User:AMyriad: Difference between revisions
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*'''Toxic:''' None | *'''Toxic:''' None | ||
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*Cold-blooded, less affected by | *Cold-blooded, and less affected by high/low temperatures. | ||
*Able to receive blood transfusions from any other | *Able to receive blood transfusions from any other vuulek. | ||
*Inherent ability to speak Draconic. | *Inherent ability to speak Draconic. | ||
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*'''Toxic:''' Alcohol | *'''Toxic:''' Alcohol | ||
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*Gradually heals and gains nutrition in well lit areas | *Gradually heals and gains nutrition in well lit areas. | ||
*Benefits from certain chemicals used on plants. | *Benefits from certain chemicals used on plants. | ||
*Slight resistance to electric shock. | *Slight resistance to electric shock. | ||
*Able to breathe both oxygen and | *Able to breathe both oxygen and Co2. | ||
*[[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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*Darkness drains nutrition. | *Darkness drains nutrition. | ||
*Take damage over time while starving, tripled when digesting sugar. | *Take damage over time while starving, tripled when digesting sugar. | ||
* | *Susceptible to chemicals designed to kill plant life. | ||
*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. | ||
*Goats can dismember limbs on hit, including the head, which would kill them instantly. | *Goats can dismember limbs on hit, including the head, which would kill them instantly. | ||
*Take twice as much damage from burns and acid. | *Take twice as much damage from burns and acid. | ||
*Very | *Very weak to extreme temperatures. | ||
*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. | ||
*Slightly slower than most races. | *Slightly slower than most races. | ||
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*Immune to radiation. | *Immune to radiation. | ||
*Immune to the cold. | *Immune to the cold. | ||
* | *Unable to be husked. | ||
*No need to eat. | *No need to eat. | ||
* | *Unable to bleed since they have no blood to lose. | ||
*Able to survive the vacuum of space when wearing an atmospherics firesuit. | *Able to survive the vacuum of space when wearing an atmospherics firesuit. | ||
*No money diverted from paychecks due to human origins. | *No money diverted from paychecks due to human origins. | ||
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*Slightly stronger punches deal burn damage instead of brute. | *Slightly stronger punches deal burn damage instead of brute. | ||
*Take half damage from electric shock. | *Take half damage from electric shock. | ||
* | *Resilient to heat and burns. | ||
*Charged by radiation. | *Charged by radiation. | ||
*Turn into a disco ball when [[Emag|emagged]]. | *Turn into a disco ball when [[Emag|emagged]]. | ||
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*Take toxin damage when starving. | *Take toxin damage when starving. | ||
*Only able to receive blood from other ethereals. | *Only able to receive blood from other ethereals. | ||
* | *Susceptible to cold temperatures. | ||
*Slightly | *Slightly susceptible to brute damage. | ||
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*[[Chief Engineer]] | *[[Chief Engineer]] | ||
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*Enhanced lungs and eyes let them see in the dark and breathe more efficiently. | *Enhanced lungs and eyes let them see in the dark and breathe more efficiently. | ||
*Able to eat rocks and stones. | *Able to eat rocks and stones. | ||
* | *Unable to be husked. | ||
*Immune to radiation. | *Immune to radiation. | ||
*Any chemical within their system is purged after a short while. | *Any chemical within their system is purged after a short while. | ||
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*Inherent ability to speak Binary. | *Inherent ability to speak Binary. | ||
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* | *Attacks are slower. | ||
*Damaged by heavy EMPs, albeit unaffected by light ones. | *Damaged by heavy EMPs, albeit unaffected by light ones. | ||
*Water will short their circuits, damaging them heavily. | *Water will short their circuits, damaging them heavily. | ||
*Damaged, and eventually blinded when [[Emag|emagged]]. | *Damaged, and eventually blinded when [[Emag|emagged]]. | ||
* | *Stunned for longer, and regenerate stamina slower. | ||
* | *Slightly susceptible to burns. | ||
*Surgery may need both mechanical and surgical tools. | *Surgery may need both mechanical and surgical tools. | ||
* | *Incredibly susceptible to electric shock and extreme temperatures. | ||
* | *Unable to process most chemicals. | ||
*Unable to wear most footwear on account of digitigrade legs. | *Unable to wear most footwear on account of digitigrade legs. | ||
*Running out of power will kill them. | *Running out of power will kill them. | ||
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*Able to see better in the dark. | *Able to see better in the dark. | ||
*Able to breathe both oxygen and plasma. | *Able to breathe both oxygen and plasma. | ||
* | *Unable to suffer bone-related wounds. | ||
*Robust alien liver | *Robust alien liver which filters toxins much more efficiently. | ||
*Inherent ability to speak Xenocommon. | *Inherent ability to speak Xenocommon. | ||
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* | *Perform actions slightly slower. | ||
*More vulnerable to high temperatures. | *More vulnerable to high temperatures. | ||
*Their blood consists of pure sulphuric acid, and may complicate surgery. | *Their blood consists of pure sulphuric acid, and may complicate surgery. | ||
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|- | |- | ||
![[File:IPC.png|80px|link=IPC]]<br>{{anchor|IPC}}[[IPC]] | ![[File:IPC.png|80px|link=IPC]]<br>{{anchor|IPC}}[[IPC]] | ||
|A positronic in a humanoid cybernetic body. Sentient, but often robotic in mannerisms. Highly controversial due to their free will as machines. | |A positronic brain in a humanoid cybernetic body. Sentient, but often robotic in mannerisms. Highly controversial due to their free will as machines. | ||
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*'''Likes:''' APCs, cyborg rechargers | *'''Likes:''' APCs, cyborg rechargers | ||
*'''Dislikes:''' Normal food | *'''Dislikes:''' Normal food | ||
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*Completely inorganic | *Completely inorganic; immune to toxins, radiation, cellular damage, oxygen loss, and disease. | ||
*No need to breathe. | *No need to breathe. | ||
*Brain located in the chest, letting them survive decapitation. | *Brain located in the chest, letting them survive decapitation. | ||
*Slightly resistant to stamina drain. | *Slightly resistant to stamina drain. | ||
*Limbs can be reattached directly, and without surgery. | *Resilient to heat and pressure damage. | ||
*Limbs (including the head) can be reattached directly, and without surgery. | |||
*Capable of self-surgery. | *Capable of self-surgery. | ||
* | *Can be healed with welding and cable coil. | ||
*Perform actions slightly faster. | |||
*Inherent ability to speak Binary. | *Inherent ability to speak Binary. | ||
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* | *Greatly affected by EMPs. | ||
* | *Susceptible to burns. | ||
* | *Unable to be cloned. | ||
*Limbs fall off easily when damaged. | *Limbs fall off easily when damaged. | ||
*Unable to process most chemicals. | *Unable to process most chemicals. | ||
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*Cannot use guns. | *Cannot use guns. | ||
|} | |} | ||
=Human Mutants= | =Human Mutants= |
Revision as of 12:29, 16 November 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 races 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 |
Vuulen are an alien race of lizard people originating from their homeworld of Sangris, now commonly found all throughout space. Their many notable features set them apart from any other species: Fangs, claws, frills, a tail, and digitigrade legs give vuulen a distinct look. They're the most similar to humans in terms of mechanics and Command privilege, being able to serve as any Head of Staff, but still suffer a healthy amount of racism. |
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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 brain 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 | Command Roles |
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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.