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[[File:First_Generation_Synth_Skillset.png]] | [[File:First_Generation_Synth_Skillset.png]] | ||
===[[File:Synth.png]]2nd Generation and 3rd Generation Skillsets[[File:Synth.png]]=== | ===[[File:Synth.png]]2nd Generation and 3rd Generation Skillsets[[File:Synth.png]]=== | ||
[[File: | [[File:G2SynthSkillsRevised.jpg]] | ||
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page]. The only difference between second and third generation synths is that third generations can use the traditional human skin tones. | To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page]. The only difference between second and third generation synths is that third generations can use the traditional human skin tones. | ||
=== Guides === | === Guides === |
Revision as of 01:39, 7 February 2020
Difficulty: Very Hard Supervisors: Commanding Officer, the Human crew Rank: Not defined Duties: Assist the acting Commander and Marine forces to the best of your abilities. Guides: This one Unlock Requirements: Not available. Detailed Description: You are held to a higher standard and are required to obey not only the Server Rules but Marine Law and Synthetic Rules. Failure to do so may result in your White-list Removal. Your primary job is to support and assist all USCM Departments and Personnel on-board. In addition, being a Synthetic gives you knowledge in every field and specialization possible on-board the ship.
|__________| |
"I may be synthetic, but I'm not stupid." ―Bishop, Aliens
What is a synthetic?
A Synthetic is a biomechanical humanoid that closely emulates humans in appearance and actions; however there is one key difference synthetics aren't affected by emotions in their decision making. Due to emotions not having an effect on them, synthetics have been seen as more reliable in high stress and dangerous environments, such as aboard a military vessel. A medical or xeno hud will show a grey box with a "meh" face inside of it.
Synthetics are split between First generation, Second generation and Third Generation. First generation synthetics have more health and damage resistance then their later counterparts due to the more rugged materials they're made of, additionally leading to them being slower then newer manufactured models, as well as being insulated. However due to their more robust nature their computing is lacking in some skilled areas. Sadly this generation of synthetics have mostly been phased out by the second and third generation and are only seen on colonies.
Second generation synthetics are made out of more refined and advanced materials so that they may blend into a ships crew with a human appearance, however due to the priority for second generation synthetics to fit in amongst humans the materials used are less rugged and as such they have less health and damage resistance but they make up for it in their wide array of knowledge and skills.
Third generation synthetics are the similar as Second generation synthetics mechanics wise. Unlike the Second generation synthetics however, Third generation synthetics uses more advanced synthetic material to allow them appear more human-like, using regular skin tones of a human person.
The Role
As a synth you'll be restricted from ranged weaponry (Rifles, Shotguns etc.) use mechanically it means that you'll be required to help others through being a non-combat support role. In regards of self defence you are limited to melee weapons, this means that as a synthetic you are still able to defend yourself or an innocent in danger. A synthetics vast knowledge means that they can ask the acting commander/commander if their human counterparts in various fields require help, which can either mean the synth being assigned to assist with a ship-side department (usually medical), or will sometimes mean the synth could be sent planetside as long as the acting commander/commander agrees to it. This usually amounts to performing field surgery at the FOB, repairing barricades, or being sent with a squad to retrieve an item of importance, not to engage in combat with the enemy. You should be relying on marines for protection, not rushing the foe with a weapon out.
Automated Closet
Shoes: | Description: |
---|---|
USCM Combat Boots |
Standard issue combat boots used by the USCM for combat situations. |
White Shoes |
Comfortable white shoes. |
Suits: | Description: |
---|---|
Hazard Vest |
Standard issue engineering hazard vest. |
Labcoat |
Standard issue medical labcoat. |
Researchers Labcoat |
A labcoat designed for researchers in scientific fields. |
Gloves: | Description: |
---|---|
Insulated Gloves |
Protects users against electrical shocks. |
Latex Gloves |
Helps protect against causing infections when performing surgery. |
Pouch: | Description: | ||
---|---|---|---|
A Large pouch dedicated to holding autoinjectors. Holds 7 Autoinjectors. | |||
A pouch designed to holster construction materials. | |||
A pouch used to hold documents for safe keeping. | |||
Designed to hold all your electronic needs as an engineer. Issued to Engineers, or found inside the ColMarTech automated armaments vendor in Requisitions.
Contains 6 slots. | |||
Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed on the Almayer and Dropships. | |||
Can hold 8 flares (including activated flare). Refillable with a M94 Flare Pack. | |||
A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots. | |||
Large pouch able to hold a wide array of medical supplies. | |||
Special issue pouch, able to hold a medkit. | |||
Designed to hold all your different types of tools. |
Automated Equipment Rack
Medical Supplies: | Description: |
---|---|
Adv Burn Kit Costs:2 Points |
Used to treat moderate to high burn damage. |
Adv Trauma Kit Costs:2 Points |
Used to treat moderate to high brute damage. Also treats mild infections. |
Advanced First Aid Kit Costs:12 Points |
Advanced first aid kit with more complicated medical supplies. |
First Aid Kit Costs:6 Points |
Basic first aid kit with basic medical supplies. |
MedEvac Bed Costs:6 Points |
Functions the same as a roller bed however once your patient is strapped in the evac stretcher cannot be moved. To activate the med evac beacon on the stretcher (Right click the stretcher then click "Activate Medevac". Only medics can activate the beacon and it can only be used outdoors.). A Collapsed Stretcher can be folded by dragging it onto yourself. You can also attach a body bag or a stasis bag onto the stretcher. |
Medical Splints Costs:1 Point |
Used to hold that broken/fractured bone of yours in place so you don't die. |
Roller Bed Costs:4 Points |
Allows you to transport injured marines and other personnel across the battlefield in a safe manner (without causing bleeding). A Collapsed Roller Bed can be folded by dragging it onto yourself. You can attach a body bag or a stasis bag onto a roller bed for faster transportation. |
Stasis Bag Costs:6 Points |
Used to store critically injured patients. |
Pillbottle Costs:5 Points each |
Can vend a pill bottle (16 pills) filled with any one of the following chemicals.
|
Autoinjector Costs:1 Point each |
Can vend an autoinjector filled with any one of the following chemicals. Unique chemicals that can only be vended in injector format are bolded.
|
Defibrillator Costs:4 Points |
Used to bring recently dead marines and other personnel back to life. Can be recharged in a special recharger (usually located in the medbay)
See Defibrillator Usage. |
Health Analyzer Costs:4 Points |
Basic tool of every single medic - this miraculous item allows you to see the patient's status, showing the damage, bleeding, internal bleeding and broken bones. |
Medical HUD Glasses Costs:4 Points |
When worn, allows you to see marines and other personnel's health bars, essentially giving you at quick glance an idea of what condition they are in. If the bar's empty, the patient's dead - yet if they still have a green heart rate icon next to the bar, they can still be brought back to life with a defibrillator. |
Synthetic Functionality
All Synthetics are built stronger, faster and more durable than the average human. This allows Synthetics to perform in environments and situations more hostile than most humans can tolerate. They are immune to most atmospheric issues, resistant to damage, and can be repaired to full functionality even from head loss, and can be revived with a defibrillator. In practice, a synthetic is repaired the same way as synthetic limbs; using a blowtorch to fix brute damage, and cable coil to fix burn damage. No training is needed so any marine can help. Lost limbs and destroyed faces are fixed with Limb replacement and facial reconstruction are performed like normal human surgeries; however anesthetic cannot be used on synths.
Programming
- Synthetics have 100% understanding and adherence to Marine Law, in short, they are unable to break marine law.
- Synthetics are programmed to obey all USCM Commands that are issued by a Commanding Officer, as long as those orders don't conflict with Marine Law.
- Synthetics are programmed with the ability to understand and speak any language after being in its vicinity for a short duration. (In-game this means the synth player will RP slowly learning a language, for example slowly learning how the xenos communicate.)
Combat Restrictions
Synthetics are forbidden from firing any weapons (they are restricted mechanically from doing so). However, they are not opposed to other humans harming/killing others provided it follows Marine Law. If there is a threat within the bounds of Marine Law, they can physically defend themselves or other innocents by subduing the threat (They may uphold Marine Law). If the threat is non-human, or a hostile Faction, Marine Law does not apply, and so the synth can subdue or even kill. Synths are unable to perform combat duties and will not perform combat specific orders. (ie; Ordering a Synth to equip melee weapons to join an assault with Marines)
1st Generation Skillset
2nd Generation and 3rd Generation Skillsets
To find out about how the skill system works head over to the skills system page. The only difference between second and third generation synths is that third generations can use the traditional human skin tones.
Guides
Synthetic Programming and Guidelines
Guide to Becoming a Synthetic by Jakkkk