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.
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.
Originating from the planet Sangris, Vuulen are an alien race of reptilian humanoids descending from tribes of raptor-like predators. Their many notable features set them apart from any other species: Fangs, claws, frills, a tail, and digitigrade legs give vuulen a distinct look. In terms of gameplay, they're by far the most similar to humans, yet still set themselves apart with their looks, mechanics, and alien origin.
Likes: Meat, seafood, and fruit
Dislikes: Sugar and vegetables
Toxic: None
Cold-blooded, and less affected by high/low temperatures.
Able to receive blood transfusions from any other vuulek.
Inherently able to speak Draconic.
Only able to receive blood from other vuulen.
Unable to wear most footwear on account of digitigrade legs.
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
Dislikes: All other food
Toxic: Alcohol
Gradually heal and gain nutrition in well lit areas.
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
Helmets are space-proof, shield against welding flashes, and have a built-in light.
Able to breathe plasma.
Immune to radiation.
Immune to the cold.
Unable to be husked.
No need to eat.
Unable to bleed since they have no blood to lose.
No money diverted from paychecks due to human origins.
Inherently able to speak Bonespeak.
Oxygen is toxic to them.
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 traditional revival difficult.
No DNA structure to benefit from genetic mutations.
Completely dependent on environmentally sealed clothing such as envirosuits and envirohelms.
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.
Wings allow them to fly in zero-g, provided there's an atmosphere.
Slightly resistant to brute damage.
Able to eat cloth for nourishment.
Inherently able to speak Mothian.
Eyes are very sensitive to light. Welding needs both goggles and a mask, and sunglasses won't protect from bright flashes.
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: Lightbulbs, Cyborg Rechargers, High Energy Bars
Dislikes: Normal food
Emit a constant light, with brightness depending on charge.
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(gaming), fried food, junk food, minerals, and sugar
Dislikes: Vegetables
Perform actions faster, such as using tools or conducting surgery.
Repaired with welding and cable coil.
Punches have a greater chance to knock people over.
Innate maglock ability built into their legs.
Advanced lungs and night-vision capable eyes.
Able to eat rocks and stones.
Unable to be husked.
Immune to radiation.
Purge 4% of all chemicals every few seconds.
Capable of self-surgery.
Healed while processing oil or welding fuel.
Special synthetic blood which is universally compatible with all races.
Inherently able to speak Binary.
Perform attacks slightly slower.
Will die instantly upon running out of power.
Damaged by heavy EMPs, albeit unaffected by light ones.
Deathly vulnerable to water, which fries their circuitry.
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 foods
Dislikes: Grain, dairy, vegetables, and fruits
Acidic blood, as well as higher acid resistance.
Resistant to brute damage and low temperatures.
Possess a degree of night-vision.
Able to breathe both oxygen and plasma.
Slightly faster than most races.
Unable to suffer bone-related wounds.
A robust alien liver which filters toxins very efficiently.
Inherently able to speak Xenocommon.
Perform actions slower.
Vulnerable to burns and high temperatures.
Blood consists of pure sulphuric acid, which may complicate surgery.
Unable to wear most footwear on account of digitigrade legs.
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
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: Seafood, dairy, and mice
Dislikes: Raw food and gross foods
Toxic: Chocolate
AI Protection under the Asimov lawset.
Also able to serve as Captain, as they're still quite similar to humans.
No money diverted from paychecks.
Inherently able to speak Felinid.
Very sensitive ears which are more easily damaged.