User:AMyriad: Difference between revisions
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{| 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;" width="250" |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;" |Command Roles | ! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="165" |Command Roles | ||
|- | |- | ||
![[File:humans.png|128px|link=Humans]]<br>{{anchor|Humans}}[[Humans|Human]] | ![[File:humans.png|128px|link=Humans]]<br>{{anchor|Humans}}[[Humans|Human]] | ||
|Humans are the most common of all species aboard Space Station 13, and are all-rounders who gain no significant benefits nor weaknesses besides a degree of superiority | |Humans are the most common of all species aboard Space Station 13, and are all-rounders who gain no significant benefits nor weaknesses besides a degree of superiority and respect from Central Command. Nanotrasen doesn't trust any other species to run their stations to the degree a human can, let alone bear the rank of Captain. | ||
| | | | ||
*'''Likes:''' Fried, cooked | *'''Likes:''' Fried, cooked, and junk food | ||
*'''Dislikes:''' Raw food | *'''Dislikes:''' Raw food | ||
*'''Toxic:''' None | *'''Toxic:''' None | ||
| | | | ||
*AI Protection under the Asimov lawset. | *AI Protection under the Asimov lawset. | ||
*Able to work as any [[Command_Staff|Command Job]]. | *Able to work as any [[Command_Staff|Command Job]]. | ||
* The only species able to serve as [[Captain]]. | *The only species able to serve as [[Captain]]. | ||
*No money diverted from paychecks. | *No money diverted from paychecks. | ||
*Inherent ability to speak English. | |||
| | | | ||
* No notable weaknesses. | *No notable weaknesses. | ||
| | | | ||
*[[Captain]] | *[[Captain]] | ||
*[[Head of Personnel]] | *[[Head of Personnel]] | ||
*[[Head of Security]] | *[[Head of Security]] | ||
*[[Chief Engineer]] | *[[Chief Engineer]] | ||
*[[Research Director]] | *[[Research Director]] | ||
*[[Chief Medical Officer]] | *[[Chief Medical Officer]] | ||
|- | |- | ||
![[File:lizardpeople.png|166px|link=Lizardperson]]<br>{{anchor|Lizardperson}}[[Lizardperson|Lizardperson/Vuulek]] | ![[File:lizardpeople.png|166px|link=Lizardperson]]<br>{{anchor|Lizardperson}}[[Lizardperson|Lizardperson/Vuulek]] | ||
| | |Vuulek are often the second most prominent species seen aboard Space Station 13, second only to humans. Their many notable features set them apart from any other species: Fangs, claws, tails, digitigrade legs, a unique blood type, as well as being cold-blooded give vuulen a distinct look. Vuulen are regarded in many ways as second-class citizens, and may experience racism as a result. Because of this, many vuulen have formed strong bonds with each other, echoing the old tradition in vuulek society of living in clans and tribes. | ||
| | | | ||
*'''Likes:''' | *'''Likes:''' Both raw and cooked meat, seafood, and fruit | ||
*'''Dislikes:''' Sugar and vegetables | *'''Dislikes:''' Sugar and vegetables | ||
*'''Toxic:''' None | *'''Toxic:''' None | ||
| | | | ||
* | *Coldblooded, and less affected by very high/low temperatures. | ||
* | *Able to receive blood transfusions from any other vuulen. | ||
| | *Inherent ability to speak Draconic. | ||
* | | | ||
* | *May only receive blood transfusions from other vuulen. | ||
*Noticeable | *Unable to wear most footwear on account of having digitigrade legs. | ||
*Noticeable hisssing. | |||
| | | | ||
* | *[[Head of Personnel]] | ||
*[[Head of Security]] | |||
*[[Chief Engineer]] | |||
*[[Research Director]] | |||
*[[Chief Medical Officer]] | |||
|- | |- | ||
![[File:podpeople.png|128px|link=Podman]]<br>{{anchor|Podpeople}}[[Podman|Phytosian]] | ![[File:podpeople.png|128px|link=Podman]]<br>{{anchor|Podpeople}}[[Podman|Phytosian]] | ||
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*'''Toxic:''' Alcohol | *'''Toxic:''' Alcohol | ||
| | | | ||
*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. | ||
| | | | ||
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*If starving, takes damage overtime. | *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. | ||
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|- | |- | ||
![[File:Plasmaman.png|110px|link=Plasmaman]]<br>{{anchor|Plasmaman}}[[Plasmaman]] | ![[File:Plasmaman.png|110px|link=Plasmaman]]<br>{{anchor|Plasmaman}}[[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. | | 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. | ||
| | | | ||
*Plasmamen do not need to eat. | * Plasmamen do not need to eat. | ||
*'''Likes:''' Milk | *'''Likes:''' Milk | ||
*'''Dislikes:''' Nothing | *'''Dislikes:''' Nothing | ||
| | | | ||
* 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. | ||
*Flash-proof, welding-safe helmet. | *Flash-proof, welding-safe helmet. | ||
*Immune to viruses and radiation. | *Immune to viruses and radiation. | ||
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*Likely target of racism. | *Likely target of racism. | ||
*They rely on a constant source of Plasma air to survive. | *They rely on a constant source of Plasma air to survive. | ||
*If exposed to Oxygen their body will catch on fire. | * If exposed to Oxygen their body will catch on fire. | ||
*50% more damage from heat, fire, and brute. | * 50% more damage from heat, fire, and brute. | ||
* They are stuck inside an environment suit. | *They are stuck inside an environment suit. | ||
*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 and select command roles. | * Everywhere and select command roles. | ||
|- | |- | ||
![[File:Moths.gif|100px|link=Mothpeople]]<br>{{anchor|Mothpeople}}[[Mothperson|Mothperson/Ex'hai]] | ![[File:Moths.gif|100px|link=Mothpeople]]<br>{{anchor|Mothpeople}}[[Mothperson|Mothperson/Ex'hai]] | ||
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*'''Dislikes:''' Dairy | *'''Dislikes:''' Dairy | ||
*'''Toxic:''' Raw meat, cooked meat, seafood, just don't eat something that moved and made noises. | *'''Toxic:''' Raw meat, cooked meat, seafood, 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. | ||
| | | | ||
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*Fire will burn your wings off, disabling its benefits. | *Fire will burn your wings off, disabling its benefits. | ||
*Not protected by Asimov laws. | *Not protected by Asimov laws. | ||
*Nonsensical 'fluttering' speech tag. | * Nonsensical 'fluttering' speech tag. | ||
| | | | ||
*Everywhere and select command roles. | *Everywhere and select command roles. | ||
|- | |- | ||
![[File:RedEthereal.png|100px|link=Ethereals]]<br>{{anchor|Ethereals}}[[Ethereal]] | ![[File:RedEthereal.png|100px|link=Ethereals]]<br>{{anchor|Ethereals}}[[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. | |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. | ||
| | | | ||
*'''Likes:''' Light, Cyborg Rechargers, Special foods | *'''Likes:''' Light, Cyborg Rechargers, Special foods | ||
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* Punches deal burn damage instead of brute. | * Punches deal burn damage instead of brute. | ||
*Slightly resistant to electricity. | *Slightly resistant to electricity. | ||
*Have special blood which electrocutes non-ethereals | * Have special blood which electrocutes non-ethereals | ||
* Can light cigarettes with your hands. | *Can light cigarettes with your hands. | ||
| | | | ||
*Can't gain nutrition from normal foods. | *Can't gain nutrition from normal foods. | ||
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![[File:Preterni.png|100px|link=Preternis]]<br>{{anchor|Preternis}}[[Preternis]] | ![[File:Preterni.png|100px|link=Preternis]]<br>{{anchor|Preternis}}[[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. | |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. | ||
| | | | ||
*'''Likes:''' Power, junk food, fried food, fruit, sugar | *'''Likes:''' Power, junk food, fried food, fruit, sugar | ||
*'''Dislikes:''' Anything else | *'''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. | ||
*Purges any chemical within their system after 30 cycles. | *Purges any chemical within their system after 30 cycles. | ||
*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. | ||
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*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. | ||
| | | | ||
*Everywhere and select command roles. | *Everywhere and select command roles. | ||
|- | |- | ||
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*'''Likes:''' Meat. | *'''Likes:''' Meat. | ||
*'''Dislikes:''' Grain, dairy, vegetables, fruit. | *'''Dislikes:''' Grain, dairy, vegetables, fruit. | ||
| | | | ||
* Acidic blood grants them resistance to acid. | *Acidic blood grants them resistance to acid. | ||
*Limited Night Vision | *Limited Night Vision | ||
* Can breathe both oxygen and plasma. | *Can breathe both oxygen and plasma. | ||
| | | | ||
*More damage from heat sources. | *More damage from heat sources. | ||
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*'''Dislikes:''' Normal food | *'''Dislikes:''' Normal food | ||
| | | | ||
* Doesn't breathe. | *Doesn't breathe. | ||
*Immune to toxin damage. | *Immune to toxin damage. | ||
*Immune to cloning damage. | *Immune to cloning damage. | ||
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*Unaffected by most chemicals. | *Unaffected by most chemicals. | ||
| | | | ||
* Take more burn damage. | *Take more burn damage. | ||
*Extremely vulnerable to EMP. | *Extremely vulnerable to EMP. | ||
* Limbs fall off easily when damaged. | *Limbs fall off easily when damaged. | ||
*Unaffected by most chemicals. | * Unaffected by most chemicals. | ||
| | | | ||
*Everywhere and select command roles. | *Everywhere and select command roles. | ||
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{| 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 | ||
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*'''Dislikes:''' Raw food, chocolate | *'''Dislikes:''' Raw food, chocolate | ||
*'''Toxic:''' None | *'''Toxic:''' None | ||
| | | | ||
*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]]. | ||
| | | | ||
*More sensitive to loud noises (flashbangs). | *More sensitive to loud noises (flashbangs). | ||
*Easily distracted by laser pointers. | * Easily distracted by laser pointers. | ||
| | | | ||
*Everywhere. | *Everywhere. | ||
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|- | |- | ||
![[File:Dullahan.png|164px|link=Dullahan]]<br>{{anchor|Dullahan}}Dullahan | ![[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. | |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. | *Does not need to eat. | ||
| | | | ||
*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. | ||
| | | | ||
*Unrevivable if the head is destroyed or cut open. | *Unrevivable if the head is destroyed or cut open. | ||
|- | |- | ||
![[File:Skeletons.png|128px|link=Skeleton]]<br>{{anchor|Skeleton}}Lesser Skeleton | ![[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. | |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. | *Does not need to eat. | ||
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*Can survive in extreme temperatures. | *Can survive in extreme temperatures. | ||
*Have no blood to lose. | *Have no blood to lose. | ||
*Immune to the effects of radiation, viruses, embedding and chemical injections. | * Immune to the effects of radiation, viruses, embedding and chemical injections. | ||
*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. | ||
*Always appears dead on mediHUDs. | * Always appears dead on mediHUDs. | ||
| | | | ||
*Loses limbs easily. | *Loses limbs easily. | ||
*Immune to medical injections. | *Immune to medical injections. | ||
*Always appears dead on mediHUDs. | * Always appears dead on mediHUDs. | ||
|- | |- | ||
![[File:Golem_Cloth.png|64px|link=Golem]]<br>{{anchor|Cloth Golem}}[[Golem|Cloth Golem]] | ![[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. | |Cloth golems closely resemble a mummy, and are faster than other golems. | ||
| | | | ||
*Does not need to eat. | *Does not need to eat. | ||
| | | | ||
*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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*Weaker than other golems. | *Weaker than other golems. | ||
*Less resilient than other golems. | *Less resilient than other golems. | ||
* Cannot use guns. | *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;" | {| 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 | ||
|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. | |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. | ||
*Toxic blood that can poison others if ingested. | *Toxic blood that can poison others if ingested. | ||
*Immunity to viruses. | *Immunity to viruses. | ||
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*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 slime-like blood. | * Can grow limbs back using their slime-like blood. | ||
*Can split themselves to create spare bodies. | *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. | ||
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![[File:Luminescents.png|128px|link=Luminescents]]<br>{{anchor|Luminescents}}Luminescents | ![[File:Luminescents.png|128px|link=Luminescents]]<br>{{anchor|Luminescents}}Luminescents | ||
|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. | ||
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*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. | ||
| | | | ||
*[[Xenobiology]]. | *[[Xenobiology]]. | ||
|- | |- | ||
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|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. | ||
*Toxic blood that can poison others if ingested. | *Toxic blood that can poison others if ingested. | ||
*Immunity to viruses. | *Immunity to viruses. | ||
* Immunity to bleeding out. | *Immunity to bleeding out. | ||
*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. | ||
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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. | ||
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|- | |- | ||
![[File:flypeople.png|128px|link=Flyperson]]<br>{{anchor|Flyperson}}[[Flyperson|Flypeople]] | ![[File:flypeople.png|128px|link=Flyperson]]<br>{{anchor|Flyperson}}[[Flyperson|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. | |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. | ||
| | | | ||
*None. | *None. | ||
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*Near a [[teleporter]]. | *Near a [[teleporter]]. | ||
|} | |} | ||
=Construct Races= | = 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. | 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 | ||
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*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, embedding and chemical injections. | * Immune to the effects of radiation, embedding and chemical injections. | ||
| | | | ||
*Bound to the will of the creator unless freed. | *Bound to the will of the creator unless freed. | ||
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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. | ||
| | | | ||
*Don't need to breathe. | *Don't need to breathe. | ||
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*Immune to viruses. | *Immune to viruses. | ||
*Immune to item embedding. | *Immune to item embedding. | ||
*Immune to chemical injections. | * Immune to chemical injections. | ||
*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. | ||
| | | | ||
*With [[wizard|wizards]]. | *With [[wizard|wizards]]. | ||
|- | |- | ||
![[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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*Can survive in extreme temperatures. | *Can survive in extreme temperatures. | ||
*Have no blood to lose. | *Have no blood to lose. | ||
*Are immune to the effects of radiation. | * Are immune to the effects of radiation. | ||
* Can attach limbs from the ground without surgery. | * Can attach limbs from the ground without surgery. | ||
*Immune to viruses. | *Immune to viruses. | ||
*Healed by toxins. | *Healed by toxins. | ||
| | | | ||
*Damaged by anti-toxins. | *Damaged by anti-toxins. | ||
* Loses limbs easily. | *Loses limbs easily. | ||
*Moves slowly. | *Moves slowly. | ||
*Very hard to understand. | *Very hard to understand. | ||
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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. | ||
*Are immune to the effects of radiation. | * Are immune to the effects of radiation. | ||
* Can see far in the dark. | *Can see far in the dark. | ||
*Immune to viruses. | *Immune to viruses. | ||
| | | | ||
* 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. | ||
| | | | ||
*In the darkness. | *In the darkness. | ||
|- | |- | ||
![[File:Changeling.gif|96px|link=Synths]][[File:Synth_revealed.png|96px|link=Synths]]<br>{{anchor|Synths}}Synths | ![[File:Changeling.gif|96px|link=Synths]][[File:Synth_revealed.png|96px|link=Synths]]<br>{{anchor|Synths}}Synths | ||
|Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh. | |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. | ||
* Immune to radiation. | *Immune to radiation. | ||
*Does not need to breathe. | *Does not need to breathe. | ||
* Immune to viruses. | *Immune to viruses. | ||
*Can't be dismembered. | *Can't be dismembered. | ||
* 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). | *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). | ||
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*Only if the <s>admins</s> gods spawn them. | *Only if the <s>admins</s> gods spawn them. | ||
|- | |- | ||
![[File:Androids.png|96px|link=Androids]]<br>{{anchor|Androids}}Androids | ![[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. | | 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. | ||
*Does not need to eat. | * Does not need to eat. | ||
* 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. | ||
| | | | ||
*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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*Does not need to breathe. | *Does not need to breathe. | ||
*Is immune to viruses. | *Is immune to viruses. | ||
*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. | ||
| | | | ||
*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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| | | | ||
*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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|} | |} | ||
=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 |
Revision as of 11:01, 30 October 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 | Command Roles |
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Human |
Humans are the most common of all species aboard Space Station 13, and are all-rounders who gain no significant benefits nor weaknesses besides a degree of superiority and respect from Central Command. Nanotrasen doesn't trust any other species to run their stations to the degree a human can, let alone bear the rank of Captain. |
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Lizardperson/Vuulek |
Vuulek are often the second most prominent species seen aboard Space Station 13, second only to humans. Their many notable features set them apart from any other species: Fangs, claws, tails, digitigrade legs, a unique blood type, as well as being cold-blooded give vuulen a distinct look. Vuulen are regarded in many ways as second-class citizens, and may experience racism as a result. Because of this, many vuulen have formed strong bonds with each other, echoing the old tradition in vuulek society of living in clans and tribes. |
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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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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 |
---|---|---|---|---|
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 |
---|---|---|---|---|
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.