Wiki Team
215
edits
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*'''Dislikes:''' Raw food | *'''Dislikes:''' Raw food | ||
*'''Toxic:''' None | *'''Toxic:''' None | ||
| | | | ||
*AI Protection under the Asimov lawset. | *AI Protection under the Asimov lawset. | ||
*Able to work as any [[Command_Staff|Command Job]]. | *Able to work as any [[Command_Staff|Command Job]]. | ||
*The only species able to serve as [[Captain]]. | *The only species able to serve as [[Captain]]. | ||
*No money diverted from paychecks. | * No money diverted from paychecks. | ||
*Inherent ability to speak English. | *Inherent ability to speak English. | ||
| | | | ||
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|- | |- | ||
![[File:lizardpeople.png|166px|link=Lizardperson]]<br>{{anchor|Lizardperson}}[[Lizardperson|Lizardperson/Vuulek]] | ![[File:lizardpeople.png|166px|link=Lizardperson]]<br>{{anchor|Lizardperson}}[[Lizardperson|Lizardperson/Vuulek]] | ||
|Vuulen are lizard-like humanoids commonly | |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 | *'''Likes:''' Both raw and cooked meat, seafood, and fruit | ||
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| | | | ||
*Can only receive blood transfusions from other vuulen. | *Can only receive blood transfusions from other vuulen. | ||
*Unable to wear most footwear on account of | *Unable to wear most footwear on account of digitigrade legs. | ||
*Noticeable hisssing. | *Noticeable hisssing. | ||
| | | | ||
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*'''Dislikes:''' All other food | *'''Dislikes:''' All other food | ||
*'''Toxic:''' Alcohol | *'''Toxic:''' Alcohol | ||
| | | | ||
*Gradually heals and gains nutrition in well lit areas. | *Gradually heals and gains nutrition in well lit areas. | ||
*Able to breathe both oxygen and CO2. | *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. | *[[Critters#Hostile|Killer tomatoes]], [[Critters#Hostile_2|venus human traps]] and [[Critters#Hostile|pine trees]] are neutral toward them. | ||
| | | | ||
* Darkness drains nutrition. | *Darkness drains nutrition. | ||
*If starving, takes damage overtime. | *If starving, takes damage overtime. | ||
*Extra vulnerable to chemicals designed to kill plant life. | * Extra vulnerable to chemicals designed to kill plant life. | ||
*Takes twice as much damage from burns and acid. | *Takes twice as much damage from burns and acid. | ||
*Vulnerable to hotter/colder temperatures. | *Vulnerable to hotter/colder temperatures. | ||
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*Immunity to radiation. | *Immunity to radiation. | ||
*Immunity to the cold. | *Immunity to the cold. | ||
*Cannot be husked. | * Cannot be husked. | ||
*They have no blood, and cannot bleed. | *They have no blood, and cannot bleed. | ||
*Ability to breathe plasma. | * Ability to breathe plasma. | ||
*No need to eat or sleep. | *No need to eat or sleep. | ||
*No money diverted from paychecks due to their human origins. | * No money diverted from paychecks due to their human origins. | ||
*Inherent ability to speak Bonespeak. | *Inherent ability to speak Bonespeak. | ||
| | | | ||
*Oxygen is toxic to them. | *Oxygen is toxic to them. | ||
*Exposure to oxygen will cause them to catch on fire and burn continuously. | *Exposure to oxygen will cause them to catch on fire and burn continuously. | ||
*They rely on a constant source of plasma air to survive. | *They rely on a constant source of plasma air to survive. | ||
*Unique anatomy, lacking a heart meaning they can't be revived by defibrillation. | * Unique anatomy, lacking a heart meaning they can't be revived by defibrillation. | ||
*Unable to wear most headgear. | *Unable to wear most headgear. | ||
*Completely dependent on sealed clothing such as their envirosuit and helmet. | * Completely dependent on sealed clothing such as their envirosuit and helmet. | ||
*More vulnerable to brute damage. | *More vulnerable to brute damage. | ||
*Very vulnerable to high temperatures. | *Very vulnerable to high temperatures. | ||
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![[File:Moths.gif|100px|link=Mothpeople]]<br>{{anchor|Mothpeople}}[[Mothperson|Mothperson/Ex'hai]] | ![[File:Moths.gif|100px|link=Mothpeople]]<br>{{anchor|Mothpeople}}[[Mothperson|Mothperson/Ex'hai]] | ||
|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. | |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 | *'''Likes:''' Vegetables and sugar | ||
*'''Dislikes:''' Dairy | *'''Dislikes:''' Dairy | ||
*'''Toxic:''' Raw meat, cooked meat, seafood, just don't eat anything that moved and made noises. | *'''Toxic:''' Raw meat, cooked meat, seafood, just don't eat anything that moved and made noises. | ||
| | | | ||
*Able to fly in zero gravity, as long as there's an atmosphere. | * Able to fly in zero gravity, as long as there's an atmosphere. | ||
*Slightly resistant to brute damage. | *Slightly resistant to brute damage. | ||
*Able to eat cloth for nourishment. | *Able to eat cloth for nourishment. | ||
*Inherent ability to speak Mothian. | *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. | *Their eyes are very sensitive to light. Welding needs both goggles and a mask, and sunglasses won't protect from bright flashes. | ||
*Slightly more vulnerable to burns. | * Slightly more vulnerable to burns. | ||
*Fire can and will burn off their fragile wings. | * Fire can and will burn off their fragile wings. | ||
*They take 10x damage from fly swatters. | *They take 10x damage from fly swatters. | ||
*They take 3x damage from pest spray. | *They take 3x damage from pest spray. | ||
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|- | |- | ||
![[File:Preterni.png|100px|link=Preternis]]<br>{{anchor|Preternis}}[[Preternis]] | ![[File:Preterni.png|100px|link=Preternis]]<br>{{anchor|Preternis}}[[Preternis]] | ||
| 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. | |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, junk food, fried food, fruit, sugar | *'''Likes:''' Power, junk food, fried food, fruit, sugar | ||
*'''Dislikes:''' Anything else | *'''Dislikes:''' Anything else | ||
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|- | |- | ||
![[File:Polysmorph.png|80px|link=Polysmorph]]<br>{{anchor|Polysmorph}}[[Polysmorph]] | ![[File:Polysmorph.png|80px|link=Polysmorph]]<br>{{anchor|Polysmorph}}[[Polysmorph]] | ||
| 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. | |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. | *'''Likes:''' Meat. | ||
*'''Dislikes:''' Grain, dairy, vegetables, fruit. | *'''Dislikes:''' Grain, dairy, vegetables, fruit. | ||
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*Can breathe both oxygen and plasma. | *Can breathe both oxygen and plasma. | ||
| | | | ||
*More damage from heat sources. | * More damage from heat sources. | ||
*More damage from burns. | *More damage from burns. | ||
*Cannot wear shoes. | *Cannot wear shoes. | ||
*Likely subject to racism | *Likely subject to racism | ||
| | | | ||
*[[Head of Security]] | *[[Head of Security]] | ||
*[[Chief Engineer]] | *[[Chief Engineer]] | ||
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|- | |- | ||
![[File:IPC.png|80px|link=IPC]]<br>{{anchor|IPC}}[[IPC]] | ![[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. | | 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 | *'''Likes:''' APCs, cyborg rechargers | ||
*'''Dislikes:''' Normal food | *'''Dislikes:''' Normal food | ||
| | | | ||
*Doesn't breathe. | * Doesn't breathe. | ||
*Immune to toxin damage. | * Immune to toxin damage. | ||
* Immune to cloning damage. | *Immune to cloning damage. | ||
*Immune to radiation. | *Immune to radiation. | ||
* Takes 20% less stamina damage. | *Takes 20% less stamina damage. | ||
*Revived using an [[File:Circuitboard.png]]Emergency Reboot Board. | *Revived using an [[File:Circuitboard.png]]Emergency Reboot Board. | ||
*Can reattach their limbs. | *Can reattach their limbs. | ||
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*[[Chief Medical Officer]] | *[[Chief Medical Officer]] | ||
|} | |} | ||
==Donator Races== | == 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. | 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;" | {| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="100%" style="background-color:#DCDCDC;" | ||
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*More sensitive to loud noises (flashbangs). | *More sensitive to loud noises (flashbangs). | ||
*Easily distracted by laser pointers. | *Easily distracted by laser pointers. | ||
| | | | ||
*[[Captain]] | *[[Captain]] | ||
*[[Head of Personnel]] | *[[Head of Personnel]] | ||
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|- | |- | ||
![[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. | ||
| | | | ||
*No hunger. | *No hunger. | ||
*No need to breathe. | *No need to breathe. | ||
* Head is separated from the body and can be carried as an item. | *Head is separated from the body and can be carried as an item. | ||
| | | | ||
*Unrevivable if the head is destroyed or cut open. | *Unrevivable if the head is destroyed or cut open. | ||
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![[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. | ||
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*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. | ||
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|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. | ||
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*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. | ||
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*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. | ||
*Take triple damage from sources of cold. | *Take triple damage from sources of cold. | ||
| | | | ||
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|- | |- | ||
![[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. | ||
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*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. | ||
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*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. | ||
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| | | | ||
*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]]. | ||
|} | |} | ||
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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. | ||
| | | | ||
*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. | ||
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*Cannot equip clothing. | *Cannot equip clothing. | ||
*Cannot use guns. | *Cannot use guns. | ||
*Often prejudiced against and slain without mercy by [[Security]] at the first sign of trouble. | * Often prejudiced against and slain without mercy by [[Security]] at the first sign of trouble. | ||
| | | | ||
*[[Xenobiology]]. | *[[Xenobiology]]. | ||
|} | |} | ||
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|- | |- | ||
![[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. | ||
*Can survive in extreme temperatures. | *Can survive in extreme temperatures. | ||
*Have no blood to lose. | * Have no blood to lose. | ||
*Are immune to the effects of radiation. | *Are immune to the effects of radiation. | ||
*Immune to viruses. | *Immune to viruses. | ||
*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. | ||
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*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 attach limbs from the ground without surgery. | *Can attach limbs from the ground without surgery. | ||
*Immune to viruses. | *Immune to viruses. | ||
*Healed by toxins. | *Healed by toxins. | ||
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| | | | ||
*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. | ||
*Immune to viruses. | *Immune to viruses. | ||
| | | | ||
*Will perish in the light. | *Will perish in the light. | ||
*Generally impossible to maintain a normal life on the station. | *Generally impossible to maintain a normal life on the station. | ||
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|- | |- | ||
![[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. | ||
*Immune to radiation. | *Immune to radiation. | ||
*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. | ||
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![[File:Androids.png|96px|link=Androids]]<br>{{anchor|Androids}}Androids | ![[File:Androids.png|96px|link=Androids]]<br>{{anchor|Androids}}Androids | ||
|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. | ||
| | | | ||
*Does not bleed. | *Does not bleed. | ||
*Immune to viruses. | *Immune to viruses. | ||
* Does not need to eat. | * Does not need to eat. | ||
*Immune to gases. | *Immune to gases. | ||
*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. | ||
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*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. | ||
| | | | ||
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*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. | ||
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*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''') | ||
**Imperfect Mutation Toxin ('''Jellypeople''') | **Imperfect Mutation Toxin ('''Jellypeople''') | ||
**Shadow Mutation Toxin ('''Shadowpeople''') | **Shadow Mutation Toxin ('''Shadowpeople''') |