecimal.''
'''Note:''' This is a good sign. Because disabilities have a 100% of manifesting above 802, having nothing happen means one of two things: A) The block is one of the few blank blocks in the genome or B) The block contains a power but conflicts with some mutation you currently have active on yourself.


=== Random Mutations ===
=== Random Mutations ===
Line 268: Line 663:
* (Unlikely) The radiated sub-block just happened to land on the same number.
* (Unlikely) The radiated sub-block just happened to land on the same number.


This can be easier to control by using '''Inject Rejuvenators''', which will slowly lower the monkey's '''Radiation Level'''. Only 90 units of rejuvenation are allowed in the subject. Rejuvenator overdoses do not negatively affect the subject at this time, so it is recommended to keep your subject on Rejuvenators while radiating them to ensure that radiation levels immediately and continuously decrease.  
This can be easier to control by using '''Inject Rejuvenators''', which will slowly lower the monkey's '''Radiation Level'''. Only 90 units of rejuvenation are allowed in the subject. Rejuvenator overdoses do not negatively affect the subject at this time, so it is recommended to keep your subject on Rejuvenators while radiating them to ensure that radiation levels immediately and continuously decrease. The DNA of dead subjects can be modified just as easily as that of living ones.


Due to this chance of random mutations, you must get in the habit of "cleaning the SE", which involves reading over the first sub-block of every block in the Structural Enzymes to make sure that no other blocks are over 800. For example, if you're testing block 1 and you finally got it above DAC, your process to do so may have inadvertently modified block 2 to 900 (which would cause a disability or a minor power). This would make it difficult to determine what block 1 is doing to your monkey.
Due to this chance of random mutations, you must get in the habit of "cleaning the SE", which involves reading over the first sub-block of every block in the Structural Enzymes to make sure that no other blocks are over 800. For example, if you're testing block 1 and you finally got it above DAC, your process to do so may have inadvertently modified block 2 to 900 (which would cause a disability or a minor power). This would make it difficult to determine what block 1 is doing to your monkey.


=== Cleaning ===
=== Cleaning ===
In order to "clean" a subject of unwanted disabilities or powers, the key is to make ALL of the Structural Enzymes blocks that you want to be normal ''less than'' 800. Unfortunately, this can be challenging, as radiating the subject too much will likely cause random blocks to change, making your effort infinite if their radiation level is not kept in check with Rejuvenators.
In order to "clean" a subject of unwanted disabilities or powers, the key is to make ALL of the Structural Enzymes blocks that you want to be normal ''less than'' 800. Unfortunately, this can be challenging, as radiating the subject too much will likely cause random blocks to change, making your effort infinite if their radiation level is not kept in check with Rejuvenators. A good alternative for this is using [[Guide to Chemistry#Mutadone|Mutadone]]. The medical vendors [[File:Med_Vendor.gif|32px]] have 5 pills at the start of the shift each containing 20u of [[Guide to Chemistry#Mutadone|Mutadone]]. Giving one to a mutated patient will clear their SE to their default, meaning they'll also lose all disabilities and powers gained while onboard the station.
 
=== Finding random powers ===
 
The strongest powers only have a small chance (15%-25%) of activation on every injection. This means that if you find a block that doesn't have any immediate effect you can't know if it's blank or you were just unlucky and the power didn't activate, regardless of how many attempts you make. However, the opposite is not true - you're guaranteed to remove the power if you inject a block with the value below the activation threshold.
This, combined with the fact that the activation chance rolls on ''any'' injection, allows for a better strategy: Whenever you discover a block with no effect, simply mark it down and move on. Eventually, the latent will activate. At that point, simply go back and use block injectors to disable every block you marked down until the power disappears.
 
Example:
 
#You inject block 1 and it does nothing. Move on.
#You inject block 2 and it is Remote Viewing. You (might) know that Remote Viewing doesn't have a random aspect to it, so you inject block 2 from the clean S.E. (to keep instability in check) and move on.
#You inject block 3 and it does nothing. Move on.
#You inject block 4 and you gain Hulk. You now know that Hulk is either block 1,3 or 4.
#Inject a clean block 1. If you still have Hulk, inject block 1 again and move on to blocks 3 and 4. If you don't, you now know that block 1 is Hulk.
 
Note: be careful not to use full injectors while using this method, as this will likely disable the blocks you're keeping track of.


== Transfer Buffer ==
== Transfer Buffer ==
The Transfer Buffer is a useful tool for saving your work, though it is always recommended that you take written notes on each block as you modify them. Furthermore, as stated in the [[Guide_to_Genetics#DNA_Modification | practical example]], it is highly recommended to keep a clean buffer saved just in case.
The Transfer Buffer is a useful tool for saving your work, though it is always recommended that you take written notes on each block as you modify them. Furthermore, as stated in the [[Guide to Genetics#DNA Modification|practical example]], it is highly recommended to keep a clean buffer saved just in case.


* Save
* Save
Line 283: Line 693:
** SE (Structural Enzymes)
** SE (Structural Enzymes)
* Transfer To
* Transfer To
** Occupant - Transfers the saved data from that buffer into your subject in the [[File:Scanner.gif]] DNA Modifier. Causes a large amount of radiation to blast the subject.
** Occupant - Transfers the saved data from that buffer into your subject in the [[File:Scanner.gif|32px]] DNA Modifier. Causes a large amount of radiation to blast the subject.
** Injector - Creates a syringe that you can carry around with you to inject yourself or others. Causes a small amount of toxin damage, but requires time to produce new injectors..
** Injector - Creates a syringe that you can carry around with you to inject yourself or others. Causes a small amount of toxin damage, but requires time to produce new injectors.
* Disk - Take a disk from the nearby Diskette Box and click on the [[File:Cloning console.gif]] DNA Modifier Access Console to load it.
* Disk - Take a disk from the nearby Diskette Box and click on the [[File:Cloning console.gif|32px]] DNA Modifier Access Console to load it.
** Save To - Saves the data from that buffer to the disk.
** Save To - Saves the data from that buffer to the disk.
** Load From - Loads data from an existing disk into the DNA Modifier Access Console.
** Load From - Loads data from an existing disk into the DNA Modifier Access Console.

Latest revision as of 06:54, 15 September 2024

NR Flavor.gif
NR Flavor.gif
This page needs to be reviewed/updated:
REASON:
This is a reminder to sirryan to unfuck this pages tables and general formatting




The Department

Ready to play God? Good! Because it's about to get very interesting.

The Genetics department is located between the Medical Bay and the Science Department. It has different sets of animal cubes to use as test subjects, and two DNA modifiers that allow you to do the actual work. This is where you'll be spending most of your time... hopefully your partner can hold a conversation.

As a geneticist, your job is to:

  1. Discover beneficial mutations and distribute them to the crew, as appropriate,
  2. Watch over the adjacent Cloning Lab and make sure people are cloned on time,
  3. Cure people of genetic diseases, if any are contracted.

Most of the time, you won't need to worry about the Cloning Lab. The crew may encounter Radiation Storms during a shift, which cause genetic mutation and radiation damage. Curing people of diseases they get from rad storms and other sources of radiation is easy (the secret ingredient is either mutadone which can be found in the medical vendors, or a Clean SE injector which you can make right away using the DNA Manipulators), but occasionally the same accidents that lead to genetic disability also give folks superpowers – it may be wise to scan the genome of every rad storm victim before applying mutadone.

That leaves finding beneficial mutations and distributing them. Two methods to find good mutations are detailed below, one significantly faster (and more fun) than the other. Your Department SOP prohibits you from distributing genetic powers to anyone except Command staff on Code Green, and even that is only allowed with a Research Director's approval. Code Red allows the same for Security staff. In a shellnut: no fun allowed if you're a stickler for the SOP.

Getting Started (Making a Clean SE)

The following will help you take the first steps in a shift. At the end of this process, you will have a humanized monkey, and a "Clean SE" (A clean-slate injector that allows you to 'undo' unfortunate mutations in someone's Structural Enzymes. Useful when your coworker starts having epileptic fits on the floor.) The actual science of modifying genes to unlock powers is described further below.

  • NOTE As a geneticist, you will often have a coworker in your office. It is wise to make an arrangement on who works on which blocks before you do anything. This typically means one geneticist working their way up from block 1 and the other working their way down from block 54.
  1. Get a monkey cube from the box of monkey cubes on your nearby desk. (Or whichever other animal you wish to torment with your experiments.)
  2. Unwrap the monkey cube and hold it under the sink in the nearby pen.
  3. Grab.pngGrab whichever animal you have. Or drag the victims sprite onto the DNA Modifier to put them inside
  4. Click on a Scanner.gif DNA Modifier to stuff the animal inside.
  5. Click on the Cloning console.gif DNA Modifier Access Console to open its menu.
  6. Click Modify S.E. (S.E. meaning Structural Enzymes).
    • In this menu you will see 55 separate blocks. The first sub-block of block 55 dictates whether an animal is a lower lifeform or humanoid.
  7. Click the first sub-block of block 55 and use irradiate block to irradiate it.
    • This step will need to be repeated until the first sub-block has a value that is under 8.
    • (Optional) After this step is done, you can right-click the DNA Modifier and Eject DNA Scanner to remove the test subject. If everything was done correctly, it should be a humanoid. Try to keep the test subject out of the modifier as shortly as possible as the effects of DNA modification may have caused it to become irradiated.
  8. Have a look at the first sub-block of all blocks, 1 to 54. Make sure all values are below 8.
    • If they are not, modify the first sub-block until they are all of 7 or below.
  9. Once all the first sub-blocks from blocks 1 to 54 are below a value of 8, go to the transfer buffers menu.
    • You want to save Subject S.E. in buffer one of the three available buffers.
  10. Click the text next to Label: and set it to Clean S.E.
    • Congratulations, you now made a fail safe should you inject yourself with one of the many disabilities!
    • NOTE: This clean S.E. can also be used to treat certain disabilities in newly cloned crewmembers.
    • NOTE: You can also use a block injector of your clean S.E. to clear a specific disability block.
  11. Click Injector to create a syringe with the test subject's S.E. inside it.
    • The syringe will spawn on top of the DNA Modifier Access Console. Click on it to pick it up. Or if it spawned under it for some reason, right click the DNA Modifier, move your mouse over the syringe and pick it up like that.
  12. Store your syringe in your workplace or on you. It is best to have a complete clean S.E. around at all times.

Notes:

  1. To inject yourself, simply put the injector in an open hand and click on your character's sprite.
  2. As you modify DNA, whatever you are working on has a chance to be irradiated. A well-prepared Geneticist makes sure to keep an irradiated subject within theScanner.gif DNA Modifier and to keep a modest stash of charcoal and potassium iodide around to treat the inevitable toxin damage. (Both chems can be found in MediVends.)
  3. A block injector will only inject the block you select. For example, Block 24 is Mute and Block 25 is Telekinesis. If you use a normal injector, you will be mute and have Telekinesis. However if you use a block injector and select Block 25, you will have Telekinesis and NOT be mute. It's a great way to stack all the overpowered powers and seemingly ignore the subject's crippling defects!


Hexadecimal Numerals

The number format in each block is a Hexadecimal. In summary, the numbers and letters are organized like this, from lowest to highest:

0 1 2 3 4 5 6 7 8 9 A B C D E F

Each block has 3 sub-blocks of hexadecimals. Think of each block like a triple digit number, where you edit the digits, or "sub-blocks", in the hundreds, tens, and ones place. For the purpose of this instruction, saying to set a specific block "below 800" means that the first sub-block of that block must be less than 8 - the other two characters in that block don't matter. In another example, setting a block to "above DAC" means:

  • The first sub-block must be equal to or higher than D (E or F)
  • If the first sub-block is D, the second sub-block must be equal to or higher than A (B, C, D, E, or F)
  • If the second sub-block is A, The third sub-block must be equal to or higher than C (D, E, or F)

Note: If the first sub-block is E or F, the potential of the entire block will already be active, as it is higher than DAC, and will not require the editing of the second or third sub-block.

Likewise, if the first sub-block is D, and the second block is B or higher, it will not require editing of the third block. It's a bit easier to try to get a B or higher in the second sub-block than to try get a C or higher in the third.

Unique Identifiers (UI)

Unique Identifiers are your cosmetic details - eye color, skin color, hair style, hair color and gender. All colors are in RGB, with 0 meaning absence of that color, and F meaning the highest value of that color.

Although all species have the same number of Unique Identifiers, some blocks will have no effect on certain species. For example, only species with scales or fur will be affected by changes to blocks 8-10 while block 7 only applies to species with varying skin tones such as humans. This same rule applies to head accessories and body markings, as not all species may have them.

Blocks Their usage
Blocks 1-3 Hair Color RGB values
Blocks 4-6 Secondary Hair Color RGB values
Blocks 7-9 Beard Color RGB values
Blocks 10-12 Secondary Beard Color RGB values
Block 13 Skin Tone 1(0)-220(F)
Blocks 14-16 Fur/Scales RGB values
Blocks 17-19 Head Accessory RGB values
Blocks 20-22 Head Marking RGB values
Blocks 23-25 Body Marking RGB values
Blocks 26-28 Tail Marking RGB values
Blocks 29-33 Hair Gradient RGB and Alpha values
Blocks 34-36 Eye Color RGB values
Blocks Their usage
Block 37 Gender
Block 38 Beard Style
Block 39 Hair Style
Block 40 Head Accessory Style
Block 41 Back Accessory Style
Block 42 Hair Gradient Style
Block 43 Head Marking Style
Block 44 Body Marking Style
Block 45 Tail Marking Style
Block 46 Physique
Block 47 Height

Unique Enzymes (UE)

Unique enzymes determine your identity, basically the name that people see you as when they examine you, and when you talk. These are separate from unique identifiers, but usually are changed together.

Structural Enzymes (SE)

Structural Enzymes are 55 blocks (like DNA strings) contained within every person you see, the SE contains data relevant to your genetic structure. This governs your race, powers, and disabilities. For those that handle genes with care, however, great benefits are to be had.

Blocks 1 - 54

These are all randomized powers (major, minor, and intermediate), disabilities, and a few empty blocks.

Block 55

This block governs whether the subject is a humanoid or not.

  • Humanoid = below 800
  • Animal = above 800

For example, if a human has the block 55 with the value 801, it becomes a monkey, if it is below 800, he stays human.

Powers and Disabilities

Any of blocks 1-54 may be the block for a special power or disability.

All blocks where powers and disabilities exist are calculated at round-start, thus are not different for each person. That means that if James (for example) has Telekinesis at Block 30, so will Mary (for example) have Telekinesis at Block 30.

Some blocks don't have powers nor disabilities and will give nothing even when at FFF on the sub-blocks; that happens because there are more blocks than disabilities and powers combined.

Genetic Instability

As you inject yourself with additional powers, you genes will become more unstable. On the other hand, the more disabilities you have, the more stable your genes become. Each power and disability has an instability value relative to its strength. If you want to become an all-powerful super being, you'll have to balance out your powers with some disabilities, or face some nasty consequences.

Your genetic instability starts at 0. Different powers will add varying amounts of instability, while disabilities will subtract from it.

  • At 20 instability or below, you will face no adverse reactions. This is where you want to be ideally.
  • From 25 to 35 instability, your skin will occasionally start to feel like it's bubbling off, dealing minor burn damage.
  • From 40 to 65 instability, your body will additionally start warping, causing minor cellular damage and deforming limbs, making them useless until healed.
  • After 70 instability, your body will warp extremely often, causing death within minutes.

These require a block of DAC or higher to have a chance to activate.

Trait Instability Sensation Effect

Cryokinesis

+10

You notice a strange cold tingle in your fingertips.

Causes minor burns and lowers the body temperature of an individual. Will not effect those with the Cold Resistance mutation.

Empathetic Thought

+5

You suddenly notice more about others than you did before.

Tells you the pain-level, intent, and random thoughts of another person. Can be blocked by Psy-Resist.

Hulk

+15

Your muscles hurt.

You turn green and become super strong. You can't be stunned and your punches can break through reinforced walls. You will lose this power and can collapse if you get below 25% health. WARNING: This power makes you unable to use guns or weapons such as an E-sword, as well as unable to use the martial arts, CQC and Carp.

Jumpy

+10

Your leg muscles feel taut and strong.

Allows you to leap roughly a screen and 1/4.

Matter Eater

+10

You feel hungry.

Allows you to eat almost anything, including any restraints placed on you, live explosives (except C4), and people's limbs. The head and chest cannot be eaten.

Dwarf

+10

Everything around you seems bigger now...

You can walk over tables as if they were floor tiles.

No Breathing

+15

You feel no need to breathe.

You do not need to breathe.

No Prints

+10

Your fingers feel numb.

You leave no fingerprints.

Psy-Resist

+5

Your mind feels closed.

You cannot be telepathically spoken to, spied on with Remote View, and Empathetic Thought cannot read your thoughts.

Telekinesis

+15

You feel smarter.

Allows you to move objects with your mind and affect things in your sight range. Cannot be used with Remote Viewing.

Intermediate Powers require a block of BEA or higher to have a chance to activate

Trait Instability Sensation Effect
Chameleon +15 You feel one with your surroundings. You become invisible while not moving. Cannot be used with Cloak of Darkness.
Cloak of Darkness +15 You begin to fade into the shadows. You are partially invisible depending on the lighting of your current environment. Will over-rule Chameleon if both mutations are active.
Cold Resistance +10 Your body is filled with warmth.

You are no longer effected by cold environments and Cryokinesis cannot harm you. Cannot be used with Heat Resistance.

Flash Protection +10 You stop noticing the glare from lights... You are no longer affected by flashes.
Morphism +5 Your body feels if can alter its appearance. You can change your skin tone, hair, eyes, and gender at will.
Night Vision +10 Were the lights always that bright? You can see everything in your sight range.
Polymorphism +10 You don't feel entirely like yourself somehow. Allows you to mimic the appearance and voice of others, a bit like a changeling without the death. You may only mimic a person immediately next to you.
Regenerate +5 Your wounds start healing. Doubles your nutritional health regeneration. So when you eat you heal more.
Remote Viewing +5 Your mind can see things from afar. You can remotely observe other people who also have this power.
Telepathy +5 You feel you can project your thoughts. You can talk to people through their minds over long distances. Can be blocked by Psy-Resist.

Minor Powers require a block of 802 or higher to have a chance to activate.

Trait Instability Sensation Effect

Heat Resistance

+10

Your skin is icy to the touch.

You are no longer effected by hot environments.

Shock Immunity

+10

Your skin feels dry and unreactive.

You are immune to shocks. These include events such as touching an electrified door.

Sober

+5

You feel unusually sober.

Your alcohol tolerance is significantly increased.

Strong

Neutral

You feel buff!

Doesn't do anything. But at least you're buff now.

Meson Vision

+5

More information seems to reach your eyes...

You can see turfs through walls, just like with Optical Meson Scanners.

As tempting as those powers may seem, there is also a very high chance of you getting a disability. These always manifest when the block is at 802 or higher.

Trait Instability Sensation Effect

Blindness

-15

You can't seem to see anything.

Your vision is nearly non-existent and restricted to an extremely tiny area.

Chav

Neutral

Ye feel like a rite prat like, innit?

A number of words are replaced with their British counterparts.

Clumsiness

-10

You feel lightheaded.

You drop things a lot, are generally clumsy, and guns explode in your face.

Color Blindness

-10

You feel a strange prickling in your eyes as your perception changes.

Removes all color from your vision, turning the world an inky black-and-white.

Comic

Neutral

Uh oh!

You speak like a clown, oh the horror.

Coughing

-5

You start coughing.

You cough a lot and drop things when you do so.

Deafness

-15

It's kinda quiet.

You can't hear anything.

Dizzy

-10

You feel very dizzy...

Your movement direction becomes randomized

Epilepsy

-10

You get a headache.

You become prone to debilitating seizures.

Hallucinate

-15

Your mind says 'Hello'.

You start to hallucinate.

Horns

Neutral

A pair of horns erupt from your head.

Causes you to have horns; does not negatively effect health in anyway.

Incendiary Mitochondria

Neutral

You suddenly feel rather hot.

Causes you to spontaneously ignite when used.

Lisp

Neutral

Thomething doethn't feel right.

Replaces every 's' you say with 'th'.

Loud

Neutral

YOU FEEL LIKE YELLING!

All shouting, all the time.

Mute

-15

You feel unable to express yourself at all.

You lose the ability to speak. Noises like screaming or groaning are replaced by "loud noise!"

Nearsightedness

-10

Your eyes feel weird...

You have reduced vision, and require glasses, medicine, a clean SE block, carrots or surgery to see better.

Note: Will not grant genetic stability if cured.

Nervousness

Neutral

You feel nervous.

You stutter when you speak.

Obesity

Neutral

You feel blubbery and lethargic!

You become fat.

Radioactive

-15

You feel a strange sickness permeate your whole body.

You emit radiation, causing toxin damage to yourself and all organics near you.

Swedish

Neutral

You feel Swedish, however that works.

All W's are replaced with V's, and you occasionally say 'Bork Bork Bork!'.

Tourettes

Neutral

You twitch.

You curse randomly and twitch.

Unintelligible

-5

You can't seem to form any coherent thoughts!

Rearranges your speech, making it difficult for others to understand you.

Grey vocabulary

-10

Your vocal cords feel alien.

You talk like greys, using the wingdings font.

Radiation

Continuing from the above practical example with the monkey (now "humanized") still inside the Scanner.gif DNA Modifier, you have three ways to discover new genetic powers:

  • Radiation Emitter Settings
    • Change how long and how harshly the monkey gets blasted by radiation. Default settings are adequate.
  • Pulse Radiation (Main Menu)
    • Inaccurately and randomly modify any of the monkey's UI or SE with a single pulse.
    • Basically useless for finding mutations. It's quite hard to tell which blocks have been activated at a glance after pulsing, and the process is, well, random.
  • Radiation (Inside the Modify Unique Identifier or Modify Structural Enzymes sub-menus).
    • Accurately modify a single sub-block.

The simplest strategy is as follows: start at Block 1 of the Structural Enzymes and radiate that block until the number is "DAC" or higher. Then, remove your monkey and see if anything seems strange with him. The catch is - not all disabilities or powers are easily visible. For a dangerous disability like Blindness, you can check your monkey's eyes to make sure their pupils narrow with the penlight you should have:

  1. Move the penlight to an open hand.
  2. Click on the penlight to turn it "On".
  3. Click on the Damage zone.png Damage Zone in the top-right corner of your HUD to indicate that you want to target the eyes.
  4. Click on the monkey to "direct the penlight" into their eyes.
    • If you see "pupils narrow", the monkey's eyes are normal. "No reaction" means the monkey is blind.
    • Note that other animal subjects, like farwas, have eyes that always emit an "eerie glow."

If you notice something wrong with your monkey, like twitching, you know that block is a disability. Make a note of it, then Radiation that block until it's back below 800 to make it normal again. You can also use your injector, or Transfer Buffer > Transfer to > Occupant. Both the injector and occupant-transfer cause a small amount of toxin damage (about 4-5, which can be identified by the occupant's Health %) and between 20-50% radiation (identified by the Radiation Level %). The radiation level can be reduced by using Inject Rejuvenators, and the toxin damage can be cured by using the pills or syringes contained within Anti-Toxin First Aid kits on your subject.

Then, continue down the line of blocks until you have a structural enzyme string of only powers with zero disabilities. Saving this buffer is highly recommended unless you don't want someone else to find it (in which case, you could edit the label to something like "All disabilities" to fool people).

Example Scenario

  1. Block 1 is radiated to DAC
  2. Monkey is removed to check for disabilities, but appears to be clean.
  3. Geneticist saves the monkey's SE, outputs it into an injector, and injects himself to see what the block does.
  4. Nothing happens.

Note: This is a good sign. Because disabilities have a 100% of manifesting above 802, having nothing happen means one of two things: A) The block is one of the few blank blocks in the genome or B) The block contains a power but conflicts with some mutation you currently have active on yourself.

Random Mutations

At all times, there is a chance that radiating a specific sub-block will not work. Instead, a different random sub-block will be radiated. Furthermore, this chance increases as your subject's Radiation Level increases. This is most identifiable then you radiate a sub-block, but it doesn't change, in which case either:

  • (Likely) A different, random sub-block of either Unique Identifiers or Structural Enzymes has been modified.
  • (Unlikely) The radiated sub-block just happened to land on the same number.

This can be easier to control by using Inject Rejuvenators, which will slowly lower the monkey's Radiation Level. Only 90 units of rejuvenation are allowed in the subject. Rejuvenator overdoses do not negatively affect the subject at this time, so it is recommended to keep your subject on Rejuvenators while radiating them to ensure that radiation levels immediately and continuously decrease. The DNA of dead subjects can be modified just as easily as that of living ones.

Due to this chance of random mutations, you must get in the habit of "cleaning the SE", which involves reading over the first sub-block of every block in the Structural Enzymes to make sure that no other blocks are over 800. For example, if you're testing block 1 and you finally got it above DAC, your process to do so may have inadvertently modified block 2 to 900 (which would cause a disability or a minor power). This would make it difficult to determine what block 1 is doing to your monkey.

Cleaning

In order to "clean" a subject of unwanted disabilities or powers, the key is to make ALL of the Structural Enzymes blocks that you want to be normal less than 800. Unfortunately, this can be challenging, as radiating the subject too much will likely cause random blocks to change, making your effort infinite if their radiation level is not kept in check with Rejuvenators. A good alternative for this is using Mutadone. The medical vendors Med Vendor.gif have 5 pills at the start of the shift each containing 20u of Mutadone. Giving one to a mutated patient will clear their SE to their default, meaning they'll also lose all disabilities and powers gained while onboard the station.

Finding random powers

The strongest powers only have a small chance (15%-25%) of activation on every injection. This means that if you find a block that doesn't have any immediate effect you can't know if it's blank or you were just unlucky and the power didn't activate, regardless of how many attempts you make. However, the opposite is not true - you're guaranteed to remove the power if you inject a block with the value below the activation threshold. This, combined with the fact that the activation chance rolls on any injection, allows for a better strategy: Whenever you discover a block with no effect, simply mark it down and move on. Eventually, the latent will activate. At that point, simply go back and use block injectors to disable every block you marked down until the power disappears.

Example:

  1. You inject block 1 and it does nothing. Move on.
  2. You inject block 2 and it is Remote Viewing. You (might) know that Remote Viewing doesn't have a random aspect to it, so you inject block 2 from the clean S.E. (to keep instability in check) and move on.
  3. You inject block 3 and it does nothing. Move on.
  4. You inject block 4 and you gain Hulk. You now know that Hulk is either block 1,3 or 4.
  5. Inject a clean block 1. If you still have Hulk, inject block 1 again and move on to blocks 3 and 4. If you don't, you now know that block 1 is Hulk.

Note: be careful not to use full injectors while using this method, as this will likely disable the blocks you're keeping track of.

Transfer Buffer

The Transfer Buffer is a useful tool for saving your work, though it is always recommended that you take written notes on each block as you modify them. Furthermore, as stated in the practical example, it is highly recommended to keep a clean buffer saved just in case.

  • Save
    • UI (Unique Identifiers)
    • UI+UE (Unique Identifiers and Unique Enzymes)
    • SE (Structural Enzymes)
  • Transfer To
    • Occupant - Transfers the saved data from that buffer into your subject in the Scanner.gif DNA Modifier. Causes a large amount of radiation to blast the subject.
    • Injector - Creates a syringe that you can carry around with you to inject yourself or others. Causes a small amount of toxin damage, but requires time to produce new injectors.
  • Disk - Take a disk from the nearby Diskette Box and click on the Cloning console.gif DNA Modifier Access Console to load it.
    • Save To - Saves the data from that buffer to the disk.
    • Load From - Loads data from an existing disk into the DNA Modifier Access Console.
    • Eject Disk (Main Menu) - Remove the disk.