User:AMyriad: Difference between revisions
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*Exposure to oxygen will make them catch fire and burn. | *Exposure to oxygen will make them catch fire and burn. | ||
*They rely on a constant source of plasma gas to survive. | *They rely on a constant source of plasma gas to survive. | ||
*Unique anatomy, and lacking a heart | *Unique anatomy, and lacking a heart making revival difficult. | ||
*Unable to wear most headgear. | *Unable to wear most headgear. | ||
*Completely dependent on sealed clothing such as their envirosuit and helmet. | *Completely dependent on environmentally sealed clothing such as their envirosuit and helmet. | ||
*More vulnerable to brute damage. | *More vulnerable to brute damage. | ||
*Very vulnerable to high temperatures. | *Very vulnerable to high temperatures. | ||
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*'''Dislikes:''' Vegetables | *'''Dislikes:''' Vegetables | ||
| | | | ||
* | *They use tools and objects faster. | ||
*Able to be healed with | *Able to be healed with welding 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. | ||
*Enhanced lungs and eyes let them see | *Enhanced lungs and eyes let them see in the dark and breathe more efficiently. | ||
*Cannot be husked. | *Cannot be husked. | ||
*Immune to radiation. | *Immune to radiation. | ||
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*Capable of self-surgery. | *Capable of self-surgery. | ||
*Healed when processing oil and welding fuel. | *Healed when processing oil and welding fuel. | ||
*Their blood is universal | *Their blood type is universal. | ||
*Inherent ability to speak Binary. | *Inherent ability to speak Binary. | ||
| | | | ||
*They attack slightly slower. | *They attack slightly slower. | ||
*Damaged by heavy EMPs. | *Damaged by heavy EMPs, albeit unaffected by light ones. | ||
*Water will short their circuits, damaging them heavily. | *Water will short their circuits, damaging them heavily. | ||
*Damaged, and eventually blinded when [[Emag|emagged]]. | *Damaged, and eventually blinded when [[Emag|emagged]]. | ||
* | *They are stunned for longer, and regenerate stamina slower. | ||
*More vulnerable to burns. | *More vulnerable to burns. | ||
*Surgery may need both mechanical and surgical | *Surgery may need both mechanical and surgical tools. | ||
*Extremely weak to electric | *Extremely weak to electric shock and extreme 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. | ||
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|- | |- | ||
![[File:Polysmorph.png|80px|link=Polysmorph]]<br>{{anchor|Polysmorph}}[[Polysmorph]] | ![[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. | |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 food | *'''Likes:''' Meat, and gross food | ||
*'''Dislikes:''' Grain, dairy, vegetables, and fruits | *'''Dislikes:''' Grain, dairy, vegetables, and fruits | ||
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|- | |- | ||
![[File:IPC.png|80px|link=IPC]]<br>{{anchor|IPC}}[[IPC]] | ![[File:IPC.png|80px|link=IPC]]<br>{{anchor|IPC}}[[IPC]] | ||
| A positronic in a humanoid cybernetic body. Sentient, but often robotic in mannerisms. Highly controversial due to their free will as machines. | |A positronic in a humanoid cybernetic body. Sentient, but often robotic in mannerisms. Highly controversial due to their free will as machines. | ||
| | | | ||
*'''Likes:''' APCs, cyborg rechargers | *'''Likes:''' APCs, cyborg rechargers | ||
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*Revived using an [[File:Circuitboard.png]]Emergency Reboot Board. | *Revived using an [[File:Circuitboard.png]]Emergency Reboot Board. | ||
*Limbs reattach easily. | *Limbs reattach easily. | ||
*Able to be healed with | *Able to be healed with welding and cable coil. | ||
*Unaffected by most chemicals. | *Unaffected by most chemicals. | ||
| | | | ||
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*[[Chief Medical Officer]] | *[[Chief Medical Officer]] | ||
|} | |} | ||
== Donator Races== | ==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. | 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;" | {| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;" | ||
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! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Benefits | ! 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" |Drawbacks | ||
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="170" |Command Roles | ! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="170" |Command Roles | ||
|- | |- | ||
![[File:Felinids.png|148px|link=Felinid]]<br>{{anchor|Felinid}}Felinid | ![[File:Felinids.png|148px|link=Felinid]]<br>{{anchor|Felinid}}Felinid | ||
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| | | | ||
*AI Protection under the Asimov lawset. | *AI Protection under the Asimov lawset. | ||
*Allowed to work as [[Command_Staff|Command Jobs]]. | * Allowed to work as [[Command_Staff|Command Jobs]]. | ||
| | | | ||
*More sensitive to loud noises (flashbangs). | *More sensitive to loud noises (flashbangs). | ||
*Easily distracted by laser pointers. | *Easily distracted by laser pointers. | ||
| | | | ||
*[[Captain]] | *[[Captain]] | ||
*[[Head of Personnel]] | *[[Head of Personnel]] | ||
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! scope="col" style="background-color:#A9A9A9;" width="200" |Job | ! 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;" |Description | ||
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Diet | ! 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" |Benefits | ||
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks | ! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks | ||
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![[File:Dullahan.png|164px|link=Dullahan]]<br>{{anchor|Dullahan}}Dullahan | ![[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. | |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. | *Does not need to eat. | ||
| | | | ||
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| | | | ||
*Does not need to eat. | *Does not need to eat. | ||
| | | | ||
*Able to reform themselves after death, provided their remains aren't burned or destroyed. | *Able to reform themselves after death, provided their remains aren't burned or destroyed. | ||
* Magic resistant. | *Magic resistant. | ||
*Faster than other golems. | *Faster than other golems. | ||
*No blood. | * No blood. | ||
*Does not breath. | *Does not breath. | ||
| | | | ||
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*Cannot use guns. | *Cannot use guns. | ||
|} | |} | ||
=Human Mutants= | =Human Mutants= | ||
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|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. | |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. | * Anything that would deal toxin damage will heal toxin damage instead. | ||
*Full immunity from the wrath of hungry slimes. | *Full immunity from the wrath of hungry slimes. | ||
*Toxic blood that can poison others if ingested. | *Toxic blood that can poison others if ingested. | ||
*Immunity to viruses. | * Immunity to viruses. | ||
*Immunity to bleeding out. | *Immunity to bleeding out. | ||
*Take half damage from fire and laser weaponry. | *Take half damage from fire and laser weaponry. | ||
* Take a quarter of damage from heat. | *Take a quarter of damage from heat. | ||
*Can grow limbs back using their slime-like blood. | *Can grow limbs back using their slime-like blood. | ||
* Can split themselves to create spare bodies. | *Can split themselves to create spare bodies. | ||
| | | | ||
*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. | ||
*Take triple damage from sources of cold. | *Take triple damage from sources of cold. | ||
| | | | ||
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*Full immunity from the wrath of hungry slimes. | *Full immunity from the wrath of hungry slimes. | ||
*Toxic blood that can poison others if ingested. | *Toxic blood that can poison others if ingested. | ||
*Immunity to viruses. | * Immunity to viruses. | ||
*Immunity to bleeding out. | *Immunity to bleeding out. | ||
*Take half damage from fire and laser weaponry. | *Take half damage from fire and laser weaponry. | ||
*Take a quarter of damage from heat. | *Take a quarter of damage from heat. | ||
*Can grow limbs back using their slimelike blood. | * Can grow limbs back using their slimelike blood. | ||
*Can incorporate slime cores into their bodies without expending them, becoming capable of [[Guide_to_xenobiology#Formulas|Wondrous reactions]]. | *Can incorporate slime cores into their bodies without expending them, becoming capable of [[Guide_to_xenobiology#Formulas|Wondrous reactions]]. | ||
| | | | ||
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*Nonhuman to the AI. | *Nonhuman to the AI. | ||
*Take triple damage from sources of cold. | *Take triple damage from sources of cold. | ||
| | | | ||
*[[Xenobiology]]. | *[[Xenobiology]]. | ||
|- | |- | ||
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*Full immunity from the wrath of hungry slimes. | *Full immunity from the wrath of hungry slimes. | ||
*Toxic blood that can poison others if ingested. | *Toxic blood that can poison others if ingested. | ||
*Immunity to viruses. | * Immunity to viruses. | ||
*Immunity to bleeding out. | *Immunity to bleeding out. | ||
*Take half damage from fire and laser weaponry. | *Take half damage from fire and laser weaponry. | ||
*Take a quarter of damage from heat. | *Take a quarter of damage from heat. | ||
*Can grow limbs back using their slimelike blood. | * 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. | *Can perform a slime link with anyone that is not mindshielded, magic immune, already linked or dead. | ||
| | | | ||
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*Nonhuman to the AI. | *Nonhuman to the AI. | ||
*Take triple damage from sources of cold. | *Take triple damage from sources of cold. | ||
| | | | ||
*[[Xenobiology]]. | *[[Xenobiology]]. | ||
|- | |- | ||
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| | | | ||
*None. | *None. | ||
| | | | ||
*Buz-zz-zing lisp. | *Buz-zz-zing lisp. | ||
*Grotesque appearance. | *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). | *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). | ||
| | | | ||
*Near a [[teleporter]]. | *Near a [[teleporter]]. | ||
|} | |} | ||
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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. | ||
| | | | ||
* Extremely resilient to brute damage. | *Extremely resilient to brute damage. | ||
*Spaceworthy: immune to pressure, temperature, and breathing. | * Spaceworthy: immune to pressure, temperature, and breathing. | ||
*Their punches deal high damage and can stun. | * Their punches deal high damage and can stun. | ||
* Have no blood to lose. | *Have no blood to lose. | ||
*Immune to the effects of radiation, embedding and chemical injections. | * Immune to the effects of radiation, embedding and chemical injections. | ||
| | | | ||
*Bound to the will of the creator unless freed. | *Bound to the will of the creator unless freed. | ||
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*Immune to cryogenic drugs. | *Immune to cryogenic drugs. | ||
*Immune to medical injections. | *Immune to medical injections. | ||
*Cannot equip clothing. | * Cannot equip clothing. | ||
*Cannot use guns. | *Cannot use guns. | ||
* Often prejudiced against and slain without mercy by [[Security]] at the first sign of trouble. | * Often prejudiced against and slain without mercy by [[Security]] at the first sign of trouble. | ||
| | | | ||
*[[Xenobiology]]. | *[[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;" | {| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;" | ||
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*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. | ||
*Immune to viruses. | *Immune to viruses. | ||
*Immune to item embedding. | *Immune to item embedding. | ||
* Immune to chemical injections. | *Immune to chemical injections. | ||
* Does not need to eat. | *Does not need to eat. | ||
*Can attach limbs from the ground without surgery. | *Can attach limbs from the ground without surgery. | ||
| | | | ||
*Loses limbs easily. | *Loses limbs easily. | ||
*Too spooky for most to tolerate. | * Too spooky for most to tolerate. | ||
*Immune to medical injections. | *Immune to medical injections. | ||
| | | | ||
*With [[wizard|wizards]]. | *With [[wizard|wizards]]. | ||
|- | |- | ||
![[File:zombies.png|128px|link=Zombies]]<br>{{anchor|Zombies}}Zombies | ! [[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. | ||
| | | | ||
*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. | ||
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*Immune to viruses. | *Immune to viruses. | ||
*Healed by toxins. | *Healed by toxins. | ||
| | | | ||
*Damaged by anti-toxins. | *Damaged by anti-toxins. | ||
*Loses limbs easily. | *Loses limbs easily. | ||
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*Very hard to look at. | *Very hard to look at. | ||
| | | | ||
*N/A | *N/A | ||
|- | |- | ||
![[File:shadowpeople.png|128px|link=Shadowpeople]]<br>{{anchor|Shadowpeople}}Shadowpeople | ![[File:shadowpeople.png|128px|link=Shadowpeople]]<br>{{anchor|Shadowpeople}}Shadowpeople | ||
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* 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. | ||
| | | | ||
*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. | ||
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*In the darkness. | *In the darkness. | ||
|- | |- | ||
![[File:Changeling.gif|96px|link=Synths]][[File:Synth_revealed.png|96px|link=Synths]]<br>{{anchor|Synths}}Synths | ! [[File:Changeling.gif|96px|link=Synths]][[File:Synth_revealed.png|96px|link=Synths]]<br>{{anchor|Synths}}Synths | ||
| 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. | ||
| | | | ||
*Immune to all chemicals but synthflesh. | *Immune to all chemicals but synthflesh. | ||
*Immune to radiation. | *Immune to radiation. | ||
*Does not need to breathe. | *Does not need to breathe. | ||
*Immune to viruses. | * Immune to viruses. | ||
*Can't be dismembered. | *Can't be dismembered. | ||
*Does not need to eat. | *Does not need to eat. | ||
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*25% natural armor against all damages (military synth only). | *25% natural armor against all damages (military synth only). | ||
*High punch damage, with 50% chance of stunning on hit (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). | * 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. | *Usually valid. Expect the crew to attack you if you're revealed as synth. | ||
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![[File:Androids.png|96px|link=Androids]]<br>{{anchor|Androids}}Androids | ![[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. A similar result can be achieved by fully augmenting a human. | ||
| | | | ||
*Does not bleed. | *Does not bleed. | ||
*Immune to viruses. | *Immune to viruses. | ||
* Does not need to eat. | *Does not need to eat. | ||
*Immune to gases. | *Immune to gases. | ||
* Can repair brute damage with welding and burn damage by replacing wires. | *Can repair brute damage with welding and burn damage by replacing wires. | ||
| | | | ||
* Cannot heal brute and burn damage with conventional means. | *Cannot heal brute and burn damage with conventional means. | ||
*Paralyzed and heavily damaged by EMPs. | *Paralyzed and heavily damaged by EMPs. | ||
| | | | ||
*Xenobiology | *Xenobiology | ||
|- | |- | ||
![[File:Abductor_base.png|96px|link=Abductor]]<br>{{anchor|Abductor}}[[Abductor]]s | ![[File:Abductor_base.png|96px|link=Abductor]]<br>{{anchor|Abductor}}[[Abductor]]s | ||
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*Does not need to breathe. | *Does not need to breathe. | ||
*Is immune to viruses. | *Is immune to viruses. | ||
* Can use abductor-specific equipment. | *Can use abductor-specific equipment. | ||
*Can see in the dark for short ranges. | *Can see in the dark for short ranges. | ||
*Can communicate without restrictions with fellow abductors. | *Can communicate without restrictions with fellow abductors. | ||
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To play one of the mentioned races, there are many overlapping options: | 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. | *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. | *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: | *Mutation toxins change your race and randomise your appearance. Ask xenobiology for some: | ||
** Stable Mutation Toxin ('''Human''') | **Stable Mutation Toxin ('''Human''') | ||
** Mutation Toxin ('''Slimepeople''') | **Mutation Toxin ('''Slimepeople''') | ||
**Imperfect Mutation Toxin ('''Jellypeople''') | **Imperfect Mutation Toxin ('''Jellypeople''') | ||
**Shadow Mutation Toxin ('''Shadowpeople''') | ** Shadow Mutation Toxin ('''Shadowpeople''') | ||
**'''Abductor''' Mutation Toxin | **'''Abductor''' Mutation Toxin | ||
**'''Android''' Mutation Toxin | **'''Android''' Mutation Toxin |
Revision as of 14:04, 6 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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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IPC |
A positronic in a humanoid cybernetic body. Sentient, but often robotic in mannerisms. Highly controversial due to their free will as machines. |
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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 |
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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! |
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Halloween Races
During the Halloween event, these are additions to the races allowed to be chosen at round start.
Job | Description | Diet | Benefits | Drawbacks |
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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. |
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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. |
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Cloth Golem |
Cloth golems closely resemble a mummy, and are faster than other golems. |
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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 |
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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. |
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Luminescents |
One of the variants of the Jelly people, they are known for infusing their bodies with slime cores. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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Synths |
Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh. |
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Androids |
Humanlike robots, distant cousins of synths. A similar result can be achieved by fully augmenting a human. |
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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. |
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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. |
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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.