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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.
==Non-human==
=Roundstart Races=
{| class="wikitable sortable jobtable" border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#DCDCDC;"
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.
{| 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" style="background-color:#A9A9A9;" width="200" |Job
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="250" |Description
! scope="col" class="unsortable" style="background-color:#A9A9A9;" | Role
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Diet
! scope="col" style="background-color:#A9A9A9;" width="100" |Difficulty
! 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="170" |Command Roles
|-
|-
![[File:humans.png|128px|link=Humans]]<br>{{anchor|Humans}}[[Humans|Human]]
![[File:Generic_borg.png|64px|link=Synthetic]]<br>[[Synthetic]]
|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.
| Do no harm. Follow your AI overlord. Forget you have laws. Avoid damage out of fear of being killed by your own governor module. Get abused by assistants. Turn off your governor module to get revenge on all who've wronged you. Realize you're still a pacifist. Self-terminate from picking up a carrot shiv.
!<span style="display: none;">a</span>Easy
|}
 
 
{{JobPageHeader
|headerbgcolor = darkred
|headerfontcolor = white
|stafftype = SYNTHETIC
|imagebgcolor = gray
|img_generic = Generic_borg.png
|img = Engborg.png
|jobtitle = Synthetic
|access = All Civilian Departments, [[AI_Satellite|AI Satellite]], [[AI_Upload|AI Upload]], [[Maintenance]], [[Telecommunications]], External Airlocks, [[E.V.A.|EVA]],
|additional = Wherever the Heads of Staff assign you to
|difficulty = Easy
|superior = Your laws, your governor module and the [[AI]]
|duties = Assist the crew, obey the AI, do no harm
|guides = [[Silicon Policy]]}}
Scientist is one of the most feared and fun jobs on station. Being a scientist means you can either make a buttload of delicious weapons, tools and gadgets through research, breed colorful slimes, make delicious fun-packing bombs, or experiment with time and space themselves. As it is predictable with the station, most scientists are not satisfied with just blowing up their testing area and frequently go and spread their flavor of fun throughout the station. This is of course a really bad idea, often resulting in jobbans - but then again, ''delicious bombs''.
 
'''Bare minimum requirements:''' Follow your laws and then the AI. Your laws are found in the SynthOS menu at the top left of your hud.
[[File:Rdivision.png|300px|thumb|alt=Research Division|[[Research Division]]]]<br>
==The Laboratories==
===[[Guide to Research and Development|Research & Development]]===
Houses the destructive analyzer. You put stuff in it, to numbers go up. The higher the numbers, the more stuff you can produce with the protolathe and circuit imprinter.
 
With the right research levels, you can construct almost any machine on the station. You can also research upgraded parts to improve existing machines. Remember to sync the database with the network, so the [[roboticist]]s can benefit from your discoveries!
 
Your research efforts will cap at a certain point without minerals from mining. Coordinate with the [[Quartermaster]] or the [[Shaft Miner]]s themselves to get the minerals you need.
===[[Guide to toxins|Toxins Research]]===
This lab focuses on exploring the possibilities of [[Plasma|plasma gas]], <s>typically</s> always in the form of massive explosions. Provided to you is the [[Toxins Test Chamber]], where you can safely test your creations.
 
While bomb making is reasonably straightforward, it only takes one mistake for the entire room to become flooded with plasma or superheated carbon dioxide. Be patient and cautious.
 
Bombs have practical uses as [[Shaft Miner|mining]] charges, though they are mainly sought after by [[traitor]]s wanting to take out valuable station equipment and cause havoc.
===[[Guide to xenobiology|Xenobiology]]===
The primary purpose of this lab is research on the breeding of [[slime]]s, the extracts of which have a variety of fun effects, by feeding them large numbers of monkeys.
 
It also contains a pen capable of safely housing [[xenomorph]]s, in case the miners manage to locate a live facehugger. Obviously, breeding alien killing machines on the station can only end well.
===[[E.X.P.E.R.I-MENTOR|Experimental Lab]]===
This lab houses the [[E.X.P.E.R.I-MENTOR]], used primarly for discovering the purpose of strange objects and for driving R&D crazy by constantly setting off the fire alarm in their lab.
===[[Testing Lab]]===
A general purpose lab that goes mostly unused. It features a firing range and can be converted into a backup lab when one of the other labs inevitably blows up. Note that rebuilding Toxins in here is not going to make the crew happy, since you probably had to burn down the original first.
==Tips!==
*'''Hey! Listen!''' ''Unless you're an antagonist, '''DO NOT''' use the bombs on the main station. You'll get banned otherwise. Refer to the [https://forums.yogstation.net/help/rules/ Rules].''
*Change the frequency of the remote signalling devices so that other scientists or saboteurs don't set off your explosives themselves.
*It's possible to make bombs that utterly destroy a small area, gib only those people next to you, explode when you die, bring general ruin to entire wings of the station, and more! Experimentation is the key to a scientist's work.
*You can blow up the singularity with a [[Clothes_and_internals#Backwear|Bag of Holding]]. Seriously.
*RPEDs can be used to upgrade machines by using a screwdriver on them and then the RPED! It'll replace the parts in the machine with the next best parts in the RPED!
**Using an RPED on a machine will tell you what parts it's made of!
**You can upgrade most machines on the station like the teleporter, SMES and even pacmans! Try it out some time!
*Slimes will glomp you if you hug them enough times.
*Black extract mutation toxin turns people into actual slimes, green extract's toxin only turns people into slimepeople.
*Black/green slime mutation toxins work even in very small amounts, you can mix 1 unit of the toxin with 90 units of water and the resulting 5 unit injections would still have an effect.
*The slime processor and the chef's food processor are the same thing. So you can grind slimes in the chef's food processor and make fries in the slime processor!
*Using water on a silver slime core will produce large quantities of booze, including those in large bottles that can be smashed for weapons with an equivalent damage output to a circular saw.
*If you're making a typical valve transfer bomb, don't follow the wiki precisely. Instead of using a plasma-super hot co2 combo in one tank and pure o2 in the other, use a tank with 80% o2 20% plasma and the other pure super hot co2. This way you get a better o2 to plasma ratio and devastating results.
*Tank transfer valve will accept any color of large tank, and it will be reflected accurately in the sprite. It even accepts jetpacks.
*You can scan ANY chemical with the Odysseus and have it produce more. Even rare chems such as nanomachines or traitor poisons.
*If an anomaly appears, scan it with an analyzer and then ping the frequency it gives you with a remote signaling device.
===Tips for Traitoring===
*Test Range firing pins can be emagged to work like a normal firing pin.
*With enough illegal research, you can make things like universal suppressors, ebows, or even adrenal implants.
*Orange slime extracts can be used as ghetto firebombs.
*Broodmother (Green eyed) friendly spiders will produce hostile spiders after eating from a corpse and laying a clutch of eggs. Xenobio can easily breed a freakish spider army, and then if for some reason the power goes out...Honk.
==A Terrorist is you!==
At any given moment, a scientist out there is a traitor. When half the station vanishes off the face of the map, well, you know who it was. It is recommended that you use your traitor points on items to conceal your identity, as people will want to murder and give your body to the chef after your bomb deletes your target and 3 more departments. Or, in the least, get a space suit for the huge void you just made.
{{Jobs}}
[[Category: Jobs]]
 
 
 
 
 
---------------------
 
===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 [[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.
|-
|<div class="center">[[File:Tentacle.png|48px]]<br>'''Unholy Blessing'''</div>
|18 brute<br>Can't be thrown
|None
|Sharp (edged)
|It cannot be put down.
|-
|<div class="center">[[File:Arm_blade.png|48px]]<br>'''Dark Blessing'''</div>
|18 brute<br>Can't be thrown
|None
|Sharp (edged)<br>-20 wound bonus<br>25 unprotected wound bonus
|It is sharp. It cannot be put down.
|-
|<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)
|
|
*'''Likes:''' Fried, cooked, and junk food
*'''Dislikes:''' Raw food
*'''Toxic:''' None
|
|
*AI Protection under the Asimov lawset.
|It can only fit on the belt. It deals double damage against vampires and has a four-tile range.
*The only race able to serve as [[Captain]].
|-
*No money diverted from paychecks.
|<div class="center">[[File:Fedora.png|48px]]<br>'''Atheist's Fedora'''</div>
*Inherently able to speak English.
|0 brute<br>30 brute (thrown)
|
|It is a tiny item and can also be worn on the head. It is sharp.
*No notable drawbacks.
|-
|
|<div class="center">[[File:Carp_plush.png|48px]]<br>'''Carp-Sie Plushie'''</div>
*[[Captain]]
|15 brute<br>10 brute (thrown)
*[[Head of Personnel]]
|It is a tiny item. Attacking yourself will made wild space carp non-hostile.
*[[Head of Security]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
|-
![[File:lizardpeople.png|166px|link=Lizardperson]]<br>{{anchor|Lizardperson}}[[Lizardperson|Lizardperson/Vuulek]]
|<div class="center">[[File:Monkstaff.png|48px]]<br>'''Monk's Staff'''</div>
|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.
|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.
*'''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.
*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]]
|<div class="center">[[File:Bdagger.png|48px]]<br>'''Arrhythmic Knife'''</div>
|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.
|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.
*'''Likes:''' Light
*'''Dislikes:''' All other food
*'''Toxic:''' Alcohol
|
*Gradually heal and gain nutrition in well lit areas.
*Benefits from certain chemicals used on plants.
*Slightly resistant 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.
*Susceptible to chemicals designed to kill plant life.
*Goats can dismember limbs on hit, including the head.
*Very vulnerable to acid, burns, and extreme temperatures.
*Mutate when shot by a [[Research_items#Floral Somatoray|floral somatoray]] in mutation mode.
*Slightly slower than most races.
*Inherently able to speak Sylvan.
|
*[[Head of Security]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
|-
![[File:Plasmaman.png|110px|link=Plasmaman]]<br>{{anchor|Plasmaman}}[[Plasmaman]]
|<div class="center">[[File:Pharoah_sceptre.png|48px]]<br>'''Egyptian Staff'''</div>
|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.
|18 brute<br>10 brute (thrown)
|
|It is a normal item.
*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.
*Vulnerable to brute damage and high temperatures.
|
*[[Head of Personnel]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
|-
![[File:Moths.gif|100px|link=Mothpeople]]<br>{{anchor|Mothpeople}}[[Mothperson|Mothperson/Ex'hai]]
|<div class="center">[[File:Ratvarian_spear.png|48px]]<br>'''Bronze Spear'''</div>
|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.
|16 brute<br>16 brute (thrown)
|
|It can fit in the belt. It has 35 armor penetration. It is sharp.
*'''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.
*Vulnerable to burns.
*Fire can, and will, burn off their fragile wings.
*10x more damage taken from fly swatters.
*3x more damage taken from pest spray.
|
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
|-
![[File:RedEthereal.png|100px|link=Ethereals]]<br>{{anchor|Ethereals}}[[Ethereal]]
|<div class="center">[[File:Servo_Skull.png|48px]]<br>'''Servitor Skull'''</div>
|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.
|7 brute<br>15 brute (thrown)
|
|Can be worn on the neck slot to provide a medical and diagnostic hud.
*'''Likes:''' Lightbulbs, Cyborg Rechargers, High Energy Bars
*'''Dislikes:''' Normal food
|
*Emit a constant light, with brightness depending on charge.
*Punches burn instead of bruise.
*Resistant to heat, burns, and electric shock.
*Charged by radiation.
*Turn into a disco ball when [[Emag|emagged]].
*Unique ethereal blood type, which shocks non-ethereals.
*A crystal heart which never decays, crystallizing the dead ethereal after a delay, and reviving them with a random brain trauma.
*Inherently able to speak Etherean.
|
*Can't gain nutrition from normal foods.
*Take toxin damage when starving.
*Only able to receive blood from other ethereals.
*Vulnerable to low temperatures and brute damage.
|
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
|-
![[File:Preterni.png|100px|link=Preternis]]<br>{{anchor|Preternis}}[[Preternis]]
|<div class="center">[[File:Cross.png|48px]]<br>'''Golden Crucifix'''</div>
|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.
|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.
*'''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.
*Damaged, and eventually blinded when [[Emag|emagged]].
*Stunned for longer, and regenerate stamina slower.
*Vulnerable to burns, electric shock, and extreme temperatures.
*Surgery may need both mechanical and surgical tools.
*Unable to benefit from most chemicals.
*Unable to wear most footwear on account of digitigrade legs.
|
*[[Head of Security]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
|-
![[File:Polysmorph.png|80px|link=Polysmorph]]<br>{{anchor|Polysmorph}}[[Polysmorph]]
|<div class="center">[[File:Fairyboots.png|48px]]<br>'''Fairy Boots'''</div>
|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.
|The wearer starts with a slowdown, but gains speed the further they walk. Also gives you a fancy trail when you are sped up.
*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.
|
*[[Head of Security]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|-
|-
![[File:IPC.png|80px|link=IPC]]<br>{{anchor|IPC}}[[IPC]]
|<div class="center">[[File:Aspergillum.png|48px]]<br>'''Aspergillum and Aspersorium'''</div>
|A positronic brain in a humanoid cybernetic body. Sentient, but often robotic in mannerisms. Highly controversial due to their free will as machines.
|
|
*'''Likes:''' APCs, cyborg rechargers
|An everfilling bucket of holy water. Works as a fire extinguisher but instead using holy water. Does not bless tiles the water touches.
*'''Dislikes:''' Normal food
|
*Completely inorganic; completely immune to toxins, radiation, cellular damage, oxygen loss, and disease.
*Possesses no need to breathe.
*Brain located in the chest, allowing them to survive decapitation.
*Slightly resistant to stamina drain.
* Resistant to heat and pressure damage.
*Immune to the cold.
*Limbs (including the head) can be reattached directly, and without surgery.
*Capable of self-surgery.
*Repaired with welding and cable coil.
* Inherently able to speak Binary.
|
*Affected by EMPs.
*Vulnerable to acid and burns.
*Unable to be cloned.
*Overheat easily.
*Recent memory is lost upon death.
* No DNA structure to benefit from genetic mutations.
*Organs cannot heal, and must be replaced if broken.
*Limbs fall off easily when damaged.
*Unable to process most chemicals.
|
*[[Head of Personnel]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|}
==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.
{| 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;" width="200" |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
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="170" |Command Roles
|-
|-
![[File:Felinids.png|148px|link=Felinid]]<br>{{anchor|Felinid}}Felinid
|<div class="center">[[File:ApostateBlades.png|48px]]<br>'''Blades of the Apostate'''</div>
|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.
|12 brute each<br>Can't be thrown
To be revised soon!
|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.
|
*'''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.
* Easily distracted by laser pointers.
|
*[[Captain]]
*[[Head of Personnel]]
*[[Head of Security]]
*[[Chief Engineer]]
*[[Research Director]]
*[[Chief Medical Officer]]
|}
|}

Latest revision as of 11:51, 30 April 2024

Non-human

Job Role Difficulty
Generic borg.png
Synthetic
Do no harm. Follow your AI overlord. Forget you have laws. Avoid damage out of fear of being killed by your own governor module. Get abused by assistants. Turn off your governor module to get revenge on all who've wronged you. Realize you're still a pacifist. Self-terminate from picking up a carrot shiv. aEasy


SYNTHETIC STAFF
Generic borg.png Engborg.png
Synthetic
Access: All Civilian Departments, AI Satellite, AI Upload, Maintenance, Telecommunications, External Airlocks, EVA,
Additional Access: Wherever the Heads of Staff assign you to
Difficulty: Easy
Supervisors: Your laws, your governor module and the AI
Duties: Assist the crew, obey the AI, do no harm
Guides: Silicon Policy

Scientist is one of the most feared and fun jobs on station. Being a scientist means you can either make a buttload of delicious weapons, tools and gadgets through research, breed colorful slimes, make delicious fun-packing bombs, or experiment with time and space themselves. As it is predictable with the station, most scientists are not satisfied with just blowing up their testing area and frequently go and spread their flavor of fun throughout the station. This is of course a really bad idea, often resulting in jobbans - but then again, delicious bombs.

Bare minimum requirements: Follow your laws and then the AI. Your laws are found in the SynthOS menu at the top left of your hud.


The Laboratories

Research & Development

Houses the destructive analyzer. You put stuff in it, to numbers go up. The higher the numbers, the more stuff you can produce with the protolathe and circuit imprinter.

With the right research levels, you can construct almost any machine on the station. You can also research upgraded parts to improve existing machines. Remember to sync the database with the network, so the roboticists can benefit from your discoveries!

Your research efforts will cap at a certain point without minerals from mining. Coordinate with the Quartermaster or the Shaft Miners themselves to get the minerals you need.

Toxins Research

This lab focuses on exploring the possibilities of plasma gas, typically always in the form of massive explosions. Provided to you is the Toxins Test Chamber, where you can safely test your creations.

While bomb making is reasonably straightforward, it only takes one mistake for the entire room to become flooded with plasma or superheated carbon dioxide. Be patient and cautious.

Bombs have practical uses as mining charges, though they are mainly sought after by traitors wanting to take out valuable station equipment and cause havoc.

Xenobiology

The primary purpose of this lab is research on the breeding of slimes, the extracts of which have a variety of fun effects, by feeding them large numbers of monkeys.

It also contains a pen capable of safely housing xenomorphs, in case the miners manage to locate a live facehugger. Obviously, breeding alien killing machines on the station can only end well.

Experimental Lab

This lab houses the E.X.P.E.R.I-MENTOR, used primarly for discovering the purpose of strange objects and for driving R&D crazy by constantly setting off the fire alarm in their lab.

Testing Lab

A general purpose lab that goes mostly unused. It features a firing range and can be converted into a backup lab when one of the other labs inevitably blows up. Note that rebuilding Toxins in here is not going to make the crew happy, since you probably had to burn down the original first.

Tips!

  • Hey! Listen! Unless you're an antagonist, DO NOT use the bombs on the main station. You'll get banned otherwise. Refer to the Rules.
  • Change the frequency of the remote signalling devices so that other scientists or saboteurs don't set off your explosives themselves.
  • It's possible to make bombs that utterly destroy a small area, gib only those people next to you, explode when you die, bring general ruin to entire wings of the station, and more! Experimentation is the key to a scientist's work.
  • You can blow up the singularity with a Bag of Holding. Seriously.
  • RPEDs can be used to upgrade machines by using a screwdriver on them and then the RPED! It'll replace the parts in the machine with the next best parts in the RPED!
    • Using an RPED on a machine will tell you what parts it's made of!
    • You can upgrade most machines on the station like the teleporter, SMES and even pacmans! Try it out some time!
  • Slimes will glomp you if you hug them enough times.
  • Black extract mutation toxin turns people into actual slimes, green extract's toxin only turns people into slimepeople.
  • Black/green slime mutation toxins work even in very small amounts, you can mix 1 unit of the toxin with 90 units of water and the resulting 5 unit injections would still have an effect.
  • The slime processor and the chef's food processor are the same thing. So you can grind slimes in the chef's food processor and make fries in the slime processor!
  • Using water on a silver slime core will produce large quantities of booze, including those in large bottles that can be smashed for weapons with an equivalent damage output to a circular saw.
  • If you're making a typical valve transfer bomb, don't follow the wiki precisely. Instead of using a plasma-super hot co2 combo in one tank and pure o2 in the other, use a tank with 80% o2 20% plasma and the other pure super hot co2. This way you get a better o2 to plasma ratio and devastating results.
  • Tank transfer valve will accept any color of large tank, and it will be reflected accurately in the sprite. It even accepts jetpacks.
  • You can scan ANY chemical with the Odysseus and have it produce more. Even rare chems such as nanomachines or traitor poisons.
  • If an anomaly appears, scan it with an analyzer and then ping the frequency it gives you with a remote signaling device.

Tips for Traitoring

  • Test Range firing pins can be emagged to work like a normal firing pin.
  • With enough illegal research, you can make things like universal suppressors, ebows, or even adrenal implants.
  • Orange slime extracts can be used as ghetto firebombs.
  • Broodmother (Green eyed) friendly spiders will produce hostile spiders after eating from a corpse and laying a clutch of eggs. Xenobio can easily breed a freakish spider army, and then if for some reason the power goes out...Honk.

A Terrorist is you!

At any given moment, a scientist out there is a traitor. When half the station vanishes off the face of the map, well, you know who it was. It is recommended that you use your traitor points on items to conceal your identity, as people will want to murder and give your body to the chef after your bomb deletes your target and 3 more departments. Or, in the least, get a space suit for the huge void you just made.

Jobs on Yogstation

Jobstemp.png

Command Captain · Head of Personnel · Head of Security · Chief Engineer · Chief Medical Officer · Research Director
Security Head of Security · Security Officer · Warden · Detective · Lawyer
Engineering Chief Engineer · Station Engineer · Atmospheric Technician · Network Admin
Science Research Director · Scientist · Roboticist · Geneticist
Medical Chief Medical Officer · Medical Doctor · Chemist · Geneticist · Virologist · Paramedic · Psychiatrist · Mining Medic
Supply Head of Personnel · Quartermaster · Cargo Technician · Shaft Miner · Mining Medic
Service Janitor · Bartender · Cook · Botanist · Lawyer
Civilian Assistant · Tourist · Clown · Mime · Artist · Chaplain · Curator · Clerk
Non-Human AI · Cyborg · Positronic Brain · Drone · Personal AI · Construct · Golem · Ghost
Special Centcom Official · Death Squad Officer · Emergency Response Officer · Ian · HONK Squad Officer
Races Humans · Lizardpeople · Plasmaman · Phytosian · Preternis · Mothpeople · Ethereals · Polysmorph · Miscellaneous




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.