User:Helpful Herbert/Guide to Races
< User:Helpful Herbert
Revision as of 18:55, 21 April 2020 by Helpful Herbert (talk | contribs) (Removed abductors as discussed)
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.
Race Overview
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.
Race | Job-Roles | Human for AI |
Where to find them | Notes | |
---|---|---|---|---|---|
Humans -TEMP DRAFT- |
All | Yes | Everywhere | 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. By default, the AI will apply the protections of its laws ONLY to humans, though they may extend that protection to other races out of preference provided doing so doesn't harm humans. Should a conflict arise between a human and another race, expect the AI to take the human's side. | |
Unathi/Lizardperson -TEMP DRAFT- |
All but Command | No | Lower level work | 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 coworkers. They enjoy few advantages beyond their striking appearance. Ashwalkers are a subspecies who live in Lavaland. | |
Phytosian/Podperson -TEMP DRAFT- |
All but Command | No | Mostly Hydroponics | 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 -TEMP DRAFT- |
All but Command | No | Everywhere aside from any command or entertainment department | 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. | |
Mothpeople -TEMP DRAFT- |
All but Command | No | Near a light bulb or Tesla engine | White-faced insect people with wings and antannae. Be the Mary Sue you were always meant to be with a shitload of color 'themes' to choose from. | |
Ethereals -TEMP DRAFT- |
All but Command | No | Robotics or Engineering | Sentient lightbulbs. Be the natural enemy of Shadowlings. Complain you're not bright enough. | |
Preternis -TEMP DRAFT- |
All but Command | No | Robotics | 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. |
Jelly Races
Race | Job-Roles | Human for AI |
Where to find them | Notes | |
---|---|---|---|---|---|
Jellypeople -TEMP DRAFT- |
All but Command | No | Xenobiology | Entirely alien beings that seem to be made entirely out of gel. | |
Slimepeople -TEMP DRAFT- |
All but Command | No | Xenobiology | Former humans who were converted by mutation toxin. 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 -TEMP DRAFT- |
All but Command | No | Xenobiology | One of the variants of the Jelly people, they are known for infusing their bodies with slime cores to unlock special abilities. |
Spooky Races
Race | Job-Roles | Human for AI |
Where to find them | Notes | |
---|---|---|---|---|---|
Skeletons -TEMP DRAFT- |
None | No | With wizards, on the station on Halloween | 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 -TEMP DRAFT- |
None | No | On the station on Halloween | 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 -TEMP DRAFT- |
None | No | In the darkness | 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 with the shadowlings subspecies, but none of their innate spells or abilities. They are far less a threat. | |
Dullahan -TEMP DRAFT- |
??? | No | On halloween | A rather light-headed species, which has a psychic link between body and the separated head. |
Other Races
Race | Job-Roles | Human for AI |
Where to find them | Notes | |
---|---|---|---|---|---|
Flypeople -TEMP DRAFT- |
All but command | No | Near a teleporter. The theatre. | Walking abominations of mishmatched 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. | |
Synths -TEMP DRAFT- |
Same as disguised race | Same as disguised race until revealed | Only if the |
It is all fun until you notice that your wife has been replaced with a synth. Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh. Usually incite lynch-mobs when revealed. | |
Androids -TEMP DRAFT- |
All but command | No | Xenobiology | Humanlike robots, distant cousins of synths. A similar result can be achieved by fully augmenting a human. | |
File:Iron golem.png | Golems -TEMP DRAFT- |
None - either free or bound servant | No | Lavaland, Xenobiology | Golems exist in all kinds of materials and shapes, all with their unique quirks. They are either constructed on the station or made in Free Golem ships by completing printed golem shells. In general Golems are very slow and very tough. |
Eggpeople -TEMP DRAFT- |
??? | No | ??? | Egghead humanoids composed of eggs and stale memes. Will get hunted and bleed out / slaughtered for eggyolk and omlette. Surprisingly eggpeople prefer eating meat. |
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.