Preternis: Difference between revisions
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When high on power, Preternis can use their eyes to see any darkness as being fully lit, similar to a Ghost's "Toggle Darkness" setting, letting them see at any distance in darkness. This removes their need for light as long as they can get a consistent source of power. | When high on power, Preternis can use their eyes to see any darkness as being fully lit, similar to a Ghost's "Toggle Darkness" setting, letting them see at any distance in darkness. This removes their need for light as long as they can get a consistent source of power. | ||
Preternis take 1.25 times more brute damage, and 1.5 times more burn damage, and chems that heal either of these '''do not work''', including | Preternis take 1.25 times more brute damage, and 1.5 times more burn damage, and chems that heal either of these '''do not work''', including sutures and mesh, as well as cryo. Instead, a Preternis heals brute damage with a welder, and burn damage through using cable coils, the same as a fully-augmented human. Should a dead or dying Preternis end up in your medbay, check their bag or toolbelt for these tools, as almost all of them will keep those with them. Preternis also can heal burn damage through drinking oil or welding fuel, though welding fuel is both less effective and also gives toxin damage. They are also completely immune to radiation, however they can still spread radiation to others. EMPs will also heavily debilitate a Preternis, stunning them, causing brute and burn damage and substantially draining their precious battery life. Reagents in their system are automatically purged after 40 cycles, however drunkenness will still remain. | ||
Preternis have a 33% lower oxygen requirement than humans (12kpa internals), are much more sensitive to breathing off-temperature air, but are much less sensitive to breathing in plasma. They're immune to radstorms but not to mutations from [[genetics]]. | Preternis have a 33% lower oxygen requirement than humans (12kpa internals), are much more sensitive to breathing off-temperature air, but are much less sensitive to breathing in plasma. They're immune to radstorms but not to mutations from [[genetics]]. |
Revision as of 17:15, 24 May 2021
Note: The Yogstation Lore is currently undergoing rewrite, any lore on this page is subject to change. |
PRETERNIS | |
Preternis |
Genus: TBD Homeworld: TBD Central Authority: TBD Allowed Command Roles: Not defined Guides: [1] |
Gameplay
Instead of needing food, Preternis feed on power from power cells and APCs. When they run out of power, they will die. Preternis can still eat food, however the nutrition benefit is negligible at best. A preternis cannot recharge while wearing gloves that prevent shocks, so take those off.
When high on power, Preternis can use their eyes to see any darkness as being fully lit, similar to a Ghost's "Toggle Darkness" setting, letting them see at any distance in darkness. This removes their need for light as long as they can get a consistent source of power.
Preternis take 1.25 times more brute damage, and 1.5 times more burn damage, and chems that heal either of these do not work, including sutures and mesh, as well as cryo. Instead, a Preternis heals brute damage with a welder, and burn damage through using cable coils, the same as a fully-augmented human. Should a dead or dying Preternis end up in your medbay, check their bag or toolbelt for these tools, as almost all of them will keep those with them. Preternis also can heal burn damage through drinking oil or welding fuel, though welding fuel is both less effective and also gives toxin damage. They are also completely immune to radiation, however they can still spread radiation to others. EMPs will also heavily debilitate a Preternis, stunning them, causing brute and burn damage and substantially draining their precious battery life. Reagents in their system are automatically purged after 40 cycles, however drunkenness will still remain.
Preternis have a 33% lower oxygen requirement than humans (12kpa internals), are much more sensitive to breathing off-temperature air, but are much less sensitive to breathing in plasma. They're immune to radstorms but not to mutations from genetics.
They also share an exclusive language with cyborgs and the AI, usable by preceding your message with ,6.
Basically (from their PR):
Upsides:
- Night Vision while not hungry
- Fixable by tools(welding tool and cable coil)
- No need to eat
- Purges any chem that stays for 30 cycles
- Requires less o2
- Supports more plasma before taking damage
- Resistant to radiation
- 80% chance not to catch a virus per exposure
- Speaks machine language
- Oil heals 2 burn damage per cycle
- Welding fuel heals 1 burn damage per cycle at the cost of dealing 1 toxin damage per cycle
Downsides:
- Heavy EMP does: 20 brute,20 burn, stun, drains 60% of the battery
- Light EMP does: 10 brute,10 burn, stun, drains 40% of the battery
- First time emagged does 50 brain damage
- Second time shows a space drug overlay that cannot be removed
- Chems cannot heal burn / brute damage unless they get rid of their robotic limbs
- Chems can still damage them though
- If they run out of power they die
- Alt click to drain power from: APC, cell, mechas, SMES or borgs
- Like other species they still need a welding helmet to weld themself/other things
- 150% burn damage modifier
- 125% brute damage modifier
- They get more damage and faster in the cold than other species
- All viruses they catch get a resistance 10 boost
- Limbs (arms and legs) can only get 35 damage before failing (a single disabler shot to a limb will disable said limb)
- Stimulants gases are less efficient, i.e. they require more stimulant to have an effect
Roleplay
TBA
Lore
TBA