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Guide to Virology

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The Virologist's job usually consists of dicking around with dangerous diseases and purposefully accidentally getting them released along with curing said diseases from time to time if you weren't already lynched by the crew. More precisely, your job will mostly consist of isolating GNA strands to discover new symptoms and develop new beneficial or weaponized diseases. In the event of a viral outbreak, you are also responsible for developing a vaccine.

"I do not give a shit about any of this, I just want to cure that disease !" - See How to Cure a Disease


Understanding the frenemy

Other than his monkeys, the virologist's only friends for the shift will be the viruses that he grows. It's important to understand just what they really are before playing around with them.

The stages of grief

Viruses contain four different effects that have stages associated with them. Viruses progress through stages as they infest their host's body. They will periodically activate those its effects whose stages are equal to or below the virus's stage; meaning that a virus that's been in a host for a while and is on stage 3 will periodically activate its stage 1, 2, and 3 effects.

Viruses will fight each other in the body for resources. As a result, multiple viruses will collectively appear to be only as powerful as a single virus. One consequence of this is that hosts with a harmful virus may want to be infected with multiple neutral viruses so that the effects of the harmful virus appear far less often. Quality matters more than quantity when it comes to pathogens.

The body's natural defences

Viruses have antigen signatures consisting of one or two letters; they look like "AV" or "M". Hosts also have antigen signatures called antibodies that can contain any amount of those letters and start out empty. If a host has antibodies that share at least one letter with a virus's antigens, that virus gets cured.

So how do we get antigens? The easiest way is just by waiting the virus out - after a while, the virus gets cured naturally and adds its antigens to its host's antibodies. Alternatively, ingesting radium will cure a virus and give you its antigens - with a huge chance of dying after being cured.

Antigens can also be transferred between hosts through their blood; just draw one person's blood and inject it into another person.

Methods of Infection

Diseases have three different ways to spread. Keep these in mind:

  • Airborne. The most dangerous spreading vector. Being in proximity of an infected person without internals and body protection will put you at risk of infection. It can also spread through Direct Contact methods. If Isolation isn't kept, progress will be rapid. Worthy to note too, most airborne diseases will also contain symptoms producing sneezing or vomiting.
  • Direct Contact. Spreads through touch and bodily fluids. Gloves and shoes will limit infection from interacting with infected people and walking over infected fluids, respectively, but it is always preferable to have a full Bio Suit.
  • Blood. Can only spread through blood transfusion. Note that all diseases can do so, but this effectively means this is the least infectious vector.

An Ounce of Prevention

The first and most important way to prevent outbreaks is to wear proper gear and respect a few guidelines.

The following items will protect you from the dangerous infections of space, each increasing your protection against infections :

  • Level-3 Bio Hood and Bio Suit.
  • Medical Jumpsuit.
  • Sterile Mask.
  • Latex Gloves.
  • White Shoes.
  • Private Air Flow System. Virology has a built-in one. Fresh air comes in from air tanks, infected air goes out into space.

For those not in the medical profession, the following items can substitute to a degree. :

  • Active internals and a mask to counter airborne infections.
  • Gloves and full body clothing (hardsuits work best) to counter contact infections.
  • Not injecting yourself and letting yourself be injected with random shit in general.

If you or another crew member ends up infected with an unknown disease, do not spread the infection further. Set internals on, try not to enter in prolonged contact with fellow crew members and head towards Virology, or lacking that an Isolation Room.

Cleaning blood spills from the ground goes a long way to ensure chucklefucks that enter your lab without full protection don't catch your brand new Gibbingtons strand. You could always call up the Janitor if you are a lazy fuck, but you are supplied with a spray bottle of Space Cleaner, use it.

Mucus can also naturally spread infections, along with vomit. Remember to clean those up too.

Diseases and You

Your job as a Virologist, outside of ensuring that a plague doesn't kill off half of the station, will be to research into diseases in hope of finding cures and even creating beneficial viruses. Off-record, you will also be expected to create bio-weaponry using the most virulent strands there are, both for curing and potential military application against Nanotrasen's enemies. Don't go nuts though, infecting the crew with a deadly disease can lead to a termination of your contract.

Equipment

Virology contains a few machines and other equipment that will allow you to do your research job efficiently and easily. They are fairly easy to handle, but harder to master.

  • Isolation Centrifuge : This machine intakes vials filled with blood, and depending on their contents will isolate nothing, pathogens to create an exploitable virus dish or antibodies. It will automatically detect either and isolate them. To obtain a virus dish, simply use infected blood. To obtain antibodies, isolate blood containing antibodies.
  • Pathogenic Incubator : This machine will grow virus dishes using virus food and the ideal growth medium it provides when on. To obtain virus food (basically diluted milk), use a beaker on the Virus Food Dispenser on a wall nearby or ask the Chemist or Chef for more (it's basically Milk and Water). When your sample is fully grown, it will warn you with a "ping". You can also radiate your growth medium to mutate your virus' symptoms, the machine will "beep" when it happens. Finally, you can breed your virus into any liquid using a beaker of said liquid and a virus sample.
  • Disease Analyzer : Grown viruses can be analyzed here, giving you a piece of paper detailing their symptoms and marking the dish with them. It will then be ready for use by the Disease Splicer and be automatically added to the Medical Database, making it fully compatible with Medical HUDs and Health Analyzers
  • Disease Splicer : Each virus has four GNA strands corresponding to the symptoms it causes. The longer it stays in one's body without Spaceacilin the more symptoms appear in descending order. The Disease Splicer can isolate strands (this breaks the virus dish, so be careful) and then copy them to disks, and later apply them to any virus dish using the disk's buffer system.
  • Virus Food Dispenser : Contains 1000 units of Virus Food to get you started. Remember to set output to 100 to fill your beaker in one go.
  • Maintenance Storage : Obviously not a machine, but on the left of Virology is a small Maintenance Room you have access to. It notably contains air tanks used to re-pressurize Virology in case of air loss, a spare Oxygen and Nitrogen canister and a beaker box and hand labeler.

Starting Off

This section will get you properly started off on your quest to make the deadliest most beneficial virus. While this doesn't involve anything complex like mutating viruses, producing copies for splicing or transplanting GNA strands, it will grant you a few early symptoms to work with along with basic technical knowledge you will need eventually.

  • Get a beaker from Maintenance Storage, fill it using the Virus Food Dispenser (remember to set output to 100). Put it into the Pathogenic Incubator and wait until it releases all its contents. The machine will store all of it and you can simply fill it to the brim with Virus Food if you are lazy. Just remember to never flush the machine, else it will all be removed.
  • Take one of your three starting virus dishes and put them in the Pathogenic Incubator. Toggle the Pathogenic Incubator on. Let it work until you hear a "ping". In case you hear a "beep", your virus has mutated a new symptom, this does not matter for now.
  • Remove the Virus Dish and insert it into the Disease Analyzer. It will automatically begin analyzing the virus dish. You can begin growing another one of your three while the analysis is completing.
  • Once the disease analysis is finished, it will output your dish along with a paper containing very detailed information about your virus. This notably includes all four symptoms carried by your virus, along with precise information like virosity, that are important for masterful virus crafting but that can certainly be skipped for now. Also worthy of note, analyzing your virus will input it into the virus database, that you can access on any Medical Records computer. There is a laptop in your laboratory that has access to those records.
  • Put your virus dish into the Disease Splicer. Find the most interesting symptom and click on it to splice out of the dish. This will destroy the virus dish in the process, so if you want a second symptom from the same virus strand you will need to create a new sample of the virus, something that will be covered later. For now, we are learning, so we can afford to destroy this dish.
  • Once you hear a "beep", ask the Disease Splicer to burn the GNA strand to a data disk. If you don't do that, you will have no physical trace of your symptom and the next spliced GNA strand will override it. It will create a characteristic "zing" once done. Depending on your goal for the shift, you will either want to try and catch them all, or simply get one of each stage to create the perfect disease.
  • To boost your research forwards, you should analyze all your beginning virus dishes for interesting symptoms that you can splice out. But don't put yourself in a situation where you have destroyed all your virus dishes without breeding a new culture in the Pathogenic Incubator, or you will need to order more! While ordering more is as simple as asking Cargo or the AI to order more virus dishes, and then having the Chief Medical Officer or Captain open them for you, you will still get a lot of idle time.

How to actually Research

Your job is to isolate virus strands, create new diseases, engineer cures and keep the station healthy. This little guide will get you started.

  • Make sure your Pathogenic Incubator is filled from the Virus Food Dispenser. If it runs out fill another beaker with Virus Food and put it back into the Incubator.
  • If you run out of Virus Food completely, ask the Chef for Milk and dilute it using a sink or simply order a food crate to use the bottle of Milk.
  • Take one of your three viruses and put it into the Incubator. It's a good idea to immediately set radiation levels to 50-ish. It'll save you a lot of time. Try to not set it any higher so that you can grow viruses without mutating them if needed.
  • You may want to create a new strain from this original virus, because you are trying to mutate it into something new or you have yet to splice all the symptoms. Breeding virus strains is extremely simple.
    • Remove the empty Virus Food beaker. Use a clean syringe to take 15 units of Blood from yourself, put them in the beaker. Breed the Virus Dish in the beaker, then transfer it into a vial.
    • Put the vial of blood into the Isolation Centrifuge, choose to isolate the strain. When it finishes it will output a new virus dish bred from the old one. You can re-use the blood vial infinitely.
  • Toggle the Pathogenic Incubator on. Let it work at least until you hear it "ping". When you hear a "beep", your virus has mutated a new symptom. This is exactly what you want.
  • Remove the Virus Dish and put it into the Disease Analyzer. The Isolation Centrifuge should be done by now, so re-isolate the strain again and grow the new Virus Dish again. Do not replace the blood in the Isolation Centrifuge, it's not needed.
  • When the Disease Analyzer is done, it will tell you what vector of contagion it uses, and what are its symptoms. Note the new symptom, and if it is good enough to be inside your final virus.
  • If it is, put the Virus Sample into the Disease Splicer, choose an interesting GNA strand (symptom) and splice it. The Disease Splicer will process and your dish will be destroyed
  • Take the new virus dish you created using your Isolation Centrifuge, and begin mutating that for new symptoms.
  • Repeat until the Captain stubs his toe and the shuttle is called. Or until you are too successful and end up lynched. It's also possible to get the virus you desire depending on how high you set the bar, but don't count on it too much if you have very high expectations and you don't start with any of the symptoms you want to use.

Finishing a Virus

So you think you've got all the symptoms you need for your virus? You can certainly give it a shot, but be prepared for the consequences. In the meantime, we have to assemble all those strands into a functional virus.

  • Make sure you have a symptom for each stage of your virus. Each stage has more and more intense effects, culminating in potentially lethal.
  • Put the virus dish you want to use to assemble your virus into the Disease Splicer. This dish should have the statistics you desire for your final virus.
  • Load a Data Disk of the symptom you want to use into the Disease Splicer. It will buffer the GNA strand, and all you have left to do is click on that buffer to burn it into your dish. Do not click on the symptoms on your dish or it will destroy your dish to splice and buffer a new symptom.
  • Continue buffering and burning your symptoms into the virus until it is complete. Put it back through the Disease Analyzer so the Medical Records update to match the new symptoms and Health HUDs recognize the virus.
  • Breed your virus in a beaker full of blood. If your disease is a weapon, you should store it somewhere secure, and certainly not release it if you are still loyal to the crew. If it is supposed to be beneficial, organize a controlled release of your virus with Medbay staff and the Chief Medical Officer. If your virus is airborne, draft a Medical Doctor to be injected and spread the disease. If it is more complex to spread, simply hand out infection shots.

Curing

From time to time, diseases will suddenly affect the station, or you might just be behind it all. It is important you carefully isolate all least one sick person in the Patient Rooms inside Virology for further experimentation and follow these steps :

  • In the event of a virus outbreak, you will need a beaker of Radium and an infected patient.
  • The goal of Medbay from the time the infection is confirmed to the time the cure is being distributed is to keep infected patients isolated from any non-protected personnel. Making sure everyone gets their doses of Spaceacilin to prevent the disease from worsening isn't your job, tell the Chemists and Medical Doctors to do it.
  • Since the above step is nigh-impossible during most shifts simply scream on Common that there's a virus spreading. Since it doesn't matter for now, just say it's "Gibbingtons". This should trigger enough panic and fear to ensure non-infected people will isolate themselves. You should soon get an willing or unwilling infected subject to drag themselves or dragged by someone else into Virology for curing.
  • Take a blood sample from the infected individual, put five units of it in a vial and process it through. You can have your patient lay down in a Patient Room and analyze him from time to time to make sure his status isn't degrading, Spaceacilin should keep him alive if you have it.
  • The most important part of your job is actually curing the disease that will inevitably ravage the crew. Luckily, it can be done in parallel with the analysis of the actual virus.
    • Drag a monkey to an empty Patient Room and inject him with the rest of the infected blood. Let him wait it out for a little bit and ensure he's actually sick, generally by slapping him with a Health Analyzer.
    • Inject your sickly monkey with the Radium from Chemistry. Wait for a dozen seconds and use an Antibody Scanner on him. If there's no antibodies, inject five units again. Continue until the Antibody Scanner picks up something. Your monkey will likely get massive amounts of Toxin damage, just use an empty syringe to isolate his blood.
    • Fill a new vial with the monkey's blood, remove the old one from the Isolation Centrifuge and stick your sample in. You should now be able to isolate antibodies, do so immediately.
    • A vial of pure antibodies colored deep blue will be produced. Start producing more and then put ten units of it in a beaker before filling it to the brim at a sink. You now have ten shots of antibodies directly available with one unit of Pure Antibodies, which is more than enough, and four units of Water per syringe use. Alternatively, bring a full vial of antibodies to the Chemist to make one unit pills of Antibodies.
  • Simultaneously, you can analyze the virus that is decimating the crew. For paperwork, science, and your personal enjoyment.
    • While your monkey is either dying or curing itself, grow the virus dish you created. This might be extremely inconvenient if your Pathogenic Incubator is extremely irradiated due to Virology Research, in which case you should skip this step or let the Incubator run dry until no longer irradiated.
    • If your virus has completed growing, put the dish into the Disease Analyzer to find out just how much you should panic. Gibbingtons, Monkism, Arachnogenesis and Kingston's Syndrome are causes for extreme worry especially if the virus itself is Airborne.
  • Stick yourself, your patient and if he's alive your monkey with the antibodies. If you run out of antibodies, you can directly inject blood from a person with antibodies into anyone else to cure them from the disease. Lead your patients outside and try to disseminate the cure in a public fashion across the station. The problem should be dealt with by Medbay now, you have research to do.

Congratulations, you're just earned yourself a pass at not getting lynched ! Now is high time to continue your research while idiots hide away in Maintenance and screech about there being no cure.

Big Bad Symptoms

Symptom Strand Effect
Coldingtons Effect 1 Causes the infected to randomly and uncontrollably sneeze, occasionally sneezing infected mucus on the floor and making the virus airborne.
Flemmingtons 1 Causes the infected to occasionally have mucus run down the back of their throat with no serious effect.
Saliva Effect 1 Causes the infected to randomly and uncontrollably drool with no serious effect.
Twitcher 1 Causes the infected to randomly and uncontrollably twitch with no serious effect.
Headache 1 Causes the infected to randomly suffer head pain with no serious effect.
Itching 1 Causes the infected to randomly suffer from skin itches with no serious effect.
Drained Feeling 1 Causes the infected to randomly suffer from a feeling of being drained with no serious effect.
Watery Eyes 1 Causes the infected to randomly suffer from stinging and watering eyes with no serious effect.
Wheezing 1 Causes the infected to randomly and uncontrollably wheeze with no serious effect.
Full Glass Syndrome 1 Causes the infected to synthesize Tricordazine and feel optimistic. Beneficial.
Waiting Syndrome 1 Does absolutely nothing, forcing the disease to grow another stage to have an effect.
Melisso-Emeto Syndrome 1 Causes the infected to synthesize honey, and vomit up bees on occasion. Arguably beneficial.
Gyroscopic Manipulation Syndrome 1 Causes the infected to uncontrollably spin in place, and to perform roundhouse kicks instead of normal kicks, which have a higher chance to KO someone. Arguably beneficial.
Loudness Syndrome 2 Causes the infected to randomly and uncontrollably scream, potentially impairing communication.
Automated Sleeping Syndrome 2 Causes the infected to quickly grow drowsy, potentially impairing movement and interaction along with temporarily degrading sight.
Resting Syndrome 2 Causes the infected to randomly collapse, grounding them and massively impairing movement and in some cases interaction.
Blackout Syndrome 2 Causes the infected to go completely blind, making it extremely hard to manipulate most objects and move around along with making the infected unaware of anything happening within sight that isn't audible.
Anima Syndrome 2 Causes the infected to randomly and uncontrollably cough, potentially impairing communication and both allowing and facilitating airborne spread of the disease.
Appetiser Effect 2 Causes the infected to constantly experience extreme hunger, causing mild agony and seriously hampering movement along with slowing or even halting natural damage regeneration.
Refridgerator Syndrome 2 Causes the infected to randomly and uncontrollably shiver.
Hair Loss 2 Causes the infected to progressively grow bald, tampering with their facial appearance until a mirror is used.
Adrenaline Extra 2 Causes the infected to synthesize Hyperzine, causing occasional jittering and extreme rushes of energy allowing unhampered movement in all conditions. Beneficial.
Glasgow Syndrome 2 Causes the infected to synthesize pure Ethanol, causing a state of extreme drunkenness and growing liver damage.
Gaben Syndrome 2 Causes the infected to synthesize pure Nutrients, causing them to immediately and irreversibly become fat until cured and administrated Lipozine. Also makes the infected unable to wear suits and E.V.A. gear and removes need to eat. Disputably beneficial.
Bearding 2 Causes the infected to grow a Full Beard, potentially tampering with their facial appearance until a mirror is used.
Intranasal Hemorrhage 2 Causes the infected to bleed profusely from the nose, occasionally dropping infected blood on the floor.
Respiratory Putrification 2 Causes the infected to randomly and uncontrollably cough, occasionally coughing up infected sputum on the floor and making the virus airborne.
Lantern Syndrome 2 Causes the infected to glow with a brightness equal to one of a lightbulb. Beneficial.
Vitreous resonance 2 Causes the infected to shatter glass containers and syringes in their hands. The hand that resonates with the glass will then either sustain burn damage or be completely rejuvenated, with both the chance to rejuvenate and the amount of burn damage scaling by effect multiplier.
Hangman Syndrome 2 Causes the infected person to become unable to state vowels, their speech replaced with "_" like the Hangman game. Example: This is not beneficial can become Th_s _s n_t b_n_f_c__l
Opposite Syndrome 2 Causes the infected to say the opposite of what they try to say.
Porokeratosis Acanthus 2 Causes keratin spines to grow out of the infected's skin, dealing 5 brute damage to anyone who bumps them or touches them, or is bumped by them.
Vegan Syndrome 2 Causes the infected's digestive system to reject all animal-based products, from meat to dairy. Continued consumption of such food will cause nausea and eventually toxin damage.
Hyperacidity Syndrome 3 Causes the infected to develop severe toxin damage, can worsen the infected's condition rapidly.
World Shaking Syndrome 3 Causes the infected's vision to spasm and shake uncontrollably, making it increasingly difficult to interact with the world around him.
Telepathy Syndrome 3 Causes the infected to develop Telepathy abilities allowing him to remotely project their voice into other people's minds. Beneficial.
Lazy Mind Syndrome 3 Causes the infected to rapidly develop physical brain damage and serious mental retardation, making it extremely difficult to communicate and use most of the equipment on the station.
Hallucinational Syndrome 3 Causes the infected to be drawn into a vivid hallucinatory state, putting fellow crewmen and the infected at risk due to potential reactions to said hallucinations and confusion brought by them.
Hard of Hearing Syndrome 3 Causes the infected to have serious hearing trouble, most likely devolving into deafness as time goes on.
Uncontrolled Laughter Effect 3 Causes the infected to randomly and uncontrollably giggle, potentially impairing communication.
Topographical Cretinism 3 Causes the infected to develop extreme confusion and dizziness, scrambling their movement among a few things and impairing their interactions with the surrounding world.
DNA Degradation 3 Causes the infected to incur steady clone damage that can only be fixed via usage of a Cryo Cell outfitted with the correct reagents.
Groaning Syndrome 3 Causes the infected to randomly and uncontrollably groan, potentially impairing communication.
Hyper-perspiration Effect 3 Causes the infected to sweat profusely, outright wetting any floor he stands upon and causing a temporary slipping hazard for everyone.
Elvisism 3 Causes the infected to rapidly grow defining traits alike Elvis Presley, making them spout some Elvis quotes and seriously altering their facial appearance along with growing sunglasses that they cannot remove. On top of that, the infected will randomly start moving in semi-random directions when trying to move around, which can be very dangerous in some situations.
Epidermolysis Bullosa 3 Causes infected to take damage from being touched or bumped into.
Pierrot's Throat 3 Causes the infected to grow a clown mask and synthesize Psilocybin, a powerful hallucinogen. Their speech will also be impaired by random honking.
Horse Throat 3 Causes the infected to grow a horse head and completely impairs their speech, turning it into indecipherable neighing along with being unable to use internals.
Chicken Pox 3 Causes the infected to cluck like a chicken and vomit Chicken Eggs, impairing communication.
Self-lubricating Footstep Syndrome 3 Causes the infected to grow a pair of clown shoes, that deploy lubricant every so often at every step. Effect scales with multiplier
Pro-tagonista Syndrome 3 Causes the infected's hair colour to change to a bright colour, other effects unconfirmed or undocumented. Effects unlock with higher multiplier
Epidermolysis Bullosa 3 Causes the infected to take 10 brute damage to a random limb every time they bump something, something bumps them, or someone touches them.
Hyper-Fibrinogenesis 3 Causes the infected to automatically generate clotting agents in their body, which prevents bleeding and can spontaneously stop bleeds. Beneficial.
Teratoma Syndrome 3 Causes the infected to periodically create and extrude random organs and/or teeth from their body, which are then dropped on the ground.
Gibbingtons Syndrome 4 Causes the infected to suddenly get massive damage before exploding in a shower of infectious gibs. Usually causes shuttle calls and mass panic and is the most effective way to intentionally depopulate space stations
Creosote Syndrome 4 Causes the infected to feel minty fresh and be injected with mint toxin. Harmless unless the infected is obese, in which case he will be instantly gibbed. For this reason, it's very dangerous if paired with Gaben Syndrome.
Radian's Syndrome 4 Causes the infected to incur constant and exponentially increasing radiation and thus toxin damage. While it can ironically cure the disease by acting like Radium it tends to be dangerous still, especially since irradiated people can spread their radiation.
Dead Ear Syndrome 4 Causes the infected to become permanently deaf. Rather clement but still extremely debilitating
Monkism Syndrome 4 Causes the infected to suddenly and terminally turn into a monkey. While Genetics can fix the damage with a bit of skill it will cause chaos and is also a shuttle caller.
Kingston Syndrome 4 Causes the infected to suddenly turn into a catbeast (Tajaran). Usually causes mass lynchings and job terminations, along with shuttle calls.
Suicidal Syndrome 4 Causes the infected to repeatedly attempt suicide. This cannot be stopped by restraints but can be usually solved with Dexalin Plus or Cryo Chambers. It can lead to special suicides depending on held objects and will re-occur until cured.
Toxification Syndrome 4 Causes the infected to incur sudden and extreme toxin damage, usually leading to death. Unlike Radium and Radian's Syndrome, it simply does not cure itself.
Reverse Pattern Syndrome 4 Causes the infected to experience extreme rises in body temperature and random scrambling of their genetic code. Can lead to dangerous mutations.
Shutdown Syndrome 4 Causes the infected to experience mass organ failure over time accompanied by toxin damage. Deadly if uncured and usually disables all limbs, causing immobility and helplessness.
Longevity Syndrome 4 Causes the infected to experience flash aging, making their limbs and organs slowly break down along with actively increasing their physical age.
Fragile Bones Syndrome 4 Causes the infected's bones to actively damage and break, most likely causing slight invalidity and extreme pain. Milk can mitigate the effects until cured.
Spontaneous Cellular Collapse 4 Causes the infected's cells to synthesize polytrinic acid, causing massive internal damage and serious damage to body integrity.
Necrosis 4 Causes the infected's skin and muscular mass to die, causing either meaty structure or limbs and internal organs to fall off, most likely causing massive damage.
Fizzle Effect 4 Causes the infected to clear their throat and sniffle uncontrollably. Usually one of the best symptoms for a beneficial disease's last stage.
Arachnogenesis Effect 4 Causes the infected to vomit up live spiderlings, which will eventually grow into giant spiders. Since those spiders can replicate at an alarming rate, this can cause tremendous amounts of damage in a short span of time unless the virus is quickly cured and every last spiderling is slain before they can reach adulthood. (It will also make the server lag like crazy as it tries to cope with what can end up being well over a hundred spiders all moving around at the same time.)
Blattogenisis Effect 4 Causes the infected to vomit up live cockroaches. Generally incites fear, anguish and flamethrowers.
Biolobulin Effect 4 Causes the infected to have "unstable goo" periodically spawn in their hands, or drop on the floor if they are holding something. When thrown, they act just like snap pops, making that same distinctive sound and leaving some ashes, except for the part where they deal massive amounts of damage.
Toxin Sublimation 4 Causes the infected to synthesize pure plasma that will then be released via exhalation or sweating. Extremely dangerous for the infected and surrounding personnel, especially in confined spaces or near sources of sparks and heat.
Vox Pox 4 Causes the infected to turn into a disease ridden Vox.
Delightful Syndrome 4 Causes the infected to synthesize Doctor's Delight and feel delightful. Beneficial.
Gregarious Impetus 4 Causes the infected to take brain damage and fall over if there aren't enough people near them, and cure brain damage and synthesize Oxycodone if there are enough people around them.
Babel Syndrome 4 Causes the infected to forget all languages except one new granted language.
Harlequin Ichthyosis 4 Causes the infected's skin to become incredibly thick and dry, with the severity getting worse the longer the infected goes without quenching their skin with water. As their skin dries out and hardens, it loses its ability to effectively disperse heat, causing the infected to overheat more easily. However, the infected also takes decreased brute damage, due to their skin thickening and hardening.

As the symptom progresses untreated, the infected's heat dispersal grows worse. Once their skin dries out enough, they lose the ability to sweat, which further contributes to the risk of overheating. As the symptom reaches advanced stages, the infected will also experience difficulty breathing and frequent bleeding.

Heart Attack Syndrome 4 Causes the infected's heart to burst out of their chest and begin attacking them.
Space Adaptation Effect (unobtainable through normal means) 5 Causes the infected to synthesize Dexalin Plus, Leporazine, Bicardine and Dermaline along with making the organs in their chest unbreakable. Leads to slow exhaling and complete space-proofing, even without a space-worthy suit or internals. Extremely beneficial.

Supplementary Video

https://www.youtube.com/watch?v=bGjIVfUUx_w

Guides of /vg/station 13
New Player Guides
General Help - The Basics - Rules - A Crash Course In Roleplaying - Guide to Construction - Guide to Combat - Terminology - Shortcuts - Troubleshooting
Service Guides
Guide to Cargo Orders - Guide to Food and Drinks - Guide to Hydroponics - Guide to Beekeeping - Guide to Xenobotany - Guide to Vox Hydroponics - Guide to Cash Registers
Medical Guides
Guide to Medicine - Guide to Surgery/Autopsy - Guide to Chemistry - Guide to Virology - Guide to Genetics - Guide to Cloning
Scientific Research Guides
Guide to Research and Development - Guide to Robotics - Guide to Toxins - Guide to Telescience - Guide to Mechanic - Guide to Xenobiology - Guide To Xenoarchaeology
Engineer Guides
Guide to Engineering - Guide to Wiring - Guide to Construction - Guide to Advanced Construction - Guide to Singularity Engine - Guide to Atmospherics - Guide to Solars - Guide to Antimatter Engine (AME) - Guide to Thermoelectric Generator (TEG) - Guide to Supermatter Engine (SME) - Guide to R-UST - Guide to Space Pods - Guide to Telecommunications - Guide to Hacking - Guide to Assemblies
Security and Command Guides
Space Law - Standard Operating Procedure - Guide to Security - Guide to Forensics - Guide to Command - Chain of Command - Guide to Silicon Laws
Antagonist Guides
Guide to Traitor - Guide to Nuclear Operations - Guide to Revolution - Guide to Xenomorph - Guide to Cult of Nar-Sie - Guide to AI Malfunction - Illicit Access - Random Events
Misc Guides
Guide to Hypothermia - Makeshift weapons - Guide to Ghetto Chemistry - Races - Creatures - Guide to Paperwork - List of Pastebins specific to /vg/station - Reading Material - NTSL (Nanotrasen Scripting Language)
Admin and Coder Guides
Guide to Admin Tools - Understanding SS13 Code - Guide to Git CLI - SS13 for Experienced Programmers - Guide to Spriting - Guide to Mapping - Guide to GitHub/Merging Upstream Changes - Getting Your Pull Accepted - DM/BYOND: Undocumented Stuff