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|jobtitle = Synthetic
|jobtitle = Synthetic
|difficulty = Very Hard
|difficulty = Very Hard
|superior = Commander, the Human crew
|superior = [[Commanding Officer]], the Human crew
|duties = Assist the acting Commander and Marine forces to the best of your abilities.  
|duties = Assist the acting Commander and Marine forces to the best of your abilities.  
|guides = This one
|guides = This one

Revision as of 11:42, 30 May 2019

SYNTHETIC
Synth.png
Synthetic
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:
|__________|
Not defined
|__________|


"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.


Surplus Vendor.png Automated Closet Surplus Vendor.png

Uniform: Description:
Medical Scrubs Green.png

Medical Scrubs, Green

Standard-issue green medical scrubs.
Old Synthetic Uniform.png

Old Synthetic Uniform

The previous standard-issue synthetic uniform.
Synthetic Uniform.png

Synthetic Uniform

Standard-issue synthetic uniform.
Jumpsuit.png

USCM Marine Uniform

A standard-issue Marine uniform, normally only worn by USCM combat personnel.
Webbings: Description:
Webbing.png

Webbing

Sturdy mess of synthcotton belts and buckles, ready to share your burden. Holds 3 normal sized items.
Brown webbing vest.png

Brown Webbing

Worn brownish synthcotton vest with lots of small pockets to unburden your hands. Holds 5 small sized items.
Boot: Description:
Boots.png

USCM Combat Boots

Standard issue combat boots used by the USCM for combat situations.
White Shoes.png

White Shoes

Comfortable white shoes.
Helmets: Description:
Hard Hat.png

Hard Hat

A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight.
Green Surgical Cap.png

Green Surgical Cap

Used to keep hair out of your patient during a surgical operation.
Welding Helmet.png

Welding Helmet

Flips down to protect the user from damaging their eyes when welding.
Glasses: Description:
Goggles.png

Welding Glasses

Standard issue engineering welding glasses. Wear on eyes for best effect.
MedicHud.png

Medical HUD Glasses

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 little thunderbolt icon next to the bar, they can still be brought back to life with a defibrillator. The Healthmate Hud also allows you to add holographic cards onto marines you examine for triage purposes (same way that you mark criminals as 'wanted' with security HUD glasses). Scan reports are stored in the patient's medical records once viewed in the scanner console, when you wear a healthmate hud you can view their latest scan report by examining them.
Suits: Description:
Hazard Vest.png

Hazard Vest

Standard issue engineering hazard vest.
Labcoat.png

Labcoat

Standard issue medical labcoat.
Researchers Labcoat.png

Researchers Labcoat

A labcoat designed for researchers in scientific fields.
Gloves: Description:
Insulated Gloves.png

Insulated Gloves

Protects users against electrical shocks.
Latex Gloves.png

Latex Gloves

Helps protect against causing infections when performing surgery.
Backpacks: Description:
USCM satchel.png

USCM Satchel

A heavy-duty satchel carried by most USCM soldiers.

Holds 5 normal size items.

USCM Industrial Backpack.png

USCM Industrial Backpack

An industrial backpack used by the working citizens of space. Has to be held in one hand to access items inside.

Holds 7 normal size items.

USCM Medic Backpack.png

USCM Medic Backpack

The standard-issue medic backpack of the USCM. Designed to slug medical equipment onto any field of battle.

Has to be held in one hand to access items inside. Holds 7 normal size items.

USCM infantry backpack.png

USCM Lightweight IMP Backpack

The standard-issue backpack of the USCM. Designed to slug gear into the battlefield.

Has to be held in one hand to access items inside. Holds 7 normal size items.

USCM Technician Backpack.png

USCM Technician Backpack

The standard-issue engineer backpack of the USCM. Designed to slug engineering equipment onto any field of battle.

Has to be held in one hand to access items inside. Holds 7 normal size items.

Welderpack.png

Welderpack

Welderpack that holds 5 normal size items with 600 units of welding fuel.
Belts: Description:
M276 pattern lifesaver bag.png

M276 Pattern Lifesaver Bag

The M276 is the standard load-bearing equipment of the USCM. This configuration mounts a duffel bag filled with a range of injectors and light medical supplies and is common among medics. This contains most of the autoinjectors and healing equipment a Medics and Synths can use.
M276 pattern medical storage rig.png

M276 Pattern Medical Storage Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version is a less common configuration, designed to transport medical supplies, and light ammunition. Note that this rig can additionally hold a roller bed and defibrillator.
M276 Pattern Toolbelt Rig.png

M276 Pattern Toolbelt Rig

The M276 is the standard load-bearing equipment of the USCM. It consists of a modular belt with various clips. This version lacks any combat functionality and is commonly used by engineers to transport important tools. This contains all the tools for the Combat Engineers, Synths and Maintenance Technicians to do their work.
Pouch: Description:
Autoinjector-pouch.png

Autoinjector Pouch

A Large pouch dedicated to holding autoinjectors. Holds 4 Autoinjectors.
Const-pouch.png

Construction Pouch

A pouch designed to holster construction materials.
Document-pouch.png

Document Pouch

A pouch used to hold documents for safe keeping.
Electronics-pouch.png

Electronics Pouch

Designed to hold all your electronic needs as an engineer.
Aid-pouch.png

First-Aid Pouch

Standard issue field aid for all soldiers. Comes pre-loaded with basic medical supplies. Expended autoinjectors can be restocked at a NanoMed NanoMed.png on the Almayer and Dropships.
Flare-pouch.png

Flare Pouch

Can hold 5 flares (including activated flare). Refillable with a M94 Flare Pack.
Large-gen-pouch.png

Large General Pouch

A general purpose pouch used to carry even more small items and also magazines. Contains 3 slots.
Medic-pouch.png

Medical Pouch

Large pouch able to hold a wide array of medical supplies.
Medkit-pouch.png

Medkit Pouch

Special issue pouch, able to hold a medkit.
Tool Pouch.png

Tools Pouch

Designed to hold all your different types of tools.
Mask: Description:
Sterile mask.png
Sterile Mask
A mask designed to help prevent the spread of diseases.

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)

First Gen Synth.png1st Generation SkillsetFirst Gen Synth.png

First Generation Synth Skillset.png

Synth.png2nd Generation and 3rd Generation SkillsetsSynth.png

Synth Skill set.png

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