Felinids: различия между версиями

imported>PotatoMasher
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imported>BlueMemesauce
(even though the lore is outdated, the article still details the gameplay aspects of the species and which is important)
 
(не показаны 74 промежуточные версии 15 участников)
Строка 6: Строка 6:
|img_generic = Catpeople.png
|img_generic = Catpeople.png
|speciename = Felinid
|speciename = Felinid
|homeworld = Japanifornia and plastic surgery rooms
|homeworld = None, unless you count the cloning pods
|central authority = United Earth Government
|central authority = TerraGov
|restricted job roles = Command Roles
|restricted job roles = Command Roles
|guides = No external guides
|guides = No external guides
|languages = [[Languages#Galactic Common|Galactic Common]], [[Languages#Nekomimetic|Nekomimetic]]
|quote = Nya~!
|quote = Nya~!
}}
}}


Humans spread from arm to arm of the galaxy. But something happened along the way. Mutants, though closer to humanity than other species, are still barred from higher positions in the [[Chain of Command|chain of command]].
Humans spread from arm to arm of the galaxy. But something happened along the way. A story of technological advancement and controversy in the field of genetic bioengineering.
The "species" that started for many years as niche genetic body modding became the Felinids, now widespread after an recent bioterror attack involving Nanotrasen's once common cloning technology. Cloning has been kept away from the public intentionally for this reason, and is only kept internally (places like Central Command) and under exceptionally tight quality control to avoid future incidents.


=History=
Mutants like Felinids, though closer to humanity than other species, are still barred from higher positions in the [[Chain of Command|chain of command]].
'''''### ERROR: REMOTE INTERCEPT - INFORMATION MAY HAVE BEEN REDACTED FROM THIS DOCUMENT FOR YOUR SAFETY ###'''''


<s>Cat people</s> Felinids have a long history with Space Station 13. One of the earliest events still recorded, in much simpler times, shows cat ears and tails were perhaps just [[https://github.com/tgstation/tgstation/pull/2850 a consumer product]] available in the galaxy. Innocent enough as well, at least concerning what Felinids were, [[https://github.com/tgstation/tgstation/pull/8427 pet collars]] became the height of niche fashion a year after cat ears returned to shelves. Though consumers complained cat ears and collars could not be put on together, the manufacturers questioned who would be unable to wear ears on their head, a tail somewhere unpleasant and a collar on their neck all together. Market researchers claimed these complaints were from children not suited to the product given the letters were written in colourful crayon.
= Gameplay =
Felinids (sometimes referred to as catpeople) are an optional playable race. You can make a felinid character in the character panel, and change aspects of its appearance such as the presence of tails or ears.


Though the origin of cat ears are missing, we do know that they are currently a novelty item created by [[The Syndicate#Animal Rights Consortium|the Animals Rights Consortium]] in an effort to make you care more for cats by making you more like them, <s>rather than the obvious solution of making cats more like humans with babies instead of kittens</s>. The collars are too, because an inmate pet needs a collar so other people know it's not supposed to be wandering outside of space stations. It took only three months of no response to the crayon complaints before a raving madman broke into the Animal Rights Consortium's headquarters, armed with just a pair of stungloves, a fire extinguisher full of welding fuel and a lit match. The pet loving organisation soon discovered the letters were not written by children, but ''Nanotrasen'' employees <s>and children, we hope, at least the one authorised by a clown's rubber stamp, must have been a birthday party.</s>
Felinids "meow" when speaking which betrays their identity even if their tail and cat ears are removed. They don't have any specific naming scheme and are usually named just the same as any human would. Felinids can also speak in their own language, Nekomimetic, an incomprehensible and annoying mess of broken Japanese and cat sounds. Speaking Nekomimetic in front of the the rest of the crew might cause problems (for you), especially over the radio.


As it turns out, the Animal Rights Consortium had been working on a mad science. The ability to make toy ears and tail out of flesh that cannot be yanked out when <s>mum and dad</s> the AI and Captain open your dorm door. The previous raving madman was told if he got his employers to accept surgery for this new product, he would be the first to receive it outside of the laboratory. This coincided with the time that Nanotrasen was to allow its employees to look unkempt even in front of competitors; tattoos and scars. Naturally, on the day after the madman was offered a catty chance, Nanotrasen declared its shareholders must vote on allowing its employees the privilege of either scars and tattoos or a new plastic surgery. Despite the executive's voice on the announcement wavering along with another man on the microphone yelling at him what to say, and the news of rescheduled deathsquad exercises, ''and'' the sound of weapons fire at the end of the announcement, the executives voted for their [[https://github.com/tgstation/tgstation/pull/10209 purrfurred outcome]]. Needless to say, the crazed madman was not the first to receive the infamous ears or tail.
Unlike most other playable races within Space Station 13, felinid are extremely similar to humans in terms of function. At best, their benefits and disadvantages can be seen as small quirks.


Two years again afterwards and the surgical technology was refined. The hearing of the ears was enhanced, though security's liberal usage of [[Flashbang#Flashbang|flash bangs]] is not helpful to this further modification to make humans care more for their frisky feline pets. Some predictions are that the next modification will be enhanced night vision, which will too cause greater issue with flash bangs, or that claws are the next potential step. Some ask when it will stop, the Animal Rights Consortium don't.
'''Differences from Humans'''
*Felinids can lick wounds to reduce bleeding, though it's unsanitary and can transfer diseases between others.
*Likes having their tail pulled!
*Like being tabled (🤨)! Cats love playing on tables!


At the same time, reactionaries amongst Nanotrasen ranks helped to encourage [[https://github.com/tgstation/tgstation/pull/28395 furred products]] though it was soon found out to be sourced from [[https://github.com/tgstation/tgstation/pull/28732 black market chop shops]] that were only legalised in Nanotrasen trade networks due to either executive dislike for Felinids or executive mistrust of coming back alive after going for surgery at an Animal Rights Consortium facility, depending on which rumours you hear in maintenance.
*Sensitive ears are hit harder by flashbangs.
*Distracted by laser pointers.
*Being sprayed with water interrupts any action they were in the process of doing (think climbing a table) and gives them a negative moodlet.
*Losing their tail ruins their mood!
*[[Hulk|Hulks]] can spin them around by their tail and throw them for a lot of damage.
Note that as a felinid, the AI does not consider you human and is not obligated to listen to you and an Asimov AI will often respond lethally should they find you harming a human. Also, many crew members will show you depths of racism previously reserved for the clown and lizardmen. Centcom also maintains a strict "Human-Only" policy for Command Staff appointments, as mutants are considered non-human.


'''''### REMOTE INTERCEPT ENDS - HAVE A SECURE DAY ###'''''
=Roleplay=


=Roleplay=
<span style="color:#00FF00">''";Nya!"''</span>
<span style="color:#00FF00">''";Nya!"''</span>


Being shunned from the public as a whole for being genetic freaks, felinids are often known for sticking together for protection and company. More adventurous individuals among them are known to attempt to make friends outside the catpeople communities, but are rarely successful outside a few instances from more welcoming crew members.


= A Legit Guide to Felinids =
Some people might find the tail and ears "cute", though perhaps these are the kind of individuals one would best to be avoiding when possible.


This legit guide is all about cat girls as a <s>5e D&D</s> racial option for everybody who’s not a fag and can
Being an extremely new "race" with no history or prior ties besides their time as a human most felinids aren't that different from humans in personality aside from the odd feline trait/instinct.
appreciate real art. We’ll start off with an FAQ for the aesthetically impaired. Enjoy!
=History=
'''The following information was copied over from /tg/station's Common Core Lore github.'''


Q: Why would I want to play as a cat girl?
'''It is as close to canonical lore as you will get for the /tg/station codebase, however people are not required to use this lore, nor are maintainers bound to it.'''


A: That’s a fucking stupid question, but that’s OK – it’s probably to be expected of autistic antiweeb
[https://github.com/tgstation/common_core/blob/master/Species%20of%20the%20Galaxy/Felinids/felinids.md https://github.com/tgstation/common_core/blob/master/Species of the Galaxy/Felinids/felinids.md]
crusaders such as people who would even bother reading this FAQ instead of just skipping to
the racial stats. The answer is that cat girls are a truly essential PC race in any and all <s>D&D</s> games.


In fact, they’re so essential to the game that in Chainedmale (Gary Gaygax’s first whack at the
== Felinids- the great genetic controversy of the Ages ==
universe’s 8th tabletop role-playing game ever made) they were the *only* player race available!
{{OldLore
Not only that but, given people were such unimaginative fucks, the cat girl PC race was
|new_page = [[Common_Core:Felinids|Felinids]]
simultaneously its own class. Well, at least Gary Gaygax understood the importance of cat girls!
}}
 
Q: How can I incorporate cat girls into my setting?
 
A: Why aren’t cat girls already in your setting? What fucked up world do you have in which you
have dragons/wizards/nalfeshnees/emus/trees/xylophones/tiny people and yet you lack girls with
cat ears and tails? Dude just use magic or some shit. You don’t need this spoonfed to you.
 
Q: I want to play as a cat girl, but my <s>DM</s> admin won’t let me. What should I do?
 
A: Call him a faggot and then just play as a warlock, druid, or wizard and turn yourself into a cat
girl anyway. Starting at level two as a warlock, you can cast disguise self at will as an invocation.
Once you reach 15th level you can cast alter self at will as an invocation. Once you hit level 17 you
get true polymorph and you’re golden. As a moon druid, you get the Thousand Forms circle
feature at level 14, which lets you cast alter self at will a level earlier than warlock gets it, though
you’ll sadly never have access to true polymorph. As a wizard, you get access to all the normal
spells (disguise self, alter self, true polymorph) and, of course, wish. I can think of nothing more
worthy of a suicidal casting of wish than to turn each and every humanoid on the material plane
into a cat girl. The gods will surely smile upon your heroic sacrifice for the greater good.
 
Q: Why does everyone assume I’m a pervert just for wanting to play as a cat
girl?
 
A: Because they’re degenerate cocksuckers who cannot fathom that another person might have
pure intentions in wanting to play as the cat girl master race. Their wish-fulfillment fetish-tier
races like elves, aasimars, goliaths, and hobgoblins are perfectly fine in their mad, lust-filled minds,
such that the purity and perfection of cat girls burns at their evil perverted hearts.
Neko Revēlāt 57:20 - But the wicked are like the tossing sea; for it cannot be quiet, and its waters
toss up mire and dirt.
 
Q: Where are the cat boys?


A: I don’t follow.


Q: What is a cat girl’s favored class?
{{Speech
|name=Advertisement
|text=Have you or a loved one been the victim of Nanotrasen's latest industrial accident? You could be owed compensation! Contact Carlton and Barczak Law today, extranet keywords Carlton, Barczak, Law. Don't let your employer get away with it! Call Carlton and Barczak!
|image=[[File:Lawyer.png|64px]]
}}
''- Advertisement for litigation against Nanotrasen, following the Cloning Incident of 2560.''


A: Cat girls make excellent barbarians because they are fast and possibly strong! Cat girls also
As Humanity's knowledge of genetics and the code behind it expanded, gene clinics became a common sight across Earth, offering miraculous solutions to previously debilitating illnesses. Everything from cancer, to Parkinsons, to prion diseases, became a concern of the past. And soon, bespoke genetic treatment for cosmetic purposes became commonplace, too. Humans became the masters of their own bodies, able to change their appearances to fit their whims, and so, inevitably, came treatments that were broader in scope.
make great bards, due to the fact that they are charismatic and tend to have lovely voices. You
can’t go wrong with a cat girl cleric, as no other race produces such wise and devoted acolytes.
The path of a druid is one that suits a cat girl perfectly, as they are natural protectors and
nurturers of nature. Cat girl fighters may be found amongst the greatest warriors in any setting,
being innately talented martial combatants due to their speed and possible strength. The life of a
cat girl monk is one of sweat and discipline, and that suits a cat girl just fine since they have great
mental fortitude and physical talent. Cat girls make the very best paladins, as cat girls have a
potent sense of justice and dedication to righteous causes. The role of a ranger is one of a silent
guardian and watchful protector, which cat girls fill perfectly with their keen senses and rustic grit.
No other race offers you a better choice as a rogue, as the dexterity and cunning of cat girls is
unmatched in the world of intrigue, tactics and espionage. Innate magical power and talent flows
through the veins of every cat girl, making cat girls the ideal race for being sorcerers. Cat girls are
experts of diplomacy and finding alternative ways to make their dreams reality when things go
awry, making them superb candidates for finding their way into the warlock class. As intelligent
and studious as the average cat girl is, it’s no wonder that cat girls also make such top-of-the-line
wizards. I hope that answers your question!
That concludes this FAQ segment. I hope you now have a better understanding of the depth, utility,
and general import of cat girls as a D&D 5e PC race.


== Cat Girl Traits ==
One of these many available treatments was Animalisation- utilising specific aspects of animal DNA, humans could be altered to have desired traits from them. Despite their availability, animalisation treatments were (and are) viewed as a step too far, as they go beyond simple alteration of the human genome and into the realms of adulterating it with foreign DNA. Mutants of these types came to be viewed as no longer human, both by the public consciousness and by laws, and those receiving the treatments were shunned, leading them to coalesce into insular communities, and (many) to leave life in the Home Sector for the colonies.


Your cat girl character has many unique and potent traits inherent to your noble bloodline.
And so, Felinids would remain a curiosity, an uncommon sight in human space but not unheard of, until a scandal would rock the species as a whole: the '''Cloning Incident of 2560.'''
Ability Score Increases. Your Dexterity score increases by 2, and your Charisma score increases by 1


Age. Cat girls grow up at about the same rate as humans, reaching physical maturity generally in
=== The Cloning Incident of 2560 ===
their late teens. Cat girls, however, do not age after maturity, and can potentially live forever.
Not long ago, Nanotrasen scientists discovered the secret of cheating death. Cloning technology was one of the many great scientific advancements of the 26th century, allowing those rich (or lucky) enough to have access to it to be returned to life in the event of their untimely demise. The technology was, understandably, heralded as a miracle for modern medicine, but beneath the surface lurked a dangerous secret.
Even if she dies though, remember she will always live on in your heart.


Alignment. Cat girls are always good. No exceptions. If you suspect a cat girl is evil, you’re
It was known during development that the genetic code that is used by cloning to reconstruct the body was exceptionally fragile, and even the smallest impurities in the reagents used for the process could result in genetic deformities. Usually, these deformities manifested as small, undetectable issues- a little change here, a loss of function there, perhaps a "healthy" dose of cancer. These could be corrected by genetic treatment, so were not particularly concerning. But what could happen if there was a large scale contamination? Scientists had been limited in their capacity for experimentation in this field by regulations against human experimentation, but it was theorised that it would cause massive, irreversible damage to their genes, beyond even the reach of humanity's sophisticated genetic science. Unfortunately, this theory would finally be proven accurate on Monday, the 14th of January, 2560.
mistaken – they are probably just pretending.


Size. Cat girls tend to range in height from just under 5 feet to just below 6 feet tall. Your size is
Eleanor Normandy, the chief chemical engineer at the Nanotrasen-Pauling Chemical Plant on Prosperity, was finally putting into action a plan which had been years in the making. At the reactor being used to produce Hyperclone Reagent A, a genetic soup that was used as a key genetic additive for cloning, she stopped, withdrew samples for sending to QA, and then produced a small tank, which she discreetly poured into the mix. Within the tank was several litres of Interdyne Pharmaceutics' KitX Serum- a new genetic mutation serum designed to induce the Felinid mutation in a safer, more rapid, and more predictable form. And so, an entire batch of Hyperclone Reagent A was contaminated, and nobody would be the wiser. This plant serviced every Nanotrasen cloning clinic within the Home sector, as well as several Spinward Stations which were experimenting with new cloning techniques, and over the next few weeks, they would each receive their new shipments.
Medium.


Languages. Cat girls know English, which is the only language anyone needs.
And so, nothing seemed to be wrong, until the 28th of that month, 2 weeks after the incident.


A Cute. Cat girls are very cute! You can cast the enthrall spell once using this trait. You regain the
Customers who had been cloned were found to be developing alarming side effects. There were the large and obvious ones, of course. The ears. The tails. Fixations on bright lights. But also a number of more subtle changes were observed too- altered mental states, changed tastes, new personalities. They were exhibiting all the signs of felinisation- but that was impossible, surely? Ordinarily this required months of intensive genetic therapy, and cloning was unlikely to produce such specific results over such a wide range.
ability to do so when you finish a short or long rest. Charisma is your spellcasting ability for this
spell.


Of course, this prompted a massive outcry by the public, as this was far too large scale to cover up. Nanotrasen's immediate response was to close all cloning clinics immediately, and begin an investigation as to what went wrong. Before long, the contamination was found in samples of HRA, and the sudden disappearance of Ms. Normandy was noted. She was apprehended by Terragov police at a spaceport while attempting to board a flight to Harvest- presumably to lay low. However, during questioning, she suddenly died- having had a remote implant in her brain detonated by her unknown employer. And so, with no effective scapegoat, Nanotrasen was forced to bear the brunt of the incident.


Knowing that the public would never regain trust in the process following an incident of this scale, Nanotrasen officially permanently closed all cloning facilities on the 4th of February, 2560, and cancelled all official research into the technology. Cloning would remain in use by the company afterwards, but only internally with exceptionally tight quality control.


{{Jobs}}
{{Jobs}}


[[Category:Backstory]]
[[Category:Backstory]]

Текущая версия от 02:36, 21 мая 2023

НЕ ОПРЕДЕЛЕНО
Catpeople.png
Felinid
Род: Homo Sapiens Felis
Родной мир: None, unless you count the cloning pods
Центральная власть: TerraGov
Ограничение ролей: Command Roles
Руководства: No external guides
Языки: Galactic Common, Nekomimetic
Цитата: Nya~!


Humans spread from arm to arm of the galaxy. But something happened along the way. A story of technological advancement and controversy in the field of genetic bioengineering. The "species" that started for many years as niche genetic body modding became the Felinids, now widespread after an recent bioterror attack involving Nanotrasen's once common cloning technology. Cloning has been kept away from the public intentionally for this reason, and is only kept internally (places like Central Command) and under exceptionally tight quality control to avoid future incidents.

Mutants like Felinids, though closer to humanity than other species, are still barred from higher positions in the chain of command.

Gameplay

Felinids (sometimes referred to as catpeople) are an optional playable race. You can make a felinid character in the character panel, and change aspects of its appearance such as the presence of tails or ears.

Felinids "meow" when speaking which betrays their identity even if their tail and cat ears are removed. They don't have any specific naming scheme and are usually named just the same as any human would. Felinids can also speak in their own language, Nekomimetic, an incomprehensible and annoying mess of broken Japanese and cat sounds. Speaking Nekomimetic in front of the the rest of the crew might cause problems (for you), especially over the radio.

Unlike most other playable races within Space Station 13, felinid are extremely similar to humans in terms of function. At best, their benefits and disadvantages can be seen as small quirks.

Differences from Humans

  • Felinids can lick wounds to reduce bleeding, though it's unsanitary and can transfer diseases between others.
  • Likes having their tail pulled!
  • Like being tabled (🤨)! Cats love playing on tables!
  • Sensitive ears are hit harder by flashbangs.
  • Distracted by laser pointers.
  • Being sprayed with water interrupts any action they were in the process of doing (think climbing a table) and gives them a negative moodlet.
  • Losing their tail ruins their mood!
  • Hulks can spin them around by their tail and throw them for a lot of damage.

Note that as a felinid, the AI does not consider you human and is not obligated to listen to you and an Asimov AI will often respond lethally should they find you harming a human. Also, many crew members will show you depths of racism previously reserved for the clown and lizardmen. Centcom also maintains a strict "Human-Only" policy for Command Staff appointments, as mutants are considered non-human.

Roleplay

";Nya!"

Being shunned from the public as a whole for being genetic freaks, felinids are often known for sticking together for protection and company. More adventurous individuals among them are known to attempt to make friends outside the catpeople communities, but are rarely successful outside a few instances from more welcoming crew members.

Some people might find the tail and ears "cute", though perhaps these are the kind of individuals one would best to be avoiding when possible.

Being an extremely new "race" with no history or prior ties besides their time as a human most felinids aren't that different from humans in personality aside from the odd feline trait/instinct.

History

The following information was copied over from /tg/station's Common Core Lore github.

It is as close to canonical lore as you will get for the /tg/station codebase, however people are not required to use this lore, nor are maintainers bound to it.

https://github.com/tgstation/common_core/blob/master/Species of the Galaxy/Felinids/felinids.md

Felinids- the great genetic controversy of the Ages

Scroll.png Warning: Here Be Dragons

The lore presented on this page is no longer being updated. For an up-to-date, freshly-minted version, check out the new page: Felinids.



Lawyer.png  Advertisement говорит:
"Have you or a loved one been the victim of Nanotrasen's latest industrial accident? You could be owed compensation! Contact Carlton and Barczak Law today, extranet keywords Carlton, Barczak, Law. Don't let your employer get away with it! Call Carlton and Barczak!"

- Advertisement for litigation against Nanotrasen, following the Cloning Incident of 2560.

As Humanity's knowledge of genetics and the code behind it expanded, gene clinics became a common sight across Earth, offering miraculous solutions to previously debilitating illnesses. Everything from cancer, to Parkinsons, to prion diseases, became a concern of the past. And soon, bespoke genetic treatment for cosmetic purposes became commonplace, too. Humans became the masters of their own bodies, able to change their appearances to fit their whims, and so, inevitably, came treatments that were broader in scope.

One of these many available treatments was Animalisation- utilising specific aspects of animal DNA, humans could be altered to have desired traits from them. Despite their availability, animalisation treatments were (and are) viewed as a step too far, as they go beyond simple alteration of the human genome and into the realms of adulterating it with foreign DNA. Mutants of these types came to be viewed as no longer human, both by the public consciousness and by laws, and those receiving the treatments were shunned, leading them to coalesce into insular communities, and (many) to leave life in the Home Sector for the colonies.

And so, Felinids would remain a curiosity, an uncommon sight in human space but not unheard of, until a scandal would rock the species as a whole: the Cloning Incident of 2560.

The Cloning Incident of 2560

Not long ago, Nanotrasen scientists discovered the secret of cheating death. Cloning technology was one of the many great scientific advancements of the 26th century, allowing those rich (or lucky) enough to have access to it to be returned to life in the event of their untimely demise. The technology was, understandably, heralded as a miracle for modern medicine, but beneath the surface lurked a dangerous secret.

It was known during development that the genetic code that is used by cloning to reconstruct the body was exceptionally fragile, and even the smallest impurities in the reagents used for the process could result in genetic deformities. Usually, these deformities manifested as small, undetectable issues- a little change here, a loss of function there, perhaps a "healthy" dose of cancer. These could be corrected by genetic treatment, so were not particularly concerning. But what could happen if there was a large scale contamination? Scientists had been limited in their capacity for experimentation in this field by regulations against human experimentation, but it was theorised that it would cause massive, irreversible damage to their genes, beyond even the reach of humanity's sophisticated genetic science. Unfortunately, this theory would finally be proven accurate on Monday, the 14th of January, 2560.

Eleanor Normandy, the chief chemical engineer at the Nanotrasen-Pauling Chemical Plant on Prosperity, was finally putting into action a plan which had been years in the making. At the reactor being used to produce Hyperclone Reagent A, a genetic soup that was used as a key genetic additive for cloning, she stopped, withdrew samples for sending to QA, and then produced a small tank, which she discreetly poured into the mix. Within the tank was several litres of Interdyne Pharmaceutics' KitX Serum- a new genetic mutation serum designed to induce the Felinid mutation in a safer, more rapid, and more predictable form. And so, an entire batch of Hyperclone Reagent A was contaminated, and nobody would be the wiser. This plant serviced every Nanotrasen cloning clinic within the Home sector, as well as several Spinward Stations which were experimenting with new cloning techniques, and over the next few weeks, they would each receive their new shipments.

And so, nothing seemed to be wrong, until the 28th of that month, 2 weeks after the incident.

Customers who had been cloned were found to be developing alarming side effects. There were the large and obvious ones, of course. The ears. The tails. Fixations on bright lights. But also a number of more subtle changes were observed too- altered mental states, changed tastes, new personalities. They were exhibiting all the signs of felinisation- but that was impossible, surely? Ordinarily this required months of intensive genetic therapy, and cloning was unlikely to produce such specific results over such a wide range.

Of course, this prompted a massive outcry by the public, as this was far too large scale to cover up. Nanotrasen's immediate response was to close all cloning clinics immediately, and begin an investigation as to what went wrong. Before long, the contamination was found in samples of HRA, and the sudden disappearance of Ms. Normandy was noted. She was apprehended by Terragov police at a spaceport while attempting to board a flight to Harvest- presumably to lay low. However, during questioning, she suddenly died- having had a remote implant in her brain detonated by her unknown employer. And so, with no effective scapegoat, Nanotrasen was forced to bear the brunt of the incident.

Knowing that the public would never regain trust in the process following an incident of this scale, Nanotrasen officially permanently closed all cloning facilities on the 4th of February, 2560, and cancelled all official research into the technology. Cloning would remain in use by the company afterwards, but only internally with exceptionally tight quality control.

Должности на /tg/station

Jobstemp.png

Hudcentcom1.png Командование Капитан, Глава персонала, Глава службы безопасности, Главный инженер, Директор исследований, Главный врач, Квартирмейстер, Bridge Assistant
Hudsec.png Безопасность Глава службы безопасности, Офицер службы безопасности, Варден, Детектив, Veteran Security Advisor, Заключенный
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Инженерия
Главный инженер, Станционный инженер, Атмосферный техник
Hudsci.png
Исследование
Директор исследований, Генетик, Ученый, Робототехник
Huddoc.png
Медицина
Главный врач, Врач, Парамедик, Химик, Коронер
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Снабжение
Квартирмейстер, Грузчик, Шахтёр, Битранер, Cargorilla
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Обслуживание
Глава персонала, Уборщик, Бармен, Повар, Ботаник, Клоун, Мим, Священник, Куратор, Ассистент, Адвокат, Психолог
HudU.png
Не органики
ИИ, Киборг, Позитронный мозг, Дрон техобслуживания, Персональный ИИ, Конструкт, Воображаемый друг, Раздвоение личности, Призрак
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Антагонисты
Предатель, Неисправный ИИ, Генокрад, Ядерный оперативник, Культист Нар’Си, Еретик, Шпион, Революционер, Маг, Семья, Блоб, Абдуктор, Голопаразит, Ксеноморф, Паук, Ревенант, Морф, Кошмар, Космический ниндзя, Демон резни, Пират, Разумная болезнь, Одержимый, Беглец, Охотники, Космический дракон, Элитные мобы, Разумный слайм, Король крыс, Парадоксальный клон
Hudno id.png
Специальные
Офицер центрального командования, Офицер эскадрона смерти, Офицер ОБР, Хроно-легионер, Горец, Иан, Роли Лаваленда или космоса, Стажер Центрального командования