Difference between revisions of "Guide to races"

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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.
+
During your time on ships and stations 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<br>
 +
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.
  
 
=Roundstart Races=
 
=Roundstart Races=
On tgstation, 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.
+
On NSV13, 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.<br>
 +
In order to maximize efficiency onboard Nanotrasen Solgov Vessels, all artificial intelligence start their shift with either the Crewmov or the Corporate Lawset, this renders any and all racial protection by the AI null.
  
===[[Humans]]===
+
==={{anchor|Humans}}[[Humans]]===
 
[[File:humans.png]]
 
[[File:humans.png]]
  
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.
+
The most commonly found species amidst Nanotrasen Space Vessels and stations alike.
 +
 
 +
'''Gameplay'''
 +
Perform your job to the best of your ability along with the rest of the crew, be a leading example of the Federation that keeps the Galaxy in Peace.
 +
 
 +
 
 +
'''Diet'''
 +
* Likes: Fried food and junkfood, often combined into a heavenly form known as fast food.
 +
* Dislikes: Raw food.
  
 
'''Benefits'''
 
'''Benefits'''
* AI Protection.
+
* Nothing particularly.
* Domination of [[Command_Staff|Command Jobs]].
 
* Strength in numbers.
 
  
 
'''Drawbacks'''
 
'''Drawbacks'''
* Prone to mutation to other races.
+
* None at all.
* No special traits.
 
  
 
'''Where to find them:'''
 
'''Where to find them:'''
 
* Everywhere.
 
* Everywhere.
  
===[[Lizardperson|Lizardpeople]]===
+
==={{anchor|Lizardperson}}[[Lizardperson|Lizardpeople]]===
 
[[File:lizardpeople.png]]
 
[[File:lizardpeople.png]]
  
Second class citizens, lizards are generally regulated 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.
+
Hardworking and knowledgable individuals, they tend to be found in manual labor jobs but can take any posiiton they're qualified for.  
 +
They enjoy have a minor resistant to heat damage.<br>
 +
Their appearance and naming conventions are loosely derived from the Argonians, of Skyrim.
 +
 
 +
'''Gameplay'''
 +
 
 +
Speak with a fun hissy accent and tear into any meat you find, know more than anyone else on the ship and laugh at how incompetent everyone else is.  
 +
Work hard and make the Draconian Empire proud!
 +
 
 +
'''Diet'''
 +
* Likes: Meat and disgusting things like small creatures that run around on four legs famous for disease
 +
* Dislikes: Grain and dairy, what kind of creature would hate pizza or cake?!
  
 
'''Benefits'''
 
'''Benefits'''
 
* Memorable appearance.
 
* Memorable appearance.
 
* Solidarity with lizards staffmates.
 
* Solidarity with lizards staffmates.
 +
* Lizardpeople take a bit less heat damage.
 +
* Lizard tails and hides can be used to craft sought after items like lizard wine, the Liz O' Nine Tails and lizard cloche hats.
  
 
'''Drawbacks'''
 
'''Drawbacks'''
* Likely target of racism.
 
* Also prone to mutation to mutant races.
 
 
* Noticeable lisssp.
 
* Noticeable lisssp.
* Poor ability to hide their identity.
+
* 50% more cold damage.
* The AI and its minions are almost always free to maim or kill you if you are seen harming a human.
+
* ''Your'' lizard tail and hide can be used to craft sought-after items.
 +
 
 +
'''Where to find them:'''
 +
* Typically in Engineering and other manual labor jobs, though some are found in higher end jobs such as Command.
 +
 
 +
==={{anchor|Plasmaman}}[[Plasmaman]]===
 +
[[File:Plasmaman.png|120px]]
 +
 
 +
A recently discovered race that inhabits asteroids and gas giants.<br>
 +
Plasmamen have a hard time living on oxygen based space stations as they breathe pure Plasma as their air supply, thus they wear special environmental suits to protect them.<br>
 +
They have almost no advantages mechanics wise, and must rely on their skill and respect to get by.
 +
 
 +
 
 +
'''Gameplay'''
 +
 
 +
Light the entirety of the station on fire. Be immune to cold environments, die in seconds to hot ones. Claim that you're a space beast that's come to kill everything, ever.
 +
 
 +
'''Diet'''
 +
* Likes: Vegetables.
 +
* Dislikes: Fruit, only the flesh is weak to scurvy.
 +
 
 +
'''Benefits'''
 +
* They stand out.
 +
* Can use their bodies drawback of setting on fire offensively to scare off attackers.
 +
* Flash-proof, welding-safe helmet.
 +
* Immune to cold, viruses, and radiation.
 +
* Can't bleed.
 +
* Does not need to eat.
 +
 
 +
'''Drawbacks'''
 +
* They stand out, badly.
 +
* They rely on a constant source of Plasma air to survive.
 +
* If exposed to Oxygen their body will catch on fire.
 +
* 150% damage from brute, heat and fire.
 +
* They are stuck inside an environment suit. [Replaceable by Hardsuit or EVA spacesuit]
 +
* Can't drink or eat through helmet, so dependent on injections and patches.
 +
* No easy ability to hide their identity.
 +
* Can be cloned, but incompetent medical staff will always fuck it up.
 +
* Cannot be defibrillated.
 +
 
 +
'''Where to find them:'''
 +
* Atmospheric and Engineering, occasionally in Cargo.
 +
 
 +
==={{anchor|Mothpeople}}[[Mothpeople]]===
 +
[[File:Moths.gif|90px]]
 +
 
 +
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.
 +
 
 +
'''Gameplay'''
 +
 
 +
Get everything unique about you as a species removed by deranged people, but manage to sneak past a free infinite jetpack that never activates when you need it to. Turn into toothpaste when you hack a door wrong.
 +
 
 +
'''Diet'''
 +
* Likes: Vegetables & Dairy, Clothing, Fur.
 +
* Dislikes: Fruit.
 +
* Toxic: Raw meat, cooked meat, just don't eat something that moved and made noises.
 +
 
 +
'''Benefits'''
 +
* If your wings haven't been crisped, you can flutter around once gravity goes out.
 +
* Can eat clothing or eat the fur from creatures.
 +
 
 +
'''Drawbacks'''
 +
* Your eyes are extra sensitive to light. Welding needs both goggles plus a mask and flashbangs REALLY hurt, even with sunglasses on.
 +
* Badly hurt by fly swatters. [10x damage]
 +
* Vulnerable to pest spray. [3x damage]
 +
* Fire will burn your wings off, disabling its benefits.
 +
* Nonsensical 'fluttering' speech tag.
 +
 
 +
'''Where to find them:'''
 +
* Near a light bulb or [[Tesla_Engine|Tesla engine]].
 +
 
 +
==={{anchor|Ethereals}}[[Ethereals]]===
 +
[[File:Ethereal.png|90px]]
 +
 
 +
Walking lightbulbs that are named after celestial bodies.
 +
 
 +
'''Diet'''
 +
* Likes: Ethereal food (High-power energy bars, [[Food#Burgers|empowered burgers]]). Electricity, whether through [[Cyborg]] rechargers, [[Engineering_items#APC|APCs]] or indirectly through lightbulbs and power cells.
 +
 
 +
'''Gameplay'''
 +
 
 +
Crumple over dead when you inevitably forget to charge yourself. Laugh off touching that live wire that just killed your fellow crewman. Act as a mobile source of light for your crew members against your will. Be swarmed by moth players.
 +
 
 +
'''Benefits'''
 +
* They're walking flashlights.
 +
* Even better when emagged.
 +
* Deal burn damage instead of brute damage when punching things.
 +
* Highly resistant to electricity.
 +
* Can crystallize on death, self reviving a few minutes later if nothing breaks the crystal.
 +
 
 +
'''Drawbacks'''
 +
* They're walking flashlights.
 +
* Vulnerable to brute damage.
 +
* Can only regain nutrition through various electrical sources and special Ethereal food.
 +
* When very low on nutrition, takes increasing toxin damage and is even more vulnerable to brute.
 +
* Getting hit by an EMP will deplete all of your nutrition.
 +
* Only crystallize a maximum of once every few minutes, and wake up with a [[Guide_to_Traumas|permanent brain trauma]] every time you do.
 +
 
 +
 
 +
'''Where to find them:'''
 +
* At [[Robotics]] and [[Engineering]], along with Command.
 +
 
 +
==={{anchor|IPC}}[[IPC|IPC]]===
 +
[[File:IPC.png]]
 +
 
 +
Integrated positronic chassis, also known as TV heads. They're faster than all the other races but are vulnerable to brute and burn damage.
 +
 
 +
'''Gameplay'''
 +
 
 +
Simultaneously be the most obnoxious and yet robust player every round. Get screwed over when you get gibbed and cry when medical uses surgery to fix you instead of taking you to robotics.
 +
 
 +
'''Benefits'''
 +
* Aesthetic TV head capable of changing looks, you stand out.
 +
* They can heal brute damage with a welder and burn with a cable coil.
 +
* Move slightly faster
 +
* Can be field revived with a cyborg reset board, welder and cable coils.
 +
* They stand out due to their TV head.
 +
* No need for eating.
 +
* Immune to cold and do not need to breathe.
 +
* Cannot process any reagents.
 +
* Flash proof eyes.
 +
* Immune to disease.
 +
 
 +
'''Drawbacks'''
 +
* Cannot perform CPR due to lack of breathing.
 +
* Cannot be cloned, incompetent Roboticists will borg you instead of reviving you.
 +
* Take almost 2x burn damage, capable of being critted in 4 welder hits, along with having a 1.3 brute modifier.
 +
* You stand out without a helmet.
 +
* Cannot process any reagents.
 +
* EMPs will deal 20 - 60 brute damage and stun you for 10 - 20 seconds and make you speak Galactic Uncommon which no one knows except for you.
 +
* Need to stand still for a few seconds to heal with a cable coil.
 +
* You will be killed by most conversion antags due to the difficulty of keeping you around.
 +
* Revenants can EMP you and kill you.
 +
* Takes water damage in the pool.
 +
 
 +
'''Where to find them:'''
 +
* Almost everywhere, but likely to be [[Atmospherics]] or [[Robotics]].
 +
 
 +
==={{anchor|Flyperson}}[[Flyperson|Flypeople]]===
 +
[[File:flypeople.png]]
 +
 
 +
Walking abominations of mishmatched DNA caused by teleporter malfunctions. Careful use and upgrading of the teleporter can assure those that dabble with it don't end up in this sorry state.<br>
 +
Like the lizard races, there's absolutely nothing redeemable about existing like this, unless you just enjoy being a freak.
 +
 
 +
'''Gameplay'''
 +
 
 +
Annoy the chef for his cheese, vomit on his food and kill Pete because <strike>you need barf fuel</strike> muh self defense. Start getting voices in your head when you read the bee movie script over the radio.<br> Get lynched for attacking the botanist using pest spray, and get gibbed by the chef for 'no reason'.
 +
 
 +
'''Diet'''
 +
* Likes: Gross things, such as vomit. Get your crewmates sick and never go hungry again!
 +
* Dislikes: Anything with nutriment... the first time.
 +
 
 +
'''Drawbacks'''
 +
* Buz-zz-zing lisp.
 +
* Grotesque appearance.
 +
* Badly hurt by pest spray [3x damage].
 +
* CRUSHED by fly swatters [30x damage].
 +
 
 +
'''Where to find them:'''
 +
* Near a [[teleporter]].
 +
 
 +
==={{anchor|Felinids}}[[Felinids]]===
 +
[[File:Catpeople.png]]
 +
 
 +
Effectively human aside from dietary restrictions and aquaphobia.
 +
 
 +
 
 +
 
 +
'''Diet'''
 +
* Carvinorous
 +
* Dislikes: Fruits, Vegetables, Breads.
 +
* Toxic: Chocolate
 +
 
 +
'''Gameplay'''
 +
 
 +
At the start of the shift, put on clothes that look like they're from one of those Chinese cartoons you're always watching. <s>Have quality interactions with the crew</s> behave like a poorly-written female character created by a sweaty dude who's never actually spoken to a woman except for his mother (and a fast food cashier that one time.) NYAAA at the crew. Become an entertaining electrical conductor for silicons. <br> Metafriend every other catperson, every single round. Get lynched in the hallways by a mob while [[the authorities]] point and laugh from a distance. When in danger, [[Rules#Main Rules - read these if nothing else|get saved by backup suspiciously fast.]] Ahelp every transgression people do to you.
 +
 
 +
'''Benefits'''
 +
* Metagangs.
 +
* Hears conversations from a few tiles further away than humans.
 +
* Gets stunned from falling down open spaces instead of taking brute damage.
 +
 
 +
'''Drawbacks'''
 +
* Hit harder by flashbangs.
 +
* Distracted by laser pointers.
 +
* Panics in the pool, hates showers
 +
* Sensitive ears, Munitions is almost impossible requiring both the munitions helmet and earmuffs to prevent eternal chain suffering, can fly fighter crafts without taking damage.
  
 
'''Where to find them:'''
 
'''Where to find them:'''
* Everywhere but command department.
+
* [[Medical]], or just around.
 +
 
 +
==={{anchor|Apid}}[[Apids|Apid]]===
 +
[[File:Apid.png|alt=|64x64px]]
 +
 
 +
Bee people! An exceedingly rare sight to see.
 +
 
 +
'''Gameplay'''
 +
 
 +
Get drunk off your own mead and dash into walls on accident. Be the ONLY player who donated to the Patreon to get access to Apids. Wow.
 +
 
 +
'''Diet'''
 +
*Likes fruits and vegetables
 +
'''Benefits'''
 +
*Shockingly, bees like you.
 +
*Improved vision in dark (barely noticeable).
 +
*Superior lungs require less oxygen. (8 kPa min, humans require 16 kPa.)
 +
*Able to dash short distances using their wings which works very well with no gravity but needs an atmosphere.
 +
*Can craft [[Guide to food#Honeycomb|honeycombs]] which contain 25 units of honey for 50 units of sugar.
 +
'''Drawbacks'''
 +
*Takes 1.5x burn and toxin, and 1.25x stamina damage.
 +
*Passes out instantly in smoke, and after some time in the cold.
 +
*Takes 30x damage from flyswatters, 3x damage from pest-killer.
  
 +
'''Where To Find Them'''
 +
* Munitions as a pilot or ATC, likewise [[Security]]
 +
 +
==={{anchor|Oozeling}}[[Oozeling]]===
 +
[[File:Oozeling.png|alt=|64x64px]]
 +
 +
Made of an abnormal version of Slime, These ooze based creatures are able to regenerate their limbs using their own blood.
 +
 +
'''Gameplay'''
 +
 +
Cry when medical doesn't know how to heal you. Cry when medical kills you faster. Eat literally everything in sight especially human organs, make friends with the slimes and talk about how xenobiology is a hate crime.
 +
 +
'''Benefits'''
 +
*Cannot ignite when exposed to flames
 +
*Anything that would deal toxin damage (for example, Plasma) will heal toxin damage instead.
 +
*50% reduced burn damage from high heat, but not burn damage from other sources.
 +
*Able to speak the slime language.
 +
*Able to regenerate their limbs
 +
*Has slime lungs, "Vacuole", which will regenerate blood (ooze) volume when breathing plasma, You still need oxygen though
 +
*Has Slime Ooze as their blood, which is toxic if ingested by any other race
 +
*Has no food preferences despite their gluttonous nature, so no major mood buffs or debuffs from eating.
 +
*Rapidly metabolize food when overfed, converting it into extra blood volume.
 +
'''Drawbacks'''
 +
*Lose limbs when "blood" volume gets too low, restoring some of it.
 +
*Lose "blood" volume rapidly when exposed to water, water vapor, fire extinguishers, and showers.
 +
*Lose "blood" volume rapidly and take toxin damage when processing chemicals which would heal toxin damage in other races.
 +
*Lose "blood" volume gradually when hungry, and rapidly when starving.
 +
*300% increased burn damage from cold temperature exposure
 +
 +
'''Where To Find Them'''
 +
[[Chemistry]], [[Science]], and much of the service jobs.
  
 
=Human Mutants=
 
=Human Mutants=
Over the course of a shift, you or someone you know may lose their humanity. These races are not born, but made. These players are less likely to be the targets of racism, as many may simply acknowledge their former humanity, but are none the less NOT human anymore.
+
Over the course of a shift, you or someone you know may lose their humanity. These races are not born, but made.<br>
 +
These players are less likely to be the targets of racism, as many may simply acknowledge their former humanity, but are none the less NOT human anymore.
  
===[[Podman|Podpeople]]===
+
==={{anchor|Podman}}[[Podman|Podpeople]]===
 
[[File:podpeople.png]]
 
[[File:podpeople.png]]
  
Human blood, resurrected through a plant. 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 enjoy a significant benefit in healing but suffer huge drawbacks. Without a source of light, they quickly wither and die.
+
Human blood, resurrected through a plant. 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.
 +
 
 +
'''Gameplay'''
 +
 
 +
End up as mister potatohead after Genetics gets blown up and the Botanist is not stoned enough to forget he can clone too, but too stoned to do a good job. Forget that you photosynthesise and grow obese in the light. Start vegetating with relative ease.<br> Remember that you're basically a walking matchstick well after you marched into a plasma fire.
  
 
'''Benefits'''
 
'''Benefits'''
 
* Gradually heals and gains nutrition in well lit areas.
 
* Gradually heals and gains nutrition in well lit areas.
 +
* Immune to plant-based hazards such as space vines and killer tomatoes.
 +
* Bees don't mind them.
  
 
'''Drawbacks'''
 
'''Drawbacks'''
* Starves to death in darkness.
+
* Darkness drains nutrition.
 +
* If starving, takes damage over time.
 +
* Easily eaten by goats.
 
* Tendency to be overweight due to desire to stay in the light at all times.
 
* Tendency to be overweight due to desire to stay in the light at all times.
 
* Extra vulnerable to chemicals designed to kill plant life.
 
* Extra vulnerable to chemicals designed to kill plant life.
 +
* Takes extra burn damage and heats up quickly.
 +
* Mutates if shot by a [[Research_items#Floral Somatoray|floral somatoray]] in mutation mode.
  
 
'''Where to find them:'''
 
'''Where to find them:'''
 
* [[Hydroponics]].
 
* [[Hydroponics]].
  
===Slimepeople===
 
[[File:slimepeople.png]]
 
  
Former humans who were converted to slime by mutation toxin. 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.
+
=={{anchor|Jelly and Slime Mutants}}Jelly and Slime Mutants==
 +
 
 +
These races are created in Xenobiology by ingesting mutation toxin. <br>
 +
Further ingestion has a chance to mutate a slimeperson into a Stargazer or Luminescent.
 +
 
 +
==={{anchor|Jellypeople}}Jellypeople===
 +
[[File:Brokenbottle.png]]
 +
 
 +
The proto-jelly race. Its subspecies all share the following traits:
  
 
'''Benefits'''
 
'''Benefits'''
* Full immunity from the wrath of hungry slimes.
+
* Anything that would deal toxin damage (for example, Plasma) will heal toxin damage instead.
* Toxic blood that can poison others if ingested.
+
* Slimes will never attack them.
* Immunity to bleeding out.
+
* Able to speak the slime language.
 +
* Has slime jelly instead of blood, which is toxin if ingested by others.
 +
* Take half burn damage from any source.
 +
* Can grow limbs back using their slime jelly "blood".
 +
* Has slime lungs, "vacuole", which will regenerate blood (jelly) volume when breathing plasma. Still needs oxygen though.  
  
 
'''Drawbacks'''
 
'''Drawbacks'''
* More vulnerable to turning into nonhumanoid [[slime|slimes]].
+
* Lose limbs when "blood" volume goes too low, restoring some of it.
* Large hunger from jelly production.
+
* Take toxin damage from chemicals that would normally cure it. This also drains large amounts of blood.
* Can be "drained" to death by removing their jelly manually or "cleansed" to death with drugs that treat toxin damage.
+
* Nonhuman to the AI.
 +
* Take triple damage from cold.
 +
 
 +
'''Where to find them:'''
 +
* [[Guide_to_xenobiology#Green_Slime|Xenobiology]]. Also botany, if lucky with [[Guide_to_hydroponics#Strange_seeds|strange seeds]].
 +
 
 +
==={{anchor|Slimepeople}}Slimepeople===
 +
[[File:slimepeople.png]]
 +
 
 +
Pretty much humans turned into slime.<br>
 +
Like slimes, they can split into multiple bodies, while retaining the same mind.
 +
 
 +
====Powers====
 +
* Can split themselves to create spare bodies.
 +
** To split they need to acquire slime jelly; they generate it either by being well fed or by taking normally toxin-dealing chemicals (which heals them, doesn't damage them). Normal toxin healing chemicals will remove blood and cause toxin damage at a fast rate.
 +
** Reaching 1100 jelly volume will let them split once, and reset them to 600.
 +
** They can swap between bodies at will; dying in their current body will send them to another body if they have one.
 +
 
 +
'''Gameplay'''
 +
 
 +
Be the specialest snowflake in xenobiology. Hang out with your <s>only</s> slime friends. Swap between bodies. Inject people with your poisonous blood.  
  
 
'''Where to find them:'''
 
'''Where to find them:'''
 
* [[Xenobiology]].
 
* [[Xenobiology]].
  
===Flypeople===
+
===Stargazers===
[[File:flypeople.png]]
+
[[File:jellypeople.png]]
 +
 
 +
Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with participants.
 +
 
 +
====Powers====
 +
* Can privately and anonymously "send thoughts" to any target they see.
 +
* Can form slimelinks with any living being.
 +
** To form a slimelink, they must aggressively grab their target, then use the Link Minds ability.
 +
** Everyone in the slimelink will be able to communicate in it and hear each other.
 +
** Slimelink communication also works while unconscious or muted.
 +
** Slimelinks are broken by death; killing the Stargazer supporting it, or changing its species will unlink everyone.
 +
 
 +
'''Where to find them:'''
 +
* [[Xenobiology]].
 +
 
 +
==={{anchor|Luminescents}}Luminescents===
 +
[[File:Brokenbottle.png]]
 +
 
 +
Luminescents are versatile; they gain powers by consuming cores and activating them with their peculiar biology.
 +
 
 +
'''Benefits'''
 +
* Emit a faint glow.
 +
 
 +
====Powers====
 +
* Can absorb slime cores to gain special abilities. (You can find the various effects [[Guide_to_xenobiology#Formulas|here]])
 +
** Each core has a minor and a major ability.
 +
** Activating them has a cooldown instead of using up the core. Cores can be ejected and reused.
 +
** You can only have one core absorbed at once.
 +
 
 +
'''Where to find them:'''
 +
* One of the possible mutations from [[Guide_to_chemistry#Slime_Mutation_Toxin|slime mutation toxin]], made with [[Guide_to_xenobiology#Green_Slime|green slime]] extracts.
 +
 
 +
=Exotic Races=
 +
These races have very few ways to come about, and often rely on very rare situations to exist at all.<br>
 +
Golems aside, you will almost never have to deal with them, but should be aware of them all the same for when the time comes.
 +
 
 +
==={{anchor|Golem}}[[Golem]]s===
 +
[[File:agolem.png|96px]][[File:Iron_golem.png|96px]][[File:Silver_golem.png|96px]][[File:Gold_golem.png|96px]][[File:Plasma_golem.png|96px]][[File:Uranium_golem.png|96px]][[File:Diamond_golem.png|96px]]
 +
 
 +
Lumbering people of shining stone, 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.
 +
Free golems found on [[Lavaland]] function equivalently to their station-born counterparts; however, they are not compelled to serve anyone.
 +
 
 +
Golems have unique benefits and drawbacks, depending on the type of mineral they're made of.
 +
 
 +
'''Gameplay'''
  
Walking abominations of mishmatched DNA caused by teleporter malfunctions. Careful use and upgrading of the teleporter can assure those that dabble with it don't end up in this sorry state. Unlike other mutant races, there's absolutely nothing redeemable about existing like this, unless you just enjoy being a freak.
+
Act like dumb ogre, smash the fleshy idiot humies and trigger gods. Escalate conflicts to deadchat with your ogre fists. Dish out justice with your ogre squad.<br> Kill people with your flashy radiation, and get banned for <s>card</s> golem counting.
  
 
'''Benefits'''
 
'''Benefits'''
* None.
+
* Spaceworthy, can't be dismembered and don't bleed out.
 +
* Immune to the effects of radiation and viruses.
 +
* Most golems punch hard and are highly resistant to brute damage, with some exceptions.
 +
* Have pocket-slots without wearing a jumpsuit.
  
 
'''Drawbacks'''
 
'''Drawbacks'''
* Buzzing lisp.
+
* Bound to will of creator unless freed.
* Grotesque appearance.
+
* Most are much slower than humans.
* Toxic flesh.
+
* Immune to injections and cryogenic drugs, can't give or receive CPR
* Radioactive damage.
+
* Can't equip most clothing. Not really a drawback, since golems already have pockets.
 +
* The only guns they can use are Kinetic Accelerators with modified trigger guards.
 +
* Often prejudiced against and slain without mercy by [[Shitcurity|the station]] at first sign of trouble.
 +
 
 +
For mineral specific benefits and drawbacks, see: [[Golem#Types_of_Golems|Types of Golems]]
  
 
'''Where to find them:'''
 
'''Where to find them:'''
* Near a [[teleporter]], the surgical theater.
+
* [[Xenobiology]].
 +
* [[Lavaland]].
  
===Skeletons===
+
==={{anchor|Skeletons}}Skeletons===
 
[[File:skeletons.png]]
 
[[File:skeletons.png]]
  
The skeleton within, unleashed! Somehow still alive, a skeleton is just a sack of stark white bones. Becoming one is a traumatic ordeal of consuming toxic chemicals that are likely to kill you if you do not act quickly and with medical support from coworkers. If you manage to survive the experience, 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.<br>
 +
Clattering spooks, due to their supernatural qualities they're almost always associated with wizards.<br>
 +
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.
* Can survive in extreme temperatures.
+
* Aren't bothered by extreme temperatures and pressure.
 
* Have no blood to lose.
 
* Have no blood to lose.
* Are immune to the effects of radiation.
+
* Are immune to the effects of radiation, as well as viruses.
* Can play haunting melodies on their ribcage.
+
* Immune to item embedding and chemical injections.
 +
* Do not need to eat.
 +
* Can attach limbs from the ground without surgery.
  
 
'''Drawbacks'''
 
'''Drawbacks'''
 +
* Loses limbs easily.
 
* Too spooky for most to tolerate.
 
* Too spooky for most to tolerate.
* Intensely fatal conversion process.
+
* Immune to medical injections
  
 
'''Where to find them:'''
 
'''Where to find them:'''
* [[Chemistry]].
+
* Space pirate ships, with [[wizard|wizards]], on the station on Halloween.
  
===Zombies===
+
==={{anchor|High-functioning Zombies}}High-functioning Zombies===
 
[[File:zombies.png]]
 
[[File:zombies.png]]
  
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.
+
Unlike the zombies you find in movies, these high-functioning zombies don't crave your brains (despite what they might be compelled to say sometimes).<br>
 +
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.
* Can survive in extreme temperatures.
+
* Can survive in extreme pressures.
 +
* Immune to cold.
 
* 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.
 +
* Immune to [[Changeling]] transmutation stings.
  
 
'''Drawbacks'''
 
'''Drawbacks'''
* Very hard to understand.
+
* Loses limbs easily.
* Very hard to look at.
+
* Hard to understand.
* Requires that you die first.
+
* Ugly.
 +
* Tends to be confused with the infectious kind of zombie.
  
 
'''Where to find them:'''
 
'''Where to find them:'''
* [[Chemistry]] and/or [[Medbay]].
+
* With [[wizard|wizards]], on the station on Halloween.
  
=Construct Races=
+
===={{anchor|Romerol Zombies}}Romerol Zombies====
These races were never human to begin with, rather they were made without any original human to convert. They are decidedly even LESS human in the eyes of many, and are frequently mistrusted as a result.
+
[[File:zombies.png]]
 +
 
 +
Rotted remains of former humans, brought way less back to life. Unlike the zombies you find in Xenobiology, Romerol zombies aren't just a human mutation.<br>
 +
They are aggressive by nature, and spread an infection when hitting other humanoids, causing them to turn into Romerol zombies on death.
  
===[[Adamantine Golem]]===
+
They also won't stay dead as long as the infection is active and their head is intact: to stop them permanently, the body must be destroyed or beheaded, or the infection must be surgically removed.<br>
[[File:agolem.png]]
+
If this does not happen, the zombie will revive at full health after some time.
  
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.
+
The infection is concentrated in a tumor located in the brain. Should this tumor be removed surgically, the body will revert to a normal corpse, which can then be cloned.
  
 
'''Benefits'''
 
'''Benefits'''
* Extremely resilient to brute damage.
+
* Same as regular zombies.
* Spaceworthy: immune to pressure, temperature, and breathing.
+
* Strong claws that can even punch through airlocks.
* Improved unarmed attacks.
+
* Revives after death unless decapitated or gibbed.
* Have no blood to lose.
+
* Quickly heals wounds.
* Are immune to the effects of radiation.
+
* Can see in the dark.
* It beats being dead.
+
* Turn other species into romerol zombies on death.
  
 
'''Drawbacks'''
 
'''Drawbacks'''
* Bound to will of creator unless freed.
+
* Slow movement.
* Extremely slow.
+
* Can only use claws to smash.
* Immune to cryogenic drugs.
+
* (Rightfully) feared and hunted by crewmembers.
* Cannot equip clothing.
 
* Cannot use guns.
 
* Often prejudiced against and slain without mercy by the station at first sign of trouble.
 
  
 
'''Where to find them:'''
 
'''Where to find them:'''
* [[Xenobiology]].
+
* On the station, after traitors team up to buy [[Syndicate_Items#Romerol|Romerol]] or get lucky with a [[Syndicate_Items#Syndicate_Surplus_Crate|surplus crate]].
  
 
+
==={{anchor|Shadowpeople}}Shadowpeople===
==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.
 
 
 
===Shadowpeople===
 
 
[[File:shadowpeople.png]]
 
[[File:shadowpeople.png]]
  
 
Cursed beings of darkness, shadows that cannot exist for long in the light. They skulk in darkened maintenance corridors or in workplaces with intentionally destroyed lighting. They are not intrinsically evil, but still invoke an understandable level of mistrust in pretty much everyone.
 
Cursed beings of darkness, shadows that cannot exist for long in the light. They skulk in darkened maintenance corridors or in workplaces with intentionally destroyed lighting. They are not intrinsically evil, but still invoke an understandable level of mistrust in pretty much everyone.
 +
 +
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'''
Line 175: Line 533:
 
* 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.
 +
* Won't get attacked by ''Faithless'' mobs.
  
 
'''Drawbacks'''
 
'''Drawbacks'''
 
* Will perish in the light.
 
* Will perish in the light.
* Cannot see ''well'' in the dark.
 
 
* Generally impossible to maintain a normal life on the station.
 
* Generally impossible to maintain a normal life on the station.
  
 
'''Where to find them:'''
 
'''Where to find them:'''
* In the darkness.
+
* In the darkness. Also [[Xenobiology]].
 +
 
 +
==={{anchor|Synths}}Synths===
 +
[[File:Changeling.gif|96px]][[File:Synth_revealed.png|96px]]
 +
 
 +
Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh.
 +
 
 +
'''Benefits'''
 +
* Immune to all chemicals but synthflesh.
 +
* Does not need to breathe.
 +
* Immune to viruses.
 +
* Can't be dismembered.
 +
* Does not need to eat.
 +
* Gains all the passive bonuses/immunities of the race they're disguised as, until the disguise falls.
 +
 
 +
'''Drawbacks'''
 +
* Usually valid. Expect the crew to attack you if you're revealed as synth.
 +
* Disguise falls if you take more than 25 damage.
 +
* Can only heal with synthflesh.
 +
 
 +
'''Where to find them:'''
 +
* Only if the <s>admins</s> gods spawn them.
  
 +
===={{anchor|Military Synths}}Military Synths====
  
===Jellypeople===
+
A special type of synth. In addition to classic synths, it has:
[[File:jellypeople.png]]
+
* 25% natural armor against all damages.
 +
* High punch damage, with 50% chance of stunning on hit.
 +
* Need to take 50 damage instead of 25 for the disguise to fail.
 +
 
 +
==={{anchor|Androids}}Androids===
 +
[[File:Androids.png|96px]]
  
Bizarre three eyed beings with innervated skeletons immersed in a jelly frame. Their appearance is ghastly and utterly alien, though for some strange reason they almost seem nostalgic. They are functionally equivalent to slimepeople in almost all regards.
+
Humanlike robots, distant cousins of synths. While visually identical to a fully augmented human, it has some additional perks.
  
 
'''Benefits'''
 
'''Benefits'''
* Toxic blood that can poison others if ingested.
+
* Does not need to breathe, immune to gases and viruses.
* Immunity to bleeding out.
+
* Immunity to pressure, cold and heat, can't be set on fire.
 +
* Does not bleed.
 +
* Does not need to eat.
 +
* Cannot be pierced by syringes or glass.
 +
* Can repair brute damage with welding and burn damage by replacing wires.
  
 
'''Drawbacks'''
 
'''Drawbacks'''
* Large hunger from jelly production.
+
* Cannot heal brute and burn damage with conventional means.
* Can be "drained" to death by removing their jelly manually or "cleansed" to death with drugs that treat toxin damage.
+
* Paralyzed and heavily damaged by EMPs.
* Extremely nonhuman looking.
 
  
 
'''Where to find them:'''
 
'''Where to find them:'''
* Unknown.
+
* Robotics
  
===Golems===
+
==={{anchor|Abductor}}[[Abductor]]s===
[[File:golems.png]]
+
[[File:Abductor_base.png|96px]]
  
Though they function equivalently to their adamantine brothers the source of these traditional golems is implied to be magical in nature. Golems generally do not have masters when they appear, though they suffer all the same problems adamantine do otherwise.
+
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'''
* Extremely resilient to brute damage.
+
* Does not bleed.
* Spaceworthy: immune to pressure, temperature, and breathing.
+
* Does not need to breathe.
* Improved unarmed attacks.
+
* Is immune to viruses.
* Have no blood to lose.
+
* Can use abductor-specific equipment.
* Are immune to the effects of radiation.
+
* Can see in the dark for short ranges.
 +
* Can communicate without restrictions with fellow abductors.
  
 
'''Drawbacks'''
 
'''Drawbacks'''
* Extremely slow.
+
* Can't use guns, except the one they start with.
* Immune to cryogenic drugs.
+
* Cannot be heard by non-abductors when speaking.
* Cannot equip clothing.
 
* Cannot use guns.
 
  
 
'''Where to find them:'''
 
'''Where to find them:'''
* Unknown.
+
* [[Abductor]] ships
 
 
  
 
[[Category:Guides]]
 
[[Category:Guides]]

Latest revision as of 07:01, 5 August 2023

During your time on ships and stations 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.

Roundstart Races[edit | edit source]

On NSV13, 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.
In order to maximize efficiency onboard Nanotrasen Solgov Vessels, all artificial intelligence start their shift with either the Crewmov or the Corporate Lawset, this renders any and all racial protection by the AI null.

Humans[edit | edit source]

Humans.png

The most commonly found species amidst Nanotrasen Space Vessels and stations alike.

Gameplay Perform your job to the best of your ability along with the rest of the crew, be a leading example of the Federation that keeps the Galaxy in Peace.


Diet

  • Likes: Fried food and junkfood, often combined into a heavenly form known as fast food.
  • Dislikes: Raw food.

Benefits

  • Nothing particularly.

Drawbacks

  • None at all.

Where to find them:

  • Everywhere.

Lizardpeople[edit | edit source]

Lizardpeople.png

Hardworking and knowledgable individuals, they tend to be found in manual labor jobs but can take any posiiton they're qualified for. They enjoy have a minor resistant to heat damage.
Their appearance and naming conventions are loosely derived from the Argonians, of Skyrim.

Gameplay

Speak with a fun hissy accent and tear into any meat you find, know more than anyone else on the ship and laugh at how incompetent everyone else is. Work hard and make the Draconian Empire proud!

Diet

  • Likes: Meat and disgusting things like small creatures that run around on four legs famous for disease
  • Dislikes: Grain and dairy, what kind of creature would hate pizza or cake?!

Benefits

  • Memorable appearance.
  • Solidarity with lizards staffmates.
  • Lizardpeople take a bit less heat damage.
  • Lizard tails and hides can be used to craft sought after items like lizard wine, the Liz O' Nine Tails and lizard cloche hats.

Drawbacks

  • Noticeable lisssp.
  • 50% more cold damage.
  • Your lizard tail and hide can be used to craft sought-after items.

Where to find them:

  • Typically in Engineering and other manual labor jobs, though some are found in higher end jobs such as Command.

Plasmaman[edit | edit source]

Plasmaman.png

A recently discovered race that inhabits asteroids and gas giants.
Plasmamen have a hard time living on oxygen based space stations as they breathe 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.


Gameplay

Light the entirety of the station on fire. Be immune to cold environments, die in seconds to hot ones. Claim that you're a space beast that's come to kill everything, ever.

Diet

  • Likes: Vegetables.
  • Dislikes: Fruit, only the flesh is weak to scurvy.

Benefits

  • They stand out.
  • Can use their bodies drawback of setting on fire offensively to scare off attackers.
  • Flash-proof, welding-safe helmet.
  • Immune to cold, viruses, and radiation.
  • Can't bleed.
  • Does not need to eat.

Drawbacks

  • They stand out, badly.
  • They rely on a constant source of Plasma air to survive.
  • If exposed to Oxygen their body will catch on fire.
  • 150% damage from brute, heat and fire.
  • They are stuck inside an environment suit. [Replaceable by Hardsuit or EVA spacesuit]
  • Can't drink or eat through helmet, so dependent on injections and patches.
  • No easy ability to hide their identity.
  • Can be cloned, but incompetent medical staff will always fuck it up.
  • Cannot be defibrillated.

Where to find them:

  • Atmospheric and Engineering, occasionally in Cargo.

Mothpeople[edit | edit source]

Moths.gif

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.

Gameplay

Get everything unique about you as a species removed by deranged people, but manage to sneak past a free infinite jetpack that never activates when you need it to. Turn into toothpaste when you hack a door wrong.

Diet

  • Likes: Vegetables & Dairy, Clothing, Fur.
  • Dislikes: Fruit.
  • Toxic: Raw meat, cooked meat, just don't eat something that moved and made noises.

Benefits

  • If your wings haven't been crisped, you can flutter around once gravity goes out.
  • Can eat clothing or eat the fur from creatures.

Drawbacks

  • Your eyes are extra sensitive to light. Welding needs both goggles plus a mask and flashbangs REALLY hurt, even with sunglasses on.
  • Badly hurt by fly swatters. [10x damage]
  • Vulnerable to pest spray. [3x damage]
  • Fire will burn your wings off, disabling its benefits.
  • Nonsensical 'fluttering' speech tag.

Where to find them:

Ethereals[edit | edit source]

Ethereal.png

Walking lightbulbs that are named after celestial bodies.

Diet

  • Likes: Ethereal food (High-power energy bars, empowered burgers). Electricity, whether through Cyborg rechargers, APCs or indirectly through lightbulbs and power cells.

Gameplay

Crumple over dead when you inevitably forget to charge yourself. Laugh off touching that live wire that just killed your fellow crewman. Act as a mobile source of light for your crew members against your will. Be swarmed by moth players.

Benefits

  • They're walking flashlights.
  • Even better when emagged.
  • Deal burn damage instead of brute damage when punching things.
  • Highly resistant to electricity.
  • Can crystallize on death, self reviving a few minutes later if nothing breaks the crystal.

Drawbacks

  • They're walking flashlights.
  • Vulnerable to brute damage.
  • Can only regain nutrition through various electrical sources and special Ethereal food.
  • When very low on nutrition, takes increasing toxin damage and is even more vulnerable to brute.
  • Getting hit by an EMP will deplete all of your nutrition.
  • Only crystallize a maximum of once every few minutes, and wake up with a permanent brain trauma every time you do.


Where to find them:

IPC[edit | edit source]

IPC.png

Integrated positronic chassis, also known as TV heads. They're faster than all the other races but are vulnerable to brute and burn damage.

Gameplay

Simultaneously be the most obnoxious and yet robust player every round. Get screwed over when you get gibbed and cry when medical uses surgery to fix you instead of taking you to robotics.

Benefits

  • Aesthetic TV head capable of changing looks, you stand out.
  • They can heal brute damage with a welder and burn with a cable coil.
  • Move slightly faster
  • Can be field revived with a cyborg reset board, welder and cable coils.
  • They stand out due to their TV head.
  • No need for eating.
  • Immune to cold and do not need to breathe.
  • Cannot process any reagents.
  • Flash proof eyes.
  • Immune to disease.

Drawbacks

  • Cannot perform CPR due to lack of breathing.
  • Cannot be cloned, incompetent Roboticists will borg you instead of reviving you.
  • Take almost 2x burn damage, capable of being critted in 4 welder hits, along with having a 1.3 brute modifier.
  • You stand out without a helmet.
  • Cannot process any reagents.
  • EMPs will deal 20 - 60 brute damage and stun you for 10 - 20 seconds and make you speak Galactic Uncommon which no one knows except for you.
  • Need to stand still for a few seconds to heal with a cable coil.
  • You will be killed by most conversion antags due to the difficulty of keeping you around.
  • Revenants can EMP you and kill you.
  • Takes water damage in the pool.

Where to find them:

Flypeople[edit | edit source]

Flypeople.png

Walking abominations of mishmatched DNA caused by teleporter malfunctions. Careful use and upgrading of the teleporter can assure those that dabble with it don't end up in this sorry state.
Like the lizard races, there's absolutely nothing redeemable about existing like this, unless you just enjoy being a freak.

Gameplay

Annoy the chef for his cheese, vomit on his food and kill Pete because you need barf fuel muh self defense. Start getting voices in your head when you read the bee movie script over the radio.
Get lynched for attacking the botanist using pest spray, and get gibbed by the chef for 'no reason'.

Diet

  • Likes: Gross things, such as vomit. Get your crewmates sick and never go hungry again!
  • Dislikes: Anything with nutriment... the first time.

Drawbacks

  • Buz-zz-zing lisp.
  • Grotesque appearance.
  • Badly hurt by pest spray [3x damage].
  • CRUSHED by fly swatters [30x damage].

Where to find them:

Felinids[edit | edit source]

Catpeople.png

Effectively human aside from dietary restrictions and aquaphobia.


Diet

  • Carvinorous
  • Dislikes: Fruits, Vegetables, Breads.
  • Toxic: Chocolate

Gameplay

At the start of the shift, put on clothes that look like they're from one of those Chinese cartoons you're always watching. Have quality interactions with the crew behave like a poorly-written female character created by a sweaty dude who's never actually spoken to a woman except for his mother (and a fast food cashier that one time.) NYAAA at the crew. Become an entertaining electrical conductor for silicons.
Metafriend every other catperson, every single round. Get lynched in the hallways by a mob while the authorities point and laugh from a distance. When in danger, get saved by backup suspiciously fast. Ahelp every transgression people do to you.

Benefits

  • Metagangs.
  • Hears conversations from a few tiles further away than humans.
  • Gets stunned from falling down open spaces instead of taking brute damage.

Drawbacks

  • Hit harder by flashbangs.
  • Distracted by laser pointers.
  • Panics in the pool, hates showers
  • Sensitive ears, Munitions is almost impossible requiring both the munitions helmet and earmuffs to prevent eternal chain suffering, can fly fighter crafts without taking damage.

Where to find them:

Apid[edit | edit source]

Bee people! An exceedingly rare sight to see.

Gameplay

Get drunk off your own mead and dash into walls on accident. Be the ONLY player who donated to the Patreon to get access to Apids. Wow.

Diet

  • Likes fruits and vegetables

Benefits

  • Shockingly, bees like you.
  • Improved vision in dark (barely noticeable).
  • Superior lungs require less oxygen. (8 kPa min, humans require 16 kPa.)
  • Able to dash short distances using their wings which works very well with no gravity but needs an atmosphere.
  • Can craft honeycombs which contain 25 units of honey for 50 units of sugar.

Drawbacks

  • Takes 1.5x burn and toxin, and 1.25x stamina damage.
  • Passes out instantly in smoke, and after some time in the cold.
  • Takes 30x damage from flyswatters, 3x damage from pest-killer.

Where To Find Them

  • Munitions as a pilot or ATC, likewise Security

Oozeling[edit | edit source]

Made of an abnormal version of Slime, These ooze based creatures are able to regenerate their limbs using their own blood.

Gameplay

Cry when medical doesn't know how to heal you. Cry when medical kills you faster. Eat literally everything in sight especially human organs, make friends with the slimes and talk about how xenobiology is a hate crime.

Benefits

  • Cannot ignite when exposed to flames
  • Anything that would deal toxin damage (for example, Plasma) will heal toxin damage instead.
  • 50% reduced burn damage from high heat, but not burn damage from other sources.
  • Able to speak the slime language.
  • Able to regenerate their limbs
  • Has slime lungs, "Vacuole", which will regenerate blood (ooze) volume when breathing plasma, You still need oxygen though
  • Has Slime Ooze as their blood, which is toxic if ingested by any other race
  • Has no food preferences despite their gluttonous nature, so no major mood buffs or debuffs from eating.
  • Rapidly metabolize food when overfed, converting it into extra blood volume.

Drawbacks

  • Lose limbs when "blood" volume gets too low, restoring some of it.
  • Lose "blood" volume rapidly when exposed to water, water vapor, fire extinguishers, and showers.
  • Lose "blood" volume rapidly and take toxin damage when processing chemicals which would heal toxin damage in other races.
  • Lose "blood" volume gradually when hungry, and rapidly when starving.
  • 300% increased burn damage from cold temperature exposure

Where To Find Them Chemistry, Science, and much of the service jobs.

Human Mutants[edit | edit source]

Over the course of a shift, you or someone you know may lose their humanity. These races are not born, but made.
These players are less likely to be the targets of racism, as many may simply acknowledge their former humanity, but are none the less NOT human anymore.

Podpeople[edit | edit source]

Podpeople.png

Human blood, resurrected through a plant. 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.

Gameplay

End up as mister potatohead after Genetics gets blown up and the Botanist is not stoned enough to forget he can clone too, but too stoned to do a good job. Forget that you photosynthesise and grow obese in the light. Start vegetating with relative ease.
Remember that you're basically a walking matchstick well after you marched into a plasma fire.

Benefits

  • Gradually heals and gains nutrition in well lit areas.
  • Immune to plant-based hazards such as space vines and killer tomatoes.
  • Bees don't mind them.

Drawbacks

  • Darkness drains nutrition.
  • If starving, takes damage over time.
  • Easily eaten by goats.
  • Tendency to be overweight due to desire to stay in the light at all times.
  • Extra vulnerable to chemicals designed to kill plant life.
  • Takes extra burn damage and heats up quickly.
  • Mutates if shot by a floral somatoray in mutation mode.

Where to find them:


Jelly and Slime Mutants[edit | edit source]

These races are created in Xenobiology by ingesting mutation toxin.
Further ingestion has a chance to mutate a slimeperson into a Stargazer or Luminescent.

Jellypeople[edit | edit source]

Brokenbottle.png

The proto-jelly race. Its subspecies all share the following traits:

Benefits

  • Anything that would deal toxin damage (for example, Plasma) will heal toxin damage instead.
  • Slimes will never attack them.
  • Able to speak the slime language.
  • Has slime jelly instead of blood, which is toxin if ingested by others.
  • Take half burn damage from any source.
  • Can grow limbs back using their slime jelly "blood".
  • Has slime lungs, "vacuole", which will regenerate blood (jelly) volume when breathing plasma. Still needs oxygen though.

Drawbacks

  • Lose limbs when "blood" volume goes too low, restoring some of it.
  • Take toxin damage from chemicals that would normally cure it. This also drains large amounts of blood.
  • Nonhuman to the AI.
  • Take triple damage from cold.

Where to find them:

Slimepeople[edit | edit source]

Slimepeople.png

Pretty much humans turned into slime.
Like slimes, they can split into multiple bodies, while retaining the same mind.

Powers[edit | edit source]

  • Can split themselves to create spare bodies.
    • To split they need to acquire slime jelly; they generate it either by being well fed or by taking normally toxin-dealing chemicals (which heals them, doesn't damage them). Normal toxin healing chemicals will remove blood and cause toxin damage at a fast rate.
    • Reaching 1100 jelly volume will let them split once, and reset them to 600.
    • They can swap between bodies at will; dying in their current body will send them to another body if they have one.

Gameplay

Be the specialest snowflake in xenobiology. Hang out with your only slime friends. Swap between bodies. Inject people with your poisonous blood.

Where to find them:

Stargazers[edit | edit source]

Jellypeople.png

Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with participants.

Powers[edit | edit source]

  • Can privately and anonymously "send thoughts" to any target they see.
  • Can form slimelinks with any living being.
    • To form a slimelink, they must aggressively grab their target, then use the Link Minds ability.
    • Everyone in the slimelink will be able to communicate in it and hear each other.
    • Slimelink communication also works while unconscious or muted.
    • Slimelinks are broken by death; killing the Stargazer supporting it, or changing its species will unlink everyone.

Where to find them:

Luminescents[edit | edit source]

Brokenbottle.png

Luminescents are versatile; they gain powers by consuming cores and activating them with their peculiar biology.

Benefits

  • Emit a faint glow.

Powers[edit | edit source]

  • Can absorb slime cores to gain special abilities. (You can find the various effects here)
    • Each core has a minor and a major ability.
    • Activating them has a cooldown instead of using up the core. Cores can be ejected and reused.
    • You can only have one core absorbed at once.

Where to find them:

Exotic Races[edit | edit source]

These races have very few ways to come about, and often rely on very rare situations to exist at all.
Golems aside, you will almost never have to deal with them, but should be aware of them all the same for when the time comes.

Golems[edit | edit source]

Agolem.pngIron golem.pngSilver golem.pngGold golem.pngPlasma golem.pngUranium golem.pngDiamond golem.png

Lumbering people of shining stone, 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. Free golems found on Lavaland function equivalently to their station-born counterparts; however, they are not compelled to serve anyone.

Golems have unique benefits and drawbacks, depending on the type of mineral they're made of.

Gameplay

Act like dumb ogre, smash the fleshy idiot humies and trigger gods. Escalate conflicts to deadchat with your ogre fists. Dish out justice with your ogre squad.
Kill people with your flashy radiation, and get banned for card golem counting.

Benefits

  • Spaceworthy, can't be dismembered and don't bleed out.
  • Immune to the effects of radiation and viruses.
  • Most golems punch hard and are highly resistant to brute damage, with some exceptions.
  • Have pocket-slots without wearing a jumpsuit.

Drawbacks

  • Bound to will of creator unless freed.
  • Most are much slower than humans.
  • Immune to injections and cryogenic drugs, can't give or receive CPR
  • Can't equip most clothing. Not really a drawback, since golems already have pockets.
  • The only guns they can use are Kinetic Accelerators with modified trigger guards.
  • Often prejudiced against and slain without mercy by the station at first sign of trouble.

For mineral specific benefits and drawbacks, see: Types of Golems

Where to find them:

Skeletons[edit | edit source]

Skeletons.png

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

  • Don't need to breathe.
  • Aren't bothered by extreme temperatures and pressure.
  • Have no blood to lose.
  • Are immune to the effects of radiation, as well as viruses.
  • Immune to item embedding and chemical injections.
  • Do not need to eat.
  • Can attach limbs from the ground without surgery.

Drawbacks

  • Loses limbs easily.
  • Too spooky for most to tolerate.
  • Immune to medical injections

Where to find them:

  • Space pirate ships, with wizards, on the station on Halloween.

High-functioning Zombies[edit | edit source]

Zombies.png

Unlike the zombies you find in movies, these high-functioning 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

  • Don't need to breathe.
  • Can survive in extreme pressures.
  • Immune to cold.
  • Have no blood to lose.
  • Are immune to the effects of radiation.
  • Can attach limbs from the ground without surgery.
  • Immune to Changeling transmutation stings.

Drawbacks

  • Loses limbs easily.
  • Hard to understand.
  • Ugly.
  • Tends to be confused with the infectious kind of zombie.

Where to find them:

  • With wizards, on the station on Halloween.

Romerol Zombies[edit | edit source]

Zombies.png

Rotted remains of former humans, brought way less back to life. Unlike the zombies you find in Xenobiology, Romerol zombies aren't just a human mutation.
They are aggressive by nature, and spread an infection when hitting other humanoids, causing them to turn into Romerol zombies on death.

They also won't stay dead as long as the infection is active and their head is intact: to stop them permanently, the body must be destroyed or beheaded, or the infection must be surgically removed.
If this does not happen, the zombie will revive at full health after some time.

The infection is concentrated in a tumor located in the brain. Should this tumor be removed surgically, the body will revert to a normal corpse, which can then be cloned.

Benefits

  • Same as regular zombies.
  • Strong claws that can even punch through airlocks.
  • Revives after death unless decapitated or gibbed.
  • Quickly heals wounds.
  • Can see in the dark.
  • Turn other species into romerol zombies on death.

Drawbacks

  • Slow movement.
  • Can only use claws to smash.
  • (Rightfully) feared and hunted by crewmembers.

Where to find them:

Shadowpeople[edit | edit source]

Shadowpeople.png

Cursed beings of darkness, shadows that cannot exist for long in the light. They skulk in darkened maintenance corridors or in workplaces with intentionally destroyed lighting. They are not intrinsically evil, but still invoke an understandable level of mistrust in pretty much everyone.

They share many of the passive effects of Shadowlings, but none of their innate spells or abilities. They are far less a threat.

Benefits

  • Gradually heals in the dark.
  • Don't need to breathe.
  • Have no blood to lose.
  • Are immune to the effects of radiation.
  • Can see far in the dark.
  • Immune to viruses.
  • Won't get attacked by Faithless mobs.

Drawbacks

  • Will perish in the light.
  • Generally impossible to maintain a normal life on the station.

Where to find them:

Synths[edit | edit source]

Changeling.gifSynth revealed.png

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

Benefits

  • Immune to all chemicals but synthflesh.
  • Does not need to breathe.
  • Immune to viruses.
  • Can't be dismembered.
  • Does not need to eat.
  • Gains all the passive bonuses/immunities of the race they're disguised as, until the disguise falls.

Drawbacks

  • Usually valid. Expect the crew to attack you if you're revealed as synth.
  • Disguise falls if you take more than 25 damage.
  • Can only heal with synthflesh.

Where to find them:

  • Only if the admins gods spawn them.

Military Synths[edit | edit source]

A special type of synth. In addition to classic synths, it has:

  • 25% natural armor against all damages.
  • High punch damage, with 50% chance of stunning on hit.
  • Need to take 50 damage instead of 25 for the disguise to fail.

Androids[edit | edit source]

Androids.png

Humanlike robots, distant cousins of synths. While visually identical to a fully augmented human, it has some additional perks.

Benefits

  • Does not need to breathe, immune to gases and viruses.
  • Immunity to pressure, cold and heat, can't be set on fire.
  • Does not bleed.
  • Does not need to eat.
  • Cannot be pierced by syringes or glass.
  • Can repair brute damage with welding and burn damage by replacing wires.

Drawbacks

  • Cannot heal brute and burn damage with conventional means.
  • Paralyzed and heavily damaged by EMPs.

Where to find them:

  • Robotics

Abductors[edit | edit source]

Abductor base.png

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

  • Does not bleed.
  • Does not need to breathe.
  • Is immune to viruses.
  • Can use abductor-specific equipment.
  • Can see in the dark for short ranges.
  • Can communicate without restrictions with fellow abductors.

Drawbacks

  • Can't use guns, except the one they start with.
  • Cannot be heard by non-abductors when speaking.

Where to find them: