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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.
{{JobPageHeader
=Roundstart Races=
|headerbgcolor = black
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.
|headerfontcolor = purple
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;"
|stafftype = EXTRATERRESTRIAL
! scope="col" style="background-color:#A9A9A9;" width="200" |Job
|imagebgcolor = grey
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="250" |Description
|img_generic = darkspawn.png
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Diet
|img =
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Benefits
|jobtitle = Darkspawn
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks
|access = Whatever your mortal disguise had
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="170" |Command Roles
|additional = Anywhere without light
|difficulty = High
|superior = None
|duties = Consume people's will and turn into a screamy-monster-thing
|guides = This is the guide
|quote =
}}
'''Gamemode in rotation'''
 
Darkspawn begin in a similar fashion to the [[shadowling]] gamemode, disguised as a normal crewmember with the ability to reveal their true form. If they refuse to do so within 30 minutes, the Darkspawn will be forced to reveal themselves.
 
After '''divulging''', the Darkspawn get access to the abilities: Pass, Devour Will, and the Psi network. Starting with 3 lucidities, the currency of the Psi network, the Darkspawn can purchase additional abilities from the Psi network. To gain more lucidity, using the Devour Will ability on a humanoid will grant 1 point.
 
The win-goal of the Darkspawn is to use the Devour Will ability on 15-30 unique individuals (scaling with population), unlock all passive abilities, and use the Sacrament ability.
 
Use .w to communicate with other Darkspawn.
===Abilities===
{|class="wikitable sortable"
!Icon!!Name!!class="unsortable" | Description!!Psi Cost!!Lucidity Cost
|-
|-
![[File:humans.png|128px|link=Humans]]<br>{{anchor|Humans}}[[Humans|Human]]
|[[Image:devour_will.png|64px]]||Devour Will||'''Baseline.''' Puts a dark bead in the user's hand that they can use on a conscious human to drain psi and lucidity. The dark bead lasts 3 seconds after being prepared, you have to hit someone before then. Successfully devouring a human's will completely refills your psi and grant an additional lucidity, as well as knocking them out for 30 seconds. You can only gain one lucidity per unique individual, but devouring one again will still refill your psi. '''Careful! every point of damage they take means one (1) second of sleep taken away. Attempting to cuff them will instantly wake them up.'''||5||Baseline ability
|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.
|-
|
|[[Image:pass.png|64px]]||Pass||'''Baseline.''' Morphs a free hand into a ''mass of tendrils that have many uses''. Examining the tendrils will detail their effects on different intents.
*'''Likes:''' Fried, cooked, and junk food
*On help intent, clicking a tile will throw you to it for 10 psi.
*'''Dislikes:''' Raw food
*On disarm intent, clicking an airlock will force it open for 15 psi.
*'''Toxic:''' None
*On disarm intent, clicking a bolted airlock will destroy it for 30 psi, with the time it takes being reduced if you have the passive pass upgrade.
|
*On harm intent, will throw the tendrils, knocking over whoever it hits for 4 seconds.
*AI Protection under the Asimov lawset.
*Hitting a [[Cyborg]] with the projectile will deal 10 damage, cut their headlamp, and stun them for 2 seconds.
*Able to work as any [[Command_Staff|Command Job]].
*The tendrils themselves deal 15 damage and break lights instantly in melee.
*The only species able to serve as [[Captain]].
||0||Baseline ability.
*No money diverted from paychecks.
|-
*Inherent ability to speak English.
|[[Image:demented_outburst.png|64px]]||Demented Outburst||After five seconds, unleashes a shockwave that blows over everyone nearby and sends objects flying. Not interrupted by movement and can only be cancelled by going unconscious.||50 psi||2
|
*No notable weaknesses.
|
*[[Captain]]
*[[Head of Personnel]]
*[[Head of Security]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
|-
![[File:lizardpeople.png|166px|link=Lizardperson]]<br>{{anchor|Lizardperson}}[[Lizardperson|Lizardperson/Vuulek]]
|[[Image:simulacrum.png|64px]]||Simulacrum||Creates an illusion that mimics you and runs forward for ten seconds. The illusion is revealed when examined.||20 psi||1
|Vuulen are an alien race of cold-blooded, lizard-like humanoids originating from their homeworld of Sangris, now commonly found all throughout space. Their many notable features set them apart from any other species: Fangs, claws, frills, a tail, and digitigrade legs give vuulen a distinct look. They're the most similar to humans in terms of mechanics and Command privilege, being able to serve as any Head of Staff, but still suffer a healthy amount of racism.
|
*'''Likes:''' Both raw and cooked meat, seafood, and fruit
*'''Dislikes:''' Sugar and vegetables
*'''Toxic:''' None
|
*Cold-blooded, less affected by very high/low temperatures.
*Able to receive blood transfusions from any other vuulen.
*Inherent ability to speak Draconic.
|
*Only able to receive blood from other vuulen.
*Unable to wear most footwear on account of digitigrade legs.
*Noticeable hisssing.
|
*[[Head of Personnel]]
*[[Head of Security]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
|-
![[File:podpeople.png|128px|link=Podman]]<br>{{anchor|Podpeople}}[[Podman|Phytosian]]
|[[Image:tagalong.png|64px]]||Tagalong||Melds with a nearby target's shadow, allowing you to "ride" them into lit areas. Use this in any way you can think of; spying, stealth. This ability is cancelled if the target enters a dark area, as they won't have a shadow anymore.||30 psi||2
|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 and sugar
*'''Dislikes:''' All other food
*'''Toxic:''' Alcohol
|
*Gradually heals and gains nutrition in well lit areas, doubled when digesting sugar.
*Benefits from certain chemicals used on plants.
*Slight resistance to electric shock.
*Able to breathe both oxygen and CO2.
*[[Critters#Hostile|Killer tomatoes]], [[Critters#Hostile_2|venus human traps]] and [[Critters#Hostile|pine trees]] are neutral toward them.
|
*Darkness drains nutrition.
*Take damage over time while starving, tripled when digesting sugar.
*Very vulnerable to chemicals designed to kill plant life.
*Tendency to be overweight due to desire to stay in the light at all times.
*Goats can dismember limbs on hit, including the head, which would kill them instantly.
*Take twice as much damage from burns and acid.
*Very vulnerable to extreme temperatures.
*Mutates if shot by a [[Research_items#Floral Somatoray|floral somatoray]] in mutation mode.
*Slightly slower than most races.
*Inherent ability to speak Sylvan.
|
*[[Head of Security]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
|-
![[File:Plasmaman.png|110px|link=Plasmaman]]<br>{{anchor|Plasmaman}}[[Plasmaman]]
|[[Image:silver_tongue.png|64px]]||Silver Tongue||Recalls the emergency shuttle if the Darkspawn has access to a comms console.||60 psi||1
|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.
*Ability to breathe plasma.
*Immune to radiation.
*Immune to the cold.
*Cannot be husked.
*No need to eat.
*They have no blood, and cannot bleed.
*Able to survive the vacuum of space when wearing an atmospherics firesuit.
*No money diverted from paychecks due to human origins.
*Inherent ability to speak Bonespeak.
|
*Oxygen is toxic to them.
*Exposure to oxygen will make them catch fire and burn.
*They rely on a constant source of plasma gas to survive.
*Unique anatomy, and lacking a heart meaning '''they can't be revived by normal 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.
|
*[[Head of Personnel]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
|-
![[File:Moths.gif|100px|link=Mothpeople]]<br>{{anchor|Mothpeople}}[[Mothperson|Mothperson/Ex'hai]]
|[[Image:creep.png|64px]]||Creep||Prevents you from dying in the light as long as the ability is active. Once cast costs 5 psi per second.||5 psi||2
|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 use their wings to fly in zero gravity, as long as there's enough of 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.
*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.
|
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
|-
![[File:RedEthereal.png|100px|link=Ethereals]]<br>{{anchor|Ethereals}}[[Ethereal]]
|[[Image:time_dialation.png|64px]]||Time Dilation||Makes you immune to slow down and do actions faster for a minute||75 psi||3
|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, Special foods
*'''Dislikes:''' Normal foods
|
*They emit a constant light, with brightness depending on charge.
*Slightly stronger punches deal burn damage instead of brute.
*Take half damage from electric shock.
*More resistant to burns and high temperatures.
*Radiation will charge them.
*Unique ethereal blood type, which shocks non-ethereals.
*Crystal hearts which never decay, crystallizing dead ethereals after a delay, and reviving them with a random brain trauma.
*Inherent ability to speak Etherean.
|
*Can't gain nutrition from normal foods.
*Take toxin damage when starving.
*Only able to receive blood from other ethereals.
*Very susceptible to low temperatures.
*Slightly vulnerable to brute damage.
|
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
|-
![[File:Preterni.png|100px|link=Preternis]]<br>{{anchor|Preternis}}[[Preternis]]
|[[Image:veil_mind.png|64px]]||Veil Mind||Converts nearby non-implanted people who have recently had their will devoured into veils, which are loyal to the Darkspawn but can be deconverted with mindshield implants, their body and face will be covered in sigils that will need to be hidden underneath clothings and masks. Veils have 60 maximum health, but this is reverted upon deconversion.||60 psi||2
|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, fried food, junk food, and sugar
*'''Dislikes:''' Vegetables
|
*All actions using tools and objects are done faster.
*Metallic shell which can be repaired with welding and cable coil.
*Punches have a greater chance to knock people over.
*Innate maglock ability built into their legs.
*Enhanced lungs and eyes let them see better in the dark and breathe more efficiently.
*Unaffected by light EMPs.
*Cannot be husked.
*Immune to radiation.
*Any chemical within their system is purged after a short while.
*Healed when oil and welding fuel are in their system.
*Their blood is universal, and can both give and receive from any blood type.
*Able to feed off electricity from power sources.
*Inherent ability to speak Binary.
|
*They attack slightly slower.
*Damaged by heavy EMPs.
*Water will short their circuits, damaging them heavily.
*Damaged, and eventually blinded when [[Emag|emagged]].
*Stuns last longer, and stamina is regenerated slower.
*More vulnerable to burns.
*Extremely vulnerable to electric shocks.
*Cannot process most healing chemicals.
*Unable to wear most footwear on account of digitigrade legs.
*Running out of power will kill them.
|
*[[Head of Security]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
|-
![[File:Polysmorph.png|80px|link=Polysmorph]]<br>{{anchor|Polysmorph}}[[Polysmorph]]
|[[Image:crawling_shadows.png|64px]]||Crawling Shadows||Turns you into a near invisible form that can ventcrawl and has a melee stun attack for 1 minute, can be ended early. Dying in this state will cause you to actually die.||60 psi||2
|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
|
*[[Head of Security]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
|-
![[File:IPC.png|80px|link=IPC]]<br>{{anchor|IPC}}[[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 [[File:Circuitboard.png]]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.
|
*[[Head of Personnel]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|}
|}
== Donator Races==
====Passive Abilities====
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.
{|class="wikitable sortable"
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;"
!Name!!class="unsortable" | Effect!!Lucidity Cost
! scope="col" style="background-color:#A9A9A9;" width="200" |Job
|-
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Description
|Mending Sigil||25% Faster Healing in Darkness||1
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Diet
|-
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Benefits
|Lightward Sigil||Halved burn damage from light and resistance from dimmer lights.||2
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks
|-
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="170" |Command Roles
|Psi Sigils||25 extra maximum psi.||2
|-
|-
![[File:Felinids.png|148px|link=Felinid]]<br>{{anchor|Felinid}}Felinid
|Recovery Sigil||Psi regeneration activates faster and regenerates up to 5 more psi.||1
|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_Staff|Command Jobs]].
|
*More sensitive to loud noises (flashbangs).
*Easily distracted by laser pointers.
|
*[[Captain]]
*[[Head of Personnel]]
*[[Head of Security]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|}
==Halloween Races==
During the [[Holiday_events#Halloween_.282_SPOOKY.21.29|Halloween event]], these are additions to the races allowed to be chosen at round start.
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;"
! scope="col" style="background-color:#A9A9A9;" width="200" |Job
! scope="col" class="unsortable" style="background-color:#A9A9A9;" |Description
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Diet
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Benefits
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks
|-
|-
![[File:Dullahan.png|164px|link=Dullahan]]<br>{{anchor|Dullahan}}Dullahan
|Starlight Sigils||Allows the Darkspawn to move safely in space, giving immunity from starlight.||3
|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.
|-
|-
![[File:Skeletons.png|128px|link=Skeleton]]<br>{{anchor|Skeleton}}Lesser Skeleton
|Duality Sigils||Upgraded pass tendrils, allowing them to drag people to you and stunning them twice as long on harm intent.||1
|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.
|-
|-
![[File:Golem_Cloth.png|64px|link=Golem]]<br>{{anchor|Cloth Golem}}[[Golem|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.
|}
|}
==The Sacrament==
After devouring enough individuals, the Sacrament ability will be unlocked. Upon using the sacrament ability, the Darkspawn is trapped in a 5x5 square and a global sound starts to alert the crew. After approximately 30 seconds the Darkspawn will turn into a progenitor and the emergency shuttle will be called with a 1 minute timer that cannot be recalled.
==Tips==
*Get together, stay together! People will arm up and travel in groups to fight darkspawn, and one darkspawn is never strong enough to fight a coordinated security force with armory gear.
*If you can wipe out security, you're in the clear for the rest of the round. All the more reason to be ready and in force when they come hunting. Of course, picking them off one by one would be ideal, but you can't always rely on them splitting up.
*Incendiary weapons are your bane. You recover slower from burns than from brute. You don't take damage from heat, but you do from light, and fires glow. This is especially bad if you're grouped up with friends, as the fire will spread among you: so, get a fire extinguisher before you divulge.
*Also get maintenance access before you divulge. Hacking and Pass-Disarm are good and all, but maintenance means you can move through and between hideouts stealthily and under time pressure. If security is searching your maint, just run across the hall into the next one over!
*Use Devour Will in combat. It's very quick to cast, and can easily be pulled off while Pass-Harm has them on the floor. Anyone you devour not only counts to your Psi and Sacrament, but is out of the fight for 30 seconds if left undisturbed. You can also crit them before they wake up if you hit fast enough.
*Unlike shadowling thralls, Lucidities are not shared between darkspawn. Try to make sure everyone gets a taste of whoever you're able to subdue. Devour Will can't be cast on someone who's still asleep from being devoured, but other darkspawn can hop onto the same victim ''while'' Devour Will is being cast.
*The Duality sigil is strong. Not only can you now knock people down with Pass-Harm, but in the same move, you get them into Devour Will range. It also doubles your melee damage output.
*Lightward and Mending sigils are also strong, just for keeping you on your feet. You'll need every sigil eventually for Sacrament anyway, but Duality, Lightward and Mending are the best.
*Veils have no tells. The only way to know one for sure is to try to mindshield them, which deconverts them.
*If you get veils, give them any weapons you pick up. You don't need a stunbaton or cuffs to keep anyone down (Devour Will), you can't shoot guns, and you probably don't have room to carry a spear. They can use all of these to bring you more prey.
*Darkspawn don't have hearts and don't passively revive in the dark light Nightmares do. If they die, the only ways to revive them are cloning or revival surgery, both of which require a fairly heavy hold on medbay. Veil Mind is helpful for this, too.
*Plasmaman helmet lights can be extinguished by Pass tendrils, but this leaves them without a helmet - which means they catch fire - which means you have limited time to devour them before they go into crit, they're still glowing, and they can set you on fire. Don't.
*Darkspawn have no particular mobility powers except Crawling Shadows' Vent crawling, which is useless in maintenance where you will be spending most of your time, and Pass-Help, which is just a lunge. Don't get pincered. Be wary of your surroundings, including and especially what's offscreen.
*Knocking out lights all throughout the station is more of a shadowling thing. You can break any light that bothers you, are considerably more durable against light than shadowlings are, and don't rely on the dark to fly through walls, because you can't fly through walls. Don't fret too much about power, although a blackout sure doesn't hurt.
*Darkspawn's greatest strength is their mobility, tentacles and lowered damage from light with sigils. Go for maint access or try and bolt open maint doors everywhere. Hopping from one maint to another is your friend, even though light-filled corridors. Darkspawn don't have good choices against multiple targets that don't require bought abilities, so your best option is to throw tentacles or help intent and fly away.
*Duality sigil is the most important upgrade. Allowing you to throw your tentacle and have them be dragged to you. While also being dragged to the tile Infront of you, increases the paralyze from 2 seconds to 3, meaning they can't do anything, and the knockdown from 6 to 8. This gives you enough time to sleep them or reform tentacles and disarm strike to turn off their lights. Perfect for throwing at someone and running away. Also increases action speed when opening/destroying airlocks.
*Veil mind is useful if you rush after putting a point in duality. Allows thralls to play sneaky as they have no visual tell outside of their actions, and forces security to focus on mindshielding all of crew instead of hunting you down. Focus on it, or don't go it at all. With 15 being the most likely number of people you'll need to devour will, most of your 18 lucidity will be spent towards the 10 required for all of the sigils required to ascend, leaving little room for defensive abilities.
*Demented outburst. Big cost, long cast time and noise that gives you away, but perfect as a defensive move. At 100 psi, up to 125 with the sigil, using it twice is about all you have in you.
*Creep is good for switching between areas, to jump out from maints to devour someone.
*Silver tongue allows the darkspawn to call the shuttle no matter what time it is at making this a very powerful ability especially if you are doing the veil mind rush.
*Tagalong. Useful if you jump on someone, jump on sec as they're hunting you, or jump on a thrall. Stops working while you're in darkness, good for espionage.
**Always Acquire maint access. Always make sure you have a way out of, and into, maintenance. Pick a quiet spot to divulge, you'll have a 3x3 area around you of purple sparkles. Careful of capes, some emit light. Pick up duality and lightward sigil. Now you have a longer stun and less burning from light. Your go-to combo is to have your tentacles ready on harm intent, throw them, wait for the person to fly TO you (if you walk forward, you can be hit and stunned by them as if they were thrown AT you) and hit devour will to create an orb in your hand to click on them with. They're slept. Take their ID if they're sec/high ranking, and bolt. Sleeping people wake up in 30 seconds, each second reduced by each point of damage they take while sleeping. Disarm intent to hit lights so you don't throw yourself or the tentacle. Switch maints often. As you gain more lucidity, either pick up faster healing, faster psi regens or a defensive ability such as demented outburst. Your ascension requires UNIQUE sleeps, so don't be afraid to poke out of maints for a thrown tentacle. You WILL be found out, but darkspawn thrive on being mobile in light and their stuns. Throwing tentacles at Borgs WILL stun them and turn off their light, but you can't fight them consistently without a flash. While in maints, always have a second escape route and avoid fights where you're outnumbered. If in doubt, throw tentacles and disarm-attack people if they're hit and down, which will force them to retreat without a light. You are fast but are weak in light, meaning you need to be smart about picking your fights. Thermal vision is your best friend, and helps you poke out from maints for people staring gawk-eyed at the door.


=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.
 
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;"
 
! scope="col" style="background-color:#A9A9A9;" width="200" |Job
 
! scope="col" class="unsortable" style="background-color:#A9A9A9;" |Description
---------------------
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Benefits
 
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks
===Null Rod===
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Found
The second most important tool in your arsenal, the null rod can be a fair variety of weaponry that makes you immune against direct [[Blood Cult|Nar'Sian]] and [[Clockwork Cult|Ratvarian]] magic, and certain [[Wizard]] spells as well as heretic mansus. However, it usually can't stop a sword.
{| class="mw-collapsible mw-collapsed " border="1" style="width:80%" cellspacing="0" cellpadding="2" wikitable"
|+ class="nowrap" |'''Null Rod Variations'''
! style="width:22%; background-color:#808080; color:#fff" |Weapon
! style="width:10%; background-color:#808080; color:#fff" |Damage
! style="width:5%; background-color:#808080; color:#fff" |Block Chance
! style="width:15%; background-color:#808080; color:#fff" |Other Stats
! style="background-color:#808080; color:#fff" | Notes
|-
|<div class="center">[[File:Null.png|48px]]<br>'''Null Rod'''</div>
|18 brute<br>10 brute (thrown)
|None
| -10 wound bonus
|A rod of pure obsidian and gold lining. Your signature weapon against the supernatural, and the default option your holy armament will manifest as.<br>Can fit in the belt slot.
|-
|<div class="center">[[File:Disintegrate.png|48px]]<br>'''God Hand'''</div>
|18 burn<br>Can't be thrown
|None
|None
|The burning power of your deity manifest
|-
|<div class="center">[[File:Chainsaw.gif|48px]]<br>'''Chainsaw Hand'''</div>
|18 brute<br>Can't be thrown
|None
|Sharp (edged)
|It cannot be put down.
|-
|-
![[File:Slimepeople.png|128px|link=Slimepeople]]<br>{{anchor|Slimepeople}}Slimepeople
|<div class="center">[[File:Tentacle.png|48px]]<br>'''Unholy Blessing'''</div>
|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.
|18 brute<br>Can't be thrown
|
|None
*Anything that would deal toxin damage will heal toxin damage instead.
|Sharp (edged)
*Full immunity from the wrath of hungry slimes.
|It cannot be put down.
*Toxic blood that can poison others if ingested.
|-
*Immunity to viruses.
|<div class="center">[[File:Arm_blade.png|48px]]<br>'''Dark Blessing'''</div>
*Immunity to bleeding out.
|18 brute<br>Can't be thrown
*Take half damage from fire and laser weaponry.
|None
* Take a quarter of damage from heat.
|Sharp (edged)<br>-20 wound bonus<br>25 unprotected wound bonus
*Can grow limbs back using their slime-like blood.
|It is sharp. It cannot be put down.
* Can split themselves to create spare bodies.
|-
|<div class="center">[[File:Claymore.png|48px]][[File:Cultblade.gif|48px]][[File:Chainsawsword.png|48px]][[File:Katana.gif|48px]][[File:Darkenergy.png|48px]][[File:Lightenergy.png|48px]]<br>'''Holy Claymore'''<br>'''Dark Blade'''<br>'''Sacred Chainsaw Sword'''<br>'''Hanzo Steel'''<br>'''Dark Energy Sword'''<br>'''Light Energy Sword'''</div>
|18 brute<br>10 brute (thrown)
|30% (but 0% against projectiles)
|Sharp (edged)
|They can only be worn on the back or on the belt.
|-
|<div class="center">[[File:Forceweapon.png|48px]]<br>'''Force Weapon'''</div>
|18 brute<br>10 brute (thrown)
|None
|Sharp (edged)
|Emanates a light nearly twice as strong as a flashlight. This light can't be turned off by any means, and resist's a darkspawn's Light Eater.
It can be worn on both the back or the belt.
|-
|<div class="center">[[File:Corvo_1.png|48px]]<br>'''Folding Blade'''</div>
|18 brute (unfolded)<br>10 brute (thrown)
|None
|Sharp (edged)
|Can be folded, reducing its size and concealing it when held. Fits in the belt slot.
|-
|<div class="center">[[File:Godstaffblue.png|48px]]<br>'''Blue Holy Staff'''</div>
|5 brute<br>10 brute (thrown)
|None
|None
|Grants the user a shield that blocks 2 shots every 20 seconds. Fits on your back.
|-
|<div class="center">[[File:Vibroblade.gif|48px]][[File:Spellblade.png|48px]]<br>'''High Frequency Blade'''<br>'''Dormant Spellblade'''</div>
|18 brute<br>10 brute (thrown)
|None
|Sharp (edged)<br>35 armor penetration
|They only fit on the back. Has a faster butchering speed.
|-
|<div class="center">[[File:Possessedsword.png|48px]]<br>'''Possessed Blade'''</div>
|18 brute<br>0 brute (thrown)
|None
|Sharp (edged)<br>Slower throwing speed
|Can summon a ghost into it to rename the item and talk. Hitting the blade with your bible will exorcise it, allowing a new ghost to possess the blade. When thrown, will turn into a flying mob that turns back into the sword when killed. Whoever summons a ghost into the sword can slowly recall the sword back to them.
|-
|<div class="center">[[File:Hypertool.png|48px]]<br>'''Hypertool'''</div>
|18 brain damage<br>10 brain damage (thrown)
|None
|35 armor penetration
|Deals brain damage
|-
|<div class="center">[[File:Warhammer.png|48px]]<br>'''Relic War Hammer'''</div>
|18 brute<br>10 brute (thrown)
|None
|None
|It can only fit on the back and requires two hands to use, but pushes people back on hit (not a throw- it can't impact people against objects).
|-
|<div class="center">[[File:ClownRender.png|48px]]<br>'''Clown Dagger'''</div>
|18 brute<br>10 brute (thrown)
|None
|Sharp (edged)
|It is sharp and will be slipped on when on the ground.
|-
|<div class="center">[[File:Chain.png|48px]]<br>'''Holy Whip'''</div>
|16 brute<br>10 brute (thrown)
|
|
*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.
|
|
*[[Xenobiology]].
|It can only fit on the belt. It deals double damage against vampires and has a four-tile range.
|-
|-
![[File:Luminescents.png|128px|link=Luminescents]]<br>{{anchor|Luminescents}}Luminescents
|<div class="center">[[File:Fedora.png|48px]]<br>'''Atheist's Fedora'''</div>
|One of the variants of the Jelly people, they are known for infusing their bodies with slime cores.
|0 brute<br>30 brute (thrown)
|
|It is a tiny item and can also be worn on the head. It is sharp.
*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 [[Guide_to_xenobiology#Formulas|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.
|
*[[Xenobiology]].
|-
|-
![[File:jellypeople.png|128px|link=Stargazer]]<br>{{anchor|Stargazer}}Stargazer
|<div class="center">[[File:Carp_plush.png|48px]]<br>'''Carp-Sie Plushie'''</div>
|Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with willing (optional) participants.
|15 brute<br>10 brute (thrown)
|
|It is a tiny item. Attacking yourself will made wild space carp non-hostile.
*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.
|
*[[Xenobiology]].
|-
|-
![[File:flypeople.png|128px|link=Flyperson]]<br>{{anchor|Flyperson}}[[Flyperson|Flypeople]]
|<div class="center">[[File:Monkstaff.png|48px]]<br>'''Monk's Staff'''</div>
|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.
|18 stamina<br>10 stamina (thrown)
|
|It is considered non-lethal and can only fit on the back. It has a block chance of 40, but 0 against projectiles.
*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).
|
*Near a [[teleporter]].
|}
=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.
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;"
! scope="col" style="background-color:#A9A9A9;" width="200" |Job
! scope="col" class="unsortable" style="background-color:#A9A9A9;" |Description
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Benefits
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Found
|-
|-
![[File:Golem adamantine.png|110px|link=Adamantine Golem]]<br>{{anchor|Golem}}[[Adamantine Golem]]s
|<div class="center">[[File:Bdagger.png|48px]]<br>'''Arrhythmic Knife'''</div>
|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.
|18 brute<br>10 brute (thrown)
|
|It cannot be put anywhere. It is sharp. It will cause your speed to randomly and wildly fluctuate while held.
* 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.
|
*[[Xenobiology]].
|}
=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.
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;"
! scope="col" style="background-color:#A9A9A9;" width="200" |Job
! scope="col" class="unsortable" style="background-color:#A9A9A9;" |Description
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Benefits
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Found
|-
|-
![[File:skeletons.png|128px|link=Skeletons]]<br>{{anchor|Skeletons}}Skeleton
|<div class="center">[[File:Pharoah_sceptre.png|48px]]<br>'''Egyptian Staff'''</div>
|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.
|18 brute<br>10 brute (thrown)
|
|It is a normal item.
*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.
|
*With [[wizard|wizards]].
|-
|-
![[File:zombies.png|128px|link=Zombies]]<br>{{anchor|Zombies}}Zombies
|<div class="center">[[File:Ratvarian_spear.png|48px]]<br>'''Bronze Spear'''</div>
|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.
|16 brute<br>16 brute (thrown)
|
|It can fit in the belt. It has 35 armor penetration. It is sharp.
*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
|-
|-
![[File:shadowpeople.png|128px|link=Shadowpeople]]<br>{{anchor|Shadowpeople}}Shadowpeople
|<div class="center">[[File:Servo_Skull.png|48px]]<br>'''Servitor Skull'''</div>
|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.
|7 brute<br>15 brute (thrown)
They share many of the passive effects of [[shadowling]]s, but none of their innate spells or abilities. They are far less a threat.
|Can be worn on the neck slot to provide a medical and diagnostic hud.
|
*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.
|-
|-
![[File:Changeling.gif|96px|link=Synths]][[File:Synth_revealed.png|96px|link=Synths]]<br>{{anchor|Synths}}Synths
|<div class="center">[[File:Cross.png|48px]]<br>'''Golden Crucifix'''</div>
| Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh.
|0 brute<br>0 brute (thrown)
|
|It can fit in the belt and is small-sized, like the normal null rod. When used in hand, will target a cone in front of the user to deal tick damage to any mobs inside of it so long as you stand still. Standard mobs take about 5 burn and 15 stamina per second. Unholy creatures, or those otherwise tainted by unholiness, will take about 10 burn and 10 stamina per second.
*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 <s>admins</s> gods spawn them.
|-
|-
![[File:Androids.png|96px|link=Androids]]<br>{{anchor|Androids}}Androids
|<div class="center">[[File:Fairyboots.png|48px]]<br>'''Fairy Boots'''</div>
|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.
|The wearer starts with a slowdown, but gains speed the further they walk. Also gives you a fancy trail when you are sped up.
*Paralyzed and heavily damaged by EMPs.
|
*Xenobiology
|-
|-
![[File:Abductor_base.png|96px|link=Abductor]]<br>{{anchor|Abductor}}[[Abductor]]s
|<div class="center">[[File:Aspergillum.png|48px]]<br>'''Aspergillum and Aspersorium'''</div>
|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.
|
|
*[[Abductor]] ships
|An everfilling bucket of holy water. Works as a fire extinguisher but instead using holy water. Does not bless tiles the water touches.
|-
|-
![[File:Golem-party.png|192px|link=Golem]]<br>{{anchor|Golems}}[[Golem#Free_Golems|Free Golems]]
|<div class="center">[[File:ApostateBlades.png|48px]]<br>'''Blades of the Apostate'''</div>
|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.
|12 brute each<br>Can't be thrown
|
|A belt holding a pair of blades. Alt-click to unsheathe them, drawing both swords at once. Attacking uses both swords at once, inflicting double the damage. Dropping or throwing them will automatically bring them back to the belt.
*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.
|
*[[Lavaland]]
|}
|}
=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.

Revision as of 09:04, 9 April 2024

EXTRATERRESTRIAL STAFF
Darkspawn.png
Darkspawn
Access: Whatever your mortal disguise had
Additional Access: Anywhere without light
Difficulty: High
Supervisors: None
Duties: Consume people's will and turn into a screamy-monster-thing
Guides: This is the guide

Gamemode in rotation

Darkspawn begin in a similar fashion to the shadowling gamemode, disguised as a normal crewmember with the ability to reveal their true form. If they refuse to do so within 30 minutes, the Darkspawn will be forced to reveal themselves.

After divulging, the Darkspawn get access to the abilities: Pass, Devour Will, and the Psi network. Starting with 3 lucidities, the currency of the Psi network, the Darkspawn can purchase additional abilities from the Psi network. To gain more lucidity, using the Devour Will ability on a humanoid will grant 1 point.

The win-goal of the Darkspawn is to use the Devour Will ability on 15-30 unique individuals (scaling with population), unlock all passive abilities, and use the Sacrament ability.

Use .w to communicate with other Darkspawn.

Abilities

Icon Name Description Psi Cost Lucidity Cost
Devour will.png Devour Will Baseline. Puts a dark bead in the user's hand that they can use on a conscious human to drain psi and lucidity. The dark bead lasts 3 seconds after being prepared, you have to hit someone before then. Successfully devouring a human's will completely refills your psi and grant an additional lucidity, as well as knocking them out for 30 seconds. You can only gain one lucidity per unique individual, but devouring one again will still refill your psi. Careful! every point of damage they take means one (1) second of sleep taken away. Attempting to cuff them will instantly wake them up. 5 Baseline ability
Pass.png Pass Baseline. Morphs a free hand into a mass of tendrils that have many uses. Examining the tendrils will detail their effects on different intents.
  • On help intent, clicking a tile will throw you to it for 10 psi.
  • On disarm intent, clicking an airlock will force it open for 15 psi.
  • On disarm intent, clicking a bolted airlock will destroy it for 30 psi, with the time it takes being reduced if you have the passive pass upgrade.
  • On harm intent, will throw the tendrils, knocking over whoever it hits for 4 seconds.
  • Hitting a Cyborg with the projectile will deal 10 damage, cut their headlamp, and stun them for 2 seconds.
  • The tendrils themselves deal 15 damage and break lights instantly in melee.
0 Baseline ability.
Demented outburst.png Demented Outburst After five seconds, unleashes a shockwave that blows over everyone nearby and sends objects flying. Not interrupted by movement and can only be cancelled by going unconscious. 50 psi 2
Simulacrum.png Simulacrum Creates an illusion that mimics you and runs forward for ten seconds. The illusion is revealed when examined. 20 psi 1
Tagalong.png Tagalong Melds with a nearby target's shadow, allowing you to "ride" them into lit areas. Use this in any way you can think of; spying, stealth. This ability is cancelled if the target enters a dark area, as they won't have a shadow anymore. 30 psi 2
Silver tongue.png Silver Tongue Recalls the emergency shuttle if the Darkspawn has access to a comms console. 60 psi 1
Creep.png Creep Prevents you from dying in the light as long as the ability is active. Once cast costs 5 psi per second. 5 psi 2
Time dialation.png Time Dilation Makes you immune to slow down and do actions faster for a minute 75 psi 3
Veil mind.png Veil Mind Converts nearby non-implanted people who have recently had their will devoured into veils, which are loyal to the Darkspawn but can be deconverted with mindshield implants, their body and face will be covered in sigils that will need to be hidden underneath clothings and masks. Veils have 60 maximum health, but this is reverted upon deconversion. 60 psi 2
Crawling shadows.png Crawling Shadows Turns you into a near invisible form that can ventcrawl and has a melee stun attack for 1 minute, can be ended early. Dying in this state will cause you to actually die. 60 psi 2

Passive Abilities

Name Effect Lucidity Cost
Mending Sigil 25% Faster Healing in Darkness 1
Lightward Sigil Halved burn damage from light and resistance from dimmer lights. 2
Psi Sigils 25 extra maximum psi. 2
Recovery Sigil Psi regeneration activates faster and regenerates up to 5 more psi. 1
Starlight Sigils Allows the Darkspawn to move safely in space, giving immunity from starlight. 3
Duality Sigils Upgraded pass tendrils, allowing them to drag people to you and stunning them twice as long on harm intent. 1

The Sacrament

After devouring enough individuals, the Sacrament ability will be unlocked. Upon using the sacrament ability, the Darkspawn is trapped in a 5x5 square and a global sound starts to alert the crew. After approximately 30 seconds the Darkspawn will turn into a progenitor and the emergency shuttle will be called with a 1 minute timer that cannot be recalled.

Tips

  • Get together, stay together! People will arm up and travel in groups to fight darkspawn, and one darkspawn is never strong enough to fight a coordinated security force with armory gear.
  • If you can wipe out security, you're in the clear for the rest of the round. All the more reason to be ready and in force when they come hunting. Of course, picking them off one by one would be ideal, but you can't always rely on them splitting up.
  • Incendiary weapons are your bane. You recover slower from burns than from brute. You don't take damage from heat, but you do from light, and fires glow. This is especially bad if you're grouped up with friends, as the fire will spread among you: so, get a fire extinguisher before you divulge.
  • Also get maintenance access before you divulge. Hacking and Pass-Disarm are good and all, but maintenance means you can move through and between hideouts stealthily and under time pressure. If security is searching your maint, just run across the hall into the next one over!
  • Use Devour Will in combat. It's very quick to cast, and can easily be pulled off while Pass-Harm has them on the floor. Anyone you devour not only counts to your Psi and Sacrament, but is out of the fight for 30 seconds if left undisturbed. You can also crit them before they wake up if you hit fast enough.
  • Unlike shadowling thralls, Lucidities are not shared between darkspawn. Try to make sure everyone gets a taste of whoever you're able to subdue. Devour Will can't be cast on someone who's still asleep from being devoured, but other darkspawn can hop onto the same victim while Devour Will is being cast.
  • The Duality sigil is strong. Not only can you now knock people down with Pass-Harm, but in the same move, you get them into Devour Will range. It also doubles your melee damage output.
  • Lightward and Mending sigils are also strong, just for keeping you on your feet. You'll need every sigil eventually for Sacrament anyway, but Duality, Lightward and Mending are the best.
  • Veils have no tells. The only way to know one for sure is to try to mindshield them, which deconverts them.
  • If you get veils, give them any weapons you pick up. You don't need a stunbaton or cuffs to keep anyone down (Devour Will), you can't shoot guns, and you probably don't have room to carry a spear. They can use all of these to bring you more prey.
  • Darkspawn don't have hearts and don't passively revive in the dark light Nightmares do. If they die, the only ways to revive them are cloning or revival surgery, both of which require a fairly heavy hold on medbay. Veil Mind is helpful for this, too.
  • Plasmaman helmet lights can be extinguished by Pass tendrils, but this leaves them without a helmet - which means they catch fire - which means you have limited time to devour them before they go into crit, they're still glowing, and they can set you on fire. Don't.
  • Darkspawn have no particular mobility powers except Crawling Shadows' Vent crawling, which is useless in maintenance where you will be spending most of your time, and Pass-Help, which is just a lunge. Don't get pincered. Be wary of your surroundings, including and especially what's offscreen.
  • Knocking out lights all throughout the station is more of a shadowling thing. You can break any light that bothers you, are considerably more durable against light than shadowlings are, and don't rely on the dark to fly through walls, because you can't fly through walls. Don't fret too much about power, although a blackout sure doesn't hurt.
  • Darkspawn's greatest strength is their mobility, tentacles and lowered damage from light with sigils. Go for maint access or try and bolt open maint doors everywhere. Hopping from one maint to another is your friend, even though light-filled corridors. Darkspawn don't have good choices against multiple targets that don't require bought abilities, so your best option is to throw tentacles or help intent and fly away.
  • Duality sigil is the most important upgrade. Allowing you to throw your tentacle and have them be dragged to you. While also being dragged to the tile Infront of you, increases the paralyze from 2 seconds to 3, meaning they can't do anything, and the knockdown from 6 to 8. This gives you enough time to sleep them or reform tentacles and disarm strike to turn off their lights. Perfect for throwing at someone and running away. Also increases action speed when opening/destroying airlocks.
  • Veil mind is useful if you rush after putting a point in duality. Allows thralls to play sneaky as they have no visual tell outside of their actions, and forces security to focus on mindshielding all of crew instead of hunting you down. Focus on it, or don't go it at all. With 15 being the most likely number of people you'll need to devour will, most of your 18 lucidity will be spent towards the 10 required for all of the sigils required to ascend, leaving little room for defensive abilities.
  • Demented outburst. Big cost, long cast time and noise that gives you away, but perfect as a defensive move. At 100 psi, up to 125 with the sigil, using it twice is about all you have in you.
  • Creep is good for switching between areas, to jump out from maints to devour someone.
  • Silver tongue allows the darkspawn to call the shuttle no matter what time it is at making this a very powerful ability especially if you are doing the veil mind rush.
  • Tagalong. Useful if you jump on someone, jump on sec as they're hunting you, or jump on a thrall. Stops working while you're in darkness, good for espionage.
    • Always Acquire maint access. Always make sure you have a way out of, and into, maintenance. Pick a quiet spot to divulge, you'll have a 3x3 area around you of purple sparkles. Careful of capes, some emit light. Pick up duality and lightward sigil. Now you have a longer stun and less burning from light. Your go-to combo is to have your tentacles ready on harm intent, throw them, wait for the person to fly TO you (if you walk forward, you can be hit and stunned by them as if they were thrown AT you) and hit devour will to create an orb in your hand to click on them with. They're slept. Take their ID if they're sec/high ranking, and bolt. Sleeping people wake up in 30 seconds, each second reduced by each point of damage they take while sleeping. Disarm intent to hit lights so you don't throw yourself or the tentacle. Switch maints often. As you gain more lucidity, either pick up faster healing, faster psi regens or a defensive ability such as demented outburst. Your ascension requires UNIQUE sleeps, so don't be afraid to poke out of maints for a thrown tentacle. You WILL be found out, but darkspawn thrive on being mobile in light and their stuns. Throwing tentacles at Borgs WILL stun them and turn off their light, but you can't fight them consistently without a flash. While in maints, always have a second escape route and avoid fights where you're outnumbered. If in doubt, throw tentacles and disarm-attack people if they're hit and down, which will force them to retreat without a light. You are fast but are weak in light, meaning you need to be smart about picking your fights. Thermal vision is your best friend, and helps you poke out from maints for people staring gawk-eyed at the door.




Null Rod

The second most important tool in your arsenal, the null rod can be a fair variety of weaponry that makes you immune against direct Nar'Sian and Ratvarian magic, and certain Wizard spells as well as heretic mansus. However, it usually can't stop a sword.

Null Rod Variations
Weapon Damage Block Chance Other Stats Notes
Null.png
Null Rod
18 brute
10 brute (thrown)
None -10 wound bonus A rod of pure obsidian and gold lining. Your signature weapon against the supernatural, and the default option your holy armament will manifest as.
Can fit in the belt slot.
Disintegrate.png
God Hand
18 burn
Can't be thrown
None None The burning power of your deity manifest
Chainsaw.gif
Chainsaw Hand
18 brute
Can't be thrown
None Sharp (edged) It cannot be put down.
Tentacle.png
Unholy Blessing
18 brute
Can't be thrown
None Sharp (edged) It cannot be put down.
Arm blade.png
Dark Blessing
18 brute
Can't be thrown
None Sharp (edged)
-20 wound bonus
25 unprotected wound bonus
It is sharp. It cannot be put down.
Claymore.pngCultblade.gifChainsawsword.pngKatana.gifDarkenergy.pngLightenergy.png
Holy Claymore
Dark Blade
Sacred Chainsaw Sword
Hanzo Steel
Dark Energy Sword
Light Energy Sword
18 brute
10 brute (thrown)
30% (but 0% against projectiles) Sharp (edged) They can only be worn on the back or on the belt.
Forceweapon.png
Force Weapon
18 brute
10 brute (thrown)
None Sharp (edged) Emanates a light nearly twice as strong as a flashlight. This light can't be turned off by any means, and resist's a darkspawn's Light Eater.

It can be worn on both the back or the belt.

Corvo 1.png
Folding Blade
18 brute (unfolded)
10 brute (thrown)
None Sharp (edged) Can be folded, reducing its size and concealing it when held. Fits in the belt slot.
Godstaffblue.png
Blue Holy Staff
5 brute
10 brute (thrown)
None None Grants the user a shield that blocks 2 shots every 20 seconds. Fits on your back.
Vibroblade.gifSpellblade.png
High Frequency Blade
Dormant Spellblade
18 brute
10 brute (thrown)
None Sharp (edged)
35 armor penetration
They only fit on the back. Has a faster butchering speed.
Possessedsword.png
Possessed Blade
18 brute
0 brute (thrown)
None Sharp (edged)
Slower throwing speed
Can summon a ghost into it to rename the item and talk. Hitting the blade with your bible will exorcise it, allowing a new ghost to possess the blade. When thrown, will turn into a flying mob that turns back into the sword when killed. Whoever summons a ghost into the sword can slowly recall the sword back to them.
Hypertool.png
Hypertool
18 brain damage
10 brain damage (thrown)
None 35 armor penetration Deals brain damage
Warhammer.png
Relic War Hammer
18 brute
10 brute (thrown)
None None It can only fit on the back and requires two hands to use, but pushes people back on hit (not a throw- it can't impact people against objects).
ClownRender.png
Clown Dagger
18 brute
10 brute (thrown)
None Sharp (edged) It is sharp and will be slipped on when on the ground.
Chain.png
Holy Whip
16 brute
10 brute (thrown)
It can only fit on the belt. It deals double damage against vampires and has a four-tile range.
Fedora.png
Atheist's Fedora
0 brute
30 brute (thrown)
It is a tiny item and can also be worn on the head. It is sharp.
Carp plush.png
Carp-Sie Plushie
15 brute
10 brute (thrown)
It is a tiny item. Attacking yourself will made wild space carp non-hostile.
Monkstaff.png
Monk's Staff
18 stamina
10 stamina (thrown)
It is considered non-lethal and can only fit on the back. It has a block chance of 40, but 0 against projectiles.
Bdagger.png
Arrhythmic Knife
18 brute
10 brute (thrown)
It cannot be put anywhere. It is sharp. It will cause your speed to randomly and wildly fluctuate while held.
Pharoah sceptre.png
Egyptian Staff
18 brute
10 brute (thrown)
It is a normal item.
Ratvarian spear.png
Bronze Spear
16 brute
16 brute (thrown)
It can fit in the belt. It has 35 armor penetration. It is sharp.
Servo Skull.png
Servitor Skull
7 brute
15 brute (thrown)
Can be worn on the neck slot to provide a medical and diagnostic hud.
Cross.png
Golden Crucifix
0 brute
0 brute (thrown)
It can fit in the belt and is small-sized, like the normal null rod. When used in hand, will target a cone in front of the user to deal tick damage to any mobs inside of it so long as you stand still. Standard mobs take about 5 burn and 15 stamina per second. Unholy creatures, or those otherwise tainted by unholiness, will take about 10 burn and 10 stamina per second.
Fairyboots.png
Fairy Boots
The wearer starts with a slowdown, but gains speed the further they walk. Also gives you a fancy trail when you are sped up.
Aspergillum.png
Aspergillum and Aspersorium
An everfilling bucket of holy water. Works as a fire extinguisher but instead using holy water. Does not bless tiles the water touches.
ApostateBlades.png
Blades of the Apostate
12 brute each
Can't be thrown
A belt holding a pair of blades. Alt-click to unsheathe them, drawing both swords at once. Attacking uses both swords at once, inflicting double the damage. Dropping or throwing them will automatically bring them back to the belt.