Guide to races: Difference between revisions

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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.
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=
=Roundstart Races=
On tgstation, these are the races allowed to be chosen at round start. Because they are freely available, you should expect to deal with them nearly every round.
On Yogstation, these are the races allowed to be chosen at round start. Because they are freely available, you should expect to deal with them nearly every round.
 
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;"
===[[Humans]]===
! scope="col" style="background-color:#A9A9A9;" width="200" |Job
[[File:humans.png]]
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="250" |Description
 
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Diet
On the station humans enjoy a degree of superiority over other races, everyone you meet in a position of power will generally be a human. By default, the [[AI]] will apply the protections of its laws ONLY to humans, though they may extend that protection to other races out of preference provided doing so doesn't harm humans. Should a conflict arise between a human and another race, expect the AI to take the human's side.
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Benefits
 
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks
'''Benefits'''
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="170" |Command Roles
* AI Protection under the default Asimov lawset.
|-
* Domination of [[Command_Staff|Command Jobs]].
![[File:humans.png|128px|link=Humans]]<br>{{anchor|Humans}}[[Humans|Human]]
* Strength in numbers.
|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.
 
|
'''Drawbacks'''
*'''Likes:''' Fried, cooked, and junk food
* Prone to mutation to other races.
*'''Dislikes:''' Raw food
* No special traits.
*'''Toxic:''' None
 
|
'''Where to find them:'''
*AI Protection under the Asimov lawset.
* Everywhere.
*The only race able to serve as [[Captain]].
 
*Inherently able to speak English.
===[[Lizardperson|Lizardpeople]]===
|
[[File:lizardpeople.png]]
*No notable drawbacks.
 
|
Second class citizens, lizards are generally relegated to lower level work. Within a department a lizard staff member may enjoy anywhere from almost equal standing to obvious racism and disrespect, depending on their coworkers. They enjoy few advantages beyond their striking appearance.
*[[Captain]]
 
*[[Head of Personnel]]
'''Benefits'''
*[[Head of Security]]
* Memorable appearance.
*[[Chief Engineer]]
* Solidarity with lizards staffmates.
*[[Research Director]]
 
*[[Chief Medical Officer]]
'''Drawbacks'''
|-
* Likely target of racism.
![[File:lizardpeople.png|166px|link=Vuulen]]<br>{{anchor|Lizardperson}}[[Vuulen|Lizardperson/Vuulek]]
* Also prone to mutation to mutant races.
|Originating from the planet Sangris, Vuulen are an alien race of reptilian humanoids descending from tribes of raptor-like predators. Their many notable features set them apart from any other species: Fangs, claws, frills, a tail, and digitigrade legs give vuulen a distinct look. In terms of gameplay, they're by far the most similar to humans, yet still set themselves apart with their looks, mechanics, and alien origin.  
* Noticeable lisssp.
|
 
*'''Likes:''' Meat, seafood, and fruit
 
*'''Dislikes:''' Sugar and vegetables
'''Where to find them:'''
*'''Toxic:''' None
* Everywhere but command department.
|
 
*Cold-blooded, and less affected by high/low temperatures.
===[[Plasmaman]]===
*Able to receive blood transfusions from any other vuulek.
[[File:Plasmaman.png|120px]]
*Inherently able to speak Draconic.
 
|
A recently discovered race that inhabits orbital bodies with high concentrations of Plasma. Plasmamen have a hard time living on oxygen based space stations as they breath pure Plasma as their air supply, thus they wear special environmental suits to protect them. They have almost no advantages mechanics wise, and must rely on their skill and respect to get by.
*Only able to receive blood from other vuulen.
 
*Unable to wear most footwear on account of digitigrade legs.
'''Benefits'''
*Noticeable hisssing.
* They stand out.
|
* Can use their bodies drawback of setting on fire offensively to scare off attackers.
*[[Head of Personnel]]
* Flash-proof, welding-safe helmet.
*[[Head of Security]]
* Immune to viruses and radiation.
*[[Chief Engineer]]
* Can't bleed.
*[[Research Director]]
* Does not need to eat.
*[[Chief Medical Officer]]
 
|-
'''Drawbacks'''
![[File:podpeople.png|128px|link=Podman]]<br>{{anchor|Podpeople}}[[Podman|Phytosian]]
* They stand out, badly.
|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.
* Likely target of racism.
|
* They rely on a constant source of Plasma air to survive.
*'''Likes:''' Light
* If exposed to Oxygen their body will catch on fire.
*'''Dislikes:''' All other food
* Double damage from heat and fire.
*'''Toxic:''' Alcohol
* They are stuck inside an environment suit.
|
* Can't drink or eat through helmet, so dependent on injections and patches.
*Gradually heal and gain nutrition in well lit areas.
* No ability to hide their identity.
*Benefits from certain chemicals used on plants.
* The AI and its [[Cyborg|minions]] are almost always free to maim or kill you if you are seen harming a human.
*Slightly resistant to electric shock.
* Cannot be cloned without a specifically built plasma room, or debraining.
*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.
'''Where to find them:'''
*Inherently able to speak Sylvan.
* Everywhere aside from any command, security or entertainment department.
|
*Darkness drains nutrition.
*Take damage over time while starving.
*Susceptible to chemicals designed to kill plant life.
*Goats can dismember limbs on hit, including the head.
*Very vulnerable to acid, burns, and extreme temperatures.
*Mutate when shot by a [[Research_items#Floral Somatoray|floral somatoray]] in mutation mode.
*Slightly slower than most races.
|
*[[Head of Security]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
![[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.
|
*Plasmamen do not need to eat.
*'''Likes:''' Dairy
*'''Dislikes:''' Nothing
|
*Helmets are space-proof, shield against welding flashes, and have a built-in light.
*Able to breathe plasma.
*Immune to radiation.
*Immune to the cold.
*Unable to be husked.
*No need to eat.
*Unable to bleed since they have no blood to lose.
* Inherently able to speak Bonespeak.
|
*Oxygen is toxic to them.
*Exposure to oxygen will make them catch fire and burn.
*Reliant on a constant source of plasma gas.
*Unique anatomy, and lacking a heart making traditional revival difficult.
*No DNA structure to benefit from genetic mutations.
*Completely dependent on environmentally sealed clothing such as envirosuits and envirohelms.
*Vulnerable to brute damage and high temperatures.
|
*[[Head of Personnel]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
![[File:Moths.gif|100px|link=Ex'hau]]<br>{{anchor|Mothpeople}}[[Ex'hau|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.
|
*'''Likes:''' Vegetables and sugar
*'''Dislikes:''' Dairy
*'''Toxic:''' Raw meat, cooked meat, seafood, just don't eat anything that moved and made noises.
|
*Wings allow them to fly in zero-g, provided there's an atmosphere.
*Slightly resistant to brute damage.
*Able to eat cloth for nourishment.
*Inherently able to speak Mothian.
|
*Eyes are very sensitive to light. Welding needs both goggles and a mask, and sunglasses won't protect from bright flashes.
*Vulnerable to burns.
*Fire can, and will, burn off their fragile wings.
*10x more damage taken from fly swatters.
*3x more damage taken from pest spray.
|
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
![[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.
|
*'''Likes:''' Lightbulbs, Cyborg Rechargers, High Energy Bars
*'''Dislikes:''' Normal food
|
*Emit a constant light, with brightness depending on charge.
*Punches burn instead of bruise.
*Resistant to heat, burns, and electric shock.
*Charged by radiation.
*Turn into a disco ball when [[Emag|emagged]].
*Unique ethereal blood type, which shocks non-ethereals.
*A crystal heart which never decays, crystallizing the dead ethereal after a delay, and reviving them with a random brain trauma.
*Inherently able to speak Etherean.
|
*Can't gain nutrition from normal foods.
*Take toxin damage when starving.
*Only able to receive blood from other ethereals.
*Vulnerable to low temperatures and brute damage.
|
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
![[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.
|
*'''Likes:''' Power(gaming), fried food, junk food, minerals, and sugar
*'''Dislikes:''' Vegetables
|
*Robotic in nature; repairs must be done with welding and/or cable coil, and they're capable of self-surgery.
*Perform actions faster, such as using tools or conducting surgery.
*Innate maglock ability built into their legs.
*Advanced lungs and night-vision capable eyes.
*Unable to be husked.
*Immune to radiation.
*Purge 4% of all chemicals every few seconds.
*Special synthetic blood which is universally compatible with all races.
*Inherently able to speak Binary.
|
*Perform attacks slightly slower.
*Organs will shut off when out of power, causing death by suffocation.
*Damaged by heavy EMPs, albeit unaffected by light ones.
*Deathly vulnerable to water, which fries their circuitry.
*Damaged, and eventually blinded when [[Emag|emagged]].
*Stunned for longer, and regenerate stamina slower.
*Vulnerable to burns, electric shock, and extreme temperatures.
*Surgery may need both mechanical and surgical tools.
*Unable to wear any footwear on account of unguligrade legs.
|
*[[Head of Security]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
![[File:Polysmorph.png|80px|link=Polysmorph]]<br>{{anchor|Polysmorph}}[[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.
|
*'''Likes:''' Meat and gross foods
*'''Dislikes:''' Grain, dairy, vegetables, and fruits
|
*Acidic blood, as well as higher acid resistance.
* Resistant to brute damage and low temperatures.
*Possess a degree of night-vision.
*Able to breathe both oxygen and plasma.
*Slightly faster speed and crawl speed than most races.
*Unable to suffer bone-related wounds.
*A robust alien liver which filters toxins very efficiently.
*Inherently able to speak Polysmorph.
|
*Perform actions slower.
*Vulnerable to burns and high temperatures.
*Blood consists of pure sulphuric acid, which may complicate surgery.
*Unable to wear most footwear on account of digitigrade legs.
|
*[[Head of Security]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
![[File:IPC.png|80px|link=IPC]]<br>{{anchor|IPC}}[[IPC]]
|A positronic brain in a humanoid cybernetic body. Sentient, but often robotic in mannerisms. Highly controversial due to their free will as machines.
|
*'''Likes:''' APCs, cyborg rechargers
*'''Dislikes:''' Normal food
|
*Completely inorganic; immune to toxins, radiation, cellular damage, oxygen loss, and disease.
*Robotic in nature; repairs must be done with welding and/or cable coil, and they're capable of self-surgery.
*Perform actions faster, such as using tools or conducting surgery.
*Possesses no need to breathe.
*Brain located in the chest, allowing them to survive decapitation.
*Slightly resistant to stamina drain.
*Resistant to heat and pressure damage.
*Immune to the cold.
*Limbs (including the head) can be reattached directly, and without surgery.
*Inherently able to speak Binary.
|
*Affected by EMPs.
*Vulnerable to acid and burns.
*Unable to be cloned.
*Overheat easily.
*Recent memory is lost on death.
*No DNA structure to benefit from genetic mutations.
*Organs cannot heal, and must be replaced if damaged.
*Limbs fall off easily when damaged.
*Unable to process most chemicals.
|
*[[Head of Personnel]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|}
==Donator Races ==
On Yogstation, these are the races allowed to be chosen at round start, but only by donators. Expect to see them often, but more rarely than the freely-available races.
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;"
! scope="col" style="background-color:#A9A9A9;" width="200" |Job
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="250" |Description
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Diet
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Benefits
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="170" |Command Roles
|-
![[File:Felinids.png|148px|link=Felinid]]<br>{{anchor|Felinid}}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!
|
*'''Likes:''' Seafood, dairy, and mice
*'''Dislikes:''' Raw food and gross foods
*'''Toxic:''' Chocolate
|
* AI Protection under the Asimov lawset.
* Also able to serve as [[Captain]], as they're still quite similar to humans.
* Inherently able to speak Felinid.
|
* Very sensitive ears which are more easily damaged.
* Easily distracted by laser pointers.
|
*[[Captain]]
*[[Head of Personnel]]
*[[Head of Security]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|}
==Halloween Races==
During the [[Holiday_events#Halloween_.282_SPOOKY.21.29|Halloween event]], these are additions to the races allowed to be chosen at round start.
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;"
! scope="col" style="background-color:#A9A9A9;" width="200" |Job
! scope="col" class="unsortable" style="background-color:#A9A9A9;" |Description
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Diet
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Benefits
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks
|-
![[File:Dullahan.png|164px|link=Dullahan]]<br>{{anchor|Dullahan}}Dullahan
|A headless human, rarely seen outside Halloween. One of the weakest Halloween races, as you rely on your vulnerable head for sight and life.
|
*Does not need to eat.
|
*No hunger.
*No need to breathe.
*Head is separated from the body and can be carried as an item.
|
*Unrevivable if the head is destroyed or cut open.
|-
![[File:Skeletons.png|128px|link=Skeleton]]<br>{{anchor|Skeleton}}Lesser Skeleton
|A weaker form of the spooky scary skeleton. Somehow still alive, a skeleton is just a sack of stark white bones. Clattering spooks, due to their supernatural qualities they're almost always associated with wizards. Skeletons enjoy a wide selection of useful immunities, just don't expect the crew to ever enjoy looking at you ever again.
|
*Does not need to eat.
|
*Don't need to breathe.
*Can survive in extreme temperatures.
*Have no blood to lose.
*Immune to the effects of radiation, viruses, embedding and chemical injections.
*Does not need to eat.
*Can attach limbs from the ground without surgery.
*Always appears dead on mediHUDs.
|
*Loses limbs easily.
*Immune to medical injections.
*Always appears dead on mediHUDs.
|-
![[File:Golem_Cloth.png|64px|link=Golem]]<br>{{anchor|Cloth Golem}}[[Golem|Cloth Golem]]
|Cloth golems closely resemble a mummy, and are faster than other golems.
|
*Does not need to eat.
|
*Able to reform themselves after death, provided their remains aren't burned or destroyed.
*Magic resistant.
*Faster than other golems.
* No blood.
*Does not breath.
|
*Very flammable.
*Weaker than other golems.
*Less resilient than other golems.
*Cannot use guns.
|}


=Human Mutants=
=Human Mutants=
Over the course of a shift, you or someone you know may lose their humanity. These races are not born, but made. These players are less likely to be the targets of racism, as many may simply acknowledge their former humanity, but are none the less NOT human anymore.
Over the course of a shift, you or someone you know may lose their humanity. These races are not born, but made. These players are less likely to be the targets of racism, as many may simply acknowledge their former humanity, but are none-the-less NOT human anymore.
 
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;"
===[[Podman|Podpeople]]===
! scope="col" style="background-color:#A9A9A9;" width="200" |Job
[[File:podpeople.png]]
! scope="col" class="unsortable" style="background-color:#A9A9A9;" |Description
 
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Benefits
Human blood, resurrected through a plant. Podpeople are rare to see, often only making an appearance if the cloner has been destroyed or the power is out for an extended period of time. They enjoy a significant benefit in healing but suffer huge drawbacks.
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks
 
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Found
'''Benefits'''
|-
* Gradually heals and gains nutrition in well lit areas.
![[File:Slimepeople.png|128px|link=Slimepeople]]<br>{{anchor|Slimepeople}}Slimepeople
* Immune to plant-based hazards such as space vines and killer tomatoes.
|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.
 
|
'''Drawbacks'''
*Anything that would deal toxin damage will heal toxin damage instead.
* Darkness drains nutrition.
*Full immunity from the wrath of hungry slimes.
* If starving, takes damage over time.
*Toxic blood that can poison others if ingested.
* Tendency to be overweight due to desire to stay in the light at all times.
*Immunity to viruses.
* Extra vulnerable to chemicals designed to kill plant life.
*Immunity to bleeding out.
* Takes extra burn damage and heats up quickly.
*Take half damage from fire and laser weaponry.
* Mutates if shot by a [[Research_items#Floral Somatoray|floral somatoray]] in mutation mode.
*Take a quarter of damage from heat.
 
*Can grow limbs back using their slime-like blood.
'''Where to find them:'''
*Can split themselves to create spare bodies.
* [[Hydroponics]].
|
 
* Lose limbs when blood volume is low.
===Slimepeople===
*Take toxin damage from chemicals that would normally cure it. This will also drain blood, and thus causes loss of limbs.
[[File:slimepeople.png]]
* Nonhuman to the AI.
 
*Take 6x damage from sources of cold.
Former humans who were converted to slime by mutation toxin. 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.
*Dislikes getting wet, which causes damage and stamina loss.
 
|
'''Benefits'''
*[[Xenobiology]].
* Anything that would deal toxin damage will heal toxin damage instead.
|-
* Full immunity from the wrath of hungry slimes.
![[File:Luminescents.png|128px|link=Luminescents]]<br>{{anchor|Luminescents}}Luminescents
* Toxic blood that can poison others if ingested.
|One of the variants of the Jelly people, they are known for infusing their bodies with slime cores.
* Immunity to viruses.
|
* Immunity to bleeding out.
*Anything that would deal toxin damage will heal toxin damage instead.
* Take half damage from heat, fire, and laser weaponry.
*Full immunity from the wrath of hungry slimes.
* Can split themselves to create spare bodies.
*Toxic blood that can poison others if ingested.
** To split they need to acquire slime jelly; they generate it either by being well fed or by taking toxin damage (which heals them). Toxin healing chemicals will remove blood at a fast rate.
*Immunity to viruses.
** Reaching 1100 jelly volume will let you split once, and reset you to 600.
*Immunity to bleeding out.
** They can swap between bodies at will as long as they're conscious; dying in your current body will still kill you, being unconscious in one will trap you in that body.
*Take half damage from fire and laser weaponry.
* Can grow limbs back using their slimelike blood.
*Take a quarter of damage from heat.
 
*Can grow limbs back using their slimelike blood.
'''Drawbacks'''
* 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.
*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.
*Take triple damage from sources of cold.
*Dislikes getting wet, which causes damage and stamina loss.
|
*[[Xenobiology]].
|-
![[File:jellypeople.png|128px|link=Stargazer]]<br>{{anchor|Stargazer}}Stargazer
|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.
*Full immunity from the wrath of hungry slimes.
*Toxic blood that can poison others if ingested.
*Immunity to viruses.
*Immunity to bleeding out.
*Take half damage from fire and laser weaponry.
*Take a quarter of damage from heat.
*Can grow limbs back using their slimelike blood.
*Can perform a slime link with anyone that is not mindshielded, magic immune, already linked or dead.
|
* Lose limbs when blood volume is low.
* Lose limbs when blood volume is low.
* Take toxin damage from chemicals that would normally cure it. This will also drain blood, and thus causes loss of limbs.
*Take toxin damage from chemicals that would normally cure it. This will also drain blood, and thus causes loss of limbs.
* Nonhuman to the AI.
* Nonhuman to the AI.
* Large hunger from jelly production.
*Take triple damage from sources of cold.
* Take double damage from sources of cold.
*Dislikes getting wet, which causes damage and stamina loss.
 
|
'''Where to find them:'''
*[[Xenobiology]].
* [[Xenobiology]].
|-
 
![[File:flypeople.png|128px|link=Flyperson]]<br>{{anchor|Flyperson}}[[Flyperson|Flypeople]]
===[[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.
[[File:flypeople.png]]
|
 
*None.
Walking abominations of mishmatched DNA caused by teleporter malfunctions. Careful use and upgrading of the teleporter can assure those that dabble with it don't end up in this sorry state. Unlike other mutant races, there's absolutely nothing redeemable about existing like this, unless you just enjoy being a freak.
|
 
*Buz-zz-zing lisp.
'''Benefits'''
*Grotesque appearance.
* None.
*Eats vomit and the ingestion in any form of nutriment causes them to vomit the contents (which are then slurped back in from the floor).
 
|
'''Drawbacks'''
*Near a [[teleporter]].
* Buz-zz-zing lisp.
|}
* Grotesque appearance.
* Eats vomit
 
'''Where to find them:'''
* Near a [[teleporter]], the surgical theater.
 
=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.  
 
===[[Adamantine Golem]]s===
[[File:agolem.png]]
 
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.
 
'''Benefits'''
* Extremely resilient to brute damage.
* Spaceworthy: immune to pressure, temperature, and breathing.
* Improved unarmed attacks.
* Have no blood to lose.
* Immune to the effects of radiation.
* Immune to item embedding.
* Immune to chemical injections.
* It beats being dead.
 
'''Drawbacks'''
* Bound to will of creator unless freed.
* Extremely slow.
* Immune to cryogenic drugs.
* Immune to medical injections.
* Cannot equip clothing.
* Cannot use guns.
* Often prejudiced against and slain without mercy by [[Shitcurity|the station]] at first sign of trouble.
 
'''Where to find them:'''
* [[Xenobiology]].


=Construct Races=
These races were never human to begin with, rather they were made without any original human to convert. They are decidedly even LESS human in the eyes of many, and are frequently mistrusted as a result.
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;"
! scope="col" style="background-color:#A9A9A9;" width="200" |Job
! scope="col" class="unsortable" style="background-color:#A9A9A9;" |Description
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Benefits
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Found
|-
![[File:Golem adamantine.png|110px|link=Adamantine Golem]]<br>{{anchor|Golem}}[[Adamantine Golem]]s
|Lumbering people of shining stone, adamantine golems are born into the servitude of their creators. While some will immediately gift these golems with freedom, others will keep them close as assistants, bodyguards, or attack dogs. Golems do not have a will of their own unless granted one by their creator, and are not directly responsible for their actions if commanded.
|
*Extremely resilient to brute damage.
*Spaceworthy: immune to pressure, temperature, and breathing.
*Their punches deal high damage and can stun.
*Have no blood to lose.
*Immune to the effects of radiation, embedding and chemical injections.
|
*Bound to the will of the creator unless freed.
*Extremely slow.
*Immune to cryogenic drugs.
*Immune to medical injections.
*Cannot equip clothing.
*Cannot use guns.
*Often prejudiced against and slain without mercy by [[Security]] at the first sign of trouble.
|
*[[Xenobiology]].
|}
=Exotic Races=
=Exotic Races=
These races have very few ways to come about, and often rely on very rare situations to exist at all. You will almost never have to deal with them, but should be aware of them all the same for when the time comes.
These races have very few ways to come about, and often rely on very rare situations to exist at all. You will almost never have to deal with them, but should be aware of them all the same for when the time comes.
 
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;"
===Skeletons===
! scope="col" style="background-color:#A9A9A9;" width="200" |Job
[[File:skeletons.png]]
! scope="col" class="unsortable" style="background-color:#A9A9A9;" |Description
 
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Benefits
The skeleton within, unleashed! Somehow still alive, a skeleton is just a sack of stark white bones. Clattering spooks, due to their supernatural qualities they're almost always associated with wizards. Skeletons enjoy a wide selection of useful immunities, just don't expect the crew to ever enjoy looking at you ever again.
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks
 
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Found
'''Benefits'''
|-
* Don't need to breathe.
![[File:skeletons.png|128px|link=Skeletons]]<br>{{anchor|Skeletons}}Skeleton
* Can survive in extreme temperatures.
|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.  
* Have no blood to lose.
|
* Are immune to the effects of radiation.
*Don't need to breathe.
* Immune to viruses.
*Can survive in extreme temperatures.
* Immune to item embedding.
*Have no blood to lose.
* Immune to chemical injections.
*Are immune to the effects of radiation.
* Does not need to eat.
*Immune to viruses.
* Can attach limbs from the ground without surgery.
*Immune to item embedding.
 
*Immune to chemical injections.
'''Drawbacks'''
*Does not need to eat.
* Loses limbs easily.
*Can attach limbs from the ground without surgery.
* Too spooky for most to tolerate.
|
* Immune to medical injections
*Loses limbs easily.
 
*Too spooky for most to tolerate.
'''Where to find them:'''
*Immune to medical injections.
* With [[wizard|wizards]], on the station on Halloween.
|
 
*With [[wizard|wizards]].
===Zombies===
*After a [[Guide to Genetics#Mutations%20and%20Their%20Consequences|Genetics]] instability accident.
[[File:zombies.png]]
|-
 
![[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.  
 
|
'''Benefits'''
*Don't need to breathe.
* Don't need to breathe.
*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.
'''Drawbacks'''
*Loses limbs easily.
* Damaged by anti-toxins.
*Moves slowly.
* Loses limbs easily.
*Very hard to understand.
* Moves slowly.
*Very hard to look at.
* Very hard to understand.
|
* Very hard to look at.
*N/A
 
|-
'''Where to find them:'''
![[File:shadowpeople.png|128px|link=Shadowpeople]]<br>{{anchor|Shadowpeople}}Shadowpeople
* On the station on Halloween
|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.
 
===Shadowpeople===
[[File:shadowpeople.png]]
 
Cursed beings of darkness, shadows that cannot exist for long in the light. They skulk in darkened maintenance corridors or in workplaces with intentionally destroyed lighting. They are not intrinsically evil, but still invoke an understandable level of mistrust in pretty much everyone.
 
They share many of the passive effects of [[shadowling]]s, but none of their innate spells or abilities. They are far less a threat.
They share many of the passive effects of [[shadowling]]s, but none of their innate spells or abilities. They are far less a threat.
 
|
'''Benefits'''
* 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.
 
|
'''Drawbacks'''
*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.
'''Where to find them:'''
*[[Guide to xenobiology|Xenobiology]]
* In the darkness.
|-
 
![[File:Changeling.gif|96px|link=Synths]][[File:Synth_revealed.png|96px|link=Synths]]<br>{{anchor|Synths}}Synths
===Jellypeople===
|Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh.
[[File:jellypeople.png]]
|
 
*Immune to all chemicals but synthflesh.
Bizarre three eyed beings with innervated skeletons immersed in a jelly frame. Their appearance is ghastly and utterly alien, though for some strange reason they almost seem nostalgic. They are functionally equivalent to slimepeople in almost all regards.
*Immune to radiation.
 
*Does not need to breathe.
'''Benefits'''
*Immune to viruses.
* Toxic blood that can poison others if ingested.
*Can't be dismembered.
* Immunity to bleeding out.
*Does not need to eat.
* Can regenerate limbs using their slime jelly.
*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).
'''Drawbacks'''
*High punch damage, with 50% chance of stunning on hit (military synth only).
* Large hunger from jelly production.
* Need to take 50 damage instead of 25 for the disguise to fail (military synth only).
* Can be "drained" to death by removing their jelly manually or "cleansed" to death with drugs that treat toxin damage.
|
* Extremely nonhuman looking.
*Usually valid. Expect the crew to attack you if you're revealed as synth.
 
*Disguise falls if you take more than 25 damage.
'''Where to find them:'''
*Can only heal with synthflesh.
* Xenobiology
|
 
*Only if the <s>admins</s> gods spawn them.
===Androids===
|-
[[File:Androids.png]]
![[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.
|
 
*Does not bleed.
'''Benefits'''
*Immune to viruses.
* Does not need to breathe.
*Does not need to eat.
* Immunity to cold and heat, can't be set on fire.
*Immune to gases.
* Does not bleed.
*Can repair brute damage with welding and burn damage by replacing wires.
* Immune to viruses.
|
* Does not need to eat.
*Cannot heal brute and burn damage with conventional means.
* Can attach limbs from the ground without surgery.
*Paralyzed and heavily damaged by EMPs.
* Immune to gases.
|
* Can repair brute damage with welding and burn damage by replacing wires.
*Xenobiology
 
|-
'''Drawbacks'''
![[File:Abductor_base.png|96px|link=Abductor]]<br>{{anchor|Abductor}}[[Abductor]]s
* Cannot heal brute and burn damage with conventional means.
|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.
* Paralyzed and heavily damaged by EMPs.
|
 
*Does not bleed.
'''Where to find them:'''
*Does not need to breathe.
* Xenobiology
*Is immune to viruses.
 
*Can use abductor-specific equipment.
===[[Abductor]]s===
*Can see in the dark for short ranges.
[[File:Abductor_base.png|96px]]
 
Alien beings sent here to probe the station's crew. They cannot speak normally, but instead use a special frequency tuned to their mothership: different abductor teams have separate channels. Abductors created in different ways share a common abductor channel instead, and cannot hear natural abductors.
 
'''Benefits'''
* Does not bleed.
* Does not need to breathe.
* Is immune to viruses.
* Can use abductor-specific equipment.
* Can see in the dark for short ranges.
* Can communicate without restrictions with fellow abductors.
* Can communicate without restrictions with fellow abductors.
 
|
'''Drawbacks'''
* Can't use guns, except the one they start with.
* Can't use guns, except the one they start with.
* Cannot be heard by nonabductors when speaking.
* Cannot be heard by non-abductors when speaking.
 
|
'''Where to find them:'''
*[[Abductor]] ships
* [[Abductor]] ships
|-
 
![[File:Golem-party.png|192px|link=Golem]]<br>{{anchor|Golems}}[[Golem#Free_Golems|Free Golems]]
===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.
[[File:golems.png]]
|
 
*Extremely resilient to brute damage.
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, althought that will only change their appearance.
*Spaceworthy: immune to pressure, temperature, and breathing.
 
*Improved unarmed attacks.
'''Benefits'''
*Have no blood to lose.
* Extremely resilient to brute damage.
*Are immune to the effects of radiation.
* Spaceworthy: immune to pressure, temperature, and breathing.
|
* Improved unarmed attacks.
*Extremely slow.
* Have no blood to lose.
*Immune to cryogenic drugs.
* Are immune to the effects of radiation.
*Cannot equip clothing.
 
*Cannot use guns.
'''Drawbacks'''
|
* Extremely slow.
*[[Lavaland]]
* Immune to cryogenic drugs.
|}
* Cannot equip clothing.
=How To Pick A Race=
* Cannot use guns.
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.
'''Where to find them:'''
*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.
* [[Lavaland]]
*Mutation toxins change your race and randomise your appearance. Ask xenobiology for some:
 
**Stable Mutation Toxin ('''Human''')
 
** Mutation Toxin ('''Slimepeople''')
[[Category:Guides]]
**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.

Latest revision as of 08:21, 7 July 2024

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
Humans.png
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.
  • Likes: Fried, cooked, and junk food
  • Dislikes: Raw food
  • Toxic: None
  • AI Protection under the Asimov lawset.
  • The only race able to serve as Captain.
  • Inherently able to speak English.
  • No notable drawbacks.
Lizardpeople.png
Lizardperson/Vuulek
Originating from the planet Sangris, Vuulen are an alien race of reptilian humanoids descending from tribes of raptor-like predators. Their many notable features set them apart from any other species: Fangs, claws, frills, a tail, and digitigrade legs give vuulen a distinct look. In terms of gameplay, they're by far the most similar to humans, yet still set themselves apart with their looks, mechanics, and alien origin.
  • Likes: Meat, seafood, and fruit
  • Dislikes: Sugar and vegetables
  • Toxic: None
  • Cold-blooded, and less affected by high/low temperatures.
  • Able to receive blood transfusions from any other vuulek.
  • Inherently able to speak Draconic.
  • Only able to receive blood from other vuulen.
  • Unable to wear most footwear on account of digitigrade legs.
  • Noticeable hisssing.
Podpeople.png
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.
  • Likes: Light
  • Dislikes: All other food
  • Toxic: Alcohol
  • Gradually heal and gain nutrition in well lit areas.
  • Benefits from certain chemicals used on plants.
  • Slightly resistant to electric shock.
  • Able to breathe both oxygen and CO2.
  • Killer tomatoes, venus human traps and pine trees are neutral toward them.
  • Inherently able to speak Sylvan.
  • Darkness drains nutrition.
  • Take damage over time while starving.
  • Susceptible to chemicals designed to kill plant life.
  • Goats can dismember limbs on hit, including the head.
  • Very vulnerable to acid, burns, and extreme temperatures.
  • Mutate when shot by a floral somatoray in mutation mode.
  • Slightly slower than most races.
Plasmaman.png
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.
  • Plasmamen do not need to eat.
  • Likes: Dairy
  • Dislikes: Nothing
  • Helmets are space-proof, shield against welding flashes, and have a built-in light.
  • Able to breathe plasma.
  • Immune to radiation.
  • Immune to the cold.
  • Unable to be husked.
  • No need to eat.
  • Unable to bleed since they have no blood to lose.
  • Inherently able to speak Bonespeak.
  • Oxygen is toxic to them.
  • Exposure to oxygen will make them catch fire and burn.
  • Reliant on a constant source of plasma gas.
  • Unique anatomy, and lacking a heart making traditional revival difficult.
  • No DNA structure to benefit from genetic mutations.
  • Completely dependent on environmentally sealed clothing such as envirosuits and envirohelms.
  • Vulnerable to brute damage and high temperatures.
Moths.gif
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.
  • Likes: Vegetables and sugar
  • Dislikes: Dairy
  • Toxic: Raw meat, cooked meat, seafood, just don't eat anything that moved and made noises.
  • Wings allow them to fly in zero-g, provided there's an atmosphere.
  • Slightly resistant to brute damage.
  • Able to eat cloth for nourishment.
  • Inherently able to speak Mothian.
  • Eyes are very sensitive to light. Welding needs both goggles and a mask, and sunglasses won't protect from bright flashes.
  • Vulnerable to burns.
  • Fire can, and will, burn off their fragile wings.
  • 10x more damage taken from fly swatters.
  • 3x more damage taken from pest spray.
RedEthereal.png
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.
  • Likes: Lightbulbs, Cyborg Rechargers, High Energy Bars
  • Dislikes: Normal food
  • Emit a constant light, with brightness depending on charge.
  • Punches burn instead of bruise.
  • Resistant to heat, burns, and electric shock.
  • Charged by radiation.
  • Turn into a disco ball when emagged.
  • Unique ethereal blood type, which shocks non-ethereals.
  • A crystal heart which never decays, crystallizing the dead ethereal after a delay, and reviving them with a random brain trauma.
  • Inherently able to speak Etherean.
  • Can't gain nutrition from normal foods.
  • Take toxin damage when starving.
  • Only able to receive blood from other ethereals.
  • Vulnerable to low temperatures and brute damage.
Preterni.png
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.
  • Likes: Power(gaming), fried food, junk food, minerals, and sugar
  • Dislikes: Vegetables
  • Robotic in nature; repairs must be done with welding and/or cable coil, and they're capable of self-surgery.
  • Perform actions faster, such as using tools or conducting surgery.
  • Innate maglock ability built into their legs.
  • Advanced lungs and night-vision capable eyes.
  • Unable to be husked.
  • Immune to radiation.
  • Purge 4% of all chemicals every few seconds.
  • Special synthetic blood which is universally compatible with all races.
  • Inherently able to speak Binary.
  • Perform attacks slightly slower.
  • Organs will shut off when out of power, causing death by suffocation.
  • Damaged by heavy EMPs, albeit unaffected by light ones.
  • Deathly vulnerable to water, which fries their circuitry.
  • Damaged, and eventually blinded when emagged.
  • Stunned for longer, and regenerate stamina slower.
  • Vulnerable to burns, electric shock, and extreme temperatures.
  • Surgery may need both mechanical and surgical tools.
  • Unable to wear any footwear on account of unguligrade legs.
Polysmorph.png
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.
  • Likes: Meat and gross foods
  • Dislikes: Grain, dairy, vegetables, and fruits
  • Acidic blood, as well as higher acid resistance.
  • Resistant to brute damage and low temperatures.
  • Possess a degree of night-vision.
  • Able to breathe both oxygen and plasma.
  • Slightly faster speed and crawl speed than most races.
  • Unable to suffer bone-related wounds.
  • A robust alien liver which filters toxins very efficiently.
  • Inherently able to speak Polysmorph.
  • Perform actions slower.
  • Vulnerable to burns and high temperatures.
  • Blood consists of pure sulphuric acid, which may complicate surgery.
  • Unable to wear most footwear on account of digitigrade legs.
IPC.png
IPC
A positronic brain in a humanoid cybernetic body. Sentient, but often robotic in mannerisms. Highly controversial due to their free will as machines.
  • Likes: APCs, cyborg rechargers
  • Dislikes: Normal food
  • Completely inorganic; immune to toxins, radiation, cellular damage, oxygen loss, and disease.
  • Robotic in nature; repairs must be done with welding and/or cable coil, and they're capable of self-surgery.
  • Perform actions faster, such as using tools or conducting surgery.
  • Possesses no need to breathe.
  • Brain located in the chest, allowing them to survive decapitation.
  • Slightly resistant to stamina drain.
  • Resistant to heat and pressure damage.
  • Immune to the cold.
  • Limbs (including the head) can be reattached directly, and without surgery.
  • Inherently able to speak Binary.
  • Affected by EMPs.
  • Vulnerable to acid and burns.
  • Unable to be cloned.
  • Overheat easily.
  • Recent memory is lost on death.
  • No DNA structure to benefit from genetic mutations.
  • Organs cannot heal, and must be replaced if damaged.
  • Limbs fall off easily when damaged.
  • Unable to process most chemicals.

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
Felinids.png
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!

  • Likes: Seafood, dairy, and mice
  • Dislikes: Raw food and gross foods
  • Toxic: Chocolate
  • AI Protection under the Asimov lawset.
  • Also able to serve as Captain, as they're still quite similar to humans.
  • Inherently able to speak Felinid.
  • Very sensitive ears which are more easily damaged.
  • Easily distracted by laser pointers.

Halloween Races

During the Halloween event, these are additions to the races allowed to be chosen at round start.

Job Description Diet Benefits Drawbacks
Dullahan.png
Dullahan
A headless human, rarely seen outside Halloween. One of the weakest Halloween races, as you rely on your vulnerable head for sight and life.
  • Does not need to eat.
  • No hunger.
  • No need to breathe.
  • Head is separated from the body and can be carried as an item.
  • Unrevivable if the head is destroyed or cut open.
Skeletons.png
Lesser Skeleton
A weaker form of the spooky scary skeleton. Somehow still alive, a skeleton is just a sack of stark white bones. Clattering spooks, due to their supernatural qualities they're almost always associated with wizards. Skeletons enjoy a wide selection of useful immunities, just don't expect the crew to ever enjoy looking at you ever again.
  • Does not need to eat.
  • Don't need to breathe.
  • Can survive in extreme temperatures.
  • Have no blood to lose.
  • Immune to the effects of radiation, viruses, embedding and chemical injections.
  • Does not need to eat.
  • Can attach limbs from the ground without surgery.
  • Always appears dead on mediHUDs.
  • Loses limbs easily.
  • Immune to medical injections.
  • Always appears dead on mediHUDs.
Golem Cloth.png
Cloth Golem
Cloth golems closely resemble a mummy, and are faster than other golems.
  • Does not need to eat.
  • Able to reform themselves after death, provided their remains aren't burned or destroyed.
  • Magic resistant.
  • Faster than other golems.
  • No blood.
  • Does not breath.
  • Very flammable.
  • Weaker than other golems.
  • Less resilient than other golems.
  • Cannot use guns.

Human Mutants

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
Slimepeople.png
Slimepeople
Former humans who were converted to jelly by mutation toxin thus, becoming slime/jellypeople. Many scientists working in xenobiology will undergo this mutation willingly to work closer with their slimes, but others may mass-produce the toxin and try to push it on others. Their bodies are composed of a toxic slime, which shouldn't be consumed by other races.
  • Anything that would deal toxin damage will heal toxin damage instead.
  • Full immunity from the wrath of hungry slimes.
  • Toxic blood that can poison others if ingested.
  • Immunity to viruses.
  • Immunity to bleeding out.
  • Take half damage from fire and laser weaponry.
  • Take a quarter of damage from heat.
  • Can grow limbs back using their slime-like blood.
  • Can split themselves to create spare bodies.
  • 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.
  • Nonhuman to the AI.
  • Take 6x damage from sources of cold.
  • Dislikes getting wet, which causes damage and stamina loss.
Luminescents.png
Luminescents
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.
  • Full immunity from the wrath of hungry slimes.
  • Toxic blood that can poison others if ingested.
  • Immunity to viruses.
  • Immunity to bleeding out.
  • Take half damage from fire and laser weaponry.
  • Take a quarter of damage from heat.
  • Can grow limbs back using their slimelike blood.
  • Can incorporate slime cores into their bodies without expending them, becoming capable of Wondrous reactions.
  • 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.
  • Nonhuman to the AI.
  • Take triple damage from sources of cold.
  • Dislikes getting wet, which causes damage and stamina loss.
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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.
  • Anything that would deal toxin damage will heal toxin damage instead.
  • Full immunity from the wrath of hungry slimes.
  • Toxic blood that can poison others if ingested.
  • Immunity to viruses.
  • Immunity to bleeding out.
  • Take half damage from fire and laser weaponry.
  • Take a quarter of damage from heat.
  • Can grow limbs back using their slimelike blood.
  • Can perform a slime link with anyone that is not mindshielded, magic immune, already linked or dead.
  • Lose limbs when blood volume is low.
  • 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.
  • Take triple damage from sources of cold.
  • Dislikes getting wet, which causes damage and stamina loss.
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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.
  • None.
  • Buz-zz-zing lisp.
  • Grotesque appearance.
  • Eats vomit and the ingestion in any form of nutriment causes them to vomit the contents (which are then slurped back in from the floor).

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.
  • Extremely resilient to brute damage.
  • Spaceworthy: immune to pressure, temperature, and breathing.
  • Their punches deal high damage and can stun.
  • Have no blood to lose.
  • Immune to the effects of radiation, embedding and chemical injections.
  • Bound to the will of the creator unless freed.
  • Extremely slow.
  • Immune to cryogenic drugs.
  • Immune to medical injections.
  • Cannot equip clothing.
  • Cannot use guns.
  • Often prejudiced against and slain without mercy by Security at the first sign of trouble.

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.
  • Don't need to breathe.
  • Can survive in extreme temperatures.
  • Have no blood to lose.
  • Are immune to the effects of radiation.
  • Immune to viruses.
  • Immune to item embedding.
  • Immune to chemical injections.
  • Does not need to eat.
  • Can attach limbs from the ground without surgery.
  • Loses limbs easily.
  • Too spooky for most to tolerate.
  • Immune to medical injections.
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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.
  • Don't need to breathe.
  • Can survive in extreme temperatures.
  • Have no blood to lose.
  • Are immune to the effects of radiation.
  • Can attach limbs from the ground without surgery.
  • Immune to viruses.
  • Healed by toxins.
  • Damaged by anti-toxins.
  • Loses limbs easily.
  • Moves slowly.
  • Very hard to understand.
  • Very hard to look at.
  • N/A
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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.

  • Gradually heals in the dark.
  • Don't need to breathe.
  • Have no blood to lose.
  • Are immune to the effects of radiation.
  • Can see far in the dark.
  • Immune to viruses.
  • Will perish in the light.
  • Generally impossible to maintain a normal life on the station.
Changeling.gifSynth revealed.png
Synths
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 radiation.
  • Does not need to breathe.
  • Immune to viruses.
  • Can't be dismembered.
  • Does not need to eat.
  • Gains all the passive bonuses/immunities of the race they're disguised as, until the disguise falls.
  • 25% natural armor against all damages (military synth only).
  • High punch damage, with 50% chance of stunning on hit (military synth only).
  • Need to take 50 damage instead of 25 for the disguise to fail (military synth only).
  • Usually valid. Expect the crew to attack you if you're revealed as synth.
  • Disguise falls if you take more than 25 damage.
  • Can only heal with synthflesh.
  • Only if the admins gods spawn them.
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Androids
Humanlike robots, distant cousins of synths. A similar result can be achieved by fully augmenting a human.
  • Does not bleed.
  • Immune to viruses.
  • Does not need to eat.
  • Immune to gases.
  • Can repair brute damage with welding and burn damage by replacing wires.
  • Cannot heal brute and burn damage with conventional means.
  • Paralyzed and heavily damaged by EMPs.
  • Xenobiology
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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.
  • Does not bleed.
  • Does not need to breathe.
  • Is immune to viruses.
  • Can use abductor-specific equipment.
  • Can see in the dark for short ranges.
  • Can communicate without restrictions with fellow abductors.
  • Can't use guns, except the one they start with.
  • Cannot be heard by non-abductors when speaking.
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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.
  • Extremely resilient to brute damage.
  • Spaceworthy: immune to pressure, temperature, and breathing.
  • Improved unarmed attacks.
  • Have no blood to lose.
  • Are immune to the effects of radiation.
  • Extremely slow.
  • Immune to cryogenic drugs.
  • Cannot equip clothing.
  • Cannot use guns.

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.