User:AMyriad: Difference between revisions
Line 140: | Line 140: | ||
|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. | |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, | *'''Likes:''' Lightbulbs, Cyborg Rechargers, High Energy Bars | ||
*'''Dislikes:''' Normal foods | *'''Dislikes:''' Normal foods | ||
| | | | ||
Line 165: | Line 165: | ||
|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. | |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, fried food, | *'''Likes:''' Power, rocks and stones, fried and junk food, minerals, and sugar | ||
*'''Dislikes:''' Vegetables | *'''Dislikes:''' Vegetables | ||
| | | | ||
*All actions using tools and objects are done faster. | *All actions using tools and objects are done faster. | ||
* | *Able to be healed with welders and cable coil. | ||
*Punches have a greater chance to knock people over. | *Punches have a greater chance to knock people over. | ||
*Innate maglock ability built into their legs. | *Innate maglock ability built into their legs. | ||
Line 177: | Line 177: | ||
*Immune to radiation. | *Immune to radiation. | ||
*Any chemical within their system is purged after a short while. | *Any chemical within their system is purged after a short while. | ||
*Healed when oil and welding fuel | *Capable of self-surgery. | ||
*Healed when processing oil and welding fuel. | |||
*Their blood is universal, and can both give and receive from any blood type. | *Their blood is universal, and can both give and receive from any blood type. | ||
*Able to feed off electricity from power sources. | *Able to feed off electricity from power sources. | ||
Line 188: | Line 189: | ||
*Stuns last longer, and stamina is regenerated slower. | *Stuns last longer, and stamina is regenerated slower. | ||
*More vulnerable to burns. | *More vulnerable to burns. | ||
*Extremely | *Surgery may need both mechanical and surgical toolsets. | ||
*Extremely weak to electric shocks. | |||
*Extremely weak to both high and low temperatures. | |||
*Cannot process most healing chemicals. | *Cannot process most healing chemicals. | ||
*Unable to wear most footwear on account of digitigrade legs. | *Unable to wear most footwear on account of digitigrade legs. | ||
Line 201: | Line 204: | ||
|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. | |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 | *'''Likes:''' Meat, and gross food | ||
*'''Dislikes:''' Grain, dairy, vegetables, | *'''Dislikes:''' Grain, dairy, vegetables, and fruits | ||
| | | | ||
*Acidic blood grants them resistance to acid. | *Acidic blood grants them resistance to acid. | ||
* | *Slightly resistant to brute. | ||
* | *More resistant to lower temperatures. | ||
*Able to see better in the dark. | |||
*Able to breathe both oxygen and plasma. | |||
*Cannot suffer bone-related wounds. | |||
*Possesses a robust alien liver. | |||
*Inherent ability to speak Xenocommon. | |||
| | | | ||
* More | *Actions done with tools and objects are slightly slower. | ||
* | *More vulnerable to high temperatures. | ||
* | *Their blood consists of pure sulphuric acid, and may complicate surgery. | ||
* | *Unable to wear most footwear on account of digitigrade legs. | ||
*More damage taken from burns. | |||
| | | | ||
*[[Head of Security]] | *[[Head of Security]] | ||
Line 224: | Line 233: | ||
*'''Dislikes:''' Normal food | *'''Dislikes:''' Normal food | ||
| | | | ||
* | *No need to breathe | ||
* Immune to toxin | *Immune to toxin damage. | ||
*Immune to radiation. | *Immune to radiation. | ||
* | *Receive 20% less stamina damage. | ||
*Revived using an [[File:Circuitboard.png]]Emergency Reboot Board. | *Revived using an [[File:Circuitboard.png]]Emergency Reboot Board. | ||
* | *Limbs reattach easily. | ||
*Able to be healed with welders and cable coil. | *Able to be healed with welders and cable coil. | ||
*Unaffected by most chemicals. | *Unaffected by most chemicals. | ||
| | | | ||
*Take more burn damage. | *Take more burn damage. | ||
*Cannot be cloned. | |||
*Extremely vulnerable to EMP. | *Extremely vulnerable to EMP. | ||
*Limbs fall off easily when damaged. | *Limbs fall off easily when damaged. |
Revision as of 14:19, 3 November 2023
During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you're expected to try and coexist on this deathtrap. Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.
Roundstart Races
On Yogstation, these are the races allowed to be chosen at round start. Because they are freely available, you should expect to deal with them nearly every round.
Job | Description | Diet | Benefits | Drawbacks | Command Roles |
---|---|---|---|---|---|
Human |
Humans are the most common of all species 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. |
|
|
|
|
Lizardperson/Vuulek |
Vuulen are an alien race of cold-blooded, lizard-like humanoids originating from their homeworld of Sangris, now commonly found all throughout space. Their many notable features set them apart from any other species: Fangs, claws, frills, a tail, and digitigrade legs give vuulen a distinct look. They're the most similar to humans in terms of mechanics and Command privilege, being able to serve as any Head of Staff, but still suffer a healthy amount of racism. |
|
|
|
|
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. |
|
|
|
|
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. |
|
|
|
|
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. |
|
|
|
|
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. |
|
|
|
|
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. |
|
|
|
|
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. |
|
|
|
|
IPC |
A positronic in a humanoid cybernetic body. Sentient, but often robotic in mannerisms. Highly controversial due to their free will as machines. |
|
|
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 |
---|---|---|---|---|---|
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! |
|
|
|
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 |
A headless human, rarely seen outside Halloween. One of the weakest Halloween races, as you rely on your vulnerable head for sight and life. |
|
|
|
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. |
|
|
|
Cloth Golem |
Cloth golems closely resemble a mummy, and are faster than other golems. |
|
|
|
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 |
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. |
|
|
|
Luminescents |
One of the variants of the Jelly people, they are known for infusing their bodies with slime cores. |
|
|
|
Stargazer |
Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with willing (optional) participants. |
|
|
|
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. |
|
|
|
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 |
---|---|---|---|---|
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. |
|
|
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 |
---|---|---|---|---|
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. |
|
|
|
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. |
|
|
|
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. |
|
|
|
Synths |
Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh. |
|
|
|
Androids |
Humanlike robots, distant cousins of synths. A similar result can be achieved by fully augmenting a human. |
|
|
|
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. |
|
|
|
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. |
|
|
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.