Guide to races: Difference between revisions
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On Yogstation, these are the races allowed to be chosen at round start. Because they are freely available, you should expect to deal with them nearly every round. | On Yogstation, these are the races allowed to be chosen at round start. Because they are freely available, you should expect to deal with them nearly every round. | ||
=== | {| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;" | ||
[[File:humans.png]] | ! scope="col" style="background-color:#A9A9A9;" width="200" |Job | ||
! scope="col" class="unsortable" style="background-color:#A9A9A9;" |Description | |||
On the station humans enjoy a degree of superiority over other races, everyone you meet in a position of power will generally be a human | ! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Diet | ||
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Benefits | |||
''' | ! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks | ||
! scope="col" class="unsortable" style="background-color:#A9A9A9;"|Found | |||
|- | |||
*Dislikes: Raw food | ![[File:humans.png|128px|link=Humans]]<br>{{anchor|Humans}}[[Humans]] | ||
* | |On the station humans enjoy a degree of superiority over other races, everyone you meet in a position of power will generally be a human. | ||
| | |||
''' | *'''Likes:''' Anything that's cooked, grilled food | ||
*'''Dislikes:''' Raw food | |||
*AI Protection under the | *'''Toxic:''' None | ||
| | |||
*AI Protection under the Asimov lawset. | |||
*Domination of [[Command_Staff|Command Jobs]]. | *Domination of [[Command_Staff|Command Jobs]]. | ||
*Strength in numbers. | *Strength in numbers. | ||
| | |||
*Prone to mutation to other races. | *Prone to mutation to other races. | ||
*No special traits. | *No special traits. | ||
| | |||
*Everywhere. | *Everywhere. | ||
|- | |||
![[File:lizardpeople.png|166px|link=Lizardperson]]<br>{{anchor|Lizardperson}}[[Lizardperson|Unathi/Lizardperson]] | |||
[[File:lizardpeople.png|166px]] | |Second class citizens, lizards are generally relegated to lower level work. Within a department a lizard staff member may enjoy anywhere from almost equal standing to obvious racism and disrespect, depending on their co-workers. They enjoy few advantages beyond their striking appearance. | ||
| | |||
Second class citizens, lizards are generally relegated to lower level work. Within a department a lizard staff member may enjoy anywhere from almost equal standing to obvious racism and disrespect, depending on their | *'''Likes:''' Mice, raw normal meat, eggs (including raw), organs, cooked monster meat, grilled food | ||
*'''Dislikes:''' Baked goods and dairy (unless fried) | |||
''' | *'''Toxic:''' None | ||
| | |||
*Dislikes: Baked | |||
* | |||
''' | |||
*Memorable appearance. | *Memorable appearance. | ||
*Solidarity with lizards | *Solidarity with lizards staff mates. | ||
| | |||
*Likely target of racism. | *Likely target of racism. | ||
*Also prone to mutation to mutant races. | *Also prone to mutation to mutant races. | ||
*Noticeable lisssp. | *Noticeable lisssp. | ||
| | |||
*Everywhere but command department. | *Everywhere but command department. | ||
|- | |||
= | ![[File:podpeople.png|128px|link=Podman]]<br>{{anchor|Podpeople}}[[Podman|Phytosian]] | ||
|Human blood, resurrected through a plant. Phytosian/Podpeople are rare to see, often only making an appearance if the cloner has been destroyed or the power is out for an extended period of time. They thrive in light and can't survive darkness for too long. | |||
| | |||
Human blood, resurrected through a plant. Phytosian/Podpeople are rare to see, often only making an appearance if the cloner has been destroyed or the power is out for an extended period of time. They thrive in light and can't survive darkness for too long. | *'''Likes:''' Light | ||
*'''Dislikes:''' Any other food | |||
''' | *'''Toxic:''' Alcohol | ||
| | |||
*Dislikes: Any other food | |||
* | |||
''' | |||
*Gradually heals and gains nutrition in well lit areas. | *Gradually heals and gains nutrition in well lit areas. | ||
*[[Critters#Hostile|Killer tomatoes]], [[Critters#Hostile_2|venus human traps]] and [[Critters#Hostile|pine trees]] are neutral toward them. | *[[Critters#Hostile|Killer tomatoes]], [[Critters#Hostile_2|venus human traps]] and [[Critters#Hostile|pine trees]] are neutral toward them. | ||
| | |||
*Darkness drains nutrition. | *Darkness drains nutrition. | ||
*If starving, takes damage | *If starving, takes damage overtime. | ||
*Tendency to be overweight due to desire to stay in the light at all times. | *Tendency to be overweight due to desire to stay in the light at all times. | ||
*Extra vulnerable to chemicals designed to kill plant life. | *Extra vulnerable to chemicals designed to kill plant life. | ||
*Takes extra burn damage and heats up quickly. | *Takes extra burn damage and heats up quickly. | ||
*Mutates if shot by a [[Research_items#Floral Somatoray|floral somatoray]] in mutation mode. | *Mutates if shot by a [[Research_items#Floral Somatoray|floral somatoray]] in mutation mode. | ||
| | |||
*Everywhere aside from any command department. | |||
*[[Hydroponics]]. | |||
*Everywhere aside from any command department | |- | ||
![[File:Plasmaman.png|110px|link=Plasmaman]]<br>{{anchor|Plasmaman}}[[Plasmaman]] | |||
|A recently discovered race that inhabits orbital bodies with high concentrations of Plasma. Plasmamen have a hard time living on oxygen-based space stations as they breath pure Plasma as their air supply, thus they wear special environmental suits to protect them. They have almost no advantages mechanics wise, and must rely on their skill and respect to get by. | |||
[[File:Plasmaman.png|110px]] | | | ||
A recently discovered race that inhabits orbital bodies with high concentrations of Plasma. Plasmamen have a hard time living on oxygen based space stations as they breath pure Plasma as their air supply, thus they wear special environmental suits to protect them. They have almost no advantages mechanics wise, and must rely on their skill and respect to get by. | |||
*Plasmamen do not need to eat. | *Plasmamen do not need to eat. | ||
* | *'''Likes:''' Grilled food | ||
| | |||
''' | |||
*They stand out. | *They stand out. | ||
*Can use their bodies drawback of setting on fire offensively to scare off attackers. | *Can use their bodies drawback of setting on fire offensively to scare off attackers. | ||
Line 104: | Line 76: | ||
*Can't bleed. | *Can't bleed. | ||
*Does not need to eat. | *Does not need to eat. | ||
| | |||
*They stand out, badly. | *They stand out, badly. | ||
*Likely target of racism. | *Likely target of racism. | ||
Line 115: | Line 85: | ||
*Can't drink or eat through helmet, so dependent on injections and patches. | *Can't drink or eat through helmet, so dependent on injections and patches. | ||
*No ability to hide their identity. | *No ability to hide their identity. | ||
| | |||
*Everywhere aside from any command or entertainment department. | *Everywhere aside from any command or entertainment department. | ||
|- | |||
![[File:Moths.gif|100px|link=Mothpeople]]<br>{{anchor|Mothpeople}}Mothpeople | |||
[[File:Moths.gif|100px]] | |White-faced insect people with wings and antennae. Be the Mary Sue you were always meant to be with a shitload of color 'themes' to choose from. | ||
| | |||
White-faced insect people with wings and | *'''Likes:''' Vegetables, dairy, & clothes. | ||
*'''Dislikes:''' Fruit. | |||
''' | *'''Toxic:''' Raw meat, cooked meat, just don't eat something that moved and made noises. | ||
| | |||
*Dislikes: Fruit. | |||
*Toxic: Raw meat, cooked meat, just don't eat something that moved and made noises. | |||
*If your wings haven't been crisped, you can flutter around once gravity goes out. | *If your wings haven't been crisped, you can flutter around once gravity goes out. | ||
| | |||
*Your eyes are extra sensitive to light. Welding needs both goggles plus a mask and flashbangs REALLY hurt, even with sunglasses on. | *Your eyes are extra sensitive to light. Welding needs both goggles plus a mask and flashbangs REALLY hurt, even with sunglasses on. | ||
*Badly hurt by fly swatters. [10x damage] | *Badly hurt by fly swatters. [10x damage] | ||
Line 144: | Line 103: | ||
*Not protected by Asimov laws. | *Not protected by Asimov laws. | ||
*Nonsensical 'fluttering' speech tag. | *Nonsensical 'fluttering' speech tag. | ||
| | |||
*Near a light bulb. | |||
*[[Tesla_Engine|Tesla engine]]. | |||
*Near a light bulb | |- | ||
![[File:RedEthereal.png|100px|link=Ethereals]]<br>{{anchor|Ethereals}}Ethereals | |||
|Sentient lightbulbs. Be the natural enemy of [[Shadowlings]]. Complain you're not bright enough. | |||
[[File:RedEthereal.png|100px]] | | | ||
*'''Likes:''' Light, Cyborg Rechargers, Special foods | |||
Sentient lightbulbs. Be the natural enemy of [[Shadowlings]]. Complain you're not bright enough. | *'''Dislikes:''' Normal foods | ||
| | |||
''' | |||
* | |||
''' | |||
*Your body is a flashlight. | *Your body is a flashlight. | ||
*You're a brighter flashlight when emagged. | *You're a brighter flashlight when emagged. | ||
Line 166: | Line 118: | ||
*Slightly resistant to electricity. | *Slightly resistant to electricity. | ||
*Have special blood which electrocutes non-ethereals. | *Have special blood which electrocutes non-ethereals. | ||
| | |||
*Can't gain nutrition from normal foods. | *Can't gain nutrition from normal foods. | ||
*Vulnerable to brute damage. | *Vulnerable to brute damage. | ||
| | |||
*[[Robotics]]. | |||
*[[Engineering]]. | |||
*[[Robotics]] | |- | ||
![[File:Preterni.png|100px|link=Preternis]]<br>{{anchor|Preternis}}[[Preternis]] | |||
|Humans augmented by incompetent roboticists. Have more quirks than regular augmented people but suffer greatly from a variety of drawbacks, many of which are able to kill them. Preternis with the smoker quirk should be smoking exclusively Premium or Cohiba Robusto cigars as they'll purge the nicotine of everything else too fast. | |||
[[File:Preterni.png|100px]] | | | ||
*'''Likes:''' Power | |||
Humans augmented by incompetent roboticists. Have more quirks than regular augmented people but suffer greatly from a variety of drawbacks, many of which are able to kill them. | *'''Dislikes:''' Anything else | ||
| | |||
''' | |||
* | |||
''' | |||
*Night Vision ability. | *Night Vision ability. | ||
*Able to be healed with welders and cable coil. | *Able to be healed with welders and cable coil. | ||
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*Healed when oil and welding fuel are in their system. | *Healed when oil and welding fuel are in their system. | ||
*Alt+clicking a power source will replenish their hunger. | *Alt+clicking a power source will replenish their hunger. | ||
| | |||
*Damaged by EMP. | *Damaged by EMP. | ||
*Hurt when emagged. | *Hurt when emagged. | ||
Line 201: | Line 142: | ||
*Running out of power will kill them. | *Running out of power will kill them. | ||
*More susceptible to damage, individual limbs included. | *More susceptible to damage, individual limbs included. | ||
| | |||
*[[Robotics]] | |||
|- | |||
![[File:Polysmorph.png|80px|link=Polysmorph]]<br>{{anchor|Polysmorph}}Polysmorph | |||
|A xeno-human hybrid. | |||
| | |||
*'''Likes:''' Meat. | |||
*'''Dislikes:''' Grain, dairy, vegetables, fruit. | |||
| | |||
*Night Vision ability. | |||
*Acidic blood grants them resistance to acid. | |||
| | |||
*More damage from heat sources. | |||
*More damage from burns. | |||
*Cannot wear shoes. | |||
| | |||
*Everywhere but the command department. | |||
|} | |||
==Donator Races== | |||
On Yogstation, these are the races allowed to be chosen at round start, but only by donators. Expect to see them often, but more rarely than the freely-available races. | |||
* | {| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;" | ||
! scope="col" style="background-color:#A9A9A9;" width="200" |Job | |||
! scope="col" class="unsortable" style="background-color:#A9A9A9;" |Description | |||
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Diet | |||
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Benefits | |||
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks | |||
! scope="col" class="unsortable" style="background-color:#A9A9A9;"|Found | |||
|- | |||
![[File:Felinids.png|148px|link=Felinid]]<br>{{anchor|Felinid}}Felinid | |||
|Contrary to popular belief, felinids are not a subspecies but a genetically modified form of humans. Therefore they share all privileges and are considered human to the AI. The main difference between felinids and humans are their cat ears and tail. | |||
| | |||
*'''Likes:''' Anything that's cooked, grilled food | |||
*'''Dislikes:''' Raw food | |||
*'''Toxic:''' None | |||
| | |||
*AI Protection under the Asimov lawset. | |||
*Allowed to work as [[Command_Staff|Command Jobs]]. | |||
*Heals from eating mice. | |||
| | |||
*More sensitive to loud noises (flashbangs). | |||
*Easily distracted by laser pointers. | |||
| | |||
*Everywhere. | |||
|} | |||
==Halloween Races== | |||
During the [[Holiday_events#Halloween_.282_SPOOKY.21.29|Halloween event]], these are additions to the races allowed to be chosen at round start. | |||
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;" | |||
! scope="col" style="background-color:#A9A9A9;" width="200"|Job | |||
! scope="col" class="unsortable" style="background-color:#A9A9A9;"|Description | |||
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200"|Diet | |||
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200"|Benefits | |||
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200"|Drawbacks | |||
|- | |||
![[File:Dullahan.png|164px|link=Dullahan]]<br>{{anchor|Dullahan}}Dullahan | |||
|A headless human, rarely seen outside Halloween. One of the weakest Halloween races, as you rely on your vulnerable head for sight and life. | |||
| | |||
*Does not need to eat. | |||
| | |||
*No hunger. | |||
*No need to breathe. | |||
*Head is separated from the body and can be carried as an item. | |||
| | |||
*Unrevivable if the head is destroyed or cut open. | |||
|- | |||
![[File:Skeletons.png|128px|link=Skeleton]]<br>{{anchor|Skeleton}}Lesser Skeleton | |||
|A weaker form of the spooky scary skeleton. Somehow still alive, a skeleton is just a sack of stark white bones. Clattering spooks, due to their supernatural qualities they're almost always associated with wizards. Skeletons enjoy a wide selection of useful immunities, just don't expect the crew to ever enjoy looking at you ever again. | |||
| | |||
*Does not need to eat. | |||
| | |||
*Don't need to breathe. | |||
*Can survive in extreme temperatures. | |||
*Have no blood to lose. | |||
*Immune to the effects of radiation, viruses, embedding and chemical injections. | |||
*Does not need to eat. | |||
*Can attach limbs from the ground without surgery. | |||
*Always appears dead on mediHUDs. | |||
| | |||
*Loses limbs easily. | |||
*Immune to medical injections. | |||
*Always appears dead on mediHUDs. | |||
|- | |||
![[File:Golem_Cloth.png|64px|link=Golem]]<br>{{anchor|Cloth Golem}}[[Golem|Cloth Golem]] | |||
|Cloth golems closely resemble a mummy, and are faster than other golems. | |||
| | |||
*Does not need to eat. | |||
| | |||
*Able to reform themselves after death, provided their remains aren't burned or destroyed. | |||
*Magic resistant. | |||
*Faster than other golems. | |||
*No blood. | |||
*Does not breath. | |||
| | |||
*Very flammable. | |||
*Weaker than other golems. | |||
*Less resilient than other golems. | |||
*Cannot use guns. | |||
|} | |||
=Human Mutants= | =Human Mutants= | ||
Over the course of a shift, you or someone you know may lose their humanity. These races are not born, but made. These players are less likely to be the targets of racism, as many may simply acknowledge their former humanity, but are none the less NOT human anymore. | Over the course of a shift, you or someone you know may lose their humanity. These races are not born, but made. These players are less likely to be the targets of racism, as many may simply acknowledge their former humanity, but are none-the-less NOT human anymore. | ||
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;" | |||
=== | ! scope="col" style="background-color:#A9A9A9;" width="200"|Job | ||
[[File: | ! scope="col" class="unsortable" style="background-color:#A9A9A9;"|Description | ||
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200"|Benefits | |||
Former humans who were converted to jelly by mutation toxin thus, becoming jellypeople. Many scientists working in xenobiology will undergo this mutation willingly to work closer with their slimes, but others may mass produce the toxin and try to push it on others. Their bodies are composed of a toxic slime, which shouldn't be consumed by other races. | ! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200"|Drawbacks | ||
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200"|Found | |||
|- | |||
![[File:Slimepeople.png|128px|link=Slimepeople]]<br>{{anchor|Slimepeople}}Slimepeople | |||
|Former humans who were converted to jelly by mutation toxin thus, becoming slime/jellypeople. Many scientists working in xenobiology will undergo this mutation willingly to work closer with their slimes, but others may mass produce the toxin and try to push it on others. Their bodies are composed of a toxic slime, which shouldn't be consumed by other races. | |||
| | |||
*Anything that would deal toxin damage will heal toxin damage instead. | *Anything that would deal toxin damage will heal toxin damage instead. | ||
*Full immunity from the wrath of hungry slimes. | *Full immunity from the wrath of hungry slimes. | ||
Line 227: | Line 264: | ||
*Take half damage from fire and laser weaponry. | *Take half damage from fire and laser weaponry. | ||
*Take a quarter of damage from heat. | *Take a quarter of damage from heat. | ||
*Can grow limbs back using their | *Can grow limbs back using their slime-like blood. | ||
*Can split themselves to create spare bodies. | |||
| | |||
*Lose limbs when blood volume is low. | *Lose limbs when blood volume is low. | ||
*Take toxin damage from chemicals that would normally cure it. This will also drain blood, and thus causes loss of limbs. | *Take toxin damage from chemicals that would normally cure it. This will also drain blood, and thus causes loss of limbs. | ||
*Nonhuman to the AI. | *Nonhuman to the AI. | ||
*Take triple damage from sources of cold. | *Take triple damage from sources of cold. | ||
| | |||
*[[Xenobiology]]. | *[[Xenobiology]]. | ||
|- | |||
![[File:Luminescents.png|128px|link=Luminescents]]<br>{{anchor|Luminescents}}Luminescents | |||
[[File:Luminescents.png]] | |One of the variants of the Jelly people, they are known for infusing their bodies with slime cores. | ||
| | |||
One of the variants of the Jelly people, they are known for infusing their bodies with slime cores. | |||
*Anything that would deal toxin damage will heal toxin damage instead. | *Anything that would deal toxin damage will heal toxin damage instead. | ||
*Full immunity from the wrath of hungry slimes. | *Full immunity from the wrath of hungry slimes. | ||
Line 259: | Line 285: | ||
*Take a quarter of damage from heat. | *Take a quarter of damage from heat. | ||
*Can grow limbs back using their slimelike blood. | *Can grow limbs back using their slimelike blood. | ||
*Can incorporate slime cores into their bodies without expending them, becoming capable of [[Guide_to_xenobiology#Formulas|Wondrous reactions]]. | |||
| | |||
*Lose limbs when blood volume is low. | *Lose limbs when blood volume is low. | ||
*Take toxin damage from chemicals that would normally cure it. This will also drain blood, and thus causes loss of limbs. | *Take toxin damage from chemicals that would normally cure it. This will also drain blood, and thus causes loss of limbs. | ||
*Nonhuman to the AI. | *Nonhuman to the AI. | ||
*Take triple damage from sources of cold. | *Take triple damage from sources of cold. | ||
| | |||
*[[Xenobiology]]. | *[[Xenobiology]]. | ||
|- | |||
![[File:jellypeople.png|128px|link=Stargazer]]<br>{{anchor|Stargazer}}Stargazer | |||
[[File:jellypeople.png]] | |Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with willing (optional) participants. | ||
| | |||
Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with willing (optional) participants. | |||
*Anything that would deal toxin damage will heal toxin damage instead. | *Anything that would deal toxin damage will heal toxin damage instead. | ||
*Full immunity from the wrath of hungry slimes. | *Full immunity from the wrath of hungry slimes. | ||
Line 288: | Line 305: | ||
*Take a quarter of damage from heat. | *Take a quarter of damage from heat. | ||
*Can grow limbs back using their slimelike blood. | *Can grow limbs back using their slimelike blood. | ||
*Can perform a slime link with anyone that is not mindshielded, magic immune, already linked or dead. | |||
| | |||
*Lose limbs when blood volume is low. | *Lose limbs when blood volume is low. | ||
*Take toxin damage from chemicals that would normally cure it. This will also drain blood, and thus causes loss of limbs. | *Take toxin damage from chemicals that would normally cure it. This will also drain blood, and thus causes loss of limbs. | ||
*Nonhuman to the AI. | *Nonhuman to the AI. | ||
*Take triple damage from sources of cold. | *Take triple damage from sources of cold. | ||
| | |||
*[[Xenobiology]]. | *[[Xenobiology]]. | ||
|- | |||
![[File:flypeople.png|128px|link=Flyperson]]<br>{{anchor|Flyperson}}[[Flyperson|Flypeople]] | |||
[[File:flypeople.png]] | |Walking abominations of mismatched DNA caused by teleporter malfunctions. Careful calibration of the teleporter can assure those that dabble with it don't end up in this sorry state. | ||
| | |||
Walking abominations of | |||
*None. | *None. | ||
| | |||
*Buz-zz-zing lisp. | *Buz-zz-zing lisp. | ||
*Grotesque appearance. | *Grotesque appearance. | ||
*Eats vomit and the ingestion in any form of nutriment causes them to vomit the contents (which are then slurped back in from the floor) | *Eats vomit and the ingestion in any form of nutriment causes them to vomit the contents (which are then slurped back in from the floor). | ||
| | |||
*Near a [[teleporter]]. | |||
*The [[theatre]]. | |||
*Near a [[teleporter]]. The [[theatre]]. | |} | ||
=Construct Races= | |||
These races were never human to begin with, rather they were made without any original human to convert. They are decidedly even LESS human in the eyes of many, and are frequently mistrusted as a result. | |||
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;" | |||
! scope="col" style="background-color:#A9A9A9;" width="200"|Job | |||
! scope="col" class="unsortable" style="background-color:#A9A9A9;"|Description | |||
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200"|Benefits | |||
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200"|Drawbacks | |||
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200"|Found | |||
|- | |||
![[File:Golem adamantine.png|110px|link=Adamantine Golem]]<br>{{anchor|Golem}}[[Adamantine Golem]]s | |||
|Lumbering people of shining stone, adamantine golems are born into the servitude of their creators. While some will immediately gift these golems with freedom, others will keep them close as assistants, bodyguards, or attack dogs. Golems do not have a will of their own unless granted one by their creator, and are not directly responsible for their actions if commanded. | |||
| | |||
*Extremely resilient to brute damage. | *Extremely resilient to brute damage. | ||
*Spaceworthy: immune to pressure, temperature, and breathing. | *Spaceworthy: immune to pressure, temperature, and breathing. | ||
*Their punches deal high damage and can stun. | *Their punches deal high damage and can stun. | ||
*Have no blood to lose. | *Have no blood to lose. | ||
*Immune to the effects of radiation | *Immune to the effects of radiation, embedding and chemical injections. | ||
| | |||
*Bound to will of creator unless freed. | *Bound to will of creator unless freed. | ||
*Extremely slow. | *Extremely slow. | ||
Line 349: | Line 353: | ||
*Cannot use guns. | *Cannot use guns. | ||
*Often prejudiced against and slain without mercy by [[Shitcurity|the station]] at first sign of trouble. | *Often prejudiced against and slain without mercy by [[Shitcurity|the station]] at first sign of trouble. | ||
| | |||
*[[Xenobiology]]. | *[[Xenobiology]]. | ||
|} | |||
=Exotic Races= | =Exotic Races= | ||
These races have very few ways to come about, and often rely on very rare situations to exist at all. You will almost never have to deal with them, but should be aware of them all the same for when the time comes. | These races have very few ways to come about, and often rely on very rare situations to exist at all. You will almost never have to deal with them, but should be aware of them all the same for when the time comes. | ||
=== | {| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;" | ||
[[File:skeletons.png]] | ! scope="col" style="background-color:#A9A9A9;" width="200"|Job | ||
! scope="col" class="unsortable" style="background-color:#A9A9A9;"|Description | |||
The skeleton within, unleashed! Somehow still alive, a skeleton is just a sack of stark white bones. Clattering spooks, due to their supernatural qualities they're almost always associated with wizards. Skeletons enjoy a wide selection of useful immunities, just don't expect the crew to ever enjoy looking at you ever again. | ! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200"|Benefits | ||
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200"|Drawbacks | |||
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200"|Found | |||
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![[File:skeletons.png|128px|link=Skeletons]]<br>{{anchor|Skeletons}}Skeleton | |||
|The skeleton within, unleashed! Somehow still alive, a skeleton is just a sack of stark white bones. Clattering spooks, due to their supernatural qualities they're almost always associated with wizards. Skeletons enjoy a wide selection of useful immunities, just don't expect the crew to ever enjoy looking at you ever again. | |||
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*Don't need to breathe. | *Don't need to breathe. | ||
*Can survive in extreme temperatures. | *Can survive in extreme temperatures. | ||
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*Does not need to eat. | *Does not need to eat. | ||
*Can attach limbs from the ground without surgery. | *Can attach limbs from the ground without surgery. | ||
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*Loses limbs easily. | *Loses limbs easily. | ||
*Too spooky for most to tolerate. | *Too spooky for most to tolerate. | ||
*Immune to medical injections | *Immune to medical injections. | ||
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*With [[wizard|wizards]]. | |||
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*With [[wizard|wizards]] | ![[File:zombies.png|128px|link=Zombies]]<br>{{anchor|Zombies}}Zombies | ||
|Rotted remains of former humans, brought almost all the way back to life. Unlike the zombies you find in movies, these zombies don't crave your brains despite what they might be compelled to say sometimes. It's perfectly possible to coexist with these zombies, though understanding their slurring speech might drive some to wish it wasn't. | |||
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[[File:zombies.png]] | |||
Rotted remains of former humans, brought almost all the way back to life. Unlike the zombies you find in movies, these zombies don't crave your brains despite what they might be compelled to say sometimes. It's perfectly possible to coexist with these zombies, though understanding their slurring speech might drive some to wish it wasn't. | |||
*Don't need to breathe. | *Don't need to breathe. | ||
*Can survive in extreme temperatures. | *Can survive in extreme temperatures. | ||
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*Immune to viruses. | *Immune to viruses. | ||
*Healed by toxins. | *Healed by toxins. | ||
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*Damaged by anti-toxins. | *Damaged by anti-toxins. | ||
*Loses limbs easily. | *Loses limbs easily. | ||
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*Very hard to understand. | *Very hard to understand. | ||
*Very hard to look at. | *Very hard to look at. | ||
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*N/A | |||
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* | ![[File:shadowpeople.png|128px|link=Shadowpeople]]<br>{{anchor|Shadowpeople}}Shadowpeople | ||
|Cursed beings of darkness, shadows that cannot exist for long in the light. They skulk in darkened maintenance corridors or in workplaces with intentionally destroyed lighting. They are not intrinsically evil, but still invoke an understandable level of mistrust in pretty much everyone. | |||
[[File:shadowpeople.png]] | |||
Cursed beings of darkness, shadows that cannot exist for long in the light. They skulk in darkened maintenance corridors or in workplaces with intentionally destroyed lighting. They are not intrinsically evil, but still invoke an understandable level of mistrust in pretty much everyone. | |||
They share many of the passive effects of [[shadowling]]s, but none of their innate spells or abilities. They are far less a threat. | They share many of the passive effects of [[shadowling]]s, but none of their innate spells or abilities. They are far less a threat. | ||
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*Gradually heals in the dark. | *Gradually heals in the dark. | ||
*Don't need to breathe. | *Don't need to breathe. | ||
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*Can see far in the dark. | *Can see far in the dark. | ||
*Immune to viruses. | *Immune to viruses. | ||
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*Will perish in the light. | *Will perish in the light. | ||
*Generally impossible to maintain a normal life on the station. | *Generally impossible to maintain a normal life on the station. | ||
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*In the darkness. | *In the darkness. | ||
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![[File:Changeling.gif|96px|link=Synths]][[File:Synth_revealed.png|96px|link=Synths]]<br>{{anchor|Synths}}Synths | |||
[[File:Changeling.gif|96px]][[File:Synth_revealed.png|96px]] | |Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh. | ||
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Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh. | |||
*Immune to all chemicals but synthflesh. | *Immune to all chemicals but synthflesh. | ||
*Does not need to breathe. | *Does not need to breathe. | ||
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*Does not need to eat. | *Does not need to eat. | ||
*Gains all the passive bonuses/immunities of the race they're disguised as, until the disguise falls. | *Gains all the passive bonuses/immunities of the race they're disguised as, until the disguise falls. | ||
*25% natural armor against all damages (military synth only). | |||
*High punch damage, with 50% chance of stunning on hit (military synth only). | |||
*Need to take 50 damage instead of 25 for the disguise to fail (military synth only). | |||
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*Usually valid. Expect the crew to attack you if you're revealed as synth. | *Usually valid. Expect the crew to attack you if you're revealed as synth. | ||
*Disguise falls if you take more than 25 damage. | *Disguise falls if you take more than 25 damage. | ||
*Can only heal with synthflesh. | *Can only heal with synthflesh. | ||
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*Only if the <s>admins</s> gods spawn them. | *Only if the <s>admins</s> gods spawn them. | ||
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![[File:Androids.png|96px|link=Androids]]<br>{{anchor|Androids}}Androids | |||
|Humanlike robots, distant cousins of synths. A similar result can be achieved by fully augmenting a human. | |||
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[[File:Androids.png|96px]] | |||
Humanlike robots, distant cousins of synths. A similar result can be achieved by fully augmenting a human. | |||
*Does not bleed. | *Does not bleed. | ||
*Immune to viruses. | *Immune to viruses. | ||
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*Immune to gases. | *Immune to gases. | ||
*Can repair brute damage with welding and burn damage by replacing wires. | *Can repair brute damage with welding and burn damage by replacing wires. | ||
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*Cannot heal brute and burn damage with conventional means. | *Cannot heal brute and burn damage with conventional means. | ||
*Paralyzed and heavily damaged by EMPs. | *Paralyzed and heavily damaged by EMPs. | ||
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*Xenobiology | *Xenobiology | ||
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![[File:Abductor_base.png|96px|link=Abductor]]<br>{{anchor|Abductor}}[[Abductor]]s | |||
[[File:Abductor_base.png|96px]] | |Alien beings sent here to probe the station's crew. They cannot speak normally, but instead use a special frequency tuned to their mothership: different abductor teams have separate channels. Abductors created in different ways share a common abductor channel instead, and cannot hear natural abductors. | ||
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Alien beings sent here to probe the station's crew. They cannot speak normally, but instead use a special frequency tuned to their mothership: different abductor teams have separate channels. Abductors created in different ways share a common abductor channel instead, and cannot hear natural abductors. | |||
*Does not bleed. | *Does not bleed. | ||
*Does not need to breathe. | *Does not need to breathe. | ||
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*Can see in the dark for short ranges. | *Can see in the dark for short ranges. | ||
*Can communicate without restrictions with fellow abductors. | *Can communicate without restrictions with fellow abductors. | ||
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*Can't use guns, except the one they start with. | *Can't use guns, except the one they start with. | ||
*Cannot be heard by | *Cannot be heard by non-abductors when speaking. | ||
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*[[Abductor]] ships | *[[Abductor]] ships | ||
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![[File:Golem-party.png|192px|link=Golem]]<br>{{anchor|Golems}}[[Free Golems]] | |||
[[File:Golem-party.png|192px]] | |They function equivalently to their adamantine counterpart; they are made in Free Golem ships by completing printed golem shells. Unlike adamantine golems, they are not compelled to serve their creator, and can be made out of different minerals, although that will only change their appearance. | ||
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They function equivalently to their adamantine counterpart; they are made in Free Golem ships by completing printed golem shells. Unlike adamantine golems, they are not compelled to serve their creator, and can be made out of different minerals, | |||
*Extremely resilient to brute damage. | *Extremely resilient to brute damage. | ||
*Spaceworthy: immune to pressure, temperature, and breathing. | *Spaceworthy: immune to pressure, temperature, and breathing. | ||
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*Have no blood to lose. | *Have no blood to lose. | ||
*Are immune to the effects of radiation. | *Are immune to the effects of radiation. | ||
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*Extremely slow. | *Extremely slow. | ||
*Immune to cryogenic drugs. | *Immune to cryogenic drugs. | ||
*Cannot equip clothing. | *Cannot equip clothing. | ||
*Cannot use guns. | *Cannot use guns. | ||
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*[[Lavaland]] | *[[Lavaland]] | ||
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=How To Pick A Race= | |||
To play one of the mentioned races, there are many overlapping options: | |||
* Roundstart races can be selected in the character-settings (where you would specify your haircolor, job-preferences etc.). Some might be restricted though. | |||
* Admins, so consider the in-character praying or the out of character ahelp if you want to request a race. Provided you have a worthy reason of course. | |||
* Mutation toxins change your race and randomise your appearance. Ask xenobiology for some: | |||
** Stable Mutation Toxin ('''Human''') | |||
** Mutation Toxin ('''Slimepeople''') | |||
** Imperfect Mutation Toxin ('''Jellypeople''') | |||
** Shadow Mutation Toxin ('''Shadowpeople''') | |||
** '''Abductor''' Mutation Toxin | |||
** '''Android''' Mutation Toxin | |||
** '''Ash''' Mutation Toxin | |||
** '''Felinid''' Mutation Toxin | |||
** '''Fly''' Mutation Toxin | |||
** '''Golem''' Mutation Toxin | |||
** '''Lizard''' Mutation Toxin | |||
** '''Moth''' Mutation Toxin | |||
** '''Plasma''' Mutation Toxin | |||
** '''Podperson''' Mutation Toxin | |||
** '''Skeleton''' Mutation Toxin | |||
** '''Zombie''' Mutation Toxin | |||
* Some special effects, including zombification by transmission | |||
Make sure to consult the race-articles for specific information. |
Revision as of 13:14, 8 December 2020
During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you're expected to try and coexist on this deathtrap. Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.
Roundstart Races
On Yogstation, these are the races allowed to be chosen at round start. Because they are freely available, you should expect to deal with them nearly every round.
Job | Description | Diet | Benefits | Drawbacks | Found |
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Humans |
On the station humans enjoy a degree of superiority over other races, everyone you meet in a position of power will generally be a human. |
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Unathi/Lizardperson |
Second class citizens, lizards are generally relegated to lower level work. Within a department a lizard staff member may enjoy anywhere from almost equal standing to obvious racism and disrespect, depending on their co-workers. They enjoy few advantages beyond their striking appearance. |
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Phytosian |
Human blood, resurrected through a plant. Phytosian/Podpeople are rare to see, often only making an appearance if the cloner has been destroyed or the power is out for an extended period of time. They thrive in light and can't survive darkness for too long. |
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Plasmaman |
A recently discovered race that inhabits orbital bodies with high concentrations of Plasma. Plasmamen have a hard time living on oxygen-based space stations as they breath pure Plasma as their air supply, thus they wear special environmental suits to protect them. They have almost no advantages mechanics wise, and must rely on their skill and respect to get by. |
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Mothpeople |
White-faced insect people with wings and antennae. Be the Mary Sue you were always meant to be with a shitload of color 'themes' to choose from. |
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Ethereals |
Sentient lightbulbs. Be the natural enemy of Shadowlings. Complain you're not bright enough. |
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Preternis |
Humans augmented by incompetent roboticists. Have more quirks than regular augmented people but suffer greatly from a variety of drawbacks, many of which are able to kill them. Preternis with the smoker quirk should be smoking exclusively Premium or Cohiba Robusto cigars as they'll purge the nicotine of everything else too fast. |
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Polysmorph |
A xeno-human hybrid. |
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Donator Races
On Yogstation, these are the races allowed to be chosen at round start, but only by donators. Expect to see them often, but more rarely than the freely-available races.
Job | Description | Diet | Benefits | Drawbacks | Found |
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Felinid |
Contrary to popular belief, felinids are not a subspecies but a genetically modified form of humans. Therefore they share all privileges and are considered human to the AI. The main difference between felinids and humans are their cat ears and tail. |
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Halloween Races
During the Halloween event, these are additions to the races allowed to be chosen at round start.
Job | Description | Diet | Benefits | Drawbacks |
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Dullahan |
A headless human, rarely seen outside Halloween. One of the weakest Halloween races, as you rely on your vulnerable head for sight and life. |
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Lesser Skeleton |
A weaker form of the spooky scary skeleton. Somehow still alive, a skeleton is just a sack of stark white bones. Clattering spooks, due to their supernatural qualities they're almost always associated with wizards. Skeletons enjoy a wide selection of useful immunities, just don't expect the crew to ever enjoy looking at you ever again. |
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Cloth Golem |
Cloth golems closely resemble a mummy, and are faster than other golems. |
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Human Mutants
Over the course of a shift, you or someone you know may lose their humanity. These races are not born, but made. These players are less likely to be the targets of racism, as many may simply acknowledge their former humanity, but are none-the-less NOT human anymore.
Job | Description | Benefits | Drawbacks | Found |
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Slimepeople |
Former humans who were converted to jelly by mutation toxin thus, becoming slime/jellypeople. Many scientists working in xenobiology will undergo this mutation willingly to work closer with their slimes, but others may mass produce the toxin and try to push it on others. Their bodies are composed of a toxic slime, which shouldn't be consumed by other races. |
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Luminescents |
One of the variants of the Jelly people, they are known for infusing their bodies with slime cores. |
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Stargazer |
Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with willing (optional) participants. |
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Flypeople |
Walking abominations of mismatched DNA caused by teleporter malfunctions. Careful calibration of the teleporter can assure those that dabble with it don't end up in this sorry state. |
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Construct Races
These races were never human to begin with, rather they were made without any original human to convert. They are decidedly even LESS human in the eyes of many, and are frequently mistrusted as a result.
Job | Description | Benefits | Drawbacks | Found |
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Adamantine Golems |
Lumbering people of shining stone, adamantine golems are born into the servitude of their creators. While some will immediately gift these golems with freedom, others will keep them close as assistants, bodyguards, or attack dogs. Golems do not have a will of their own unless granted one by their creator, and are not directly responsible for their actions if commanded. |
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Exotic Races
These races have very few ways to come about, and often rely on very rare situations to exist at all. You will almost never have to deal with them, but should be aware of them all the same for when the time comes.
Job | Description | Benefits | Drawbacks | Found |
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Skeleton |
The skeleton within, unleashed! Somehow still alive, a skeleton is just a sack of stark white bones. Clattering spooks, due to their supernatural qualities they're almost always associated with wizards. Skeletons enjoy a wide selection of useful immunities, just don't expect the crew to ever enjoy looking at you ever again. |
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Zombies |
Rotted remains of former humans, brought almost all the way back to life. Unlike the zombies you find in movies, these zombies don't crave your brains despite what they might be compelled to say sometimes. It's perfectly possible to coexist with these zombies, though understanding their slurring speech might drive some to wish it wasn't. |
|
|
|
Shadowpeople |
Cursed beings of darkness, shadows that cannot exist for long in the light. They skulk in darkened maintenance corridors or in workplaces with intentionally destroyed lighting. They are not intrinsically evil, but still invoke an understandable level of mistrust in pretty much everyone.
They share many of the passive effects of shadowlings, but none of their innate spells or abilities. They are far less a threat. |
|
|
|
Synths |
Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh. |
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Androids |
Humanlike robots, distant cousins of synths. A similar result can be achieved by fully augmenting a human. |
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Abductors |
Alien beings sent here to probe the station's crew. They cannot speak normally, but instead use a special frequency tuned to their mothership: different abductor teams have separate channels. Abductors created in different ways share a common abductor channel instead, and cannot hear natural abductors. |
|
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|
Free Golems |
They function equivalently to their adamantine counterpart; they are made in Free Golem ships by completing printed golem shells. Unlike adamantine golems, they are not compelled to serve their creator, and can be made out of different minerals, although that will only change their appearance. |
|
|
How To Pick A Race
To play one of the mentioned races, there are many overlapping options:
- Roundstart races can be selected in the character-settings (where you would specify your haircolor, job-preferences etc.). Some might be restricted though.
- Admins, so consider the in-character praying or the out of character ahelp if you want to request a race. Provided you have a worthy reason of course.
- Mutation toxins change your race and randomise your appearance. Ask xenobiology for some:
- Stable Mutation Toxin (Human)
- Mutation Toxin (Slimepeople)
- Imperfect Mutation Toxin (Jellypeople)
- Shadow Mutation Toxin (Shadowpeople)
- Abductor Mutation Toxin
- Android Mutation Toxin
- Ash Mutation Toxin
- Felinid Mutation Toxin
- Fly Mutation Toxin
- Golem Mutation Toxin
- Lizard Mutation Toxin
- Moth Mutation Toxin
- Plasma Mutation Toxin
- Podperson Mutation Toxin
- Skeleton Mutation Toxin
- Zombie Mutation Toxin
- Some special effects, including zombification by transmission
Make sure to consult the race-articles for specific information.