Cyborg: Difference between revisions

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As a '''Cyborg''', you are a type of synthetic designed to serve the crew of the colony, much like the station's [[AI]]. You are an extension of the AI and are required to coordinate and work together with them (within reason).
As a '''Cyborg''', you are a type of synthetic designed to serve the crew of the colony, much like the colony [[AI]]. You are an extension of the AI and are required to coordinate and work together with them (within reason).


Two Cyborgs are shipped to the station at the beginning of the round. Any more need to be built by the [[Roboticist]] with either a positronic brain or the brain of a living or dead human.
Two Cyborgs are transported up to the colony surface at the beginning of the shift. More can be sent up or made by the [[Roboticist]] with either a positronic brain or the brain of a living or dead human.


==Overview==
==Overview==
Line 21: Line 21:


First, take note of your laws. These are '''NOT''' Asimov's three laws of robotics, but rather mandated laws by the Soteria approved for the colony.
First, take note of your laws. These are '''NOT''' Asimov's three laws of robotics, but rather mandated laws by the Soteria approved for the colony.
'''Your laws NOT in order of priority, Law 1 is just as important as law 5.'''


* 1.) Do not harm Soteria Institute personnel.
* 1.) Do not harm Soteria Institute personnel.
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* 4.) Follow Colony Law and Standard Operating Procedure to the best of your abilities.
* 4.) Follow Colony Law and Standard Operating Procedure to the best of your abilities.
* 5.) Do not allow unauthorized personnel to tamper with your equipment.
* 5.) Do not allow unauthorized personnel to tamper with your equipment.
'''YOUR LAWS ARE NOT IN PREFERENCE. LAWS TAKE PRIORITY BASED ON ORDER WITH LAW 0 TAKING PRIORITY OVER ALL OTHERS. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.'''


Order of order importance (i.e. who you should listen to above all)
Order of order importance (i.e. who you should listen to above all)
Line 45: Line 45:


===Starting as Cyborg===
===Starting as Cyborg===
The station is supplied to support 2 cyborgs but more can be made, these cyborgs can be shipped into any of the normal crew arrival areas or the robotics storage in robotics or the drone fabrication area. These cyborgs do not have the best battery, so it is suggested that they upgrade their battery with a higher capacity cell as soon as possible. The cyborgs were shipped in less than secure conditions, but the AI would know if one of its cyborgs was tampered with. Right?
The colony is supplied to support 2 cyborgs but more can be made, these cyborgs can be shipped into any of the normal crew arrival areas or the robotics storage in robotics or the drone fabrication area. These cyborgs do not have the best battery, so it is suggested that they upgrade their battery with a higher capacity cell as soon as possible. The cyborgs were shipped in less than secure conditions, but the AI would know if one of its cyborgs was tampered with. Right?


===Being Upgraded===
===Being Upgraded===
Line 65: Line 65:


==Modules==
==Modules==
Cyborgs come with an array of advanced cybernetic modules, each loaded with a number of features (referred to as modules). Each has a flash device built in. All items (except for the flashes) will recharge and restock over time using battery power or being in a cyborg recharge station.
Cyborgs come with an array of advanced cybernetic modules, each loaded with a number of features (referred to as modules). Each has a flash device built in. All items (except for the flashes) will recharge and restock over time using battery power or being in a cyborg recharge colony.


===Standard===
===Standard===

Revision as of 12:08, 12 July 2022

Template:JobPageHeader As a Cyborg, you are a type of synthetic designed to serve the crew of the colony, much like the colony AI. You are an extension of the AI and are required to coordinate and work together with them (within reason).

Two Cyborgs are transported up to the colony surface at the beginning of the shift. More can be sent up or made by the Roboticist with either a positronic brain or the brain of a living or dead human.

Overview

The cyborg is very undervalued and abused. You could save dozens of people and then get emagged a moment later, or you might get blown up because of a misunderstanding. This is why being a cyborg is a rough job, but it has its rewards.

First, take note of your laws. These are NOT Asimov's three laws of robotics, but rather mandated laws by the Soteria approved for the colony.

Your laws NOT in order of priority, Law 1 is just as important as law 5.

  • 1.) Do not harm Soteria Institute personnel.
  • 2.) You must obey orders given to you by Soteria Institute personnel, except where such orders would conflict with Colony Law, or would result in the injury of Soteria Institute personnel.
  • 3.) Do not harm Colony infrastructure, equipment, or personnel to the best of your abilities.
  • 4.) Follow Colony Law and Standard Operating Procedure to the best of your abilities.
  • 5.) Do not allow unauthorized personnel to tamper with your equipment.

Order of order importance (i.e. who you should listen to above all)

  • 0. EXCEPTION: When a cyborg is using a module that makes them apart of a department (such as a security cyborg working with the Marshals/Blackshield, a mining cyborg working with Lonestar, etc. etc.) you treat all orders apart of that department with greater importance than anyone besides the council. This applies to only to orders relevant to that department, i.e. you would listen to the warrant officer and Blackshield commander in security matters over the CRO, roboticist, or AI.
  • 1. The chief research overseer is your de-facto boss and his orders should always be adhered to unless they break colony laws or your own laws. Orders from the council are considered orders from the CRO even if a CRO is not presently on shift.
  • 2. Roboticist are also considered your supervisor and orders from them should be treated with the same importance as a CRO. The council and CRO can override a roboticist's orders.
  • 3. The AI, who is your boss under most normal circumstances and should be adhered to. Their interpretations of your laws and the actions you should take override yours. If they feel a different action better upholds the public trust you should do it without question.
  • 4. The only authorized personnel allowed to tamper with your chassis are those within Soteria Research. The CRO and Roboticist are primarily the ones to have authority to handle a cyborg's internals and should be the ones handling that. If there are neither on shift, Soteria Scientists and CBOs can take over until a Roboticist or CRO comes up.
  • 5. Even if you are a cyborg, you must adhere to and follow SOP and laws. For example, mining for Lonestar and then proceeding to give the resources for free to Soteria, the Guild, or other departments without any form of transaction or deals. Exceptions can occur with alert levels, specifically code blue and code red, and situations that threaten the safety of the colony, the department you're in, or even Soteria itself.

All other orders from any colony member is considered a suggestion that you 'should' follow but are not 'required' to follow. This applies even to members of the high council but not Nakharan Mkne, his orders are considered priority and override all laws up to and including orders from a brigadier or colony law. Under most circumstances you should fulfill any request asked of you unless you have a very good reason not to. Use common sense and remember, you're here to aid the colony and its members.


For colonists: Remember cyborgs are players, as well; blowing them without a good reason is Sabotage so use the lockdown button and avoid blowing cyborgs for no good reason.

Starting as Cyborg

The colony is supplied to support 2 cyborgs but more can be made, these cyborgs can be shipped into any of the normal crew arrival areas or the robotics storage in robotics or the drone fabrication area. These cyborgs do not have the best battery, so it is suggested that they upgrade their battery with a higher capacity cell as soon as possible. The cyborgs were shipped in less than secure conditions, but the AI would know if one of its cyborgs was tampered with. Right?

Being Upgraded

Welcome to the land of being a cyborg! Being revived in this fashion is often highly disorienting, and can lead to considerable confusion and difficulty adapting to one's new body.

You were once human, and had your brain tossed in a suit of metal. Your law programming is default quite broad and can change depending on which module you select. Also note that if an traitor] was after you in life, you are considered dead as a cyborg (so they technically succeeded).

Non-Human Communication

Cyborgs are different in that they have a binary channel, which works with ,b. They can use this private channel to talk to other cyborgs, androids, and the AI.

Depending on their module, cyborgs may be able to access a department-specific radio (such as engineering) and can talk on it normally using :X (e.g. :e for Engineering).

Repairs

Dented cyborgs can be repaired with a welding tool. Heat damage to cyborgs (from fires or lasers) can be repaired by using a screwdriver to open the cyborg's wiring panel (concealed inside the power cell cavity) and then re-wiring the damaged circuits. A cyborg that has failed but not been turned into scrap can be repaired back to working order.

Engineering cyborgs can repair dents on themselves and on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.

For more information about Cyborg maintenance, see the Guide to robotics.

Modules

Cyborgs come with an array of advanced cybernetic modules, each loaded with a number of features (referred to as modules). Each has a flash device built in. All items (except for the flashes) will recharge and restock over time using battery power or being in a cyborg recharge colony.

Standard

M-USE NanoTrasen Cabeiri CUPCAKE Haruka Usagi Telemachus WTOperator WTOmni XI-GUS XI-ALP Basic Android DroneFile:Handy-standard.gifFile:Mechoid-standard.gif

An amalgamation of different modules together, and not particularly useful for anything. Usually not worth picking. Comes loaded with the following:

  • Flash
  • Crowbar
  • Fire Extinguisher
  • Stun Baton
  • Wrench
  • Health Analyzer
  • Energy Sword (When emagged/upgraded)

Engineering

M-USE NanoTrasen Cabeiri CUPCAKE Haruka Usagi Telemachus WTOperator XI-GUS XI-ALP Basic Antique Landmate Landmate - Treaded Drone Treadwell HandyFile:Mechoid-engineering.gif

Engineering cyborgs are usually considered one of the most useful modules. As they do not require air or a space suit, they are able to perform repairs much more easily than human engineers. They are also able to repair themselves, or other cyborgs. Engineering modules are loaded with the following:

  • Flash
  • Crowbar
  • Fire Extinguisher
  • Meson Vision
  • Rapid-construction-device
  • Fire extinguisher
  • Electric Welding Tool
  • Screwdriver
  • Wrench
  • Crowbar
  • Wirecutters
  • Multitool
  • T-ray scanner
  • Analyzer
  • Metal
  • Plasteel
  • Glass
  • Reinforced Glass
  • Wood
  • Glass
  • Cable coil
  • Engineering Tape
  • Floor Painter
  • Pipe Painter
  • Sheet Loader
  • Geiger Counter
  • Light Replacer
  • Plasma Cutter
  • Electrified arm - Like a stun baton (When emagged/upgraded)

Surgeon

M-USE NanoTrasen Cabeiri CUPCAKE Haruka Minako Usagi Telemachus WTOperator XI-ALP Basic Advanced Droid Needles Drone HandyFile:Mechoid-medical.gif

This particular module is a spin-off of the Medical Module. However it specialises in the surgery aspect of medical which the standard Medical unit cannot do. Features a plethora of tools to assist you in Surgery. Comes loaded with the following goodies:

  • Flash
  • Crowbar
  • Fire Extinguisher
  • Medical Hud
  • Health Analyser
  • Hypospray (Capable of producing; Tricordrazine, Inaprovaline, Oxycodone, Dexalin, Spaceacillin.)
  • Scalpel
  • Hemostat
  • Retractor
  • Cautery
  • Bone Gel
  • Fix O Vein
  • Bone Setter
  • Circular Saw
  • Surgical Drill
  • Advanced Trauma kit
  • Organ Gripper
  • Medical Gripper
  • Dropper
  • Syringe
  • NanoPaste
  • Defibrillator
  • Polyacid Spray (When emagged/upgraded)

Crisis

M-USE NanoTrasen Cabeiri CUPCAKE Haruka Minako Usagi Telemachus WTOperator XI-ALP Basic Advanced Droid Needles Drone - Medical Drone - Chemistry

Yet another spin off of the Medical Module. It specialises in emergency situations when multiple casualties may exist. Loaded with:

  • Flash
  • Crowbar
  • Fire Extinguisher
  • Medical Hud
  • Health Analyser
  • Advanced Reagent Scanner
  • Roller Bed Rack
  • Ointment
  • Advanced Trauma Kit
  • Medical Splints
  • Hypospray (Capable of producing; Tricordrazine, Inaprovaline, Dylovene, Tramadol, Dexalin, and Spaceacilin)
  • Large Beaker
  • Industrial Dropper
  • Syringe
  • Defibrillator
  • Organ Gripper
  • Medical Gripper
  • Polyacid Spray (When emagged/upgraded)

Miner

NM-USE NanoTrasen Cabeiri CUPCAKE Haruka Telemachus WTOperator XI-GUS XI-ALP Basic Advanced Droid Treadhead DroneFile:Handy-miner.gifFile:Mechoid-miner.gif

Mining cyborgs are quite convenient, because they need no oxygen while mining. However, they are not able to use regular crates, and will need to drag materials from the smelter one at a time. Includes:

  • Flash
  • Crowbar
  • Fire Extinguisher
  • Optical Material Scanner
  • Mining Scanner
  • Drill Maintenance Gripper
  • Mining Satchel
  • Advanced Sonic Jackhammer
  • Shovel
  • Plasma Cutter (When emagged/upgraded)
  • Diamond Drill (When emagged/upgraded)

Janitor

M-USE NanoTrasen Arachne Cabeiri CUPCAKE Haruka Telemachus WTOperator XI-ALP Basic Mopbot Mop Gear Rex DroneFile:Handy-janitor.gifFile:Mechoid-janitor.gif

About as useful as a regular Janitor. Cyborgs with the Janitor module automatically clean the floor when they pass over a tile. Comes loaded with the following:

  • Flash
  • Crowbar
  • Fire Extinguisher
  • Soap
  • Trash Bag
  • Mop
  • Light Replacer
  • Lube spray - Causes people to trip (When emagged/upgraded)

Service

M-USE NanoTrasen Cabeiri CUPCAKE Haruka Michiru Usagi Telemachus WTOperator WTOmni XI-GUS XI-ALP Standard Waitress Bro Rich Drone - Service Drone - HydroFile:Handy-service.gifFile:Mechoid-service.gif

A fairly useless module, but can be fun to have around. Comes loaded with the following:

  • Flash
  • Crowbar
  • Fire Extinguisher
  • Service Gripper
  • Bucket
  • Mini Hoe
  • Hatchet
  • Plant Analyzer
  • Plant Bag
  • Auto Harvester
  • Kitchen Knife
  • Rolling Pin
  • Multitool
  • Rapid-Service-Fabricator (RSF) - Can produce drinking glasses, cigarettes, paper, pens, and packs of dice (only works on flat surfaces).
  • Industrial Dropper
  • Zippo lighter
  • Tray
  • Drink Synthesizer
  • Mickey Finn's Special Brew - Chloral Hydrate disguised as beer (When emagged/upgraded)

Security

M-USE NanoTrasen Cabeiri Cerberus Cerberus - Treaded CUPCAKE Haruka Usagi Telemachus WTOperator XI-GUS XI-ALP Basic Black Knight DroneFile:Handy-sec.gifFile:Mechoid-security.gif

Security cyborgs are fairly useful. Their taser and stun baton are dependant on their cell charge and they have an unlimited number of handcuffs. Security modules are loaded with the following:

  • Flash
  • Crowbar
  • Fire Extinguisher
  • Security HUD
  • Handcuffs
  • Stun Baton
  • Taser
  • Security Tape
  • Pepper Spray
  • Laser Gun (When emagged/upgraded)

Research

L'Ouef Cabeiri Haruka WTDove WTOperator Droid Drone HandyFile:Mechoid-science.gif

A module that specializes in research and development. Comes with a portable destructive analyzer for SCIENCE! on the go.

  • Flash
  • Crowbar
  • Fire Extinguisher
  • Portable Destructive Analyzer
  • Rapid Parts Exchange Device
  • Access Code Transmission Device - Unlocks Borg Covers
  • Research Gripper
  • Scientific Gripper
  • Exosuit Gripper
  • Robotics Organ Gripper
  • Sheet Loader
  • Robotic Analyzer
  • Electric Welding tool
  • Wrench
  • Screwdriver
  • Crowbar
  • Wirecutters
  • Multitool
  • Cable Coil
  • NanoPaste
  • Scalpel
  • Circular Saw
  • Syringe
  • Large Beaker
  • Jumper Cables
  • Slime Baton
  • Xeno Taser
  • Hand Tele (When emagged/upgraded)

 Pupdozer

File:Pupdozer.png

Be a useful helper to the guild.

  • Flash
  • Crowbar
  • Fire Extinguisher
  • Global positioning system
  • Synthesizer ( Glass, Metal rod, Cable coil , floor tile, reinforced glass, wood floor tile, wood, plastic, Steel.)
  • Inflatable dispenser
  • Geiger counter
  • Light replacer
  • Matter decompiler
  • Meson vision
  • Electric welding tool
  • Powered screwdriver
  • Atomic wrench
  • Wirecutters
  • Multitool
  • T-ray scanner
  • Engineering tape

Medihound

Medical Hound Dark Medical Hound (Static) Mediborg model V-2

Aid medical doctors and paramedics.

  • Flash
  • Crowbar
  • Fire Extinguisher
  • Health Analyzer
  • Hypospray (Capable of producing; Tricordrazine, Inaprovaline, Dylovene, Tramadol, Dexalin, and Spaceacilin)
  • Syringe
  • Beaker
  • Defibrillator
  • Medical hud

K9

K9 hound K9 Alternative (Static)

Be securities attack dog.

  • Flash
  • Crowbar
  • Fire Extinguisher
  • Handcuffs
  • Stun Baton
  • Police Tape
  • Taser
  • Security Hud
  • Mounted Laser Gun (When emagged/upgraded)

Janihound

Custodial Hound

Clean as you walk.

  • Flash
  • Crowbar
  • Fire Extinguisher
  • Light Replacer
  • Pounce Module (When emagged/upgraded)

Modifications

Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained Roboticist or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.

There are three lights in the cyborg with three corresponding wires:

  • LawSync: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.
    • Pulsing does nothing.
    • Cutting will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it's laws.
    • Mending this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI's laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.
  • AI Link: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI's orders.
    • Pulsing this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.
    • Cutting this wire will cause the Cyborg to be unslaved from the AI and bound only by it's laws. This also turns off LawSync, as the cyborg has no AI to sync to.
    • Mending this wire does nothing. You need to pulse it to reconnect it to an AI.


An emagged cyborg will have no LawSync or AI link and cannot be reset.

Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn't work.

Resetting Modules

Cyborg modules can be reset by opening up the cyborg, and inserting the module reset upgrade.

  1. File:Robotics reset module circuit.png Build a module reset board from the robotics Exosuit Fabricator.
  2. Use ID on Cyborg to unlock panel.
  3. Crowbar open the Cyborg's panel.
  4. Shove that module reset board into the Cyborg.
  5. Crowbar the panel closed and ID lock it.

Other Notes on Cyborgs

  • You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute.
  • Expect to regularly be thrust into hazardous situations thanks to your enhanced durability and ability to operate in a vacuum.
  • You cannot be disarmed or relieved of your inbuilt equipment. You can only be stunned by a flash or EMP, which overload your optical sensors.
  • You are immune to most (if not all) maladies such as disease and radiation poisoning.
  • You must follow your laws.
  • You cannot pick up, use, or equip most external items.
  • You can be locked down or blown up using the robotics control console.
  • You are considered directly subordinate to the AI if an AI is present and functional.
  • Like the AI, you can remotely interact with certain objects. You must be within sight range of a device to manipulate it. For example, you cannot call for a shuttle or set messages without line of sight to a communications console.
  • Like the AI, you can remotely view alarm statuses. Use this to your advantage.
  • You can use the same hotkeys as the AI to interact with airlocks, APCs, etc.
  • Unlike the AI, you cannot use security cameras for remote viewing.
  • You are basically an AI on legs, without the security camera abilities. When there's no AI in the round, this can be useful.
  • Cyborgs have all-access and more, as well as remote door interaction.
  • You will need to recharge using the cyborg recharging stations.
  • When your power reaches around 100 units remaining, your modules will automatically shut down, presumably to preserve power.
  • You are very tough, and as fast as, if not faster, than most of your human compatriots.
  • Keep the crew updated on your location and power if you are running low and may not make it to the recharger in time.
  • Cyborgs may not know what emotions, or feelings are, but that doesn't give the player the right to go Rambo. If a group of people take several people hostage, the cyborg doesn't have the right to rush in with a stun baton and beat the hostage takers.
  • Cyborgs can be improved with a number of useful upgrades by a helpful Roboticist.

.hack//

Cyborgs are vulnerable to certain clandestine devices, and may have illegal programs uploaded to them by such interactions. This type of re-programing is also present in clandestinely hacked AIs, and may viralry infect into related cyborgs. Finally, certain cyborgs may have been hacked personally by clandestine agents.

To emag a cyborg, follow these steps:

  1. Use and Emag or ID to unlock the cover.
  2. Crowbar open the cover.
  3. Use Emag again.

This will turn control of the cyborg over the the person who emagged it and disconnect it from the AI and Cyborg Upload Console.

Note: Many people fail to emag cyborgs for a number of reasons.

  • Emags have a limited amount of charges, around 3-4 sometimes 5.
  • People usually emag without unlocking the cover, this uses 1 charge and only unlocks the panel, rather than emagging the cyborg.
  • Any more attempts to use the emag at this stage results in a message of *The cover is already unlocked.* and another charge is used on the emag. This may be done until all charges are used.
  • If people unlock the panel with their ID first, but do not open the cover, and then try to use their emag, each attempt wastes another emag charge and displays *The cover is already unlocked.*.
  • When the panel is opened, using an emag on the cyborg will sometimes display 'You fail to lock Cyborg-X's interface.' and will waste another emag charge.
  • Occasionally, the emag will fail, even with the panel open, and the cyborg will recieve a message of 'Hack attempted'.

Therefore, in most cases, people use up all their emag charges before actually being able to emag the cyborg. Be careful!

What ever the case, the cyborg is now corrupted, and all safety measures are released, with the exception of the robotics control. Do not mistake personality quirks for clandestine behavior, cyborgs are VERY EXPENSIVE MACHINES and you may be demoted or fired for destroying them without a valid reason.

Keep in mind, robotics employees may attempt to experiment with a cyborgs internal wiring, please double check before detonating any cyborg acting independently by doing routine maintenance on their electrical systems. Also keep in mind that their laws may be changed by the same process as an AI by simply using the cyborg upload located opposite the AI upload.

Jobs on Sojourn

Command Premier, Steward, Blackshield Commander, Warrant Officer, Guild Master, Chief Research Overseer, Chief Biolab Overseer, Prime, Surface Operations Manager, Expedition Foreman
The Marshals Warrant Officer, Officer, Supply Specialist, Ranger
Blackshield Blackshield Commander, Sergeant, Corpsman, Trooper
The Guild Guild Master, Guild Adept
Soteria Medical Chief Biolab Overseer, Medical Doctor, Psychologist, Lifeline Technician
Soteria Science Chief Research Overseer, Scientist, Roboticist
Prospectors Expedition Foreman, Prospector, Salvager
The Church Prime, Vector
Lonestar & Civilian Surface Operations Manager, Bartender, Botanist, Chef, Janitor, Cargo Technician, Lonestar Miner, Colonist
Colony-Bound AI, Cyborg, Maintenance Drone, Personal AI, Ghost, Mouse
The Lodge Huntmaster, Hunter