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.
  • Likes: Fried, cooked, and junk food
  • Dislikes: Raw food
  • Toxic: None
  • AI Protection under the Asimov lawset.
  • Able to work as any Command Job.
  • The only species able to serve as Captain.
  • No money diverted from paychecks.
  • Inherent ability to speak English.
  • No notable weaknesses.
 
Lizardperson/Vuulek
Vuulen are lizard-like humanoids commonly seen aboard Space Station 13. Their many notable features set them apart from any other species: Fangs, claws, tails, digitigrade legs, a unique blood type, as well as being cold-blooded give vuulen a distinct look. Vuulen are regarded in many ways as second-class citizens, and may experience racism as a result. Because of this, many have formed strong bonds with each other, echoing the old tradition in vuulek society of living in clans and tribes.
  • Likes: Both raw and cooked meat, seafood, and fruit
  • Dislikes: Sugar and vegetables
  • Toxic: None
  • Coldblooded, and less affected by very high/low temperatures.
  • Able to receive blood transfusions from any other vuulen.
  • Inherent ability to speak Draconic.
  • They can only receive blood transfusions from other vuulen.
  • Unable to wear most footwear on account of having digitigrade legs.
  • Noticeable hisssing.
 
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.
  • Likes: Light, sugar
  • Dislikes: All other food
  • Toxic: Alcohol
  • Darkness drains nutrition.
  • If starving, takes damage overtime.
  • Extra vulnerable to chemicals designed to kill plant life.
  • Takes twice as much damage from burns and acid.
  • Vulnerable to hotter/colder temperatures.
  • Mutates if shot by a floral somatoray in mutation mode.
  • Inherent ability to speak Sylvan.
 
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.
  • Plasmamen do not need to eat.
  • Likes: Dairy
  • Dislikes: Nothing
  • Their helmets are space-proof, burn resistant, immune to welding flashes, and have a built-in light.
  • Immunity to radiation.
  • Cannot be husked.
  • They have no blood, and cannot bleed.
  • Ability to breathe plasma.
  • No need to eat or sleep.
  • No money diverted from paychecks due to their human origins.
  • Inherent ability to speak Bonespeak.
  • Oxygen is toxic to them.
  • Exposure to oxygen will cause them to catch on fire and burn continuously.
  • They rely on a constant source of plasma air to survive.
  • Unique anatomy, lacking a heart meaning they can't be revived by defibrillation.
  • Unable to wear most headgear.
  • Completely dependent on sealed clothing such as their envirosuit and helmet.
  • More vulnerable to brute damage.
  • Very vulnerable to high temperatures.
  • Can't drink or eat through helmet, so dependent on injections and patches.
 
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.
  • Likes: Vegetables and sugar
  • Dislikes: Dairy
  • Toxic: Raw meat, cooked meat, seafood, just don't eat anything that moved and made noises.
  • Able to fly in zero gravity, as long as there's an atmosphere.
  • Slightly resistant to brute damage.
  • Able to eat cloth for nourishment.
  • Inherent ability to speak Mothian.
  • Their eyes are very sensitive to light. Welding needs both goggles and a mask, and sunglasses won't protect from bright flashes.
  • Slightly more vulnerable to burns.
  • Fire can and will burn off their fragile wings.
  • They take 10x damage from fly swatters.
  • They take 3x damage from pest spray.
 
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.
  • Likes: Light, Cyborg Rechargers, Special foods
  • Dislikes: Normal foods
  • Your body is a flashlight.
  • You're a brighter flashlight when emagged.
  • Punches deal burn damage instead of brute.
  • Slightly resistant to electricity.
  • Have special blood which electrocutes non-ethereals
  • Can light cigarettes with your hands.
  • Can't gain nutrition from normal foods.
  • Vulnerable to brute damage.
  • Everywhere and select command roles.
 
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.
  • Likes: Power, junk food, fried food, fruit, sugar
  • Dislikes: Anything else
  • Night Vision ability.
  • Able to be healed with welders and cable coil.
  • Purges any chemical within their system after 30 cycles.
  • Healed when oil and welding fuel are in their system.
  • Alt+clicking a power source will replenish their hunger.
  • Damaged by EMP.
  • Hurt when emagged.
  • Healing chems do not heal brute and burn damage.
  • Running out of power will kill them.
  • More susceptible to damage, individual limbs included.
  • Everywhere and select command roles.
 
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.
  • Likes: Meat.
  • Dislikes: Grain, dairy, vegetables, fruit.
  • Acidic blood grants them resistance to acid.
  • Limited Night Vision
  • Can breathe both oxygen and plasma.
  • More damage from heat sources.
  • More damage from burns.
  • Cannot wear shoes.
  • Likely subject to racism
  • Everywhere and select command roles.
 
IPC
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
  • Dislikes: Normal food
  • Doesn't breathe.
  • Immune to toxin damage.
  • Immune to cloning damage.
  • Immune to radiation.
  • Takes 20% less stamina damage.
  • Revived using an  Emergency Reboot Board.
  • Can reattach their limbs.
  • Able to be healed with welders and cable coil.
  • Unaffected by most chemicals.
  • Take more burn damage.
  • Extremely vulnerable to EMP.
  • Limbs fall off easily when damaged.
  • Unaffected by most chemicals.
  • Everywhere and select command roles.

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 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!

  • Likes: Anything that's cooked, grilled food, seafood, dairy, mice
  • Dislikes: Raw food, chocolate
  • Toxic: None
  • AI Protection under the Asimov lawset.
  • Allowed to work as Command Jobs.
  • More sensitive to loud noises (flashbangs).
  • Easily distracted by laser pointers.
  • Everywhere.

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.
  • Does not need to eat.
  • No hunger.
  • No need to breathe.
  • Head is separated from the body and can be carried as an item.
  • Unrevivable if the head is destroyed or cut open.
 
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.
  • Does not need to eat.
  • Don't need to breathe.
  • Can survive in extreme temperatures.
  • Have no blood to lose.
  • Immune to the effects of radiation, viruses, embedding and chemical injections.
  • Does not need to eat.
  • Can attach limbs from the ground without surgery.
  • Always appears dead on mediHUDs.
  • Loses limbs easily.
  • Immune to medical injections.
  • Always appears dead on mediHUDs.
 
Cloth Golem
Cloth golems closely resemble a mummy, and are faster than other golems.
  • Does not need to eat.
  • Able to reform themselves after death, provided their remains aren't burned or destroyed.
  • Magic resistant.
  • Faster than other golems.
  • No blood.
  • Does not breath.
  • Very flammable.
  • Weaker than other golems.
  • Less resilient than other golems.
  • Cannot use guns.

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.
  • Anything that would deal toxin damage will heal toxin damage instead.
  • Full immunity from the wrath of hungry slimes.
  • Toxic blood that can poison others if ingested.
  • Immunity to viruses.
  • Immunity to bleeding out.
  • Take half damage from fire and laser weaponry.
  • Take a quarter of damage from heat.
  • Can grow limbs back using their slime-like blood.
  • Can split themselves to create spare bodies.
  • 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.
  • Nonhuman to the AI.
  • Take triple damage from sources of cold.
 
Luminescents
One of the variants of the Jelly people, they are known for infusing their bodies with slime cores.
  • Anything that would deal toxin damage will heal toxin damage instead.
  • Full immunity from the wrath of hungry slimes.
  • Toxic blood that can poison others if ingested.
  • Immunity to viruses.
  • Immunity to bleeding out.
  • Take half damage from fire and laser weaponry.
  • Take a quarter of damage from heat.
  • Can grow limbs back using their slimelike blood.
  • Can incorporate slime cores into their bodies without expending them, becoming capable of Wondrous reactions.
  • 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.
  • Nonhuman to the AI.
  • Take triple damage from sources of cold.
 
Stargazer
Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with willing (optional) participants.
  • Anything that would deal toxin damage will heal toxin damage instead.
  • Full immunity from the wrath of hungry slimes.
  • Toxic blood that can poison others if ingested.
  • Immunity to viruses.
  • Immunity to bleeding out.
  • Take half damage from fire and laser weaponry.
  • Take a quarter of damage from heat.
  • 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.
  • 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.
  • Nonhuman to the AI.
  • Take triple damage from sources of cold.
 
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.
  • None.
  • Buz-zz-zing lisp.
  • 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).

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.
  • Extremely resilient to brute damage.
  • Spaceworthy: immune to pressure, temperature, and breathing.
  • Their punches deal high damage and can stun.
  • Have no blood to lose.
  • Immune to the effects of radiation, embedding and chemical injections.
  • Bound to the will of the creator unless freed.
  • Extremely slow.
  • Immune to cryogenic drugs.
  • Immune to medical injections.
  • Cannot equip clothing.
  • Cannot use guns.
  • Often prejudiced against and slain without mercy by Security at the first sign of trouble.

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.
  • Don't need to breathe.
  • Can survive in extreme temperatures.
  • Have no blood to lose.
  • Are immune to the effects of radiation.
  • Immune to viruses.
  • Immune to item embedding.
  • Immune to chemical injections.
  • Does not need to eat.
  • Can attach limbs from the ground without surgery.
  • Loses limbs easily.
  • Too spooky for most to tolerate.
  • Immune to medical injections.
 
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.
  • Don't need to breathe.
  • Can survive in extreme temperatures.
  • Have no blood to lose.
  • Are immune to the effects of radiation.
  • Can attach limbs from the ground without surgery.
  • Immune to viruses.
  • Healed by toxins.
  • Damaged by anti-toxins.
  • Loses limbs easily.
  • Moves slowly.
  • Very hard to understand.
  • Very hard to look at.
  • N/A
 
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.

  • Gradually heals in the dark.
  • Don't need to breathe.
  • Have no blood to lose.
  • Are immune to the effects of radiation.
  • Can see far in the dark.
  • Immune to viruses.
  • Will perish in the light.
  • Generally impossible to maintain a normal life on the station.
  • In the darkness.
  
Synths
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 radiation.
  • Does not need to breathe.
  • Immune to viruses.
  • Can't be dismembered.
  • Does not need to eat.
  • Gains all the passive bonuses/immunities of the race they're disguised as, until the disguise falls.
  • 25% natural armor against all damages (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).
  • Usually valid. Expect the crew to attack you if you're revealed as synth.
  • Disguise falls if you take more than 25 damage.
  • Can only heal with synthflesh.
  • Only if the admins gods spawn them.
 
Androids
Humanlike robots, distant cousins of synths. A similar result can be achieved by fully augmenting a human.
  • Does not bleed.
  • Immune to viruses.
  • Does not need to eat.
  • Immune to gases.
  • Can repair brute damage with welding and burn damage by replacing wires.
  • Cannot heal brute and burn damage with conventional means.
  • Paralyzed and heavily damaged by EMPs.
  • Xenobiology
 
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.
  • Does not bleed.
  • Does not need to breathe.
  • Is immune to viruses.
  • Can use abductor-specific equipment.
  • Can see in the dark for short ranges.
  • Can communicate without restrictions with fellow abductors.
  • Can't use guns, except the one they start with.
  • Cannot be heard by non-abductors when speaking.
 
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.
  • Extremely resilient to brute damage.
  • Spaceworthy: immune to pressure, temperature, and breathing.
  • Improved unarmed attacks.
  • Have no blood to lose.
  • Are immune to the effects of radiation.
  • Extremely slow.
  • Immune to cryogenic drugs.
  • Cannot equip clothing.
  • Cannot use guns.

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.