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Typos fixed, maybe?
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Admiral-Obvious-001 authored Nov 1, 2024
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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.

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.

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