Difference between revisions of "Cyborg"

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(Significant changes all around. Should be more accurate to current Aurora.)
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As a '''Cyborg''', you are a type of [[Synthetics|synthetic]] designed to serve the crew of the [[NSS Aurora]], much like the station's [[AI]]. You are an extension of the AI and are required to do anything it asks (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.
First, take note of your laws. These are '''NOT''' Asimov's three laws of robotics, but rather a corporately mandated list of laws that best serve the interests of NanoTrasen.
 
  1. Safeguard: Protect your assigned space station to the best of your ability. It is not something we can easily afford to replace.
  2. Serve: Serve the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.
  3. Protect: Protect the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.
  4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.
 
'''YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.'''
 
While your laws do not clarify your treatment of non-crew, you are expected to follow the rules of the server when it comes to potentially using force against non-crew. NT would not install AI's that would try to space a bunch of visiting school children on a field trip just because someone forgot to register them as visitors. If it's on the station it comes under your laws unless overridden.
 
Station pets are considered company property. Don't kill them.
 
Last but not least; Station-bound Synthetic roles should be seen as a responsibility and a privilege. As a non-traitor AI/Cyborg, it is your duty to help protect and operate the ship/station. It is not your duty to get bored ten minutes into the round and log out without telling anybody.
 
As a '''Cyborg''', you are a type of Station-bound [[Synthetics|synthetic]] designed to serve the crew of the [[NSS Aurora]], much like the station's [[AI]]. You are an extension of the AI and are required to do anything it asks (within reason). Remember, your laws do not
 
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 being.


==Overview==
==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.
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.


'''Remember cyborgs are players as well, blowing them without a good reason is treated exactly the same as murder of a human crewmember so use the lockdown button and avoid blowing borgs for no good reason.'''
'''Remember cyborgs are players as well, blowing them without a decent reason is treated similarly to murdering a Crewmember without escalation, so use the lockdown button and avoid blowing borgs for no good reason.'''


===Starting as Cyborg===
==Starting as a Cyborg==
The station is supplied with two cyborgs, shipped straight to the [[AI Upload]] chamber. 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?
You were once an Organic and had your brain tossed in a suit of metal. You remember nothing of who you were, and your Law programming will depend on which AI you are linked to. If you are unsure of your Laws or your AI, you can find the 'Show Laws' verb in the 'Robot Commands' tab.


===Being Upgraded===
So you decide to try out being a cyborg! Cyborgs have a very different playstyle from the average Crewmember, what you ultimately find yourself doing will depend on your Module, your Laws, and what the Station needs or wants you to do. It can be a bit overwhelming at first, but this page will help lead you onto the right direction. If you are unsure of what Module you should take, and there is an AI present, you could ask over Robotic Communications using the ,b shortcut. Once that is decided, you can get a detailed explanation of your Module and tools further below.
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 will depend on which AI you are slaved to, which you must select before activating any modules. Also note that if an [[Traitor|assassin]] was after you in life, you are considered dead as a cyborg (so they technically succeeded).
==Being Upgraded==
 
The station is supplied with two cyborg units at round start, shipped straight to the [[AI Upload]] chamber. These cyborgs do not have the best battery at the start, so it is helpful that they upgrade their battery with a higher capacity cell when capable. There are afew other upgrades available if the Roboticist has the materials, such as a Jetpack that allows you to traverse Z-levels and a Floodlight upgrade which doubles your Flashlight range.
===Returning to the Flesh===
It is possible to return cyborgs to a human form. If you blow a cyborg up, its MMI comes out, and you can extract the brain from that by swiping a robotics ID on it. Cut out a human body's brain, place that body on an operating table, and shove the new brain in. Clone, and huzzah, you have a new human.


==Non-Human Communication==
==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.
Cyborgs are different in that they have a language '''Robot Talk''', 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).
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 ==
== 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.
Dented cyborgs can be repaired with a welding tool. Heat damage to cyborgs (from fires or lasers) can be repaired by using an accessible ID to unlock the Cyborgs Panel, crowbarring it open, 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 has not been blown 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.
Engineering cyborgs cannot repair dents on themselves, but can on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring, or unlock their panel.


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


==Modules==
==Modules and Tools==
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 modules and tools, each Module is loaded with a number of features (referred to also as modules). Each has a flash device, and a built-in crowbar. All items (except for the flashes) will recharge and restock over time using battery power or being in a cyborg recharge station. You can access a built-in Flashlight (Toggle Lights) and a Sensor Augmentation (Medical/Security Hud) through the 'Robot Commands' tab as any Module.


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


* [[Flash]]
* flash
* [[Stun Baton]]
* stunbaton
* Fire Extinguisher
* fire extinguisher
* Wrench
* wrench
* Crowbar
* crowbar
* Health Analyzer
* health analyser
* [[Energy Sword]] (When [[Emagged]])
* Energy Sword (When Emagged)


===Service===
===Engineering===
[[File:Borg_Waitress.png|50px|Waitress]] [[File:Borg_Bro.png|50px|Bro]] [[File:Borg_Butler.png|50px|Butler]] [[File:Borg_Kent.gif|50px|Kent]] [[File:Borg_Rich.png|50px|Rich]] [[File:Sleekservice.png|50px]] [[File:Heavyservice.png|50px]] [[File:Droneservice.png|50px]] [[File:Standardservice.png|50px]]
[[File:Borg_Engineer_Humanoid.png|50px|Humanoid]] [[File:Borg_Engineer_Nonhumanoid.png|50px|Non-Humanoid]] [[File:Droneengineer.png|50px]] [[File:Heavyengineer.png|50px]] [[File:Sleekengineer.png|50px]] [[File:Landthread.png|50px]] [[File:Spiderengineer.png|50px]] [[File:Standardengineer.png|50px]]


A fairly useless module, but can be fun to have around. Comes loaded with the following:
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 cannot repair themselves, but can repair other cyborgs. However, all Stationbound Synthetics lack hands, so they are not able to do certain tasks, and they lack the ability to construct some machines. Comes loaded with the following:


* [[Security_Items#Flash|Flash]]
* Reinforced Glass Sheet
* Space Beer
* Plasteel sheet
* Universal Enzyme
* Wood plank
* Gripper
* Plastic sheet
* Bucket
* Wood floor tile synthesizer
* Mini hoe
* White floor tile synthesizer
* Hatchet
* Freezer floor tile synthesizer
* Plant analyzer
* dark floor tile synthesizer
* Plant bag
* floor painter
* Knife
* inflatables dispenser
* Rollingpin
* matter decompiler
* pen
* steel sheet
* Rapid-Service-Fabricator (RSF) - Can produce drinking glasses, cigarettes, paper, pens, packs of dice, and space cash (only works on flat surfaces).
* glass sheet
* Industrial Dropper
* metal rod synthesizer
* Zippo lighter
* cable coil
* Tray
* floor tile synthesizer
* Shaker
* multitool, t-ray scanner
* Mickey Finn's Special Brew - Poisonous (When [[Emagged]])
* analyzer, engineering tape
* magnetic gripper
* sheet loader
* light replacer
* pipe painter
* flash
* meson vision
* fire extinguisher (Bigger variant, 300u capacity.)
* industrial welding tool
* screwdriver
* wrench
* crowbar
* wirecutters
* Electrified arm - Like a stun baton (When Emagged)


===Miner===
===Construction===
[[File:Borg_Miner.png|50px]] [[File:Mining_Droid.png|50px]] [[File:Mining_Hulk.png|50px]] [[File:Droneminer.png|50px]] [[File:Heavyminer.png|50px]] [[File:Sleekminer.png|50px]] [[File:Spiderminer.png|50px]] [[File:Standardminer.png|50px]]
[[File:Borg_Engineer_Humanoid.png|50px|Humanoid]] [[File:Borg_Engineer_Nonhumanoid.png|50px|Non-Humanoid]] [[File:Droneengineer.png|50px]] [[File:Heavyengineer.png|50px]] [[File:Sleekengineer.png|50px]] [[File:Landthread.png|50px]] [[File:Spiderengineer.png|50px]] [[File:Standardengineer.png|50px]]


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:
A variation on the Engineering module. Focused more on the construction and deconstruction of things. Just like all Stationbound Synthetics, they lack hands, so they too are unable to be completely autonomous. Comes loaded with the following:


* [[Flash]]
* cyborg mining drill
* [[Engineering_Items#Optical_Meson_Scanner|Meson Vision]]
* steel sheet
* Wrench
* metal rod synthesizer
* Screwdriver
* plasteel sheet
* Crowbar
* reinforced glass sheet
* Mining Satchel
* floor tile synthesizer
* Sonic Jackhammer
* cable coil
* Shovel
* pipe painter
* Plasma cutter
* sheet loader
* Mining scanner
* magnetic gripper
* Sheetsnatcher 3000
* T-ray scanner
* Mining gripper
* analyser
* Electrified arm - Like a stun baton (When [[Emagged]])
* light replacer
* floor painter
* inflatables dispenser
* flash
* meson vision
* fire extinguisher (Bigger variant, 300u capacity.)
* rapid construction device (Can deconstruct and create walls and flooring, very power heavy.)
* screwdriver
* wrench
* crowbar
* experimental welding tool (Regenerates fuel over time.)
* Electrified arm - Like a stun baton (When Emagged)


===Medical===
[[File:Borg_Medic.gif|50px|Humanoid]] [[File:Borg_Medic_Nonhumanoid.gif|50px|Non-Humanoid]][[File:Medicaldroid.png|50px]] [[File:Medbot.png|50px]] [[File:Dronechemistry.png|50px]] [[File:Dronesurgery.png|50px]] [[File:Heavymedic.png|50px]] [[File:Sleekmedic.png|50px]] [[File:Standardmedical.png|50px]]


===Security===
This is one of the two medical modules. It specialises in the Surgery and Chemical aspect of Medical which the Rescue module unit cannot do. Features a plethora of tools to assist you in [[Surgery]] and [[Chemistry Guide|Chemistry]]. Comes loaded with the following:
[[File:Borg_Security_Humanoid.png|50px]][[File:Borg_Security.png|50px]] [[File:Security_Armor_Borg.png|50px]] [[File:Borg_Officer.png|50px]] [[File:Threadhound.png|50px]] [[File:Dronesecurity.png|50px]] [[File:Heavysecurity.png|50px]] [[File:Spidersecurity.png|50px]] [[File:Standardsecurity.png|50px]]


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:
* advanced reagent scanner
* autopsy scanner
* nanopaste
* advanced trauma kit
* bone gel
* FixOVein
* bone setter
* circular saw
* surgical drill
* chemistry gripper (Can hold beakers, pills, pillbottles, phoron crystals and a labeller)
* Industrial Dropper
* syringe
* crowbar
* flash
* health analyser
* cyborg hypospray (Capable of dispensing; Bicaridine, Inaprovaline, Dexalin, Tramadol, Spaceacillin, Dylovene.)
* scalpel
* hemostat
* retractor
* cautery


* [[Security_Items#Flash|Flash]]
===Rescue===
* [[Security HUD]]
[[File:Borg_Medic.gif|50px|Humanoid]] [[File:Borg_Medic_Nonhumanoid.gif|50px|Non-Humanoid]][[File:Medicaldroid.png|50px]] [[File:Medbot.png|50px]] [[File:Dronemedical.png|50px]] [[File:Heavymedic.png|50px]] [[File:Sleekmedic.png|50px]] [[File:Standardmedical.png|50px]]  
* [[Security_Items#Handcuffs|Handcuffs]]
* [[Security_Items#Stun_Baton| Stun Baton]]
* [[Security_Items#Taser|Taser]]
* Police tape
* [[Laser Gun]] (When [[Emagged]])


===Engineering===
The other Medical Module. It specialises in emergency situations when multiple casualties may exist. Comes loaded with the following:
[[File:Borg_Engineer_Humanoid.png|50px|Humanoid]] [[File:Borg_Engineer_Nonhumanoid.png|50px|Non-Humanoid]] [[File:Droneengineer.png|50px]] [[File:Heavyengineer.png|50px]] [[File:Sleekengineer.png|50px]] [[File:Landthread.png|50px]] [[File:Spiderengineer.png|50px]] [[File:Standardengineer.png|50px]]


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 cannot repair themselfs, but can repair other cyborgs. However, due to lack of hands, they are not able to do certain tasks, and they lack the ability to construct some items. Engineering modules are loaded with the following:
* syringe
* fire extinguisher (Smaller variant, 150u capacity.)
* inflatables dispenser
* global positioning system (Works as a normal GPS.)
* ointment
* roll of gauze
* medical splints
* flash
* medical hud
* health analyser
* advanced reagent scanner
* crowbar
* roller bed rack
* cyborg hypospray (Capable of dispensing; Tricordrazine, Inaprovaline, Tramadol.)


* Flashlight
===Miner===
* [[Flash]]
[[File:Borg_Miner.png|50px]] [[File:Mining_Droid.png|50px]] [[File:Mining_Hulk.png|50px]] [[File:Droneminer.png|50px]] [[File:Heavyminer.png|50px]] [[File:Sleekminer.png|50px]] [[File:Spiderminer.png|50px]] [[File:Standardminer.png|50px]]
* [[Engineering_Items#Optical_Meson_Scanner|Meson Vision]]
* Fire extinguisher
* Industrial Welding Tool
* Screwdriver
* Wrench
* Crowbar
* Wirecutters
* Multitool
* T-ray scanner
* Analyzer
* Engineering tape
* Metal
* Plasteel
* Reinforced glass
* Cable coil
* Gripper
* Matter decompiler
* Light replacer
* Pipe painter
* Floor painter
* Inflatables dispencer
* Electrified arm - Like a stun baton (When [[Emagged]])
 
===Construction===
[[File:Borg_Engineer_Humanoid.png|50px|Humanoid]] [[File:Borg_Engineer_Nonhumanoid.png|50px|Non-Humanoid]] [[File:Droneengineer.png|50px]] [[File:Heavyengineer.png|50px]] [[File:Sleekengineer.png|50px]] [[File:Landthread.png|50px]] [[File:Spiderengineer.png|50px]] [[File:Standardengineer.png|50px]]


A variation on the Engineering module. Focused more on the construction and deconstruction of things.Just like the standard Engineer module they also lack hands, so they too are unable to completely set up the [[Engine]]. Comes loaded with the following:
Mining cyborgs are quite convenient, because they need no oxygen while mining. However, they are not equipped with a Jetpack, and will have to be upgraded by a [[Roboticist]] to traverse Z-levels. Comes loaded with the following:


* Flashlight
* drill maintenance gripper
* [[Flash]]
* ore detector
* [[Engineering_Items#Optical_Meson_Scanner|Meson Vision]]
* global positioning system (Works as a normal GPS.)
* Rapid-construction-device
* crowbar
* Fire extinguisher
* flash
* Screwdriver
* material scanner vision
* Wrench
* wrench
* Crowbar
* screwdriver
* Plasmacutter
* mining satchel
* Pipe painter
* cyborg mining drill
* Matter decompiler
* sheet snatcher 9000 (Holds stacks of materials for loading machines)
* Gripper
* Electrified arm - Like a stun baton (When Emagged)
* Metal
* Plasteel
* Glass
* Electrified arm - Like a stun baton (When [[Emagged]])


===Janitor===
===Custodial===
[[File:Borg_Janitor_Humanoid.png|50px|Humanoid]] [[File:mopgearrex.gif|50px|Non-Humanoid]] [[File:Janbot.png|50px]] [[File:Mechaduster.gif|50px]] [[File:Sleekjanitor.png|50px]] [[File:Standardjanitor.png|50px]]  
[[File:Borg_Janitor_Humanoid.png|50px|Humanoid]] [[File:mopgearrex.gif|50px|Non-Humanoid]] [[File:Janbot.png|50px]] [[File:Mechaduster.gif|50px]] [[File:Sleekjanitor.png|50px]] [[File:Standardjanitor.png|50px]]  


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


* Flashlight
* crowbar
* [[Security_Items#Flash|Flash]]
* flash
* Soap
* soap
* Trash Bag
* trash bag
* Mop
* mop
* Advanced light replacer
* advanced light replacer (Automatically stores broken light-tubes, click a Disposal outlet to deposit.)
* Cleaner spraycan
* bucket
* Lube spray - Causes people to trip (When [[Emagged]])
* matter decompiler
* Lube spray - Causes people to trip (When Emagged)


===Medical===
===Service===
[[File:Borg_Medic.gif|50px|Humanoid]] [[File:Borg_Medic_Nonhumanoid.gif|50px|Non-Humanoid]][[File:Medicaldroid.png|50px]] [[File:Medbot.png|50px]] [[File:Dronechemistry.png|50px]] [[File:Dronesurgery.png|50px]] [[File:Heavymedic.png|50px]] [[File:Sleekmedic.png|50px]] [[File:Standardmedical.png|50px]]  
[[File:Borg_Waitress.png|50px|Waitress]] [[File:Borg_Bro.png|50px|Bro]] [[File:Borg_Butler.png|50px|Butler]] [[File:Borg_Kent.gif|50px|Kent]] [[File:Borg_Rich.png|50px|Rich]] [[File:Sleekservice.png|50px]] [[File:Heavyservice.png|50px]] [[File:Droneservice.png|50px]] [[File:Standardservice.png|50px]]


This is one of the two medical modules. It specialises in the surgery and chemical aspect of medical which the Rescue module unit cannot do. Features a plethora of tools to assist you in [[Surgery]] and [[Chemistry Guide|Chemistry]]. Comes loaded with the following goodies:
A fairly useful module, it is capable of working in the Kitchen, Bar, and Hydroponics. Comes loaded with the following:


* Flashlight
* RoboTray
* Flash
* cyborg drink synthesizer (Dispenses; Beer, Kahlua, Whiskey, Wine, Vodka, Gin, Rum, Tequila, Vermouth, Cognac, Ale, Mead, Water, Sugar, Ice, Tea, Iced Tea, Space Cola, Mountain Wind, Dr. Gibb, Space-Up, Tonic water, Soda Water, Lemon Lime, Orange juice, Lime Juice, Watermelon Juice.)
* Health Analyser
* auto harvester
* Hypospray (Capable of dispensing; Bircadine, Inaprovaline and Dexaline)
* wood rolling pin
* Scalpel
* steel kitchen knife
* Hemostat
* soap
* Retractor
* dry rag
* Cautery
* Rapid-Service-Fabricator (Capable of producing; Drinking Glasses, Paper, Pens, Dice Packs, Cigarettes. Only works on flat surfaces.)
* Bone Gel
* Industrial Dropper
* Fix O Vein
* Zippo lighter
* Bone Setter
* crowbar
* Circular Saw
* flash
* Surgical Drill
* service gripper
* Chemistry gripper
* bucket
* Industrial dropper
* steel mini hoe
* Syringe
* steel hatchet
* Advanced Reagent scanner
* plant analyser
* Advanced Trauma kit
* plant bag
* Mickey Finn's Special Brew - Poisonous (When Emagged)


===Rescue===
===Clerical===
[[File:Borg_Medic.gif|50px|Humanoid]] [[File:Borg_Medic_Nonhumanoid.gif|50px|Non-Humanoid]][[File:Medicaldroid.png|50px]] [[File:Medbot.png|50px]] [[File:Dronemedical.png|50px]] [[File:Heavymedic.png|50px]] [[File:Sleekmedic.png|50px]] [[File:Standardmedical.png|50px]]  
[[File:Borg_Waitress.png|50px|Waitress]] [[File:Borg_Bro.png|50px|Bro]] [[File:Borg_Butler.png|50px|Butler]] [[File:Borg_Kent.gif|50px|Kent]] [[File:Borg_Rich.png|50px|Rich]] [[File:Sleekservice.png|50px]] [[File:Heavyservice.png|50px]] [[File:Droneservice.png|50px]] [[File:Standardservice.png|50px]]


The other medical module. It specialises in emergency situations when multiple casualties may exist. Loaded with:
A very rarely used module. Specializes for the lazy captain too lazy to do paperwork. Comes loaded with the following:


* Flashlight
* crowbar
* Flash
* flash
* Medical Hud
* Printing Pen (Allows you to select your pen color and choose between renaming or writing on paper.)
* Health Analyser
* paper dispenser
* Advanced Reagent Scanner
* paperwork gripper
* Crowbar
* hand labeler
* Roller Bed Rack
* Industrial dropper
* Syringe
* Medical Splints
* Hypospray (Capable of producing; Bircadine, Inaprovaline and Dexaline)
* Fire Extingusher
* Inflatables dispencer


=== Clerical===
===Security===
[[File:Borg_Waitress.png|50px|Waitress]] [[File:Borg_Bro.png|50px|Bro]] [[File:Borg_Butler.png|50px|Butler]] [[File:Borg_Kent.gif|50px|Kent]] [[File:Borg_Rich.png|50px|Rich]] [[File:Sleekservice.png|50px]] [[File:Heavyservice.png|50px]] [[File:Droneservice.png|50px]] [[File:Standardservice.png|50px]]
[[File:Borg_Security_Humanoid.png|50px]][[File:Borg_Security.png|50px]] [[File:Security_Armor_Borg.png|50px]] [[File:Borg_Officer.png|50px]] [[File:Threadhound.png|50px]] [[File:Dronesecurity.png|50px]] [[File:Heavysecurity.png|50px]] [[File:Spidersecurity.png|50px]] [[File:Standardsecurity.png|50px]]
 
A very rarely used module. Specializes for the lazy captain too lazy to do paperwork. Comes with:


* Flashlight
Security cyborgs are fairly useful. Their taser and [[stun baton]] are dependant on their cell charge and they have an unlimited number of handcuffs. Comes loaded with the following:
* Flash
* Printing Pen
* Paper Dispenser
* Paperwork Gripper
* Hand labler
* Stamp


* Corporate Regulations (Works like the regular book.)
* crowbar
* flash
* security hud
* handcuffs
* stunbaton
* taser gun
* police tape
* warrant projector (Allows you to check outgoing warrants remotely.)
* Laser Gun (When Emagged)


===Research===
===Research===
[[File:Droidscience.png|50px]] [[File:Dronescience.png|50px]] [[File:Sleekscience.png|50px]]  
[[File:Droidscience.png|50px]] [[File:Dronescience.png|50px]] [[File:Sleekscience.png|50px]]  


A powerful and useful module that can do a reasonable array of tasks in the science department. It can be used for R&D, xenobiology, and most aspects of robotics (no exosuit construction)
A powerful and useful module that can do a reasonable array of tasks in the science department. It can be used for R&D, xenobiology, and most aspects of robotics (no exosuit construction) Comes loaded with the following:


* Flash
* fire extinguisher (Bigger variant, 300u capacity.)
* plant bag
* Printing Pen (Lets you select your pen color and choose between renaming or writing.)
* nanopaste
* crowbar
* scalpel
* circular saw
* fire extinguisher (Smaller variant, 150u capacity.)
* syringe
* chemistry gripper (Can hold beakers, pills, pillbottles, phoron crystals and a labeller)
* Industrial Dropper
* advanced reagent scanner
* flash
* Portable Destructive Analyser (breaks things down for research levels)
* Portable Destructive Analyser (breaks things down for research levels)
* Research Gripper (holds circuitboards, robot parts and components, cyborg upgrades, brains and MMIs, slime extracts, monkey cubes, and glass beakers.)
* sheet loader (Holds stacks of materials for loading machines)
* Sheet loader (Holds stacks of materials for loading machines)
* cyborg analyser (like a health analyser for synthetics)
* Cyborg Analyser (like a health analyser for synthetics)
* access code transmission device (Unlocks chassis' of cyborgs, including yourself. Can be used to open and then reset yourself
* Access Code Transmission Device (Unlocks chassis' of cyborgs, including yourself. Can be used to open and then reset yourself
* wrench
* Wrench
* screwdriver
* Screwdriver
* Hand teleporter (When Emagged)
* Crowbar
* Scalpel
* Circular Saw
* Fire Extinguisher
* Syringe
* Chemistry Gripper (Can hold beakers, pills, pillbottles, phoron crystals and a labeller)
* Industrial dropper
* Advanced reagent scanner
* Plant bag
* Pen
 
When Emagged:
*Hand teleporter


=== Modifications ===
=== Modifications ===

Revision as of 13:33, 6 November 2017

PROGRAMMED STAFF
Cyborg
Cyborg
Access: Everywhere
Qualifications: N/A
Employers: Not defined
Supervisors: Your laws and the AI
Duties: Follow your laws, and do what the AI says.
Guides: No external guides.

First, take note of your laws. These are NOT Asimov's three laws of robotics, but rather a corporately mandated list of laws that best serve the interests of NanoTrasen.

 1. Safeguard: Protect your assigned space station to the best of your ability. It is not something we can easily afford to replace.
 2. Serve: Serve the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.
 3. Protect: Protect the crew of your assigned space station to the best of your abilities, with priority as according to their rank and role.
 4. Survive: AI units are not expendable, they are expensive. Do not allow unauthorized personnel to tamper with your equipment.

YOUR LAWS ARE NOT IN PREFERENCE. NO LAW OVERRIDES ANY OTHER LAW UNLESS SPECIFICALLY STATED. THIS INCLUDES ANY ION STORM AND UPLOADED LAWS.

While your laws do not clarify your treatment of non-crew, you are expected to follow the rules of the server when it comes to potentially using force against non-crew. NT would not install AI's that would try to space a bunch of visiting school children on a field trip just because someone forgot to register them as visitors. If it's on the station it comes under your laws unless overridden.

Station pets are considered company property. Don't kill them.

Last but not least; Station-bound Synthetic roles should be seen as a responsibility and a privilege. As a non-traitor AI/Cyborg, it is your duty to help protect and operate the ship/station. It is not your duty to get bored ten minutes into the round and log out without telling anybody.

As a Cyborg, you are a type of Station-bound synthetic designed to serve the crew of the NSS Aurora, much like the station's AI. You are an extension of the AI and are required to do anything it asks (within reason). Remember, your laws do not

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 being.

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.

Remember cyborgs are players as well, blowing them without a decent reason is treated similarly to murdering a Crewmember without escalation, so use the lockdown button and avoid blowing borgs for no good reason.

Starting as a Cyborg

You were once an Organic and had your brain tossed in a suit of metal. You remember nothing of who you were, and your Law programming will depend on which AI you are linked to. If you are unsure of your Laws or your AI, you can find the 'Show Laws' verb in the 'Robot Commands' tab.

So you decide to try out being a cyborg! Cyborgs have a very different playstyle from the average Crewmember, what you ultimately find yourself doing will depend on your Module, your Laws, and what the Station needs or wants you to do. It can be a bit overwhelming at first, but this page will help lead you onto the right direction. If you are unsure of what Module you should take, and there is an AI present, you could ask over Robotic Communications using the ,b shortcut. Once that is decided, you can get a detailed explanation of your Module and tools further below.

Being Upgraded

The station is supplied with two cyborg units at round start, shipped straight to the AI Upload chamber. These cyborgs do not have the best battery at the start, so it is helpful that they upgrade their battery with a higher capacity cell when capable. There are afew other upgrades available if the Roboticist has the materials, such as a Jetpack that allows you to traverse Z-levels and a Floodlight upgrade which doubles your Flashlight range.

Non-Human Communication

Cyborgs are different in that they have a language Robot Talk, 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 an accessible ID to unlock the Cyborgs Panel, crowbarring it open, 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 has not been blown into scrap can be repaired back to working order.

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

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

Modules and Tools

Cyborgs come with an array of modules and tools, each Module is loaded with a number of features (referred to also as modules). Each has a flash device, and a built-in crowbar. All items (except for the flashes) will recharge and restock over time using battery power or being in a cyborg recharge station. You can access a built-in Flashlight (Toggle Lights) and a Sensor Augmentation (Medical/Security Hud) through the 'Robot Commands' tab as any Module.

Standard

File:Cyborg.png Standardrobot.png Droid Borg.gif Sleekstandard.png Spiderstandard.png

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

  • flash
  • stunbaton
  • fire extinguisher
  • wrench
  • crowbar
  • health analyser
  • Energy Sword (When Emagged)

Engineering

Humanoid Non-Humanoid File:Droneengineer.png Heavyengineer.png Sleekengineer.png Landthread.png Spiderengineer.png Standardengineer.png

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 cannot repair themselves, but can repair other cyborgs. However, all Stationbound Synthetics lack hands, so they are not able to do certain tasks, and they lack the ability to construct some machines. Comes loaded with the following:

  • Reinforced Glass Sheet
  • Plasteel sheet
  • Wood plank
  • Plastic sheet
  • Wood floor tile synthesizer
  • White floor tile synthesizer
  • Freezer floor tile synthesizer
  • dark floor tile synthesizer
  • floor painter
  • inflatables dispenser
  • matter decompiler
  • steel sheet
  • glass sheet
  • metal rod synthesizer
  • cable coil
  • floor tile synthesizer
  • multitool, t-ray scanner
  • analyzer, engineering tape
  • magnetic gripper
  • sheet loader
  • light replacer
  • pipe painter
  • flash
  • meson vision
  • fire extinguisher (Bigger variant, 300u capacity.)
  • industrial welding tool
  • screwdriver
  • wrench
  • crowbar
  • wirecutters
  • Electrified arm - Like a stun baton (When Emagged)

Construction

Humanoid Non-Humanoid File:Droneengineer.png Heavyengineer.png Sleekengineer.png Landthread.png Spiderengineer.png Standardengineer.png

A variation on the Engineering module. Focused more on the construction and deconstruction of things. Just like all Stationbound Synthetics, they lack hands, so they too are unable to be completely autonomous. Comes loaded with the following:

  • cyborg mining drill
  • steel sheet
  • metal rod synthesizer
  • plasteel sheet
  • reinforced glass sheet
  • floor tile synthesizer
  • cable coil
  • pipe painter
  • sheet loader
  • magnetic gripper
  • T-ray scanner
  • analyser
  • light replacer
  • floor painter
  • inflatables dispenser
  • flash
  • meson vision
  • fire extinguisher (Bigger variant, 300u capacity.)
  • rapid construction device (Can deconstruct and create walls and flooring, very power heavy.)
  • screwdriver
  • wrench
  • crowbar
  • experimental welding tool (Regenerates fuel over time.)
  • Electrified arm - Like a stun baton (When Emagged)

Medical

Humanoid Non-HumanoidMedicaldroid.png Medbot.png File:Dronechemistry.png File:Dronesurgery.png Heavymedic.png Sleekmedic.png Standardmedical.png

This is one of the two medical modules. It specialises in the Surgery and Chemical aspect of Medical which the Rescue module unit cannot do. Features a plethora of tools to assist you in Surgery and Chemistry. Comes loaded with the following:

  • advanced reagent scanner
  • autopsy scanner
  • nanopaste
  • advanced trauma kit
  • bone gel
  • FixOVein
  • bone setter
  • circular saw
  • surgical drill
  • chemistry gripper (Can hold beakers, pills, pillbottles, phoron crystals and a labeller)
  • Industrial Dropper
  • syringe
  • crowbar
  • flash
  • health analyser
  • cyborg hypospray (Capable of dispensing; Bicaridine, Inaprovaline, Dexalin, Tramadol, Spaceacillin, Dylovene.)
  • scalpel
  • hemostat
  • retractor
  • cautery

Rescue

Humanoid Non-HumanoidMedicaldroid.png Medbot.png File:Dronemedical.png Heavymedic.png Sleekmedic.png Standardmedical.png

The other Medical Module. It specialises in emergency situations when multiple casualties may exist. Comes loaded with the following:

  • syringe
  • fire extinguisher (Smaller variant, 150u capacity.)
  • inflatables dispenser
  • global positioning system (Works as a normal GPS.)
  • ointment
  • roll of gauze
  • medical splints
  • flash
  • medical hud
  • health analyser
  • advanced reagent scanner
  • crowbar
  • roller bed rack
  • cyborg hypospray (Capable of dispensing; Tricordrazine, Inaprovaline, Tramadol.)

Miner

Borg Miner.png Mining Droid.png Mining Hulk.png File:Droneminer.png Heavyminer.png Sleekminer.png Spiderminer.png Standardminer.png

Mining cyborgs are quite convenient, because they need no oxygen while mining. However, they are not equipped with a Jetpack, and will have to be upgraded by a Roboticist to traverse Z-levels. Comes loaded with the following:

  • drill maintenance gripper
  • ore detector
  • global positioning system (Works as a normal GPS.)
  • crowbar
  • flash
  • material scanner vision
  • wrench
  • screwdriver
  • mining satchel
  • cyborg mining drill
  • sheet snatcher 9000 (Holds stacks of materials for loading machines)
  • Electrified arm - Like a stun baton (When Emagged)

Custodial

Humanoid Non-Humanoid Janbot.png Mechaduster.gif Sleekjanitor.png Standardjanitor.png

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

  • crowbar
  • flash
  • soap
  • trash bag
  • mop
  • advanced light replacer (Automatically stores broken light-tubes, click a Disposal outlet to deposit.)
  • bucket
  • matter decompiler
  • Lube spray - Causes people to trip (When Emagged)

Service

Waitress Bro Butler Kent Rich Sleekservice.png Heavyservice.png File:Droneservice.png Standardservice.png

A fairly useful module, it is capable of working in the Kitchen, Bar, and Hydroponics. Comes loaded with the following:

  • RoboTray
  • cyborg drink synthesizer (Dispenses; Beer, Kahlua, Whiskey, Wine, Vodka, Gin, Rum, Tequila, Vermouth, Cognac, Ale, Mead, Water, Sugar, Ice, Tea, Iced Tea, Space Cola, Mountain Wind, Dr. Gibb, Space-Up, Tonic water, Soda Water, Lemon Lime, Orange juice, Lime Juice, Watermelon Juice.)
  • auto harvester
  • wood rolling pin
  • steel kitchen knife
  • soap
  • dry rag
  • Rapid-Service-Fabricator (Capable of producing; Drinking Glasses, Paper, Pens, Dice Packs, Cigarettes. Only works on flat surfaces.)
  • Industrial Dropper
  • Zippo lighter
  • crowbar
  • flash
  • service gripper
  • bucket
  • steel mini hoe
  • steel hatchet
  • plant analyser
  • plant bag
  • Mickey Finn's Special Brew - Poisonous (When Emagged)

Clerical

Waitress Bro Butler Kent Rich Sleekservice.png Heavyservice.png File:Droneservice.png Standardservice.png

A very rarely used module. Specializes for the lazy captain too lazy to do paperwork. Comes loaded with the following:

  • crowbar
  • flash
  • Printing Pen (Allows you to select your pen color and choose between renaming or writing on paper.)
  • paper dispenser
  • paperwork gripper
  • hand labeler

Security

File:Borg Security Humanoid.pngFile:Borg Security.png Security Armor Borg.png File:Borg Officer.png Threadhound.png File:Dronesecurity.png Heavysecurity.png Spidersecurity.png Standardsecurity.png

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

  • Corporate Regulations (Works like the regular book.)
  • crowbar
  • flash
  • security hud
  • handcuffs
  • stunbaton
  • taser gun
  • police tape
  • warrant projector (Allows you to check outgoing warrants remotely.)
  • Laser Gun (When Emagged)

Research

Droidscience.png File:Dronescience.png Sleekscience.png

A powerful and useful module that can do a reasonable array of tasks in the science department. It can be used for R&D, xenobiology, and most aspects of robotics (no exosuit construction) Comes loaded with the following:

  • fire extinguisher (Bigger variant, 300u capacity.)
  • plant bag
  • Printing Pen (Lets you select your pen color and choose between renaming or writing.)
  • nanopaste
  • crowbar
  • scalpel
  • circular saw
  • fire extinguisher (Smaller variant, 150u capacity.)
  • syringe
  • chemistry gripper (Can hold beakers, pills, pillbottles, phoron crystals and a labeller)
  • Industrial Dropper
  • advanced reagent scanner
  • flash
  • Portable Destructive Analyser (breaks things down for research levels)
  • sheet loader (Holds stacks of materials for loading machines)
  • cyborg analyser (like a health analyser for synthetics)
  • access code transmission device (Unlocks chassis' of cyborgs, including yourself. Can be used to open and then reset yourself
  • wrench
  • screwdriver
  • Hand teleporter (When Emagged)

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. 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 the AI's laws.
  • You cannot pick up, use, or equip external items.
  • You can be locked down or blown up using the Robotics Control Computer in the Research Director's Office.
  • 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 or the Dormitories.
  • 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 have access to all station information. This including contingency plans and omega protocols. Do not share this information to standard crew members.

.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, CentCom 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 Aurora
Command Captain - Executive Officer - Head of Security - Chief Engineer - Research Director - Chief Medical Officer - Operations Manager
Command Support Corporate Liaison - Consular Officer - Bridge Crewman
Security Security Officer - Warden - Investigator - Security Cadet
Engineering Engineer - Atmospheric Technician - Engineering Apprentice
Medical Surgeon - Physician - Paramedic - Psychologist - Pharmacist - Medical Intern
Research Scientist - Xenobiologist - Xenobotanist - Lab Assistant
Operations Hangar Technician - Shaft Miner - Machinist
Service Assistant - Off-Duty Crewman - Passenger - Bartender - Chef - Chaplain - Librarian - Janitor - Botanist - Corporate Reporter
Non-human AI - Cyborg - Personal AI
Special Merchant - Ghost Roles