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a big hot mess of ss13 chemfacts
#1
please don't go Hog Wild, thanks! also this isn't a totally comprehensive list but deal with it
:eyepop: :eyepop:

Breaking News Developing... Chemistry: Behind the Scenes Breaking News Developing...

Preliminary information that u need 2 know!!

Things that repeat in standard intervals are handled by loop controllers. The Mob Loop encapsulates most of the things that humans and cyborgs have for repeating code. One of the major things there is the Life process. Life process runs in 3 second intervals governed by the mob loop.

So if a chemical does 2 toxin damage each time Life is called, it'll do 2 damage every three seconds. With a depletion rate of 1, it'll deplete 1 unit every three seconds, and so on and so on. Lower depletion rates mean the chemical lasts longer. Chems that reduce other chems will reduce the listed amount per cycle. If not explicitly stated, chems default to a depletion rate of 0.4 units per cycle.

The loop's cycling rate can be slowed down by lag and other loops being resource hogs, so the three-second thing isn't a hard and fast rule. You've probably noticed this when lag makes stuns take forever to wear off, it's because the stun reduction is applied during Life() cycles and the interval has gotten fucked up by lag. That oughta get some work soon.

Some chemicals have a special effect upon TOUCH exposure to a mob. Acids that burn your face off and topical meds are examples of this. Droppers, splashing, patches and foams apply touch reactions.
INGEST reactions are things that happen immediately, usually from eating, drinking or injection.

IIRC, smoke inhalation and hyposprays bypass those and go straight into the bloodstream.

ANYWAYS

Here is how most of the chems and basic poisons work. I'll skip the boring code stuff and just transcribe the relevant parts to be more legible.

MEDICAL CHEMS
  • Reagent: Saline-Glucose Solution
    Recipe: Salt + Water + Sugar
    Depletion Rate: 0.4 (default rate)
    Per life cycle: 33% chance per cycle of healing 1 point each of BRUTE and BURN damage.
    Immediate effect upon application: none.
    Notes: The Shock ailment checks to see if you have any saline in you. If you do, there is a fixed chance per cycle that it'll reduce or remove the disease. This means that there's no specific amount needed to cure, but the longer it's in you, the more chances it'll have to cure the ailment.

  • Reagent: Styptic Powder
    Recipe: Aluminium + Hydrogen + Oxygen + Sulfuric Acid
    Depletion Rate: 2
    Per life cycle: 55% chance per cycle of healing 2 points of BRUTE damage.
    Immediate effect upon application:
    -TOUCH: Heal 1 point of brute per unit applied. Splash, dropper.
    -INGEST: Do 0.5 points of tox damage per unit ingested. Don't eat it, don't inject it.
    Notes: It depletes rapidly in the blood, so most of your healing will come upfront from a topical application.

  • Reagent: Silver Sulfadiazine
    Recipe: Silver + Sulfur + Oxygen + Chlorine + Ammonia + Oil
    -oil as benzene, sulfur oxygen chlorine as a sulfonyl group, ammonia for some N and H bits
    Depletion Rate: 2
    Per life cycle: 55% chance per cycle of healing 2 points of BURN damage.
    Immediate effect upon application:
    -TOUCH: Heal 1 point of burn per unit applied.
    -INGEST: Do 0.5 points of tox damage per unit ingested.
    Notes: It depletes rapidly in the blood, so most of your healing will come upfront from a topical application.

  • Reagent:Synthflesh
    Recipe: Blood + Carbon + Styptic Powder (maybe too easy, idk)
    Depletion Rate: 0.4
    Per life cycle: Does nothing in the bloodstream currently.
    Immediate effect upon application:
    -TOUCH: Heals 1.5 BRUTE and 1.5 BURN per unit applied.
    Notes: Splashing a beaker of synthflesh on someone is very, very effective.
    The medics will love chemistry a whole lot if you provide them with synthflesh patches or beakers.


  • Reagent: Omnizine
    Recipe: No recipe. Look for white weed or propuffs.
    Depletion Rate: 0.3
    Overdose threshold:100
    Per life cycle: 65% chance to heal one each of OXY, TOX, BRUTE and BURN.
    Immediate effect upon application:NA
    Notes:Slightly addictive. Medbay will love the botanists if they manage to provide it.
    Might buff the healing rates and lower the depletion soon.

  • Reagent: Activated Charcoal
    Recipe: Oil + Salt @ 310 temp
    Depletion Rate: 0.4
    Per life cycle: Increases the depletion rate of all other chems by 0.5, heals 1.5 TOX damage.
    Immediate effect upon application:N/A
    Notes: Good baseline thing for detoxifying someone, but won't always keep up with the hellpoisons.

  • Reagent: Calomel
    Recipe: Mercury + Chlorine @ 320
    Depletion Rate: 2
    Per life cycle: Increases all depletion rates by 5. +5 TOX damage while health > 20.
    Immediate effect upon application: NA
    Notes: Aggressive purgative. It'll do a lot of tox damage itself but it cannot kill you, as the tox damage only applies while you are above 20 health. Use for emergencies to handle the really aggressive poisons that would definitely kill you if they remain active for long.
    -Blood tests without a chem PDA: draw blood and analyze in the pill/beaker machine in the pharmacy

  • Reagent: Potassium Iodide
    Recipe: Potassium + Iodine, gosh.
    Depletion Rate: 0.4
    Per life cycle: 80% chance of removing 1 RAD. Radiation is cumulative and causes tox+burn.
    Immediate effect upon application: NA
    Notes: Simple, kinda weak, but can help counter radiation events and radium somewhat.

  • Reagent: Pentetic Acid
    Recipe: Fuel + Chlorine + Ammonia + Formaldehyde + Sodium + Cyanide
    -fairly complicated recipe IRL, uses some nasty poisons in it, related to EDTA production
    Depletion Rate: 0.4
    Per life cycle: Reduces 7 RAD, heals 3 TOX damage, increases all depletion rates by 4
    33% chance of taking 1 unit brute damage
    Immediate effect upon application:NA
    Notes: Complicated recipe, apex antitox/antiradiation treatment.

  • Reagent: Cryoxadone
    Recipe: Cryostylane + Plasma + Acetone + Unstable Mutagen
    Depletion Rate: 0.4
    Per life cycle: IF BODY TEMP IS BELOW 240, heals 10 OXY, 3 TOX, 3 BRUTE, 3 BURN
    Immediate effect upon application:NA
    Notes: Requires cooling the person before it kicks in, but heals incredibly well.

  • Reagent: Epinephrine
    Recipe: Phenol + Hydrogen + Oxygen + Chlorine + Acetone + Diethylamine
    Depletion Rate: 0.2
    Overdose threshold:20
    Per life cycle: Reduces most of the knockout/stun effects. Attempts to cap OXY damage at 35 and LOSEBREATH at 3. If health is between -10 to -65, heals 1 TOX, 1 BRUTE, 1 BURN. Rolls a chance to fix heart problems.
    Immediate effect upon application:NA
    Notes: Can make you pretty sick in overdoses. Rapidly counters histamine / allergy reactions. Very useful for stabilizing someone who is in mid-crit damage, standard emergency shot to buy yourself some time. If things are really bad, go for atropine instead. Ephedrine is similar to epinephrine but is a bit weaker.

  • Reagent: Atropine
    Recipe: Ethanol + Acetone + Diethylamine + Phenol + Sulfuric Acid
    Depletion Rate: 0.2
    Overdose threshold:25
    Per life cycle: 1 TOX damage if used over -60 health. Causes dizziness and confusion.
    If under -25 health, heals 3 BRUTE + 3 BURN. Rolls a chance to fix heart problems. Attempts to cap OXY damage at 65 and LOSEBREATH at 5. Increases sarin depletion by 10.
    Immediate effect upon application:NA
    Notes:Fairly similar to epinephrine but will rapidly push deep-crit damage levels towards shallow crit levels. Use this if you find someone who is right at the edge of death. Flushes sarin extremely rapidly. Atropine alone won't outright kill people but it's a pretty decent debilitating poison if you wanna use it that way.

  • Reagent: Painkiller / Salicyclic Acid
    Recipe: Sodium + Phenol + Carbon + Oxygen + Sulfuric Acid
    Depletion Rate: 0.1
    Overdose threshold:25
    Per life cycle: If BRUTE damage is under 50, 50% chance to heal one unit.
    Tries to return high body temps towards normal. Fairly well counters walkspeed loss from being hurt.
    Immediate effect upon application:NA
    Notes:Got beat up a bit and don't want to crawl the whole way to medbay? Pop one of these.
    Won't help severe damage. Slow depletion rate will keep it in your blood for awhile.


  • Reagent: Morphine
    Recipe: No recipe, but Botany and QM can both provide it. IRL synthesis is like thirty steps.
    Depletion Rate: 0.4
    Overdose threshold:20
    Per life cycle: Dramatically counters movement reduction from severe injury. Reduces jitteriness if someone is shaking like crazy from whatever. Will knock you out within 36 cycles if any remains in you.
    Immediate effect upon application:NA
    Notes:Used to be Sleep Toxin. Low doses are useful for the painkiller, otherwise it's mostly a grief chem. Getting people addicted to morphine is kinda funny. Could probably use some more benefits.


  • Reagent: Salbutamol
    Recipe: Salicylic + Lithium + Aluminium + Bromine + Ammonia
    Depletion Rate: 0.4
    Per life cycle: Heals 6 OXY damage, reduces LOSEBREATH by 4 (which some things apply)
    Immediate effect upon application:NA
    Notes:Speeds up recovery from suffocation damage, but more importantly, it'll help counter suffocating/losebreath poisons and the suffocation that ramps up in critical health. Really underused emergency med, makes dealing with critical-health people a lot easier.

  • Reagent: Perfluorodecalin
    Recipe: Hydrogen + Fluorine + Oil @ 320 (possibly too easy compared to salbutamol)
    Depletion Rate: 0.4
    Per life cycle: Heals 25 OXY damage, causes LOSEBREATH - so you can't talk, but it prevents any suffocation damage from racking up despite that. 33% chance of healing 1 BRUTE and 1 BURN.
    Immediate effect upon application:NA
    Notes:Fantastic for crime because it silences people. Also fantastic for pretty much negating all the accumulative damage from being in critical, will give you a really wide window of time to deal with other health problems. In theory you could stay in flatline for quite awhile with this stuff handling tissue oxygenation, but you might need Mannitol too. Can make spacewalking without internals possible.
    Somewhat addictive.

  • Reagent: Mannitol
    Recipe: Sugar + Hydrogen + Water (hydrogenated and then hydrolyzed)
    Depletion Rate: 0.4
    Per life cycle: Heals 3 BRAIN damage.
    Immediate effect upon application:NA
    Notes: Use for concussions, changeling stings, bible beatings, flatline brain damage, bath salts, whatever.


  • Reagent: Mutadone
    Recipe: Unstable Mutagen + Acetone + Bromine
    Depletion Rate: 0.4
    Per life cycle: Removes all genetic bioeffects.
    Immediate effect upon application:NA
    Notes:Did someone turn you into a gibbering chavish deaf dwarven lunatic? Take this.
    Might retool this a bit so it has a chance of removing an effect per cycle rather than scrubbing all of them instantly.

  • Reagent: Spaceacillin
    Recipe: Space Fungus + Ethanol
    Depletion Rate: 0.4
    Per life cycle: Rolls a chance to cure some specific diseases. More uses planned for the future.
    Immediate effect upon application:NA
    Notes:You probably won't use this much unless a random disease event hits. Medbay Phase 2 update will introduce some stuff like infections and sepsis.

  • Reagent: Antihistamine / Diphenhydramine
    Recipe: Oil + Carbon + Bromine + Diethylamine + Ethanol
    - benzhydryl(benzene+carbon) bromide + 2-dimethylaminoethanol
    Depletion Rate: 0.4
    Per life cycle: Causes a little bit of drowsiness, reduces jitteriness. Raises histamine and itching powder depletion rates by 3.
    Immediate effect upon application:NA
    Notes:Mostly used as a precursor to a couple of the illegal drugs. Might be needed for bee stings, histamine poisonings, itching powder (not enough people use itching powder!!!). More planned for it.

  • Reagent: Haloperidol
    Recipe: Chlorine + Fluorine + Aluminium + Potassium Iodide + Oil
    Depletion Rate: 0.4
    Per life cycle: Increases depletion rates for most stimulating/hallucinogenic drugs by 5. Reduces druggy effects and jitteriness. Causes drowsiness, 20% chance to cause 1 BRAIN damage.
    Cures space madness and berserker.
    Immediate effect upon application:NA
    Notes:Treat it like a general antipsychotic, treat/neutralize drugged up maniacs.
    Used to be Impedrezine.

  • Reagent: Antihol
    Recipe: Ethanol + Charcoal (magic silly recipe, might rework it later)
    Depletion Rate: 0.4
    Per life cycle: Raises ethanol depletion rates by 8. Can slowly heal a small bit of TOX damage.
    Immediate effect upon application:NA
    Notes:Sober someone up in a hurry. Nefarious people sometimes spike other poisons with ethanol or booze reagents to sabotage charcoal treatments.

  • Reagent: Insulin
    Recipe: No recipe currently? I dunno if you can even find this stuff.
    Depletion Rate: 0.4
    Per life cycle: Raises sugar depletion rates by 5.
    Immediate effect upon application:NA
    Notes:Handles hyperglycemic coma, but how often is that ever needed? Needs work or removal.

  • Reagent: Simethicone
    Recipe: SECRET
    Per life cycle: Makes the victim unable to fart. Fiendish.
    Immediate effect upon application:NA
    Notes: Truly fiendish.

  • Reagent: Oculine
    Recipe: Atropine + Spaceacillin + Saline
    Per life cycle: 30% chance to remove blindness, 80% chance to reduce eye damage by 1.
    Immediate effect upon application:NA
    Notes: Probably won't need this very often unless some jerk is using a lot of flashbangs.

  • Reagent: Teporone
    Recipe: Silicon + Acetone + Plasma
    Per life cycle: Attempts to return body temp to normal in ten degree increments
    Immediate effect upon application:NA
    Notes: Not really ever used much, but spacewalking cocktails might need it.

Breaking News Developing... MEAN CHEMS GUIDE Breaking News Developing...

boy i sure hope i don't end up regretting this

into the ground!
  • Base Elements

  • Reagent: Chlorine
    Recipe: NA
    Depletion rate: 0.4
    Penetrates skin: Yes
    Per life cycle: +1 BURN
    Application effects:NA
    Notes:Base element

  • Reagent: Fluorine
    Recipe: NA
    Depletion rate: 0.4
    Penetrates skin: Yes
    Per life cycle: +1 BURN, +1 TOX
    Application effects:NA
    Notes:Base element

  • Reagent: Mercury
    Recipe: NA
    Depletion rate: 0.4
    Penetrates skin: Yes
    Per life cycle: Causes drooling and weird movement
    Application effects:NA
    Notes:Base element, probably oughta do tox or brain damage

  • Reagent: Lithium
    Recipe: NA
    Depletion rate: 0.4
    Penetrates skin: No
    Per life cycle: Drooling and weird movement
    Application effects:NA
    Notes:Base element. Same effects as mercury? idk why

  • Reagent: Sugar
    Recipe: NA
    Depletion rate: 0.4
    Penetrates skin: No
    Per life cycle: 50% chance of reducing an extra cycle's worth of stun, paralysis and weaken
    4% chance to produce a unit of epinephrine
    OVERDOSE: 200
    Application effects:NA
    Notes:Having a bit of sugar in you gives you a noticeable stun reduction and slight speed boost. Overdose effects can put someone into a coma. Corn syrup is more likely to accomplish this. Might lower the overdose threshold.

  • Reagent: Radium
    Recipe: NA
    Depletion rate: 0.4
    Penetrates skin: Yes
    Per life cycle: +4 RAD
    Application effects:NA
    Notes:Radiation is cumulative and depletes one per cycle. As it ramps up, it starts doing BURN + TOX in increasing amounts related to the radiation total, causes random mutations (often disabilities) and triggers a bunch of other nasty radiation sickness effects. A sleepypen full of radium is pretty lethal over a few minutes.

  • Reagent: Uranium
    Recipe: NA
    Depletion rate: 0.4
    Penetrates skin: No
    Per life cycle: +2 RAD
    Application effects:NA
    Notes:Some vending machine junk contains this. Has a ~SECRET~ use.

  • Reagent: Polonium
    Recipe: NA
    Depletion rate: 0.1
    Penetrates skin: Yes
    Per life cycle: +8 RAD
    Application effects:NA
    Notes:Traitor poison bottles can have this. Lasts a long time and ramps your cumulative radiation way the hell up, very deadly.

    BASE ELEMENT NOTES: Damages stack between reagents. You can make a pretty strong poison cocktail with radium, chlorine and fluorine alone if you're lazy, and a sleepypen full will wreck someone's day. They'll probably reach medbay though if not otherwise prevented from getting there. Not the worst idea though, it can be pretty fun AS A TRAITOR to make medbay constantly deal with cheap poisonings as a form of diversion or petty sabotage.

    TOXIC THINGS

    Reagent: Itching Powder
    Recipe: Ammonia + Fuel + Fungus. (Hobo chemistry: urine + water * heat yields ammonia)
    Depletion rate: 0.3
    Penetrates skin: Yes
    Per life cycle: Lots of annoying random effects, chances to do brute damage from scratching.
    6% chance to decay into 1-3 units of Histamine.
    Application effects:NA
    Notes:Prank chem but can be debilitating as hell in large doses. A source of histamine.

  • Reagent: Embalming Fluid / Formaldehyde
    Recipe: Ethanol + Oxygen + Silver @ 320
    Depletion rate: 0.4
    Penetrates skin: Yes
    Per life cycle: +1 TOX, 10% chance to decay into 5-15 units of Histamine
    Application effects:NA
    Notes:Inject into a corpse to prevent rotting. Decay into histamine makes it a really mean poison.

  • Reagent: Histamine
    Recipe: NO RECIPE (currently)
    Depletion rate: 0.2
    Penetrates skin: No
    OVERDOSE: 20
    Per life cycle: Dose-dependent, ranges from annoying to incredibly lethal.
    Application effects:NA
    Notes:Below the overdose threshold, it'll mess your vision up and make you cough and sneeze a lot and take occasional BRUTE damage. Overdose+ will cause increasingly worse and rapidly fatal effects simulating anaphylactic shock. Having 40+ units in your bloodstream can trigger +5 brute / +5 tox / +5 ox damage or more per cycle, so if you manage to hit someone with a large dose, it's very deadly.

    Epinephrine, Methamphetamine and especially Diphenhydamine will counteract it as targeted meds.

  • Reagent: Venom
    Recipe: NA
    Depletion rate: 0.2
    Penetrates skin: No
    Per life cycle: Scales with dose, up to +2 TOX, +2 BRUTE. 25% chance to decay into 5-10 Histamine.
    Application effects:NA
    Notes:Double-whammy poison from all the histamine it builds up inside you. 40+ units have a 4% chance per cycle to gib you outright.

  • Reagent: Toxin
    Recipe: NA
    Depletion rate: 0.4
    Penetrates skin: No
    Per life cycle: +2 TOX
    Application effects:
    Notes:The old boring generic toxin, still kicking around in a few places.

  • Reagent: Neurotoxin
    Recipe: Heat space drugs up. Also: changeling stings, some poison/drug decays, a couple of medical interactions.
    Depletion rate: 1
    Penetrates skin: No
    Per life cycle: +1 TOX, +1 BRAIN up to 60, then it slows down, confusion, knockout after 17 elapsed cycles
    Application effects:NA
    Notes:Very debilitating, it's what changelings hit you with.

  • Reagent: Atrazine / Weedkiller
    Recipe: Chlorine + Hydrogen + Nitrogen
    Depletion rate: 1
    Penetrates skin: No
    Per life cycle: +2 TOX
    Application effects:NA
    Notes:Botany has a bunch of it right away.

  • Reagent: Amanitin
    Recipe: NA - Syndicate Sauce, Poison Bottles, Mutant Mushrooms
    Depletion rate: 0.4
    Penetrates skin: No
    Per life cycle: DELAYED, DOSE SPECIFIC
    Application effects:NA
    Notes:This is a stealth poison. On the last cycle that it's in you, it hits you with a stack of tox damage based on elapsed cycles * rand(2,4). The more you use, the longer it takes before anything happens, but the harder it hits when it does. With large doses your target can consume something poisoned, walk around for a few minutes minding their own business, and then abruptly die with no real warning. Very devious to use.

  • Reagent: Aconitum
    Recipe: Part of a quest thing.
    Depletion rate: 0.4
    Penetrates skin: No
    Per life cycle: +2 TOX, 8% chance to cause LOSEBREATH, 10% chance to stun and do +2 extra TOX.
    Application effects:
    Notes:Toxic + suffocation, behaves like a weaker coniine.

  • Reagent: Curare
    Recipe: NA - traitor poison bottles, might add a botany mutation to yield it
    Depletion rate: 0.1
    Penetrates skin: Yes
    Per life cycle: +1 TOX, +1 OXY, paralyzes after 11 cycles
    Application effects:NA
    Notes:It won't knock them out but it will make them unable to move. Could be used to kidnap people or just disable them and scare the hell out of them.

  • Reagent: Coniine
    Recipe: NA - traitor poison bottles
    Depletion rate: 0.05
    Penetrates skin: No
    Per life cycle: +2 TOX, +5 LOSEBREATH (cumulative, causes suffocation)
    Application effects:NA
    Notes:A small dose can kill in under a minute. Losebreath makes the victim unable to talk - they'll take suffocation rapid damage and be unable to say anything over the radio. Tied with Initro for deadliest poison.

  • Reagent: Lipolicide
    Recipe: Weight Loss Shakes, or Mercury + Ephedrine + Diethylamine
    Depletion rate: 0.4
    Penetrates skin: No
    Per life cycle: +1 TOX unless they keep eating food.
    Application effects:NA
    Notes:Mostly just annoying, but easy to get. Might expand it.

  • Reagent: Cyanide
    Recipe: Oil + Ammonia + Oxygen @ 320, or deathweed
    Depletion rate: 0.1
    Penetrates skin: Yes
    Per life cycle: +1.5 TOX, 10% chance of +1 LOSEBREATH, 8% chance of stun and extra +2 TOX
    Application effects:
    Notes:A couple of common chem recipes can produce this if poorly mixed, and production of cyanide will dose nearby people if they aren't wearing gas masks. Also a fairly easy poison.
    Balanced to be mostly a slow and scary killer, but if they get to medbay, it's not that hard to deal with. Suffocation damage can rack up faster than tox depending on how the RNG rolls.

  • Reagent: Sarin
    Recipe: Hint: it has Weedkiller in it.
    Depletion rate: 0.1
    Penetrates skin: Yes
    Per life cycle: Ramps up to +3 TOX, +3 BRAIN, +1 BURN and +5 LOSEBREATH after thirty cycles.
    Causes paralysis and shaking and vomiting.
    Application effects:
    Notes:Takes thirty cycles to reach full effect, bombards the victim with a lot of scary messages. Can be neutralized with atropine, or handled with wide-spectrum meds. Where a bomb will wreck a lot of people all at once, sarin is meant more to make a big terrifying (but potentially survivable) mess.

    ACIDS
  • Reagent: Sulfuric Acid
    Recipe: Sulfur + Hydrogen + Oxygen
    Depletion rate: 0.4
    Penetrates skin: No (maybe should?)
    Per life cycle: +1 TOX, +1 BURN
    Application effects:TOUCH: Splash over 25 units for a 75% chance to melt a face or headgear
    +15 BRUTE to the face
    Notes:Can melt items, 40% chance.

  • Reagent: Fluorosulfuric Acid
    Recipe: Sulfuric Acid + Fluorine + Hydrogen + Potassium @ 320
    Depletion rate: 0.4
    Penetrates skin: No (maybe should?)
    Per life cycle: +1 TOX, +1 BURN
    Application effects:TOUCH: Splash over 10 units for to melt a face or headgear
    +15 BRUTE to the face
    Notes:Can melt items, 100% chance.

    MEDICAL POISONS
  • Reagent: Ketamine
    Recipe: NA, sleepypens and traitor poison bottles
    Depletion rate: 0.8
    Penetrates skin: Yes
    Per life cycle: KO in ten cycles
    Application effects:
    Notes:Readjusted recently so a sleepypen dose should only last about 6-8 minutes.

  • Reagent: Morphine
    Notes:Covered in medical guide, KOs in thirty cycles.

  • Reagent: Sulfonal
    Recipe: Acetone + Diethylamine + Sulfur
    Depletion rate: 0.1
    Penetrates skin: No
    Per life cycle: +1 TOX, KO in 22 cycles
    Application effects:
    Notes:A somewhat toxic sedative, slower than ketamine but lasts a long time and can kill.

  • Reagent: Sodium Thiopental
    Recipe: NA, traitor bottles, derelict medbot injections
    Depletion rate: 0.7
    Penetrates skin: No
    Per life cycle: KOs in ten cycles
    Application effects:
    Notes:Rapid sedative, a bit too similar to ketamine currently but part of a duo with Pancuronium.

  • Reagent: Pancuronium
    Recipe: NA, traitor bottles, derelict medbot injections
    Depletion rate: 0.2
    Penetrates skin: No
    Per life cycle: 10 cycles to paralysis, 7% chance to cause 3-5 LOSEBREATH
    Application effects:
    Notes: Similar to Curare but can kill you via suffocation.

  • Reagent: Initropidril
    Recipe: haha nope, not gonna share this one but it still can be made. Requires Triplepiss.
    Depletion rate: 0.4
    Penetrates skin: No
    Per life cycle: 33% chance to hit with 5-25 TOX. 5-10% chances to cause suffocation or immediate heart failure.
    Application effects:
    Notes:All that tox damage can kill you really fast, and if that doesn't get you, heart failure or suffocation will. Tied with Coniine for fastest killer.

    MISC
  • Reagent: Unstable Mutagen
    Recipe:Radium + Plasma + Chlorine
    Depletion rate: 0.3
    Penetrates skin: No
    Per life cycle: +2 RAD, 4% chance to trigger a bad mutation.
    Application effects:
    Notes:Another solid easy-level poison.

  • Reagent: Toxic Slurry
    Recipe: Slurrypods
    Depletion rate: 0.4
    Penetrates skin: No
    Per life cycle: 10% chance to do 2-4 TOX. 7% chance to cause a stunning migraine or vomiting.
    Application effects:
    Notes:Mostly just annoying, but it can be deadly over time if the RNG cooperates.

  • Reagent: Glowing Slurry
    Recipe: Omega Slurrypods
    Depletion rate: 0.4
    Penetrates skin: No
    Per life cycle: +2 RAD. 15% chance of bad mutation, 5% chance of good mutation.
    Application effects:
    Notes:Scrambles your genes to hell and back.

    DRUGS Some horrible drug thing!

  • Reagent: Nicotine
    Recipe: Cigs, nicotine patches
    Depletion rate: 0.4
    Penetrates skin: No
    OVERDOSE: 35
    Per life cycle: Stun reduction per cycle. Overdoses become rapidly deadly.
    Application effects:
    Notes:Slapping a whole bunch of nicotine patches on someone can paralyze them and give them heart failure or a bunch of escalating tox and suffocation damage.

  • Reagent: CAT DRUGS
    Recipe: Catonium (catnip) + Psilocybin + Ammonia + Fuel @ 320
    Depletion rate: 0.4
    Penetrates skin: No
    Per life cycle: CAT DRUGS
    Application effects:
    Notes:Gimmick drugs, good for laughs or confusing the hell out of people.

  • Reagent: Space Drugs
    Recipe: Mercury + Sugar + Lithium
    Depletion rate: 0.2
    Penetrates skin: No
    Per life cycle: Pretty lights!
    Application effects:
    Notes: Heat it to create neurotoxin. Otherwise it just does some weird things to your movement and makes everything flash colors like the bar's Party Button.

  • Reagent: Psilocybin
    Recipe: Mushroom mutation
    Depletion rate: 0.4
    Penetrates skin: No
    Per life cycle: Colors + text hallucinations
    Application effects:
    Notes:Can make you hallucinate stuff like gunshots and attack messages, might freak someone out if they don't know what's going on, could probably use a revamp.

  • Reagent: LSD
    Recipe: Diethylamine + Space Fungus
    Depletion rate: 0.4
    Penetrates skin: No
    Per life cycle: Colors + visual hallucinations
    Application effects:
    Notes:Imaginary monsters start chasing you around. Changeling's hallucinogen sting injects this.
    Funny if you hit an unwary person who hasn't experienced it before, then see them wildly firing lasers at imaginary spiders and screaming a lot.

  • Reagent: THC
    Recipe: Some horrible drug thing!
    Depletion rate: 0.4
    Penetrates skin: No
    Per life cycle: Giggling, stuttering, occasional drowsiness and movement confusion.
    Application effects:
    Notes:Doesn't really do a whole lot, but people are usually pretty happy to smoke any joints you leave laying around.

  • Reagent: Ephedrine
    Recipe: Sugar + Oil + Hydrogen + Diethylamine
    Depletion rate: 0.3
    Penetrates skin: No
    OVERDOSE: 35
    Per life cycle: Stun reduction per cycle, increases run speed slightly, stabilizes crit.
    Application effects:
    Notes:Probably gonna add this to some more sodas or something. It's pretty much just a weaker analogue of medbay's Epinephrine, but it's addictive and has a few more side effects.

  • Reagent: Crank
    Recipe: Antihistamine + Ammonia + Lithium + Fuel + Sulfuric Acid @ 320
    Depletion rate: 0.4
    Penetrates skin: No
    OVERDOSE: 20
    Per life cycle: 2x stun reduction per cycle. Warms you up, makes you jittery as hell.
    Application effects:
    Notes:Overdose can cause random amounts of TOX damage, BRUTE damage, BRAIN damage, or give you a case of non-contagious Berserker. Very addictive, but the stun reduction effect is pretty nice for fighting.

  • Reagent: Krokodil
    Recipe: Antihistamine + Morphine + Cleaner + Potassium + Phosphorous + Fuel @ 320
    Depletion rate: 0.4
    Penetrates skin: No
    OVERDOSE: 20
    Per life cycle: Cools you down, calms you down, occasional BRAIN and TOX damage.
    Notes:Overdose can cause random amounts of TOX damage, BRUTE damage, BRAIN damage, make you pass out, or most fun of all, make all your skin rot off. If this happens, you'll look like a half-rotten corpse but can potentially heal back from that and just wander around being terrifying.

  • Reagent: Methamphetamine
    Recipe: Ephedrine + Iodine + Phosphorous + Hydrogen @ 325 (modeled after the Russian method)
    Depletion rate: 0.4
    Penetrates skin: No
    OVERDOSE: 20
    Per life cycle: 3x stun reduction per cycle, makes you really jittery, dramatically increases movement speed.
    Application effects:
    Notes:Extremely addictive and overdose can make you flail around uncontrollably and drop your stuff, but it's the best thing short of stimulants or bath salts for shrugging off stuns, KOs and paralysis. People will have a hard time containing you.

  • Reagent: Bath Salts
    Recipe: Dump all the flavors of Discount Dans soup into a bathtub and heat it with a welder, you'll probably find it.
    Depletion rate: 0.6
    Penetrates skin: No
    OVERDOSE: 20
    Per life cycle: Makes you nearly impervious to stuns, but you'll be a nearly uncontrollable tramp-bearded raving lunatic.
    Application effects:
    Notes:Overdose will likely kill you from a half dozen different types of escalating damage. Even taking too many occasional doses can kill you from brain damage. Can give you Berserker. Makes you hallucinate all sorts of horrible shit and you'll barely be able to control your movement as you go flying into everything around you fists-first. Decays into a bunch of other drugs and poisons. Bath salts boxing is hilarious.

  • Reagent: Stimulants
    Recipe: Traitor injector.
    Per life cycle: -5 damage to OXY, TOX, BRUTE, BURN, sets all stun-related vars to zero.
    Immediate effect upon application:NA
    Notes: Only works while volume is greater than five units. As it wears off to under five units, it hits you with a stun and some tox + brute damage.

I'll edit in whatever's missing later.

Breaking News Developing... PYROTECHNIC CHEMS Breaking News Developing...

Smoking, cakehats, sparks, or throwing welders / lit cigs at people can trigger heat-sensitive chems.
  • Reagent: Plasma
    Recipe: NA
    Depletion rate: 0.4
    Penetrates skin: No
    Ignition temp: 310
    Per life cycle: +1 TOX. Makes being on fire much worse, and can burst into flame if heated.
    Application effects:NA
    Notes:Splash a burning person with plasma and the cumulative BURNING var goes up +30
    Burning decreases once per life cycle and causes steady burn damage while active. Fireball if ignited.

  • Reagent: Fuel
    Recipe: NA
    Depletion rate: 0.4
    Penetrates skin: No
    Ignition temp: 325
    Per life cycle: Fireball if ignited. If inside a burning person, extends burning duration by +2.
    Application effects:TOUCH: If target is already burning, extend burning duration by +30.
    Notes: Used as a stand-in for lighter hydrocarbons in a lot of the organic chem recipes.

  • Reagent: Oil
    Recipe: Carbon + Hydrogen + Fuel
    Depletion rate: 0.4
    Penetrates skin: No
    Ignition temp: 340
    Per life cycle: NA.
    Application effects:TOUCH: Can lubricate cyborg joints and make them move faster.
    Notes:Burns with a small smoky fire, yielding Ash reagent. Can make floors slippery if splashed around. Used as a stand-in for Benzene, Toulene, Napthalene and a bunch of other heavier hydrocarbons for a ton of the organic chem recipes.

  • Reagent: Napalm
    Recipe: Sugar + Fuel + Ethanol
    Depletion rate: 0.4
    Penetrates skin: No - probably should though
    Ignition temp: 320
    Per life cycle: Fireball if ignited. If inside a burning person, extends burning duration by +10.
    Application effects:TOUCH: If target is already burning, extend burning duration by +70.
    Notes: This is the jellied-gas sort of napalm.

  • Reagent: Phlogiston
    Recipe: Phosphorous + Acid + Plasma (+ Stabilizer)
    Depletion rate: 0.4
    Penetrates skin: No
    Ignition temp: NA
    Per life cycle: +1 BURN damage. Probably ought to add BURNING as well.
    Application effects:TOUCH: Self-burning, ignites other stuff.
    Notes:This is what old-napalm is now.

  • Reagent: Chlorine Trifluoride
    Recipe: Chlorine (1) + Fluorine (3) @ 350
    Depletion rate: 0.4
    Penetrates skin: No
    Ignition temp: NA
    Per life cycle: +3 BURNING. Sets people on fire from the inside out.
    Application effects:TOUCH: BURNING + 50.
    Notes:Comes into existence at 1000 degrees. Burns things that wouldn't otherwise burn. Makes an enormous mess. Reacts violently with carbon tetrachloride (firefoam)

  • Reagent: Smoke Powder
    Recipe: Potassium + Phosphorous + Sugar (+ Stabilizer)
    Depletion rate: 0.4
    Penetrates skin: No
    Ignition temp: 300
    Per life cycle: NA
    Application effects:NA
    Notes:When mixed without stabilizer, or heated to 300 with stabilizer, it'll make a big cloud of smoke carrying up to three other reagents. Essential for crime.

  • Reagent: Flash Powder
    Recipe: Aluminium + Potassium + Chlorine + Sulfur (+ Stabilizer)
    Depletion rate: 0.4
    Penetrates skin: 1 // imagine it's covering their clothes or whatever
    Ignition temp: 300
    Per life cycle: NA
    Application effects:NA
    Notes:Stuns anyone within five tiles of the source, stun amount relative to distance. Blocked by sunglasses. Causes eye damage, can lead to blindness.

  • Reagent: Sonic Powder
    Recipe: Oxygen + Ethanol + Phosphorous (+ Stabilizer)
    Depletion rate: 0.4
    Penetrates skin: 1 // imagine it's covering their clothes or whatever
    Ignition temp: 300
    Per life cycle: NA
    Application effects:NA
    Notes:Deafens and stuns within five tiles, blocked by earmuffs, can cause ear damage and deafness. Occasionally plays HOOT! instead of BANG!

  • Reagent: Black Powder
    Recipe: Saltpetre + Charcoal + Sulfur
    Depletion rate: 0.05
    Penetrates skin: 1 // imagine it's covering their clothes or whatever
    Ignition temp: 325
    Per life cycle: NA
    Application effects:NA
    Notes:Sparks, then blows the fuck up a second or two later. Damage scales up with reagent volume.
    Slow depletion means you can poison someone with it and then wait for then to encounter a heat source awhile later. KABOOM!

  • Reagent: Chlorine Azide
    Recipe: ????
    Depletion rate: NA
    Penetrates skin: NA
    Ignition temp: NA
    Per life cycle: NA
    Application effects:NA
    Notes:Dumping too many basic chems into a watering can might accidentally cause this unstable and highly explosive reaction.

  • Reagent: Thermite
    Recipe: Iron + Oxygen + Aluminium
    Depletion rate: 0.4
    Penetrates skin: No
    Ignition temp: 280
    Per life cycle: NA
    Application effects:TOUCH: If already burning, set BURNING to 100.
    Notes:Burns through metal walls. If some is already on fire, dumping thermite on them is very mean.

  • Reagent: Pyrosium
    Recipe: Plasma + Radium + Phosphorous
    Depletion rate: 0.4
    Penetrates skin: No
    Ignition temp: NA
    Per life cycle: NA
    Application effects:NA
    Notes:Comes into existence at 0 degrees, but slowly heats other reagents up towards 1000.
    Can make non-flammable things scaldingly hot, but so can a welder or lighter. Fun for delayed self-heating reactions.

Holy Diver
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#2
Now we can all be nerds
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#3
While I am sure a few people may try to use this irresponsibly, I would like to thank you for tearing down the chem cults of knows and know nots. I'm sure most of use will use this responsibly.
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#4
Weedkiller used in sarin? Well, that eliminates the other compound I was looking for.
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#5
Knowing the recipes is only part of the path. Experimenting with combinations and delivery methods is how you get into the really fun sorts of mischief. I strongly advise using the test chamber for experiments like that, and a reminder, if you aren't a traitor, don't experiment upon other players unless they agree to it. Unless it's one of the prank chems or they're dumb enough to eat floor pills, those are attempted at your own risk.

It's not hard to find a volunteer though, a lot of players will happily die a horrible death if you make it sound entertaining.
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#6
floor pills are the best pills
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#7
I, for one, will use this responsibly in making Space Drugs to sell to the oblivious station population.

Also, does anyone remember the round when a portal to Hell opened in the pool? It's like that again. Cogs opened a portal to Hell, where everyone will be using cyanide/chlorine trifluoride smoke for the next week. God help us all.
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#8
Would it be terrible of me to put this on the wiki? Tonight, if I'm not beaten to it.
Reply
#9
Chike101 Wrote:I, for one, will use this responsibly in making Space Drugs to sell to the oblivious station population.

Also, does anyone remember the round when a portal to Hell opened in the pool? It's like that again. Cogs opened a portal to Hell, where everyone will be using cyanide/chlorine trifluoride smoke for the next week. God help us all.

Remember friend, it's always darkest before the dawn.
Reply
#10
b-b-but m-my secrets
Reply
#11
Will Stimulants prevent a heart attack.

Also as a traitor item will it heal BRAIN Damage at massive speed as well?

Seems like inflicting BRAIN on people is the best way to put them down as only a limited number of things will heal it.

I am intrigued by the inclusion of wolfsbane as an item, I have never seen it before.
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#12
Half the duck, all the sass. A pro Cogwerks
Reply
#13
Dear lord....

seriously i spent about a year finding most of these chems on my own... then this came out.

IM A FAILIURE!!!
Reply
#14
Atomikkrab Wrote:Seems like inflicting BRAIN on people is the best way to put them down as only a limited number of things will heal it.

IIRC BRAIN is actually what kills people, the other stuff just leads up to crit (which causes BRAIN). That being said, if you want to smash someone with enough brain damage to kill them you'll want to use sarin. On top of that, sure, there's only one thing that cures BRAIN, but genetics start with a shitton of it (I have never seen their neuro kits get used up) and it's pretty trivial to make.

The best way to put someone down is in a three-pronged attack, carried out with an incapacitant, an immobilizer and a killer (optional suppressant, if desired). The incapacitant keeps your victim down while the killer goes to work. The immobilizer ensures that the victim will be unable to run for help until the incapacitant kicks in. The killer is the workhorse of the lot, it doesn't have any KO potential on its own, but it is lethal. The suppressant is there to ensure that they can't tell anyone what a horrible jerk you are before getting knocked out.

My optimal stealth configuration (which is arguably dated by now) would allow me to inject someone, stop to inform them of their imminent and horribly agonizing demise, then leave them to slowly die from TOX / SUFFOCATION over the course of five minutes, with no cause for worry about my personal safety or cover.
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#15
Spy_Guy Wrote:
Atomikkrab Wrote:Seems like inflicting BRAIN on people is the best way to put them down as only a limited number of things will heal it.

IIRC BRAIN is actually what kills people, the other stuff just leads up to crit (which causes BRAIN). That being said, if you want to smash someone with enough brain damage to kill them you'll want to use sarin. On top of that, sure, there's only one thing that cures BRAIN, but genetics start with a shitton of it (I have never seen their neuro kits get used up) and it's pretty trivial to make.

The best way to put someone down is in a three-pronged attack, carried out with an incapacitant, an immobilizer and a killer (optional suppressant, if desired). The incapacitant keeps your victim down while the killer goes to work. The immobilizer ensures that the victim will be unable to run for help until the incapacitant kicks in. The killer is the workhorse of the lot, it doesn't have any KO potential on its own, but it is lethal. The suppressant is there to ensure that they can't tell anyone what a horrible jerk you are before getting knocked out.

My optimal stealth configuration (which is arguably dated by now) would allow me to inject someone, stop to inform them of their imminent and horribly agonizing demise, then leave them to slowly die from TOX / SUFFOCATION over the course of five minutes, with no cause for worry about my personal safety or cover.
I just sleepy pen people, flash them, then shove them down disposals. v
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