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{{JobPageHeader
|headerbgcolor = black
|headerfontcolor = white
|stafftype = Неизвестная хуйня
|imagebgcolor = darkgrey
|img_generic = Borer.png
|img =
|jobtitle = Борер
|access = [[:Category:Locations|Тот, который был у вашей новой оболочки]]
|difficulty = Тяжело
|superior = Вы сами себе командир
|duties = Выполнить поставленную вам задачу любой ценой
|guides = Эта статья
}}
 
 
'''Borers''' are tiny little slugs that can help you out by making medicines, information, genetic upgrades, and even unique powers for you in exchange for letting them live in your body.
 
 
== General Overview ==
 
A borer is a tiny, green slug that looks like a turd if you squint or are sufficiently inebriated.  They are a symbiotic life-form that cuddles up to your warm, squishy body and can manipulate your biological properties in ways that make pAIs green with jealousy.  Is your <s>girlfriend</s> stalking victim not impressed by your inverted biceps and manboobs?  A borer can fix that.  Did you just blind yourself while cutting into the armory?  A borer can fix that. Are you suffering from a collapsed lung and no surgeons are available to fix it? A borer can fix that too.
 
Borers used to be an antagonist type, but due to being a buggy clusterfuck that just didn't work with /vg/ culture, they were re-purposed as a helper. They can spawn during the "vermin" random event or hatch from eggs that other borers can spawn if there's plasma in the air and a ghost nearby with the Borer preference on. By default, all stations now come with a single Borer egg in Xenobiology. More borer eggs can be ordered from Cargo.
 
== Playing Host ==
So you now have a slug, or more, in your body. Don't panic - as long as you don't piss it off enough to make it look for another host or get it removed, it will be happy to create useful medicines and mutations for you in exchange for its own safety. You can communicate through whispers, emotes, and normal speech with your borer. Be aware that salt will make bad things happen to your borer.
 
=== Removing a bad friend in you ===
Sometimes relationships don't work out, in this case you should head to the medbay and consult a surgeon to remove the borer. If a surgeon is unavailable, you can also consume salt in order to poison all borers in your body. That said, if things get that bad odds are the borer will just leave on its own to find a host it likes better.
 
== Borer 101 ==
Being a borer is an interesting experience, and you probably won't have it happen very often.
 
As a slug you are incredibly weak to everything, and have the health of about a simple mouse. In this state you are quite vulnerable, so make sure to hide under tables and other objects using the '''Hide''' command.  Finding a nice, cozy body to reside in should be your #1 goal.
 
=== Finding Your Soulmate ===
The denizens of the station are constantly moving and won't be around in the same place for long.  The best place to find a "mate" are high-traffic areas, such as the bar and arrivals.  You can also coordinate with other borers and their hosts to help market yourself to a willing a host.
 
When you've found a nice target, use the '''Infest''' command to slowly make your move on them, make certain they aren't going anywhere soon as there is a small time frame where their movement could cause you to plop back on the floor. The body part that you're currently targeting will be the one that you infest, so choose wisely.
 
=== Choosing Your Residence ===
A borer can infest six total locations on a human: the head, torso, left arm, right arm, left leg, and right leg. Which limb you are currently inhabiting affects the actions and evolutions that are currently available to you. For example, a borer inside a head has unrivaled chemical production capabilities, while a borer inside the chest has the ability to spend chems constantly in order to reduce brute or burn damage taken by the host for a short time. Leg borers get abilities centered around movement, and arm borers can gain a wide range of abilities depending on which specialization they choose.
 
The evolution chart at the bottom of the page has more detailed information on the exact abilities granted to each limb.
 
=== Choose Your Character ===
So you don't know who you want to <s>enslave</s> be best friends with? Here are a few jobs you can consider helping with.
 
* Assistants: Get into trouble for being the greytide, expect to give lots of painkillers and dermaline.
* Security: Expect MORE painkillers, and brutal beatings. Probably some of the more potent medicines too if they're particularly struggling with the job or if that shift's antagonist is going loud. An arm borer's shield or extend-o-arm can be quite handy for a Security officer.
* Engineers: Not too bad, may need a little antitox here and there, but should be easy. Unless one of the engines fucks up massively due to incompetence, sabotage, or both. Then you'll have your nonexistent hands full. A little peridaxon might help for those who keep forgetting to set their internals when going into space.
* Scientists: What you'll end up doing depends on what they feel like trying out. For RnD you can just sit back and watch, but for others you'll need to pay careful attention to the specific hazards that might pop up. Xenobiologists will need bicaridine and maybe rezadone, depending on how temperamental the slimes are. Toxins scientists will probably need antitox and burn medicine due to their tendency to flood their workspace with plasma fires, and the artifacts from xenoarchaeology can be dangerously unpredictable. On the bright side, they all will be able to get you back to Xenobio for egg-laying purposes. 
* Miners: The asteroid is isolated, far away from most forms of medical assistance, and populated with monsters which will turn a miner into a reddish paste within a few strikes. Needless to say, the Miners will be grateful for keeping them alive in the face of a hungry Goliath, and your ability to provide hyperzine for them will also be appreciated.
* Doctors: Medbay is the place where you will be loved <s>and abused for you chems</s>. Doctors will enjoy having you being able to heal people that would take more time out of their busy WILD RIDE schedule. Be prepared for EVERYTHING AND ANYTHING. No, you can't just dump chems into their blood and have them use a ChemMaster to refine them into pills.
* Clown: You madslug, you dare assist the Clown and Honkmother? Expect everything to go wrong, and watch the <s>horror</s> pranks unfold.
* Command staff: Probably the most important buddy they will ever have. Heads of staff always have a target on their back (especially the [[Captain]]) and your ability to provide medicine anytime can mean the difference between life and death for them. Communication with your other borers may prove useful to get information on possible threats your hosts don't know about.
* Antags: If you wanna get some valids by proxy, try seeing if a wizard or nuclear agent will take you with them. With your help, they can easily complete their objectives. It is okay to help your host kill others, it is NOT OKAY to try to kill your host or previous murderer because you got salty.
 
=== Inside the Body ===
Congratulations, you're the proud owner of a shiny new host, one small step for slug <s>domination</s> friendship aboard the station. You should probably introduce yourself using the '''say''' command (the ''':&''' prefix lets you communicate with your bretheren). You should also let your bros know that you've found a home, and who that host is.  Remember, your only goal as a borer is to stay alive for the whole round, and the best way to do that is to give your host a good reason not to have you removed. That involves not being a dick.
 
The perspective of the slug has no HUD, and no real control over anything at this point. Within the tabs on your right you'll find a nice bunch of abilities you can use to assist your host.
 
Borers have a telepathic link to their borer buddies, so you can use ''':&''' to speak with them much like a normal radio headset. You can also speak normally to your host without ''':&''' and they'll hear you as a voice coming from whichever body part you're residing in. Since your host can only communicate with you by speaking, beware of medical personnel, who will think your host has some mental ailment.
 
By using the '''Excrete Chemicals''' ability, you can give your host a range of helpful medicines such as Kelotane and Bicardine. Remember not to overdose them, though - a live host is always preferable to a dead host '''and doing so deliberately is grounds for a jobban'''. As you help out your host, you'll eventually unlock more chemical types for you to help them with such as the highly sought-after Rezadone and Peridaxon (for head borers,) act as a reagent scanner/health analyzer for your host, and can even make some helpful genetic changes.
 
You will always be able to '''Reproduce''' outside of your host by ejecting an egg for 100 chems.  It is best to do this in a quiet area, as you will need to leave your host and will be unable to act while producing eggs.  Also ensure the desired area has air and a reasonable temperature, as you can die to unsatisfactory atmospheric conditions.  (You are, however, immune to Toxins.)  In addition, make sure that Ian is not in the room, as he will eat your eggs in a heartbeat. In most cases, this will be the isolation cell in Xenobiology that you likely hatched in; if your host doesn't have access to it already, have him ask the AI to open it up so you can drop a few eggs.
 
== Hatching Eggs ==
So you've got an egg, and you have no idea what to do with it.  Buckle up, motherfucker, you're about to do some serious xenobio shit and it's gonna be rough.
 
=== Requirements ===
Eggs require the following to hatch:
# Enough plasma in the air to be visible.
# A ghost with the "be Borer" preference enabled.
# At least 5 mols of oxygen.  This means there should be enough oxygen in the room to breathe.  You fuck this part up and the slugs will die upon hatching.
# Survivable temperatures.
 
'''Only the proportion matters. kPa does not affect borers.'''
 
=== Xenobiology Method ===
 
This assume you have access to Xenobio.
 
# Go to Xenobiology Cell 6.  The one with plasma glass walls and an injector.
# Walk through the doors and plop down some eggs. You can also have the borer crawl through the scrubber and lay them itself, or use the disposals in front of the cell.
# '''Close the fucking doors on the cell, lest you accidentally flood Xenobiology with plasma.'''
# Make sure there's oxygen in the cell.  Stick an oxygen can on the injector connector for a second if there isn't, such as if you just purged it.
# Connect the plasma can for just long enough to see plasma, then disconnect.
# The eggs will quiver and recruit ghosts. This may take a while, depending on how many ghosts are present with the borer preference enabled.
# They will hatch. Yell at the dumb fuckers to crawl through the scrubber, not the vent.  Point at it.  If they choose the vent, wait for them to figure out that it's blocked, and then yell at them once they come out.
#* A Darwinistic approach is also sufficient if you don't feel like spoonfeeding.
# Wait for them to leave the cell. Be sure to open the Xenobiology access doors for them so they can get into the main pipe network and find hosts from there if none of them are interested in using you as a host for the sake of convenience.
# (OPTIONAL) Disable the scrubber so the cell will not lose plasma over time.
# Wait for the borers (or their new hosts) to come back and produce more eggs to be hatched.
# If a borer egg does not immediately hatch, a ghost can simply click on it to enter the egg and become a borer provided there is still plasma and oxygen in the cell.
Congratulations, you're now the proud owner of a borer mill.
 
== Unlocks ==
=== Head Abilities ===
{| class="wikitable sortable"
|-
! Unlock !! Type !! Cost !! Description !! Pre-requisite !! OD Limit
|-
| Bicaridine Secretion || Chem || N/A || Allows the borer to inject bicaridine into its host. Highly effective at treating brute damage. || N/A  || 30
|-
| Tramadol Secretion || Chem || N/A || Allows the borer to inject tramadol into its host. A simple, yet effective painkiller. || N/A || None
|-
| Alkysine Secretion || Chem || N/A || Allows the borer to inject alkysine into its host. Used for treating brain damage and also a fairly effective painkiller. || N/A || 30
|-
| Methylin Secretion || Chem || N/A || Allows the borer to inject Methylin into its host. An intelligence enhancer, also known as Ritalin. Allows monkeys (not diona nymphs) to understand human speech and improves their dexterity as long as they have some in their system. Causes toxin and brain damage in higher doses. || N/A || 15
|-
| Ryetalyn Secretion || Chem || N/A || Allows the borer to inject ryetalyn into its host. Deactivates genetic defects and powers. || N/A || 30
|-
| Space Drugs Secretion || Chem || 50 || Allows the borer to inject space Drugs into its host. Mindbreaker, but without the mind breaking. || N/A || 30
|-
| Dexalin Secretion || Chem || 100 || Allows the borer to inject dexalin into its host. Used for treating oxygen deprivation. || N/A || None
|-
| Dexalin+ Secretion || Chem || 150 || Allows the borer to inject dexalin+ into its host. Used in treatment of extreme cases of oxygen deprivation. || Dexalin Secretion || None
|-
| Rezadone Secretion || Chem || 200 || Allows the borer to inject rezadone into its host. Treats genetic damage. Can be used on lifeforms not suitable for cryogenic therapy (Golems and other misc. alien life). || N/A || 7
|-
| Peridaxon Secretion || Chem || 200 || Allows the borer to inject peridaxon into its host. Heals organ damage. The only organs that are affected by this are those found in the torso (excluding the appendix). || N/A || 10
|-
| Telephoto Vision || Gene || 200 || Modifies the host's eyes to see farther. || N/A || N/A
|-
| Night Vision || Verb|| 200 || Expend chemicals constantly in order to convert visual data from your host's eyes into the infrared spectrum || Telephoto Vision || N/A
|-
| Analyze Host || Verb || N/A || Analyzes the host's vitals and provides a readout similar to a health analyzer. || N/A || N/A
|-
| Taste Blood || Verb || 50 || Provides a readout of reagents in the host's bloodstream || N/A || N/A
|}
 
=== Chest Abilities ===
{| class="wikitable sortable"
|-
! Unlock !! Type !! Cost !! Description !! Pre-requisite !! OD Limit
|-
| Blood Secretion || Chem || N/A || Allows the borer to inject blood into its host. Handy if you want to donate blood or survive a vampire attack. || N/A || None
|-
| Imidazoline Secretion || Chem || N/A || Allows the borer to inject imidazoline into its host. Effective in treating eye trauma. || N/A || None
|-
| Inacusiate Secretion || Chem || N/A || Allows the borer to inject inacusiate into its host. Effective in treating ear trauma. || N/A || 30
|-
| Lipozine Secretion || Chem || N/A || Allows the borer to inject lipozine into its host. Causes weight loss. || N/A || None
|-
| Ethylredoxrazine Secretion || Chem || N/A || Allows the borer to inject ethylredoxrazine into its host. Neutralises alcohol in the blood stream. || N/A || None
|-
| Oxycodone Secretion || Chem || N/A || Allows the borer to inject oxycodone into its host. A very effective painkiller, about 250% as strong as Tramadol. || N/A || None
|-
| Radium Secretion || Chem || N/A || Allows the borer to inject Radium into its host. Deals out radiation damage, and will increase radiation level of the host. Can be used to cure viruses as a treatment of last resort. || N/A || None
|-
| Leporazine Secretion || Chem || N/A || Allows the borer to inject leporazine into its host. This keeps a patient's body temperature stable. High doses can allow short periods of unprotected EVA, but prevents use of the cryogenics tubes. || N/A || None
|-
| Charcoal Secretion || Chem || N/A || Allows the borer to inject charcoal into its host. Works in similar fashion to anti toxin. high doses causes host to vomit, removing any ingested chemicals. || N/A  || None
|-
| Anti Toxin Secretion || Chem || N/A || Allows the borer to inject anti toxin into its host. Reduces toxin damage.|| N/A || None
|-
| Inaprovaline Secretion || Chem || N/A || Allows the borer to inject inaprovaline into its host. Stabilizes the host. stops the rate of decline in the host's body if it has reached 0% health or lower. || N/A || 60
|-
| Nutriment Secretion || Chem || 50 || Allows the borer to inject nutriment into its host. Reduces hunger in the host. || N/A || None
|-
| Arithrazine Secretion || Chem || 50 || Allows the borer to inject arithrazine into its host. A very unstable medication used to treat the most extreme cases of radiation poisoning. Causes brute damage. || N/A || 30
|-
| Capsaicin Secretion || Chem || 100 || Allows the borer to inject capsaicin into its host. Hot sauce. || Nutriment Secretion || None
|-
| Frost Oil Secretion || Chem || 100 || Allows the borer to inject frost oil into its host. Cold sauce. || Nutriment Secretion || None
|-
| Smoke Solution Secretion || Chem || 150 || Allows the borer to inject pAI-brand liquid smoke into its host. Can be used to flush out harmful chemicals in host's bloodstream. Also flushes out beneficial chemicals. || N/A || N/A
|-
| Dermaline Secretion || Chem || 150 || Allows the borer to inject dermaline into its host. An advanced chemical that is more effective at treating burn damage than Kelotane. || N/A  || None
|-
| Clotting Agent Secretion || Chem || 200 || Allows the borer to inject clotting agent into its host. Stops internal bleeding. || N/A || None
|-
| Cold Resistance || Gene || 200 || Modifies the host's skin to reduce heat lost to the environment. || Capsaicin Secretion || N/A
|-
| Heat Resistance || Gene || 200 || Modifies the host's skin to reduce heat gained from the environment. || Frost Oil Secretion || N/A
|-
| Liver Function Boost || Gene || 200 || Modifies the host's liver to process larger amounts of alcohol || N/A || N/A
|-
| Brute Damage Resistance || Verb || 200 || The borer can expend chemicals constantly to reduce brute damage taken by the host. || N/A || N/A
|-
| Burn Damage Resistance || Verb || 200 || The borer can expend chemicals constantly to reduce burn damage taken by the host. || N/A || N/A
|-
| Taste Blood || Verb || 50 || Provides a readout of reagents in the host's bloodstream. || N/A || N/A
|-
| Advanced Host Analysis || Verb || N/A || Provides a readout to the host's health in similar fashion to a body scanner || N/A || N/A
|-
|}
 
=== Arm Abilities ===
{| class="wikitable sortable"
|-
! Unlock !! Tree !! Type !! Cost !! Description !! Pre-requisite !! OD Limit
|-
| Bicaridine Secretion || All || Chem || N/A || Allows the borer to inject bicaridine into its host.  Highly effective at treating brute damage. || N/A || 30u
|-
| Kelotane Secretion || All || Chem || N/A || Allows the borer to inject kelotane into its host. Highly effective at treating burn damage. || N/A || None
|-
| Bone Sword || Offense || Verb || 100 || The borer can expend chemicals constantly to form a blade of bone for its host to use. Locks you into the Offense tree. || N/A || N/A
|-
| Latte Secretion || Offense || Chem || 50 || Allows the borer to inject latte into its host. A slightly less effective hyperzine. || Bone Sword || None
|-
| Increase Strength || Offense || Gene || 200 || Increases the host's strength. Increases unarmed/melee damage. || Bone Sword || N/A
|-
| Bone Hammer || Offense || Verb || 200 || The borer can expend chemicals constantly to form a heavy mass of bone for its host to use. For when a sword just doesn't cut it. || Bone Sword || N/A
|-
| Bone Shield || Defense || Verb || 100 || The borer can expend chemicals constantly to form a shield of bone for its host to use. Works like a riot shield. Locks you into the Defense tree. || N/A || N/A
|-
| Electromagnetic Pulse || Defense || Verb || 150 || The borer can expend a great deal of chemicals to produce a small EMP. Good for removing laser based weaponry or borgs from the field of play. || Bone Shield || N/A
|-
| Regeneration || Defense || Gene || 200 || Grants the host a small amount of passive damage regeneration. || Bone Shield || N/A
|-
| Bone Cocoon || Defense || Verb || 200 || The borer can expend chemicals constantly to form a protective bone cocoon around its host. Renders host immune to damage. || Bone Shield || N/A
|-
| Repair Bone || Utility || Verb || 50 || The borer can expend chemicals to repair the bones in its host's arm or hand. Locks you into the Utility tree. || N/A || N/A
|-
| Iron Secretion || Utility || Chem || 50 || Allows the borer to inject iron into its host. Helps to generate blood within the host. || Repair Bone || None
|-
| Shock Immunity || Utility || Gene || 200 || Modifies the host's skin to be more resistant to electrical currents. Does not grant immunity to tasers. || Repair Bone || N/A
|-
| Extensible Arm || Utility || Active Ability || 200 || The borer gains the ability to extrude a prehensile length of flesh from its host's arm. The borer has complete control over this ability, and it functions in a manner similar to a hookshot. || Repair Bone || N/A
|-
| Taste Blood || All || Verb || 50 || Provides a readout of reagents in the host's bloodstream. || N/A || N/A
|}
 
=== Leg Abilities ===
{| class="wikitable sortable"
|-
! Unlock !! Type !! Cost !! Description !! Pre-requisite !! OD Limit
|-
| Hyperzine Secretion || Chem || N/A || Allows the borer to inject hyperzine into its host. Increases movement speed. Allows faster movement inside hardsuits. || N/A || 15u
|-
| Hardcores Secretion || Chem || 50 || Allows the borer to inject hardcores into its host. Used to make you immune to ZAS. Intended to make you take max damage from ZAS, however max damage from ZAS is enabled by default. || N/A || None
|-
| Synaptizine Secretion || Chem || 100 || Allows the borer to inject synaptizine into its host. Extremely toxic. Two units is a fatal amount without treatment. Treats hallucinations, paralysis, and stunned or weakened patients. || N/A || technically 2u, but mechanically 30u
|-
| Improved Run || Gene || 150 || Modifies the host's legs to negate speed loss from environmental factors. || N/A || N/A
|-
| Improved Jump || Gene || 200 || Modifies the host's legs to allow huge leaps. || Improved Run || N/A
|-
| Speed Increase || Verb || 150 || The borer can expend chemicals constantly to increase its host's movement speed. || N/A || N/A
|-
| Bone Talons || Verb || 50 || The borer can expend chemicals constantly to prevent its host from slipping. If two leg borers use this ability at the same time, the host's speed is not penalized. || N/A || N/A
|-
| Taste Blood || Verb || 50 || Provides a readout of reagents in the host's bloodstream. || N/A || N/A
|}
 
==Notes==
* Borers cannot remember anything from their previous life (if any), but can know the basics of the station due to spess magic.
* Under no circumstances should a borer intentionally harm the host it is currently inhabiting. You are not allowed to enter a new host and poison them just because your previous host asked you to do so.
* Borers are most safe within a human host, dead or alive, nothing can harm you from within, not heat, space, or a brutal beating. Unless you are removed via surgery or gibbed, you are in a fortress of fleshy solitude.
* Borers are quite vulnerable to nearly everything outside of a host, like fire, a breeze that slams you into a wall. The only real exception to this is plasma in the air, but even then you still need at least a little oxygen.
* As a Borer, you can provide one other thing to your hosts far more important than medicines- information. It's typical for borers to share with each other what their hosts are up to, and this means that they'll be the first ones to know if one of their hosts is up to something potentially dangerous. If you learn something in Borer chat that your host might need to know (e.g. about a planned bombing or suspicious activity happening elsewhere), don't be shy about sharing it.
* Leaving a host will remove all gene upgrades that you provided to them in that body part. This prevents you from upgrading a host with every gene upgrade as a single borer.

Версия 19:05, 19 апреля 2021

Неизвестная хуйня
Борер
Борер
Доступ: Тот, который был у вашей новой оболочки
Сложность: Тяжело
Начальство: Вы сами себе командир
Задачи: Выполнить поставленную вам задачу любой ценой
Гайды: Эта статья


Borers are tiny little slugs that can help you out by making medicines, information, genetic upgrades, and even unique powers for you in exchange for letting them live in your body.


General Overview

A borer is a tiny, green slug that looks like a turd if you squint or are sufficiently inebriated. They are a symbiotic life-form that cuddles up to your warm, squishy body and can manipulate your biological properties in ways that make pAIs green with jealousy. Is your girlfriend stalking victim not impressed by your inverted biceps and manboobs? A borer can fix that. Did you just blind yourself while cutting into the armory? A borer can fix that. Are you suffering from a collapsed lung and no surgeons are available to fix it? A borer can fix that too.

Borers used to be an antagonist type, but due to being a buggy clusterfuck that just didn't work with /vg/ culture, they were re-purposed as a helper. They can spawn during the "vermin" random event or hatch from eggs that other borers can spawn if there's plasma in the air and a ghost nearby with the Borer preference on. By default, all stations now come with a single Borer egg in Xenobiology. More borer eggs can be ordered from Cargo.

Playing Host

So you now have a slug, or more, in your body. Don't panic - as long as you don't piss it off enough to make it look for another host or get it removed, it will be happy to create useful medicines and mutations for you in exchange for its own safety. You can communicate through whispers, emotes, and normal speech with your borer. Be aware that salt will make bad things happen to your borer.

Removing a bad friend in you

Sometimes relationships don't work out, in this case you should head to the medbay and consult a surgeon to remove the borer. If a surgeon is unavailable, you can also consume salt in order to poison all borers in your body. That said, if things get that bad odds are the borer will just leave on its own to find a host it likes better.

Borer 101

Being a borer is an interesting experience, and you probably won't have it happen very often.

As a slug you are incredibly weak to everything, and have the health of about a simple mouse. In this state you are quite vulnerable, so make sure to hide under tables and other objects using the Hide command. Finding a nice, cozy body to reside in should be your #1 goal.

Finding Your Soulmate

The denizens of the station are constantly moving and won't be around in the same place for long. The best place to find a "mate" are high-traffic areas, such as the bar and arrivals. You can also coordinate with other borers and their hosts to help market yourself to a willing a host.

When you've found a nice target, use the Infest command to slowly make your move on them, make certain they aren't going anywhere soon as there is a small time frame where their movement could cause you to plop back on the floor. The body part that you're currently targeting will be the one that you infest, so choose wisely.

Choosing Your Residence

A borer can infest six total locations on a human: the head, torso, left arm, right arm, left leg, and right leg. Which limb you are currently inhabiting affects the actions and evolutions that are currently available to you. For example, a borer inside a head has unrivaled chemical production capabilities, while a borer inside the chest has the ability to spend chems constantly in order to reduce brute or burn damage taken by the host for a short time. Leg borers get abilities centered around movement, and arm borers can gain a wide range of abilities depending on which specialization they choose.

The evolution chart at the bottom of the page has more detailed information on the exact abilities granted to each limb.

Choose Your Character

So you don't know who you want to enslave be best friends with? Here are a few jobs you can consider helping with.

  • Assistants: Get into trouble for being the greytide, expect to give lots of painkillers and dermaline.
  • Security: Expect MORE painkillers, and brutal beatings. Probably some of the more potent medicines too if they're particularly struggling with the job or if that shift's antagonist is going loud. An arm borer's shield or extend-o-arm can be quite handy for a Security officer.
  • Engineers: Not too bad, may need a little antitox here and there, but should be easy. Unless one of the engines fucks up massively due to incompetence, sabotage, or both. Then you'll have your nonexistent hands full. A little peridaxon might help for those who keep forgetting to set their internals when going into space.
  • Scientists: What you'll end up doing depends on what they feel like trying out. For RnD you can just sit back and watch, but for others you'll need to pay careful attention to the specific hazards that might pop up. Xenobiologists will need bicaridine and maybe rezadone, depending on how temperamental the slimes are. Toxins scientists will probably need antitox and burn medicine due to their tendency to flood their workspace with plasma fires, and the artifacts from xenoarchaeology can be dangerously unpredictable. On the bright side, they all will be able to get you back to Xenobio for egg-laying purposes.
  • Miners: The asteroid is isolated, far away from most forms of medical assistance, and populated with monsters which will turn a miner into a reddish paste within a few strikes. Needless to say, the Miners will be grateful for keeping them alive in the face of a hungry Goliath, and your ability to provide hyperzine for them will also be appreciated.
  • Doctors: Medbay is the place where you will be loved and abused for you chems. Doctors will enjoy having you being able to heal people that would take more time out of their busy WILD RIDE schedule. Be prepared for EVERYTHING AND ANYTHING. No, you can't just dump chems into their blood and have them use a ChemMaster to refine them into pills.
  • Clown: You madslug, you dare assist the Clown and Honkmother? Expect everything to go wrong, and watch the horror pranks unfold.
  • Command staff: Probably the most important buddy they will ever have. Heads of staff always have a target on their back (especially the Captain) and your ability to provide medicine anytime can mean the difference between life and death for them. Communication with your other borers may prove useful to get information on possible threats your hosts don't know about.
  • Antags: If you wanna get some valids by proxy, try seeing if a wizard or nuclear agent will take you with them. With your help, they can easily complete their objectives. It is okay to help your host kill others, it is NOT OKAY to try to kill your host or previous murderer because you got salty.

Inside the Body

Congratulations, you're the proud owner of a shiny new host, one small step for slug domination friendship aboard the station. You should probably introduce yourself using the say command (the :& prefix lets you communicate with your bretheren). You should also let your bros know that you've found a home, and who that host is. Remember, your only goal as a borer is to stay alive for the whole round, and the best way to do that is to give your host a good reason not to have you removed. That involves not being a dick.

The perspective of the slug has no HUD, and no real control over anything at this point. Within the tabs on your right you'll find a nice bunch of abilities you can use to assist your host.

Borers have a telepathic link to their borer buddies, so you can use :& to speak with them much like a normal radio headset. You can also speak normally to your host without :& and they'll hear you as a voice coming from whichever body part you're residing in. Since your host can only communicate with you by speaking, beware of medical personnel, who will think your host has some mental ailment.

By using the Excrete Chemicals ability, you can give your host a range of helpful medicines such as Kelotane and Bicardine. Remember not to overdose them, though - a live host is always preferable to a dead host and doing so deliberately is grounds for a jobban. As you help out your host, you'll eventually unlock more chemical types for you to help them with such as the highly sought-after Rezadone and Peridaxon (for head borers,) act as a reagent scanner/health analyzer for your host, and can even make some helpful genetic changes.

You will always be able to Reproduce outside of your host by ejecting an egg for 100 chems. It is best to do this in a quiet area, as you will need to leave your host and will be unable to act while producing eggs. Also ensure the desired area has air and a reasonable temperature, as you can die to unsatisfactory atmospheric conditions. (You are, however, immune to Toxins.) In addition, make sure that Ian is not in the room, as he will eat your eggs in a heartbeat. In most cases, this will be the isolation cell in Xenobiology that you likely hatched in; if your host doesn't have access to it already, have him ask the AI to open it up so you can drop a few eggs.

Hatching Eggs

So you've got an egg, and you have no idea what to do with it. Buckle up, motherfucker, you're about to do some serious xenobio shit and it's gonna be rough.

Requirements

Eggs require the following to hatch:

  1. Enough plasma in the air to be visible.
  2. A ghost with the "be Borer" preference enabled.
  3. At least 5 mols of oxygen. This means there should be enough oxygen in the room to breathe. You fuck this part up and the slugs will die upon hatching.
  4. Survivable temperatures.

Only the proportion matters. kPa does not affect borers.

Xenobiology Method

This assume you have access to Xenobio.

  1. Go to Xenobiology Cell 6. The one with plasma glass walls and an injector.
  2. Walk through the doors and plop down some eggs. You can also have the borer crawl through the scrubber and lay them itself, or use the disposals in front of the cell.
  3. Close the fucking doors on the cell, lest you accidentally flood Xenobiology with plasma.
  4. Make sure there's oxygen in the cell. Stick an oxygen can on the injector connector for a second if there isn't, such as if you just purged it.
  5. Connect the plasma can for just long enough to see plasma, then disconnect.
  6. The eggs will quiver and recruit ghosts. This may take a while, depending on how many ghosts are present with the borer preference enabled.
  7. They will hatch. Yell at the dumb fuckers to crawl through the scrubber, not the vent. Point at it. If they choose the vent, wait for them to figure out that it's blocked, and then yell at them once they come out.
    • A Darwinistic approach is also sufficient if you don't feel like spoonfeeding.
  8. Wait for them to leave the cell. Be sure to open the Xenobiology access doors for them so they can get into the main pipe network and find hosts from there if none of them are interested in using you as a host for the sake of convenience.
  9. (OPTIONAL) Disable the scrubber so the cell will not lose plasma over time.
  10. Wait for the borers (or their new hosts) to come back and produce more eggs to be hatched.
  11. If a borer egg does not immediately hatch, a ghost can simply click on it to enter the egg and become a borer provided there is still plasma and oxygen in the cell.

Congratulations, you're now the proud owner of a borer mill.

Unlocks

Head Abilities

Unlock Type Cost Description Pre-requisite OD Limit
Bicaridine Secretion Chem N/A Allows the borer to inject bicaridine into its host. Highly effective at treating brute damage. N/A 30
Tramadol Secretion Chem N/A Allows the borer to inject tramadol into its host. A simple, yet effective painkiller. N/A None
Alkysine Secretion Chem N/A Allows the borer to inject alkysine into its host. Used for treating brain damage and also a fairly effective painkiller. N/A 30
Methylin Secretion Chem N/A Allows the borer to inject Methylin into its host. An intelligence enhancer, also known as Ritalin. Allows monkeys (not diona nymphs) to understand human speech and improves their dexterity as long as they have some in their system. Causes toxin and brain damage in higher doses. N/A 15
Ryetalyn Secretion Chem N/A Allows the borer to inject ryetalyn into its host. Deactivates genetic defects and powers. N/A 30
Space Drugs Secretion Chem 50 Allows the borer to inject space Drugs into its host. Mindbreaker, but without the mind breaking. N/A 30
Dexalin Secretion Chem 100 Allows the borer to inject dexalin into its host. Used for treating oxygen deprivation. N/A None
Dexalin+ Secretion Chem 150 Allows the borer to inject dexalin+ into its host. Used in treatment of extreme cases of oxygen deprivation. Dexalin Secretion None
Rezadone Secretion Chem 200 Allows the borer to inject rezadone into its host. Treats genetic damage. Can be used on lifeforms not suitable for cryogenic therapy (Golems and other misc. alien life). N/A 7
Peridaxon Secretion Chem 200 Allows the borer to inject peridaxon into its host. Heals organ damage. The only organs that are affected by this are those found in the torso (excluding the appendix). N/A 10
Telephoto Vision Gene 200 Modifies the host's eyes to see farther. N/A N/A
Night Vision Verb 200 Expend chemicals constantly in order to convert visual data from your host's eyes into the infrared spectrum Telephoto Vision N/A
Analyze Host Verb N/A Analyzes the host's vitals and provides a readout similar to a health analyzer. N/A N/A
Taste Blood Verb 50 Provides a readout of reagents in the host's bloodstream N/A N/A

Chest Abilities

Unlock Type Cost Description Pre-requisite OD Limit
Blood Secretion Chem N/A Allows the borer to inject blood into its host. Handy if you want to donate blood or survive a vampire attack. N/A None
Imidazoline Secretion Chem N/A Allows the borer to inject imidazoline into its host. Effective in treating eye trauma. N/A None
Inacusiate Secretion Chem N/A Allows the borer to inject inacusiate into its host. Effective in treating ear trauma. N/A 30
Lipozine Secretion Chem N/A Allows the borer to inject lipozine into its host. Causes weight loss. N/A None
Ethylredoxrazine Secretion Chem N/A Allows the borer to inject ethylredoxrazine into its host. Neutralises alcohol in the blood stream. N/A None
Oxycodone Secretion Chem N/A Allows the borer to inject oxycodone into its host. A very effective painkiller, about 250% as strong as Tramadol. N/A None
Radium Secretion Chem N/A Allows the borer to inject Radium into its host. Deals out radiation damage, and will increase radiation level of the host. Can be used to cure viruses as a treatment of last resort. N/A None
Leporazine Secretion Chem N/A Allows the borer to inject leporazine into its host. This keeps a patient's body temperature stable. High doses can allow short periods of unprotected EVA, but prevents use of the cryogenics tubes. N/A None
Charcoal Secretion Chem N/A Allows the borer to inject charcoal into its host. Works in similar fashion to anti toxin. high doses causes host to vomit, removing any ingested chemicals. N/A None
Anti Toxin Secretion Chem N/A Allows the borer to inject anti toxin into its host. Reduces toxin damage. N/A None
Inaprovaline Secretion Chem N/A Allows the borer to inject inaprovaline into its host. Stabilizes the host. stops the rate of decline in the host's body if it has reached 0% health or lower. N/A 60
Nutriment Secretion Chem 50 Allows the borer to inject nutriment into its host. Reduces hunger in the host. N/A None
Arithrazine Secretion Chem 50 Allows the borer to inject arithrazine into its host. A very unstable medication used to treat the most extreme cases of radiation poisoning. Causes brute damage. N/A 30
Capsaicin Secretion Chem 100 Allows the borer to inject capsaicin into its host. Hot sauce. Nutriment Secretion None
Frost Oil Secretion Chem 100 Allows the borer to inject frost oil into its host. Cold sauce. Nutriment Secretion None
Smoke Solution Secretion Chem 150 Allows the borer to inject pAI-brand liquid smoke into its host. Can be used to flush out harmful chemicals in host's bloodstream. Also flushes out beneficial chemicals. N/A N/A
Dermaline Secretion Chem 150 Allows the borer to inject dermaline into its host. An advanced chemical that is more effective at treating burn damage than Kelotane. N/A None
Clotting Agent Secretion Chem 200 Allows the borer to inject clotting agent into its host. Stops internal bleeding. N/A None
Cold Resistance Gene 200 Modifies the host's skin to reduce heat lost to the environment. Capsaicin Secretion N/A
Heat Resistance Gene 200 Modifies the host's skin to reduce heat gained from the environment. Frost Oil Secretion N/A
Liver Function Boost Gene 200 Modifies the host's liver to process larger amounts of alcohol N/A N/A
Brute Damage Resistance Verb 200 The borer can expend chemicals constantly to reduce brute damage taken by the host. N/A N/A
Burn Damage Resistance Verb 200 The borer can expend chemicals constantly to reduce burn damage taken by the host. N/A N/A
Taste Blood Verb 50 Provides a readout of reagents in the host's bloodstream. N/A N/A
Advanced Host Analysis Verb N/A Provides a readout to the host's health in similar fashion to a body scanner N/A N/A

Arm Abilities

Unlock Tree Type Cost Description Pre-requisite OD Limit
Bicaridine Secretion All Chem N/A Allows the borer to inject bicaridine into its host. Highly effective at treating brute damage. N/A 30u
Kelotane Secretion All Chem N/A Allows the borer to inject kelotane into its host. Highly effective at treating burn damage. N/A None
Bone Sword Offense Verb 100 The borer can expend chemicals constantly to form a blade of bone for its host to use. Locks you into the Offense tree. N/A N/A
Latte Secretion Offense Chem 50 Allows the borer to inject latte into its host. A slightly less effective hyperzine. Bone Sword None
Increase Strength Offense Gene 200 Increases the host's strength. Increases unarmed/melee damage. Bone Sword N/A
Bone Hammer Offense Verb 200 The borer can expend chemicals constantly to form a heavy mass of bone for its host to use. For when a sword just doesn't cut it. Bone Sword N/A
Bone Shield Defense Verb 100 The borer can expend chemicals constantly to form a shield of bone for its host to use. Works like a riot shield. Locks you into the Defense tree. N/A N/A
Electromagnetic Pulse Defense Verb 150 The borer can expend a great deal of chemicals to produce a small EMP. Good for removing laser based weaponry or borgs from the field of play. Bone Shield N/A
Regeneration Defense Gene 200 Grants the host a small amount of passive damage regeneration. Bone Shield N/A
Bone Cocoon Defense Verb 200 The borer can expend chemicals constantly to form a protective bone cocoon around its host. Renders host immune to damage. Bone Shield N/A
Repair Bone Utility Verb 50 The borer can expend chemicals to repair the bones in its host's arm or hand. Locks you into the Utility tree. N/A N/A
Iron Secretion Utility Chem 50 Allows the borer to inject iron into its host. Helps to generate blood within the host. Repair Bone None
Shock Immunity Utility Gene 200 Modifies the host's skin to be more resistant to electrical currents. Does not grant immunity to tasers. Repair Bone N/A
Extensible Arm Utility Active Ability 200 The borer gains the ability to extrude a prehensile length of flesh from its host's arm. The borer has complete control over this ability, and it functions in a manner similar to a hookshot. Repair Bone N/A
Taste Blood All Verb 50 Provides a readout of reagents in the host's bloodstream. N/A N/A

Leg Abilities

Unlock Type Cost Description Pre-requisite OD Limit
Hyperzine Secretion Chem N/A Allows the borer to inject hyperzine into its host. Increases movement speed. Allows faster movement inside hardsuits. N/A 15u
Hardcores Secretion Chem 50 Allows the borer to inject hardcores into its host. Used to make you immune to ZAS. Intended to make you take max damage from ZAS, however max damage from ZAS is enabled by default. N/A None
Synaptizine Secretion Chem 100 Allows the borer to inject synaptizine into its host. Extremely toxic. Two units is a fatal amount without treatment. Treats hallucinations, paralysis, and stunned or weakened patients. N/A technically 2u, but mechanically 30u
Improved Run Gene 150 Modifies the host's legs to negate speed loss from environmental factors. N/A N/A
Improved Jump Gene 200 Modifies the host's legs to allow huge leaps. Improved Run N/A
Speed Increase Verb 150 The borer can expend chemicals constantly to increase its host's movement speed. N/A N/A
Bone Talons Verb 50 The borer can expend chemicals constantly to prevent its host from slipping. If two leg borers use this ability at the same time, the host's speed is not penalized. N/A N/A
Taste Blood Verb 50 Provides a readout of reagents in the host's bloodstream. N/A N/A

Notes

  • Borers cannot remember anything from their previous life (if any), but can know the basics of the station due to spess magic.
  • Under no circumstances should a borer intentionally harm the host it is currently inhabiting. You are not allowed to enter a new host and poison them just because your previous host asked you to do so.
  • Borers are most safe within a human host, dead or alive, nothing can harm you from within, not heat, space, or a brutal beating. Unless you are removed via surgery or gibbed, you are in a fortress of fleshy solitude.
  • Borers are quite vulnerable to nearly everything outside of a host, like fire, a breeze that slams you into a wall. The only real exception to this is plasma in the air, but even then you still need at least a little oxygen.
  • As a Borer, you can provide one other thing to your hosts far more important than medicines- information. It's typical for borers to share with each other what their hosts are up to, and this means that they'll be the first ones to know if one of their hosts is up to something potentially dangerous. If you learn something in Borer chat that your host might need to know (e.g. about a planned bombing or suspicious activity happening elsewhere), don't be shy about sharing it.
  • Leaving a host will remove all gene upgrades that you provided to them in that body part. This prevents you from upgrading a host with every gene upgrade as a single borer.