Guide to races: Difference between revisions

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216 bytes added ,  21:04, 6 August 2020
Added note to preternis and some consistency changes
m (Correcting false information under Plasmaman.)
(Added note to preternis and some consistency changes)
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On the station humans enjoy a degree of superiority over other races, everyone you meet in a position of power will generally be a human. By default, the [[AI]] will apply the protections of its laws ONLY to humans, though they may extend that protection to other races out of preference provided doing so doesn't harm humans. Should a conflict arise between a human and another race, expect the AI to take the human's side.
On the station humans enjoy a degree of superiority over other races, everyone you meet in a position of power will generally be a human. By default, the [[AI]] will apply the protections of its laws ONLY to humans, though they may extend that protection to other races out of preference provided doing so doesn't harm humans. Should a conflict arise between a human and another race, expect the AI to take the human's side.


'''Diet'''
'''Diet:'''


*Likes: Anything that's cooked
*Likes: Anything that's cooked
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*Toxic: None
*Toxic: None


'''Benefits'''
'''Benefits:'''


*AI Protection under the default Asimov lawset.
*AI Protection under the default Asimov lawset.
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*Strength in numbers.
*Strength in numbers.


'''Drawbacks'''
'''Drawbacks:'''


*Prone to mutation to other races.
*Prone to mutation to other races.
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Second class citizens, lizards are generally relegated to lower level work. Within a department a lizard staff member may enjoy anywhere from almost equal standing to obvious racism and disrespect, depending on their coworkers. They enjoy few advantages beyond their striking appearance.
Second class citizens, lizards are generally relegated to lower level work. Within a department a lizard staff member may enjoy anywhere from almost equal standing to obvious racism and disrespect, depending on their coworkers. They enjoy few advantages beyond their striking appearance.


'''Diet'''
'''Diet:'''


*Likes: Mice, Raw Normal Meat, Eggs (including raw), Organs, cooked Monster Meat.
*Likes: Mice, Raw Normal Meat, Eggs (including raw), Organs, cooked Monster Meat.
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*Toxic: None
*Toxic: None


'''Benefits'''
'''Benefits:'''


*Memorable appearance.
*Memorable appearance.
*Solidarity with lizards staffmates.
*Solidarity with lizards staffmates.


'''Drawbacks'''
'''Drawbacks:'''


*Likely target of racism.
*Likely target of racism.
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Human blood, resurrected through a plant. Phytosian/Podpeople are rare to see, often only making an appearance if the cloner has been destroyed or the power is out for an extended period of time. They thrive in light and can't survive darkness for too long.
Human blood, resurrected through a plant. Phytosian/Podpeople are rare to see, often only making an appearance if the cloner has been destroyed or the power is out for an extended period of time. They thrive in light and can't survive darkness for too long.


'''Diet'''
'''Diet:'''


*Likes: Light
*Likes: Light
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*Toxic: Alcohol
*Toxic: Alcohol


'''Benefits'''
'''Benefits:'''


*Gradually heals and gains nutrition in well lit areas.
*Gradually heals and gains nutrition in well lit areas.
*[[Critters#Hostile|Killer tomatoes]], [[Critters#Hostile_2|venus human traps]] and [[Critters#Hostile|pine trees]] are neutral toward them.
*[[Critters#Hostile|Killer tomatoes]], [[Critters#Hostile_2|venus human traps]] and [[Critters#Hostile|pine trees]] are neutral toward them.


'''Drawbacks'''
'''Drawbacks:'''


*Darkness drains nutrition.
*Darkness drains nutrition.
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A recently discovered race that inhabits orbital bodies with high concentrations of Plasma. Plasmamen have a hard time living on oxygen based space stations as they breath pure Plasma as their air supply, thus they wear special environmental suits to protect them. They have almost no advantages mechanics wise, and must rely on their skill and respect to get by.
A recently discovered race that inhabits orbital bodies with high concentrations of Plasma. Plasmamen have a hard time living on oxygen based space stations as they breath pure Plasma as their air supply, thus they wear special environmental suits to protect them. They have almost no advantages mechanics wise, and must rely on their skill and respect to get by.


'''Diet'''
'''Diet:'''


*Plasmamen do not need to eat.
*Plasmamen do not need to eat.


'''Benefits'''
'''Benefits:'''


*They stand out.
*They stand out.
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*Does not need to eat.
*Does not need to eat.


'''Drawbacks'''
'''Drawbacks:'''


*They stand out, badly.
*They stand out, badly.
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White-faced insect people with wings and antannae. Be the Mary Sue you were always meant to be with a shitload of color 'themes' to choose from.
White-faced insect people with wings and antannae. Be the Mary Sue you were always meant to be with a shitload of color 'themes' to choose from.


'''Diet'''
'''Diet:'''


*Likes: Vegetables, Dairy, & Clothes
*Likes: Vegetables, Dairy, & Clothes
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*Toxic: Raw meat, cooked meat, just don't eat something that moved and made noises.
*Toxic: Raw meat, cooked meat, just don't eat something that moved and made noises.


'''Benefits'''
'''Benefits:'''


*If your wings haven't been crisped, you can flutter around once gravity goes out.
*If your wings haven't been crisped, you can flutter around once gravity goes out.


'''Drawbacks'''
'''Drawbacks:'''


*Your eyes are extra sensitive to light. Welding needs both goggles plus a mask and flashbangs REALLY hurt, even with sunglasses on.
*Your eyes are extra sensitive to light. Welding needs both goggles plus a mask and flashbangs REALLY hurt, even with sunglasses on.
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Sentient lightbulbs. Be the natural enemy of [[Shadowlings]]. Complain you're not bright enough.
Sentient lightbulbs. Be the natural enemy of [[Shadowlings]]. Complain you're not bright enough.


'''Diet'''
'''Diet:'''


*Likes: Light, Cyborg Rechargers, Special foods
*Likes: Light, Cyborg Rechargers, Special foods
*Dislikes: Normal foods
*Dislikes: Normal foods


'''Benefits'''
'''Benefits:'''


*Your body is a flashlight.
*Your body is a flashlight.
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*Have special blood which electrocutes non-ethereals.
*Have special blood which electrocutes non-ethereals.


'''Drawbacks'''
'''Drawbacks:'''


*Can't gain nutrition from normal foods.
*Can't gain nutrition from normal foods.
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Humans augmented by incompetent roboticists. Have more quirks than regular augmented people but suffer greatly from a variety of drawbacks, many of which are able to kill them.
Humans augmented by incompetent roboticists. Have more quirks than regular augmented people but suffer greatly from a variety of drawbacks, many of which are able to kill them.


'''Diet'''
'''Diet:'''


*Likes: Power
*Likes: Power
*Dislikes: Anything else
*Dislikes: Anything else


'''Benefits'''
'''Benefits:'''


*Night Vision ability.
*Night Vision ability.
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*Alt+clicking a power source will replenish their hunger.
*Alt+clicking a power source will replenish their hunger.


'''Drawbacks'''
'''Drawbacks:'''


*Damaged by EMP.
*Damaged by EMP.
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*Running out of power will kill them.
*Running out of power will kill them.
*More susceptible to damage, individual limbs included.
*More susceptible to damage, individual limbs included.
'''Notes:'''
* Preternis with the smoker quirk should be smoking exclusively Premium or Cohiba Robusto cigars as they'll purge the nicotine of everything else too fast.


'''Where to find them:'''
'''Where to find them:'''
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Former humans who were converted to jelly by mutation toxin thus, becoming 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.
Former humans who were converted to jelly by mutation toxin thus, becoming 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.


'''Benefits'''
'''Benefits:'''


*Anything that would deal toxin damage will heal toxin damage instead.
*Anything that would deal toxin damage will heal toxin damage instead.
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**They can swap between bodies at will as long as they're conscious; dying in your current body will still kill you, being unconscious in one will trap you in that body.
**They can swap between bodies at will as long as they're conscious; dying in your current body will still kill you, being unconscious in one will trap you in that body.


'''Drawbacks'''
'''Drawbacks:'''


*Lose limbs when blood volume is low.
*Lose limbs when blood volume is low.
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One of the variants of the Jelly people, they are known for infusing their bodies with slime cores.
One of the variants of the Jelly people, they are known for infusing their bodies with slime cores.


'''Benefits'''
'''Benefits:'''


*Anything that would deal toxin damage will heal toxin damage instead.
*Anything that would deal toxin damage will heal toxin damage instead.
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**Every extract has a minor and major activation effect, having cooldowns accordingly. to the effect
**Every extract has a minor and major activation effect, having cooldowns accordingly. to the effect


'''Drawbacks'''
'''Drawbacks:'''


*Lose limbs when blood volume is low.
*Lose limbs when blood volume is low.
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Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with willing (optional) participants.
Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with willing (optional) participants.


'''Benefits'''
'''Benefits:'''


*Anything that would deal toxin damage will heal toxin damage instead.
*Anything that would deal toxin damage will heal toxin damage instead.
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**The linking lasts 60 seconds to complete and must agressive grab the victim.
**The linking lasts 60 seconds to complete and must agressive grab the victim.


'''Drawbacks'''
'''Drawbacks:'''


*Lose limbs when blood volume is low.
*Lose limbs when blood volume is low.
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Walking abominations of mishmatched 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.
Walking abominations of mishmatched 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.


'''Benefits'''
'''Benefits:'''


*None.
*None.


'''Drawbacks'''
'''Drawbacks:'''


*Buz-zz-zing lisp.
*Buz-zz-zing lisp.
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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.
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.


'''Benefits'''
'''Benefits:'''


*Extremely resilient to brute damage.
*Extremely resilient to brute damage.
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*It beats being dead.
*It beats being dead.


'''Drawbacks'''
'''Drawbacks:'''


*Bound to will of creator unless freed.
*Bound to will of creator unless freed.
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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.
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.


'''Benefits'''
'''Benefits:'''


*Don't need to breathe.
*Don't need to breathe.
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*Can attach limbs from the ground without surgery.
*Can attach limbs from the ground without surgery.


'''Drawbacks'''
'''Drawbacks:'''


*Loses limbs easily.
*Loses limbs easily.
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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.
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.


'''Benefits'''
'''Benefits:'''


*Don't need to breathe.
*Don't need to breathe.
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*Healed by toxins.
*Healed by toxins.


'''Drawbacks'''
'''Drawbacks:'''


*Damaged by anti-toxins.
*Damaged by anti-toxins.
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They share many of the passive effects of [[shadowling]]s, but none of their innate spells or abilities. They are far less a threat.
They share many of the passive effects of [[shadowling]]s, but none of their innate spells or abilities. They are far less a threat.


'''Benefits'''
'''Benefits:'''


*Gradually heals in the dark.
*Gradually heals in the dark.
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*Immune to viruses.
*Immune to viruses.


'''Drawbacks'''
'''Drawbacks:'''


*Will perish in the light.
*Will perish in the light.
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Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh.
Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh.


'''Benefits'''
'''Benefits:'''


*Immune to all chemicals but synthflesh.
*Immune to all chemicals but synthflesh.
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*Gains all the passive bonuses/immunities of the race they're disguised as, until the disguise falls.
*Gains all the passive bonuses/immunities of the race they're disguised as, until the disguise falls.


'''Drawbacks'''
'''Drawbacks:'''


*Usually valid. Expect the crew to attack you if you're revealed as synth.
*Usually valid. Expect the crew to attack you if you're revealed as synth.
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Humanlike robots, distant cousins of synths. A similar result can be achieved by fully augmenting a human.
Humanlike robots, distant cousins of synths. A similar result can be achieved by fully augmenting a human.


'''Benefits'''
'''Benefits:'''


*Does not bleed.
*Does not bleed.
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*Can repair brute damage with welding and burn damage by replacing wires.
*Can repair brute damage with welding and burn damage by replacing wires.


'''Drawbacks'''
'''Drawbacks:'''


*Cannot heal brute and burn damage with conventional means.
*Cannot heal brute and burn damage with conventional means.
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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.
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.


'''Benefits'''
'''Benefits:'''


*Does not bleed.
*Does not bleed.
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*Can communicate without restrictions with fellow abductors.
*Can communicate without restrictions with fellow abductors.


'''Drawbacks'''
'''Drawbacks:'''


*Can't use guns, except the one they start with.
*Can't use guns, except the one they start with.
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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, althought that will only change their appearance.
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, althought that will only change their appearance.


'''Benefits'''
'''Benefits:'''


*Extremely resilient to brute damage.
*Extremely resilient to brute damage.
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*Are immune to the effects of radiation.
*Are immune to the effects of radiation.


'''Drawbacks'''
'''Drawbacks:'''


*Extremely slow.
*Extremely slow.
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