Guide to races
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 | Found |
---|---|---|---|---|---|
Humans |
On the station humans enjoy a degree of superiority over other races, everyone you meet in a position of power will generally be a human. |
|
|
|
|
Unathi/Lizardperson |
Second class citizens, lizards are generally relegated to lower level work. Within a department a lizard staff member may enjoy anywhere from almost equal standing to obvious racism and disrespect, depending on their co-workers. They enjoy few advantages beyond their striking appearance. |
|
|
|
|
Phytosian |
Human blood, resurrected through a plant. Phytosian/Podpeople are rare to see, often only making an appearance if the cloner has been destroyed or the power is out for an extended period of time. They thrive in light and can't survive darkness for too long. |
|
|
|
|
Plasmaman |
A recently discovered race that inhabits orbital bodies with high concentrations of Plasma. Plasmamen have a hard time living on oxygen-based space stations as they breath pure Plasma as their air supply, thus they wear special environmental suits to protect them. They have almost no advantages mechanics wise, and must rely on their skill and respect to get by. |
|
|
|
|
Mothperson |
White-faced insect people with wings and antennae. Be the Mary Sue you were always meant to be with a shitload of color 'themes' to choose from. |
|
|
|
|
Ethereal |
Sentient lightbulbs. Be the natural enemy of Shadowlings. Complain you're not bright enough. |
|
|
|
|
Preternis |
Humans augmented by incompetent roboticists. Have more quirks than regular augmented people but suffer greatly from a variety of drawbacks, many of which are able to kill them. Preternis with the smoker quirk should be smoking exclusively Premium or Cohiba Robusto cigars as they'll purge the nicotine of everything else too fast. |
|
|
|
|
Polysmorph |
A xenomorph and human hybrid. Retaining some Xenomorph abilities while having some human abilities. |
|
|
|
|
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 | Found |
---|---|---|---|---|---|
Felinid |
Contrary to popular belief, felinids are not a subspecies but a genetically modified form of 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. |
|
|
|
|
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.