Preternis: Difference between revisions

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(first round of preternis wiki page changes, im bad at writing lore so most of the lore stuff is TBA for now, please ping me on discord if you have any cool ideas. this is just the header for the page right now)
(page gets a TOTAL revamp, lore and history stuff might be added soon or way later or whatever but HEY the information is better and much more well organized)
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''Born in a series of experiments conducted by Central Command known informally as the Omicron Project, Preternis represent a breakthrough in neurolink interfaces between man and machine.'' ''Originally of standard human ilk, most of their vital organs and brain have been either replaced or augmented with cybernetic components, affording them vastly improved lifespans - to the point of quasi-immortality.''
== Gameplay ==


''Some of the oldest Androids have approached nearly four hundred years alive, appearing as new as the day they emerged from the surgical ward of the Docks.''
Instead of needing food, Preternis feed on power from power cells and APCs. When they run out of power, they will '''die'''. Preternis can still eat food, however the nutrition benefit is negligible at best. A preternis cannot recharge while wearing gloves that prevent shocks, so take those off.


''Most striking of all is perhaps their ocular augmentations, glowing ominously from their positronic internal reactors within, giving their eyes an almost otherworldly glint.'' '' It is said that no Android ever fears the dark, so great is their capacity to see where none else may.''
When high on power, Preternis can use their eyes to see any darkness as being fully lit, similar to a Ghost's "Toggle Darkness" setting, letting them see at any distance in darkness. This removes their need for light as long as they can get a consistent source of power.


''Half man, half machine, these enigmatic creatures represent a new step forward in both silicon and carbon evolution. However, neither side likes what the future entails. Androids elicit scorn and distrust from silicon and human alike, neither one nor the other in actuality, sitting upon a threshold that few dare to tread. ''
Preternis take 1.25 times more brute damage, and 1.5 times more burn damage, and chems that heal either of these '''do not work''', including bruise packs and ointment, as well as cryo. Instead, a Preternis heals brute damage with a welder, and burn damage through using cable coils. Should a dead or dying Preternis end up in your medbay, check their bag or toolbelt for one of these, as almost all of them will keep those with them. Preternis also can heal burn damage through drinking oil or welding fuel, though welding fuel is both less effective and also gives toxin damage. They are also completely immune to radiation, however they can still spread radiation to others. EMPs will also extremely debilitate a Preternis, causing them to lose power as well as get stunned and damaged. On top of all this, chems get automatically purged after 40 cycles, however drunkenness will still remain. Teslium also acts similarly to stimulants, healing while on low health, reducing stun times, but also seriously increasing burn damage taken.


== Dark Vision ==
Preternis have a natural resistance to diseases, however if a Preternis does contract a disease it will become much more resilient and get airborne.


Preternis can see all tiles directly adjacent to them in total darkness, and significantly farther than a human in low light, unless they are starving. This effect will be blocked by any form of eyewear. However, their sensitive eyes are vulnerable to flashes and other unshielded bright lights, such as from welding without proper equiptment. Emagging a preternis will cause significant brain damage, and emagging them a second time will cause their ocular implants to overload and flash random colors.
They also share an exclusive language with cyborgs and the AI, usable by preceding your message with ,6.


== Damage Immunities ==
== Roleplay ==


Preternis are also extremely resilient to radiation, though radiation storms will still cause them significant harm.
TBA


== Damage Weakness ==
== Lore ==


Preternis are extra susceptible to brute damage, as well as cold and heat from the environment, and begin taking damage from extreme temperatures much sooner than other races. They also take 50% more damage from electric shocks.
TBA
 
EMPs will severely damage and stun preternis.
 
== Disease Resistance ==
 
Preternis have a natural resistance to disease, requiring only a small amount of protection from infections. However, if a virus does manage to infect a preternis, it will become airborne.
 
== Healing ==
 
Preternis start with semi-robotic limbs. While they lack the durability of fully robotic limbs, they can have brute damage repaired by applying a welder, burn damage repaired by applying cable coils, and brain damage repaired by using a screwdriver on their head. For all of these, the user must be on help intent. Due to their weak eyes, a preternis will need eye protection in order to heal themselves with a welder.
 
== Impants and Organs ==
 
They cannot accept many unique organic organs, such as xenomorph organs and legion cores, even with surgery.
 
== Nutrition ==
 
Preternis receive only one fifth the normal amount of nutrition from food. Instead, they consume electricity from power cells, APCs, SMESs, Mechs, and cyborgs by alt-clicking on them. Cyborgs may be somewhat angry if a preternis drains its cell without permission, and consuming power from an APC multiple times has the capacity to completely drain it. Wearing gloves will slow the process down, and wearing insulated gloves prevents it completely.
 
Preternis will also gain some nutrition from being electrocuted by doors, but due to the increased shock damage they take, this is usually not advisable.
 
== Chemicals ==
 
Preternis bodies will automatically purge any chemical that has been in their body for more than fourty seconds. While this protects them from extremely large doses of poison, it also means that they cannot take large amounts of healing medicine at once. Some chemicals also have special effects.
 
*Oil will slowly heal burn damage. Welding fuel will do the same at half the rate.
 
*Telsium will act as stimulants to preternis, draining hunger but granting speed and high stun resist. However, it will also make the preternis even more susceptible to electric shocks.
 
== Language ==
 
Preternis can speak verbally with other preternis and silicons in binary with ,6. They can also hear heavily garbled speech when a cyborg uses binary chat right next to them.

Revision as of 22:45, 10 June 2020

PRETERNIS
Preternis.png
Preternis
Genus: TBA
Homeworld: TBA
Central Authority: TBA
Allowed Command Roles: Not defined
Guides: No external guides

Gameplay

Instead of needing food, Preternis feed on power from power cells and APCs. When they run out of power, they will die. Preternis can still eat food, however the nutrition benefit is negligible at best. A preternis cannot recharge while wearing gloves that prevent shocks, so take those off.

When high on power, Preternis can use their eyes to see any darkness as being fully lit, similar to a Ghost's "Toggle Darkness" setting, letting them see at any distance in darkness. This removes their need for light as long as they can get a consistent source of power.

Preternis take 1.25 times more brute damage, and 1.5 times more burn damage, and chems that heal either of these do not work, including bruise packs and ointment, as well as cryo. Instead, a Preternis heals brute damage with a welder, and burn damage through using cable coils. Should a dead or dying Preternis end up in your medbay, check their bag or toolbelt for one of these, as almost all of them will keep those with them. Preternis also can heal burn damage through drinking oil or welding fuel, though welding fuel is both less effective and also gives toxin damage. They are also completely immune to radiation, however they can still spread radiation to others. EMPs will also extremely debilitate a Preternis, causing them to lose power as well as get stunned and damaged. On top of all this, chems get automatically purged after 40 cycles, however drunkenness will still remain. Teslium also acts similarly to stimulants, healing while on low health, reducing stun times, but also seriously increasing burn damage taken.

Preternis have a natural resistance to diseases, however if a Preternis does contract a disease it will become much more resilient and get airborne.

They also share an exclusive language with cyborgs and the AI, usable by preceding your message with ,6.

Roleplay

TBA

Lore

TBA