Preternis: Difference between revisions

9 bytes removed ,  17:15, 24 May 2021
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Updates with mesh and sutures
(Linked muh guide and added(+edited) the PR's upside/downside list, somewhat breaking the usual format but it's much clearer and more accurate than what was there)
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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.
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, the same as a fully-augmented human. Should a dead or dying Preternis end up in your medbay, check their bag or toolbelt for these tools, 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 heavily debilitate a Preternis, stunning them, causing brute and burn damage and substantially draining their precious battery life. Reagents in their system are automatically purged after 40 cycles, however drunkenness will still remain.
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 sutures and mesh, as well as cryo. Instead, a Preternis heals brute damage with a welder, and burn damage through using cable coils, the same as a fully-augmented human. Should a dead or dying Preternis end up in your medbay, check their bag or toolbelt for these tools, 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 heavily debilitate a Preternis, stunning them, causing brute and burn damage and substantially draining their precious battery life. Reagents in their system are automatically purged after 40 cycles, however drunkenness will still remain.


Preternis have a 33% lower oxygen requirement than humans (12kpa internals), are much more sensitive to breathing off-temperature air, but are much less sensitive to breathing in plasma. They're immune to radstorms but not to mutations from [[genetics]].
Preternis have a 33% lower oxygen requirement than humans (12kpa internals), are much more sensitive to breathing off-temperature air, but are much less sensitive to breathing in plasma. They're immune to radstorms but not to mutations from [[genetics]].
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