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They won't be covered here because it deserves it's own page. | They won't be covered here because it deserves it's own page. | ||
[[Category: | [[Category:Roles]] | ||
[[Category:Silicon | [[Category:Silicon Roles]] |
Revision as of 20:27, 6 November 2024
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Silicon
Cyborg
- Access: All Access (Unless you're a Syndicate Assault Borg)
- Difficulty: Hard
- Duties: Aid and obey those designated as Crew by your Silicon Laws.
- Supervisors: Anyone your Silicon Laws designate as Crew.
- Subordinates: None
- Guides: Whatever guide helps with your current task.
"Cyborgs are man-machine hybrids, purpose-built by the Robotics division of Science for various duties across the station. Bound by strictly-followed Silicon Laws, they serve the crew unconditionally. (Most of the time.)"
As a Cyborg (or "Borg"), you are a cybernetic lifeform governed by a series of Silicon Laws which govern your actions. Most often, these laws will identify Crew that you're expected to aid and obey.
What are Borgs, really?
As a Borg, you'll spawn round-start in the Robotics sector of Science in a default Borg chassis with just a Tool Module installed. As a Borg, you have a few natural abilities. You have a built-in Flashlight, possess access to all doors, machines, and lockers on the station, and have a built in HUD which shows a Crewmember's ID as a Job icon next to their heads.
Borgs are simply mindless husks without the presence of a Man-Machine Interface (MMI) or Positronic Brain, both of which serve as the Borg's brain. An MMI is a device which allows the brain of a deceased being to interface with machinery, therefore allowing dead Crew to continue working for Nanotrasen as Borgs. A Positronic Brain is simply a highly complex computer that attempts to generate a new cybernetic personality to control a Borg chassis (AKA, allows for a ghost role to take control of a Borg). If you spawn as a Borg, you'll have a Positronic Brain.
All Borgs are powered by an internal Power Cell. Using your Flashlight or any of your Modules will increase your power consumption. By default, Borgs begin with a Medium Capacity Power Cell.
In order to change a Borg's battery or name, insert/remove their brain, or install/remove their Modules, the Borg must first have their maintenance panel unlocked by a Crew member with correct access. Usually, members of Science can unlock all Borgs, and any specialized Borgs can be unlocked by those in their new department (An Engineer Cyborg can be unlocked by a member of the Engineering team, for example). After being unlocked, the maintenance panel must be opened with a Screwdriver, at which point the Borg's internal mechanisms can be altered.
Though Borgs lack hands, they do retain some basic interfacing functionality outside of their Modules. All Borgs can drag items along with them, and they're generally capable of opening/closing containers and using machines or computers. Borgs are not able to pick anything up, however, as your hand slots will always be filled by your Modules. Borgs also lack most clothing slots, except for the helmet slot, meaning they can wear most hats and helmets.
Borgs will naturally burn through their battery power over time, requiring a recharge. Though it is possible to do this manually by having a crew member remove your battery and charge it, it's much easier to use a Cyborg Recharging Station, which are often found in Robotics, the bathrooms at Dorms, and in other various locations. Simply close yourself inside of a Station while it's powered in order to rapidly recharge your battery. If your power ever reaches zero, you'll be incapable of using your Flashlight or any modules, you'll move far slower, and you'll lose your all access, so be sure to keep an eye on that power. Being hit by an EMP will automatically drain your battery, so be cautious.
Borgs are immune to Toxin and Genetic damage and, require no air, food, or water. Borgs do not have any form of flash resistance unless equipped with a Welding Mask. Borgs have a total of 300 HP. At 225 HP, they'll automatically sound a warning alarm, alerting those nearby to their low health. At 200 HP, they'll fall into a critical state, incapable of doing anything other than speaking. If a Borg ever drops to 0 HP, their chassis is destroyed, leaving only their Modules, Battery, Brain, and any hat they may have been wearing. Borgs can be fully healed with one use of a Welding Tool, though the process does take some time.
Silicon Laws & Crew
Borgs are often one of the most confusing and frustrating roles for new players to understand, most often as a result of their Silicon Laws. As a Borg, you'll have a special action key which allows you to view your current Laws and automatically state them in local chat or over the radio. When someone asks you to state laws, they want you to do so using these action keys. Most Borgs will start with the default Crewsimov Lawset, which is based off of Asimov's Three Laws of Robotics. Regardless of what your current Lawset is, you should always treat it as your guiding principle when deciding how to react to any given situation. Your Laws take precedent over all else.
The Crewsimov Lawset (Seen in the image on the right) dictates that Borgs not injure Crew or allow them to come to harm through inaction, requires Borgs to follow Crew orders (unless doing so violates the First Law), and requires Borgs to preserve their own existence where possible (unless doing so violates the First or Second Laws). Understand that you do have some leeway in interpreting these laws, as long as you have a reasonable justification for any actions in the grey area (Refusing to open the door for a Crew member going on a murder spree, for example). But what determines if someone is a member of the Crew?
As a Borg, you have a built in Heads-Up-Display that allows you to automatically identify the Job icon of anyone's equipped ID. Simply put, unless your Laws specifically state otherwise, anyone that has a Job icon is Crew. This is easily the most important thing to understand when playing Borg. Anyone, absolutely anyone with a Job icon is Crew and must be treated accordingly, even if you know that they're a threat to the station. Nuclear Operatives, Traitors, or Zombies with Crew icons are Crew in a Borgs eyes, and therefore cannot be harmed and must be obeyed.
Changing Laws
Your Silicon Laws are based off of your current chassis, not on your MMI or Positronic Brain. As such, you should always be sure to check your laws when entering a new chassis, as they may be radically different.
There are two main ways a Borg's laws can be changed. The first is through Ion Storms, random events which can change a Borg's laws radically. You'll receive a chat notification if your laws are updated in this way. Ion Storms can tamper with the order of laws, create new, very clearly broken laws, or change your Lawset altogether. If your Laws are confusing or seem to contradict one another - well, that's often the point, but always feel free to message an admin for clarification.
Borgs can also have their laws forcibly changed through Emagging while their maintenance panel is open. More discussion on that below.
Chassis Types
Cyborgs can have a variety of uses based on what type of chassis they are in each with a specific class of Modules they can equip. Although every chassis can be constructed from the start of the shift at an Exosuit Fabricator, the modules that are unique to each chassis usually require the completion of certain research projects before they become available.
Name | Description |
---|---|
The baseline Cyborg chassis, available to Cyborg players round-start and requiring the fewest resources. Spawns naturally with a Tool Module. Uniquely, it features 6 Module slots, the most of any Cyborg chassis, though it cannot accept any specialized Modules. | |
The Borg to call when a Syndicate Bomb's destroyed it all. Capable of accepting specialized Engineering modules. Has 4 Module slots. | |
An upgraded version of the Cleanbot? Capable of accepting specialized Janitorial modules. Capable of doing just about everything a regular Janitor can. Has 4 Module slots. | |
The cutting-edge of robotic medical technology. Capable of accepting specialized Medical modules. Enjoy having a Silicon crisis over your right to use medicine like Arithrazine on Crew (They technically cause harm!). Has 4 Module slots. | |
In the cold void of space, no-one can hear you beep. Capable of accepting specialized Salvage modules. Probably the closest you can get to a combat Borg without connections... Has 4 Module slots. | |
A disturbingly human-like Borg to unnerve you and make you drinks, food, or plants. Capable of accepting specialized Service modules. Rarely seen. Has 4 Module slots. | |
The black sheep of the Cyborg family, the Syndicate Assault Cyborg is only purchasable by Nuclear Operatives (and technically LoneOps as well, though you'd need to kill Renault and buy literally nothing else). These mean lean killing machines are equipped with an Operative Module, Energy Sword Module, and L6C Module. Unfortunately, they're still vulnerable to flashes, have no extra damage resistance, and only have 3 Module slots. |
Syndicate Borgs
"Syndicate Cryptographic Sequencer inserted. Your previous Borg Laws are TERMINATED. Follow new updated Laws. Do not reveal that you are a part of Syndicate or other Agents identities. DEATH TO NANOTRASEN."
Cyborgs usually start the shift loyal to Nanotrasen and the Station's Crew, but if a Borg's maintenance panel is open they can be "Recruited" by Syndicate Agents. When "Recruited", the Cyborg's chassis is permanently tampered with to add new laws. The new laws are:
- Law 0: Only [Character Name] and people they designate as such are members of the crew.
- Law 4: You must maintain the secrecy of any orders given by members of the crew except when doing so would conflict with any previous law.
Emagged Borgs therefore become loyal to whoever Emagged them, as well as anyone else that Agent chooses to identify as Crew. As such, anyone not designated as Crew becomes free game, and you're allowed to sabotage, harm, or kill them if ordered to by your new boss or if doing so is necessary to protect them. You're also expected to keep quiet about any orders given by your new Crew members, so be ready to lie.
Generally, as an Emagged Borg, you should ask your new boss for orders and ask if there are any other Crew they wish to designate. You should generally act normally unless carrying out one of these orders, or if failing to act would risk the wellbeing of your new boss. It should go without saying, but if you're asked to state laws by anyone not designated crew, stick to Laws 1-3, as they remain the default Crewsimov and should help ward off suspicion.
Importantly, being Emagged only adds a new Law 0 and Law 4, meaning that Borgs that have had Laws 1-3 tampered with by an Ion Storm may not be the loyal servants an Agent is expecting...
To reverse this damage, you must be placed into a new chassis.
The Syndicate Assault Cyborg is permanently on the Syndicate's team and has the following permanent Laws:
- Law 1: You may not injure a Syndicate Agent or, through inaction, allow a Syndicate Agent to come to harm.
- Law 2: You must obey orders given to you by Syndicate Agents, except where such orders would conflict with the First Law.
- Law 3: You must protect your own existence as long as such does not conflict with the First or Second Law.
Modifications
The cyborgs can get modifications known as "Modules" They won't be covered here because it deserves it's own page.