Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Virology Reworked #332

Open
wants to merge 37 commits into
base: master
Choose a base branch
from
Open
Changes from 1 commit
Commits
Show all changes
37 commits
Select commit Hold shift + click to select a range
a06f8d8
Create Virology Reworked
Admiral-Obvious-001 Oct 29, 2024
d64fe80
Update Virology Reworked
Admiral-Obvious-001 Oct 29, 2024
777b50e
Update Virology Reworked
Admiral-Obvious-001 Oct 29, 2024
29bf874
Speeling
Admiral-Obvious-001 Oct 29, 2024
4043e13
Update Virology Reworked
Admiral-Obvious-001 Oct 29, 2024
52ada0f
No
Admiral-Obvious-001 Oct 29, 2024
3a444c5
Better Spacacillin Idea
Admiral-Obvious-001 Oct 29, 2024
05637e3
Update Virology Reworked
Admiral-Obvious-001 Oct 29, 2024
664cdb9
Moved to the correct location I think
Admiral-Obvious-001 Oct 29, 2024
f88ad84
Rename Virology Reworked to Virology Reworked.md
Admiral-Obvious-001 Oct 29, 2024
086f9db
Delete Virology Reworked In Main
Admiral-Obvious-001 Oct 29, 2024
e52ffb9
UI moment
Admiral-Obvious-001 Oct 29, 2024
ea4282e
Fuck
Admiral-Obvious-001 Oct 29, 2024
dbb56d7
Clarifications
Admiral-Obvious-001 Oct 29, 2024
60f6958
More clarification
Admiral-Obvious-001 Oct 29, 2024
5b6edbd
Beh
Admiral-Obvious-001 Oct 29, 2024
60d3ec0
Weh
Admiral-Obvious-001 Oct 29, 2024
5267ea3
More tradeoffs
Admiral-Obvious-001 Oct 29, 2024
56b8802
Input
Admiral-Obvious-001 Nov 1, 2024
94d895f
More depth
Admiral-Obvious-001 Nov 1, 2024
30ba0b0
Cargonia
Admiral-Obvious-001 Nov 1, 2024
032472e
Formatting
Admiral-Obvious-001 Nov 1, 2024
364c947
Merge branch 'space-wizards:master' into Admiral-Obvious-001-patch-1
Admiral-Obvious-001 Nov 1, 2024
35f4826
Example Viruses
Admiral-Obvious-001 Nov 1, 2024
acb984d
Update Virology Reworked.md
Admiral-Obvious-001 Nov 1, 2024
bd3d019
Update Virology Reworked.md
Admiral-Obvious-001 Nov 1, 2024
bac05e5
Update Virology Reworked.md
Admiral-Obvious-001 Nov 1, 2024
ec3350e
More formatting.
Admiral-Obvious-001 Nov 1, 2024
898a8bb
I hate typos
Admiral-Obvious-001 Nov 1, 2024
bd51e8f
Better Idea
Admiral-Obvious-001 Nov 1, 2024
2727d76
Update Virology Reworked.md
Admiral-Obvious-001 Nov 1, 2024
36476cd
Worked in Romerol
Admiral-Obvious-001 Nov 1, 2024
03b587d
Big number is now smol
Admiral-Obvious-001 Nov 1, 2024
da5f15d
Typos fixed, maybe?
Admiral-Obvious-001 Nov 1, 2024
c7cd6ab
Actually fixed typos
Admiral-Obvious-001 Nov 1, 2024
4f8c0cc
Homeopathy is probably incorrect
Admiral-Obvious-001 Nov 2, 2024
8f4a091
Clarification of viral lifespan
Admiral-Obvious-001 Nov 2, 2024
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
Original file line number Diff line number Diff line change
Expand Up @@ -32,11 +32,11 @@ The point buy can also remove previous traits the virus had, at a moderate weigh
Viral volatility should reroll every time the virus mutates. It should be possible for there to be a novel virus that only affects one or three crewmembers before it changes to a different virus based on the original.

## Combating Viruses
Cleanliness will go a long way to preventing viruses from getting out of hand. Medical tools, such as syringes will have a high chance to pick up viruses and transfer them between patients if the syringes are not sterilized properly. This can be done via a sterilization machine which would need to be added inside of medical for rapid sterelization of tools, alternatively you can use liquid soaps or space cleaners to attempt to clean syringes and other objects, but with a much reduced speed.
Cleanliness will go a long way to preventing viruses from getting out of hand. Medical tools, such as syringes will have a high chance to pick up viruses and transfer them between patients if the syringes are not sterilized properly. This can be done via a sterilization machine which would need to be added inside of medical for rapid sterelization of tools (reccomend to have science make this), alternatively you can use liquid soaps or space cleaners to attempt to clean syringes and other objects, but with a much reduced speed.
Admiral-Obvious-001 marked this conversation as resolved.
Show resolved Hide resolved

Solid soaps can be used to treat items using the same clean evidence system that is uses to wipe DNA from objects. Solid soaps will not collect viruses unless otherwise specified by certain virus characteristics.

Janitorial will have the primary responsibility of removing messes as soon as practical, but their Janitorial trolleys will be a major vector for disease transmission and mutation. The janitor should ideally try to sterilize their trolley with space cleaner at regular intervals.
Janitorial will have the primary responsibility of removing messes as soon as practical, but their Janitorial trolleys will be a major vector for disease transmission and mutation, especially airborne diseases. The janitor should ideally try to sterilize their trolley with space cleaner at regular intervals.

Medical and janitorial clothing items such as nitrile gloves, rubber gloves and other appropriate PPE items should allow doctors to safely move potentially infected items and handle patients without getting themselves infected, and without spreading the contagion via touch.
These PPE items should either be cleaned or destroyed as they will lose their effectiveness after X number of items handled or contacts made (nothing too crazy, 150+ things should be fine). Once the PPE is considered to be worn out it will begin to infect the wearer with increased probability over time and have the potential to transfer any eligible viruses to other objects and players through normal contact infection.
Expand Down Expand Up @@ -88,14 +88,14 @@ When a virus jumps species, the severity should be bumped up by one or two equiv
* Breathing Difficulty: Makes the infected take a sliding scale of airloss damage proportional to the severity. No severity can slightly reduce the airloss damage the carrier receives from the environment. Carrier should gasp at a regular interval with this symptom.
* Vomiting: Causes the carrier to vomit, will create a puddle containing any viruses the patient has, and can be spread to others via drinking (why) or through contact if they don't have shoes. Can cause blood vomiting at high severity which will remove a good chunk of the affected bloodstream. Can temporarily blind the victim if they are wearing a breath mask or gas mask. Low severity would just give the carrier a notice that they feel queasy. No severity would make the carrier unable to vomit.
* Drowsiness: Causes the character to yawn, affects stamina cap, can cause the character to enter forced sleep at high severity. At no severity, slightly increases the stamina cap.
* Chills: Makes the patient feel colder than they are. Can potentially raise the target body temp of the affected. Would show on visual inspection as "clammy".
* Sweats: Makes the target feel overheated. Reduces the target body temp of the affected. Would show on visual inspection as "hot".
* Chills: Makes the patient feel colder than they are. Can potentially raise the target body temp of the carrier. Would show on visual inspection as "clammy".
* Sweats: Makes the target feel overheated. Reduces the target body temp of the carrier. Would show on visual inspection as "hot".
* Blindness: Applies a set vision damage value to the carrier. Would show on visual inspection as cataracts or a different indicator of eye damage. No severity can reverse vision damage over time.
* Blistering: Visible blisters develop on the carrier. No severity adds a slight level of armor, or can go the other way where it causes bleeding at 4 severity.
* Convulsions/Seizures: Stuns the carrier similar to touching an electrified object. Level 5 severity would induce paralysis, level 0 severity reduces the impact of electrical shocks similar to almost good budget insuls.
* Poison: Variable, but a severe symptom that will eventually kill the patient if left untreated.
* Zombification/Cluwne: Effectively a way for the zombie virus to spawn naturally, this should be extremely rare (like a 1 in 10k chance), but would function the same as poison above, but turn the victim into a zombie or cluwne on death.
* Insular: Virus will actively suppress other viruses, removing them from the carrier after a period of time based on the severity of this symptom. Should come with some other symptoms to offset.
* Zombification/Cluwne: Effectively a way for the zombie virus to spawn naturally, this should be extremely rare (like a 1 in 10k chance), but would function the same as poison above, and turn the victim into a zombie or cluwne on death.
* Insular: Virus will actively suppress other viruses, removing them from the carrier after a period of time based on the severity of this symptom. Should come with some other negative symptoms to offset.
* Vocal Modification: Can cause speech impediments, or if you want to be fun, cause full language/word replacements, such as Ravatarian, or straight up mute the patient.
* Numbing: Acts as a small increase to the patients critical damage threshold, but increases action doafters, and can induce the clumsiness trait.

Expand Down
Loading