Preternis: Difference between revisions
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== Gameplay == | == Gameplay == | ||
Instead of needing food, Preternis feed on power from power cells | Instead of needing food, Preternis feed on power from [[Power Cell|power cells]], [[APC|APCs]], [[SMES Cell|SMES cells]], [[Mechs|mechs]] or [[Cyborg|Cyborgs]] (but don't expect [[Cyborg|them]] to be too happy about it!) by alt-clicking with an empty hand. When they run out of power, they will '''die''', needing to be cloned. Preternis can eat normal food to recharge their energy, however the energy gained is negligible at best. A preternis cannot recharge while wearing [[Insulated Gloves|insulated gloves]] and other types of gloves will slow down the recharge rate, so take then off before recharging. | ||
When high on power, Preternis can use | When high on power, Preternis can use a night vision ability, 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 | 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'''(chemicals that '''cause''' brute/burn damage, however, still work), including sutures and mesh, as well as cryo. Instead, a Preternis can heal brute damage with a welder(don't forget your [[Welding Helmet|welding protection]]), and burn damage using cable coils, in the same way one would fix a prosthetic limb. 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. | ||
Preternis have a 33% lower oxygen requirement than humans (12kpa internals) | They are completely immune to radiation including [[Radiation Storm|radiation storms]], however they can still spread radiation to others and [[genetics]] can still modify their DNA even if the radstorm won't. 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) but are more sensitive to breathing air that's too cold or hot, and can survive breathing trace amounts of plasma. Thanks to their upgraded metabolism, they're less likely to catch a virus (80% of infection attempts will fail) but if they do catch one, it will stick around and be harder to get rid of than it would be for a [[Human]]. | ||
[[Traitor|Malicious crew members]] with access to [[Emag|restricted tech]] can hack Preternis twice for a short stun. The first hack will cause massive brain damage to the Preternis and the second hack will cause permanent damage to their visual cortex. | |||
EMPs will also heavily debilitate a Preternis, stunning them, dealing substancial brute and burn damage and heavily draining their remaining battery life. | |||
[[Security|People]] [[Nuclear Operative|looking]] [[Changeling|to]] easily disable a Preternis can take advantage of the low hp of robot limbs(35) by targeting them to disable them, [[Disabler|disablers]] are especially effective at doing this, a single shot being able to disable a limb. | |||
They also share an exclusive language with cyborgs and the AI, usable by preceding your message with ,6. | They also share an exclusive language with cyborgs and the AI, usable by preceding your message with ,6. | ||
{{Jobs}} | {{Jobs}} | ||
[[Category:Lore]] | [[Category:Lore]] |
Revision as of 18:23, 25 March 2022
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: Chief Engineer, Research Director Guides: [1] |
Gameplay
Instead of needing food, Preternis feed on power from power cells, APCs, SMES cells, mechs or Cyborgs (but don't expect them to be too happy about it!) by alt-clicking with an empty hand. When they run out of power, they will die, needing to be cloned. Preternis can eat normal food to recharge their energy, however the energy gained is negligible at best. A preternis cannot recharge while wearing insulated gloves and other types of gloves will slow down the recharge rate, so take then off before recharging.
When high on power, Preternis can use a night vision ability, 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(chemicals that cause brute/burn damage, however, still work), including sutures and mesh, as well as cryo. Instead, a Preternis can heal brute damage with a welder(don't forget your welding protection), and burn damage using cable coils, in the same way one would fix a prosthetic limb. 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 completely immune to radiation including radiation storms, however they can still spread radiation to others and genetics can still modify their DNA even if the radstorm won't. 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) but are more sensitive to breathing air that's too cold or hot, and can survive breathing trace amounts of plasma. Thanks to their upgraded metabolism, they're less likely to catch a virus (80% of infection attempts will fail) but if they do catch one, it will stick around and be harder to get rid of than it would be for a Human.
Malicious crew members with access to restricted tech can hack Preternis twice for a short stun. The first hack will cause massive brain damage to the Preternis and the second hack will cause permanent damage to their visual cortex. EMPs will also heavily debilitate a Preternis, stunning them, dealing substancial brute and burn damage and heavily draining their remaining battery life. People looking to easily disable a Preternis can take advantage of the low hp of robot limbs(35) by targeting them to disable them, disablers are especially effective at doing this, a single shot being able to disable a limb.
They also share an exclusive language with cyborgs and the AI, usable by preceding your message with ,6.