Guide to races: Difference between revisions
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*Everywhere and select command roles. | *Everywhere and select command roles. | ||
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![[File:Jellypeople.png|80x80px]]<br>[[Jellyperson|{{anchor|Jellyperson}}Jellyperson]] | |||
|A sentient version of the slimes from xenobio, the origin and forming of jellypeople is still unknown | |||
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* '''Likes:''' Meat | |||
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* Can heal from toxins | |||
* Able to regrow limbs if they have blood | |||
* Take half damage from heat | |||
* They can breathe small amounts of plasma as long as there is oxygen | |||
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* Take heavy damage from the cold | |||
* Anti-Toxin medicines will inflict toxin damage to them | |||
* Will lose limbs if low on blood | |||
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* Everywhere and no command roles | |||
|} | |} | ||
==Donator Races== | ==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. | 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;" | {| 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" style="background-color:#A9A9A9;" width="200" |Job | ||
! scope="col" class="unsortable" style="background-color:#A9A9A9;" |Description | ! 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" |Diet | ||
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Benefits | ! 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" |Drawbacks | ||
! scope="col" class="unsortable" style="background-color:#A9A9A9;"|Found | ! scope="col" class="unsortable" style="background-color:#A9A9A9;" |Found | ||
|- | |- | ||
![[File:Felinids.png|148px|link=Felinid]]<br>{{anchor|Felinid}}Felinid | ![[File:Felinids.png|148px|link=Felinid]]<br>{{anchor|Felinid}}Felinid | ||
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*AI Protection under the Asimov lawset. | *AI Protection under the Asimov lawset. | ||
*Allowed to work as [[Command_Staff|Command Jobs]]. | * Allowed to work as [[Command_Staff|Command Jobs]]. | ||
*Heals from eating mice. | *Heals from eating mice. | ||
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*More sensitive to loud noises (flashbangs). | *More sensitive to loud noises (flashbangs). | ||
*Easily distracted by laser pointers. | *Easily distracted by laser pointers. | ||
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During the [[Holiday_events#Halloween_.282_SPOOKY.21.29|Halloween event]], these are additions to the races allowed to be chosen at round start. | 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;" | {| 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" style="background-color:#A9A9A9;" width="200" |Job | ||
! scope="col" class="unsortable" style="background-color:#A9A9A9;"|Description | ! 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" |Diet | ||
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200"|Benefits | ! 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" |Drawbacks | ||
|- | |- | ||
![[File:Dullahan.png|164px|link=Dullahan]]<br>{{anchor|Dullahan}}Dullahan | ![[File:Dullahan.png|164px|link=Dullahan]]<br>{{anchor|Dullahan}}Dullahan | ||
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*Does not need to eat. | *Does not need to eat. | ||
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*No hunger. | *No hunger. | ||
*No need to breathe. | *No need to breathe. | ||
*Head is separated from the body and can be carried as an item. | *Head is separated from the body and can be carried as an item. | ||
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*Unrevivable if the head is destroyed or cut open. | *Unrevivable if the head is destroyed or cut open. | ||
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*Does not need to eat. | *Does not need to eat. | ||
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*Able to reform themselves after death, provided their remains aren't burned or destroyed. | *Able to reform themselves after death, provided their remains aren't burned or destroyed. | ||
*Magic resistant. | *Magic resistant. | ||
*Faster than other golems. | *Faster than other golems. | ||
*No blood. | * No blood. | ||
*Does not breath. | *Does not breath. | ||
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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;" | {| 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" style="background-color:#A9A9A9;" width="200" |Job | ||
! scope="col" class="unsortable" style="background-color:#A9A9A9;"|Description | ! 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" |Benefits | ||
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200"|Drawbacks | ! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks | ||
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200"|Found | ! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Found | ||
|- | |- | ||
![[File:Slimepeople.png|128px|link=Slimepeople]]<br>{{anchor|Slimepeople}}Slimepeople | ![[File:Slimepeople.png|128px|link=Slimepeople]]<br>{{anchor|Slimepeople}}Slimepeople | ||
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*Can split themselves to create spare bodies. | *Can split themselves to create spare bodies. | ||
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*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. | ||
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*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]]. | * 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. | ||
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*Can perform a slime link with anyone that is not mindshielded, magic immune, already linked or dead. | *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. | ||
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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. | 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;" | {| 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" style="background-color:#A9A9A9;" width="200" |Job | ||
! scope="col" class="unsortable" style="background-color:#A9A9A9;"|Description | ! 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" |Benefits | ||
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200"|Drawbacks | ! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks | ||
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200"|Found | ! 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 | ![[File:Golem adamantine.png|110px|link=Adamantine Golem]]<br>{{anchor|Golem}}[[Adamantine Golem]]s | ||
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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;" | {| 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" style="background-color:#A9A9A9;" width="200" |Job | ||
! scope="col" class="unsortable" style="background-color:#A9A9A9;"|Description | ! 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" |Benefits | ||
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200"|Drawbacks | ! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks | ||
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200"|Found | ! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Found | ||
|- | |- | ||
![[File:skeletons.png|128px|link=Skeletons]]<br>{{anchor|Skeletons}}Skeleton | ![[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. | |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. | ||
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![[File:zombies.png|128px|link=Zombies]]<br>{{anchor|Zombies}}Zombies | ![[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. | |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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*Don't need to breathe. | *Don't need to breathe. | ||
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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. | ||
| | | | ||
*Gradually heals in the dark. | * Gradually heals in the dark. | ||
*Don't need to breathe. | *Don't need to breathe. | ||
*Have no blood to lose. | *Have no blood to lose. | ||
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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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*25% natural armor against all damages (military synth only). | *25% natural armor against all damages (military synth only). | ||
*High punch damage, with 50% chance of stunning on hit (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). | * 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. | ||
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*Can use abductor-specific equipment. | *Can use abductor-specific equipment. | ||
*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 non-abductors when speaking. | * Cannot be heard by non-abductors when speaking. | ||
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*[[Abductor]] ships | *[[Abductor]] ships | ||
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=How To Pick A Race= | =How To Pick A Race= | ||
To play one of the mentioned races, there are many overlapping options: | 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. | *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. | *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: | *Mutation toxins change your race and randomise your appearance. Ask xenobiology for some: | ||
** Stable Mutation Toxin ('''Human''') | **Stable Mutation Toxin ('''Human''') | ||
** Mutation Toxin ('''Slimepeople''') | ** Mutation Toxin ('''Slimepeople''') | ||
** Imperfect Mutation Toxin ('''Jellypeople''') | **Imperfect Mutation Toxin ('''Jellypeople''') | ||
** Shadow Mutation Toxin ('''Shadowpeople''') | **Shadow Mutation Toxin ('''Shadowpeople''') | ||
** '''Abductor''' Mutation Toxin | ** '''Abductor''' Mutation Toxin | ||
** '''Android''' Mutation Toxin | **'''Android''' Mutation Toxin | ||
** '''Ash''' Mutation Toxin | **'''Ash''' Mutation Toxin | ||
** '''Felinid''' Mutation Toxin | **'''Felinid''' Mutation Toxin | ||
** '''Fly''' Mutation Toxin | **'''Fly''' Mutation Toxin | ||
** '''Golem''' Mutation Toxin | **'''Golem''' Mutation Toxin | ||
** '''Lizard''' Mutation Toxin | **'''Lizard''' Mutation Toxin | ||
** '''Moth''' Mutation Toxin | **'''Moth''' Mutation Toxin | ||
** '''Plasma''' Mutation Toxin | **'''Plasma''' Mutation Toxin | ||
** '''Podperson''' Mutation Toxin | **'''Podperson''' Mutation Toxin | ||
** '''Skeleton''' Mutation Toxin | ** '''Skeleton''' Mutation Toxin | ||
** '''Zombie''' Mutation Toxin | **'''Zombie''' Mutation Toxin | ||
* Some special effects, including zombification by transmission | *Some special effects, including zombification by transmission | ||
Make sure to consult the race-articles for specific information. | Make sure to consult the race-articles for specific information. |
Revision as of 09:35, 6 May 2023
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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Human |
On the station, humans enjoy a degree of superiority over other races. Most you meet in a position of power will be human. |
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Lizardperson/Vuulek |
Second-class citizens, vuulen are generally relegated to lower-level work. Within a department, a lizardperson can enjoy anywhere from almost equal standing to obvious racism and disrespect, depending on their co-workers. They tend to form strong communities and enjoy few advantages beyond their striking appearance. |
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Phytosian |
Humanoids created through the exposure of blood to a unique plant known as lazarupela vitalis, also known as podseeds. These plantpersons obtain precious nutrients from all forms of light, while darkness starves and eventually kills them. Due to their isolationist nature, very few are seen on Nanotrasen stations. |
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Plasmaman |
Humans who have died and resurrected in plasmafires. Plasmamen, as sapient skeletons, need to wear an envirosuit at all time to prevent their bodies from combusting with air. Flat, distant, and odd, plasmamen often find work in high-risk jobs on Nanotrasen stations. |
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Mothperson/Ex'hai |
White-faced insect people with wings and antennae. Lanky and fragile, ex'hau require a combination of therapy and drug treatment in order to persist in normal-g environments. As a result, very few are seen on Nanotrasen stations. |
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Ethereal |
Strange humanoids and cousins of slimepersons, ethereals are glowing star-entities that possess veins filled with liquid electricity. Seeking to explore the stars on several pilgrimages important to their spiritual learnings, ethereals can sometimes be found on Nanotrasen stations either due to a need to fund their or others' adventures. |
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Preternis |
The spawn of an old empire, Preterni are hybrid organic synthetics that were designed for working in hazardous, industrial environments. With immunity to radiation and a set of organs superior to the normal human, a preternis can often be found in an engineering or scientific setting. |
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Polysmorph |
A xenomorph and human hybrid. The rarest species in SIC space and the most discriminated against. Possesses features of both of their ancestors, though they lack many of the greater strengths full xenomorphs possess. |
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IPC |
A positronic in a humanoid cybernetic body. Sentient, but often robotic in mannerisms. Highly controversial due to their free will as machines. |
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Jellyperson |
A sentient version of the slimes from xenobio, the origin and forming of jellypeople is still unknown |
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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 genetically modified humans. Therefore they share all privileges and are considered human to the AI. The main difference between felinids and humans is their cat ears and tail which are canonically implants.
To be revised soon! |
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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. |
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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. |
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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. |
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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.