User:AMyriad: Difference between revisions

Jump to navigation Jump to search
29 bytes added ,  09:06, 31 October 2023
Line 8: Line 8:
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Benefits
! 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" |Drawbacks
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="165" |Command Roles
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="170" |Command Roles
|-
|-
![[File:humans.png|128px|link=Humans]]<br>{{anchor|Humans}}[[Humans|Human]]
![[File:humans.png|128px|link=Humans]]<br>{{anchor|Humans}}[[Humans|Human]]
Line 224: Line 224:
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;"
{| 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;" |Description
! 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" |Diet
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Benefits
! 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" |Drawbacks
! scope="col" class="unsortable" style="background-color:#A9A9A9;" |Found
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="170" |Command Roles
|-
|-
![[File:Felinids.png|148px|link=Felinid]]<br>{{anchor|Felinid}}Felinid
![[File:Felinids.png|148px|link=Felinid]]<br>{{anchor|Felinid}}Felinid
Line 251: Line 251:
*[[Chief Medical Officer]]
*[[Chief Medical Officer]]
|}
|}
== Halloween Races==
==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.
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;"
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;"
Line 258: Line 258:
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Diet
! 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" |Benefits
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" | Drawbacks
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks
|-
|-
![[File:Dullahan.png|164px|link=Dullahan]]<br>{{anchor|Dullahan}}Dullahan
![[File:Dullahan.png|164px|link=Dullahan]]<br>{{anchor|Dullahan}}Dullahan
|A headless human, rarely seen outside Halloween. One of the weakest Halloween races, as you rely on your vulnerable head for sight and life.
|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.
*Does not need to eat.
Line 271: Line 271:
*Unrevivable if the head is destroyed or cut open.
*Unrevivable if the head is destroyed or cut open.
|-
|-
![[File:Skeletons.png|128px|link=Skeleton]]<br>{{anchor|Skeleton}}Lesser Skeleton  
![[File:Skeletons.png|128px|link=Skeleton]]<br>{{anchor|Skeleton}}Lesser Skeleton
|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.
|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.
*Does not need to eat.
|
|
*Don't need to breathe.
*Don't need to breathe.
* Can survive in extreme temperatures.
*Can survive in extreme temperatures.
*Have no blood to lose.
* Have no blood to lose.
*Immune to the effects of radiation, viruses, embedding and chemical injections.
*Immune to the effects of radiation, viruses, embedding and chemical injections.
*Does not need to eat.
*Does not need to eat.
*Can attach limbs from the ground without surgery.
*Can attach limbs from the ground without surgery.
*Always appears dead on mediHUDs.
*Always appears dead on mediHUDs.
|  
|
*Loses limbs easily.
* Loses limbs easily.
*Immune to medical injections.
*Immune to medical injections.
*Always appears dead on mediHUDs.
*Always appears dead on mediHUDs.
Line 291: Line 291:
|Cloth golems closely resemble a mummy, and are faster than other golems.
|Cloth golems closely resemble a mummy, and are faster than other golems.
|
|
*Does not need to eat.
* Does not need to eat.
|  
|
*Able to reform themselves after death, provided their remains aren't burned or destroyed.
*Able to reform themselves after death, provided their remains aren't burned or destroyed.
*Magic resistant.
* Magic resistant.
* Faster than other golems.
*Faster than other golems.
* No blood.
*No blood.
*Does not breath.
*Does not breath.
|
|
*Very flammable.
* Very flammable.
*Weaker than other golems.
*Weaker than other golems.
* Less resilient than other golems.
*Less resilient than other golems.
*Cannot use guns.
*Cannot use guns.
|}
|}


=Human Mutants=
=Human Mutants=
Line 309: Line 310:
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;"
{| 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;" | Description
! 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" |Benefits
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" | Drawbacks
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Found
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Found
|-
|-
![[File:Slimepeople.png|128px|link=Slimepeople]]<br>{{anchor|Slimepeople}}Slimepeople  
![[File:Slimepeople.png|128px|link=Slimepeople]]<br>{{anchor|Slimepeople}}Slimepeople
|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.
|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.
|
|
*Anything that would deal toxin damage will heal toxin damage instead.
*Anything that would deal toxin damage will heal toxin damage instead.
*Full immunity from the wrath of hungry slimes.
*Full immunity from the wrath of hungry slimes.
* Toxic blood that can poison others if ingested.
*Toxic blood that can poison others if ingested.
*Immunity to viruses.
*Immunity to viruses.
*Immunity to bleeding out.
*Immunity to bleeding out.
*Take half damage from fire and laser weaponry.
*Take half damage from fire and laser weaponry.
* Take a quarter of damage from heat.
*Take a quarter of damage from heat.
*Can grow limbs back using their slime-like blood.
*Can grow limbs back using their slime-like blood.
*Can split themselves to create spare bodies.
*Can split themselves to create spare bodies.
|
|
* Lose limbs when blood volume is low.
*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.
*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.
*Nonhuman to the AI.
Line 335: Line 336:
|-
|-
![[File:Luminescents.png|128px|link=Luminescents]]<br>{{anchor|Luminescents}}Luminescents
![[File:Luminescents.png|128px|link=Luminescents]]<br>{{anchor|Luminescents}}Luminescents
|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.
|
|
*Anything that would deal toxin damage will heal toxin damage instead.
*Anything that would deal toxin damage will heal toxin damage instead.
*Full immunity from the wrath of hungry slimes.
*Full immunity from the wrath of hungry slimes.
* Toxic blood that can poison others if ingested.
*Toxic blood that can poison others if ingested.
*Immunity to viruses.
*Immunity to viruses.
*Immunity to bleeding out.
*Immunity to bleeding out.
*Take half damage from fire and laser weaponry.
* Take half damage from fire and laser weaponry.
*Take a quarter of damage from heat.
*Take a quarter of damage from heat.
*Can grow limbs back using their slimelike blood.
*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]].
*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.
*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.
*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.
*Nonhuman to the AI.
Line 367: Line 368:
*Can perform a slime link with anyone that is not mindshielded, magic immune, already linked or dead.
*Can perform a slime link with anyone that is not mindshielded, magic immune, already linked or dead.
|
|
*Lose limbs when blood volume is low.
* 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.
*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.
*Nonhuman to the AI.
Line 378: Line 379:
|
|
*None.
*None.
|
|  
*Buz-zz-zing lisp.
*Buz-zz-zing lisp.
*Grotesque appearance.
*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).
*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]].
*Near a [[teleporter]].
|}
|}
Line 389: Line 390:
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;"
{| 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;" | Description
! 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" |Benefits
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks
Line 399: Line 400:
*Extremely resilient to brute damage.
*Extremely resilient to brute damage.
*Spaceworthy: immune to pressure, temperature, and breathing.
*Spaceworthy: immune to pressure, temperature, and breathing.
*Their punches deal high damage and can stun.
* Their punches deal high damage and can stun.
*Have no blood to lose.
* Have no blood to lose.
*Immune to the effects of radiation, embedding and chemical injections.
*Immune to the effects of radiation, embedding and chemical injections.
|
|
*Bound to the will of the creator unless freed.
* Bound to the will of the creator unless freed.
*Extremely slow.
*Extremely slow.
*Immune to cryogenic drugs.
*Immune to cryogenic drugs.
Line 413: Line 414:
*[[Xenobiology]].
*[[Xenobiology]].
|}
|}
=Exotic Races=
=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.
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;"
{| 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;" | Description
! 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" |Benefits
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks
! scope="col" class="unsortable" style="background-color:#A9A9A9;" width="200" |Drawbacks
Line 423: Line 424:
|-
|-
![[File:skeletons.png|128px|link=Skeletons]]<br>{{anchor|Skeletons}}Skeleton
![[File:skeletons.png|128px|link=Skeletons]]<br>{{anchor|Skeletons}}Skeleton
|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.  
|
|
*Don't need to breathe.
*Don't need to breathe.
Line 432: Line 433:
*Immune to item embedding.
*Immune to item embedding.
*Immune to chemical injections.
*Immune to chemical injections.
*Does not need to eat.
* Does not need to eat.
*Can attach limbs from the ground without surgery.
*Can attach limbs from the ground without surgery.
|
|
Line 438: Line 439:
*Too spooky for most to tolerate.
*Too spooky for most to tolerate.
*Immune to medical injections.
*Immune to medical injections.
|  
|
*With [[wizard|wizards]].
*With [[wizard|wizards]].
|-
|-
Line 453: Line 454:
|
|
*Damaged by anti-toxins.
*Damaged by anti-toxins.
* Loses limbs easily.
*Loses limbs easily.
*Moves slowly.
*Moves slowly.
*Very hard to understand.
*Very hard to understand.
* Very hard to look at.
*Very hard to look at.
|
|
*N/A
*N/A
Line 466: Line 467:
*Gradually heals in the dark.
*Gradually heals in the dark.
*Don't need to breathe.
*Don't need to breathe.
* Have no blood to lose.
*Have no blood to lose.
*Are immune to the effects of radiation.
*Are immune to the effects of radiation.
*Can see far in the dark.
*Can see far in the dark.
Line 476: Line 477:
*In the darkness.
*In the darkness.
|-
|-
![[File:Changeling.gif|96px|link=Synths]][[File:Synth_revealed.png|96px|link=Synths]]<br>{{anchor|Synths}}Synths  
![[File:Changeling.gif|96px|link=Synths]][[File:Synth_revealed.png|96px|link=Synths]]<br>{{anchor|Synths}}Synths
| 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.
|
|
*Immune to all chemicals but synthflesh.
*Immune to all chemicals but synthflesh.
Line 483: Line 484:
*Does not need to breathe.
*Does not need to breathe.
*Immune to viruses.
*Immune to viruses.
*Can't be dismembered.
* Can't be dismembered.
* Does not need to eat.
*Does not need to eat.
* 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.
*25% natural armor against all damages (military synth only).
*25% natural armor against all damages (military synth only).
*High punch damage, with 50% chance of stunning on hit (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).
* 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.
*Usually valid. Expect the crew to attack you if you're revealed as synth.
*Disguise falls if you take more than 25 damage.
*Disguise falls if you take more than 25 damage.
Line 505: Line 506:
*Can repair brute damage with welding and burn damage by replacing wires.
*Can repair brute damage with welding and burn damage by replacing wires.
|
|
*Cannot heal brute and burn damage with conventional means.
* Cannot heal brute and burn damage with conventional means.
* Paralyzed and heavily damaged by EMPs.
*Paralyzed and heavily damaged by EMPs.
|
|
*Xenobiology
*Xenobiology
|-
|-
![[File:Abductor_base.png|96px|link=Abductor]]<br>{{anchor|Abductor}}[[Abductor]]s
![[File:Abductor_base.png|96px|link=Abductor]]<br>{{anchor|Abductor}}[[Abductor]]s  
|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.
|
|
*Does not bleed.
*Does not bleed.
* Does not need to breathe.
*Does not need to breathe.
* Is immune to viruses.
*Is immune to viruses.
*Can use abductor-specific equipment.
*Can use abductor-specific equipment.
*Can see in the dark for short ranges.
*Can see in the dark for short ranges.
*Can communicate without restrictions with fellow abductors.
*Can communicate without restrictions with fellow abductors.  
|
|  
*Can't use guns, except the one they start with.
*Can't use guns, except the one they start with.
*Cannot be heard by non-abductors when speaking.
*Cannot be heard by non-abductors when speaking.
Line 529: Line 530:
|
|
*Extremely resilient to brute damage.
*Extremely resilient to brute damage.
*Spaceworthy: immune to pressure, temperature, and breathing.
* Spaceworthy: immune to pressure, temperature, and breathing.
*Improved unarmed attacks.
*Improved unarmed attacks.
*Have no blood to lose.
*Have no blood to lose.
Line 537: Line 538:
*Immune to cryogenic drugs.
*Immune to cryogenic drugs.
*Cannot equip clothing.
*Cannot equip clothing.
*Cannot use guns.
*Cannot use guns.  
|
|
*[[Lavaland]]
*[[Lavaland]]
|}
|}
=How To Pick A Race=
=How To Pick A Race=
To play one of the mentioned races, there are many overlapping options:  
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.
*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.
* 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:  
* Mutation toxins change your race and randomise your appearance. Ask xenobiology for some:
**Stable Mutation Toxin ('''Human''')
**Stable Mutation Toxin ('''Human''')
**Mutation Toxin ('''Slimepeople''')
**Mutation Toxin ('''Slimepeople''')
Wiki Team
215

edits

Navigation menu