User:AMyriad: Difference between revisions
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*The only race able to serve as [[Captain]]. | *The only race able to serve as [[Captain]]. | ||
*No money diverted from paychecks. | *No money diverted from paychecks. | ||
* | *Inherently able to speak English. | ||
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*No notable | *No notable drawbacks. | ||
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*[[Captain]] | *[[Captain]] | ||
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*Cold-blooded, and less affected by high/low temperatures. | *Cold-blooded, and less affected by high/low temperatures. | ||
*Able to receive blood transfusions from any other vuulek. | *Able to receive blood transfusions from any other vuulek. | ||
* | *Inherently able to speak Draconic. | ||
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*Only able to receive blood from other vuulen. | *Only able to receive blood from other vuulen. | ||
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*'''Toxic:''' Alcohol | *'''Toxic:''' Alcohol | ||
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*Gradually | *Gradually heal and gain nutrition in well lit areas. | ||
*Benefits from certain chemicals used on plants. | *Benefits from certain chemicals used on plants. | ||
* | *Slightly resistant to electric shock. | ||
*Able to breathe both oxygen and | *Able to breathe both oxygen and CO2. | ||
*[[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. | ||
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*Darkness drains nutrition. | *Darkness drains nutrition. | ||
*Take damage over time while starving | *Take damage over time while starving. | ||
*Susceptible to chemicals designed to kill plant life. | *Susceptible to chemicals designed to kill plant life. | ||
*Goats can dismember limbs on hit, including the head. | |||
*Goats can dismember limbs on hit, including the head | *Very vulnerable to acid, burns, and extreme temperatures. | ||
* | *Mutate when shot by a [[Research_items#Floral Somatoray|floral somatoray]] in mutation mode. | ||
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*Slightly slower than most races. | *Slightly slower than most races. | ||
* | *Inherently able to speak Sylvan. | ||
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*[[Head of Security]] | *[[Head of Security]] | ||
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*'''Dislikes:''' Nothing | *'''Dislikes:''' Nothing | ||
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* | *Helmets are space-proof, shield against welding flashes, and have a built-in light. | ||
* | *Able to breathe plasma. | ||
*Immune to radiation. | *Immune to radiation. | ||
*Immune to the cold. | *Immune to the cold. | ||
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*No need to eat. | *No need to eat. | ||
*Unable to bleed since they have no blood to lose. | *Unable to bleed since they have no blood to lose. | ||
*No money diverted from paychecks due to human origins. | *No money diverted from paychecks due to human origins. | ||
* | *Inherently able to speak Bonespeak. | ||
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*Oxygen is toxic to them. | *Oxygen is toxic to them. | ||
*Exposure to oxygen will make them catch fire and burn. | *Exposure to oxygen will make them catch fire and burn. | ||
* | *Reliant on a constant source of plasma gas. | ||
*Unique anatomy, and lacking a heart making revival difficult. | *Unique anatomy, and lacking a heart making traditional revival difficult. | ||
*Unable to wear most headgear. | *Unable to wear most headgear. | ||
*Completely dependent on environmentally sealed clothing such as | *Completely dependent on environmentally sealed clothing such as envirosuits and envirohelms. | ||
* | *Vulnerable to brute damage and heat. | ||
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*[[Head of Personnel]] | *[[Head of Personnel]] | ||
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*'''Toxic:''' Raw meat, cooked meat, seafood, just don't eat anything that moved and made noises. | *'''Toxic:''' Raw meat, cooked meat, seafood, just don't eat anything that moved and made noises. | ||
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* | *Wings allow them to fly in zero-g, provided there's an atmosphere. | ||
*Slightly resistant to brute damage. | *Slightly resistant to brute damage. | ||
*Able to eat cloth for nourishment. | *Able to eat cloth for nourishment. | ||
* | *Inherently able to speak Mothian. | ||
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* | *Eyes are very sensitive to light. Welding needs both goggles and a mask, and sunglasses won't protect from bright flashes. | ||
* | *Vulnerable to burns. | ||
*Fire can and will burn off their fragile wings. | *Fire can, and will, burn off their fragile wings. | ||
* | *10x more damage taken from fly swatters. | ||
* | *3x more damage taken from pest spray. | ||
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*[[Chief Engineer]] | *[[Chief Engineer]] | ||
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*'''Dislikes:''' Normal foods | *'''Dislikes:''' Normal foods | ||
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* | *Emit a constant light, with brightness depending on charge. | ||
* | *Punches burn instead of bruise. | ||
* | *Resistant to heat, burns, and electric shock. | ||
*Charged by radiation. | *Charged by radiation. | ||
*Turn into a disco ball when [[Emag|emagged]]. | *Turn into a disco ball when [[Emag|emagged]]. | ||
*Unique ethereal blood type, which shocks non-ethereals. | *Unique ethereal blood type, which shocks non-ethereals. | ||
* | *A crystal heart which never decays, crystallizing the dead ethereal after a delay, and reviving them with a random brain trauma. | ||
* | *Inherently able to speak Etherean. | ||
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*Can't gain nutrition from normal foods. | *Can't gain nutrition from normal foods. | ||
*Take toxin damage when starving. | *Take toxin damage when starving. | ||
*Only able to receive blood from other ethereals. | *Only able to receive blood from other ethereals. | ||
* | *Vulnerable to low temperatures. | ||
*Slightly susceptible to brute damage. | *Slightly susceptible to brute damage. | ||
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*Healed when processing oil and welding fuel. | *Healed when processing oil and welding fuel. | ||
*Their blood type is universal. | *Their blood type is universal. | ||
* | *Inherently able to speak Binary. | ||
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*Attacks are slower. | *Attacks are slower. | ||
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*Unable to suffer bone-related wounds. | *Unable to suffer bone-related wounds. | ||
*Robust alien liver which filters toxins much more efficiently. | *Robust alien liver which filters toxins much more efficiently. | ||
* | *Inherently able to speak Xenocommon. | ||
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*Perform actions slightly slower. | *Perform actions slightly slower. | ||
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*Can be healed with welding and cable coil. | *Can be healed with welding and cable coil. | ||
*Perform actions slightly faster. | *Perform actions slightly faster. | ||
* | *Inherently able to speak Binary. | ||
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*Greatly affected by EMPs. | *Greatly affected by EMPs. |
Revision as of 12:50, 7 December 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 |
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Human |
Humans are the most common of all races 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 lizard people 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 brain 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.