Guide to races: Difference between revisions

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m (Correcting false information under Plasmaman.)
(Added note to preternis and some consistency changes)
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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.
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.


'''Diet'''
'''Diet:'''


*Likes: Anything that's cooked
*Likes: Anything that's cooked
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*Toxic: None
*Toxic: None


'''Benefits'''
'''Benefits:'''


*AI Protection under the default Asimov lawset.
*AI Protection under the default Asimov lawset.
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*Strength in numbers.
*Strength in numbers.


'''Drawbacks'''
'''Drawbacks:'''


*Prone to mutation to other races.
*Prone to mutation to other races.
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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.
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.


'''Diet'''
'''Diet:'''


*Likes: Mice, Raw Normal Meat, Eggs (including raw), Organs, cooked Monster Meat.
*Likes: Mice, Raw Normal Meat, Eggs (including raw), Organs, cooked Monster Meat.
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*Toxic: None
*Toxic: None


'''Benefits'''
'''Benefits:'''


*Memorable appearance.
*Memorable appearance.
*Solidarity with lizards staffmates.
*Solidarity with lizards staffmates.


'''Drawbacks'''
'''Drawbacks:'''


*Likely target of racism.
*Likely target of racism.
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Human blood, resurrected through a plant. Phytosian/Podpeople are rare to see, often only making an appearance if the cloner has been destroyed or the power is out for an extended period of time. They thrive in light and can't survive darkness for too long.
Human blood, resurrected through a plant. Phytosian/Podpeople are rare to see, often only making an appearance if the cloner has been destroyed or the power is out for an extended period of time. They thrive in light and can't survive darkness for too long.


'''Diet'''
'''Diet:'''


*Likes: Light
*Likes: Light
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*Toxic: Alcohol
*Toxic: Alcohol


'''Benefits'''
'''Benefits:'''


*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.


'''Drawbacks'''
'''Drawbacks:'''


*Darkness drains nutrition.
*Darkness drains nutrition.
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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.
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.


'''Diet'''
'''Diet:'''


*Plasmamen do not need to eat.
*Plasmamen do not need to eat.


'''Benefits'''
'''Benefits:'''


*They stand out.
*They stand out.
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*Does not need to eat.
*Does not need to eat.


'''Drawbacks'''
'''Drawbacks:'''


*They stand out, badly.
*They stand out, badly.
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White-faced insect people with wings and antannae. Be the Mary Sue you were always meant to be with a shitload of color 'themes' to choose from.
White-faced insect people with wings and antannae. Be the Mary Sue you were always meant to be with a shitload of color 'themes' to choose from.


'''Diet'''
'''Diet:'''


*Likes: Vegetables, Dairy, & Clothes
*Likes: Vegetables, Dairy, & Clothes
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*Toxic: Raw meat, cooked meat, just don't eat something that moved and made noises.
*Toxic: Raw meat, cooked meat, just don't eat something that moved and made noises.


'''Benefits'''
'''Benefits:'''


*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.


'''Drawbacks'''
'''Drawbacks:'''


*Your eyes are extra sensitive to light. Welding needs both goggles plus a mask and flashbangs REALLY hurt, even with sunglasses on.
*Your eyes are extra sensitive to light. Welding needs both goggles plus a mask and flashbangs REALLY hurt, even with sunglasses on.
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Sentient lightbulbs. Be the natural enemy of [[Shadowlings]]. Complain you're not bright enough.
Sentient lightbulbs. Be the natural enemy of [[Shadowlings]]. Complain you're not bright enough.


'''Diet'''
'''Diet:'''


*Likes: Light, Cyborg Rechargers, Special foods
*Likes: Light, Cyborg Rechargers, Special foods
*Dislikes: Normal foods
*Dislikes: Normal foods


'''Benefits'''
'''Benefits:'''


*Your body is a flashlight.
*Your body is a flashlight.
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*Have special blood which electrocutes non-ethereals.
*Have special blood which electrocutes non-ethereals.


'''Drawbacks'''
'''Drawbacks:'''


*Can't gain nutrition from normal foods.
*Can't gain nutrition from normal foods.
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Humans augmented by incompetent roboticists. Have more quirks than regular augmented people but suffer greatly from a variety of drawbacks, many of which are able to kill them.
Humans augmented by incompetent roboticists. Have more quirks than regular augmented people but suffer greatly from a variety of drawbacks, many of which are able to kill them.


'''Diet'''
'''Diet:'''


*Likes: Power
*Likes: Power
*Dislikes: Anything else
*Dislikes: Anything else


'''Benefits'''
'''Benefits:'''


*Night Vision ability.
*Night Vision ability.
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*Alt+clicking a power source will replenish their hunger.
*Alt+clicking a power source will replenish their hunger.


'''Drawbacks'''
'''Drawbacks:'''


*Damaged by EMP.
*Damaged by EMP.
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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.
'''Notes:'''
* Preternis with the smoker quirk should be smoking exclusively Premium or Cohiba Robusto cigars as they'll purge the nicotine of everything else too fast.


'''Where to find them:'''
'''Where to find them:'''
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Former humans who were converted to jelly by mutation toxin thus, becoming jellypeople. Many scientists working in xenobiology will undergo this mutation willingly to work closer with their slimes, but others may mass produce the toxin and try to push it on others. Their bodies are composed of a toxic slime, which shouldn't be consumed by other races.
Former humans who were converted to jelly by mutation toxin thus, becoming jellypeople. Many scientists working in xenobiology will undergo this mutation willingly to work closer with their slimes, but others may mass produce the toxin and try to push it on others. Their bodies are composed of a toxic slime, which shouldn't be consumed by other races.


'''Benefits'''
'''Benefits:'''


*Anything that would deal toxin damage will heal toxin damage instead.
*Anything that would deal toxin damage will heal toxin damage instead.
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**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.
**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.


'''Drawbacks'''
'''Drawbacks:'''


*Lose limbs when blood volume is low.
*Lose limbs when blood volume is low.
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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.


'''Benefits'''
'''Benefits:'''


*Anything that would deal toxin damage will heal toxin damage instead.
*Anything that would deal toxin damage will heal toxin damage instead.
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**Every extract has a minor and major activation effect, having cooldowns accordingly. to the effect
**Every extract has a minor and major activation effect, having cooldowns accordingly. to the effect


'''Drawbacks'''
'''Drawbacks:'''


*Lose limbs when blood volume is low.
*Lose limbs when blood volume is low.
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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.


'''Benefits'''
'''Benefits:'''


*Anything that would deal toxin damage will heal toxin damage instead.
*Anything that would deal toxin damage will heal toxin damage instead.
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**The linking lasts 60 seconds to complete and must agressive grab the victim.
**The linking lasts 60 seconds to complete and must agressive grab the victim.


'''Drawbacks'''
'''Drawbacks:'''


*Lose limbs when blood volume is low.
*Lose limbs when blood volume is low.
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Walking abominations of mishmatched 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 mishmatched 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.


'''Benefits'''
'''Benefits:'''


*None.
*None.


'''Drawbacks'''
'''Drawbacks:'''


*Buz-zz-zing lisp.
*Buz-zz-zing lisp.
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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.
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'''
'''Benefits:'''


*Extremely resilient to brute damage.
*Extremely resilient to brute damage.
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*It beats being dead.
*It beats being dead.


'''Drawbacks'''
'''Drawbacks:'''


*Bound to will of creator unless freed.
*Bound to will of creator unless freed.
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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.


'''Benefits'''
'''Benefits:'''


*Don't need to breathe.
*Don't need to breathe.
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*Can attach limbs from the ground without surgery.
*Can attach limbs from the ground without surgery.


'''Drawbacks'''
'''Drawbacks:'''


*Loses limbs easily.
*Loses limbs easily.
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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'''
'''Benefits:'''


*Don't need to breathe.
*Don't need to breathe.
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*Healed by toxins.
*Healed by toxins.


'''Drawbacks'''
'''Drawbacks:'''


*Damaged by anti-toxins.
*Damaged by anti-toxins.
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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.


'''Benefits'''
'''Benefits:'''


*Gradually heals in the dark.
*Gradually heals in the dark.
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*Immune to viruses.
*Immune to viruses.


'''Drawbacks'''
'''Drawbacks:'''


*Will perish in the light.
*Will perish in the light.
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Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh.
Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh.


'''Benefits'''
'''Benefits:'''


*Immune to all chemicals but synthflesh.
*Immune to all chemicals but synthflesh.
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*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.


'''Drawbacks'''
'''Drawbacks:'''


*Usually valid. Expect the crew to attack you if you're revealed as synth.
*Usually valid. Expect the crew to attack you if you're revealed as synth.
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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.


'''Benefits'''
'''Benefits:'''


*Does not bleed.
*Does not bleed.
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*Can repair brute damage with welding and burn damage by replacing wires.
*Can repair brute damage with welding and burn damage by replacing wires.


'''Drawbacks'''
'''Drawbacks:'''


*Cannot heal brute and burn damage with conventional means.
*Cannot heal brute and burn damage with conventional means.
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Alien beings sent here to probe the station's crew. They cannot speak normally, but instead use a special frequency tuned to their mothership: different abductor teams have separate channels. Abductors created in different ways share a common abductor channel instead, and cannot hear natural abductors.
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'''
'''Benefits:'''


*Does not bleed.
*Does not bleed.
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*Can communicate without restrictions with fellow abductors.
*Can communicate without restrictions with fellow abductors.


'''Drawbacks'''
'''Drawbacks:'''


*Can't use guns, except the one they start with.
*Can't use guns, except the one they start with.
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They function equivalently to their adamantine counterpart; they are made in Free Golem ships by completing printed golem shells. Unlike adamantine golems, they are not compelled to serve their creator, and can be made out of different minerals, althought that will only change their appearance.
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.


'''Benefits'''
'''Benefits:'''


*Extremely resilient to brute damage.
*Extremely resilient to brute damage.
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*Are immune to the effects of radiation.
*Are immune to the effects of radiation.


'''Drawbacks'''
'''Drawbacks:'''


*Extremely slow.
*Extremely slow.

Revision as of 21:04, 6 August 2020

During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you're expected to try and coexist on this deathtrap. Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.

Roundstart Races

On Yogstation, these are the races allowed to be chosen at round start. Because they are freely available, you should expect to deal with them nearly every round.

Humans

Humans.png

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.

Diet:

  • Likes: Anything that's cooked
  • Dislikes: Raw food
  • Toxic: None

Benefits:

  • AI Protection under the default Asimov lawset.
  • Domination of Command Jobs.
  • Strength in numbers.

Drawbacks:

  • Prone to mutation to other races.
  • No special traits.

Where to find them:

  • Everywhere.

Unathi/Lizardperson

Lizardpeople.png

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.

Diet:

  • Likes: Mice, Raw Normal Meat, Eggs (including raw), Organs, cooked Monster Meat.
  • Dislikes: Baked Goods and Dairy unless fried.
  • Toxic: None

Benefits:

  • Memorable appearance.
  • Solidarity with lizards staffmates.

Drawbacks:

  • Likely target of racism.
  • Also prone to mutation to mutant races.
  • Noticeable lisssp.


Where to find them:

  • Everywhere but command department.

Phytosian

Podpeople.png

Human blood, resurrected through a plant. Phytosian/Podpeople are rare to see, often only making an appearance if the cloner has been destroyed or the power is out for an extended period of time. They thrive in light and can't survive darkness for too long.

Diet:

  • Likes: Light
  • Dislikes: Any other food
  • Toxic: Alcohol

Benefits:

Drawbacks:

  • Darkness drains nutrition.
  • If starving, takes damage over time.
  • Tendency to be overweight due to desire to stay in the light at all times.
  • Extra vulnerable to chemicals designed to kill plant life.
  • Takes extra burn damage and heats up quickly.
  • Mutates if shot by a floral somatoray in mutation mode.

Where to find them:

  • Everywhere aside from any command department, Hydroponics.

Plasmaman

Plasmaman.png

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.

Diet:

  • Plasmamen do not need to eat.

Benefits:

  • They stand out.
  • Can use their bodies drawback of setting on fire offensively to scare off attackers.
  • Flash-proof, welding-safe helmet.
  • Immune to viruses and radiation.
  • Can't bleed.
  • Does not need to eat.

Drawbacks:

  • They stand out, badly.
  • Likely target of racism.
  • They rely on a constant source of Plasma air to survive.
  • If exposed to Oxygen their body will catch on fire.
  • 50% more damage from heat, fire, and brute.
  • They are stuck inside an environment suit.
  • Can't drink or eat through helmet, so dependent on injections and patches.
  • No ability to hide their identity.
  • The AI and its minions are almost always free to maim or kill you if you are seen harming a human.

Where to find them:

  • Everywhere aside from any command or entertainment department.

Mothpeople

Moths.gif

White-faced insect people with wings and antannae. Be the Mary Sue you were always meant to be with a shitload of color 'themes' to choose from.

Diet:

  • Likes: Vegetables, Dairy, & Clothes
  • Dislikes: Fruit.
  • Toxic: Raw meat, cooked meat, just don't eat something that moved and made noises.

Benefits:

  • If your wings haven't been crisped, you can flutter around once gravity goes out.

Drawbacks:

  • Your eyes are extra sensitive to light. Welding needs both goggles plus a mask and flashbangs REALLY hurt, even with sunglasses on.
  • Badly hurt by fly swatters. [10x damage]
  • Vulnerable to pest spray. [3x damage]
  • Fire will burn your wings off, disabling its benefits.
  • Not protected by Asimov laws.
  • Nonsensical 'fluttering' speech tag.

Where to find them:

Ethereals

RedEthereal.png

Sentient lightbulbs. Be the natural enemy of Shadowlings. Complain you're not bright enough.

Diet:

  • Likes: Light, Cyborg Rechargers, Special foods
  • Dislikes: Normal foods

Benefits:

  • Your body is a flashlight.
  • You're a brighter flashlight when emagged.
  • Punches deal burn damage instead of brute.
  • Slightly resistant to electricity.
  • Have special blood which electrocutes non-ethereals.

Drawbacks:

  • Can't gain nutrition from normal foods.
  • Vulnerable to brute damage.

Where to find them:

Preternis

Preterni.png

Humans augmented by incompetent roboticists. Have more quirks than regular augmented people but suffer greatly from a variety of drawbacks, many of which are able to kill them.

Diet:

  • Likes: Power
  • Dislikes: Anything else

Benefits:

  • Night Vision ability.
  • Able to be healed with welders and cable coil.
  • Purges any chemical within their system after 30 cycles.
  • Healed when oil and welding fuel are in their system.
  • Alt+clicking a power source will replenish their hunger.

Drawbacks:

  • Damaged by EMP.
  • Hurt when emagged.
  • Healing chems do not heal brute and burn damage.
  • Running out of power will kill them.
  • More susceptible to damage, individual limbs included.

Notes:

  • Preternis with the smoker quirk should be smoking exclusively Premium or Cohiba Robusto cigars as they'll purge the nicotine of everything else too fast.

Where to find them:

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.

Slimepeople

Slimepeople.png

Former humans who were converted to jelly by mutation toxin thus, becoming jellypeople. Many scientists working in xenobiology will undergo this mutation willingly to work closer with their slimes, but others may mass produce the toxin and try to push it on others. Their bodies are composed of a toxic slime, which shouldn't be consumed by other races.

Benefits:

  • 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 split themselves to create spare bodies.
    • 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.
    • Reaching 1100 jelly volume will let you split once, and reset you to 600.
    • 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.

Drawbacks:

  • 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.

Where to find them:

Luminescents

Luminescents.png

One of the variants of the Jelly people, they are known for infusing their bodies with slime cores.

Benefits:

  • 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
    • Every extract has a minor and major activation effect, having cooldowns accordingly. to the effect

Drawbacks:

  • 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.

Where to find them:

Stargazer

Jellypeople.png

Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with willing (optional) participants.

Benefits:

  • 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 inmune, already linked or dead.
    • The linking lasts 60 seconds to complete and must agressive grab the victim.

Drawbacks:

  • 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.

Where to find them:

Flypeople

Flypeople.png

Walking abominations of mishmatched 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.

Benefits:

  • None.

Drawbacks:

  • 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)

Where to find them:

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 Golems

Golem adamantine.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.
  • Their punches deal high damage and can stun.
  • 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 the station at first sign of trouble.

Where to find them:

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.

Skeletons

Skeletons.png

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.

Benefits:

  • 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.

Drawbacks:

  • Loses limbs easily.
  • Too spooky for most to tolerate.
  • Immune to medical injections

Where to find them:

  • With wizards, on the station on Halloween.

Zombies

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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.
  • 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.

Drawbacks:

  • Damaged by anti-toxins.
  • Loses limbs easily.
  • Moves slowly.
  • Very hard to understand.
  • Very hard to look at.

Where to find them:

  • On the station on Halloween

Shadowpeople

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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.

Benefits:

  • 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.

Drawbacks:

  • Will perish in the light.
  • Generally impossible to maintain a normal life on the station.

Where to find them:

  • In the darkness.

Synths

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Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh.

Benefits:

  • Immune to all chemicals but synthflesh.
  • 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.

Drawbacks:

  • 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.

Where to find them:

  • Only if the admins gods spawn them.

Military Synths

A special type of synth. In addition to classic synths, it has:

  • 25% natural armor against all damages.
  • High punch damage, with 50% chance of stunning on hit.
  • Need to take 50 damage instead of 25 for the disguise to fail.

Androids

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Humanlike robots, distant cousins of synths. A similar result can be achieved by fully augmenting a human.

Benefits:

  • 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.

Drawbacks:

  • Cannot heal brute and burn damage with conventional means.
  • Paralyzed and heavily damaged by EMPs.

Where to find them:

  • Xenobiology

Abductors

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Alien beings sent here to probe the station's crew. They cannot speak normally, but instead use a special frequency tuned to their mothership: different abductor teams have separate channels. Abductors created in different ways share a common abductor channel instead, and cannot hear natural abductors.

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.

Drawbacks:

  • Can't use guns, except the one they start with.
  • Cannot be heard by nonabductors when speaking.

Where to find them:

Golems

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They function equivalently to their adamantine counterpart; they are made in Free Golem ships by completing printed golem shells. Unlike adamantine golems, they are not compelled to serve their creator, and can be made out of different minerals, althought that will only change their appearance.

Benefits:

  • 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.

Drawbacks:

  • Extremely slow.
  • Immune to cryogenic drugs.
  • Cannot equip clothing.
  • Cannot use guns.

Where to find them: