From 4a3160686eac63e0723723abab8d5d425fc97074 Mon Sep 17 00:00:00 2001 From: Flareguy Date: Tue, 4 Aug 2026 20:47:25 -0500 Subject: [PATCH] hazmas and radiation --- src/SUMMARY.md | 2 ++ src/design/decay/radiation.md | 35 +++++++++++++++++++ .../jobs/hazardous-materials-specialist.md | 10 ++++++ 3 files changed, 47 insertions(+) create mode 100644 src/design/decay/radiation.md create mode 100644 src/design/jobs/hazardous-materials-specialist.md diff --git a/src/SUMMARY.md b/src/SUMMARY.md index 4d72510..a848874 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -43,6 +43,7 @@ - [Decay]() - [Filth](design/decay/filth.md) - [Fire]() + - [Radiation](design/decay/radiation.md) - [Rust](design/decay/rust.md) - [Power]() - [Antimatter Engine](design/power/antimatter-engine.md) @@ -60,6 +61,7 @@ - [Coroner](design/jobs/coroner.md) - [Detective](design/jobs/detective.md) - [Forensic Scientist](design/jobs/forensic-scientist.md) + - [Hazardous Materials Specialist](design/jobs/hazardous-materials-specialist.md) - [Overseer](design/jobs/overseer.md) - [Peacekeeper](design/jobs/peacekeeper.md) - [Quartermaster](design/jobs/quartermaster.md) diff --git a/src/design/decay/radiation.md b/src/design/decay/radiation.md new file mode 100644 index 0000000..4a477a7 --- /dev/null +++ b/src/design/decay/radiation.md @@ -0,0 +1,35 @@ +# Radiation +Radiation is a degredation-adjacent force that is passively hostile to the things around it. +Unlike other forms of damage, instead of directly harming things, it typically tends to alter them and degrade their quality while they are in a radiation source's presence. +In this sense, though it should usually be avoided, radiation is not strictly bad, and can be harnessed for useful effects if the existing risks are considered and acknlowedged. + +## Sources +Static "scary" places such as the AME and warp drive passively emit radiation as a disintencitve to go in to them. +Radioactive reagent puddles will also passively emit radiation. These can be spawn around the station randomly or be created through a radiation leak event, and are the main dynamic threat related to radiation. Be careful! + +## Irradiation +Radiation damage is gone. In its place, the irradiation mechanic replaces it. +Staying near a radiation source without protection will tick up the mob's radiation stat. To warn the player, the PDA's geiger counter will go off, and the player will get a warning alert on their screen. +Radiation levels slowly naturally dissipate UNTIL the effects of irradiation begin to manifest, at which point, special treatment is needed. + +Irradiation itself manifests in two levels: normal and severe. Both of these are indicated with a corresponding alert on the player's HUD. +Standard irradiation has no effects other then causing the mob to randomly vomit. +Severe irradiation causes mobs to gain a bright green glowing outline and randomly mutate, in addition to randomly vomiting, as before. + +## Mutations +For sentient mobs, mutations are similar to their SS13 counterparts, and mainly act as weird, bespoke modifiers / special abilities gained for the player that can have any range of positive or negative effects. +On the positive end, this may look like something like the ability to throw your limbs at people or ignore spacing. On the negative end, this may look like becoming incredibly cold, or gaining an unintelligble accent. + +For simplemobs, this system is simplified. +All simplemobs have 2 mutation paths that change the mob in some form. Most mobs either have some kind of fucked up hostile version, or some kind of useless / helpful version. +For something like mice, this could look like mutating it in to a hostile demon mouse, or a mouse person that can pick up items and start fights. + +## Machine Damage +Electronic items without shielding in the presence of a rad source can also randomly disable themselves from being used for short periods of time, in an EMP-like effect. +This gives players a stronger incentive to clean up radiation, and serves as a way to make it a more dynamic game piece that can be used for stronger area denial, in addition to diffentiating it from filth. + +## Treatment & Prevention +Irradiation can either be treated via decontamination in the hazardous materials lab (via the Hazardous Materials Specialist,) or more slowly through medicine in radiation treatment pouches. +Mutations, being different from irradiation, need *specifically* mutadone, but this can be found in the radiation treatment pouches as well. + +Additionally, radsuits completely protect against the effects of irradiation. \ No newline at end of file diff --git a/src/design/jobs/hazardous-materials-specialist.md b/src/design/jobs/hazardous-materials-specialist.md new file mode 100644 index 0000000..94012f9 --- /dev/null +++ b/src/design/jobs/hazardous-materials-specialist.md @@ -0,0 +1,10 @@ +# Hazardous Materials Specialist +The Hazardous Materials Specialist is a Science job that interfaces with the radiation mechanic. +They have the exclusive power to control the only consistent source of irradiation in the game, and are better at utilizing it, making them great at creating more controlled plans that use radiation compared to others. + +## Scientific Testing +The Hazardous Material Specialist's jurisdiction resides in a new location on the map, the **Hazardous Materials Lab.** By default, they are the only one with access to this room. +Though they do not recieve any new items, they have the powerful ability of being the only person able to control the **radiation chamber.** +By interacting with the console, they can either slowly irradiate anyone or anything inside of it, or quickly decontaminate anyone inside of it, should they have any irradiation built up. + +Additionally, aiding in their radioactive affinity, the Hazardous Materials Specialist has a higher chance of gaining positive mutations when becoming irradiated. \ No newline at end of file