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		<id>http://wiki.skyrat13.space/index.php?title=User:Erol509&amp;diff=13664</id>
		<title>User:Erol509</title>
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		<updated>2023-08-08T13:39:25Z</updated>

		<summary type="html">&lt;p&gt;Erol509: /* Ethereals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Needsrevision|reason = Broken links need fixing, also outdated AF seeing this is TG base and not updated for Skyrat}}{{WIP|assign=Erol509}}Since we can create any character, it is difficult to describe all races, and their appearance will depend on the user&#039;s preference. You can create any race you want, but you still have to choose a base race, and these can have different advantages or disadvantages. On Skyrat, these are the races you can choose at the beginning of a round. Since they are freely available, you should expect to deal with them almost every round.&lt;br /&gt;
=Roundstart Races=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Humans}}&amp;lt;big&amp;gt;[[Humans]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Races|Img=[[File:Humans.png]]|TextColor=black|Description1=The first option for creating a character, humans are the  &amp;quot;default&amp;quot; of the gameplay standard of how most races are created and balanced.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt; Gameplay &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are basicly just normal human. Everyone starts as someone, after some time you will notice that everyone plays as furry character, full anthro or genemod. After a while, you will realize that there are few ordinary humans at the station. You will call bunny boy, or anthro tajaran cute, and became one. And thats how you will become furry|Description2=&amp;lt;b&amp;gt; Diet &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Likes: Fried food and junkfood, often combined into a heavenly form known as fast food.&lt;br /&gt;
&lt;br /&gt;
Dislikes: Raw food and Gore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Benefits &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Drawbacks&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
None at all.|RaceName=Humans|bgcolor1=white|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
==={{Anchor}}[[Synthetic Humans|Synthetic Humanoids]]===&lt;br /&gt;
{{Races|Img=[[File:Humans.png]] [[File:Synthlizard.png]] [[File:SynthAnthro.png]]|RaceName=Synthetic Humanoid|bgcolor1=white|TextColor=black|Description1=Standard humans but synthetic; they look identical to their biological brethren, but possess robotic organs and limbs instead of flesh. They have a number of advantages and weaknesses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Gameplay &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Be a human but without complicated healing. Beat people to death whilst laughing as you cannot be poisoned by the Chemist.&lt;br /&gt;
Cry when the chemist mixes uranium and iron together. Cry again when they bring your corpse to medical instead of Robotics.&lt;br /&gt;
Cry when you cant use funny genetic mutations. Cry when robotisc dont know how to revive you, and does tend wounds surgery on you. &lt;br /&gt;
This race allows you to use sound emotes like normal cyborgs (beep, dwoop etc.)&lt;br /&gt;
You can name your character as you like, some people prefer robot related names like UNIT-34, R.E.I etc. And others use just normal names.|Description2=&amp;lt;b&amp;gt; Diet &amp;lt;/b&amp;gt;&lt;br /&gt;
Likes: Energy from APC&#039;s, Drinks made for Synths like oil, welding fuel etc. They can eat normal food, but that doesnt give any mood improvements. &lt;br /&gt;
Dislikes: Water.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Benefits &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Synthetic Humanoids limbs are easily readded, and dont require any surgery. Just pick your limb and pop it back in. &lt;br /&gt;
&lt;br /&gt;
With this race you gain other language named: Encoded Audio Launguage&lt;br /&gt;
&lt;br /&gt;
Synthetic Humanoid is oil, so this can make medical treatment a bit harder&lt;br /&gt;
&lt;br /&gt;
Do not need to breathe.&lt;br /&gt;
&lt;br /&gt;
Immunity to chemicals.&lt;br /&gt;
&lt;br /&gt;
Immunity against viruses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Drawbacks &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Still immune to beneficial chemicals.&lt;br /&gt;
&lt;br /&gt;
Stunned and severely burnt by any sort of EMP or Ion blast.&lt;br /&gt;
&lt;br /&gt;
You are vulnerable to high and cold temperatures, you are not space proof. &lt;br /&gt;
&lt;br /&gt;
You are weak to burn and brute damage.|bgcolor2=#13678A}}&lt;br /&gt;
==={{anchor|Lizardperson}}[[Lizardperson|Lizardpeople]]===&lt;br /&gt;
{{Races|Img=[[Image:Lizardpeople.png]]|RaceName=Lizardpeople|Description1=Green, mean, and ready to *weh, Lizardpeople escape most of their prejudice from the wider worlds here, although some remnants of bias may still remain.&lt;br /&gt;
&lt;br /&gt;
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 no advantages beyond their striking appearance.&lt;br /&gt;
&lt;br /&gt;
Their appearance and naming conventions are loosely derived from the Argonians, of Skyrim.&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
Name yourself Does-The-Gimmick. Set all your accessory slots and become an unrecognizable blob of pixels. Be locked out of important positions. Threaten the HoP with a lawsuit if he doesn&#039;t promote you to a Head position and get promptly lasered to death.&lt;br /&gt;
&lt;br /&gt;
Make it hard to understand a word you say by hissing frequently.*weh until you hit the emote limit.|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Fruits, Vegetables, and Meat, especially fresh meat. Sometimes even from tiny vermin that NanoTransian so graciously lets inhabit the station. Or the morgue, for the particularly cruel or culinarily inclined&lt;br /&gt;
Dislikes: Grain, Dairy, really anything overly processed. Only the freshest will do if it can&#039;t be turned into Jerky. (Sadly, this means the finest of human culinary creations, like pizza or cake, is off limits. What a terrible existence it must be.)&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
Memorable appearance.&lt;br /&gt;
Solidarity with lizards staffmates.&lt;br /&gt;
Lizardpeople take one third less heat damage.&lt;br /&gt;
Lizard tails and hides can be used to craft sought after items like lizard wine, the Liz O&#039; Nine Tails and lizard cloche hats.&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
Likely target of racism.&lt;br /&gt;
Noticeable lisssp.&lt;br /&gt;
50% more cold damage.&lt;br /&gt;
Your lizard tail and hide can be used to craft sought-after items.|bgcolor1=white|TextColor=black|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
=== {{Anchor|Teshari}}&amp;lt;big&amp;gt;Teshari&amp;lt;/big&amp;gt; ===&lt;br /&gt;
{{Races|Img=[[File:Teshari.png]]|bgcolor1=white|TextColor=black|RaceName=Teshari|Description1=Very cute and interesting species. They are based on popular Avali race mod for Starbound. Thoes little creatures are short, and like to peep everywhere they are. They stay in groups, and as one you can easily found new friends. Basicly go to any teshari, and start to peep, and voilà, you found a new friend. &lt;br /&gt;
&lt;br /&gt;
Most of the clothes dont work for you. Since they have custom body, every single sprite must be made from scratch. But dont worry, new sprites are regulary added, and they already have good amount off custom sprites.|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Meat, Raw Meat&lt;br /&gt;
Dislikes: Grain, Gore&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
You are more resistant to cold temperatures. They like cold.&lt;br /&gt;
As a native language, they gain Schechi. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
They are vulnerable to brute and burn damage ( Brute: 1,2x Burn: 1,25x&lt;br /&gt;
&lt;br /&gt;
They are vulnerable to high temperatures|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Plasmaman}}[[Plasmaman]]===&lt;br /&gt;
{{Races|Description1=Plasmamen are essentially reanimated skeletal corpses inhabited by Colonids, a microscopic, plasma-based fungi that can form into sentient networks.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
They have very heavy drawbacks, and must rely on their skill and respect to get by, but get many mechanical advantages unique to them as a result.&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
Make up 50% of the Engineering Department staff, take radiation baths in the Supermatter Engine. Stick out like a sore thumb when trying to be stealthy. Die in general.&lt;br /&gt;
&lt;br /&gt;
Diet|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Vegetables.&lt;br /&gt;
Dislikes: Fruit, only the flesh is weak to scurvy.&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
They stand out.&lt;br /&gt;
Can use their bodies drawback of setting on fire offensively to scare off attackers.&lt;br /&gt;
Welding visor that can be toggled on and off, which lets one weld safely and block flashes if necessary.&lt;br /&gt;
Immune to cold, letting them spacewalk with only needing an emergency firesuit as the emergency firesuit protects from pressure damage.&lt;br /&gt;
Immune to most viruses.&lt;br /&gt;
Immune to radiation, no matter the severity.&lt;br /&gt;
Can&#039;t bleed.&lt;br /&gt;
Does not need to eat.&lt;br /&gt;
They have lights built into their helmets which can be toggled on and off.&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
They stand out, badly.&lt;br /&gt;
Everyone will call you a skeleton&lt;br /&gt;
They rely on a constant source of Plasma air to survive.&lt;br /&gt;
If exposed to Oxygen, their body will catch on fire.&lt;br /&gt;
150% damage from brute, heat and fire.&lt;br /&gt;
They are stuck inside an environment suit. [Replaceable by Hardsuit, EVA spacesuit, or emergency firesuit + firehat/pressure sealed hat]&lt;br /&gt;
Can&#039;t drink or eat through helmet, so plasmamen are dependent on injections and patches in order to not take potential damage from eating.&lt;br /&gt;
No easy ability to hide their identity, as their envirosuits are color coded to match their job.&lt;br /&gt;
May get their helmets or envirosuit taken off by security stripsearching them, and as a result, die.&lt;br /&gt;
Have to wear gloves at all times to not light on fire, which means if their arm is cut off and they do not have an emergency firesuit or evasuit to save them, they will burn and die when the gloves fall off.&lt;br /&gt;
The AI and its minions are almost always free to maim or kill you if you are seen harming a human.&lt;br /&gt;
Has no genetic code, meaning they cannot have genetic mutations.&lt;br /&gt;
They can wear almost no unique cosmetics, and as a result are always bald.&lt;br /&gt;
Plasmaman organs are rare, and thus not easily replaceable when damaged.|Img=[[File: Plasmaman.png]]|RaceName=Plasmaman|bgcolor1=white|TextColor=black|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Mothpeople}}[[Mothpeople]]===&lt;br /&gt;
{{Races|Description1=White-faced insect people with wings and antennae. Be the Mary Sue you were always meant to be with a shitload of color &#039;themes&#039; to choose from.&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
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.|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Vegetables, Dairy, Clothing.&lt;br /&gt;
Dislikes: Fruit.&lt;br /&gt;
Toxic: Raw meat, cooked meat, just don&#039;t eat something that moved and made noises.&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
If your wings haven&#039;t been crisped, you can flutter around once gravity goes out.&lt;br /&gt;
Your *scream sounds hilarious&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
Your eyes are extra sensitive to light. Welding needs both goggles plus a mask and flashbangs REALLY hurt, even with sunglasses on.&lt;br /&gt;
Badly hurt by fly swatters. [10x damage]&lt;br /&gt;
Vulnerable to pest spray. [3x damage]&lt;br /&gt;
Fire will burn your wings off, disabling its benefits.&lt;br /&gt;
Nonsensical &#039;fluttering&#039; speech tag.|Img=[[File: Moths.gif]]|bgcolor1=color|RaceName=Moth|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Ethereals}}[[Ethereals]]===&lt;br /&gt;
{{Races|RaceName=Etherals|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Snowflake Ethereal food (High-power energy bars, empowered burgers). Electricity, whether through Cyborg rechargers, electric shocks, APCs, or indirectly through lightbulbs.&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
They&#039;re walking flashlights.&lt;br /&gt;
Even better when emagged.&lt;br /&gt;
Deal burn damage instead of brute damage when punching things.&lt;br /&gt;
Slightly resistant to electricity.&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
They&#039;re walking flashlights.&lt;br /&gt;
Can only regain nutrition by entering a cyborg recharger, by touching lightbulbs, touching an APC onCombat Mode , or through special Ethereal food.&lt;br /&gt;
Vulnerable to brute damage.|bgcolor2=#13678A|Description1=Walking lightbulbs that are named after celestial bodies.|bgcolor1=white}}&lt;br /&gt;
&lt;br /&gt;
==={{Anchor}}[[Anthropomorphs]]===&lt;br /&gt;
{{Races|RaceName=Anthropomorphs|Description1=Humanoid yet non-human mammals. Known as furries to most. One of the most common species you will see on the station.&lt;br /&gt;
&lt;br /&gt;
They have identical stats and mechanics-wise, are identical to humans. They are only different in appearance and potentially the odd tail or two.&lt;br /&gt;
&lt;br /&gt;
They are everywhere. You won&#039;t feel alone playing as one.|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Identical to humans.&lt;br /&gt;
&lt;br /&gt;
Dislikes: Identical to humans.&lt;br /&gt;
&lt;br /&gt;
Benefits: None&lt;br /&gt;
Drawbacks: None|Img=[[File: Furry.png]]|bgcolor1=white|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
=== {{anchor|Felinids}}[[Felinids]]===&lt;br /&gt;
{{Races|RaceName=Felinids|Img=[[File: Catpeople.png]]|Description1=Effectively human if not for their ears and tail.&lt;br /&gt;
&lt;br /&gt;
The absolute peak of human degeneracy. *nya until your ears bleed.|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
The same as normal humans.&lt;br /&gt;
Dislikes: Furballs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get distracted by laser pointers, and cry about it forever. *Nya over and over again.&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
Hit harder by flashbangs.&lt;br /&gt;
Distracted by laser pointers.|bgcolor2=#13678A|TextColor=black|bgcolor1=white}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Slimepeople}}Slimepeople&lt;br /&gt;
&lt;br /&gt;
{{Races|RaceName=Slimepeople|Img=[[File: Slimepeople.png]]|Description1=Pretty much humans turned into slime.&lt;br /&gt;
&lt;br /&gt;
Like slimes, they can split into multiple bodies, while retaining the same mind.|Description2=Powers&lt;br /&gt;
Can split themselves to create spare bodies.&lt;br /&gt;
To split they need to acquire slime jelly; (just make a plasma chamber and wait on it) they generate it either by being well fed or by taking normally toxin-dealing chemicals (which heals them, doesn&#039;t damage them). Normal toxin healing chemicals will remove blood and cause toxin damage at a fast rate.&lt;br /&gt;
Reaching 1100 jelly volume will let them split once, and reset them to 600.&lt;br /&gt;
They can swap between bodies at will; dying in their current body will send them to another body if they have one.&lt;br /&gt;
Toxins heal you instead of poison you&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
Being given anti-tox or any equivalent will basically instantly kill you&lt;br /&gt;
Medibots will attempt to drive-by assasinate you&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
Be the specialest snowflake in xenobiology. Hang out with your only slime friends. Swap between bodies. Inject people with your poisonous blood.|TextColor=black|bgcolor1=white|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
=Human Mutants=&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their humanity. These races are not born, but made.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
==={{anchor|Podman}}[[Podman|Podpeople]]===&lt;br /&gt;
{{Races|Description2=Benefits&lt;br /&gt;
&lt;br /&gt;
Gradually heals and gains nutrition in well lit areas.&lt;br /&gt;
Immune to plant-based hazards such as space vines and killer tomatoes.&lt;br /&gt;
Bees don&#039;t mind them.&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
Darkness drains nutrition.&lt;br /&gt;
If starving, takes damage over time.&lt;br /&gt;
Easily eaten by goats.&lt;br /&gt;
Tendency to be overweight due to desire to stay in the light at all times.&lt;br /&gt;
Extra vulnerable to chemicals designed to kill plant life.&lt;br /&gt;
Takes extra burn damage and heats up quickly.&lt;br /&gt;
Mutates if shot by a floral somatoray in mutation mode.|Description1=Human blood, resurrected through a plant. Podpeople are rare to see, often only making an appearance if the doctors or defibrillators are gone. They thrive in light and can&#039;t survive darkness for too long.&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
End up as mister potatohead after getting husked and the Botanist is not stoned enough to forget he can clone, but too stoned to do a good job. Forget that you photosynthesise and grow obese in the light. Start vegetating with relative ease.&lt;br /&gt;
&lt;br /&gt;
Remember that you&#039;re basically a walking matchstick well after you marched into a plasma fire.|Img=[[File: Podpeople.png]]|RaceName=Podpeople|bgcolor1=white|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Flyperson}}[[Flyperson|Flypeople]]===&lt;br /&gt;
{{Races|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Gross things, such as vomit. Get your crewmates sick and never go hungry again!&lt;br /&gt;
Dislikes: Anything with nutriment... the first time.&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
Buz-zz-zing lisp.&lt;br /&gt;
Grotesque appearance.&lt;br /&gt;
Badly hurt by pest spray [3x damage].&lt;br /&gt;
CRUSHED by fly swatters [30x damage].&lt;br /&gt;
Their organs are unidentifiable.|Description1=Walking abominations of mishmatched DNA caused by teleporter malfunctions. Careful use and upgrading of the teleporter can assure those that dabble with it don&#039;t end up in this sorry state.&lt;br /&gt;
&lt;br /&gt;
Like the lizard races, there&#039;s absolutely nothing redeemable about existing like this, unless you just enjoy being a freak.&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Get lynched for attacking the botanist using pest spray, and get gibbed by the chef for &#039;no reason&#039;.|Img=[[File: Flypeople.png]]|RaceName=Flypeople|bgcolor1=white|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
=={{anchor|Jelly and Slime Mutants}}Jelly and Slime Mutants==&lt;br /&gt;
These races are created in Xenobiology by taking mutation toxin. &lt;br /&gt;
&lt;br /&gt;
Further intake has a chance to mutate a slimeperson into a Stargazer or Luminescent.&lt;br /&gt;
==={{anchor|Jellypeople}}Jellypeople===&lt;br /&gt;
[[File:Jellyperson_male.png|96px|link=Special:FilePath/Jellyperson_male.png]][[File:Jellyperson_female.png|96px|link=Special:FilePath/Jellyperson_female.png]]&lt;br /&gt;
&lt;br /&gt;
The proto-jelly race. Its subspecies all share the following traits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Anything that would deal toxin damage (for example, Plasma) will heal toxin damage instead.&lt;br /&gt;
*Slimes will never attack them.&lt;br /&gt;
*Able to speak the slime language.&lt;br /&gt;
*Has slime jelly instead of blood, which is toxin if ingested by others.&lt;br /&gt;
*Take half burn damage from any source.&lt;br /&gt;
*Can grow limbs back using their slime jelly &amp;quot;blood&amp;quot;.&lt;br /&gt;
*Has slime lungs, &amp;quot;vacuole&amp;quot;, which will regenerate blood (jelly) volume when breathing plasma. Still needs oxygen though.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Lose limbs when &amp;quot;blood&amp;quot; volume goes too low, restoring some of it.&lt;br /&gt;
*Take toxin damage from chemicals that would normally cure it. This also drains large amounts of blood.&lt;br /&gt;
*Nonhuman to the AI.&lt;br /&gt;
*Take triple damage from cold.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Guide_to_xenobiology#Green_Slime|Xenobiology]]. Also botany, if lucky with [[Guide_to_hydroponics#Strange_seeds|strange seeds]].&lt;br /&gt;
===Stargazers===&lt;br /&gt;
[[File:jellypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with participants.&lt;br /&gt;
====Powers====&lt;br /&gt;
*Can privately and anonymously &amp;quot;send thoughts&amp;quot; to any target they see.&lt;br /&gt;
*Can form slimelinks with any living being.&lt;br /&gt;
**To form a slimelink, they must aggressively grab their target, then use the Link Minds ability.&lt;br /&gt;
**Everyone in the slimelink will be able to communicate in it and hear each other.&lt;br /&gt;
**Slimelink communication also works while unconscious or muted.&lt;br /&gt;
**Slimelinks are broken by death; killing the Stargazer supporting it, or changing its species will unlink everyone.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Xenobiology]].&lt;br /&gt;
==={{anchor|Luminescents}}Luminescents===&lt;br /&gt;
[[File:Luminescent_male.png|96px|link=Special:FilePath/Luminescent_male.png]][[File:Luminescent_female.png|96px|link=Special:FilePath/Luminescent_female.png]]&lt;br /&gt;
&lt;br /&gt;
Luminescents are versatile; they gain powers by consuming cores and activating them with their peculiar biology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Emit a faint glow.&lt;br /&gt;
====Powers====&lt;br /&gt;
*Can absorb slime cores to gain special abilities. (You can find the various effects [[Guide_to_xenobiology#Formulas|here]])&lt;br /&gt;
**Each core has a minor and a major ability.&lt;br /&gt;
**Activating them has a cooldown instead of using up the core. Cores can be ejected and reused.&lt;br /&gt;
**You can only have one core absorbed at once.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*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.&lt;br /&gt;
=Exotic Races=&lt;br /&gt;
These races have very few ways to come about, and often rely on very rare situations to exist at all.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
==={{anchor|Golem}}[[Golem]]s===&lt;br /&gt;
[[File:agolem.png|96px|link=Special:FilePath/Agolem.png]][[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]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Golems have unique benefits and drawbacks, depending on the type of mineral they&#039;re made of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Kill people with your flashy radiation, and get banned for &amp;lt;s&amp;gt;card&amp;lt;/s&amp;gt; golem counting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Spaceworthy, can&#039;t be dismembered and don&#039;t bleed out.&lt;br /&gt;
*Immune to the effects of radiation and viruses.&lt;br /&gt;
*Most golems punch hard and are highly resistant to brute damage, with some exceptions.&lt;br /&gt;
*Have pocket-slots without wearing a jumpsuit.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Bound to will of creator unless freed.&lt;br /&gt;
*Most are much slower than humans.&lt;br /&gt;
*Immune to injections and cryogenic drugs, can&#039;t give or receive CPR&lt;br /&gt;
*Can&#039;t equip most clothing. Not really a drawback, since golems already have pockets.&lt;br /&gt;
*The only guns they can use are Kinetic Accelerators with modified trigger guards.&lt;br /&gt;
*Often prejudiced against and slain without mercy by [[Shitcurity|the station]] at first sign of trouble.&lt;br /&gt;
For mineral specific benefits and drawbacks, see: [[Golem#Types_of_Golems|Types of Golems]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Xenobiology]].&lt;br /&gt;
*[[Lavaland]].&lt;br /&gt;
==={{anchor|Skeletons}}Skeletons===&lt;br /&gt;
[[File:skeletons.png]]&lt;br /&gt;
&lt;br /&gt;
The skeleton within, unleashed! Somehow still alive, a skeleton is just a sack of stark white bones.&lt;br /&gt;
&lt;br /&gt;
Clattering spooks, due to their supernatural qualities they&#039;re almost always associated with wizards.&lt;br /&gt;
&lt;br /&gt;
Skeletons enjoy a wide selection of useful immunities, just don&#039;t expect the crew to ever enjoy looking at you ever again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Don&#039;t need to breathe.&lt;br /&gt;
*Aren&#039;t bothered by extreme temperatures and pressure.&lt;br /&gt;
*Have no blood to lose.&lt;br /&gt;
*Are immune to the effects of radiation, as well as viruses.&lt;br /&gt;
*Immune to item embedding and chemical injections.&lt;br /&gt;
*Do not need to eat.&lt;br /&gt;
*Can attach limbs from the ground without surgery.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Loses limbs easily.&lt;br /&gt;
*Too spooky for most to tolerate.&lt;br /&gt;
*Immune to medical injections&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*Space pirate ships, with [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
==={{anchor|High-functioning Zombies}}High-functioning Zombies===&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Unlike the zombies you find in movies, these high-functioning zombies don&#039;t crave your brains (despite what they might be compelled to say sometimes).&lt;br /&gt;
&lt;br /&gt;
It&#039;s perfectly possible to coexist with these zombies, though understanding their slurring speech might drive some to wish it wasn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Don&#039;t need to breathe.&lt;br /&gt;
*Can survive in extreme pressures.&lt;br /&gt;
*Immune to cold.&lt;br /&gt;
*Have no blood to lose.&lt;br /&gt;
*Are immune to the effects of radiation.&lt;br /&gt;
*Can attach limbs from the ground without surgery.&lt;br /&gt;
*Immune to [[Changeling]] transmutation stings.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Loses limbs easily.&lt;br /&gt;
*Hard to understand.&lt;br /&gt;
*Ugly.&lt;br /&gt;
*Tends to be confused with the infectious kind of zombie.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*With [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
===={{anchor|Romerol Zombies}}Romerol Zombies====&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Rotted remains of former humans, brought way less back to life. Unlike the zombies you find in Xenobiology, Romerol zombies aren&#039;t just a human mutation.&lt;br /&gt;
&lt;br /&gt;
They are aggressive by nature, and spread an infection when hitting other humanoids, causing them to turn into Romerol zombies on death.&lt;br /&gt;
&lt;br /&gt;
They also won&#039;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.&lt;br /&gt;
&lt;br /&gt;
If this does not happen, the zombie will revive at full health after some time.&lt;br /&gt;
&lt;br /&gt;
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 &amp;lt;s&amp;gt;cloned&amp;lt;/s&amp;gt; revived.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Same as regular zombies.&lt;br /&gt;
*Strong claws that can even punch through airlocks.&lt;br /&gt;
*Revives after death unless decapitated or gibbed.&lt;br /&gt;
*Quickly heals wounds.&lt;br /&gt;
*Can see in the dark.&lt;br /&gt;
*Turn other species into romerol zombies on death.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Slow movement.&lt;br /&gt;
*Can only use claws to smash.&lt;br /&gt;
*(Rightfully) feared and hunted by crewmembers.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*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]].&lt;br /&gt;
==={{anchor|Shadowpeople}}Shadowpeople===&lt;br /&gt;
[[File:shadowpeople.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
They share many of the passive effects of [[Shadowling]]s, but none of their innate spells or abilities. They are far less a threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Gradually heals in the dark.&lt;br /&gt;
*Don&#039;t need to breathe.&lt;br /&gt;
*Have no blood to lose.&lt;br /&gt;
*Are immune to the effects of radiation.&lt;br /&gt;
*Can see far in the dark.&lt;br /&gt;
*Immune to viruses.&lt;br /&gt;
*Won&#039;t get attacked by &#039;&#039;Faithless&#039;&#039; mobs.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Will perish in the light.&lt;br /&gt;
*Generally impossible to maintain a normal life on the station.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*In the darkness. Also [[Xenobiology]].&lt;br /&gt;
==={{anchor|Synths}}Synths===&lt;br /&gt;
[[File:Changeling.gif|96px]][[File:Synth_revealed.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Immune to all chemicals but synthflesh.&lt;br /&gt;
*Does not need to breathe.&lt;br /&gt;
*Immune to viruses.&lt;br /&gt;
*Can&#039;t be dismembered.&lt;br /&gt;
*Does not need to eat.&lt;br /&gt;
*Gains all the passive bonuses/immunities of the race they&#039;re disguised as, until the disguise falls.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Usually valid. Expect the crew to attack you if you&#039;re revealed as synth.&lt;br /&gt;
*Disguise falls if you take more than 25 damage.&lt;br /&gt;
*Can only heal with synthflesh.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*Only if the &amp;lt;s&amp;gt;admins&amp;lt;/s&amp;gt; gods spawn them.&lt;br /&gt;
===={{anchor|Military Synths}}Military Synths====&lt;br /&gt;
A special type of synth. In addition to classic synths, it has:&lt;br /&gt;
*25% natural armor against all damages.&lt;br /&gt;
*High punch damage, with 50% chance of stunning on hit.&lt;br /&gt;
*Need to take 50 damage instead of 25 for the disguise to fail.&lt;br /&gt;
==={{anchor|Androids}}Androids===&lt;br /&gt;
[[File:Androids.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanlike robots, distant cousins of synths. While visually identical to a fully augmented human, it has some additional perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Does not need to breathe, immune to gases and viruses.&lt;br /&gt;
*Immunity to pressure, cold and heat, can&#039;t be set on fire.&lt;br /&gt;
*Does not bleed.&lt;br /&gt;
*Does not need to eat.&lt;br /&gt;
*Cannot be pierced by syringes or glass.&lt;br /&gt;
*Can repair brute damage with welding and burn damage by replacing wires.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Cannot heal brute and burn damage with conventional means.&lt;br /&gt;
*Paralyzed and heavily damaged by EMPs.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*Botany random mutation toxin and other places (like the chapel via technopriest rituals)&lt;br /&gt;
==={{anchor|Abductor}}[[Abductor]]s===&lt;br /&gt;
[[File:Abductor_base.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Ayy lmaos sent here to probe the station&#039;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. If discovered by the station, the crew may try to [[Byond_the_impossible|communicate and make peace]] or deliver the Abductors to [[medbay]]/[[Research_Division|R&amp;amp;D]] for [[Surgery#Alien_Surgery|research purposes]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Does not bleed.&lt;br /&gt;
*Does not need to breathe.&lt;br /&gt;
*Is immune to viruses.&lt;br /&gt;
*Can use abductor-specific equipment.&lt;br /&gt;
*Can see in the dark for short ranges.&lt;br /&gt;
*Can communicate without restrictions with fellow abductors.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Can&#039;t use guns, except the one they start with.&lt;br /&gt;
*Cannot be heard by non-abductors when speaking.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Abductor]] ships&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=User:Erol509&amp;diff=13145</id>
		<title>User:Erol509</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=User:Erol509&amp;diff=13145"/>
		<updated>2023-03-06T12:38:29Z</updated>

		<summary type="html">&lt;p&gt;Erol509: /* Anthropomorphs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Needsrevision|reason = Broken links need fixing, also outdated AF seeing this is TG base and not updated for Skyrat}}{{WIP|assign=Erol509}}Since we can create any character, it is difficult to describe all races, and their appearance will depend on the user&#039;s preference. You can create any race you want, but you still have to choose a base race, and these can have different advantages or disadvantages. On Skyrat, these are the races you can choose at the beginning of a round. Since they are freely available, you should expect to deal with them almost every round.&lt;br /&gt;
=Roundstart Races=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Humans}}&amp;lt;big&amp;gt;[[Humans]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Races|Img=[[File:Humans.png]]|TextColor=black|Description1=The first option for creating a character, humans are the  &amp;quot;default&amp;quot; of the gameplay standard of how most races are created and balanced.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt; Gameplay &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are basicly just normal human. Everyone starts as someone, after some time you will notice that everyone plays as furry character, full anthro or genemod. After a while, you will realize that there are few ordinary humans at the station. You will call bunny boy, or anthro tajaran cute, and became one. And thats how you will become furry|Description2=&amp;lt;b&amp;gt; Diet &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Likes: Fried food and junkfood, often combined into a heavenly form known as fast food.&lt;br /&gt;
&lt;br /&gt;
Dislikes: Raw food and Gore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Benefits &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Drawbacks&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
None at all.|RaceName=Humans|bgcolor1=white|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
==={{Anchor}}[[Synthetic Humans|Synthetic Humanoids]]===&lt;br /&gt;
{{Races|Img=[[File:Humans.png]] [[File:Synthlizard.png]] [[File:SynthAnthro.png]]|RaceName=Synthetic Humanoid|bgcolor1=white|TextColor=black|Description1=Standard humans but synthetic; they look identical to their biological brethren, but possess robotic organs and limbs instead of flesh. They have a number of advantages and weaknesses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Gameplay &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Be a human but without complicated healing. Beat people to death whilst laughing as you cannot be poisoned by the Chemist.&lt;br /&gt;
Cry when the chemist mixes uranium and iron together. Cry again when they bring your corpse to medical instead of Robotics.&lt;br /&gt;
Cry when you cant use funny genetic mutations. Cry when robotisc dont know how to revive you, and does tend wounds surgery on you. &lt;br /&gt;
This race allows you to use sound emotes like normal cyborgs (beep, dwoop etc.)&lt;br /&gt;
You can name your character as you like, some people prefer robot related names like UNIT-34, R.E.I etc. And others use just normal names.|Description2=&amp;lt;b&amp;gt; Diet &amp;lt;/b&amp;gt;&lt;br /&gt;
Likes: Energy from APC&#039;s, Drinks made for Synths like oil, welding fuel etc. They can eat normal food, but that doesnt give any mood improvements. &lt;br /&gt;
Dislikes: Water.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Benefits &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Synthetic Humanoids limbs are easily readded, and dont require any surgery. Just pick your limb and pop it back in. &lt;br /&gt;
&lt;br /&gt;
With this race you gain other language named: Encoded Audio Launguage&lt;br /&gt;
&lt;br /&gt;
Synthetic Humanoid is oil, so this can make medical treatment a bit harder&lt;br /&gt;
&lt;br /&gt;
Do not need to breathe.&lt;br /&gt;
&lt;br /&gt;
Immunity to chemicals.&lt;br /&gt;
&lt;br /&gt;
Immunity against viruses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Drawbacks &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Still immune to beneficial chemicals.&lt;br /&gt;
&lt;br /&gt;
Stunned and severely burnt by any sort of EMP or Ion blast.&lt;br /&gt;
&lt;br /&gt;
You are vulnerable to high and cold temperatures, you are not space proof. &lt;br /&gt;
&lt;br /&gt;
You are weak to burn and brute damage.|bgcolor2=#13678A}}&lt;br /&gt;
==={{anchor|Lizardperson}}[[Lizardperson|Lizardpeople]]===&lt;br /&gt;
{{Races|Img=[[Image:Lizardpeople.png]]|RaceName=Lizardpeople|Description1=Green, mean, and ready to *weh, Lizardpeople escape most of their prejudice from the wider worlds here, although some remnants of bias may still remain.&lt;br /&gt;
&lt;br /&gt;
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 no advantages beyond their striking appearance.&lt;br /&gt;
&lt;br /&gt;
Their appearance and naming conventions are loosely derived from the Argonians, of Skyrim.&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
Name yourself Does-The-Gimmick. Set all your accessory slots and become an unrecognizable blob of pixels. Be locked out of important positions. Threaten the HoP with a lawsuit if he doesn&#039;t promote you to a Head position and get promptly lasered to death.&lt;br /&gt;
&lt;br /&gt;
Make it hard to understand a word you say by hissing frequently.*weh until you hit the emote limit.|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Fruits, Vegetables, and Meat, especially fresh meat. Sometimes even from tiny vermin that NanoTransian so graciously lets inhabit the station. Or the morgue, for the particularly cruel or culinarily inclined&lt;br /&gt;
Dislikes: Grain, Dairy, really anything overly processed. Only the freshest will do if it can&#039;t be turned into Jerky. (Sadly, this means the finest of human culinary creations, like pizza or cake, is off limits. What a terrible existence it must be.)&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
Memorable appearance.&lt;br /&gt;
Solidarity with lizards staffmates.&lt;br /&gt;
Lizardpeople take one third less heat damage.&lt;br /&gt;
Lizard tails and hides can be used to craft sought after items like lizard wine, the Liz O&#039; Nine Tails and lizard cloche hats.&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
Likely target of racism.&lt;br /&gt;
Noticeable lisssp.&lt;br /&gt;
50% more cold damage.&lt;br /&gt;
Your lizard tail and hide can be used to craft sought-after items.|bgcolor1=white|TextColor=black|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
=== {{Anchor|Teshari}}&amp;lt;big&amp;gt;Teshari&amp;lt;/big&amp;gt; ===&lt;br /&gt;
{{Races|Img=[[File:Teshari.png]]|bgcolor1=white|TextColor=black|RaceName=Teshari|Description1=Very cute and interesting species. They are based on popular Avali race mod for Starbound. Thoes little creatures are short, and like to peep everywhere they are. They stay in groups, and as one you can easily found new friends. Basicly go to any teshari, and start to peep, and voilà, you found a new friend. &lt;br /&gt;
&lt;br /&gt;
Most of the clothes dont work for you. Since they have custom body, every single sprite must be made from scratch. But dont worry, new sprites are regulary added, and they already have good amount off custom sprites.|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Meat, Raw Meat&lt;br /&gt;
Dislikes: Grain, Gore&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
You are more resistant to cold temperatures. They like cold.&lt;br /&gt;
As a native language, they gain Schechi. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
They are vulnerable to brute and burn damage ( Brute: 1,2x Burn: 1,25x&lt;br /&gt;
&lt;br /&gt;
They are vulnerable to high temperatures|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Plasmaman}}[[Plasmaman]]===&lt;br /&gt;
{{Races|Description1=Plasmamen are essentially reanimated skeletal corpses inhabited by Colonids, a microscopic, plasma-based fungi that can form into sentient networks.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
They have very heavy drawbacks, and must rely on their skill and respect to get by, but get many mechanical advantages unique to them as a result.&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
Make up 50% of the Engineering Department staff, take radiation baths in the Supermatter Engine. Stick out like a sore thumb when trying to be stealthy. Die in general.&lt;br /&gt;
&lt;br /&gt;
Diet|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Vegetables.&lt;br /&gt;
Dislikes: Fruit, only the flesh is weak to scurvy.&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
They stand out.&lt;br /&gt;
Can use their bodies drawback of setting on fire offensively to scare off attackers.&lt;br /&gt;
Welding visor that can be toggled on and off, which lets one weld safely and block flashes if necessary.&lt;br /&gt;
Immune to cold, letting them spacewalk with only needing an emergency firesuit as the emergency firesuit protects from pressure damage.&lt;br /&gt;
Immune to most viruses.&lt;br /&gt;
Immune to radiation, no matter the severity.&lt;br /&gt;
Can&#039;t bleed.&lt;br /&gt;
Does not need to eat.&lt;br /&gt;
They have lights built into their helmets which can be toggled on and off.&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
They stand out, badly.&lt;br /&gt;
Everyone will call you a skeleton&lt;br /&gt;
They rely on a constant source of Plasma air to survive.&lt;br /&gt;
If exposed to Oxygen, their body will catch on fire.&lt;br /&gt;
150% damage from brute, heat and fire.&lt;br /&gt;
They are stuck inside an environment suit. [Replaceable by Hardsuit, EVA spacesuit, or emergency firesuit + firehat/pressure sealed hat]&lt;br /&gt;
Can&#039;t drink or eat through helmet, so plasmamen are dependent on injections and patches in order to not take potential damage from eating.&lt;br /&gt;
No easy ability to hide their identity, as their envirosuits are color coded to match their job.&lt;br /&gt;
May get their helmets or envirosuit taken off by security stripsearching them, and as a result, die.&lt;br /&gt;
Have to wear gloves at all times to not light on fire, which means if their arm is cut off and they do not have an emergency firesuit or evasuit to save them, they will burn and die when the gloves fall off.&lt;br /&gt;
The AI and its minions are almost always free to maim or kill you if you are seen harming a human.&lt;br /&gt;
Has no genetic code, meaning they cannot have genetic mutations.&lt;br /&gt;
They can wear almost no unique cosmetics, and as a result are always bald.&lt;br /&gt;
Plasmaman organs are rare, and thus not easily replaceable when damaged.|Img=[[File: Plasmaman.png]]|RaceName=Plasmaman|bgcolor1=white|TextColor=black|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Mothpeople}}[[Mothpeople]]===&lt;br /&gt;
{{Races|Description1=White-faced insect people with wings and antennae. Be the Mary Sue you were always meant to be with a shitload of color &#039;themes&#039; to choose from.&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
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.|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Vegetables, Dairy, Clothing.&lt;br /&gt;
Dislikes: Fruit.&lt;br /&gt;
Toxic: Raw meat, cooked meat, just don&#039;t eat something that moved and made noises.&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
If your wings haven&#039;t been crisped, you can flutter around once gravity goes out.&lt;br /&gt;
Your *scream sounds hilarious&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
Your eyes are extra sensitive to light. Welding needs both goggles plus a mask and flashbangs REALLY hurt, even with sunglasses on.&lt;br /&gt;
Badly hurt by fly swatters. [10x damage]&lt;br /&gt;
Vulnerable to pest spray. [3x damage]&lt;br /&gt;
Fire will burn your wings off, disabling its benefits.&lt;br /&gt;
Nonsensical &#039;fluttering&#039; speech tag.|Img=[[File: Moths.gif]]|bgcolor1=color|RaceName=Moth|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Ethereals}}===&lt;br /&gt;
===[[Ethereals]]===&lt;br /&gt;
{{Races|RaceName=Etherals|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Snowflake Ethereal food (High-power energy bars, empowered burgers). Electricity, whether through Cyborg rechargers, electric shocks, APCs, or indirectly through lightbulbs.&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
They&#039;re walking flashlights.&lt;br /&gt;
Even better when emagged.&lt;br /&gt;
Deal burn damage instead of brute damage when punching things.&lt;br /&gt;
Slightly resistant to electricity.&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
They&#039;re walking flashlights.&lt;br /&gt;
Can only regain nutrition by entering a cyborg recharger, by touching lightbulbs, touching an APC onCombat Mode , or through special Ethereal food.&lt;br /&gt;
Vulnerable to brute damage.|bgcolor2=#13678A|Description1=Walking lightbulbs that are named after celestial bodies.|bgcolor1=white}}&lt;br /&gt;
&lt;br /&gt;
==={{Anchor}}[[Anthropomorphs]]===&lt;br /&gt;
{{Races|RaceName=Anthropomorphs|Description1=Humanoid yet non-human mammals. Known as furries to most. One of the most common species you will see on the station.&lt;br /&gt;
&lt;br /&gt;
They have identical stats and mechanics-wise, are identical to humans. They are only different in appearance and potentially the odd tail or two.&lt;br /&gt;
&lt;br /&gt;
They are everywhere. You won&#039;t feel alone playing as one.|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Identical to humans.&lt;br /&gt;
&lt;br /&gt;
Dislikes: Identical to humans.&lt;br /&gt;
&lt;br /&gt;
Benefits: None&lt;br /&gt;
Drawbacks: None|Img=[[File: Furry.png]]|bgcolor1=white|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
=== {{anchor|Felinids}}[[Felinids]]===&lt;br /&gt;
{{Races|RaceName=Felinids|Img=[[File: Catpeople.png]]|Description1=Effectively human if not for their ears and tail.&lt;br /&gt;
&lt;br /&gt;
The absolute peak of human degeneracy. *nya until your ears bleed.|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
The same as normal humans.&lt;br /&gt;
Dislikes: Furballs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get distracted by laser pointers, and cry about it forever. *Nya over and over again.&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
Hit harder by flashbangs.&lt;br /&gt;
Distracted by laser pointers.|bgcolor2=#13678A|TextColor=black|bgcolor1=white}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Slimepeople}}Slimepeople&lt;br /&gt;
&lt;br /&gt;
{{Races|RaceName=Slimepeople|Img=[[File: Slimepeople.png]]|Description1=Pretty much humans turned into slime.&lt;br /&gt;
&lt;br /&gt;
Like slimes, they can split into multiple bodies, while retaining the same mind.|Description2=Powers&lt;br /&gt;
Can split themselves to create spare bodies.&lt;br /&gt;
To split they need to acquire slime jelly; (just make a plasma chamber and wait on it) they generate it either by being well fed or by taking normally toxin-dealing chemicals (which heals them, doesn&#039;t damage them). Normal toxin healing chemicals will remove blood and cause toxin damage at a fast rate.&lt;br /&gt;
Reaching 1100 jelly volume will let them split once, and reset them to 600.&lt;br /&gt;
They can swap between bodies at will; dying in their current body will send them to another body if they have one.&lt;br /&gt;
Toxins heal you instead of poison you&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
Being given anti-tox or any equivalent will basically instantly kill you&lt;br /&gt;
Medibots will attempt to drive-by assasinate you&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
Be the specialest snowflake in xenobiology. Hang out with your only slime friends. Swap between bodies. Inject people with your poisonous blood.|TextColor=black|bgcolor1=white|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
=Human Mutants=&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their humanity. These races are not born, but made.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
==={{anchor|Podman}}[[Podman|Podpeople]]===&lt;br /&gt;
{{Races|Description2=Benefits&lt;br /&gt;
&lt;br /&gt;
Gradually heals and gains nutrition in well lit areas.&lt;br /&gt;
Immune to plant-based hazards such as space vines and killer tomatoes.&lt;br /&gt;
Bees don&#039;t mind them.&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
Darkness drains nutrition.&lt;br /&gt;
If starving, takes damage over time.&lt;br /&gt;
Easily eaten by goats.&lt;br /&gt;
Tendency to be overweight due to desire to stay in the light at all times.&lt;br /&gt;
Extra vulnerable to chemicals designed to kill plant life.&lt;br /&gt;
Takes extra burn damage and heats up quickly.&lt;br /&gt;
Mutates if shot by a floral somatoray in mutation mode.|Description1=Human blood, resurrected through a plant. Podpeople are rare to see, often only making an appearance if the doctors or defibrillators are gone. They thrive in light and can&#039;t survive darkness for too long.&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
End up as mister potatohead after getting husked and the Botanist is not stoned enough to forget he can clone, but too stoned to do a good job. Forget that you photosynthesise and grow obese in the light. Start vegetating with relative ease.&lt;br /&gt;
&lt;br /&gt;
Remember that you&#039;re basically a walking matchstick well after you marched into a plasma fire.|Img=[[File: Podpeople.png]]|RaceName=Podpeople|bgcolor1=white|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Flyperson}}[[Flyperson|Flypeople]]===&lt;br /&gt;
{{Races|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Gross things, such as vomit. Get your crewmates sick and never go hungry again!&lt;br /&gt;
Dislikes: Anything with nutriment... the first time.&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
Buz-zz-zing lisp.&lt;br /&gt;
Grotesque appearance.&lt;br /&gt;
Badly hurt by pest spray [3x damage].&lt;br /&gt;
CRUSHED by fly swatters [30x damage].&lt;br /&gt;
Their organs are unidentifiable.|Description1=Walking abominations of mishmatched DNA caused by teleporter malfunctions. Careful use and upgrading of the teleporter can assure those that dabble with it don&#039;t end up in this sorry state.&lt;br /&gt;
&lt;br /&gt;
Like the lizard races, there&#039;s absolutely nothing redeemable about existing like this, unless you just enjoy being a freak.&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Get lynched for attacking the botanist using pest spray, and get gibbed by the chef for &#039;no reason&#039;.|Img=[[File: Flypeople.png]]|RaceName=Flypeople|bgcolor1=white|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
=={{anchor|Jelly and Slime Mutants}}Jelly and Slime Mutants==&lt;br /&gt;
These races are created in Xenobiology by taking mutation toxin. &lt;br /&gt;
&lt;br /&gt;
Further intake has a chance to mutate a slimeperson into a Stargazer or Luminescent.&lt;br /&gt;
==={{anchor|Jellypeople}}Jellypeople===&lt;br /&gt;
[[File:Jellyperson_male.png|96px|link=Special:FilePath/Jellyperson_male.png]][[File:Jellyperson_female.png|96px|link=Special:FilePath/Jellyperson_female.png]]&lt;br /&gt;
&lt;br /&gt;
The proto-jelly race. Its subspecies all share the following traits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Anything that would deal toxin damage (for example, Plasma) will heal toxin damage instead.&lt;br /&gt;
*Slimes will never attack them.&lt;br /&gt;
*Able to speak the slime language.&lt;br /&gt;
*Has slime jelly instead of blood, which is toxin if ingested by others.&lt;br /&gt;
*Take half burn damage from any source.&lt;br /&gt;
*Can grow limbs back using their slime jelly &amp;quot;blood&amp;quot;.&lt;br /&gt;
*Has slime lungs, &amp;quot;vacuole&amp;quot;, which will regenerate blood (jelly) volume when breathing plasma. Still needs oxygen though.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Lose limbs when &amp;quot;blood&amp;quot; volume goes too low, restoring some of it.&lt;br /&gt;
*Take toxin damage from chemicals that would normally cure it. This also drains large amounts of blood.&lt;br /&gt;
*Nonhuman to the AI.&lt;br /&gt;
*Take triple damage from cold.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Guide_to_xenobiology#Green_Slime|Xenobiology]]. Also botany, if lucky with [[Guide_to_hydroponics#Strange_seeds|strange seeds]].&lt;br /&gt;
===Stargazers===&lt;br /&gt;
[[File:jellypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with participants.&lt;br /&gt;
====Powers====&lt;br /&gt;
*Can privately and anonymously &amp;quot;send thoughts&amp;quot; to any target they see.&lt;br /&gt;
*Can form slimelinks with any living being.&lt;br /&gt;
**To form a slimelink, they must aggressively grab their target, then use the Link Minds ability.&lt;br /&gt;
**Everyone in the slimelink will be able to communicate in it and hear each other.&lt;br /&gt;
**Slimelink communication also works while unconscious or muted.&lt;br /&gt;
**Slimelinks are broken by death; killing the Stargazer supporting it, or changing its species will unlink everyone.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Xenobiology]].&lt;br /&gt;
==={{anchor|Luminescents}}Luminescents===&lt;br /&gt;
[[File:Luminescent_male.png|96px|link=Special:FilePath/Luminescent_male.png]][[File:Luminescent_female.png|96px|link=Special:FilePath/Luminescent_female.png]]&lt;br /&gt;
&lt;br /&gt;
Luminescents are versatile; they gain powers by consuming cores and activating them with their peculiar biology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Emit a faint glow.&lt;br /&gt;
====Powers====&lt;br /&gt;
*Can absorb slime cores to gain special abilities. (You can find the various effects [[Guide_to_xenobiology#Formulas|here]])&lt;br /&gt;
**Each core has a minor and a major ability.&lt;br /&gt;
**Activating them has a cooldown instead of using up the core. Cores can be ejected and reused.&lt;br /&gt;
**You can only have one core absorbed at once.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*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.&lt;br /&gt;
=Exotic Races=&lt;br /&gt;
These races have very few ways to come about, and often rely on very rare situations to exist at all.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
==={{anchor|Golem}}[[Golem]]s===&lt;br /&gt;
[[File:agolem.png|96px|link=Special:FilePath/Agolem.png]][[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]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Golems have unique benefits and drawbacks, depending on the type of mineral they&#039;re made of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Kill people with your flashy radiation, and get banned for &amp;lt;s&amp;gt;card&amp;lt;/s&amp;gt; golem counting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Spaceworthy, can&#039;t be dismembered and don&#039;t bleed out.&lt;br /&gt;
*Immune to the effects of radiation and viruses.&lt;br /&gt;
*Most golems punch hard and are highly resistant to brute damage, with some exceptions.&lt;br /&gt;
*Have pocket-slots without wearing a jumpsuit.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Bound to will of creator unless freed.&lt;br /&gt;
*Most are much slower than humans.&lt;br /&gt;
*Immune to injections and cryogenic drugs, can&#039;t give or receive CPR&lt;br /&gt;
*Can&#039;t equip most clothing. Not really a drawback, since golems already have pockets.&lt;br /&gt;
*The only guns they can use are Kinetic Accelerators with modified trigger guards.&lt;br /&gt;
*Often prejudiced against and slain without mercy by [[Shitcurity|the station]] at first sign of trouble.&lt;br /&gt;
For mineral specific benefits and drawbacks, see: [[Golem#Types_of_Golems|Types of Golems]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Xenobiology]].&lt;br /&gt;
*[[Lavaland]].&lt;br /&gt;
==={{anchor|Skeletons}}Skeletons===&lt;br /&gt;
[[File:skeletons.png]]&lt;br /&gt;
&lt;br /&gt;
The skeleton within, unleashed! Somehow still alive, a skeleton is just a sack of stark white bones.&lt;br /&gt;
&lt;br /&gt;
Clattering spooks, due to their supernatural qualities they&#039;re almost always associated with wizards.&lt;br /&gt;
&lt;br /&gt;
Skeletons enjoy a wide selection of useful immunities, just don&#039;t expect the crew to ever enjoy looking at you ever again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Don&#039;t need to breathe.&lt;br /&gt;
*Aren&#039;t bothered by extreme temperatures and pressure.&lt;br /&gt;
*Have no blood to lose.&lt;br /&gt;
*Are immune to the effects of radiation, as well as viruses.&lt;br /&gt;
*Immune to item embedding and chemical injections.&lt;br /&gt;
*Do not need to eat.&lt;br /&gt;
*Can attach limbs from the ground without surgery.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Loses limbs easily.&lt;br /&gt;
*Too spooky for most to tolerate.&lt;br /&gt;
*Immune to medical injections&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*Space pirate ships, with [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
==={{anchor|High-functioning Zombies}}High-functioning Zombies===&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Unlike the zombies you find in movies, these high-functioning zombies don&#039;t crave your brains (despite what they might be compelled to say sometimes).&lt;br /&gt;
&lt;br /&gt;
It&#039;s perfectly possible to coexist with these zombies, though understanding their slurring speech might drive some to wish it wasn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Don&#039;t need to breathe.&lt;br /&gt;
*Can survive in extreme pressures.&lt;br /&gt;
*Immune to cold.&lt;br /&gt;
*Have no blood to lose.&lt;br /&gt;
*Are immune to the effects of radiation.&lt;br /&gt;
*Can attach limbs from the ground without surgery.&lt;br /&gt;
*Immune to [[Changeling]] transmutation stings.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Loses limbs easily.&lt;br /&gt;
*Hard to understand.&lt;br /&gt;
*Ugly.&lt;br /&gt;
*Tends to be confused with the infectious kind of zombie.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*With [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
===={{anchor|Romerol Zombies}}Romerol Zombies====&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Rotted remains of former humans, brought way less back to life. Unlike the zombies you find in Xenobiology, Romerol zombies aren&#039;t just a human mutation.&lt;br /&gt;
&lt;br /&gt;
They are aggressive by nature, and spread an infection when hitting other humanoids, causing them to turn into Romerol zombies on death.&lt;br /&gt;
&lt;br /&gt;
They also won&#039;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.&lt;br /&gt;
&lt;br /&gt;
If this does not happen, the zombie will revive at full health after some time.&lt;br /&gt;
&lt;br /&gt;
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 &amp;lt;s&amp;gt;cloned&amp;lt;/s&amp;gt; revived.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Same as regular zombies.&lt;br /&gt;
*Strong claws that can even punch through airlocks.&lt;br /&gt;
*Revives after death unless decapitated or gibbed.&lt;br /&gt;
*Quickly heals wounds.&lt;br /&gt;
*Can see in the dark.&lt;br /&gt;
*Turn other species into romerol zombies on death.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Slow movement.&lt;br /&gt;
*Can only use claws to smash.&lt;br /&gt;
*(Rightfully) feared and hunted by crewmembers.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*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]].&lt;br /&gt;
==={{anchor|Shadowpeople}}Shadowpeople===&lt;br /&gt;
[[File:shadowpeople.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
They share many of the passive effects of [[Shadowling]]s, but none of their innate spells or abilities. They are far less a threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Gradually heals in the dark.&lt;br /&gt;
*Don&#039;t need to breathe.&lt;br /&gt;
*Have no blood to lose.&lt;br /&gt;
*Are immune to the effects of radiation.&lt;br /&gt;
*Can see far in the dark.&lt;br /&gt;
*Immune to viruses.&lt;br /&gt;
*Won&#039;t get attacked by &#039;&#039;Faithless&#039;&#039; mobs.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Will perish in the light.&lt;br /&gt;
*Generally impossible to maintain a normal life on the station.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*In the darkness. Also [[Xenobiology]].&lt;br /&gt;
==={{anchor|Synths}}Synths===&lt;br /&gt;
[[File:Changeling.gif|96px]][[File:Synth_revealed.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Immune to all chemicals but synthflesh.&lt;br /&gt;
*Does not need to breathe.&lt;br /&gt;
*Immune to viruses.&lt;br /&gt;
*Can&#039;t be dismembered.&lt;br /&gt;
*Does not need to eat.&lt;br /&gt;
*Gains all the passive bonuses/immunities of the race they&#039;re disguised as, until the disguise falls.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Usually valid. Expect the crew to attack you if you&#039;re revealed as synth.&lt;br /&gt;
*Disguise falls if you take more than 25 damage.&lt;br /&gt;
*Can only heal with synthflesh.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*Only if the &amp;lt;s&amp;gt;admins&amp;lt;/s&amp;gt; gods spawn them.&lt;br /&gt;
===={{anchor|Military Synths}}Military Synths====&lt;br /&gt;
A special type of synth. In addition to classic synths, it has:&lt;br /&gt;
*25% natural armor against all damages.&lt;br /&gt;
*High punch damage, with 50% chance of stunning on hit.&lt;br /&gt;
*Need to take 50 damage instead of 25 for the disguise to fail.&lt;br /&gt;
==={{anchor|Androids}}Androids===&lt;br /&gt;
[[File:Androids.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanlike robots, distant cousins of synths. While visually identical to a fully augmented human, it has some additional perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Does not need to breathe, immune to gases and viruses.&lt;br /&gt;
*Immunity to pressure, cold and heat, can&#039;t be set on fire.&lt;br /&gt;
*Does not bleed.&lt;br /&gt;
*Does not need to eat.&lt;br /&gt;
*Cannot be pierced by syringes or glass.&lt;br /&gt;
*Can repair brute damage with welding and burn damage by replacing wires.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Cannot heal brute and burn damage with conventional means.&lt;br /&gt;
*Paralyzed and heavily damaged by EMPs.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*Botany random mutation toxin and other places (like the chapel via technopriest rituals)&lt;br /&gt;
==={{anchor|Abductor}}[[Abductor]]s===&lt;br /&gt;
[[File:Abductor_base.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Ayy lmaos sent here to probe the station&#039;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. If discovered by the station, the crew may try to [[Byond_the_impossible|communicate and make peace]] or deliver the Abductors to [[medbay]]/[[Research_Division|R&amp;amp;D]] for [[Surgery#Alien_Surgery|research purposes]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Does not bleed.&lt;br /&gt;
*Does not need to breathe.&lt;br /&gt;
*Is immune to viruses.&lt;br /&gt;
*Can use abductor-specific equipment.&lt;br /&gt;
*Can see in the dark for short ranges.&lt;br /&gt;
*Can communicate without restrictions with fellow abductors.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Can&#039;t use guns, except the one they start with.&lt;br /&gt;
*Cannot be heard by non-abductors when speaking.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Abductor]] ships&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=User:Erol509&amp;diff=13108</id>
		<title>User:Erol509</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=User:Erol509&amp;diff=13108"/>
		<updated>2023-02-03T19:05:18Z</updated>

		<summary type="html">&lt;p&gt;Erol509: /* Podpeople */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Needsrevision|reason = Broken links need fixing, also outdated AF seeing this is TG base and not updated for Skyrat}}{{WIP|assign=Erol509}}Since we can create any character, it is difficult to describe all races, and their appearance will depend on the user&#039;s preference. You can create any race you want, but you still have to choose a base race, and these can have different advantages or disadvantages. On Skyrat, these are the races you can choose at the beginning of a round. Since they are freely available, you should expect to deal with them almost every round.&lt;br /&gt;
=Roundstart Races=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Humans}}&amp;lt;big&amp;gt;[[Humans]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Races|Img=[[File:Humans.png]]|TextColor=black|Description1=The first option for creating a character, humans are the  &amp;quot;default&amp;quot; of the gameplay standard of how most races are created and balanced.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt; Gameplay &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are basicly just normal human. Everyone starts as someone, after some time you will notice that everyone plays as furry character, full anthro or genemod. After a while, you will realize that there are few ordinary humans at the station. You will call bunny boy, or anthro tajaran cute, and became one. And thats how you will become furry|Description2=&amp;lt;b&amp;gt; Diet &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Likes: Fried food and junkfood, often combined into a heavenly form known as fast food.&lt;br /&gt;
&lt;br /&gt;
Dislikes: Raw food and Gore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Benefits &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Drawbacks&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
None at all.|RaceName=Humans|bgcolor1=white|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
==={{Anchor}}[[Synthetic Humans|Synthetic Humanoids]]===&lt;br /&gt;
{{Races|Img=[[File:Humans.png]] [[File:Synthlizard.png]] [[File:SynthAnthro.png]]|RaceName=Synthetic Humanoid|bgcolor1=white|TextColor=black|Description1=Standard humans but synthetic; they look identical to their biological brethren, but possess robotic organs and limbs instead of flesh. They have a number of advantages and weaknesses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Gameplay &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Be a human but without complicated healing. Beat people to death whilst laughing as you cannot be poisoned by the Chemist.&lt;br /&gt;
Cry when the chemist mixes uranium and iron together. Cry again when they bring your corpse to medical instead of Robotics.&lt;br /&gt;
Cry when you cant use funny genetic mutations. Cry when robotisc dont know how to revive you, and does tend wounds surgery on you. &lt;br /&gt;
This race allows you to use sound emotes like normal cyborgs (beep, dwoop etc.)&lt;br /&gt;
You can name your character as you like, some people prefer robot related names like UNIT-34, R.E.I etc. And others use just normal names.|Description2=&amp;lt;b&amp;gt; Diet &amp;lt;/b&amp;gt;&lt;br /&gt;
Likes: Energy from APC&#039;s, Drinks made for Synths like oil, welding fuel etc. They can eat normal food, but that doesnt give any mood improvements. &lt;br /&gt;
Dislikes: Water.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Benefits &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Synthetic Humanoids limbs are easily readded, and dont require any surgery. Just pick your limb and pop it back in. &lt;br /&gt;
&lt;br /&gt;
With this race you gain other language named: Encoded Audio Launguage&lt;br /&gt;
&lt;br /&gt;
Synthetic Humanoid is oil, so this can make medical treatment a bit harder&lt;br /&gt;
&lt;br /&gt;
Do not need to breathe.&lt;br /&gt;
&lt;br /&gt;
Immunity to chemicals.&lt;br /&gt;
&lt;br /&gt;
Immunity against viruses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Drawbacks &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Still immune to beneficial chemicals.&lt;br /&gt;
&lt;br /&gt;
Stunned and severely burnt by any sort of EMP or Ion blast.&lt;br /&gt;
&lt;br /&gt;
You are vulnerable to high and cold temperatures, you are not space proof. &lt;br /&gt;
&lt;br /&gt;
You are weak to burn and brute damage.|bgcolor2=#13678A}}&lt;br /&gt;
==={{anchor|Lizardperson}}[[Lizardperson|Lizardpeople]]===&lt;br /&gt;
{{Races|Img=[[Image:Lizardpeople.png]]|RaceName=Lizardpeople|Description1=Green, mean, and ready to *weh, Lizardpeople escape most of their prejudice from the wider worlds here, although some remnants of bias may still remain.&lt;br /&gt;
&lt;br /&gt;
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 no advantages beyond their striking appearance.&lt;br /&gt;
&lt;br /&gt;
Their appearance and naming conventions are loosely derived from the Argonians, of Skyrim.&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
Name yourself Does-The-Gimmick. Set all your accessory slots and become an unrecognizable blob of pixels. Be locked out of important positions. Threaten the HoP with a lawsuit if he doesn&#039;t promote you to a Head position and get promptly lasered to death.&lt;br /&gt;
&lt;br /&gt;
Make it hard to understand a word you say by hissing frequently.*weh until you hit the emote limit.|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Fruits, Vegetables, and Meat, especially fresh meat. Sometimes even from tiny vermin that NanoTransian so graciously lets inhabit the station. Or the morgue, for the particularly cruel or culinarily inclined&lt;br /&gt;
Dislikes: Grain, Dairy, really anything overly processed. Only the freshest will do if it can&#039;t be turned into Jerky. (Sadly, this means the finest of human culinary creations, like pizza or cake, is off limits. What a terrible existence it must be.)&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
Memorable appearance.&lt;br /&gt;
Solidarity with lizards staffmates.&lt;br /&gt;
Lizardpeople take one third less heat damage.&lt;br /&gt;
Lizard tails and hides can be used to craft sought after items like lizard wine, the Liz O&#039; Nine Tails and lizard cloche hats.&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
Likely target of racism.&lt;br /&gt;
Noticeable lisssp.&lt;br /&gt;
50% more cold damage.&lt;br /&gt;
Your lizard tail and hide can be used to craft sought-after items.|bgcolor1=white|TextColor=black|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
=== {{Anchor|Teshari}}&amp;lt;big&amp;gt;Teshari&amp;lt;/big&amp;gt; ===&lt;br /&gt;
{{Races|Img=[[File:Teshari.png]]|bgcolor1=white|TextColor=black|RaceName=Teshari|Description1=Very cute and interesting species. They are based on popular Avali race mod for Starbound. Thoes little creatures are short, and like to peep everywhere they are. They stay in groups, and as one you can easily found new friends. Basicly go to any teshari, and start to peep, and voilà, you found a new friend. &lt;br /&gt;
&lt;br /&gt;
Most of the clothes dont work for you. Since they have custom body, every single sprite must be made from scratch. But dont worry, new sprites are regulary added, and they already have good amount off custom sprites.|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Meat, Raw Meat&lt;br /&gt;
Dislikes: Grain, Gore&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
You are more resistant to cold temperatures. They like cold.&lt;br /&gt;
As a native language, they gain Schechi. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
They are vulnerable to brute and burn damage ( Brute: 1,2x Burn: 1,25x&lt;br /&gt;
&lt;br /&gt;
They are vulnerable to high temperatures|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Plasmaman}}[[Plasmaman]]===&lt;br /&gt;
{{Races|Description1=Plasmamen are essentially reanimated skeletal corpses inhabited by Colonids, a microscopic, plasma-based fungi that can form into sentient networks.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
They have very heavy drawbacks, and must rely on their skill and respect to get by, but get many mechanical advantages unique to them as a result.&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
Make up 50% of the Engineering Department staff, take radiation baths in the Supermatter Engine. Stick out like a sore thumb when trying to be stealthy. Die in general.&lt;br /&gt;
&lt;br /&gt;
Diet|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Vegetables.&lt;br /&gt;
Dislikes: Fruit, only the flesh is weak to scurvy.&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
They stand out.&lt;br /&gt;
Can use their bodies drawback of setting on fire offensively to scare off attackers.&lt;br /&gt;
Welding visor that can be toggled on and off, which lets one weld safely and block flashes if necessary.&lt;br /&gt;
Immune to cold, letting them spacewalk with only needing an emergency firesuit as the emergency firesuit protects from pressure damage.&lt;br /&gt;
Immune to most viruses.&lt;br /&gt;
Immune to radiation, no matter the severity.&lt;br /&gt;
Can&#039;t bleed.&lt;br /&gt;
Does not need to eat.&lt;br /&gt;
They have lights built into their helmets which can be toggled on and off.&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
They stand out, badly.&lt;br /&gt;
Everyone will call you a skeleton&lt;br /&gt;
They rely on a constant source of Plasma air to survive.&lt;br /&gt;
If exposed to Oxygen, their body will catch on fire.&lt;br /&gt;
150% damage from brute, heat and fire.&lt;br /&gt;
They are stuck inside an environment suit. [Replaceable by Hardsuit, EVA spacesuit, or emergency firesuit + firehat/pressure sealed hat]&lt;br /&gt;
Can&#039;t drink or eat through helmet, so plasmamen are dependent on injections and patches in order to not take potential damage from eating.&lt;br /&gt;
No easy ability to hide their identity, as their envirosuits are color coded to match their job.&lt;br /&gt;
May get their helmets or envirosuit taken off by security stripsearching them, and as a result, die.&lt;br /&gt;
Have to wear gloves at all times to not light on fire, which means if their arm is cut off and they do not have an emergency firesuit or evasuit to save them, they will burn and die when the gloves fall off.&lt;br /&gt;
The AI and its minions are almost always free to maim or kill you if you are seen harming a human.&lt;br /&gt;
Has no genetic code, meaning they cannot have genetic mutations.&lt;br /&gt;
They can wear almost no unique cosmetics, and as a result are always bald.&lt;br /&gt;
Plasmaman organs are rare, and thus not easily replaceable when damaged.|Img=[[File: Plasmaman.png]]|RaceName=Plasmaman|bgcolor1=white|TextColor=black|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Mothpeople}}[[Mothpeople]]===&lt;br /&gt;
{{Races|Description1=White-faced insect people with wings and antennae. Be the Mary Sue you were always meant to be with a shitload of color &#039;themes&#039; to choose from.&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
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.|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Vegetables, Dairy, Clothing.&lt;br /&gt;
Dislikes: Fruit.&lt;br /&gt;
Toxic: Raw meat, cooked meat, just don&#039;t eat something that moved and made noises.&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
If your wings haven&#039;t been crisped, you can flutter around once gravity goes out.&lt;br /&gt;
Your *scream sounds hilarious&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
Your eyes are extra sensitive to light. Welding needs both goggles plus a mask and flashbangs REALLY hurt, even with sunglasses on.&lt;br /&gt;
Badly hurt by fly swatters. [10x damage]&lt;br /&gt;
Vulnerable to pest spray. [3x damage]&lt;br /&gt;
Fire will burn your wings off, disabling its benefits.&lt;br /&gt;
Nonsensical &#039;fluttering&#039; speech tag.|Img=[[File: Moths.gif]]|bgcolor1=color|RaceName=Moth|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Ethereals}}===&lt;br /&gt;
===[[Ethereals]]===&lt;br /&gt;
{{Races|RaceName=Etherals|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Snowflake Ethereal food (High-power energy bars, empowered burgers). Electricity, whether through Cyborg rechargers, electric shocks, APCs, or indirectly through lightbulbs.&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
They&#039;re walking flashlights.&lt;br /&gt;
Even better when emagged.&lt;br /&gt;
Deal burn damage instead of brute damage when punching things.&lt;br /&gt;
Slightly resistant to electricity.&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
They&#039;re walking flashlights.&lt;br /&gt;
Can only regain nutrition by entering a cyborg recharger, by touching lightbulbs, touching an APC onCombat Mode , or through special Ethereal food.&lt;br /&gt;
Vulnerable to brute damage.|bgcolor2=#13678A|Description1=Walking lightbulbs that are named after celestial bodies.|bgcolor1=white}}&lt;br /&gt;
&lt;br /&gt;
==={{Anchor}}[[Anthropomorphs]]===&lt;br /&gt;
{{Races|RaceName=Anthropomorphs|Description1=Humanoid yet non-human mammals. Known as furries to most. One of the most common species you will see on the station.&lt;br /&gt;
&lt;br /&gt;
They have identical stats and mechanics-wise, are identical to humans. They are only different in appearance and potentially the odd tail or two.&lt;br /&gt;
&lt;br /&gt;
They are everywhere. You won&#039;t feel alone playing as one.|Description2=Diet&lt;br /&gt;
Likes: Identical to humans.&lt;br /&gt;
Dislikes: Identical to humans.&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
Strength in numbers.&lt;br /&gt;
Massive metagang.&lt;br /&gt;
Appealing to most species.&lt;br /&gt;
*woof&lt;br /&gt;
&lt;br /&gt;
Drawbacks* Absolutely detested by some.|Img=[[File: Furry.png]]|bgcolor1=white|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
=== {{anchor|Felinids}}[[Felinids]]===&lt;br /&gt;
{{Races|RaceName=Felinids|Img=[[File: Catpeople.png]]|Description1=Effectively human if not for their ears and tail.&lt;br /&gt;
&lt;br /&gt;
The absolute peak of human degeneracy. *nya until your ears bleed.|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
The same as normal humans.&lt;br /&gt;
Dislikes: Furballs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get distracted by laser pointers, and cry about it forever. *Nya over and over again.&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
Hit harder by flashbangs.&lt;br /&gt;
Distracted by laser pointers.|bgcolor2=#13678A|TextColor=black|bgcolor1=white}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Slimepeople}}Slimepeople&lt;br /&gt;
&lt;br /&gt;
{{Races|RaceName=Slimepeople|Img=[[File: Slimepeople.png]]|Description1=Pretty much humans turned into slime.&lt;br /&gt;
&lt;br /&gt;
Like slimes, they can split into multiple bodies, while retaining the same mind.|Description2=Powers&lt;br /&gt;
Can split themselves to create spare bodies.&lt;br /&gt;
To split they need to acquire slime jelly; (just make a plasma chamber and wait on it) they generate it either by being well fed or by taking normally toxin-dealing chemicals (which heals them, doesn&#039;t damage them). Normal toxin healing chemicals will remove blood and cause toxin damage at a fast rate.&lt;br /&gt;
Reaching 1100 jelly volume will let them split once, and reset them to 600.&lt;br /&gt;
They can swap between bodies at will; dying in their current body will send them to another body if they have one.&lt;br /&gt;
Toxins heal you instead of poison you&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
Being given anti-tox or any equivalent will basically instantly kill you&lt;br /&gt;
Medibots will attempt to drive-by assasinate you&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
Be the specialest snowflake in xenobiology. Hang out with your only slime friends. Swap between bodies. Inject people with your poisonous blood.|TextColor=black|bgcolor1=white|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
=Human Mutants=&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their humanity. These races are not born, but made.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
==={{anchor|Podman}}[[Podman|Podpeople]]===&lt;br /&gt;
{{Races|Description2=Benefits&lt;br /&gt;
&lt;br /&gt;
Gradually heals and gains nutrition in well lit areas.&lt;br /&gt;
Immune to plant-based hazards such as space vines and killer tomatoes.&lt;br /&gt;
Bees don&#039;t mind them.&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
Darkness drains nutrition.&lt;br /&gt;
If starving, takes damage over time.&lt;br /&gt;
Easily eaten by goats.&lt;br /&gt;
Tendency to be overweight due to desire to stay in the light at all times.&lt;br /&gt;
Extra vulnerable to chemicals designed to kill plant life.&lt;br /&gt;
Takes extra burn damage and heats up quickly.&lt;br /&gt;
Mutates if shot by a floral somatoray in mutation mode.|Description1=Human blood, resurrected through a plant. Podpeople are rare to see, often only making an appearance if the doctors or defibrillators are gone. They thrive in light and can&#039;t survive darkness for too long.&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
End up as mister potatohead after getting husked and the Botanist is not stoned enough to forget he can clone, but too stoned to do a good job. Forget that you photosynthesise and grow obese in the light. Start vegetating with relative ease.&lt;br /&gt;
&lt;br /&gt;
Remember that you&#039;re basically a walking matchstick well after you marched into a plasma fire.|Img=[[File: Podpeople.png]]|RaceName=Podpeople|bgcolor1=white|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Flyperson}}[[Flyperson|Flypeople]]===&lt;br /&gt;
{{Races|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Gross things, such as vomit. Get your crewmates sick and never go hungry again!&lt;br /&gt;
Dislikes: Anything with nutriment... the first time.&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
Buz-zz-zing lisp.&lt;br /&gt;
Grotesque appearance.&lt;br /&gt;
Badly hurt by pest spray [3x damage].&lt;br /&gt;
CRUSHED by fly swatters [30x damage].&lt;br /&gt;
Their organs are unidentifiable.|Description1=Walking abominations of mishmatched DNA caused by teleporter malfunctions. Careful use and upgrading of the teleporter can assure those that dabble with it don&#039;t end up in this sorry state.&lt;br /&gt;
&lt;br /&gt;
Like the lizard races, there&#039;s absolutely nothing redeemable about existing like this, unless you just enjoy being a freak.&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Get lynched for attacking the botanist using pest spray, and get gibbed by the chef for &#039;no reason&#039;.|Img=[[File: Flypeople.png]]|RaceName=Flypeople|bgcolor1=white|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
=={{anchor|Jelly and Slime Mutants}}Jelly and Slime Mutants==&lt;br /&gt;
These races are created in Xenobiology by taking mutation toxin. &lt;br /&gt;
&lt;br /&gt;
Further intake has a chance to mutate a slimeperson into a Stargazer or Luminescent.&lt;br /&gt;
==={{anchor|Jellypeople}}Jellypeople===&lt;br /&gt;
[[File:Jellyperson_male.png|96px|link=Special:FilePath/Jellyperson_male.png]][[File:Jellyperson_female.png|96px|link=Special:FilePath/Jellyperson_female.png]]&lt;br /&gt;
&lt;br /&gt;
The proto-jelly race. Its subspecies all share the following traits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Anything that would deal toxin damage (for example, Plasma) will heal toxin damage instead.&lt;br /&gt;
*Slimes will never attack them.&lt;br /&gt;
*Able to speak the slime language.&lt;br /&gt;
*Has slime jelly instead of blood, which is toxin if ingested by others.&lt;br /&gt;
*Take half burn damage from any source.&lt;br /&gt;
*Can grow limbs back using their slime jelly &amp;quot;blood&amp;quot;.&lt;br /&gt;
*Has slime lungs, &amp;quot;vacuole&amp;quot;, which will regenerate blood (jelly) volume when breathing plasma. Still needs oxygen though.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Lose limbs when &amp;quot;blood&amp;quot; volume goes too low, restoring some of it.&lt;br /&gt;
*Take toxin damage from chemicals that would normally cure it. This also drains large amounts of blood.&lt;br /&gt;
*Nonhuman to the AI.&lt;br /&gt;
*Take triple damage from cold.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Guide_to_xenobiology#Green_Slime|Xenobiology]]. Also botany, if lucky with [[Guide_to_hydroponics#Strange_seeds|strange seeds]].&lt;br /&gt;
===Stargazers===&lt;br /&gt;
[[File:jellypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with participants.&lt;br /&gt;
====Powers====&lt;br /&gt;
*Can privately and anonymously &amp;quot;send thoughts&amp;quot; to any target they see.&lt;br /&gt;
*Can form slimelinks with any living being.&lt;br /&gt;
**To form a slimelink, they must aggressively grab their target, then use the Link Minds ability.&lt;br /&gt;
**Everyone in the slimelink will be able to communicate in it and hear each other.&lt;br /&gt;
**Slimelink communication also works while unconscious or muted.&lt;br /&gt;
**Slimelinks are broken by death; killing the Stargazer supporting it, or changing its species will unlink everyone.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Xenobiology]].&lt;br /&gt;
==={{anchor|Luminescents}}Luminescents===&lt;br /&gt;
[[File:Luminescent_male.png|96px|link=Special:FilePath/Luminescent_male.png]][[File:Luminescent_female.png|96px|link=Special:FilePath/Luminescent_female.png]]&lt;br /&gt;
&lt;br /&gt;
Luminescents are versatile; they gain powers by consuming cores and activating them with their peculiar biology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Emit a faint glow.&lt;br /&gt;
====Powers====&lt;br /&gt;
*Can absorb slime cores to gain special abilities. (You can find the various effects [[Guide_to_xenobiology#Formulas|here]])&lt;br /&gt;
**Each core has a minor and a major ability.&lt;br /&gt;
**Activating them has a cooldown instead of using up the core. Cores can be ejected and reused.&lt;br /&gt;
**You can only have one core absorbed at once.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*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.&lt;br /&gt;
=Exotic Races=&lt;br /&gt;
These races have very few ways to come about, and often rely on very rare situations to exist at all.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
==={{anchor|Golem}}[[Golem]]s===&lt;br /&gt;
[[File:agolem.png|96px|link=Special:FilePath/Agolem.png]][[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]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Golems have unique benefits and drawbacks, depending on the type of mineral they&#039;re made of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Kill people with your flashy radiation, and get banned for &amp;lt;s&amp;gt;card&amp;lt;/s&amp;gt; golem counting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Spaceworthy, can&#039;t be dismembered and don&#039;t bleed out.&lt;br /&gt;
*Immune to the effects of radiation and viruses.&lt;br /&gt;
*Most golems punch hard and are highly resistant to brute damage, with some exceptions.&lt;br /&gt;
*Have pocket-slots without wearing a jumpsuit.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Bound to will of creator unless freed.&lt;br /&gt;
*Most are much slower than humans.&lt;br /&gt;
*Immune to injections and cryogenic drugs, can&#039;t give or receive CPR&lt;br /&gt;
*Can&#039;t equip most clothing. Not really a drawback, since golems already have pockets.&lt;br /&gt;
*The only guns they can use are Kinetic Accelerators with modified trigger guards.&lt;br /&gt;
*Often prejudiced against and slain without mercy by [[Shitcurity|the station]] at first sign of trouble.&lt;br /&gt;
For mineral specific benefits and drawbacks, see: [[Golem#Types_of_Golems|Types of Golems]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Xenobiology]].&lt;br /&gt;
*[[Lavaland]].&lt;br /&gt;
==={{anchor|Skeletons}}Skeletons===&lt;br /&gt;
[[File:skeletons.png]]&lt;br /&gt;
&lt;br /&gt;
The skeleton within, unleashed! Somehow still alive, a skeleton is just a sack of stark white bones.&lt;br /&gt;
&lt;br /&gt;
Clattering spooks, due to their supernatural qualities they&#039;re almost always associated with wizards.&lt;br /&gt;
&lt;br /&gt;
Skeletons enjoy a wide selection of useful immunities, just don&#039;t expect the crew to ever enjoy looking at you ever again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Don&#039;t need to breathe.&lt;br /&gt;
*Aren&#039;t bothered by extreme temperatures and pressure.&lt;br /&gt;
*Have no blood to lose.&lt;br /&gt;
*Are immune to the effects of radiation, as well as viruses.&lt;br /&gt;
*Immune to item embedding and chemical injections.&lt;br /&gt;
*Do not need to eat.&lt;br /&gt;
*Can attach limbs from the ground without surgery.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Loses limbs easily.&lt;br /&gt;
*Too spooky for most to tolerate.&lt;br /&gt;
*Immune to medical injections&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*Space pirate ships, with [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
==={{anchor|High-functioning Zombies}}High-functioning Zombies===&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Unlike the zombies you find in movies, these high-functioning zombies don&#039;t crave your brains (despite what they might be compelled to say sometimes).&lt;br /&gt;
&lt;br /&gt;
It&#039;s perfectly possible to coexist with these zombies, though understanding their slurring speech might drive some to wish it wasn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Don&#039;t need to breathe.&lt;br /&gt;
*Can survive in extreme pressures.&lt;br /&gt;
*Immune to cold.&lt;br /&gt;
*Have no blood to lose.&lt;br /&gt;
*Are immune to the effects of radiation.&lt;br /&gt;
*Can attach limbs from the ground without surgery.&lt;br /&gt;
*Immune to [[Changeling]] transmutation stings.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Loses limbs easily.&lt;br /&gt;
*Hard to understand.&lt;br /&gt;
*Ugly.&lt;br /&gt;
*Tends to be confused with the infectious kind of zombie.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*With [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
===={{anchor|Romerol Zombies}}Romerol Zombies====&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Rotted remains of former humans, brought way less back to life. Unlike the zombies you find in Xenobiology, Romerol zombies aren&#039;t just a human mutation.&lt;br /&gt;
&lt;br /&gt;
They are aggressive by nature, and spread an infection when hitting other humanoids, causing them to turn into Romerol zombies on death.&lt;br /&gt;
&lt;br /&gt;
They also won&#039;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.&lt;br /&gt;
&lt;br /&gt;
If this does not happen, the zombie will revive at full health after some time.&lt;br /&gt;
&lt;br /&gt;
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 &amp;lt;s&amp;gt;cloned&amp;lt;/s&amp;gt; revived.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Same as regular zombies.&lt;br /&gt;
*Strong claws that can even punch through airlocks.&lt;br /&gt;
*Revives after death unless decapitated or gibbed.&lt;br /&gt;
*Quickly heals wounds.&lt;br /&gt;
*Can see in the dark.&lt;br /&gt;
*Turn other species into romerol zombies on death.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Slow movement.&lt;br /&gt;
*Can only use claws to smash.&lt;br /&gt;
*(Rightfully) feared and hunted by crewmembers.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*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]].&lt;br /&gt;
==={{anchor|Shadowpeople}}Shadowpeople===&lt;br /&gt;
[[File:shadowpeople.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
They share many of the passive effects of [[Shadowling]]s, but none of their innate spells or abilities. They are far less a threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Gradually heals in the dark.&lt;br /&gt;
*Don&#039;t need to breathe.&lt;br /&gt;
*Have no blood to lose.&lt;br /&gt;
*Are immune to the effects of radiation.&lt;br /&gt;
*Can see far in the dark.&lt;br /&gt;
*Immune to viruses.&lt;br /&gt;
*Won&#039;t get attacked by &#039;&#039;Faithless&#039;&#039; mobs.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Will perish in the light.&lt;br /&gt;
*Generally impossible to maintain a normal life on the station.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*In the darkness. Also [[Xenobiology]].&lt;br /&gt;
==={{anchor|Synths}}Synths===&lt;br /&gt;
[[File:Changeling.gif|96px]][[File:Synth_revealed.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Immune to all chemicals but synthflesh.&lt;br /&gt;
*Does not need to breathe.&lt;br /&gt;
*Immune to viruses.&lt;br /&gt;
*Can&#039;t be dismembered.&lt;br /&gt;
*Does not need to eat.&lt;br /&gt;
*Gains all the passive bonuses/immunities of the race they&#039;re disguised as, until the disguise falls.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Usually valid. Expect the crew to attack you if you&#039;re revealed as synth.&lt;br /&gt;
*Disguise falls if you take more than 25 damage.&lt;br /&gt;
*Can only heal with synthflesh.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*Only if the &amp;lt;s&amp;gt;admins&amp;lt;/s&amp;gt; gods spawn them.&lt;br /&gt;
===={{anchor|Military Synths}}Military Synths====&lt;br /&gt;
A special type of synth. In addition to classic synths, it has:&lt;br /&gt;
*25% natural armor against all damages.&lt;br /&gt;
*High punch damage, with 50% chance of stunning on hit.&lt;br /&gt;
*Need to take 50 damage instead of 25 for the disguise to fail.&lt;br /&gt;
==={{anchor|Androids}}Androids===&lt;br /&gt;
[[File:Androids.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanlike robots, distant cousins of synths. While visually identical to a fully augmented human, it has some additional perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Does not need to breathe, immune to gases and viruses.&lt;br /&gt;
*Immunity to pressure, cold and heat, can&#039;t be set on fire.&lt;br /&gt;
*Does not bleed.&lt;br /&gt;
*Does not need to eat.&lt;br /&gt;
*Cannot be pierced by syringes or glass.&lt;br /&gt;
*Can repair brute damage with welding and burn damage by replacing wires.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Cannot heal brute and burn damage with conventional means.&lt;br /&gt;
*Paralyzed and heavily damaged by EMPs.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*Botany random mutation toxin and other places (like the chapel via technopriest rituals)&lt;br /&gt;
==={{anchor|Abductor}}[[Abductor]]s===&lt;br /&gt;
[[File:Abductor_base.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Ayy lmaos sent here to probe the station&#039;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. If discovered by the station, the crew may try to [[Byond_the_impossible|communicate and make peace]] or deliver the Abductors to [[medbay]]/[[Research_Division|R&amp;amp;D]] for [[Surgery#Alien_Surgery|research purposes]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Does not bleed.&lt;br /&gt;
*Does not need to breathe.&lt;br /&gt;
*Is immune to viruses.&lt;br /&gt;
*Can use abductor-specific equipment.&lt;br /&gt;
*Can see in the dark for short ranges.&lt;br /&gt;
*Can communicate without restrictions with fellow abductors.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Can&#039;t use guns, except the one they start with.&lt;br /&gt;
*Cannot be heard by non-abductors when speaking.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Abductor]] ships&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=User:Erol509&amp;diff=13096</id>
		<title>User:Erol509</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=User:Erol509&amp;diff=13096"/>
		<updated>2023-01-30T14:46:19Z</updated>

		<summary type="html">&lt;p&gt;Erol509: /* Felinids */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Needsrevision|reason = Broken links need fixing, also outdated AF seeing this is TG base and not updated for Skyrat}}{{WIP|assign=Erol509}}Since we can create any character, it is difficult to describe all races, and their appearance will depend on the user&#039;s preference. You can create any race you want, but you still have to choose a base race, and these can have different advantages or disadvantages. On Skyrat, these are the races you can choose at the beginning of a round. Since they are freely available, you should expect to deal with them almost every round.&lt;br /&gt;
=Roundstart Races=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Humans}}&amp;lt;big&amp;gt;[[Humans]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Races|Img=[[File:Humans.png]]|TextColor=black|Description1=The first option for creating a character, humans are the  &amp;quot;default&amp;quot; of the gameplay standard of how most races are created and balanced.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt; Gameplay &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are basicly just normal human. Everyone starts as someone, after some time you will notice that everyone plays as furry character, full anthro or genemod. After a while, you will realize that there are few ordinary humans at the station. You will call bunny boy, or anthro tajaran cute, and became one. And thats how you will become furry|Description2=&amp;lt;b&amp;gt; Diet &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Likes: Fried food and junkfood, often combined into a heavenly form known as fast food.&lt;br /&gt;
&lt;br /&gt;
Dislikes: Raw food and Gore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Benefits &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Drawbacks&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
None at all.|RaceName=Humans|bgcolor1=white|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
==={{Anchor}}[[Synthetic Humans|Synthetic Humanoids]]===&lt;br /&gt;
{{Races|Img=[[File:Humans.png]] [[File:Synthlizard.png]] [[File:SynthAnthro.png]]|RaceName=Synthetic Humanoid|bgcolor1=white|TextColor=black|Description1=Standard humans but synthetic; they look identical to their biological brethren, but possess robotic organs and limbs instead of flesh. They have a number of advantages and weaknesses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Gameplay &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Be a human but without complicated healing. Beat people to death whilst laughing as you cannot be poisoned by the Chemist.&lt;br /&gt;
Cry when the chemist mixes uranium and iron together. Cry again when they bring your corpse to medical instead of Robotics.&lt;br /&gt;
Cry when you cant use funny genetic mutations. Cry when robotisc dont know how to revive you, and does tend wounds surgery on you. &lt;br /&gt;
This race allows you to use sound emotes like normal cyborgs (beep, dwoop etc.)&lt;br /&gt;
You can name your character as you like, some people prefer robot related names like UNIT-34, R.E.I etc. And others use just normal names.|Description2=&amp;lt;b&amp;gt; Diet &amp;lt;/b&amp;gt;&lt;br /&gt;
Likes: Energy from APC&#039;s, Drinks made for Synths like oil, welding fuel etc. They can eat normal food, but that doesnt give any mood improvements. &lt;br /&gt;
Dislikes: Water.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Benefits &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Synthetic Humanoids limbs are easily readded, and dont require any surgery. Just pick your limb and pop it back in. &lt;br /&gt;
&lt;br /&gt;
With this race you gain other language named: Encoded Audio Launguage&lt;br /&gt;
&lt;br /&gt;
Synthetic Humanoid is oil, so this can make medical treatment a bit harder&lt;br /&gt;
&lt;br /&gt;
Do not need to breathe.&lt;br /&gt;
&lt;br /&gt;
Immunity to chemicals.&lt;br /&gt;
&lt;br /&gt;
Immunity against viruses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Drawbacks &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Still immune to beneficial chemicals.&lt;br /&gt;
&lt;br /&gt;
Stunned and severely burnt by any sort of EMP or Ion blast.&lt;br /&gt;
&lt;br /&gt;
You are vulnerable to high and cold temperatures, you are not space proof. &lt;br /&gt;
&lt;br /&gt;
You are weak to burn and brute damage.|bgcolor2=#13678A}}&lt;br /&gt;
==={{anchor|Lizardperson}}[[Lizardperson|Lizardpeople]]===&lt;br /&gt;
{{Races|Img=[[Image:Lizardpeople.png]]|RaceName=Lizardpeople|Description1=Green, mean, and ready to *weh, Lizardpeople escape most of their prejudice from the wider worlds here, although some remnants of bias may still remain.&lt;br /&gt;
&lt;br /&gt;
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 no advantages beyond their striking appearance.&lt;br /&gt;
&lt;br /&gt;
Their appearance and naming conventions are loosely derived from the Argonians, of Skyrim.&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
Name yourself Does-The-Gimmick. Set all your accessory slots and become an unrecognizable blob of pixels. Be locked out of important positions. Threaten the HoP with a lawsuit if he doesn&#039;t promote you to a Head position and get promptly lasered to death.&lt;br /&gt;
&lt;br /&gt;
Make it hard to understand a word you say by hissing frequently.*weh until you hit the emote limit.|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Fruits, Vegetables, and Meat, especially fresh meat. Sometimes even from tiny vermin that NanoTransian so graciously lets inhabit the station. Or the morgue, for the particularly cruel or culinarily inclined&lt;br /&gt;
Dislikes: Grain, Dairy, really anything overly processed. Only the freshest will do if it can&#039;t be turned into Jerky. (Sadly, this means the finest of human culinary creations, like pizza or cake, is off limits. What a terrible existence it must be.)&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
Memorable appearance.&lt;br /&gt;
Solidarity with lizards staffmates.&lt;br /&gt;
Lizardpeople take one third less heat damage.&lt;br /&gt;
Lizard tails and hides can be used to craft sought after items like lizard wine, the Liz O&#039; Nine Tails and lizard cloche hats.&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
Likely target of racism.&lt;br /&gt;
Noticeable lisssp.&lt;br /&gt;
50% more cold damage.&lt;br /&gt;
Your lizard tail and hide can be used to craft sought-after items.|bgcolor1=white|TextColor=black|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
=== {{Anchor|Teshari}}&amp;lt;big&amp;gt;Teshari&amp;lt;/big&amp;gt; ===&lt;br /&gt;
{{Races|Img=[[File:Teshari.png]]|bgcolor1=white|TextColor=black|RaceName=Teshari|Description1=Very cute and interesting species. They are based on popular Avali race mod for Starbound. Thoes little creatures are short, and like to peep everywhere they are. They stay in groups, and as one you can easily found new friends. Basicly go to any teshari, and start to peep, and voilà, you found a new friend. &lt;br /&gt;
&lt;br /&gt;
Most of the clothes dont work for you. Since they have custom body, every single sprite must be made from scratch. But dont worry, new sprites are regulary added, and they already have good amount off custom sprites.|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Meat, Raw Meat&lt;br /&gt;
Dislikes: Grain, Gore&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
You are more resistant to cold temperatures. They like cold.&lt;br /&gt;
As a native language, they gain Schechi. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
They are vulnerable to brute and burn damage ( Brute: 1,2x Burn: 1,25x&lt;br /&gt;
&lt;br /&gt;
They are vulnerable to high temperatures|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Plasmaman}}[[Plasmaman]]===&lt;br /&gt;
{{Races|Description1=Plasmamen are essentially reanimated skeletal corpses inhabited by Colonids, a microscopic, plasma-based fungi that can form into sentient networks.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
They have very heavy drawbacks, and must rely on their skill and respect to get by, but get many mechanical advantages unique to them as a result.&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
Make up 50% of the Engineering Department staff, take radiation baths in the Supermatter Engine. Stick out like a sore thumb when trying to be stealthy. Die in general.&lt;br /&gt;
&lt;br /&gt;
Diet|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Vegetables.&lt;br /&gt;
Dislikes: Fruit, only the flesh is weak to scurvy.&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
They stand out.&lt;br /&gt;
Can use their bodies drawback of setting on fire offensively to scare off attackers.&lt;br /&gt;
Welding visor that can be toggled on and off, which lets one weld safely and block flashes if necessary.&lt;br /&gt;
Immune to cold, letting them spacewalk with only needing an emergency firesuit as the emergency firesuit protects from pressure damage.&lt;br /&gt;
Immune to most viruses.&lt;br /&gt;
Immune to radiation, no matter the severity.&lt;br /&gt;
Can&#039;t bleed.&lt;br /&gt;
Does not need to eat.&lt;br /&gt;
They have lights built into their helmets which can be toggled on and off.&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
They stand out, badly.&lt;br /&gt;
Everyone will call you a skeleton&lt;br /&gt;
They rely on a constant source of Plasma air to survive.&lt;br /&gt;
If exposed to Oxygen, their body will catch on fire.&lt;br /&gt;
150% damage from brute, heat and fire.&lt;br /&gt;
They are stuck inside an environment suit. [Replaceable by Hardsuit, EVA spacesuit, or emergency firesuit + firehat/pressure sealed hat]&lt;br /&gt;
Can&#039;t drink or eat through helmet, so plasmamen are dependent on injections and patches in order to not take potential damage from eating.&lt;br /&gt;
No easy ability to hide their identity, as their envirosuits are color coded to match their job.&lt;br /&gt;
May get their helmets or envirosuit taken off by security stripsearching them, and as a result, die.&lt;br /&gt;
Have to wear gloves at all times to not light on fire, which means if their arm is cut off and they do not have an emergency firesuit or evasuit to save them, they will burn and die when the gloves fall off.&lt;br /&gt;
The AI and its minions are almost always free to maim or kill you if you are seen harming a human.&lt;br /&gt;
Has no genetic code, meaning they cannot have genetic mutations.&lt;br /&gt;
They can wear almost no unique cosmetics, and as a result are always bald.&lt;br /&gt;
Plasmaman organs are rare, and thus not easily replaceable when damaged.|Img=[[File: Plasmaman.png]]|RaceName=Plasmaman|bgcolor1=white|TextColor=black|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Mothpeople}}[[Mothpeople]]===&lt;br /&gt;
{{Races|Description1=White-faced insect people with wings and antennae. Be the Mary Sue you were always meant to be with a shitload of color &#039;themes&#039; to choose from.&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
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.|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Vegetables, Dairy, Clothing.&lt;br /&gt;
Dislikes: Fruit.&lt;br /&gt;
Toxic: Raw meat, cooked meat, just don&#039;t eat something that moved and made noises.&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
If your wings haven&#039;t been crisped, you can flutter around once gravity goes out.&lt;br /&gt;
Your *scream sounds hilarious&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
Your eyes are extra sensitive to light. Welding needs both goggles plus a mask and flashbangs REALLY hurt, even with sunglasses on.&lt;br /&gt;
Badly hurt by fly swatters. [10x damage]&lt;br /&gt;
Vulnerable to pest spray. [3x damage]&lt;br /&gt;
Fire will burn your wings off, disabling its benefits.&lt;br /&gt;
Nonsensical &#039;fluttering&#039; speech tag.|Img=[[File: Moths.gif]]|bgcolor1=color|RaceName=Moth|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Ethereals}}===&lt;br /&gt;
===[[Ethereals]]===&lt;br /&gt;
{{Races|RaceName=Etherals|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Snowflake Ethereal food (High-power energy bars, empowered burgers). Electricity, whether through Cyborg rechargers, electric shocks, APCs, or indirectly through lightbulbs.&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
They&#039;re walking flashlights.&lt;br /&gt;
Even better when emagged.&lt;br /&gt;
Deal burn damage instead of brute damage when punching things.&lt;br /&gt;
Slightly resistant to electricity.&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
They&#039;re walking flashlights.&lt;br /&gt;
Can only regain nutrition by entering a cyborg recharger, by touching lightbulbs, touching an APC onCombat Mode , or through special Ethereal food.&lt;br /&gt;
Vulnerable to brute damage.|bgcolor2=#13678A|Description1=Walking lightbulbs that are named after celestial bodies.|bgcolor1=white}}&lt;br /&gt;
&lt;br /&gt;
==={{Anchor}}[[Anthropomorphs]]===&lt;br /&gt;
{{Races|RaceName=Anthropomorphs|Description1=Humanoid yet non-human mammals. Known as furries to most. One of the most common species you will see on the station.&lt;br /&gt;
&lt;br /&gt;
They have identical stats and mechanics-wise, are identical to humans. They are only different in appearance and potentially the odd tail or two.&lt;br /&gt;
&lt;br /&gt;
They are everywhere. You won&#039;t feel alone playing as one.|Description2=Diet&lt;br /&gt;
Likes: Identical to humans.&lt;br /&gt;
Dislikes: Identical to humans.&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
Strength in numbers.&lt;br /&gt;
Massive metagang.&lt;br /&gt;
Appealing to most species.&lt;br /&gt;
*woof&lt;br /&gt;
&lt;br /&gt;
Drawbacks* Absolutely detested by some.|Img=[[File: Furry.png]]|bgcolor1=white|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
=== {{anchor|Felinids}}[[Felinids]]===&lt;br /&gt;
{{Races|RaceName=Felinids|Img=[[File: Catpeople.png]]|Description1=Effectively human if not for their ears and tail.&lt;br /&gt;
&lt;br /&gt;
The absolute peak of human degeneracy. *nya until your ears bleed.|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
The same as normal humans.&lt;br /&gt;
Dislikes: Furballs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get distracted by laser pointers, and cry about it forever. *Nya over and over again.&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
Hit harder by flashbangs.&lt;br /&gt;
Distracted by laser pointers.|bgcolor2=#13678A|TextColor=black|bgcolor1=white}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Slimepeople}}Slimepeople&lt;br /&gt;
&lt;br /&gt;
{{Races|RaceName=Slimepeople|Img=[[File: Slimepeople.png]]|Description1=Pretty much humans turned into slime.&lt;br /&gt;
&lt;br /&gt;
Like slimes, they can split into multiple bodies, while retaining the same mind.|Description2=Powers&lt;br /&gt;
Can split themselves to create spare bodies.&lt;br /&gt;
To split they need to acquire slime jelly; (just make a plasma chamber and wait on it) they generate it either by being well fed or by taking normally toxin-dealing chemicals (which heals them, doesn&#039;t damage them). Normal toxin healing chemicals will remove blood and cause toxin damage at a fast rate.&lt;br /&gt;
Reaching 1100 jelly volume will let them split once, and reset them to 600.&lt;br /&gt;
They can swap between bodies at will; dying in their current body will send them to another body if they have one.&lt;br /&gt;
Toxins heal you instead of poison you&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
Being given anti-tox or any equivalent will basically instantly kill you&lt;br /&gt;
Medibots will attempt to drive-by assasinate you&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
Be the specialest snowflake in xenobiology. Hang out with your only slime friends. Swap between bodies. Inject people with your poisonous blood.|TextColor=black|bgcolor1=white|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
=Human Mutants=&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their humanity. These races are not born, but made.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
==={{anchor|Podman}}[[Podman|Podpeople]]===&lt;br /&gt;
[[File:podpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Human blood, resurrected through a plant. Podpeople are rare to see, often only making an appearance if the doctors or defibrillators are gone. They thrive in light and can&#039;t survive darkness for too long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
End up as mister potatohead after getting husked and the Botanist is not stoned enough to forget he can clone, but too stoned to do a good job. Forget that you photosynthesise and grow obese in the light. Start vegetating with relative ease.&lt;br /&gt;
&lt;br /&gt;
Remember that you&#039;re basically a walking matchstick well after you marched into a plasma fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Gradually heals and gains nutrition in well lit areas.&lt;br /&gt;
*Immune to plant-based hazards such as space vines and killer tomatoes.&lt;br /&gt;
*Bees don&#039;t mind them.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Darkness drains nutrition.&lt;br /&gt;
*If starving, takes damage over time.&lt;br /&gt;
*Easily eaten by goats.&lt;br /&gt;
*Tendency to be overweight due to desire to stay in the light at all times.&lt;br /&gt;
*Extra vulnerable to chemicals designed to kill plant life.&lt;br /&gt;
*Takes extra burn damage and heats up quickly.&lt;br /&gt;
*Mutates if shot by a [[Research_items#Floral Somatoray|floral somatoray]] in mutation mode.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Hydroponics]].&lt;br /&gt;
==={{anchor|Flyperson}}[[Flyperson|Flypeople]]===&lt;br /&gt;
[[File:flypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Walking abominations of mishmatched DNA caused by teleporter malfunctions. Careful use and upgrading of the teleporter can assure those that dabble with it don&#039;t end up in this sorry state.&lt;br /&gt;
&lt;br /&gt;
Like the lizard races, there&#039;s absolutely nothing redeemable about existing like this, unless you just enjoy being a freak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Annoy the chef for his cheese, vomit on his food and kill Pete because &amp;lt;strike&amp;gt;you need barf fuel&amp;lt;/strike&amp;gt; muh self defense. Start getting voices in your head when you read the bee movie script over the radio.&lt;br /&gt;
&lt;br /&gt;
Get lynched for attacking the botanist using pest spray, and get gibbed by the chef for &#039;no reason&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
*Likes: Gross things, such as vomit. Get your crewmates sick and never go hungry again!&lt;br /&gt;
*Dislikes: Anything with nutriment... the first time.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Buz-zz-zing lisp.&lt;br /&gt;
*Grotesque appearance.&lt;br /&gt;
*Badly hurt by pest spray [3x damage].&lt;br /&gt;
*CRUSHED by fly swatters [30x damage].&lt;br /&gt;
*Their organs are unidentifiable.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*Near a [[teleporter]].&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
=={{anchor|Jelly and Slime Mutants}}Jelly and Slime Mutants==&lt;br /&gt;
These races are created in Xenobiology by taking mutation toxin. &lt;br /&gt;
&lt;br /&gt;
Further intake has a chance to mutate a slimeperson into a Stargazer or Luminescent.&lt;br /&gt;
==={{anchor|Jellypeople}}Jellypeople===&lt;br /&gt;
[[File:Jellyperson_male.png|96px|link=Special:FilePath/Jellyperson_male.png]][[File:Jellyperson_female.png|96px|link=Special:FilePath/Jellyperson_female.png]]&lt;br /&gt;
&lt;br /&gt;
The proto-jelly race. Its subspecies all share the following traits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Anything that would deal toxin damage (for example, Plasma) will heal toxin damage instead.&lt;br /&gt;
*Slimes will never attack them.&lt;br /&gt;
*Able to speak the slime language.&lt;br /&gt;
*Has slime jelly instead of blood, which is toxin if ingested by others.&lt;br /&gt;
*Take half burn damage from any source.&lt;br /&gt;
*Can grow limbs back using their slime jelly &amp;quot;blood&amp;quot;.&lt;br /&gt;
*Has slime lungs, &amp;quot;vacuole&amp;quot;, which will regenerate blood (jelly) volume when breathing plasma. Still needs oxygen though.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Lose limbs when &amp;quot;blood&amp;quot; volume goes too low, restoring some of it.&lt;br /&gt;
*Take toxin damage from chemicals that would normally cure it. This also drains large amounts of blood.&lt;br /&gt;
*Nonhuman to the AI.&lt;br /&gt;
*Take triple damage from cold.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Guide_to_xenobiology#Green_Slime|Xenobiology]]. Also botany, if lucky with [[Guide_to_hydroponics#Strange_seeds|strange seeds]].&lt;br /&gt;
===Stargazers===&lt;br /&gt;
[[File:jellypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with participants.&lt;br /&gt;
====Powers====&lt;br /&gt;
*Can privately and anonymously &amp;quot;send thoughts&amp;quot; to any target they see.&lt;br /&gt;
*Can form slimelinks with any living being.&lt;br /&gt;
**To form a slimelink, they must aggressively grab their target, then use the Link Minds ability.&lt;br /&gt;
**Everyone in the slimelink will be able to communicate in it and hear each other.&lt;br /&gt;
**Slimelink communication also works while unconscious or muted.&lt;br /&gt;
**Slimelinks are broken by death; killing the Stargazer supporting it, or changing its species will unlink everyone.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Xenobiology]].&lt;br /&gt;
==={{anchor|Luminescents}}Luminescents===&lt;br /&gt;
[[File:Luminescent_male.png|96px|link=Special:FilePath/Luminescent_male.png]][[File:Luminescent_female.png|96px|link=Special:FilePath/Luminescent_female.png]]&lt;br /&gt;
&lt;br /&gt;
Luminescents are versatile; they gain powers by consuming cores and activating them with their peculiar biology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Emit a faint glow.&lt;br /&gt;
====Powers====&lt;br /&gt;
*Can absorb slime cores to gain special abilities. (You can find the various effects [[Guide_to_xenobiology#Formulas|here]])&lt;br /&gt;
**Each core has a minor and a major ability.&lt;br /&gt;
**Activating them has a cooldown instead of using up the core. Cores can be ejected and reused.&lt;br /&gt;
**You can only have one core absorbed at once.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*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.&lt;br /&gt;
=Exotic Races=&lt;br /&gt;
These races have very few ways to come about, and often rely on very rare situations to exist at all.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
==={{anchor|Golem}}[[Golem]]s===&lt;br /&gt;
[[File:agolem.png|96px|link=Special:FilePath/Agolem.png]][[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]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Golems have unique benefits and drawbacks, depending on the type of mineral they&#039;re made of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Kill people with your flashy radiation, and get banned for &amp;lt;s&amp;gt;card&amp;lt;/s&amp;gt; golem counting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Spaceworthy, can&#039;t be dismembered and don&#039;t bleed out.&lt;br /&gt;
*Immune to the effects of radiation and viruses.&lt;br /&gt;
*Most golems punch hard and are highly resistant to brute damage, with some exceptions.&lt;br /&gt;
*Have pocket-slots without wearing a jumpsuit.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Bound to will of creator unless freed.&lt;br /&gt;
*Most are much slower than humans.&lt;br /&gt;
*Immune to injections and cryogenic drugs, can&#039;t give or receive CPR&lt;br /&gt;
*Can&#039;t equip most clothing. Not really a drawback, since golems already have pockets.&lt;br /&gt;
*The only guns they can use are Kinetic Accelerators with modified trigger guards.&lt;br /&gt;
*Often prejudiced against and slain without mercy by [[Shitcurity|the station]] at first sign of trouble.&lt;br /&gt;
For mineral specific benefits and drawbacks, see: [[Golem#Types_of_Golems|Types of Golems]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Xenobiology]].&lt;br /&gt;
*[[Lavaland]].&lt;br /&gt;
==={{anchor|Skeletons}}Skeletons===&lt;br /&gt;
[[File:skeletons.png]]&lt;br /&gt;
&lt;br /&gt;
The skeleton within, unleashed! Somehow still alive, a skeleton is just a sack of stark white bones.&lt;br /&gt;
&lt;br /&gt;
Clattering spooks, due to their supernatural qualities they&#039;re almost always associated with wizards.&lt;br /&gt;
&lt;br /&gt;
Skeletons enjoy a wide selection of useful immunities, just don&#039;t expect the crew to ever enjoy looking at you ever again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Don&#039;t need to breathe.&lt;br /&gt;
*Aren&#039;t bothered by extreme temperatures and pressure.&lt;br /&gt;
*Have no blood to lose.&lt;br /&gt;
*Are immune to the effects of radiation, as well as viruses.&lt;br /&gt;
*Immune to item embedding and chemical injections.&lt;br /&gt;
*Do not need to eat.&lt;br /&gt;
*Can attach limbs from the ground without surgery.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Loses limbs easily.&lt;br /&gt;
*Too spooky for most to tolerate.&lt;br /&gt;
*Immune to medical injections&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*Space pirate ships, with [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
==={{anchor|High-functioning Zombies}}High-functioning Zombies===&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Unlike the zombies you find in movies, these high-functioning zombies don&#039;t crave your brains (despite what they might be compelled to say sometimes).&lt;br /&gt;
&lt;br /&gt;
It&#039;s perfectly possible to coexist with these zombies, though understanding their slurring speech might drive some to wish it wasn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Don&#039;t need to breathe.&lt;br /&gt;
*Can survive in extreme pressures.&lt;br /&gt;
*Immune to cold.&lt;br /&gt;
*Have no blood to lose.&lt;br /&gt;
*Are immune to the effects of radiation.&lt;br /&gt;
*Can attach limbs from the ground without surgery.&lt;br /&gt;
*Immune to [[Changeling]] transmutation stings.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Loses limbs easily.&lt;br /&gt;
*Hard to understand.&lt;br /&gt;
*Ugly.&lt;br /&gt;
*Tends to be confused with the infectious kind of zombie.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*With [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
===={{anchor|Romerol Zombies}}Romerol Zombies====&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Rotted remains of former humans, brought way less back to life. Unlike the zombies you find in Xenobiology, Romerol zombies aren&#039;t just a human mutation.&lt;br /&gt;
&lt;br /&gt;
They are aggressive by nature, and spread an infection when hitting other humanoids, causing them to turn into Romerol zombies on death.&lt;br /&gt;
&lt;br /&gt;
They also won&#039;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.&lt;br /&gt;
&lt;br /&gt;
If this does not happen, the zombie will revive at full health after some time.&lt;br /&gt;
&lt;br /&gt;
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 &amp;lt;s&amp;gt;cloned&amp;lt;/s&amp;gt; revived.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Same as regular zombies.&lt;br /&gt;
*Strong claws that can even punch through airlocks.&lt;br /&gt;
*Revives after death unless decapitated or gibbed.&lt;br /&gt;
*Quickly heals wounds.&lt;br /&gt;
*Can see in the dark.&lt;br /&gt;
*Turn other species into romerol zombies on death.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Slow movement.&lt;br /&gt;
*Can only use claws to smash.&lt;br /&gt;
*(Rightfully) feared and hunted by crewmembers.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*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]].&lt;br /&gt;
==={{anchor|Shadowpeople}}Shadowpeople===&lt;br /&gt;
[[File:shadowpeople.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
They share many of the passive effects of [[Shadowling]]s, but none of their innate spells or abilities. They are far less a threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Gradually heals in the dark.&lt;br /&gt;
*Don&#039;t need to breathe.&lt;br /&gt;
*Have no blood to lose.&lt;br /&gt;
*Are immune to the effects of radiation.&lt;br /&gt;
*Can see far in the dark.&lt;br /&gt;
*Immune to viruses.&lt;br /&gt;
*Won&#039;t get attacked by &#039;&#039;Faithless&#039;&#039; mobs.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Will perish in the light.&lt;br /&gt;
*Generally impossible to maintain a normal life on the station.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*In the darkness. Also [[Xenobiology]].&lt;br /&gt;
==={{anchor|Synths}}Synths===&lt;br /&gt;
[[File:Changeling.gif|96px]][[File:Synth_revealed.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Immune to all chemicals but synthflesh.&lt;br /&gt;
*Does not need to breathe.&lt;br /&gt;
*Immune to viruses.&lt;br /&gt;
*Can&#039;t be dismembered.&lt;br /&gt;
*Does not need to eat.&lt;br /&gt;
*Gains all the passive bonuses/immunities of the race they&#039;re disguised as, until the disguise falls.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Usually valid. Expect the crew to attack you if you&#039;re revealed as synth.&lt;br /&gt;
*Disguise falls if you take more than 25 damage.&lt;br /&gt;
*Can only heal with synthflesh.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*Only if the &amp;lt;s&amp;gt;admins&amp;lt;/s&amp;gt; gods spawn them.&lt;br /&gt;
===={{anchor|Military Synths}}Military Synths====&lt;br /&gt;
A special type of synth. In addition to classic synths, it has:&lt;br /&gt;
*25% natural armor against all damages.&lt;br /&gt;
*High punch damage, with 50% chance of stunning on hit.&lt;br /&gt;
*Need to take 50 damage instead of 25 for the disguise to fail.&lt;br /&gt;
==={{anchor|Androids}}Androids===&lt;br /&gt;
[[File:Androids.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanlike robots, distant cousins of synths. While visually identical to a fully augmented human, it has some additional perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Does not need to breathe, immune to gases and viruses.&lt;br /&gt;
*Immunity to pressure, cold and heat, can&#039;t be set on fire.&lt;br /&gt;
*Does not bleed.&lt;br /&gt;
*Does not need to eat.&lt;br /&gt;
*Cannot be pierced by syringes or glass.&lt;br /&gt;
*Can repair brute damage with welding and burn damage by replacing wires.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Cannot heal brute and burn damage with conventional means.&lt;br /&gt;
*Paralyzed and heavily damaged by EMPs.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*Botany random mutation toxin and other places (like the chapel via technopriest rituals)&lt;br /&gt;
==={{anchor|Abductor}}[[Abductor]]s===&lt;br /&gt;
[[File:Abductor_base.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Ayy lmaos sent here to probe the station&#039;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. If discovered by the station, the crew may try to [[Byond_the_impossible|communicate and make peace]] or deliver the Abductors to [[medbay]]/[[Research_Division|R&amp;amp;D]] for [[Surgery#Alien_Surgery|research purposes]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Does not bleed.&lt;br /&gt;
*Does not need to breathe.&lt;br /&gt;
*Is immune to viruses.&lt;br /&gt;
*Can use abductor-specific equipment.&lt;br /&gt;
*Can see in the dark for short ranges.&lt;br /&gt;
*Can communicate without restrictions with fellow abductors.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Can&#039;t use guns, except the one they start with.&lt;br /&gt;
*Cannot be heard by non-abductors when speaking.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Abductor]] ships&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=User:Erol509&amp;diff=13038</id>
		<title>User:Erol509</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=User:Erol509&amp;diff=13038"/>
		<updated>2023-01-20T11:55:08Z</updated>

		<summary type="html">&lt;p&gt;Erol509: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
{{Needsrevision|reason = Broken links need fixing, also outdated AF seeing this is TG base and not updated for Skyrat}}{{WIP|assign=Erol509}}Since we can create any character, it is difficult to describe all races, and their appearance will depend on the user&#039;s preference. You can create any race you want, but you still have to choose a base race, and these can have different advantages or disadvantages. On Skyrat, these are the races you can choose at the beginning of a round. Since they are freely available, you should expect to deal with them almost every round.&lt;br /&gt;
=Roundstart Races=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Humans}}&amp;lt;big&amp;gt;[[Humans]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Races|Img=[[File:Humans.png]]|TextColor=black|Description1=The first option for creating a character, humans are the  &amp;quot;default&amp;quot; of the gameplay standard of how most races are created and balanced.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt; Gameplay &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are basicly just normal human. Everyone starts as someone, after some time you will notice that everyone plays as furry character, full anthro or genemod. After a while, you will realize that there are few ordinary humans at the station. You will call bunny boy, or anthro tajaran cute, and became one. And thats how you will become furry|Description2=&amp;lt;b&amp;gt; Diet &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Likes: Fried food and junkfood, often combined into a heavenly form known as fast food.&lt;br /&gt;
&lt;br /&gt;
Dislikes: Raw food and Gore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Benefits &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Drawbacks&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
None at all.|RaceName=Humans|bgcolor1=white|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
==={{Anchor}}[[Synthetic Humans|Synthetic Humanoids]]===&lt;br /&gt;
{{Races|Img=[[File:Humans.png]] [[File:Synthlizard.png]] [[File:SynthAnthro.png]]|RaceName=Synthetic Humanoid|bgcolor1=white|TextColor=black|Description1=Standard humans but synthetic; they look identical to their biological brethren, but possess robotic organs and limbs instead of flesh. They have a number of advantages and weaknesses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Gameplay &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Be a human but without complicated healing. Beat people to death whilst laughing as you cannot be poisoned by the Chemist.&lt;br /&gt;
Cry when the chemist mixes uranium and iron together. Cry again when they bring your corpse to medical instead of Robotics.&lt;br /&gt;
Cry when you cant use funny genetic mutations. Cry when robotisc dont know how to revive you, and does tend wounds surgery on you. &lt;br /&gt;
This race allows you to use sound emotes like normal cyborgs (beep, dwoop etc.)&lt;br /&gt;
You can name your character as you like, some people prefer robot related names like UNIT-34, R.E.I etc. And others use just normal names.|Description2=&amp;lt;b&amp;gt; Diet &amp;lt;/b&amp;gt;&lt;br /&gt;
Likes: Energy from APC&#039;s, Drinks made for Synths like oil, welding fuel etc. They can eat normal food, but that doesnt give any mood improvements. &lt;br /&gt;
Dislikes: Water.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Benefits &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Synthetic Humanoids limbs are easily readded, and dont require any surgery. Just pick your limb and pop it back in. &lt;br /&gt;
&lt;br /&gt;
With this race you gain other language named: Encoded Audio Launguage&lt;br /&gt;
&lt;br /&gt;
Synthetic Humanoid is oil, so this can make medical treatment a bit harder&lt;br /&gt;
&lt;br /&gt;
Do not need to breathe.&lt;br /&gt;
&lt;br /&gt;
Immunity to chemicals.&lt;br /&gt;
&lt;br /&gt;
Immunity against viruses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Drawbacks &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Still immune to beneficial chemicals.&lt;br /&gt;
&lt;br /&gt;
Stunned and severely burnt by any sort of EMP or Ion blast.&lt;br /&gt;
&lt;br /&gt;
You are vulnerable to high and cold temperatures, you are not space proof. &lt;br /&gt;
&lt;br /&gt;
You are weak to burn and brute damage.|bgcolor2=#13678A}}&lt;br /&gt;
==={{anchor|Lizardperson}}[[Lizardperson|Lizardpeople]]===&lt;br /&gt;
{{Races|Img=[[Image:Lizardpeople.png]]|RaceName=Lizardpeople|Description1=Green, mean, and ready to *weh, Lizardpeople escape most of their prejudice from the wider worlds here, although some remnants of bias may still remain.&lt;br /&gt;
&lt;br /&gt;
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 no advantages beyond their striking appearance.&lt;br /&gt;
&lt;br /&gt;
Their appearance and naming conventions are loosely derived from the Argonians, of Skyrim.&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
Name yourself Does-The-Gimmick. Set all your accessory slots and become an unrecognizable blob of pixels. Be locked out of important positions. Threaten the HoP with a lawsuit if he doesn&#039;t promote you to a Head position and get promptly lasered to death.&lt;br /&gt;
&lt;br /&gt;
Make it hard to understand a word you say by hissing frequently.*weh until you hit the emote limit.|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Fruits, Vegetables, and Meat, especially fresh meat. Sometimes even from tiny vermin that NanoTransian so graciously lets inhabit the station. Or the morgue, for the particularly cruel or culinarily inclined&lt;br /&gt;
Dislikes: Grain, Dairy, really anything overly processed. Only the freshest will do if it can&#039;t be turned into Jerky. (Sadly, this means the finest of human culinary creations, like pizza or cake, is off limits. What a terrible existence it must be.)&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
Memorable appearance.&lt;br /&gt;
Solidarity with lizards staffmates.&lt;br /&gt;
Lizardpeople take one third less heat damage.&lt;br /&gt;
Lizard tails and hides can be used to craft sought after items like lizard wine, the Liz O&#039; Nine Tails and lizard cloche hats.&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
Likely target of racism.&lt;br /&gt;
Noticeable lisssp.&lt;br /&gt;
50% more cold damage.&lt;br /&gt;
Your lizard tail and hide can be used to craft sought-after items.|bgcolor1=white|TextColor=black|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
=== {{Anchor|Teshari}}&amp;lt;big&amp;gt;Teshari&amp;lt;/big&amp;gt; ===&lt;br /&gt;
{{Races|Img=[[File:Teshari.png]]|bgcolor1=white|TextColor=black|RaceName=Teshari|Description1=Very cute and interesting species. They are based on popular Avali race mod for Starbound. Thoes little creatures are short, and like to peep everywhere they are. They stay in groups, and as one you can easily found new friends. Basicly go to any teshari, and start to peep, and voilà, you found a new friend. &lt;br /&gt;
&lt;br /&gt;
Most of the clothes dont work for you. Since they have custom body, every single sprite must be made from scratch. But dont worry, new sprites are regulary added, and they already have good amount off custom sprites.|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Meat, Raw Meat&lt;br /&gt;
Dislikes: Grain, Gore&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
You are more resistant to cold temperatures. They like cold.&lt;br /&gt;
As a native language, they gain Schechi. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
They are vulnerable to brute and burn damage ( Brute: 1,2x Burn: 1,25x&lt;br /&gt;
&lt;br /&gt;
They are vulnerable to high temperatures|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Plasmaman}}[[Plasmaman]]===&lt;br /&gt;
{{Races|Description1=Plasmamen are essentially reanimated skeletal corpses inhabited by Colonids, a microscopic, plasma-based fungi that can form into sentient networks.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
They have very heavy drawbacks, and must rely on their skill and respect to get by, but get many mechanical advantages unique to them as a result.&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
Make up 50% of the Engineering Department staff, take radiation baths in the Supermatter Engine. Stick out like a sore thumb when trying to be stealthy. Die in general.&lt;br /&gt;
&lt;br /&gt;
Diet|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Vegetables.&lt;br /&gt;
Dislikes: Fruit, only the flesh is weak to scurvy.&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
They stand out.&lt;br /&gt;
Can use their bodies drawback of setting on fire offensively to scare off attackers.&lt;br /&gt;
Welding visor that can be toggled on and off, which lets one weld safely and block flashes if necessary.&lt;br /&gt;
Immune to cold, letting them spacewalk with only needing an emergency firesuit as the emergency firesuit protects from pressure damage.&lt;br /&gt;
Immune to most viruses.&lt;br /&gt;
Immune to radiation, no matter the severity.&lt;br /&gt;
Can&#039;t bleed.&lt;br /&gt;
Does not need to eat.&lt;br /&gt;
They have lights built into their helmets which can be toggled on and off.&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
They stand out, badly.&lt;br /&gt;
Everyone will call you a skeleton&lt;br /&gt;
They rely on a constant source of Plasma air to survive.&lt;br /&gt;
If exposed to Oxygen, their body will catch on fire.&lt;br /&gt;
150% damage from brute, heat and fire.&lt;br /&gt;
They are stuck inside an environment suit. [Replaceable by Hardsuit, EVA spacesuit, or emergency firesuit + firehat/pressure sealed hat]&lt;br /&gt;
Can&#039;t drink or eat through helmet, so plasmamen are dependent on injections and patches in order to not take potential damage from eating.&lt;br /&gt;
No easy ability to hide their identity, as their envirosuits are color coded to match their job.&lt;br /&gt;
May get their helmets or envirosuit taken off by security stripsearching them, and as a result, die.&lt;br /&gt;
Have to wear gloves at all times to not light on fire, which means if their arm is cut off and they do not have an emergency firesuit or evasuit to save them, they will burn and die when the gloves fall off.&lt;br /&gt;
The AI and its minions are almost always free to maim or kill you if you are seen harming a human.&lt;br /&gt;
Has no genetic code, meaning they cannot have genetic mutations.&lt;br /&gt;
They can wear almost no unique cosmetics, and as a result are always bald.&lt;br /&gt;
Plasmaman organs are rare, and thus not easily replaceable when damaged.|Img=[[File: Plasmaman.png]]|RaceName=Plasmaman|bgcolor1=white|TextColor=black|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Mothpeople}}[[Mothpeople]]===&lt;br /&gt;
{{Races|Description1=White-faced insect people with wings and antennae. Be the Mary Sue you were always meant to be with a shitload of color &#039;themes&#039; to choose from.&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
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.|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Vegetables, Dairy, Clothing.&lt;br /&gt;
Dislikes: Fruit.&lt;br /&gt;
Toxic: Raw meat, cooked meat, just don&#039;t eat something that moved and made noises.&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
If your wings haven&#039;t been crisped, you can flutter around once gravity goes out.&lt;br /&gt;
Your *scream sounds hilarious&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
Your eyes are extra sensitive to light. Welding needs both goggles plus a mask and flashbangs REALLY hurt, even with sunglasses on.&lt;br /&gt;
Badly hurt by fly swatters. [10x damage]&lt;br /&gt;
Vulnerable to pest spray. [3x damage]&lt;br /&gt;
Fire will burn your wings off, disabling its benefits.&lt;br /&gt;
Nonsensical &#039;fluttering&#039; speech tag.|Img=[[File: Moths.gif]]|bgcolor1=color|RaceName=Moth|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Ethereals}}===&lt;br /&gt;
===[[Ethereals]]===&lt;br /&gt;
{{Races|RaceName=Etherals|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Snowflake Ethereal food (High-power energy bars, empowered burgers). Electricity, whether through Cyborg rechargers, electric shocks, APCs, or indirectly through lightbulbs.&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
They&#039;re walking flashlights.&lt;br /&gt;
Even better when emagged.&lt;br /&gt;
Deal burn damage instead of brute damage when punching things.&lt;br /&gt;
Slightly resistant to electricity.&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
They&#039;re walking flashlights.&lt;br /&gt;
Can only regain nutrition by entering a cyborg recharger, by touching lightbulbs, touching an APC onCombat Mode , or through special Ethereal food.&lt;br /&gt;
Vulnerable to brute damage.|bgcolor2=#13678A|Description1=Walking lightbulbs that are named after celestial bodies.|bgcolor1=white}}&lt;br /&gt;
&lt;br /&gt;
==={{Anchor}}[[Anthropomorphs]]===&lt;br /&gt;
{{Races|RaceName=Anthropomorphs|Description1=Humanoid yet non-human mammals. Known as furries to most. One of the most common species you will see on the station.&lt;br /&gt;
&lt;br /&gt;
They have identical stats and mechanics-wise, are identical to humans. They are only different in appearance and potentially the odd tail or two.&lt;br /&gt;
&lt;br /&gt;
They are everywhere. You won&#039;t feel alone playing as one.|Description2=Diet&lt;br /&gt;
Likes: Identical to humans.&lt;br /&gt;
Dislikes: Identical to humans.&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
Strength in numbers.&lt;br /&gt;
Massive metagang.&lt;br /&gt;
Appealing to most species.&lt;br /&gt;
*woof&lt;br /&gt;
&lt;br /&gt;
Drawbacks* Absolutely detested by some.|Img=[[File: Furry.png]]|bgcolor1=white|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
=== {{anchor|Felinids}}[[Felinids]]===&lt;br /&gt;
{{Races|RaceName=Felinids|Img=[[File: Catpeople.png]]|Description1=Effectively human if not for their ears and tail.&lt;br /&gt;
&lt;br /&gt;
The absolute peak of human degeneracy. *nya until your ears bleed.|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
The same as normal humans.&lt;br /&gt;
Dislikes: Furballs.&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Get distracted by laser pointers, and cry about it forever. *Nya over and over again.&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
Metagangs.&lt;br /&gt;
Funny cat laugh&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
Hit harder by flashbangs.&lt;br /&gt;
Distracted by laser pointers.&lt;br /&gt;
Felinids aren&#039;t allowed to have tattoos because it shames famiry.&lt;br /&gt;
Are below beast races because they abandoned their humanity, as opposed to never having it in the first place.|bgcolor2=#13678A|TextColor=black|bgcolor1=white}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Slimepeople}}Slimepeople&lt;br /&gt;
&lt;br /&gt;
{{Races|RaceName=Slimepeople|Img=[[File: Slimepeople.png]]|Description1=Pretty much humans turned into slime.&lt;br /&gt;
&lt;br /&gt;
Like slimes, they can split into multiple bodies, while retaining the same mind.|Description2=Powers&lt;br /&gt;
Can split themselves to create spare bodies.&lt;br /&gt;
To split they need to acquire slime jelly; (just make a plasma chamber and wait on it) they generate it either by being well fed or by taking normally toxin-dealing chemicals (which heals them, doesn&#039;t damage them). Normal toxin healing chemicals will remove blood and cause toxin damage at a fast rate.&lt;br /&gt;
Reaching 1100 jelly volume will let them split once, and reset them to 600.&lt;br /&gt;
They can swap between bodies at will; dying in their current body will send them to another body if they have one.&lt;br /&gt;
Toxins heal you instead of poison you&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
Being given anti-tox or any equivalent will basically instantly kill you&lt;br /&gt;
Medibots will attempt to drive-by assasinate you&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
Be the specialest snowflake in xenobiology. Hang out with your only slime friends. Swap between bodies. Inject people with your poisonous blood.|TextColor=black|bgcolor1=white|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
=Human Mutants=&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their humanity. These races are not born, but made.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
==={{anchor|Podman}}[[Podman|Podpeople]]===&lt;br /&gt;
[[File:podpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Human blood, resurrected through a plant. Podpeople are rare to see, often only making an appearance if the doctors or defibrillators are gone. They thrive in light and can&#039;t survive darkness for too long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
End up as mister potatohead after getting husked and the Botanist is not stoned enough to forget he can clone, but too stoned to do a good job. Forget that you photosynthesise and grow obese in the light. Start vegetating with relative ease.&lt;br /&gt;
&lt;br /&gt;
Remember that you&#039;re basically a walking matchstick well after you marched into a plasma fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Gradually heals and gains nutrition in well lit areas.&lt;br /&gt;
*Immune to plant-based hazards such as space vines and killer tomatoes.&lt;br /&gt;
*Bees don&#039;t mind them.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Darkness drains nutrition.&lt;br /&gt;
*If starving, takes damage over time.&lt;br /&gt;
*Easily eaten by goats.&lt;br /&gt;
*Tendency to be overweight due to desire to stay in the light at all times.&lt;br /&gt;
*Extra vulnerable to chemicals designed to kill plant life.&lt;br /&gt;
*Takes extra burn damage and heats up quickly.&lt;br /&gt;
*Mutates if shot by a [[Research_items#Floral Somatoray|floral somatoray]] in mutation mode.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Hydroponics]].&lt;br /&gt;
==={{anchor|Flyperson}}[[Flyperson|Flypeople]]===&lt;br /&gt;
[[File:flypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Walking abominations of mishmatched DNA caused by teleporter malfunctions. Careful use and upgrading of the teleporter can assure those that dabble with it don&#039;t end up in this sorry state.&lt;br /&gt;
&lt;br /&gt;
Like the lizard races, there&#039;s absolutely nothing redeemable about existing like this, unless you just enjoy being a freak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Annoy the chef for his cheese, vomit on his food and kill Pete because &amp;lt;strike&amp;gt;you need barf fuel&amp;lt;/strike&amp;gt; muh self defense. Start getting voices in your head when you read the bee movie script over the radio.&lt;br /&gt;
&lt;br /&gt;
Get lynched for attacking the botanist using pest spray, and get gibbed by the chef for &#039;no reason&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
*Likes: Gross things, such as vomit. Get your crewmates sick and never go hungry again!&lt;br /&gt;
*Dislikes: Anything with nutriment... the first time.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Buz-zz-zing lisp.&lt;br /&gt;
*Grotesque appearance.&lt;br /&gt;
*Badly hurt by pest spray [3x damage].&lt;br /&gt;
*CRUSHED by fly swatters [30x damage].&lt;br /&gt;
*Their organs are unidentifiable.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*Near a [[teleporter]].&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
=={{anchor|Jelly and Slime Mutants}}Jelly and Slime Mutants==&lt;br /&gt;
These races are created in Xenobiology by taking mutation toxin. &lt;br /&gt;
&lt;br /&gt;
Further intake has a chance to mutate a slimeperson into a Stargazer or Luminescent.&lt;br /&gt;
==={{anchor|Jellypeople}}Jellypeople===&lt;br /&gt;
[[File:Jellyperson_male.png|96px|link=Special:FilePath/Jellyperson_male.png]][[File:Jellyperson_female.png|96px|link=Special:FilePath/Jellyperson_female.png]]&lt;br /&gt;
&lt;br /&gt;
The proto-jelly race. Its subspecies all share the following traits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Anything that would deal toxin damage (for example, Plasma) will heal toxin damage instead.&lt;br /&gt;
*Slimes will never attack them.&lt;br /&gt;
*Able to speak the slime language.&lt;br /&gt;
*Has slime jelly instead of blood, which is toxin if ingested by others.&lt;br /&gt;
*Take half burn damage from any source.&lt;br /&gt;
*Can grow limbs back using their slime jelly &amp;quot;blood&amp;quot;.&lt;br /&gt;
*Has slime lungs, &amp;quot;vacuole&amp;quot;, which will regenerate blood (jelly) volume when breathing plasma. Still needs oxygen though.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Lose limbs when &amp;quot;blood&amp;quot; volume goes too low, restoring some of it.&lt;br /&gt;
*Take toxin damage from chemicals that would normally cure it. This also drains large amounts of blood.&lt;br /&gt;
*Nonhuman to the AI.&lt;br /&gt;
*Take triple damage from cold.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Guide_to_xenobiology#Green_Slime|Xenobiology]]. Also botany, if lucky with [[Guide_to_hydroponics#Strange_seeds|strange seeds]].&lt;br /&gt;
===Stargazers===&lt;br /&gt;
[[File:jellypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with participants.&lt;br /&gt;
====Powers====&lt;br /&gt;
*Can privately and anonymously &amp;quot;send thoughts&amp;quot; to any target they see.&lt;br /&gt;
*Can form slimelinks with any living being.&lt;br /&gt;
**To form a slimelink, they must aggressively grab their target, then use the Link Minds ability.&lt;br /&gt;
**Everyone in the slimelink will be able to communicate in it and hear each other.&lt;br /&gt;
**Slimelink communication also works while unconscious or muted.&lt;br /&gt;
**Slimelinks are broken by death; killing the Stargazer supporting it, or changing its species will unlink everyone.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Xenobiology]].&lt;br /&gt;
==={{anchor|Luminescents}}Luminescents===&lt;br /&gt;
[[File:Luminescent_male.png|96px|link=Special:FilePath/Luminescent_male.png]][[File:Luminescent_female.png|96px|link=Special:FilePath/Luminescent_female.png]]&lt;br /&gt;
&lt;br /&gt;
Luminescents are versatile; they gain powers by consuming cores and activating them with their peculiar biology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Emit a faint glow.&lt;br /&gt;
====Powers====&lt;br /&gt;
*Can absorb slime cores to gain special abilities. (You can find the various effects [[Guide_to_xenobiology#Formulas|here]])&lt;br /&gt;
**Each core has a minor and a major ability.&lt;br /&gt;
**Activating them has a cooldown instead of using up the core. Cores can be ejected and reused.&lt;br /&gt;
**You can only have one core absorbed at once.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*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.&lt;br /&gt;
=Exotic Races=&lt;br /&gt;
These races have very few ways to come about, and often rely on very rare situations to exist at all.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
==={{anchor|Golem}}[[Golem]]s===&lt;br /&gt;
[[File:agolem.png|96px|link=Special:FilePath/Agolem.png]][[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]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Golems have unique benefits and drawbacks, depending on the type of mineral they&#039;re made of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Kill people with your flashy radiation, and get banned for &amp;lt;s&amp;gt;card&amp;lt;/s&amp;gt; golem counting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Spaceworthy, can&#039;t be dismembered and don&#039;t bleed out.&lt;br /&gt;
*Immune to the effects of radiation and viruses.&lt;br /&gt;
*Most golems punch hard and are highly resistant to brute damage, with some exceptions.&lt;br /&gt;
*Have pocket-slots without wearing a jumpsuit.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Bound to will of creator unless freed.&lt;br /&gt;
*Most are much slower than humans.&lt;br /&gt;
*Immune to injections and cryogenic drugs, can&#039;t give or receive CPR&lt;br /&gt;
*Can&#039;t equip most clothing. Not really a drawback, since golems already have pockets.&lt;br /&gt;
*The only guns they can use are Kinetic Accelerators with modified trigger guards.&lt;br /&gt;
*Often prejudiced against and slain without mercy by [[Shitcurity|the station]] at first sign of trouble.&lt;br /&gt;
For mineral specific benefits and drawbacks, see: [[Golem#Types_of_Golems|Types of Golems]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Xenobiology]].&lt;br /&gt;
*[[Lavaland]].&lt;br /&gt;
==={{anchor|Skeletons}}Skeletons===&lt;br /&gt;
[[File:skeletons.png]]&lt;br /&gt;
&lt;br /&gt;
The skeleton within, unleashed! Somehow still alive, a skeleton is just a sack of stark white bones.&lt;br /&gt;
&lt;br /&gt;
Clattering spooks, due to their supernatural qualities they&#039;re almost always associated with wizards.&lt;br /&gt;
&lt;br /&gt;
Skeletons enjoy a wide selection of useful immunities, just don&#039;t expect the crew to ever enjoy looking at you ever again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Don&#039;t need to breathe.&lt;br /&gt;
*Aren&#039;t bothered by extreme temperatures and pressure.&lt;br /&gt;
*Have no blood to lose.&lt;br /&gt;
*Are immune to the effects of radiation, as well as viruses.&lt;br /&gt;
*Immune to item embedding and chemical injections.&lt;br /&gt;
*Do not need to eat.&lt;br /&gt;
*Can attach limbs from the ground without surgery.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Loses limbs easily.&lt;br /&gt;
*Too spooky for most to tolerate.&lt;br /&gt;
*Immune to medical injections&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*Space pirate ships, with [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
==={{anchor|High-functioning Zombies}}High-functioning Zombies===&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Unlike the zombies you find in movies, these high-functioning zombies don&#039;t crave your brains (despite what they might be compelled to say sometimes).&lt;br /&gt;
&lt;br /&gt;
It&#039;s perfectly possible to coexist with these zombies, though understanding their slurring speech might drive some to wish it wasn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Don&#039;t need to breathe.&lt;br /&gt;
*Can survive in extreme pressures.&lt;br /&gt;
*Immune to cold.&lt;br /&gt;
*Have no blood to lose.&lt;br /&gt;
*Are immune to the effects of radiation.&lt;br /&gt;
*Can attach limbs from the ground without surgery.&lt;br /&gt;
*Immune to [[Changeling]] transmutation stings.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Loses limbs easily.&lt;br /&gt;
*Hard to understand.&lt;br /&gt;
*Ugly.&lt;br /&gt;
*Tends to be confused with the infectious kind of zombie.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*With [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
===={{anchor|Romerol Zombies}}Romerol Zombies====&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Rotted remains of former humans, brought way less back to life. Unlike the zombies you find in Xenobiology, Romerol zombies aren&#039;t just a human mutation.&lt;br /&gt;
&lt;br /&gt;
They are aggressive by nature, and spread an infection when hitting other humanoids, causing them to turn into Romerol zombies on death.&lt;br /&gt;
&lt;br /&gt;
They also won&#039;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.&lt;br /&gt;
&lt;br /&gt;
If this does not happen, the zombie will revive at full health after some time.&lt;br /&gt;
&lt;br /&gt;
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 &amp;lt;s&amp;gt;cloned&amp;lt;/s&amp;gt; revived.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Same as regular zombies.&lt;br /&gt;
*Strong claws that can even punch through airlocks.&lt;br /&gt;
*Revives after death unless decapitated or gibbed.&lt;br /&gt;
*Quickly heals wounds.&lt;br /&gt;
*Can see in the dark.&lt;br /&gt;
*Turn other species into romerol zombies on death.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Slow movement.&lt;br /&gt;
*Can only use claws to smash.&lt;br /&gt;
*(Rightfully) feared and hunted by crewmembers.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*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]].&lt;br /&gt;
==={{anchor|Shadowpeople}}Shadowpeople===&lt;br /&gt;
[[File:shadowpeople.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
They share many of the passive effects of [[Shadowling]]s, but none of their innate spells or abilities. They are far less a threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Gradually heals in the dark.&lt;br /&gt;
*Don&#039;t need to breathe.&lt;br /&gt;
*Have no blood to lose.&lt;br /&gt;
*Are immune to the effects of radiation.&lt;br /&gt;
*Can see far in the dark.&lt;br /&gt;
*Immune to viruses.&lt;br /&gt;
*Won&#039;t get attacked by &#039;&#039;Faithless&#039;&#039; mobs.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Will perish in the light.&lt;br /&gt;
*Generally impossible to maintain a normal life on the station.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*In the darkness. Also [[Xenobiology]].&lt;br /&gt;
==={{anchor|Synths}}Synths===&lt;br /&gt;
[[File:Changeling.gif|96px]][[File:Synth_revealed.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Immune to all chemicals but synthflesh.&lt;br /&gt;
*Does not need to breathe.&lt;br /&gt;
*Immune to viruses.&lt;br /&gt;
*Can&#039;t be dismembered.&lt;br /&gt;
*Does not need to eat.&lt;br /&gt;
*Gains all the passive bonuses/immunities of the race they&#039;re disguised as, until the disguise falls.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Usually valid. Expect the crew to attack you if you&#039;re revealed as synth.&lt;br /&gt;
*Disguise falls if you take more than 25 damage.&lt;br /&gt;
*Can only heal with synthflesh.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*Only if the &amp;lt;s&amp;gt;admins&amp;lt;/s&amp;gt; gods spawn them.&lt;br /&gt;
===={{anchor|Military Synths}}Military Synths====&lt;br /&gt;
A special type of synth. In addition to classic synths, it has:&lt;br /&gt;
*25% natural armor against all damages.&lt;br /&gt;
*High punch damage, with 50% chance of stunning on hit.&lt;br /&gt;
*Need to take 50 damage instead of 25 for the disguise to fail.&lt;br /&gt;
==={{anchor|Androids}}Androids===&lt;br /&gt;
[[File:Androids.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanlike robots, distant cousins of synths. While visually identical to a fully augmented human, it has some additional perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Does not need to breathe, immune to gases and viruses.&lt;br /&gt;
*Immunity to pressure, cold and heat, can&#039;t be set on fire.&lt;br /&gt;
*Does not bleed.&lt;br /&gt;
*Does not need to eat.&lt;br /&gt;
*Cannot be pierced by syringes or glass.&lt;br /&gt;
*Can repair brute damage with welding and burn damage by replacing wires.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Cannot heal brute and burn damage with conventional means.&lt;br /&gt;
*Paralyzed and heavily damaged by EMPs.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*Botany random mutation toxin and other places (like the chapel via technopriest rituals)&lt;br /&gt;
==={{anchor|Abductor}}[[Abductor]]s===&lt;br /&gt;
[[File:Abductor_base.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Ayy lmaos sent here to probe the station&#039;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. If discovered by the station, the crew may try to [[Byond_the_impossible|communicate and make peace]] or deliver the Abductors to [[medbay]]/[[Research_Division|R&amp;amp;D]] for [[Surgery#Alien_Surgery|research purposes]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Does not bleed.&lt;br /&gt;
*Does not need to breathe.&lt;br /&gt;
*Is immune to viruses.&lt;br /&gt;
*Can use abductor-specific equipment.&lt;br /&gt;
*Can see in the dark for short ranges.&lt;br /&gt;
*Can communicate without restrictions with fellow abductors.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Can&#039;t use guns, except the one they start with.&lt;br /&gt;
*Cannot be heard by non-abductors when speaking.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Abductor]] ships&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Health_analyzer.gif&amp;diff=13036</id>
		<title>File:Health analyzer.gif</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Health_analyzer.gif&amp;diff=13036"/>
		<updated>2023-01-13T15:41:10Z</updated>

		<summary type="html">&lt;p&gt;Erol509: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Id_regular.png&amp;diff=13035</id>
		<title>File:Id regular.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Id_regular.png&amp;diff=13035"/>
		<updated>2023-01-13T15:39:23Z</updated>

		<summary type="html">&lt;p&gt;Erol509: done&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:O2med.png&amp;diff=13034</id>
		<title>File:O2med.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:O2med.png&amp;diff=13034"/>
		<updated>2023-01-13T15:38:57Z</updated>

		<summary type="html">&lt;p&gt;Erol509: DOne&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Tmed.png&amp;diff=13033</id>
		<title>File:Tmed.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Tmed.png&amp;diff=13033"/>
		<updated>2023-01-13T15:38:40Z</updated>

		<summary type="html">&lt;p&gt;Erol509: done&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Brutefak.png&amp;diff=13032</id>
		<title>File:Brutefak.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Brutefak.png&amp;diff=13032"/>
		<updated>2023-01-13T15:37:11Z</updated>

		<summary type="html">&lt;p&gt;Erol509: done&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:BMedFlame.png&amp;diff=13031</id>
		<title>File:BMedFlame.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:BMedFlame.png&amp;diff=13031"/>
		<updated>2023-01-13T15:36:55Z</updated>

		<summary type="html">&lt;p&gt;Erol509: done&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:BMedFlame.png&amp;diff=13030</id>
		<title>File:BMedFlame.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:BMedFlame.png&amp;diff=13030"/>
		<updated>2023-01-13T15:36:41Z</updated>

		<summary type="html">&lt;p&gt;Erol509: Erol509 uploaded a new version of File:BMedFlame.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = This should be updated to the modern version of the sprite}}&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Bmed.png&amp;diff=13029</id>
		<title>File:Bmed.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Bmed.png&amp;diff=13029"/>
		<updated>2023-01-13T15:35:33Z</updated>

		<summary type="html">&lt;p&gt;Erol509: done&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Huddefib.gif&amp;diff=13028</id>
		<title>File:Huddefib.gif</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Huddefib.gif&amp;diff=13028"/>
		<updated>2023-01-13T15:32:49Z</updated>

		<summary type="html">&lt;p&gt;Erol509: Erol509 reverted File:Huddefib.gif to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Huddefib.gif&amp;diff=13027</id>
		<title>File:Huddefib.gif</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Huddefib.gif&amp;diff=13027"/>
		<updated>2023-01-13T15:32:39Z</updated>

		<summary type="html">&lt;p&gt;Erol509: Erol509 uploaded a new version of File:Huddefib.gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Huddead.png&amp;diff=13026</id>
		<title>File:Huddead.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Huddead.png&amp;diff=13026"/>
		<updated>2023-01-13T15:30:46Z</updated>

		<summary type="html">&lt;p&gt;Erol509: Erol509 uploaded a new version of File:Huddead.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Tmed.png&amp;diff=13025</id>
		<title>File:Tmed.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Tmed.png&amp;diff=13025"/>
		<updated>2023-01-13T15:23:29Z</updated>

		<summary type="html">&lt;p&gt;Erol509: Erol509 uploaded a new version of File:Tmed.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = Needs to be updated to modern version}}&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Bmed.png&amp;diff=13024</id>
		<title>File:Bmed.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Bmed.png&amp;diff=13024"/>
		<updated>2023-01-13T15:22:57Z</updated>

		<summary type="html">&lt;p&gt;Erol509: Erol509 uploaded a new version of File:Bmed.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = Needs to be updated to modern version}}&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Brutefak.png&amp;diff=13023</id>
		<title>File:Brutefak.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Brutefak.png&amp;diff=13023"/>
		<updated>2023-01-13T15:22:42Z</updated>

		<summary type="html">&lt;p&gt;Erol509: Erol509 uploaded a new version of File:Brutefak.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = Needs to be updated to modern version}}&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:O2med.png&amp;diff=13022</id>
		<title>File:O2med.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:O2med.png&amp;diff=13022"/>
		<updated>2023-01-13T15:22:25Z</updated>

		<summary type="html">&lt;p&gt;Erol509: Erol509 uploaded a new version of File:O2med.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = Needs to be updated to modern version}}&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Guide_to_medicine&amp;diff=13021</id>
		<title>Guide to medicine</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Guide_to_medicine&amp;diff=13021"/>
		<updated>2023-01-13T15:21:44Z</updated>

		<summary type="html">&lt;p&gt;Erol509: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision | reason = [https://github.com/tgstation/tgstation/pull/62265 Radiation was overhauled] and works differently as of Oct. 2021.&amp;lt;br&amp;gt;Broken links also need to be fixed}}&lt;br /&gt;
{{Medical Dept header}}&lt;br /&gt;
&lt;br /&gt;
Medical care is serious business, and going halfway with your medical treatment can result in someone dying or worse. Make sure you know what you&#039;re doing before you try to fix someone up!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re going to treat someone, you&#039;re going to have to know what tools you need, how to identify injuries, what machinery and facilities you must use, and how to keep people from dying while in treatment.&lt;br /&gt;
&lt;br /&gt;
== Identification ==&lt;br /&gt;
&lt;br /&gt;
First of all, grab a [[File:MedGlasses.png]] [[Medical_items#Health_Scanner_HUD|Health Scanner HUD]] from the medical storage and wear it. It shows the patient&#039;s overall health condition and therefore shows you instantly whom you should treat first from a group of patients. Identification is the first and foremost step in administering treatment. Here are ways to identify the type of injuries a person may have:&lt;br /&gt;
&lt;br /&gt;
=== Types of damage ===&lt;br /&gt;
&lt;br /&gt;
* There are four primary kinds of damage: &#039;&#039;&#039;Suffocation&#039;&#039;&#039;, &#039;&#039;&#039;brute&#039;&#039;&#039;, &#039;&#039;&#039;burn&#039;&#039;&#039;, and &#039;&#039;&#039;toxin.&#039;&#039;&#039; These damage types have first aid kits associated with them and are therefore treatable without needing further medical equipment. The standard white first aid kit has materials to treat &#039;&#039;&#039;brute&#039;&#039;&#039;, &#039;&#039;&#039;burn&#039;&#039;&#039;, and &#039;&#039;&#039;bleeding&#039;&#039;&#039;&lt;br /&gt;
* There are additional kinds of damage that occur less often: &#039;&#039;&#039;cellular&#039;&#039;&#039;, &#039;&#039;&#039;organ damage/brain damage&#039;&#039;&#039;, &#039;&#039;&#039;wounds&#039;&#039;&#039; and &#039;&#039;&#039;bleeding&#039;&#039;&#039;&lt;br /&gt;
* You want the patient to be as healthy as possible, so you have to heal all of these, and they have to be &#039;&#039;&#039;treated individually&#039;&#039;&#039; (unless you use a chemical which heals multiple damage types at once).&lt;br /&gt;
* The overall health status (from 100% to -100%) is determined by adding these damages together, except brain damage. If there are 0 damages, the patient is &#039;&#039;&#039;perfectly healthy (100%)&#039;&#039;&#039;.&lt;br /&gt;
* If the patient has taken a total of about 100 damage (depending on mood), he will be in a &#039;&#039;&#039;critical condition (0%)&#039;&#039;&#039;; lying on the ground, unresponsive and &#039;&#039;gasping&#039;&#039; for air. When in this condition, the patient cannot breathe on their own and will gradually take suffocation damage until &#039;&#039;&#039;death (-100%)&#039;&#039;&#039;. This kills the patient.&lt;br /&gt;
* Bleeding is a bit different. See [[#Bleeding|below]] or the [[Guide_to_Wounds#Slash_Wounds|guide to wounds]] for a more extensive explanation.&lt;br /&gt;
&lt;br /&gt;
* You can identify these different damage types quickly by using your [[PDA]] with the Med-U Cartridge inside and Health Scanning enabled, or a [[Medical_items#Health_Analyzer|Health Analyzer]] on the patient. You can also &#039;&#039;&#039;examine&#039;&#039;&#039; the patient (shift-click), but it only shows basic information.&lt;br /&gt;
* If a Health Analyzer or a PDA with a Med-U Cartridge is not available, &#039;&#039;&#039;observing&#039;&#039;&#039; the patient and their surroundings will help with diagnosis:&lt;br /&gt;
:* If there is a pile of &#039;&#039;&#039;vomit&#039;&#039;&#039; next to, or under the patient then they are most likely suffering from [[Guide_to_medicine#Toxins|toxin damage]].&lt;br /&gt;
:* If there is blood everywhere, blood on the person dying, or the patient has &#039;&#039;&#039;severe bruises&#039;&#039;&#039;, they are suffering from [[Guide_to_medicine#Brute_Damage|brute damage]].&lt;br /&gt;
:* If the patient has black scars across their body and no blood, or the patient has &#039;&#039;&#039;severe burns&#039;&#039;&#039;, they have been [[Guide_to_medicine#Burns|severely burned]].&lt;br /&gt;
:* If the patient is gasping, they are most likely [[Guide_to_medicine#Suffocation|suffocating]].&lt;br /&gt;
:* If the patient keeps fainting, trails drips of blood as they walk or is unresponsive to other forms of &amp;quot;healing&amp;quot; they may be [[Guide_to_medicine#Bleeding|bleeding]] or be suffering from blood-loss&lt;br /&gt;
:* If the patient reports other symptoms such as headaches, coughing or vomiting blood, they most likely have a [[Infections|virus]].&lt;br /&gt;
&lt;br /&gt;
===Your first patient===&lt;br /&gt;
&lt;br /&gt;
Your patient can arrive in two ways:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. The patient walks in and needs treatment.&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;quot;PLS DOC HLEP!!&amp;quot;&#039;&#039; You can see the patient&#039;s overall health status with your Health Scanner HUD with just a glance. However, this will only tell you how serious the situation is and how quickly you need to act.&lt;br /&gt;
&lt;br /&gt;
:How to act:&lt;br /&gt;
&lt;br /&gt;
:* Use your PDA or a [[Medical_items#Health_Analyzer|Health Analyzer]] on the patient to identify the damage type.&lt;br /&gt;
:* Proceed with the necessary [[#Treatment|treatment found in the next chapter]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. The patient is dragged into Medbay and is in critical condition.&#039;&#039;&#039;&lt;br /&gt;
:The patient is unresponsive to the environment, on the floor, and gasping for air.&lt;br /&gt;
&lt;br /&gt;
:How to act:&lt;br /&gt;
&lt;br /&gt;
:* The first thing you should do is administer [[Guide_to_chemistry#Epinephrine|Epinephrine]]. [[Guide_to_chemistry#Epinephrine|Epinephrine]] stops the general decline of the critical patient&#039;s health and helps treat damage if the patient is in crit.  Don&#039;t give them 30 or more units of it, as that will cause toxin damage.  &lt;br /&gt;
:* If the patient is bleeding, apply a suture [[File:Suture.png]] and gauze [[File:Gauze.png]] to the bleeding bodypart. Dragging a bleeding patient will quickly drain their blood, unless you use a roller bed. &lt;br /&gt;
:* If [[Guide_to_chemistry#Epinephrine|Epinephrine]] is not available, immediately perform [[#CPR|CPR]] a few times to ensure the patient stays alive until you do the next step.  Make sure they&#039;re also not suffering from any other significant problems, like being on fire, or in a low-pressure environment.&lt;br /&gt;
::&#039;&#039;&#039;NOTE: CPR on its own will not heal someone unless they are only suffering from suffocation damage. If they are in crit because of brute/burn/toxins/cellular damage it will only keep them from dying.&#039;&#039;&#039;&lt;br /&gt;
:* Now you have several options to choose between:&lt;br /&gt;
:# Take the patient to a [[#Lifeform_Stasis_Units|stasis bed]]. Drag the patient until on top of it, then click-drag the patient to the bed to buckle. Give the patient [[Guide_to_chemistry|medicine]] and then click the stasis bed to unbuckle. &lt;br /&gt;
:# Strap the patient to a [[#Lifeform_Stasis_Units|stasis bed]] (like above). Bring or print the surgery tools needed to perform [[Surgery#Tend_Wounds|Tend Wounds]]. Take off the patient&#039;s jumpsuit by click dragging their sprite onto yours, and then clicking the jumpsuit. Perform the [[Surgery#Tend_Wounds|tend wounds surgery]] until the body is fully repaired, and then click the stasis bed to unbuckle. This can only be used to heal brute and burn damage. Hide the patient&#039;s stuff in a locker while doing surgery, to prevent theft. &lt;br /&gt;
:# Strip the patient&#039;s space suit off if they have one and put the patient into a [[Medical_items#Cryogenics_Chamber_.26_Freezer|cryochamber]], wait for them to heal up and eject.&lt;br /&gt;
:# Just use [[Medical_items#Suture|sutures]] [[File:Suture.png]], [[Medical_items#Regenerative_Mesh|regenerative mesh]] [[File:Regenerative_mesh.png]] or other appropriate medication. See [[#Treatment|next section]] for examples.&lt;br /&gt;
&lt;br /&gt;
== Treatment ==&lt;br /&gt;
&lt;br /&gt;
===[[File:O2med.png]] &amp;lt;font color=blue&amp;gt;Suffocation&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is the first and most important to look out for. It is not visible on the body, but people suffering from it will &#039;&#039;gasp for air&#039;&#039;. If you take 50 or more suffocation damage, you faint. On the Health Analyzer, it is the leftmost, &amp;lt;font color=blue&amp;gt;blue&amp;lt;/font&amp;gt; damage type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Being in an area without enough oxygen present will suffocate you.&lt;br /&gt;
* Missing a significant amount of blood will deal suffocation damage over time.&lt;br /&gt;
* Once you are in critical condition, you slowly take suffocation damage.&lt;br /&gt;
* Some [[Guide_to_chemistry##Medicines|medicines]] and [[Guide_to_chemistry#Aranesp|drugs]] can deal suffocation damage. &lt;br /&gt;
* Some poisons, like [[Cyanide]], deal suffocation damage.&lt;br /&gt;
* Some [[Virus|virus]] symptoms can cause suffocation.&lt;br /&gt;
* Missing a pair of lungs.&lt;br /&gt;
* Missing a heart, or suffering a heart attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If a person is in crit, you can CPR{{anchor|CPR}} them. Remove your and patient&#039;s mask and helmet, turn off {{Combat_Mode}} and {{LeftclickCmodeoff}} click on them.&lt;br /&gt;
* If a person is not in critical condition, and they have no bad chemicals in their bloodstream, placing them in an oxygen-filled area will suffice.&lt;br /&gt;
* [[Epinephrine]] stops the suffocation damage that is dealt from being in a crit state. &lt;br /&gt;
* [[Salbutamol]] quickly treats suffocation damage. &lt;br /&gt;
* [[Guide_to_chemistry#Convermol|Convermol]] very quickly heals suffocation damage, but deals a lot of toxin damage.&lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] heal most types of damage, including suffocation. Alternatively, a sleeping patient in the cold can also benefit from cryoxadone&lt;br /&gt;
* [[Orange juice]] isn&#039;t the most effective cure, but it does help a bit when no other options are available&lt;br /&gt;
* If a person is missing a heart, replace their heart or give them [[Guide_to_chemistry#Corazone|Corazone]].&lt;br /&gt;
* If a person&#039;s heart is unstable, use a [[defibrillator]] and their heart should return to normal, or give them [[Guide_to_chemistry#Corazone|Corazone]]. Other electric shocks might be able to restore their heartbeat.&lt;br /&gt;
&lt;br /&gt;
===[[File:Brutefak.png]] &amp;lt;font color=red&amp;gt;Brute&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is a straight-forward damage category. This is the far right damage type on Health Analyzer. Brute damage is visible, and limb-specific.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Being physically hit by almost anything does brute damage.&lt;br /&gt;
* Some [[Guide_to_chemistry#Fluorosulfuric_Acid|chemicals]] can deal brute damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Medical_items#Suture|Sutures]] [[File:Suture.png]] can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.&lt;br /&gt;
* [[Surgery#Tend_Wounds|Tend Wounds]] surgery will heal brute and burn damage very efficiently (but will not treat special [[Guide_to_Wounds|wounds]]). &lt;br /&gt;
* [[Guide_to_chemistry#Probital|Probital]] pills heal brute damage over time. &lt;br /&gt;
* [[Guide_to_chemistry#Salicylic_Acid|Salicylic Acid]] heals brute damage over time, and is more effective on severe injuries. &lt;br /&gt;
* [[Saline-glucose solution]] heals brute slowly. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including brute. Alternatively, a sleeping patient in the cold can also benefit from cryoxadone&lt;br /&gt;
* Food can heal brute damage slowly.&lt;br /&gt;
* Milk, bilk, soy milk, soy latte, [[Guide_to_drinks#Coffee_Latte|cafe latte]], and cream can heal it very slowly.&lt;br /&gt;
* [[Guide_to_chemistry#Libital|Libital]] patches (brute patches) will heal brute pretty fast but don&#039;t use it too often on the same patient, due to long term side effects. &lt;br /&gt;
* [[Guide_to_chemistry#Helbital|Helbital]] should only be used in emergency situations on people with multiple damage types. &lt;br /&gt;
* There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, &amp;quot;nothing&amp;quot; in mime&#039;s bottle of nothing heals mimes.&lt;br /&gt;
&lt;br /&gt;
===[[File:Bmed.png]] &amp;lt;font color=orange&amp;gt;Burns&amp;lt;/font&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
This is a straight-forward damage category. This is the damage type second to the right on Health Analyzer. Burns are visible, and limb-specific.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Temperatures too high or too low cause burn damage. That includes coldness of space and being set on fire.&lt;br /&gt;
* Lasers deal burn damage.&lt;br /&gt;
* Some [[Guide_to_chemistry#Phlogiston|chemicals]] deal burn damage.&lt;br /&gt;
* Electric shocks deal burn damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Medical_items#Regenerative_Mesh|Regenerative mesh]]  can be applied to the damaged limb. Use a medical scanner or ask the patient to examine themselves.&lt;br /&gt;
* [[Surgery#Tend_Wounds|Tend Wounds]] surgery will heal brute and burn damage very efficiently. &lt;br /&gt;
* [[Guide_to_chemistry#Hercuri|Hercuri]] heals burn damage over time. &lt;br /&gt;
* [[Guide_to_chemistry#Oxandrolone|Oxandrolone]] heals burn damage over time, and is more effective on severe burns. &lt;br /&gt;
* [[Guide_to_chemistry#Saline-Glucose_Solution|Saline-glucose solution]] heals burn slowly. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including burn. Alternatively, a sleeping patient in the cold can also benefit from cryoxadone&lt;br /&gt;
* [[Tomato juice]] can heal it very slowly.&lt;br /&gt;
* [[Guide_to_chemistry#Aiuri|Aiuri]] patches (burn patches) will heal burn pretty well but don&#039;t use it too often on the same patient, due to long term side effects. &lt;br /&gt;
* There are some job-specific ways of healing it: Donuts heal security, bananas and banana juice heal clowns and monkeys, &amp;quot;nothing&amp;quot; in mime&#039;s bottle of nothing heals mimes.&lt;br /&gt;
&lt;br /&gt;
===[[File:Tmed.png]] &amp;lt;font color=green&amp;gt;Toxins&amp;lt;/font&amp;gt;===&lt;br /&gt;
This is the second from the left on the Health Analyzer. It is not visible on the person&#039;s health doll. Thankfully it is easy to treat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Breathing plasma deals toxic damage.&lt;br /&gt;
* Many [[Guide_to_chemistry#Toxins|chemicals]] deal toxic damage.&lt;br /&gt;
* Drinking a lot of alcohol can hurt your liver and deal toxic damage.&lt;br /&gt;
* A severely damaged or missing liver will deal toxic damage. Liver failure will also prevent the patient from processing any reagents.&lt;br /&gt;
* High doses of [[#Radiation|radiation]] deal toxic damage.&lt;br /&gt;
* Mind the difference between chemical named [[Guide_to_chemistry#Toxin|&amp;quot;toxin&amp;quot;]] and toxic damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Guide_to_chemistry#Syriniver|Syriniver]] heals toxic damage and weakly purges toxic chemicals. Use in an IV drip or across multiple small (5u) injections. Causes liver damage, and is very easy to accidentally overdose someone with (especially if you attempt to inject someone in stasis).&lt;br /&gt;
* [[Guide_to_chemistry#Multiver|Multiver]] heals toxins damage and purges other chemicals. If used in combination with other medicine reagents, it&#039;ll work faster, and it won&#039;t purge medicines! Causes lung damage.&lt;br /&gt;
* [[Guide_to_chemistry#Calomel|Calomel]] purges toxic chemicals more quickly than pentetic acid but doesn&#039;t heal toxic damage, and will &#039;&#039;&#039;deal&#039;&#039;&#039; toxic damage if the patient has 20 health or more. &lt;br /&gt;
* [[Guide_to_chemistry#Pentetic_Acid|Pentetic acid]] heals toxic damage and purges all other chemicals quickly. Also purges [[#Radiation|radiation]]. &lt;br /&gt;
* [[Cryoxadone]] in a [[Medical_items#Cryogenics Tube &amp;amp; Freezer|cryotube]] or a very cold environment heal most types of damage, including toxic. Alternatively, a sleeping patient in the cold can also benefit from cryoxadone&lt;br /&gt;
* Lime juice, tea, iced tea can slowly heal it.&lt;br /&gt;
* Vomiting heals some toxic damage. You usually can&#039;t control it, however you can induce vomiting with a stomach pump.&lt;br /&gt;
* If patient has a failing liver, a liver transplant will stop the toxin damage caused by that liver, and will allow chemicals to work in the body.&lt;br /&gt;
&lt;br /&gt;
===[[File:Blood Pack.png]] Bleeding===&lt;br /&gt;
Bleeding is commonly caused by [[Guide_to_Wounds#Slash_Wounds|slash or pierce wounds]]. &lt;br /&gt;
&lt;br /&gt;
Some items that may help stop or alleviate bleeding are:&lt;br /&gt;
* Suture [[File:Suture.png]]&lt;br /&gt;
* Gauze [[File:Gauze.png]]&lt;br /&gt;
* Cautery [[File:Cautery.png]]&lt;br /&gt;
* [[Guide_to_chemistry#Sanguirite|Sanguirite]]&lt;br /&gt;
&lt;br /&gt;
Read the [[Guide_to_Wounds|guide to wounds]] for full details about how to stop bleeding. &lt;br /&gt;
&lt;br /&gt;
Replace lost blood with an IV drip [[File:IV Drip.png]] and/or iron pills. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARNING: Incorrect blood types are toxic to the patient, and will not replenish their blood!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; font-size: 75%;&amp;quot;&lt;br /&gt;
|+ Blood compatibility table&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Recipient&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Donor&lt;br /&gt;
|-&lt;br /&gt;
! O−&lt;br /&gt;
! O+&lt;br /&gt;
! A−&lt;br /&gt;
! A+&lt;br /&gt;
! B−&lt;br /&gt;
! B+&lt;br /&gt;
! AB−&lt;br /&gt;
! AB+&lt;br /&gt;
! L&lt;br /&gt;
|-&lt;br /&gt;
! O−&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:Yes.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
| style=&amp;quot;width:3em&amp;quot; | [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! O+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! A−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! A+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! B−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! B+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! AB−&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! AB+&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
|-&lt;br /&gt;
! L&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:No.png]]&lt;br /&gt;
| [[File:Yes.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treating bloodloss:&#039;&#039;&#039;&lt;br /&gt;
# Bandage wound with a medical gauze to stop bleeding.&lt;br /&gt;
# Locate brute damage.&lt;br /&gt;
# Treat brute damages above ~30 to halt bleeding.&lt;br /&gt;
# Assess blood levels, if low or critical, proceed with blood transfusion.&lt;br /&gt;
# If a blood transfusion is unavailable, blood will be naturally produced by the body, albeit slowly.&lt;br /&gt;
# Iron and most foods will improve blood regeneration.&lt;br /&gt;
#[[Guide_to_drinks#Bloody_Mary|Bloody Mary]] will also replenish lost blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood transfusion:&#039;&#039;&#039;&lt;br /&gt;
# Use medical scanner on patient to find blood type.&lt;br /&gt;
# Obtain blood pack from [[surgery]], [[virology]], or [[cargo]].&lt;br /&gt;
# Make sure IV drip is in the blue &amp;quot;inject&amp;quot; mode. You toggle this by clicking the IV drip when nothing is attached to it. &lt;br /&gt;
# Attach blood pack to IV drip.&lt;br /&gt;
# Click-drag IV drip onto patient. &lt;br /&gt;
# Check up on patient&#039;s blood levels regularly, this process moves quickly. &lt;br /&gt;
# Detach patient from IV drip by click-dragging the IV drip onto the patient again, or simply clicking the IV. If you forget this the patient will take some brute damage and possibly end up with a small puncture bleed wound from the needle being ripped out.&lt;br /&gt;
# Detach blood pack by clicking on the IV drip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blood donation:&#039;&#039;&#039;&lt;br /&gt;
# Make sure IV drip is in the red &amp;quot;take&amp;quot; mode. You toggle this by clicking the IV drip when nothing is attached to it. &lt;br /&gt;
# Attach a beaker or an empty blood pack to IV drip.&lt;br /&gt;
# Attach to a donor by click-dragging it onto the donor.&lt;br /&gt;
# Blood pack will automatically fill. The alarm will sound if patient&#039;s blood levels reach critical.&lt;br /&gt;
# Detach IV drip by click-dragging it onto the donor again or simply clicking the IV.&lt;br /&gt;
# Click on IV drip to eject the beaker or blood pack. Label appropriately.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Clone.gif]] Cellular damage ===&lt;br /&gt;
&lt;br /&gt;
Rare kind of damage. It shows up on scanners and is visible on examination, but exact numbers aren&#039;t shown.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Slimes. They deal cellular damage when they feed on someone.&lt;br /&gt;
* Decloners from [[Abductor]]s or [[Guide_to_research_and_development|R&amp;amp;D]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Cryoxadone]] in a [[#Cryogenics_Tube|cryotube]] is the most common way to heal cellular damage, and Cryoxadone can do the same to a lesser extent if the patient is cold and sleeping&lt;br /&gt;
* [[Rezadone]] instantly heals all cellular damage, even with only a 1 unit pill, and does not require a cryotube. But it&#039;s hard to get.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that cellular damage is not related to [[Guide_to_genetics#Mutations_and_Their_Consequences|genetic disabilities]] (which must be treated with [[Guide_to_chemistry#Mutadone|mutadone]])! They are different things. &lt;br /&gt;
&lt;br /&gt;
=== [[File:Liver_organ.png]] Organ damage ===&lt;br /&gt;
&lt;br /&gt;
Organ damage will cause side-effects as they reach thresholds, which will alert the owner when passed. If an organ shows up as &amp;quot;non-functional&amp;quot;, that means its failing, and will not work, and will cause some life-threatening ailments depending on which organ it is. There is currently no way to see the exact damage of each organ, but for the most part they function on low-threshold, high-threshold, and failing, which will show up as &amp;quot;mildly damaged&amp;quot;, &amp;quot;severely damaged&amp;quot;, and &amp;quot;non-functional&amp;quot; lists when you scan someone with a medical scanner. Note that all the listed organs decay over time, which is the most common way they&#039;ll get damaged- but [[Surgery#Cybernetic_Organs|synthetic organs]] do not! The best way to avoid any of these side-effects is to replace your fleshy organs for [[Surgery#Cybernetic_Organs|metallic ones]], though these too come with downsides in the form of EMP vulnerability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Flashes and sharp objects in the eyes (eyes)&lt;br /&gt;
* Loud noises (ears)&lt;br /&gt;
* Appendicitis (appendix)&lt;br /&gt;
* Otherwise, an organ that&#039;s not in a living body (thus is on the ground or in a dead body) will decay if not held in a freezer, fridge, morgue unit, or [[Machines#Smartfridge|organ smartfridge]]. Organs will go from perfectly healthy to broken in about 13-17 minutes, except for hearts, which will decay completely in about 6 minutes, and brains, which will decay completely in 30 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Surgery#Coronary_Bypass|A coronary bypass]] can be performed on a heart that&#039;s decayed past 60 damage, and restores functionality. Good for getting a heart that&#039;s too damaged to defib to work again.&lt;br /&gt;
* [[Surgery#Lobectomy|A lobectomy]] will do the same as above but for the lungs, which will scarce occur due to their decay timer, but it&#039;s still an option. &lt;br /&gt;
* [[Guide_to_chemistry#Oculine|Oculine]] will rapidly fix damaged eyes, clearing any shortsightedness/blindness caused by damage.&lt;br /&gt;
* [[Guide_to_chemistry#Inacusiate|Inacusiate]] will immediately fix damaged ears to a perfect state.&lt;br /&gt;
* Otherwise, time and health will fix most organs (not the brain!). The healthier you are, the faster this rate goes, with a base rate of around half an hour for an organ to go from max damage to perfectly healthy. Taking vitamins increases your health, and thus increases this rate, so eat smart!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Side-Effects:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Damaged ears will occasionally flare up with tinnitus, causing very brief deafness, with increasingly frequent bouts until the ears are non-functional, at which point you become deaf.&lt;br /&gt;
* Damaged eyes will grow increasingly short-sighted, until finally becoming blind when non-functional.&lt;br /&gt;
* Damaged lungs will make you cough, increase the rate at which you breath by 25% and will collapse if non-functional, causing rapid suffocation. Life-threatening!&lt;br /&gt;
* A non-functional appendix will burst, causing toxin damage until the organ is removed. Life-threatening!&lt;br /&gt;
* A damaged heart will increase the rate at which you breath by 25%, and will cease when non-functional, causing immediate heart attack. Life-threatening!&lt;br /&gt;
* A damaged stomach will be unable to hold nutriment and food down as easily, causing vomiting depending on the amount of food consumed and the damage of the stomach. A non-functional stomach makes you unable to eat or drink. &lt;br /&gt;
&lt;br /&gt;
====Organ table====&lt;br /&gt;
Each organ has 100 max hp except the eyes which have 50, and the brain which has 200. &lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| &lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Organ&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Decay time&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Damage effects&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Non-functional/broken effects&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Heart.png]]&lt;br /&gt;
|Heart&lt;br /&gt;
|6 minutes&lt;br /&gt;
|Expends oxygen faster by increasing breathing rate. &lt;br /&gt;
|Heart attack. The patient will fall [[Status_Effects#Unconscious|unconscious]] and rapidly take suffocation and brute damage until death. A broken heart stops [[#Defibrillation|defibrillation]] from working when dead. &lt;br /&gt;
|[[Surgery#Coronary_Bypass|Coronary bypass]] or replacing the heart with [[Surgery#Organ_Manipulation|surgery]]. Heart attack is treatable with [[#Defibrillation|defibrillation]] unless the heart is broken. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Liver_organ.png]]&lt;br /&gt;
|Liver&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Toxin damage and lower [[Guide_to_chemistry#Toxins|toxin]] purge threshold. &lt;br /&gt;
|Rapid toxin damage and chemicals are no longer processed. &lt;br /&gt;
|[[Guide_to_chemistry#Higadrite|Higadrite]] and/or replacing the liver with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lungs.png]]&lt;br /&gt;
|Lungs&lt;br /&gt;
|16.5 minutes&lt;br /&gt;
|Coughing and expends oxygen faster by increasing breathing rate. &lt;br /&gt;
|Prevents breathing, leading to rapid death from suffocation. &lt;br /&gt;
|[[Surgery#Lobectomy|Lobectomy]] or replacing the lungs with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Appendix.png|Appendix]]&lt;br /&gt;
|Appendix&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Nothing.&lt;br /&gt;
|It bursts, causing toxin damage until the organ is removed. &lt;br /&gt;
|Removing the appendix with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach_organ.png]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|13 minutes&lt;br /&gt;
|Causing vomiting depending on the amount of food consumed and the damage of the stomach. &lt;br /&gt;
|Can&#039;t eat or drink.&lt;br /&gt;
|Replacing the stomach with [[Surgery#Organ_Manipulation|surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eyes.png]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Worsening eyesight until fully blind. &lt;br /&gt;
|Blindness. &lt;br /&gt;
|[[Guide_to_chemistry#Oculine|Oculine]] or [[Surgery#Eye_Surgery|eye surgery]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Ears.png]]&lt;br /&gt;
|Ears&lt;br /&gt;
|15 minutes&lt;br /&gt;
|Worsening occasional tinnitus, causing very brief deafness. &lt;br /&gt;
|Deafness.&lt;br /&gt;
|[[Guide_to_chemistry#Inacusiate|Inacusiate]]. &lt;br /&gt;
|-&lt;br /&gt;
|[[File:Brain.png]]&lt;br /&gt;
|Brain&lt;br /&gt;
|30 minutes&lt;br /&gt;
|See [[#Brain_damage|Brain damage]].&lt;br /&gt;
|Death.&lt;br /&gt;
|See [[#Brain_damage|Brain damage]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Brain.png]] Brain damage ===&lt;br /&gt;
&lt;br /&gt;
Nasty. Randomly causes [[Guide_to_Traumas|brain traumas]] and other problems. If a brain reaches 0% health, the person dies. To be able to see exact brain health you can use an advanced health analyzer; the [[CMO]] gets one of by default. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Certain chemicals such as [[Guide_to_chemistry#Mercury|mercury]], [[Guide_to_chemistry#Impedrezene|impedrezene]], or [[Guide_to_chemistry#Fentanyl|fentanyl]]&lt;br /&gt;
* Abusing certain [[Guide_to_chemistry#Narcotics|narcotics]].&lt;br /&gt;
* [[Chaplain]]&#039;s bible applied to the head.&lt;br /&gt;
* [[Blood Cult|Unholy Water]]&lt;br /&gt;
* [[Infections#Infection_Listings|Brainrot]]&lt;br /&gt;
* Earthsblood from [[Guide_to_hydroponics#Plants|Ambrosia Gaia]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Guide_to_chemistry#Mannitol|Mannitol]] pills or injections slowly cure brain damage, but does not cure [[Guide_to_Traumas|brain traumas]]. Can be poured directly on a brain. &lt;br /&gt;
* [[Guide_to_chemistry#Neurine|Neurine]] will treat the most &#039;&#039;&#039;basic&#039;&#039;&#039; brain traumas. These traumas have no prefix on health analyzer. When used on the dead will heal a corpse&#039;s brain slowly.&lt;br /&gt;
* [[Surgery#Brain_Surgery|Brain Surgery]], will also cure &#039;&#039;&#039;severe&#039;&#039;&#039; traumas. You can identify severe brain traumas by the prefix &amp;quot;severe&amp;quot; on health analyzer.&lt;br /&gt;
* [[Surgery#Lobotomy|Lobotomy]] will cure &#039;&#039;&#039;deep-rooted brain traumas&#039;&#039;&#039;, but at the risk of causing a different &#039;&#039;&#039;permanent&#039;&#039;&#039; trauma. You can identify deep-rooted brain traumas by the prefix &amp;quot;deep-rooted&amp;quot; on health analyzer.&lt;br /&gt;
* &#039;&#039;&#039;Permanent&#039;&#039;&#039; brain traumas are either permanent or curable with magic, which is typically unavailable. A lobotomy can cause these traumas. You can identify permanent brain traumas by the prefix &amp;quot;permanent&amp;quot; on health analyzer. If you get one of these, then assume &amp;quot;this is my life now&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== [[File:DoubleESword.png]] Dismemberment ===&lt;br /&gt;
&lt;br /&gt;
Patients may lose their head, legs or arms. A patient missing arms can&#039;t hold items or interact with objects. Missing legs will slow down a patient, but missing both legs also prevents them from holding any items unless they&#039;re buckled to a chair, and will force them to crawl around on the floor. Missing both arms and legs renders the patient a nugget with no ability to move or interact outside of talking. Patients missing a head will die in most cases as their body lacks its brain.&lt;br /&gt;
&lt;br /&gt;
Examining a patient will describe any missing limbs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ways of getting damaged:&#039;&#039;&#039;&lt;br /&gt;
* Strong physical forces, such as explosions.&lt;br /&gt;
* Getting hit by strong, sharp objects such as swords.&lt;br /&gt;
* Patients who experience severe trauma to the chest may have their organs spill out, but the torso will remain intact.&lt;br /&gt;
* Amputation via [[surgery]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Treatment:&#039;&#039;&#039;&lt;br /&gt;
* [[Surgery#Prosthetic_Replacement|Prosthetic replacement]] via [[surgery]].&lt;br /&gt;
** Cyborg limbs may be used. Robotics can produce cyborg limbs, but there is also a crate of cheap prosthetic limbs in Medbay Storage.&lt;br /&gt;
** Organic limbs may be used. In most cases a detached limb can be found and reattached. However, all the limb&#039;s damage will be transferred to the patient, so be ready to treat brute and bleeding. Any organic limb will also cause toxin damage when replaced.&lt;br /&gt;
** Synthetic limbs from a [[Limb Grower|limb grower]] may be used. The limb grower can only produce arms and legs, unless [[Emag|emagged]].&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
A patient may suffer special [[Guide_to_Wounds|wounds]] to specific bodyparts. See the [[Guide_to_Wounds|guide to wounds]] to learn how to identify and treat them. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using Stasis Beds, Cryogenics and Sleepers ==&lt;br /&gt;
{{anchor|Using Sleepers and Cryogenics}}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Stasis_bed_off.png]][[Medical_items#Lifeform_Stasis_Unit|Lifeform Stasis Units]]===&lt;br /&gt;
These &amp;quot;[[Medical_items#Lifeform_Stasis_Unit|Stasis Beds]]&amp;quot; can be found in [[Medbay|medbay]]. They are [[Machines#Lifeform_Stasis_Unit|constructable]] [[Guide_to_construction#Machines|machines]]. You can buckle patients to them to put them into &#039;&#039;&#039;stasis&#039;&#039;&#039;. While in stasis they no longer bleed, no longer process [[Guide_to_chemistry|reagents]] or [[Infections|diseases]] (good or bad), and their organs will no longer rot. Buckle [[Health#Critical_Status|badly hurt]] or [[#Death|dead]] patients on them to be able to safely treat them without them dying. Give them any [[Guide_to_chemistry#Core_Healing_Medicines|medicine]] they need and then remove the patients from the stasis bed so the medication starts healing them. The patient is awake and fully aware while in stasis. You can turn the beds off or on with alt-click.&lt;br /&gt;
&lt;br /&gt;
Important to note: if the patient is unconscious and has a large amount of oxygen damage, they&#039;re be unable to wake up on their own if they&#039;re still on the activated stasis bed. Either remove them or turn off the bed to allow them to recover. Many a patient has been left unconscious on the stasis bed for as long as twenty minutes! Don&#039;t subject people to that, it&#039;s infuriating.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Cryo.gif]] [[Medical_items#Cryogenics Tube &amp;amp; Freezer|Cryogenics Tube]] ===&lt;br /&gt;
{{anchor|Cryo Tube}}&lt;br /&gt;
Cryotube uses the fact that [[cryoxadone]] is effective at healing all types of damage, but only works in cold environments and if the patient is knocked out (roundstart cryo-air has some n2o!). &#039;&#039;&#039;Use it mainly to heal cellular damage&#039;&#039;&#039;, or if you&#039;re out of other options/unsure what to do/have your hands full. This is slow and forces the patient to sleep, so prefer using brute/fire patches for common damage types. &lt;br /&gt;
&lt;br /&gt;
Baseline cryo consumes 0.04u of beaker reagents per tick and transfers 1u to the patient in the tube. Cryogenics Tubes basically squeeze more use out of a small amount of chemicals. &lt;br /&gt;
&lt;br /&gt;
[[Guide_to_advanced_construction#Cryogenics_Tube|Cryotubes can also be upgraded by science parts.]] Better matter bins allow them to work slightly faster and more efficiently; every matter bin level multiplies the transfer rate.&lt;br /&gt;
&lt;br /&gt;
You can quickly operate the Cryogenics Tube without opening the menu with a few shortcuts. ALT + left click will toggle the doors, and CTRL + left click will toggle the power. &lt;br /&gt;
&lt;br /&gt;
How to prepare &#039;&#039;&#039;(This needs to be done at the start of every round!)&#039;&#039;&#039;:&lt;br /&gt;
# Wrench the oxygen/n2o canisters to connect them to the tubes and the freezer.&lt;br /&gt;
# Turn on the [[Atmospherics_items#Freezer|freezer]]. Set it to lowest temperature available.&lt;br /&gt;
# Load beakers with [[Guide_to_chemistry|chemicals]]. A common and highly effective mix for general use is [[cryoxadone]] and [[mannitol]] but experimentation reaps results! &lt;br /&gt;
#* All [[Guide_to_chemistry|chemicals]] will work, so you can add anything. This is the job of [[chemist]]s.&lt;br /&gt;
#* Be sure to only add chemicals that you can&#039;t overdose on, as patients in cryo will receive large doses of all chemicals in the beaker.&lt;br /&gt;
# Set the tubes to Auto instead of Manual, so they&#039;ll open after the patient is healed. Otherwise, they&#039;ll be trapped in until someone opens the tube from outside.&lt;br /&gt;
&lt;br /&gt;
How to use:&lt;br /&gt;
&lt;br /&gt;
# Ensure the cryo tube is open first. If not, open it.&lt;br /&gt;
# Pull the person on top of the tube. &lt;br /&gt;
# Remove all clothes that prevent freezing, such as MOD suits. Else it won&#039;t work. &lt;br /&gt;
# Close the cryo tube with its menu, or click on them with your mouse and drag their sprite to the tube.&lt;br /&gt;
# Open the tube menu and turn it on. If their health starts to improve (sometimes it takes a moment to start), they&#039;re all set. If not, make sure everything is set up properly (cryoxadone in the tubes? pressure in the canisters?).&lt;br /&gt;
# Turning it on will put the patient to sleep. &lt;br /&gt;
# If set to auto, the tube will turn off and pop open automatically. &lt;br /&gt;
# {{LeftclickCmodeoff}} Shake the person multiple times to get them up.&lt;br /&gt;
# Let them redress (or do it for them) then kick them out.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If you ever see this:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Trapped_in_cryo.png]]&lt;br /&gt;
&lt;br /&gt;
Then those people are trapped in powered off cryo tubes. Run to them immediately and either turn the tubes ON or let the patients out! Make sure cryo tube doors are also set to AUTO and not MANUAL. And make sure the patients are actually healing, or else you have to try other treatments instead.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Sleeper.gif]] [[Medical_items#Sleeper|Sleeper]] ===&lt;br /&gt;
&lt;br /&gt;
Sleepers were removed from most places May 2019 and replaced with [[#Lifeform_Stasis_Unit|Stasis Beds]], but may still exist in some locations. They allow you to inject various chemicals, and have unlimited stocks of them. Keep in mind that when the patient&#039;s health is very low, sleepers become unusable, with the exception of injecting [[epinephrine]].&lt;br /&gt;
&lt;br /&gt;
Sleepers also show you chemicals present in person&#039;s bloodstream.&lt;br /&gt;
&lt;br /&gt;
Scientists can produce upgraded parts for [[Guide_to_advanced_construction#Sleeper|sleepers]]. &lt;br /&gt;
&lt;br /&gt;
How to use:&lt;br /&gt;
# Ensure the sleeper is open. If it&#039;s not, open it.&lt;br /&gt;
# Pull the patient near the sleeper.&lt;br /&gt;
# Click and hold on the patient, move the cursor to the sleeper, then release. This puts the patient inside.&lt;br /&gt;
# Click on the sleeper to open the menu.&lt;br /&gt;
# Inject chemicals they need. (See the [[Machines#Sleeper|list of sleeper chemicals]] available). &lt;br /&gt;
# Open the sleeper and remove the patient. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rarer Cases ==&lt;br /&gt;
&lt;br /&gt;
These situations are not as common as normal damages, but they are still VERY LIKELY to happen. AND most of these cases are also more severe, and it is essential to be fucking fast and know this stuff! &amp;lt;br&amp;gt;&#039;&#039;&#039;So read up, these are the things that will separate quacks from real doctors!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Overdose===&lt;br /&gt;
Giving too much of some chemicals or drugs can cause an overdose. This means that you aren&#039;t doing your job correctly and you may even kill the patient if you don&#039;t stop doing it! Check the &#039;&#039;overdose threshold&#039;&#039; column in the [[Guide_to_chemistry#Medicines|guide to chemistry]] before you use a medicine. &lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* [[Guide_to_chemistry#Multiver|Multiver]] purges chemicals slowly and can help with toxin damage. Only use small amounts and make sure there is at least one other medicine in the patient first. &lt;br /&gt;
* [[Calomel]] purges chemicals quickly and is relatively easy to make in chemistry.&lt;br /&gt;
* [[Pentetic acid]] clears all chemicals from the body very quickly.&lt;br /&gt;
* The [[Surgery#Filter_Blood|filter blood]] surgery also allows you to clear chemicals, though it has diminishing returns depending on the amount of chemicals left.&lt;br /&gt;
&lt;br /&gt;
===[[File:Hudill.png]] Disease===&lt;br /&gt;
&lt;br /&gt;
Diseases are the most frustrating thing you will deal with, as it spreads, and can infect you as well. A disease can be identified easily with the Health Scanner HUD, it giving an unhappy-face-icon next to the patient. PDA or a Health Analyzer will give more detailed information about the disease and its cure.&lt;br /&gt;
&lt;br /&gt;
How to Treat:&lt;br /&gt;
# Suit up in [[Clothes_and_internals#bodywear|anti-viral equipment]].&lt;br /&gt;
# Isolate the patient from public areas (if they have an infectious disease).&lt;br /&gt;
# Use your Health Analyzer or PDA to see the cure for the disease (see the [[Infections#Understanding_stats|list of possible cures]]). This won&#039;t work if the disease is stealthy. &lt;br /&gt;
# If the virus is stealthy, you must take a blood sample to a PanD.E.M.I.C 2200 to see the cure. &lt;br /&gt;
# Administer the chemical element needed OR if the virologist has made a vaccine, administering one unit of it will instantly cure and immunize.&lt;br /&gt;
# Monitor the patient&#039;s condition and do not leave them until they are clear and have become resistant to the disease.&lt;br /&gt;
# Check if you are infected after dealing with the patient.&lt;br /&gt;
After:&lt;br /&gt;
* If you did not have the vaccine for the disease, see [[Infections#How_to_create_a_vaccine|How to create a vaccine]].&lt;br /&gt;
&lt;br /&gt;
===Blindness===&lt;br /&gt;
The person cannot see, they usually will scream about this endlessly.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* If vision is just blurry, give [[Guide_to_plants#Carrot|carrot]]s or a pair of [[prescription glasses]].&lt;br /&gt;
* If they are completely blind, [[Surgery#Eye surgery|eye surgery]].&lt;br /&gt;
* [[Omnizine]] has a chance of curing blindness while slowly healing eye damage.&lt;br /&gt;
* [[Guide_to_chemistry#Oculine|Oculine]] can be made by chemistry, and will heal all eye damage.&lt;br /&gt;
&lt;br /&gt;
===Deafness===&lt;br /&gt;
The person cannot hear, they are usually unresponsive to verbal communication and can&#039;t even hear themselves talking.&lt;br /&gt;
&lt;br /&gt;
What causes it:&lt;br /&gt;
* Genetic mutations can cause genetic deafness.&lt;br /&gt;
* Ear damage can render a person deaf temporarily, but extreme ear damage causes permanent deafness.&lt;br /&gt;
* Explosions cause ear damage.&lt;br /&gt;
* Flashbangs cause ear damage.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* Most ear damage will heal on its own.&lt;br /&gt;
* [[Guide_to_chemistry#Inacusiate|Inacusiate]] heals minor ear damage instantly.&lt;br /&gt;
* Put earmuffs on the patient and minor ear damage will quickly heal.&lt;br /&gt;
* Mutadone can reset genetic mutations including deafness.&lt;br /&gt;
&lt;br /&gt;
===Genetic Disabilities===&lt;br /&gt;
Disabilities cannot be cured by normal medical tools. If a patient appears to be unable to move and/or they speak in very short sentences, they most likely have a genetic disability.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* Ask a competent [[geneticist]] to remove the bad mutation. &lt;br /&gt;
* A one unit [[Guide_to_chemistry#Mutadone|mutadone]] pill or injection will instantly cure all genetic abnormalities. This includes beneficial ones.&lt;br /&gt;
&lt;br /&gt;
===Radiation===&lt;br /&gt;
Radiation causes people to take steady toxin damage and periodically take burn damage to their chest. Radiation either comes from space radiation surges, after which crew members will &amp;quot;feel strange&amp;quot; and begin to vomit, but more likely you&#039;ll be treating engineers who got too close to the supermatter or people standing near badly contained fusion work. &lt;br /&gt;
&lt;br /&gt;
An irradiated patient will:&lt;br /&gt;
&lt;br /&gt;
* Have a green outline.&lt;br /&gt;
* Have a status effect on their screen telling them that they are irradiated.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* Give the patient a shower to stop them from taking more toxin and burn damage.&lt;br /&gt;
* Give the patient [[potassium iodide]], [[pentetic acid]], [[Guide to drinks#Vodka|vodka]], cold [[Guide to chemistry#Seiver|seiver]] or any other toxin/toxin-while-irradiated healing medicine. The irradiation will go away once all of the patient&#039;s toxin damage is healed.&lt;br /&gt;
* Treat the burn damage to the chest.&lt;br /&gt;
Note: since you will be treating mostly engineers, they might have infected burn wounds from being struck by emitters. This will cause toxin damage to never reach 0, so you&#039;ll want to deal with the infection first or ya know - just toss them in cryo.&lt;br /&gt;
&lt;br /&gt;
===Hallucinations===&lt;br /&gt;
This nasty effect causes the victim to see (usually deadly) objects in his and others&#039; hands, along with random visions of people and creatures attacking him, causing stamina damage. Extremely unpleasant. Caused by [[Changeling|changelings]], [[Guide_to_chemistry#Mindbreaker_Toxin|mindbreaker toxin]],[[supermatter]], and some bad &#039;shrooms.&lt;br /&gt;
&lt;br /&gt;
How to treat:&lt;br /&gt;
* [[Synaptizine]] is good for removing hallucinations. But can cause light toxin damage. &lt;br /&gt;
* [[Haloperidol]] is not as good as synaptizine at removing hallucinations, but it will also quickly purge drugs that are likely causing them.&lt;br /&gt;
&lt;br /&gt;
===Embedded Objects===&lt;br /&gt;
Remove embedded objects in a patient by using a [[File:Hemostat.png|Hemostat]] hemostat on the patient&#039;s affected limb.&lt;br /&gt;
&lt;br /&gt;
==[[File:Huddead.png|32px]] Death==&lt;br /&gt;
So your patient is dead. There are several [[#Typical_cases_of_death|typical cases of death]]. If your patient is a [[#Normal_dead_body|normal dead body]] though (with a head and brain), your first course of action is usually to prepare the body for [[#Defibrillation|defibrillation]]. Cloning no longer exists on /tg/station since Feb, 2020. &lt;br /&gt;
&lt;br /&gt;
===Revival methods===&lt;br /&gt;
====[[File:Defib.png]]Defibrillation====&lt;br /&gt;
The [[Medical_items#Defibrillator|defibrillator]] can shock a body back to life. Defibrillation does not have a timed window (as of Jan 2020), but the heart will [[#Organ_damage|decay]] in only 4 minutes and must typically be [[Surgery#Coronary_Bypass|repaired]] for a late defibrillation to work. Other [[#Organ_table|organs]] may be damaged as well. &lt;br /&gt;
&lt;br /&gt;
# Examine the body. Does it say they &#039;&#039;&#039;committed suicide&#039;&#039;&#039; or that their &#039;&#039;&#039;soul has departed&#039;&#039;&#039;? Nothing you can do for them, fast track them to the [[morgue]].&lt;br /&gt;
# If the body has this icon [[File:Huddefib.gif|32px]] on your [[Medical_items#Health_Scanner_HUD|health scanner hud]] it means its soul is still online and has not used the &amp;quot;Do Not Resuscitate&amp;quot; button. Inject the patient with some [[Guide_to_chemistry#Formaldehyde|formaldehyde]] ([[General_items#Epinephrine_MediPen|medipens]] have some) or buckle them to a [[#Lifeform_Stasis_Units|Stasis Bed]] to stop the organ decay, and scan them with a [[Medical_items#Health_Analyzer|health analyzer]]. Do they have more than 180 brute or burn damage (tracked separately, having 179 of each is fine)? If so, you must heal the corpse with [[Guide_to_chemistry#Synthflesh|synthflesh]] or [[Surgery#Tend_Wounds|surgery]] until it has under 180 brute and burn. You can buy [[Guide_to_chemistry#Synthflesh|synthflesh]] from the [[Vending_machines#NanoMed_Plus|NanoMed Plus]] or have it made in [[Guide_to_chemistry#Synthflesh|chemistry]].&lt;br /&gt;
# If the [[Medical_items#Health_Analyzer|health analyzer]] says the patient&#039;s heart is non-functional, the heart must be [[Surgery#Coronary_Bypass|repaired]] or [[Surgery#Organ_Manipulation|replaced]]. &lt;br /&gt;
# If the patient is wearing a space suit or [[Clothing_and_Accessories#Hardsuits|MOD suit]], take it off. To take it off, drag the sprite of the patient onto yours, and click the MOD suit (it&#039;s in backpack slot) in the menu that pops up. &lt;br /&gt;
# [[File:Husk.png]] If the body is a grey husk see [[#Husk|husk]]. &lt;br /&gt;
# If the patient is missing too much blood, do a [[#Bleeding|blood transfusion]]. &lt;br /&gt;
# If the patient has large amounts of bad reagents, do a [[Surgery#Stomach_Pump|stomach pump]].&lt;br /&gt;
# If the patient has [[Guide_to_Wounds|wounds]] consider treating them (before or after the defib).  &lt;br /&gt;
# Once the patient is prepared, equip your [[Medical_items#Defibrillator|defib]]. The [[Medical_items#Defibrillator|large one]] goes on your backpack slot, and the [[Medical_items#Compact_Defibrillator|compact defib]] that the [[CMO]] gets goes on your belt slot. Then empty both of your hands, and click the new defib hud icon on your top left to take out the paddles. Activate/click the paddles with the hand you&#039;re holding them in to wield them in both hands. Stop dragging the patient (with &#039;&#039;&#039;H&#039;&#039;&#039; or &#039;&#039;&#039;delete&#039;&#039;&#039;) or you will be shocked. Turn off {{Combat_Mode}}, target the chest, and then click on the patient. After a few seconds, you&#039;ll deliver an electric shock. &lt;br /&gt;
# If the defib pings and says the resuscitation was successful, use [[#Treatment|medicine]] on them and unbuckle them from the [[#Lifeform_Stasis_Units|Stasis Bed]] to make them start healing up. If the defib instead says they have severe tissue damage, they are either a [[#Husk|husk]], have a non-functional crucial organ or have more than 180 brute or burn damage, and need to be repaired more. &lt;br /&gt;
&lt;br /&gt;
A successful defibrillation will instantly heal some basic damage and put the patient in a hardcrit state. If the revived patient had less damage than that the defib will instead deal suffocation damage to put them in crit. &lt;br /&gt;
&lt;br /&gt;
====Strange Reagent====&lt;br /&gt;
Another option for revival is the [[Guide_to_chemistry|chemical]] [[Guide_to_chemistry#Strange_Reagent|strange reagent]], which works similarly to [[#Defibrillator|defibrillation]], except with slightly different requirements (read them [[Guide_to_chemistry#Strange_Reagent|here]]). Use the same steps to prepare the body as before [[#Defibrillator|defibrillation]], except this revival method also restores some blood levels and organ damage depending on how much of the reagent you use. Must be [[Guide_to_chemistry#Ingest|ingested]].&lt;br /&gt;
&lt;br /&gt;
====Replica Pod cloning====&lt;br /&gt;
If you can&#039;t find the patient&#039;s brain your only choice is try to turn them into a [[Podman|podperson]]. See [[Guide_to_hydroponics#Replica_Pod_Cloning|here]] how. Note there is no way for you to see if a brainless body has a soul or not, since the examine message won&#039;t tell you. If the patient has no blood, you can give blood to the corpse, then use that for podding.&lt;br /&gt;
&lt;br /&gt;
====Revival surgery====&lt;br /&gt;
[[Surgery#Revival|Revival surgery]] is an optional way to bring people back to life. See the [[Surgery#Revival|surgery]] page for details. This may be useful for races without hearts since it makes you defibrillate the head instead of the heart. &lt;br /&gt;
&lt;br /&gt;
===Typical cases of death===&lt;br /&gt;
The following tables contain suggested actions for when you encounter corpses, heads or brains. &lt;br /&gt;
&lt;br /&gt;
====Normal dead body====&lt;br /&gt;
Examine the body. &amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Body examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|They are limp and unresponsive; there are no signs of life... &lt;br /&gt;
|The patient has a connected soul/ghost online and is thus eligible for revival. &#039;&#039;&#039;Note:&#039;&#039;&#039; A corpse without brain/head shows this message even if there is no soul. &lt;br /&gt;
|See [[#Revival_methods|revival methods]]. &lt;br /&gt;
|-&lt;br /&gt;
|They are limp and unresponsive; there are no signs of life and their soul has departed...&lt;br /&gt;
|No soul. Can not be revived. Caused by patient ghosting (leaving body when alive), logging off or using the Do-Not-Resuscitate action. Or there never was a soul in the first place. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|Their soul seems to have been ripped out of their body. Revival is impossible.&lt;br /&gt;
|Patient [[Devil#Contracts|sold]] or lost their soul. Can not be revived. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|They appear to have committed suicide... there is no hope of recovery.&lt;br /&gt;
|Patient committed suicide, which makes revival impossible. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It appears that their brain is missing...&lt;br /&gt;
|Brain is missing. &lt;br /&gt;
|See [[#Replica_Pod_cloning|Replica Pod cloning]]. &lt;br /&gt;
|-&lt;br /&gt;
|Their head is missing!&lt;br /&gt;
|Head is missing. &lt;br /&gt;
|See [[#Replica_Pod_cloning|Replica Pod cloning]]. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Head without body====&lt;br /&gt;
Examine the head. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Head examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|The brain has been removed from &#039;&#039;name&#039;s&#039;&#039; head.&lt;br /&gt;
|No brain. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|There&#039;s a miserable expression on &#039;&#039;name&#039;s&#039;&#039; face; they must have really hated life. There&#039;s no hope of recovery.&lt;br /&gt;
|Suicide. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s leaking some kind of... clear fluid? The brain inside must be in pretty bad shape.&lt;br /&gt;
|The brain inside has 0 health. &lt;br /&gt;
|&lt;br /&gt;
*Option 1: Attach head to a body with [[Surgery#Prosthetic_Replacement|prosthetic replacement]], fix brain with [[Surgery#Brain_Surgery|brain surgery]]. Then see [[#Revival_methods|revival methods]]. This preserves identity. &lt;br /&gt;
*Option 2: Cut the brain out and repair it with [[Guide_to_chemistry#Mannitol|mannitol]]. Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]].&lt;br /&gt;
|-&lt;br /&gt;
|Its muscles are twitching slightly... It seems to have some life still in it.&lt;br /&gt;
|Head has a soul. &lt;br /&gt;
|Move head or brain to a new body with surgery and use a [[#Revival_methods|revival method]]. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s completely lifeless. Perhaps there&#039;ll be a chance for them later.&lt;br /&gt;
|Head&#039;s soul isn&#039;t around anymore, but revival may be possible if it comes back (online). &lt;br /&gt;
|Leave it around or put the brain in a Man-Machine Interface [[File:MMI.png|MMI]] so it can talk if it comes back. &lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s completely lifeless. &lt;br /&gt;
|No soul. Permanent. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[File:Brain.png]]Brain without body====&lt;br /&gt;
Examine the brain. &amp;lt;br&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Brain examine message&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Means&lt;br /&gt;
!scope=&amp;quot;col&amp;quot; style=&amp;quot;font-weight: bold;&amp;quot; style=&#039;background-color:#C4DAF4;&#039;| Treatment&lt;br /&gt;
|-&lt;br /&gt;
|It&#039;s started turning slightly grey. They must not have been able to handle the stress of it all.&lt;br /&gt;
|Suicide. Nothing you can do. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|-&lt;br /&gt;
|It seems to still have a bit of energy within it, but it&#039;s rather damaged... You may be able to restore it with some mannitol.&lt;br /&gt;
|Brain has 0 health. &lt;br /&gt;
|Repair it with [[Guide_to_chemistry#Mannitol|mannitol]]. Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]]. &lt;br /&gt;
|-&lt;br /&gt;
|You can feel the small spark of life still left in this one, but it&#039;s got some bruises. You may be able to restore it with some mannitol.&lt;br /&gt;
|Brain is damaged but not broken.&lt;br /&gt;
|Same as above. &lt;br /&gt;
|-&lt;br /&gt;
|You can feel the small spark of life still left in this one.&lt;br /&gt;
|Brain is fine and has a soul. &lt;br /&gt;
|Put it in a new body with [[Surgery#Organ_Manipulation|organ manipulation]]. Then see [[#Revival_methods|revival methods]].&lt;br /&gt;
|-&lt;br /&gt;
|This one is completely devoid of life.&lt;br /&gt;
|No soul. Permanent. &lt;br /&gt;
|Bring to morgue. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[File:Husk.png|32px]]Husk====&lt;br /&gt;
Typically a victim of heavy [[#Burns|burn damage]]. It can be unhusked with 100u [[Guide_to_chemistry#Synthflesh|synthflesh]] or 5u [[Guide_to_chemistry#Rezadone|rezadone]]. The corpse must have under 50 burn damage for it to work. Proceed to [[#Revival_methods|revival methods]] afterwards. If unhusking doesn&#039;t work then the corpse may be a [[Changeling|changeling]] victim. A Changeling victim needs a brain transplant to be revivable (needs confirmation).&lt;br /&gt;
&lt;br /&gt;
====Completely messed up corpse====&lt;br /&gt;
A body could be missing all limbs except head, be husked, bloodless, contaminated with radiation and have 600 damage etc. In these cases the simple solution is to [[Surgery#Amputation|amputate]] the head and attach it to a fresh body with [[Surgery#Prosthetic_Replacement|prosthetic replacement]]. Then use your [[#Revival_methods|revival method]] of choice.&lt;br /&gt;
&lt;br /&gt;
== Afternote ==&lt;br /&gt;
&#039;&#039;&#039;PLEASE NOTE&#039;&#039;&#039; In the morgue there are lights on the side of the trays. The red light means there is a dead body with no ghost occupying it. Green light means there is a body with a ghost in it, which means you should attempt to [[#Revival_methods|revive]] it. The green light is normally accompanied by a beeping sound as well, which can be turned off by alt-clicking the tray. If you aren&#039;t serious about healing someone, don&#039;t give up halfway. Get proper medical staff to help them. At least try to have a doctor save them.&lt;br /&gt;
&lt;br /&gt;
{{Guides&lt;br /&gt;
|color = #3F7597&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=ID&amp;diff=13020</id>
		<title>ID</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=ID&amp;diff=13020"/>
		<updated>2023-01-12T21:45:08Z</updated>

		<summary type="html">&lt;p&gt;Erol509: revision fully completed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every worker of Space Station 13 is issued an identification card. Your ID has your name, occupation, and a device that broadcasts your access to the station&#039;s autonomous systems, which is used both to identify the holder and open up airlocks the worker has access to. For example, the [[Quartermaster]] has access to the Cargo Bay and Quartermaster&#039;s Office, while Assistants, for example, do not. ID cards can have their access modified by the [[Captain]] or [[Head of Personnel]]. When your face is covered your ID is the only way of identifying you.&lt;br /&gt;
&lt;br /&gt;
=Types of ID cards=&lt;br /&gt;
&lt;br /&gt;
[[File:Id regular.png|64px]] &#039;&#039;&#039;Standard ID&#039;&#039;&#039; - The basic card. This only has two [[#Wildcard_Slots|wildcard slots]] and can carry only common accesses. &lt;br /&gt;
&lt;br /&gt;
[[File:Id silver.png|64px]] &#039;&#039;&#039;Silver ID&#039;&#039;&#039; - The [[Heads of Staff]] card of choice. This has five [[#Wildcard_Slots|wildcard slots]] for extra accesses that can carry up to 3 common, 1 command and one private command access. &lt;br /&gt;
&lt;br /&gt;
[[File:Id gold.png|64px]] &#039;&#039;&#039;Captain&#039;s ID&#039;&#039;&#039; - The card of choice for all access. This has unlimited [[#Wildcard_Slots|wildcard slots]] at the [[Captain]] level, capable of taking all station accesses.&lt;br /&gt;
&lt;br /&gt;
[[File:Id centcom.png|64px]] &#039;&#039;&#039;Centcom ID&#039;&#039;&#039; - Identification card issued only to Centcom officials, including [[Death squad]] officers. The card of Central Command. This has unlimited [[#Wildcard_Slots|wildcard slots]] at the Centcom level, capable of taking all station and Centcom accesses.&lt;br /&gt;
&lt;br /&gt;
[[File:ID_black.png|64px]] &#039;&#039;&#039;Syndicate ID&#039;&#039;&#039; - A black card of syndicate origin. This has unlimited [[#Wildcard_Slots|wildcard slots]] at the Syndicate level, capable of taking all station and Syndicate accesses. &lt;br /&gt;
&lt;br /&gt;
[[File:Id orange.png|64px]] &#039;&#039;&#039;Prisoner ID&#039;&#039;&#039; - Identification card issued to prisoners, so they can be identified on the crew monitoring console and keep track of [[Labor Camp | labor points]]. No [[#Wildcard_Slots|wildcard slots]] at all.&lt;br /&gt;
&lt;br /&gt;
[[Category: Objects]]&lt;br /&gt;
&lt;br /&gt;
==[[File:Holopay.gif]] Holopay==&lt;br /&gt;
Ready to start a business?&lt;br /&gt;
&lt;br /&gt;
You can summon holographic pay stands by right clicking an ID. They have a limited range that projects from the card itself. Clicking the holopay opens a terminal that can be customized by the holder of the card. These settings persist on the card itself, no need to reset every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Fee&#039;&#039;&#039; - By default, users can pay what they want via terminal. However, you can manually set what users must pay. This will be indicated in the UI and they will be asked to confirm payment in this case. &lt;br /&gt;
&lt;br /&gt;
==[[File:Trim_captain.png]] Trims [[File:Trim_clown.png]]==&lt;br /&gt;
[[File:PDA_ID_Painter_UI.png|thumb|200px|right|UI of the PDA &amp;amp; ID Painter machine. Here you can change trim of a card. ]] &lt;br /&gt;
Can be edited with a PDA &amp;amp; ID Painter machine. The trim determines which &#039;&#039;basic access slots&#039;&#039; a card have. A card can be granted all its current trim&#039;s basic slots without consuming [[#Wildcard_Slots|wildcard slots]]. &lt;br /&gt;
&lt;br /&gt;
Grey ID cards cannot hold Head of Staff or Captain trims. Silver ID cards can hold Head of Staff trims but not Captain trims. Gold ID cards can hold all access. &lt;br /&gt;
&lt;br /&gt;
==Wildcard Slots==&lt;br /&gt;
These are any additional accesses a card can get that are not part of the card&#039;s trim. Lower rarity ID cards have fewer wildcards and the wildcards they do have are of lower rarity (common vs command).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Objects]]&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Centcomcommander.png&amp;diff=13019</id>
		<title>File:Centcomcommander.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Centcomcommander.png&amp;diff=13019"/>
		<updated>2023-01-12T21:42:54Z</updated>

		<summary type="html">&lt;p&gt;Erol509: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Centcom_Official&amp;diff=13018</id>
		<title>Centcom Official</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Centcom_Official&amp;diff=13018"/>
		<updated>2023-01-12T21:42:37Z</updated>

		<summary type="html">&lt;p&gt;Erol509: Created page with &amp;quot;{{JobPageHeader |headerbgcolor = darkgreen |headerfontcolor = white |stafftype = CENTCOM |imagebgcolor = lightgreen |img_generic = centcomofficial.png |img = centcomcommander.png |jobtitle = CentCom Official |access = CentCom Basic |additional = Everywhere |difficulty = Medium |superior = Central Command |duties = Represent Nanotrasen, carry out your assignment |guides = Space Law, Chain of Command |quote = Hello crew, time for...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkgreen&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = CENTCOM&lt;br /&gt;
|imagebgcolor = lightgreen&lt;br /&gt;
|img_generic = centcomofficial.png&lt;br /&gt;
|img = centcomcommander.png&lt;br /&gt;
|jobtitle = CentCom Official&lt;br /&gt;
|access = [[Central_Command|CentCom Basic]]&lt;br /&gt;
|additional = Everywhere&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[CentCom|Central Command]]&lt;br /&gt;
|duties = Represent [[Nanotrasen]], carry out your assignment&lt;br /&gt;
|guides = [[Space Law]], [[Chain of Command]]&lt;br /&gt;
|quote = Hello crew, time for your inspect- OH JESUS FUCKING CHRIST WHAT IS THAT?!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:NTlogo.png|right|400px]]&lt;br /&gt;
&lt;br /&gt;
As a CentCom Official, you are a representative of the [[Nanotrasen|Corporation]] sent to Space Station 13 to complete an assortment of tasks assigned to you by [[CentCom]].&lt;br /&gt;
&lt;br /&gt;
==Middle Management==&lt;br /&gt;
Chances are you will be but a low-level bureaucrat from [[CentCom]] sent to perform an inspection, investigation, or some other managerial task. You will probably be spawned with just the essentials:&lt;br /&gt;
&lt;br /&gt;
*A green CentCom Uniform&lt;br /&gt;
*A Command headset&lt;br /&gt;
*A clipboard&lt;br /&gt;
*A pair of Sunglasses&lt;br /&gt;
*An energy gun for self-defense&lt;br /&gt;
*CentCom ID, with access to CentCom areas but nowhere on SS13&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Right away you have a headset linked to the Command channel, so be sure to announce your presence as soon as you get on station and set up a meeting with the [[Captain]] to discuss whatever important task assigned to you by your superiors. For the most part, your position puts you in a unique position in the station&#039;s social hierarchy, and most station authorities will bow to your every whim and possibly even grant you all-access to keep you happy, as long as they don&#039;t think you&#039;re a [[Nuclear Operative|Syndicate agent]]. &lt;br /&gt;
&lt;br /&gt;
The bad news is you&#039;re also going to be a very juicy target for just about everyone who is considered to be an [[Traitor|enemy]] [[Revolution|of]] [[Wizard|the]] [[Changeling|Corporation]] due to your status. They&#039;d be hard pressed to resist making an example out of you. It&#039;d be a good idea to make sure you&#039;re always accompanied by at least one officer, that again, doesn&#039;t think you&#039;re a [[Nuclear Operative|Syndicate agent]].&lt;br /&gt;
&lt;br /&gt;
Just remember though: You are not above [[Space Law]] and the Captain is still the station&#039;s ultimate authority so the use of force to impose your authority isn&#039;t recommended. Stick to your social advantage. If things go sour, CentCom may recall you. If you feel your life is threatened, you may be able to leave the station the same way you boarded it. Just make sure you keep note of everything of importance, so you have something to report back to CentCom.&lt;br /&gt;
&lt;br /&gt;
==Upper Management==&lt;br /&gt;
On the off chance you are a ranking military or corporate official, such as an Admiral or an Executive, you command an immense amount of power. You&#039;ll likely board the station with some fancy items to help signify and enforce your authority. You may also find yourself with increased, or even all-access to the various parts of SS13.&lt;br /&gt;
&lt;br /&gt;
While the Captain still maintains ultimate authority over the station (including you while you are on board), your rank allows you to relieve him of Command appoint someone else in his place. Like the Captain, you shouldn&#039;t have to do any manual labor yourself. Delegate to the Captain as he would delegate to his [[Heads of Staff]].&lt;br /&gt;
&lt;br /&gt;
==Central Command==&lt;br /&gt;
Your relationship with CentCom is a special one, meaning you will more likely get a response from any requests and transmissions to them. If you can, using the [[Communications Console]] on the [[Bridge]] is a good way to send an impromptu message. If you have completed your task and want to return to CentCom, you can give them your formal report there, and negotiate with them to take action. The better written your report, the more likely it will be acted upon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Always Remember==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In the end, this is meant to be a roleplaying role, so try not to embarrass everyone.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Job_tree3.png&amp;diff=13017</id>
		<title>File:Job tree3.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Job_tree3.png&amp;diff=13017"/>
		<updated>2023-01-12T21:40:32Z</updated>

		<summary type="html">&lt;p&gt;Erol509: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Id_console.gif&amp;diff=13016</id>
		<title>File:Id console.gif</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Id_console.gif&amp;diff=13016"/>
		<updated>2023-01-12T21:39:48Z</updated>

		<summary type="html">&lt;p&gt;Erol509: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Heads_of_Staff&amp;diff=13015</id>
		<title>Heads of Staff</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Heads_of_Staff&amp;diff=13015"/>
		<updated>2023-01-12T21:39:08Z</updated>

		<summary type="html">&lt;p&gt;Erol509: Created page with &amp;quot;The chain of command represents how orders are distributed throughout the station. It is part of a power structure: usually seen as the most vulnerable and also the most powerful part of it. Starting from the most authorized, the Captain, through the Head of some Department, down to the lowliest subordinate to finally accomplish the task needed, in order to make the station function as efficiently as possible.  The Heads should &amp;#039;&amp;#039;&amp;#039;not&amp;#039;&amp;#039;&amp;#039; start doing the simplest tasks th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The chain of command represents how orders are distributed throughout the station. It is part of a power structure: usually seen as the most vulnerable and also the most powerful part of it. Starting from the most authorized, the Captain, through the Head of some Department, down to the lowliest subordinate to finally accomplish the task needed, in order to make the station function as efficiently as possible.&lt;br /&gt;
&lt;br /&gt;
The Heads should &#039;&#039;&#039;not&#039;&#039;&#039; start doing the simplest tasks themselves unless the station&#039;s already beyond saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[File:Id_console.gif]] Notice:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heads can demote their staff by using the [[Identification Console]] and removing the subordinate&#039;s access to their department from their ID.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;So if one of your guys isn&#039;t acting like an appropriate team player, don&#039;t hesitate to show them who&#039;s boss.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Job tree3.png|1191px|The station hierarchy]]&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
[[File:Bridge small.png|thumb|300px|The Bridge, safe heaven of the Heads.]]&lt;br /&gt;
&#039;&#039;&#039;A.K.A. the command staff.&#039;&#039;&#039; These are the men and women charged with the administration of the station. Each of them have access to the [[Bridge]] and [[Brig]], the keycard authentication devices, the command radio channel (accessed with :c), the ability to make station-wide announcements, access to identification consoles and may call/recall the [[Escape Shuttle]] using a communications console. They are also the targets during a [[Revolution]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic captain.png|64px]] [[Captain]]===&lt;br /&gt;
The Commanding Officer with authority over the entire station. Eventually dies and has the Head of Personnel take over. Limited only by style - Just don&#039;t forget the [[High-risk_items#Nuclear_authentication_disk|disk]].&lt;br /&gt;
The only position that can issue death warrants without a trial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How the AI works. What other Heads should be doing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Check in with your Heads of Staff. Secure the nuclear authorization disk and give the pinpointer to [[Clown|someone trustworthy]] for maximum safety.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Making sure your heads are doing their jobs, figure out what needs to be done and delegate. Keep the disk close to you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Many [[high-risk items]] start in your office or directly in your possession. And your shiny gold id card is coveted by almost every troublemaker. Expect many attempts to be made on your life for these things.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic hop.png|64px]] [[Head of Personnel]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Becomes acting Captain if the original Captain is dead or MIA. Responsible for staffing and HR-related duties.&lt;br /&gt;
Authority over the civil department, including the [[Janitor]], [[Chef]], [[Barman]], [[Clown]], [[Mime]], [[Assistant]]s, [[Lawyer]]s, [[Chaplain]], [[Curator]], and [[Botanist]]s.&lt;br /&gt;
&lt;br /&gt;
The Head of Personnel can either be a Godsend or worse than a banana-flinging clown for the station. He can also savor the prestige or feel shackled to the [[Computers#ID_Modification_Console|ID computer]]. If you find yourself wearing teal, make the most of it by doing your job correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Support the Captain.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Always be on the captain&#039;s side, at least publicly. Remember that since you&#039;ll take up his banner if, or more often when, he&#039;s slain, you&#039;re the &#039;&#039;de facto&#039;&#039; second in command. Be sure to work as a team to lead the crew. If he&#039;s demanding, be persuasive. If he&#039;s soft-spoken, be a task-master. This means anyone annoyed at his leadership style will likely follow yours, but it also means he has to trust you. Earn this trust by making frequent use of command chat (:c) and deferring to him on matters of great importance, like assigning new Heads or calling the shuttle. Recognize, however, that you do not outrank any other Heads of Staff. You are simply sitting at the Captain&#039;s right hand, entrusted to the keys to the station, while all other Heads must beg at your feet for access to so much as the bar. Don&#039;t let it go to your head, and the Head of Security won&#039;t brain you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Uphold the Rights of Crewmen.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only the Captain can authorize a death warrant, and you are sometimes tasked with judging trials under [[Space Law]]. You are normally considered the most impartial officer for this task, which prevents the appearance of a mere kangaroo court. Furthermore, Security often commits excesses and the Captain is either dead or personally involved in a case. For these reasons, you need to be sure to call for trials for high crimes before the accused gets left to rot in a permacell forever. While this may put you at odds with Security, you should find them fanatically loyal to the Captain, who hopefully makes clear his full confidence in you. This delicate balance of power prevents excesses against the crew. Almost always, a weak Captain and Head of Personnel will result in [[shitcurity|shitcurity]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Follow the Principle of Least Privilege.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When assigning new access levels or creating new jobs, ask yourself just how much access is really needed to perform the task. If a hardworking engineer wants EVA access, consider if he really needs access or just for you to open the door for him while he gets a suit. If the chaplain is being proactive about finding bodies but often needs people to open doors, maybe the risk of giving him more access is less than gain from increasing his effectiveness. Decisions like these keep the station more secure from thieves weaseling their way to their targets and cuts down on the number of accidental arrests made by Security for assumed trespassing. Remember to write their increased access or privileged items on a sheet of paper and give it a good stamping so the janitor will be able to show why he&#039;s mopping Medbay&#039;s floors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Talk to the Crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Captain gets nervous when someone stands next to him for too long. The Head of Security is too busy beating the clown. The Research Director is on fire, the Chief Medical Officer is up to his elbows in gore, the Chief Engineer is trying to keep everyone warm and breathing in a vacuum, and the Quartermaster is busy selling crates and plasma. You&#039;re really the only head able to take time and listen to the crew. Invite crewmen to talk to you when there are conflicts. Defuse the interpersonal and interdepartmental problems you discover during these conversations, and prevent grievances from becoming grief. Advocate on behalf of the robusted to security, and generally reduce the frequency and intensity of mutinies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Manage your Department First.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While technically you can demote everyone who&#039;s ID you seize to assistant, managing civilian workers not under another head is your immediate responsibility. Keeping janitors on task, directing the chef to throw a pizza party, and getting the records up to date are the first thing to do after assigning job and access changes. Demoting bad security officers or stepping in for an absent department head also falls on your desk, but going into other departments to micromanage in front of their head is both bad form and likely to make you reviled. Always clear a demotion with their department head, or ideally, have all the Heads aware they can send troublesome employees your way to be sent to the mining base. This lets you focus on your immediate underlings and avoid stepping on toes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to use the Identification Console. A rough idea of how access is distributed throughout the station. What Kitchen, Hydroponics and the Janitor should be doing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Stay at your desk for at least the first 10 minutes to manage the shift-start rush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Manage IDs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Your department (the civil department) doesn&#039;t ever acknowledge you as their boss. It&#039;s your duty to make that a thing of the past!&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic hos.png|64px]] [[Head of Security]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Although he technically has access, other Heads may deny him from entering their domains. Usually withheld from a promotion to acting Captain if other Heads are available, however in times of crisis he may force himself into the position as acting Captain to better control the crisis.&lt;br /&gt;
Oversees security matters with authority over [[Security Officer]]s, the [[Warden]] and the [[Detective]]. Expected to detain and handle those who endanger the station, including other heads of staff, and in some cases, the Captain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to use security equipment, a firm grasp on Space Law, and rough idea of what kind of threats the station will have to face and how to deal with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Get your officers to report in, if they don&#039;t, remind them that the security force doesn&#039;t work without teamwork and communication, and have them demoted if they&#039;re still acting like a lone mute wolf.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Try to keep the crew as safe as possible. Keep your officers from degenerating to shitcurity when things get rough.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Assistants pushing each other is &#039;&#039;&#039;not&#039;&#039;&#039; a big problem, you shouldn&#039;t have to spend much time on those. Focus on the big fish instead.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic rd.png|64px]] [[Research Director]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Due to AI access, often promoted to acting Captain if there is neither a Captain nor a HoP.&lt;br /&gt;
Oversees research efforts with authority over [[Scientist]]s, [[Roboticist]]s, and [[Geneticist|Geneticists]]. Maintains the integrity of the [[AI]] and its [[Cyborg]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Know how R&amp;amp;D works, how to upgrade machines, how xenobiology works, how genetics work and how robotics work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Make sure every sector is taken care of and fill in if needed. Ask if there are miners around and request the minerals the upgrades and Robotics both need.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Doing researches. Watching over the cyborgs, the AI and the Science Team, and act accordingly. Upgrading machines across the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Bombs made in toxins usually get sneaked out and exploded. Check on them from time to time. Malfs, emagged borgs and Mechs used irresponsibly.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic ce.png|64px]] [[Chief Engineer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff.&lt;br /&gt;
Oversees the maintenance of the station, with authority over [[Station Engineer]]s and [[Atmospheric Technician]]s. Authority over [[Telecoms]] maintenance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How the telecommunications, atmospherics, solars and the [[supermatter]] work. [[Malfunction|How to deconstruct an APC.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Have your team start the [[supermatter]] correctly and have power flowing to the station. Make sure the atmospheric system is set up correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Listening the radio for people yelling about station damage and delegating your engineers there with appropriate tools and materials.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; The station is bound to have explosions or at least minor holes in it during the shift. Learn how to tackle the exploded telecommunications -situation and you&#039;ll be irreplaceable in more than one shift, guaranteed.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic cmo.png|64px]] [[Chief Medical Officer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. If a Head of Staff is acting medically unstable, it is the CMO&#039;s duty to disable and treat them till they are once again fit for duty (which could be never).&lt;br /&gt;
Oversees station-wide medical issues with authority over the [[Virologist]], [[Chemist]]s and [[Medical Doctor]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to cure viruses and create vaccines. Formulas for the most common medicines. How to prepare and administer clean SEs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Make an announcement to the crew about maxing out their suit sensors so you&#039;ll be able to help them when they get in trouble. Check that the cryogenic tubes get set up, possibly with a more efficient mixture of chemicals from the chemist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Check the Crew Monitoring Console from time to time for dead/dying people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Medical jobs are a common choice for new players seeking a relevant role. So when not absent, dead, or traitorous, expect your staff to need constant babysitting and guidance on how to perform even basic treatments.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_qm.png|64px]] [[Quartermaster]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. In charge of the station&#039;s finances and supply sector which delivers materials, food, medicine, weapons, mail and other goods. Has authority over the [[Cargo Technician]]s and [[Shaft Miner]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Managing Cargo Tech&#039;s, how to operate the Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Check how many Cargo Tech&#039;s are on shift, get them doing something useful such as collecting crates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Processing crew order requests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Hostile and impatient crew members, syndicate sympathizers, miners not appreciating you taking some plasma for points, inept cargo techs, miners dying in the first five minutes, lava land lizards, and Security. Depending on your loyalty to the station you will either face problems from Security or revolutionary&#039;s/ cultists/ the grey-tide. &amp;lt;s&amp;gt;People telling you that you&#039;re not a &amp;quot;real head&amp;quot;, and it hurts because they&#039;re right.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Management Roles==&lt;br /&gt;
While the following jobs have management roles, they are not Heads of Staff and get none of the perks associated with being a Head of Staff.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_warden.png|64px]] [[Warden]]===&lt;br /&gt;
Subordinate to the [[Head of Security]].&lt;br /&gt;
&lt;br /&gt;
Authority over the brig, [[Security Officer]]s, and all personnel of equal rank and below as long as they are within the brig.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Processing prisoners, managing Security operations and personnel and keeping the brig secure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Ensure the brig is secure, check if there is a HoS/Sec Officers present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Keeping the brig as secure as possible, ensuring no one attempts to loot the brig, keeping prisoners in check and ensuring they are released on schedule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Non-compliant Security Officers. HoP handing out Armory access. People attempting to break into the brig.&lt;br /&gt;
&lt;br /&gt;
===[[File:centcomofficial.png|64px]] [[Centcom Official]]===&lt;br /&gt;
Subordinate to the [[Captain]] while he is on the station.&lt;br /&gt;
&lt;br /&gt;
Depending on his rank, he may have the authority to dismiss the Captain from his position, or even outrank the Captain. Otherwise, he possesses no actual authority over anyone on station and is reliant on ingratiating himself with the command staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; The Chain of Command, knowing what your assigned task is from Central Command. Having good social skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Inform the command staff of your presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Whatever Central Command assigned you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Suspicious Security Officers, non-compliant heads of staff and enemies of the corporation.&lt;br /&gt;
&lt;br /&gt;
===[[File:Captain Ian.png|64px]] [[Ian|Captain Ian]]===&lt;br /&gt;
The Captain the station deserves. &lt;br /&gt;
&lt;br /&gt;
Authority over snacks. Obey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Yip!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Get dressed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Dance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Head of Personnel often incompetent and needs watching over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=ID&amp;diff=13014</id>
		<title>ID</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=ID&amp;diff=13014"/>
		<updated>2023-01-12T21:36:16Z</updated>

		<summary type="html">&lt;p&gt;Erol509: /*  Trims  */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision&lt;br /&gt;
|reason = Fix links&lt;br /&gt;
|priority = Medium&lt;br /&gt;
}}&lt;br /&gt;
Every worker of Space Station 13 is issued an identification card. Your ID has your name, occupation, and a device that broadcasts your access to the station&#039;s autonomous systems, which is used both to identify the holder and open up airlocks the worker has access to. For example, the [[Quartermaster]] has access to the Cargo Bay and Quartermaster&#039;s Office, while Assistants, for example, do not. ID cards can have their access modified by the [[Captain]] or [[Head of Personnel]]. When your face is covered your ID is the only way of identifying you.&lt;br /&gt;
&lt;br /&gt;
=Types of ID cards=&lt;br /&gt;
&lt;br /&gt;
[[File:Id regular.png|64px]] &#039;&#039;&#039;Standard ID&#039;&#039;&#039; - The basic card. This only has two [[#Wildcard_Slots|wildcard slots]] and can carry only common accesses. &lt;br /&gt;
&lt;br /&gt;
[[File:Id silver.png|64px]] &#039;&#039;&#039;Silver ID&#039;&#039;&#039; - The [[Heads of Staff]] card of choice. This has five [[#Wildcard_Slots|wildcard slots]] for extra accesses that can carry up to 3 common, 1 command and one private command access. &lt;br /&gt;
&lt;br /&gt;
[[File:Id gold.png|64px]] &#039;&#039;&#039;Captain&#039;s ID&#039;&#039;&#039; - The card of choice for all access. This has unlimited [[#Wildcard_Slots|wildcard slots]] at the [[Captain]] level, capable of taking all station accesses.&lt;br /&gt;
&lt;br /&gt;
[[File:Id centcom.png|64px]] &#039;&#039;&#039;Centcom ID&#039;&#039;&#039; - Identification card issued only to Centcom officials, including [[Death squad]] officers. The card of Central Command. This has unlimited [[#Wildcard_Slots|wildcard slots]] at the Centcom level, capable of taking all station and Centcom accesses.&lt;br /&gt;
&lt;br /&gt;
[[File:ID_black.png|64px]] &#039;&#039;&#039;Syndicate ID&#039;&#039;&#039; - A black card of syndicate origin. This has unlimited [[#Wildcard_Slots|wildcard slots]] at the Syndicate level, capable of taking all station and Syndicate accesses. &lt;br /&gt;
&lt;br /&gt;
[[File:Id orange.png|64px]] &#039;&#039;&#039;Prisoner ID&#039;&#039;&#039; - Identification card issued to prisoners, so they can be identified on the crew monitoring console and keep track of [[Labor Camp | labor points]]. No [[#Wildcard_Slots|wildcard slots]] at all.&lt;br /&gt;
&lt;br /&gt;
[[Category: Objects]]&lt;br /&gt;
&lt;br /&gt;
==[[File:Holopay.gif]] Holopay==&lt;br /&gt;
Ready to start a business?&lt;br /&gt;
&lt;br /&gt;
You can summon holographic pay stands by right clicking an ID. They have a limited range that projects from the card itself. Clicking the holopay opens a terminal that can be customized by the holder of the card. These settings persist on the card itself, no need to reset every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Fee&#039;&#039;&#039; - By default, users can pay what they want via terminal. However, you can manually set what users must pay. This will be indicated in the UI and they will be asked to confirm payment in this case. &lt;br /&gt;
&lt;br /&gt;
==[[File:Trim_captain.png]] Trims [[File:Trim_clown.png]]==&lt;br /&gt;
[[File:PDA_ID_Painter_UI.png|thumb|200px|right|UI of the PDA &amp;amp; ID Painter machine. Here you can change trim of a card. ]] &lt;br /&gt;
Can be edited with a PDA &amp;amp; ID Painter machine. The trim determines which &#039;&#039;basic access slots&#039;&#039; a card have. A card can be granted all its current trim&#039;s basic slots without consuming [[#Wildcard_Slots|wildcard slots]]. &lt;br /&gt;
&lt;br /&gt;
Grey ID cards cannot hold Head of Staff or Captain trims. Silver ID cards can hold Head of Staff trims but not Captain trims. Gold ID cards can hold all access. &lt;br /&gt;
&lt;br /&gt;
==Wildcard Slots==&lt;br /&gt;
These are any additional accesses a card can get that are not part of the card&#039;s trim. Lower rarity ID cards have fewer wildcards and the wildcards they do have are of lower rarity (common vs command).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Objects]]&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:PDA_ID_Painter_UI.png&amp;diff=13013</id>
		<title>File:PDA ID Painter UI.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:PDA_ID_Painter_UI.png&amp;diff=13013"/>
		<updated>2023-01-12T21:36:01Z</updated>

		<summary type="html">&lt;p&gt;Erol509: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=ID&amp;diff=13012</id>
		<title>ID</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=ID&amp;diff=13012"/>
		<updated>2023-01-12T21:35:43Z</updated>

		<summary type="html">&lt;p&gt;Erol509: /*  Holopay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision&lt;br /&gt;
|reason = Fix links&lt;br /&gt;
|priority = Medium&lt;br /&gt;
}}&lt;br /&gt;
Every worker of Space Station 13 is issued an identification card. Your ID has your name, occupation, and a device that broadcasts your access to the station&#039;s autonomous systems, which is used both to identify the holder and open up airlocks the worker has access to. For example, the [[Quartermaster]] has access to the Cargo Bay and Quartermaster&#039;s Office, while Assistants, for example, do not. ID cards can have their access modified by the [[Captain]] or [[Head of Personnel]]. When your face is covered your ID is the only way of identifying you.&lt;br /&gt;
&lt;br /&gt;
=Types of ID cards=&lt;br /&gt;
&lt;br /&gt;
[[File:Id regular.png|64px]] &#039;&#039;&#039;Standard ID&#039;&#039;&#039; - The basic card. This only has two [[#Wildcard_Slots|wildcard slots]] and can carry only common accesses. &lt;br /&gt;
&lt;br /&gt;
[[File:Id silver.png|64px]] &#039;&#039;&#039;Silver ID&#039;&#039;&#039; - The [[Heads of Staff]] card of choice. This has five [[#Wildcard_Slots|wildcard slots]] for extra accesses that can carry up to 3 common, 1 command and one private command access. &lt;br /&gt;
&lt;br /&gt;
[[File:Id gold.png|64px]] &#039;&#039;&#039;Captain&#039;s ID&#039;&#039;&#039; - The card of choice for all access. This has unlimited [[#Wildcard_Slots|wildcard slots]] at the [[Captain]] level, capable of taking all station accesses.&lt;br /&gt;
&lt;br /&gt;
[[File:Id centcom.png|64px]] &#039;&#039;&#039;Centcom ID&#039;&#039;&#039; - Identification card issued only to Centcom officials, including [[Death squad]] officers. The card of Central Command. This has unlimited [[#Wildcard_Slots|wildcard slots]] at the Centcom level, capable of taking all station and Centcom accesses.&lt;br /&gt;
&lt;br /&gt;
[[File:ID_black.png|64px]] &#039;&#039;&#039;Syndicate ID&#039;&#039;&#039; - A black card of syndicate origin. This has unlimited [[#Wildcard_Slots|wildcard slots]] at the Syndicate level, capable of taking all station and Syndicate accesses. &lt;br /&gt;
&lt;br /&gt;
[[File:Id orange.png|64px]] &#039;&#039;&#039;Prisoner ID&#039;&#039;&#039; - Identification card issued to prisoners, so they can be identified on the crew monitoring console and keep track of [[Labor Camp | labor points]]. No [[#Wildcard_Slots|wildcard slots]] at all.&lt;br /&gt;
&lt;br /&gt;
[[Category: Objects]]&lt;br /&gt;
&lt;br /&gt;
==[[File:Holopay.gif]] Holopay==&lt;br /&gt;
Ready to start a business?&lt;br /&gt;
&lt;br /&gt;
You can summon holographic pay stands by right clicking an ID. They have a limited range that projects from the card itself. Clicking the holopay opens a terminal that can be customized by the holder of the card. These settings persist on the card itself, no need to reset every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Fee&#039;&#039;&#039; - By default, users can pay what they want via terminal. However, you can manually set what users must pay. This will be indicated in the UI and they will be asked to confirm payment in this case.&lt;br /&gt;
&lt;br /&gt;
==[[File:Trim_captain.png]] Trims [[File:Trim_clown.png]]==&lt;br /&gt;
[[File:PDA_ID_Painter_UI.png|thumb|200px|right|UI of the PDA &amp;amp; ID Painter machine. Here you can change trim of a card. ]] &lt;br /&gt;
Can be edited with a PDA &amp;amp; ID Painter machine. The trim determines which &#039;&#039;basic access slots&#039;&#039; a card have. A card can be granted all its current trim&#039;s basic slots without consuming [[#Wildcard_Slots|wildcard slots]]. &lt;br /&gt;
&lt;br /&gt;
Grey ID cards cannot hold Head of Staff or Captain trims. Silver ID cards can hold Head of Staff trims but not Captain trims. Gold ID cards can hold all access. &lt;br /&gt;
&lt;br /&gt;
==Wildcard Slots==&lt;br /&gt;
These are any additional accesses a card can get that are not part of the card&#039;s trim. Lower rarity ID cards have fewer wildcards and the wildcards they do have are of lower rarity (common vs command).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Objects]]&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Holopay.gif&amp;diff=13011</id>
		<title>File:Holopay.gif</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Holopay.gif&amp;diff=13011"/>
		<updated>2023-01-12T21:34:43Z</updated>

		<summary type="html">&lt;p&gt;Erol509: &lt;/p&gt;
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		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Id_silver.png&amp;diff=13010</id>
		<title>File:Id silver.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Id_silver.png&amp;diff=13010"/>
		<updated>2023-01-12T21:33:10Z</updated>

		<summary type="html">&lt;p&gt;Erol509: Erol509 uploaded a new version of File:Id silver.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Id_orange.png&amp;diff=13009</id>
		<title>File:Id orange.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Id_orange.png&amp;diff=13009"/>
		<updated>2023-01-12T21:32:49Z</updated>

		<summary type="html">&lt;p&gt;Erol509: Erol509 uploaded a new version of File:Id orange.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:ID_black.png&amp;diff=13008</id>
		<title>File:ID black.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:ID_black.png&amp;diff=13008"/>
		<updated>2023-01-12T21:32:28Z</updated>

		<summary type="html">&lt;p&gt;Erol509: &lt;/p&gt;
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		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Trim_clown.png&amp;diff=13007</id>
		<title>File:Trim clown.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Trim_clown.png&amp;diff=13007"/>
		<updated>2023-01-12T21:31:32Z</updated>

		<summary type="html">&lt;p&gt;Erol509: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Trim_captain.png&amp;diff=13006</id>
		<title>File:Trim captain.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Trim_captain.png&amp;diff=13006"/>
		<updated>2023-01-12T21:31:18Z</updated>

		<summary type="html">&lt;p&gt;Erol509: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=ID&amp;diff=13005</id>
		<title>ID</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=ID&amp;diff=13005"/>
		<updated>2023-01-12T21:30:51Z</updated>

		<summary type="html">&lt;p&gt;Erol509: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision&lt;br /&gt;
|reason = This page needs to be checked for the following: Template Read-ability, Possible outdated Icons and Missing items (if they&#039;re not there add them)&lt;br /&gt;
|priority = Medium&lt;br /&gt;
}}&lt;br /&gt;
Every worker of Space Station 13 is issued an identification card. Your ID has your name, occupation, and a device that broadcasts your access to the station&#039;s autonomous systems, which is used both to identify the holder and open up airlocks the worker has access to. For example, the [[Quartermaster]] has access to the Cargo Bay and Quartermaster&#039;s Office, while Assistants, for example, do not. ID cards can have their access modified by the [[Captain]] or [[Head of Personnel]]. When your face is covered your ID is the only way of identifying you.&lt;br /&gt;
&lt;br /&gt;
=Types of ID cards=&lt;br /&gt;
&lt;br /&gt;
[[File:Id regular.png|64px]] &#039;&#039;&#039;Standard ID&#039;&#039;&#039; - The basic card. This only has two [[#Wildcard_Slots|wildcard slots]] and can carry only common accesses. &lt;br /&gt;
&lt;br /&gt;
[[File:Id silver.png|64px]] &#039;&#039;&#039;Silver ID&#039;&#039;&#039; - The [[Heads of Staff]] card of choice. This has five [[#Wildcard_Slots|wildcard slots]] for extra accesses that can carry up to 3 common, 1 command and one private command access. &lt;br /&gt;
&lt;br /&gt;
[[File:Id gold.png|64px]] &#039;&#039;&#039;Captain&#039;s ID&#039;&#039;&#039; - The card of choice for all access. This has unlimited [[#Wildcard_Slots|wildcard slots]] at the [[Captain]] level, capable of taking all station accesses.&lt;br /&gt;
&lt;br /&gt;
[[File:Id centcom.png|64px]] &#039;&#039;&#039;Centcom ID&#039;&#039;&#039; - Identification card issued only to Centcom officials, including [[Death squad]] officers. The card of Central Command. This has unlimited [[#Wildcard_Slots|wildcard slots]] at the Centcom level, capable of taking all station and Centcom accesses.&lt;br /&gt;
&lt;br /&gt;
[[File:ID_black.png|64px]] &#039;&#039;&#039;Syndicate ID&#039;&#039;&#039; - A black card of syndicate origin. This has unlimited [[#Wildcard_Slots|wildcard slots]] at the Syndicate level, capable of taking all station and Syndicate accesses. &lt;br /&gt;
&lt;br /&gt;
[[File:Id orange.png|64px]] &#039;&#039;&#039;Prisoner ID&#039;&#039;&#039; - Identification card issued to prisoners, so they can be identified on the crew monitoring console and keep track of [[Labor Camp | labor points]]. No [[#Wildcard_Slots|wildcard slots]] at all.&lt;br /&gt;
&lt;br /&gt;
[[Category: Objects]]&lt;br /&gt;
&lt;br /&gt;
==[[File:Holopay.gif]] Holopay==&lt;br /&gt;
Ready to start a business?&lt;br /&gt;
&lt;br /&gt;
You can summon holographic pay stands by right clicking an ID. They have a limited range that projects from the card itself. Clicking the holopay opens a terminal that can be customized by the holder of the card. These settings persist on the card itself, no need to reset every time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Fee&#039;&#039;&#039; - By default, users can pay what they want via terminal. However, you can manually set what users must pay. This will be indicated in the UI and they will be asked to confirm payment in this case.&lt;br /&gt;
&lt;br /&gt;
==[[File:Trim_captain.png]] Trims [[File:Trim_clown.png]]==&lt;br /&gt;
[[File:PDA_ID_Painter_UI.png|thumb|200px|right|UI of the PDA &amp;amp; ID Painter machine. Here you can change trim of a card. ]] &lt;br /&gt;
Can be edited with a PDA &amp;amp; ID Painter machine. The trim determines which &#039;&#039;basic access slots&#039;&#039; a card have. A card can be granted all its current trim&#039;s basic slots without consuming [[#Wildcard_Slots|wildcard slots]]. &lt;br /&gt;
&lt;br /&gt;
Grey ID cards cannot hold Head of Staff or Captain trims. Silver ID cards can hold Head of Staff trims but not Captain trims. Gold ID cards can hold all access. &lt;br /&gt;
&lt;br /&gt;
==Wildcard Slots==&lt;br /&gt;
These are any additional accesses a card can get that are not part of the card&#039;s trim. Lower rarity ID cards have fewer wildcards and the wildcards they do have are of lower rarity (common vs command).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Objects]]&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Clothing_and_Accessories&amp;diff=13004</id>
		<title>Clothing and Accessories</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Clothing_and_Accessories&amp;diff=13004"/>
		<updated>2023-01-12T21:25:28Z</updated>

		<summary type="html">&lt;p&gt;Erol509: update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision&lt;br /&gt;
|reason = This page needs to be checked for the following: Template Read-ability, Possible outdated Icons and Missing items (if they&#039;re not there add them)&lt;br /&gt;
|priority = Medium&lt;br /&gt;
}}&lt;br /&gt;
Clothing is what keeps you warm in the winter, let alone in the dead of space. Below are the objects which you can wear.&lt;br /&gt;
&lt;br /&gt;
== Short guide to clothes ==&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
&lt;br /&gt;
Your character has the following slots that are always available:&lt;br /&gt;
&lt;br /&gt;
* Jumpsuit&lt;br /&gt;
* External suit&lt;br /&gt;
* Back&lt;br /&gt;
* Mask&lt;br /&gt;
* Shoes&lt;br /&gt;
* Gloves&lt;br /&gt;
* Ears&lt;br /&gt;
* Glasses&lt;br /&gt;
* Hat&lt;br /&gt;
&lt;br /&gt;
Jumpsuit unlocks for you:&lt;br /&gt;
&lt;br /&gt;
* Belt&lt;br /&gt;
* Pockets&lt;br /&gt;
* ID slot&lt;br /&gt;
&lt;br /&gt;
An external suit unlocks external suit storage.&lt;br /&gt;
&lt;br /&gt;
Contents of your pockets are not visible to others, but if someone tries to empty them you do not get a message unless you move. Pockets can hold tiny and small items. They can also hold mining satchels, despite being normal-sized items.&lt;br /&gt;
&lt;br /&gt;
If you have a storage item in one of your slots, you can click on it to open it. If you want to take it to your hand, drag it to the hand slot with your mouse. You can also drag an item to your character on the map to open it. This will work with a pill bottle in your pocket, for example, or if you have something in your hands.&lt;br /&gt;
&lt;br /&gt;
=== Damage protection ===&lt;br /&gt;
&lt;br /&gt;
There are several types of damage in the game. Various pieces of clothing offer protection for the body parts they cover.&lt;br /&gt;
&lt;br /&gt;
* Melee&lt;br /&gt;
* Bullet&lt;br /&gt;
* Laser&lt;br /&gt;
* Energy&lt;br /&gt;
* Bomb&lt;br /&gt;
* Biological&lt;br /&gt;
* Radiation&lt;br /&gt;
* Fire&lt;br /&gt;
* Acid&lt;br /&gt;
&lt;br /&gt;
=== Temperature protection ===&lt;br /&gt;
&lt;br /&gt;
Some pieces of clothing offer protection from high/low temperatures. High-temperature protection is needed when everything is on fire. Low-temperature protection is needed when you are in space or very close to being in space. Items only protect the body parts they cover.&lt;br /&gt;
&lt;br /&gt;
===Protection Tags===&lt;br /&gt;
Clothing and armor may have the phrase &amp;quot;It has a &#039;&#039;&#039;tag&#039;&#039;&#039; listing its protection classes&amp;quot;  when examined. The tag will display a damage type and a roman numeral (I-X) indicating in tenths (rounded up) how protected it is from that damage type. Essentially, you can get a basic grasp of its actual protection values by multiplying the numeral by ten. For example, examining a [[Body Armor]]&#039;s protection classes (with the true values in parenthesis) would look like this:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;PROTECTION CLASS&#039;&#039;&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;ARMOR (I-X)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
EXPLOSIVE III (25)&amp;lt;br&amp;gt;&lt;br /&gt;
BULLET III (30)&amp;lt;br&amp;gt;&lt;br /&gt;
ENERGY IV (40)&amp;lt;br&amp;gt;&lt;br /&gt;
LASER III (30)&amp;lt;br&amp;gt;&lt;br /&gt;
MELEE IV (35)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DURABILITY&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
FIRE V (50)&amp;lt;br&amp;gt;&lt;br /&gt;
ACID V (50)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Jumpsuits ==&lt;br /&gt;
&lt;br /&gt;
Having a jumpsuit is extremely important. Without a jumpsuit, you will not have an ID slot, a belt slot, or any pocket slots. The jumpsuit is also useful in identifying your department at a glance, and so can be used as part of a disguise.&lt;br /&gt;
In addition, jumpsuits now have a full suite of [[Suit sensors|sensors]] that can be toggled and adjusted by right-clicking on it. They can give out data to the bridge including your location, your health, and your mortality. Some jumpsuits made to be practical will offer minor protection, which will be noted in their description. For example, the virologist&#039;s jumpsuit has minor projections against biohazards, while the Head of Security&#039;s suit will have a small amount of protection from blunt trauma. [[Plasmaman]] jumpsuits prevent plasmamen from being on fire when worn with a plasmaman helmet.&lt;br /&gt;
&lt;br /&gt;
A bit different from the others is the prisoner&#039;s jumpsuit. In addition to its distinctive color, its suit sensors are always on maximum.&lt;br /&gt;
&lt;br /&gt;
You can wash a jumpsuit in a washing machine with a crayon to paint it.&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFDBBE&lt;br /&gt;
|bgcolor2 = #FFCFA8&lt;br /&gt;
|name = Jumpsuits&lt;br /&gt;
|image = Chameleon jumpsuit.gif&lt;br /&gt;
|foundin = Everyone starts with one, several more are found in lockers all around the station&lt;br /&gt;
|usedfor = To hide your naked body, jumpsuits provide a belt slot, ID slot, and two pockets for storage. They also come equipped with adjustable [[Suit_sensors|suit sensors]] which, when enabled will show useful information about the wearer on crew monitoring consoles&lt;br /&gt;
|strategy = Just wear it at all times as they&#039;re useful and practical&lt;br /&gt;
|description = Jumpsuits are the clothing standard on the station. Everyone starts off with one, which describes which job they do. Additional ones are usually found in the changing room, in the dormitory, in job-specific wardrobes, and in the lockers for heads of staff.&amp;lt;br&amp;gt; &lt;br /&gt;
Job-specific jumpsuits offer minor protection from for example radiation (engineering), brute (security), or acid (science).&amp;lt;br&amp;gt;&lt;br /&gt;
There are some additional, gimmicky ones in the theater.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Headgear ==&lt;br /&gt;
&lt;br /&gt;
Different kinds of hats for various purposes.&lt;br /&gt;
&lt;br /&gt;
{{anchor|Hard Hat}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFE9BE&lt;br /&gt;
 |bgcolor2 = #FFE2A8&lt;br /&gt;
 |name = Hard Hat&lt;br /&gt;
 |image = HardHat.png&lt;br /&gt;
 |foundin = [[Engineering]]&lt;br /&gt;
 |usedfor = Providing light in dark areas and [[Station_Engineer#I_have_no_suit_and_I_must_EVA|ghetto EVA]]&lt;br /&gt;
 |strategy = Wear it to be recognized as a competent engineer&lt;br /&gt;
 |description = All engineers spawn with one of these on their heads. These make your head pressure-proof and protect you a bit from high temperatures. &amp;lt;br&amp;gt;A functionally identical version of this is the [[File:Fire_Helmet.png|64px]] Firefighter Helmet. They can be found in [[Maintenance]] and [[Atmospherics]].&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Atmospheric Technician&#039;s Firefighting Helmet}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFE9BE&lt;br /&gt;
 |bgcolor2 = #FFE2A8&lt;br /&gt;
 |name = Atmospheric Technician&#039;s Firefighting Helmet&lt;br /&gt;
 |image = Hardhat-atmos.png&lt;br /&gt;
 |foundin = [[Atmospherics]]&lt;br /&gt;
 |usedfor = Providing light in dark areas, protecting your head from fire and pressure, concealing identity, [[Station_Engineer#I_have_no_suit_and_I_must_EVA|ghetto EVA]]&lt;br /&gt;
 |strategy = Wear it with the [[Firesuit|firesuit]] and you&#039;ll be cool while walking through plasma fires.&lt;br /&gt;
 |description = An upgraded hard hat that completely protects you from heat and pressure. Obscures your face.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Welding Helmet}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFE9BE&lt;br /&gt;
 |bgcolor2 = #FFE2A8&lt;br /&gt;
 |name = Welding Helmet&lt;br /&gt;
 |image = WeldingHelmet.png&lt;br /&gt;
 |foundin = [[Engineering]], [[Atmospherics]]&lt;br /&gt;
 |usedfor = Keeping your eyes safe when welding&lt;br /&gt;
 |strategy = Wear it while using a [[welding tool]], or to get by flashers. Wearing them makes you practically blind. Clicking the Welding Helmet while in hand, will flip it up so it doesn&#039;t cover the face&lt;br /&gt;
 |description = A head-mounted face cover designed to protect the wearer completely from space-arc eye and getting flashed. Cargo can manufacture these with their autolathe or they can order some.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Bio Hood}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFE9BE&lt;br /&gt;
 |bgcolor2 = #FFE2A8&lt;br /&gt;
 |name = Bio Hood&lt;br /&gt;
 |image = BioHood.png&lt;br /&gt;
 |foundin = [[Engineering]], [[Medbay]], [[Custodial Closet]], [[Virology]]&lt;br /&gt;
 |usedfor = Bio Hoods and Overalls decreases the chance of being affected by reagents in smoke and also protects against [[Xenos#Facehugger|facehuggers]]&lt;br /&gt;
 |strategy = A [[chemist]] with one of these suits is invincible against their own smoke bombs, no more suicide gassing&lt;br /&gt;
 |description = Wear this with the Bio suit to complete the look. They also hide your identity.&lt;br /&gt;
 }}&lt;br /&gt;
 &lt;br /&gt;
{{anchor|Helmet}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFE9BE&lt;br /&gt;
 |bgcolor2 = #FFE2A8&lt;br /&gt;
 |name = Helmet&lt;br /&gt;
 |image = helmet.png&lt;br /&gt;
 |foundin = Lockers at [[Security Office]] and [[Security Posts]]&lt;br /&gt;
 |usedfor = To protect your head, your eyes, and your headset&lt;br /&gt;
 |strategy = Wear it&lt;br /&gt;
 |description = A component of [[roboticist#securitrons|Securitrons]] and a distinguishing feature of [[Security Officer]]s (if you&#039;re wondering why people are treating you like a piece of shit, it&#039;s because the previous shitcurity officer had the exact same uniform as you). Helmets protect against damage to the head very well. &amp;lt;strike&amp;gt;Some come with a siren.&amp;lt;/strike&amp;gt; They can be found in security [[locker]]s and Cargo could order more. Every Security Officer spawns with one.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Riot Helmet}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFE9BE&lt;br /&gt;
 |bgcolor2 = #FFE2A8&lt;br /&gt;
 |name = Riot Helmet&lt;br /&gt;
 |image = Riothelm.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = To protect your head from melee attacks and your face from [[Xenos#Facehugger|facehuggers]]&lt;br /&gt;
 |strategy = Wear it&amp;lt;br&amp;gt;&lt;br /&gt;
 |description = An helmet with marginally better protection from melee attacks, but worse protection from energy weapons. The real value of this helmet is its visor, which protects you from facehuggers.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Cake Hat}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFE9BE&lt;br /&gt;
 |bgcolor2 = #FFE2A8&lt;br /&gt;
 |name = Cake Hat&lt;br /&gt;
 |image = Cakehat.PNG&lt;br /&gt;
 |foundin = [[Bar]]&lt;br /&gt;
 |usedfor = To celebrate birthdays&lt;br /&gt;
 |strategy = Wear it&lt;br /&gt;
 |description = Comes with a candle guaranteed to light any plasma you walk through on fire. Can be used to make a [[Guide_to_food_and_drinks#Cakes|birthday cake]]&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{Anchor|EVA Helmet}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFE9BE&lt;br /&gt;
 |bgcolor2 = #FFE2A8&lt;br /&gt;
 |name = EVA Helmet&lt;br /&gt;
 |image = Evahelmet.png&lt;br /&gt;
 |foundin = [[EVA]], [[Supply crates#Space Suit Crate|Space Suit Crate]]&lt;br /&gt;
 |usedfor = To prevent exposure of the wearer to depressurized areas and the void of space.&lt;br /&gt;
 |strategy = Wear it with an EVA Suit when going out on spacewalks or when anticipating depressurized areas of the station.&lt;br /&gt;
&#039;&#039;&#039;(Spaceproof)&#039;&#039;&#039;&lt;br /&gt;
 |description = A simple space suit helmet for use in EVA activities. Keeps you insulated from the cold and pressure, but cannot handle high temperatures and direct fire contact.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Plasmaman Helmet}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFE9BE&lt;br /&gt;
 |bgcolor2 = #FFE2A8&lt;br /&gt;
 |name = Plasmaman Helmet&lt;br /&gt;
 |image = Plasmaman_helmet.png&lt;br /&gt;
 |foundin = Plasmamen, [[Supply crates|Plasmaman Supply Kit]]&lt;br /&gt;
 |usedfor = To prevent exposure of the wearer to oxygen in air&lt;br /&gt;
 |strategy = Wear it. As a plasmaman, only take it off to join a [[Revolution]] or to set yourself on fire!&lt;br /&gt;
&#039;&#039;&#039;(Spaceproof)&#039;&#039;&#039;&lt;br /&gt;
 |description = Plasmaman start wearing these. If you&#039;re set on fire and you&#039;re wearing this and the plasmaman jumpsuit, you&#039;ll be extinguished as soon as the auto-extinguishing system is ready. Non-plasmamen won&#039;t suffocate while wearing one.&lt;br /&gt;
Expect a killer to remove this helmet from a dead or dying plasmaman, turning them into a lasting fire.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
=Masks=&lt;br /&gt;
Different masks can provide you with oxygen, filter out bad gases and germs, hide your identity or make you look cool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Breath Mask}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFFFBE&lt;br /&gt;
 |bgcolor2 = #FFFFA8&lt;br /&gt;
 |name = Breath Mask&lt;br /&gt;
 |image = BreathMask.png&lt;br /&gt;
 |foundin = It is very common for a crewmate to wear a breath mask, since every [[backstory#Nanotrasen|employee]] is provided with a complementary [[box]] of internals in their [[backpack]] prior to their trip on the arrival shuttle&lt;br /&gt;
 |usedfor  = They are transparent and cover only part of the face, so can&#039;t be used in hiding your identity&lt;br /&gt;
 |strategy = Used when people with [[Voice Changer]]s are on the loose&lt;br /&gt;
 |description = Unlike gas masks, breath masks must be attached to an air tank in order to have any benefit. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Gas Mask}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFFFBE&lt;br /&gt;
 |bgcolor2 = #FFFFA8&lt;br /&gt;
 |name = Gas Mask&lt;br /&gt;
 |image = Gas_mask.png&lt;br /&gt;
 |foundin = [[Engineering]], [[Maintenance]]&lt;br /&gt;
 |usedfor  = Gas masks can be used in conjunction with a gas tank of any type to set up internals&lt;br /&gt;
 |strategy = Without internals they will hide your identity, protect your face, and filter out any contaminations in the air. It however does not mask your voice, unlike the [[Voice changer]] gasmask, which will change your voice to the voice of the ID you&#039;re wearing&lt;br /&gt;
 |description = A face-covering mask that can be connected to an air supply. Protects from most toxic gases.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Sterile Mask}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFFFBE&lt;br /&gt;
 |bgcolor2 = #FFFFA8&lt;br /&gt;
 |name = Sterile Mask&lt;br /&gt;
 |image = Sterilemask.png&lt;br /&gt;
 |foundin = [[Medbay]], on [[Medical Doctor|Doctor&#039;s]] faces&lt;br /&gt;
 |usedfor  = Slight disease prevention&lt;br /&gt;
 |strategy = Internals provide the same disease-blocking benefit as these with the added bonus of being able to breathe from oxygen tanks.&lt;br /&gt;
 |description = Filters toxic gases and gives a slight defense against airborne diseases.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Muzzle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFFFBE&lt;br /&gt;
 |bgcolor2 = #FFFFA8&lt;br /&gt;
 |name = Muzzle&lt;br /&gt;
 |image = Muzzle.png&lt;br /&gt;
 |foundin = [[Medbay]]&lt;br /&gt;
 |usedfor = Keeping patients quiet&lt;br /&gt;
 |strategy = Put it on someone&#039;s face&lt;br /&gt;
 |description = Stops those pesky patients from screaming &amp;lt;s&amp;gt;for help&amp;lt;/s&amp;gt;!&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
=Bodywear=&lt;br /&gt;
These items can be worn over your jumpsuit, giving your protection, or just to dress up nicely.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Radiation Suit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Radiation Suit&lt;br /&gt;
 |image = RadiationSuit.png&lt;br /&gt;
 |foundin = [[Engineering]] in a [[File:L2locker.png]]Radiation Suit Closet&lt;br /&gt;
 |usedfor = Protecting from radiation&lt;br /&gt;
 |strategy = Wear it and go near a radiation source&lt;br /&gt;
 |description = A highly recommended bodywear when being close to the [[Singularity]], a powered up [[Supermatter]] shard or the [[Gravity Generator]]. Comes with a [[File:RadiationSuitHood.png]] Radiation Suit Hood.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Bio-suit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
|bgcolor2 = #E2FFA8&lt;br /&gt;
|name = Bio-suit&lt;br /&gt;
|image = BioSuit.png&lt;br /&gt;
|foundin = [[Engineering]], [[Medbay]], [[Custodial Closet]], [[Virology]] in a [[File:L3locker.png]]Level-3 Biohazard Suit Closet&lt;br /&gt;
|usedfor = Bio Suits and Overalls decreases the chance of being infected by diseases or affected by reagents in smoke.&lt;br /&gt;
|strategy = Short for biohazardous suit. Protects from almost all radiation, direct exposure to chemicals, and disease. Wearing one increases your immunity and is one more barrier between you and an acid spill or outbreak.&lt;br /&gt;
|description = A suit that protects against biological contamination and offers good radiation resistance. Comes with a [[File:BioSuitHood.png]] Bio-suit Hood.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Security Bio-suit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
|bgcolor2 = #E2FFA8&lt;br /&gt;
|name = Security Bio-suit&lt;br /&gt;
|image = SecBioSuit.png&lt;br /&gt;
|foundin = [[Armory]]&lt;br /&gt;
|usedfor = Specially designed Bio-suit that provides complete protection from biological exposure akin to a Bio-suit but also provides a minor amount of protection thanks to the built in armour.&lt;br /&gt;
|strategy = Short for biohazardous suit. Protects from direct exposure to chemicals and disease, as well as most radiation. Wearing one increases your immunity and is one more barrier between you and an acid spill or outbreak&lt;br /&gt;
|description = A suit that protects against biological contamination, most radiation and some damage. Comes with a [[File:SecBioSuitHelm.png]] Security Bio-suit Hood.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Bomb-suit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
|bgcolor2 = #E2FFA8&lt;br /&gt;
|name = Bomb-suit&lt;br /&gt;
|image = Bomb-suit.png&lt;br /&gt;
|foundin = [[Armory]], [[Toxins Lab]] in an [[File:L4locker.png]]EOD Closet&lt;br /&gt;
|usedfor = You will not be gibbed by bombs when you wear this.&lt;br /&gt;
|strategy = Wear it while tampering with bombs!&lt;br /&gt;
|description = A suit designed for safety when handling explosives. Comes with a [[File:BombHood.png]] Bomb Hood.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Labcoat}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Labcoat&lt;br /&gt;
 |image = Labcoat.png&lt;br /&gt;
 |foundin = [[Medbay]], [[Science]]&lt;br /&gt;
 |usedfor = Storing medical and scientific items.&lt;br /&gt;
 |strategy = Wear it to look like a real science man.&lt;br /&gt;
 |description = A suit that protects against minor chemical spills.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Hazard Vest}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Hazard Vest&lt;br /&gt;
 |image = Hazard.png&lt;br /&gt;
 |foundin = [[Engineering]], [[Atmospherics]], [[Construction Area]]&lt;br /&gt;
 |usedfor = Accessing the suit storage slot&lt;br /&gt;
 |strategy = This will make you look like a real engineer. It simply allows another storage slot for tools or flashlights. Also a very weak armor&lt;br /&gt;
 |description = A high-visibility vest used in work zones.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Emergency Firesuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Emergency Firesuit&lt;br /&gt;
 |image = Firesuit.png&lt;br /&gt;
 |foundin = [[Atmospherics]], [[Maintenance]], [[File:Firesafetycloset.png]]Fire Safety Closets around the station&lt;br /&gt;
 |usedfor = Fighting fires&lt;br /&gt;
 |strategy = Wearing a firesuit along with a fire helmet will protect you from [[temperature#lol_fire_is_hot|extreme heat]]. Slows you down slightly when worn. Wear it in space and it will protect you from the low pressure, though you&#039;ll still freeze.&lt;br /&gt;
 |description = A budget firesuit that protects against fire, heat, and pressure. Can be used as part of a ghetto EVA outfit.&amp;lt;br&amp;gt;Resistances: melee = 15, bullet = 5, laser = 20, energy = 20, bomb = 20, bio = 10, rad = 20, fire = 100, acid = 50&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Firesuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Firesuit&lt;br /&gt;
 |image = atmos_firesuit.png&lt;br /&gt;
 |foundin = [[Atmospherics]]&lt;br /&gt;
 |usedfor = Fighting the fiercest of fires&lt;br /&gt;
 |strategy = Wearing this firesuit along with the atmos tech&#039;s firefighting helmet will protect you from the greatest [[temperature#lol_fire_is_hot|extremes in temperature]]. Slows you down to the same degree as the emergency firesuit.&lt;br /&gt;
 |description = An expensive firesuit that protects against even the most deadly of station fires. Designed to protect even if the wearer is set aflame. Can be used as part of a ghetto EVA outfit.&amp;lt;br&amp;gt;Resistances: melee = 15, bullet = 5, laser = 20, energy = 20, bomb = 20, bio = 10, rad = 20, fire = 100, acid = 50&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Straight Jacket}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Straight Jacket&lt;br /&gt;
 |image = Straight_Jacket.png&lt;br /&gt;
 |foundin = [[Medbay]], [[Prison Wing]]&lt;br /&gt;
 |usedfor = Keeping a crazy person restrained&lt;br /&gt;
 |strategy = Wear it (not recommended) or put it on someone who you want restrained&lt;br /&gt;
 |description = A suit that completely restrains the wearer. Without help you must [[Keyboard_Shortcuts|resist]] to take it off, which requires you to stand still about 5 minutes. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Void Space Suit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Space Suit (Softsuit)&lt;br /&gt;
 |image = Grey_space_suit.png&lt;br /&gt;
 |foundin = [[E.V.A.]]&lt;br /&gt;
 |usedfor = Spacewalks, firefighting, surviving viral outbreaks&lt;br /&gt;
 |strategy = Wearing this with a space helmet will protect you from the coldness of space. Significantly slows down the wearer.&amp;lt;br&amp;gt;&#039;&#039;&#039;(Spaceproof)&#039;&#039;&#039;&lt;br /&gt;
 |description = A suit that protects against cold and low pressure environments, but doesn&#039;t offer the melee and electric protection of MODsuits. Offers minor fire, radiation and acid protection.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|NASA Voidsuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = NASA Voidsuit&lt;br /&gt;
 |image = Voidsuit.png&lt;br /&gt;
 |foundin = [[Abandoned Satellite]]&lt;br /&gt;
 |usedfor = Spacewalks&lt;br /&gt;
 |strategy = Wearing this with a space helmet will protect you from the coldness of space. Slows the wearer down less than other spacesuits. &amp;lt;br&amp;gt;&#039;&#039;&#039;(Spaceproof)&#039;&#039;&#039;&lt;br /&gt;
 |description = An old, NASA Centcom branch designed, dark red space suit helmet.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Body Armor}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Body Armor&lt;br /&gt;
 |image = Armor.png&lt;br /&gt;
 |foundin = Lockers in [[Security Office]] and [[Security Posts]], [[Bartender]]&#039;s formal closet, [[Head of Personnel]]&#039;s locker&lt;br /&gt;
 |usedfor = To protect your chest&lt;br /&gt;
 |strategy = Wear it&lt;br /&gt;
 |description = If you&#039;re a [[Security Officer]], wear your armor [[file:Armor_Sec.png|48px]] ! It has saved many lives. You can find replacements in almost all Security lockers. If these supplies have been exhausted, the [[Warden]] can provide you with some. It&#039;s for the protection of one&#039;s self in around the chest from brute damage, but not temperature extremes. If you have an open slot in your exo-suit, don&#039;t hesitate wearing this armor, it wont slow you down. It also provides you with a handy-dandy exosuit slot for stashing your taser or stun-baton!&amp;lt;br/&amp;gt;There&#039;s a variant of body armor [[file:Armor_alt.png|48px]] that&#039;s described as a &#039;slim armored vest&#039;. It&#039;s functionally identical to the other armor vest.&amp;lt;br&amp;gt;Resistances: melee = 35, bullet = 30, laser = 30, energy = 40, bomb = 25, bio = 0, rad = 0, fire = 50, acid = 50&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Captain&#039;s Carapace}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Captain&#039;s Carapace&lt;br /&gt;
 |image = Capscarapace.png&lt;br /&gt;
 |foundin = [[Captain&#039;s Quarters]]&lt;br /&gt;
 |usedfor = Protection&lt;br /&gt;
 |strategy = Wear to avoid death&lt;br /&gt;
 |description = A special armor vest unique to the Captain. Offers far greater protection than most armor, and displays your authority to the crew.&amp;lt;br&amp;gt;Resistances: melee = 50, bullet = 40, laser = 50, energy = 50, bomb = 25, bio = 0, rad = 0, fire = 100, acid = 90&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Riot Armor}}{{anchor|Riot Suit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Riot Suit&lt;br /&gt;
 |image = Swatarmor.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = To protect you from melee attacks&lt;br /&gt;
 |strategy = Wear it&lt;br /&gt;
 |description = Gives great protection against melee attacks, not very useful if you&#039;re attacked with a gun though. Commonly used with the [[Riot Shield]].&amp;lt;br&amp;gt;Resistances: melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 80&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Bulletproof Vest}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Bulletproof Vest&lt;br /&gt;
 |image = Bulletproofvest.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = To protect you from bullets&lt;br /&gt;
 |strategy = Wear it&lt;br /&gt;
 |description = A vest that will protect you extremely well from projectile weapons like guns. It is useless against energy weapons. Stored in the armory.&amp;lt;br&amp;gt;Resistances: melee = 15, bullet = 60, laser = 10, energy = 10, bomb = 40, bio = 0, rad = 0, fire = 50, acid = 50 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Reflector Vest}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Reflector Vest&lt;br /&gt;
 |image = Ablative.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = To deflect fire from energy weapons&lt;br /&gt;
 |strategy = Wear it&lt;br /&gt;
 |description = A blue and white vest that is made to deflect energy weapons. When you are wearing it, there is a chance that energy shots to your chest will be reflected back to the shooter. Useless against projectile weapons. It is stocked in the armory, and can be ordered in a secure crate from the cargo bay. This is a [[high-risk items|high-risk item]].&amp;lt;br&amp;gt;Resistances: melee = 10, bullet = 10, laser = 60, energy = 60, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Armored Coat}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Armored Coat&lt;br /&gt;
 |image = Armoredcoat.png&lt;br /&gt;
 |foundin = [[Head of Security&#039;s Office]]&lt;br /&gt;
 |usedfor = To deflect fire from energy weapons&lt;br /&gt;
 |strategy = Wear it&lt;br /&gt;
 |description = A greatcoat enchanced with a special alloy for some [[Guide_to_Combat#Armored_Coat|protection]] and style for those with a commanding presence.&amp;lt;br&amp;gt;melee = 30, bullet = 30, laser = 30, energy = 40, bomb = 25, bio = 0, ra&amp;quot; = 0, fire = 70, acid = 90&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
=Hardsuits=&lt;br /&gt;
{{Important&lt;br /&gt;
|Title=Removed&lt;br /&gt;
|Image=paper.png&lt;br /&gt;
|Note=&lt;br /&gt;
[[File:Lockbox locked.png|32px]]&#039;&#039;&#039; As of December 24, 2021, Hardsuits have been removed from the game&#039;s code and replaced with [[MODsuits]]. This section is archived for historical purposes. &#039;&#039;&#039;[[File:Lockbox locked.png|32px]]&lt;br /&gt;
&lt;br /&gt;
See https://github.com/tgstation/tgstation/pull/59109&lt;br /&gt;
|Color=#F00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Hardsuits are coldproof (if powered), pressure-proof, protect from electric arcs (especially when worn with yellow gloves!) and come with a built-in helmet that can be toggled on/off.&amp;lt;br&amp;gt; Most are flash proof and offer a bit of protection from brute damage, heat and radiation. All types of spacesuits will only keep you warm if its internal cell has power. Charge a spacesuit by keeping it in suit storage or by replacing the cell. &amp;lt;br&amp;gt;&lt;br /&gt;
Cell replacement and thermal settings:&amp;lt;br&amp;gt;{{Anchor|Space_suit_cell}}{{Anchor|space_suit_cell_status}}&lt;br /&gt;
* The cell cover can be toggled by alt+clicking (press the button) or using a crowbar (just pry it open) on the suit.&lt;br /&gt;
* With the cover open you can remove the cell by using the suit in hand or ctrl+clicking the suit.&lt;br /&gt;
* With the cover open you can also use a screwdriver to set the thermal regulator&#039;s temperature. The normal range is 20 c to 45 c. &lt;br /&gt;
&lt;br /&gt;
{{anchor|Hardsuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Engineering Hardsuit&lt;br /&gt;
 |image = RIG.png&lt;br /&gt;
 |foundin = [[Engineering]]&lt;br /&gt;
 |usedfor = Spacewalks, fixing gravity generators and engines&lt;br /&gt;
 |strategy = Engineering is provided with hardsuits to assist with setting up some engines, wiring the solar panels, and repairing hull breaches. Significantly slows the wearer down. &amp;lt;br&amp;gt;&#039;&#039;&#039;(Spaceproof)&#039;&#039;&#039;&lt;br /&gt;
 |description = Has better radiation shielding than most other spacesuits. &amp;lt;br&amp;gt;Resistances: melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75, fire = 50, acid = 75. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Atmospherics Hardsuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Atmospherics Hardsuit&lt;br /&gt;
 |image = Atmospherics_Hardsuit.png&lt;br /&gt;
 |foundin = [[Atmospherics]]&lt;br /&gt;
 |usedfor = Spacewalking and strolling through plasma fires.&lt;br /&gt;
 |strategy = Suits for [[Atmos Tech|Atmospheric Technicians]] working in very hostile temperatures. &amp;lt;br&amp;gt;&#039;&#039;&#039;(Spaceproof)&#039;&#039;&#039;&lt;br /&gt;
 |description = The best firefighting suit, fireproof and very resistant to heat. However, it has very little radiation shielding. Protects from temperatures up to 35000 K°. &amp;lt;br&amp;gt;Resistances: melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 25, fire = 100, acid = 75. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Mining Hardsuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Mining Hardsuit&lt;br /&gt;
 |image = Mining_Hardsuit.png&lt;br /&gt;
 |foundin = [[Mining Station]]&lt;br /&gt;
 |usedfor = Mining and spacewalking&lt;br /&gt;
 |strategy = Reinforced against heat and explosions, but weaker against radiation and fire than the regular engineering hardsuit. Often enhanced with armored plates from certain asteroid-dwelling creatures. &amp;lt;br&amp;gt;&#039;&#039;&#039;(Spaceproof)&#039;&#039;&#039;&lt;br /&gt;
 |description = Bought by Miners at their vending machine. Offers decent heat and blast protection. Useful for exploring space. Sees very little actual use on lavaland, as the slowdown is a death sentence against [[Megafauna]], unless you find [[Guide_to_xenobiology#Red_Slime|a way to remove the slowdown]].&amp;lt;br&amp;gt;Resistances: melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 50, fire = 50, acid = 75. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|EVA plasma envirosuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = EVA plasma envirosuit&lt;br /&gt;
 |image = Plasma_hardsuit.png&lt;br /&gt;
 |foundin = Bought from cargo&lt;br /&gt;
 |usedfor = Protecting you against pressure&lt;br /&gt;
 |strategy = Plasmamen are immune to the coldness of space and so they don&#039;t need to use the inbuilt heating. &amp;lt;br&amp;gt;&#039;&#039;&#039;(Spaceproof)&#039;&#039;&#039;&lt;br /&gt;
 |description = A special plasma containment suit designed to be space-worthy, as well as worn over other clothing. Like its smaller counterpart, it can automatically extinguish the wearer in a crisis, and holds twice as many charges.&amp;lt;br&amp;gt;Resistances: melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 0, fire = 100, acid = 75&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Advanced_Hardsuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Advanced Hardsuit&lt;br /&gt;
 |image = AdvRIG.png&lt;br /&gt;
 |foundin = [[Chief Engineer&#039;s Office]]&lt;br /&gt;
 |usedfor = Repairing a delaminating [[Supermatter|Supermatter Engine]]&lt;br /&gt;
 |strategy = Has more protection against brute, blasts and radiation than the regular engineering/atmospherics hardsuits. &amp;lt;br&amp;gt;&#039;&#039;&#039;(Spaceproof)&#039;&#039;&#039;&lt;br /&gt;
 |description = Comes with a jetpack, fire immunity, high heat protection, and almost complete protection from radiation as well as acid. Good explosion and brute protection too. Protects from temperatures up to 35000 K°.&amp;lt;br&amp;gt;Resistances: melee = 40, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 90 (helmet has 100), fire = 100, acid = 90. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Sec_Hardsuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Security Hardsuit&lt;br /&gt;
 |image = Security_Hardsuit.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Catching criminals while spacewalking&lt;br /&gt;
 |strategy = Additional protection against brute and lasers &amp;lt;br&amp;gt;&#039;&#039;&#039;(Spaceproof)&#039;&#039;&#039;&lt;br /&gt;
 |description = Security hardsuits have a bit of bullet, laser and brute protection, but not as good as &amp;quot;real&amp;quot; armor. &amp;lt;br&amp;gt;Resistances: melee = 35, bullet = 15, laser = 30, energy = 10, bomb = 10, bio = 100, rad = 50, fire = 75, acid = 75. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|HoS_Hardsuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Head of Security&#039;s Hardsuit&lt;br /&gt;
 |image = HoSRIG.png&lt;br /&gt;
 |foundin = [[HoS Office]]&lt;br /&gt;
 |usedfor = Catching criminals while spacewalking&lt;br /&gt;
 |strategy = Additional protection against brute and lasers &amp;lt;br&amp;gt;&#039;&#039;&#039;(Spaceproof)&#039;&#039;&#039;&lt;br /&gt;
 |description = Essentially a beefed up Security hardsuit that comes with an internal jetpack. &amp;lt;br&amp;gt;Resistances: melee = 45, bullet = 25, laser = 30, energy = 10, bomb = 25, bio = 100, rad = 50, fire = 95, acid = 95. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Medical_Hardsuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Medical Hardsuit&lt;br /&gt;
 |image = Medical_Hardsuit.png&lt;br /&gt;
 |foundin = [[Chief Medical Officers Office]]&lt;br /&gt;
 |usedfor = Retrieving people from space and the SME chamber.&lt;br /&gt;
 |strategy = Slows the wearer down less than other spacesuits, while providing diagnostic data. &amp;lt;br&amp;gt;&#039;&#039;&#039;(Spaceproof)&#039;&#039;&#039;&lt;br /&gt;
 |description = Has some radiation shielding, is decent against fire and slows wearers down less than other hardsuits. Does not protect from flashes. &amp;lt;br&amp;gt;Resistances: melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 60, fire = 60, acid = 75. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|RD_Hardsuit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Prototype Hardsuit&lt;br /&gt;
 |image = RDRIG.png&lt;br /&gt;
 |foundin = [[Research Directors Office]], [[Toxins_Test_Chamber]]&lt;br /&gt;
 |usedfor = Conducting experiments with the safety of a space proof bomb suit.&lt;br /&gt;
 |strategy = Works like a bomb suit, preventing your body from being gibbed by explosions. &amp;lt;br&amp;gt;&#039;&#039;&#039;(Spaceproof)&#039;&#039;&#039;&lt;br /&gt;
 |description = Great protection from blasts and acid, decent protection from heat and radiation.&amp;lt;br&amp;gt; The helmet has a diagnostics HUD, science goggles and a tachyon-doppler array (shows informations about detonated bombs) installed. &amp;lt;br&amp;gt;Resistances: melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 100, bio = 100, rad = 60, fire = 60, acid = 80. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|MK.II SWAT Suit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = MK.II SWAT Suit&lt;br /&gt;
 |image = Mk2swat.png&lt;br /&gt;
 |foundin = [[Admin|Centcom]]&lt;br /&gt;
 |usedfor = Providing extensive armor and utility in a combat situation.&lt;br /&gt;
 |strategy = Fitted with beefy armor, reserved for use by Nanotrasen Special Forces. &amp;lt;br&amp;gt;&#039;&#039;&#039;(Spaceproof)&#039;&#039;&#039;&lt;br /&gt;
 |description = An MK.II SWAT suit with streamlined joints and armor made out of superior materials, insulated against intense heat. The most advanced tactical armor available. No built-in jetpack. &amp;lt;br&amp;gt; Resistances: melee = 40, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Captain&#039;s SWAT Suit}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9FFBE&lt;br /&gt;
 |bgcolor2 = #E2FFA8&lt;br /&gt;
 |name = Captain&#039;s SWAT Suit&lt;br /&gt;
 |image = CaptArmor.png&lt;br /&gt;
 |foundin = [[Captain&#039;s Quarters]]&lt;br /&gt;
 |usedfor = Avoiding death once hell breaks loose&lt;br /&gt;
 |strategy = Fitted with beefy armor, solid choice when Nuke Ops come knocking at your door. &amp;lt;br&amp;gt;&#039;&#039;&#039;(Spaceproof)&#039;&#039;&#039;&lt;br /&gt;
 |description = Slows wearers down less while offering extremely high protection from anything but bombs and radiation. Usually reserved for heavy hitter corporate security, this one has a regal finish in Nanotrasen company colors. No built-in jetpack. &amp;lt;br&amp;gt; Resistances: melee = 40, bullet = 50, laser = 50, energy = 25, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
=Shoes=&lt;br /&gt;
Shoes can look stylish, and they can also help you not go all John McClane on the glass shards.&amp;lt;br&amp;gt;&lt;br /&gt;
Certain shoes and boots can be used to store items - for example a knife or an esword.&lt;br /&gt;
&lt;br /&gt;
{{anchor|Shoes}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #BEFFBE&lt;br /&gt;
 |bgcolor2 = #A8FFA8&lt;br /&gt;
 |name = Shoes&lt;br /&gt;
 |image = Brshoe.png&lt;br /&gt;
 |foundin = [[Locker Room]], [[Dorms]], [[Arrivals]], [[Medbay]]&lt;br /&gt;
 |usedfor = Protecting your feet from glass, making you walk faster&lt;br /&gt;
 |strategy = Wear them. Don&#039;t take them off unless you&#039;re changing them for another pair&lt;br /&gt;
 |description = A pair of brown shoes.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Clown&#039;s Shoes}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #BEFFBE&lt;br /&gt;
 |bgcolor2 = #A8FFA8&lt;br /&gt;
 |name = Clown&#039;s Shoes&lt;br /&gt;
 |image = Clown_shoes.png&lt;br /&gt;
 |foundin = HONK!!!&lt;br /&gt;
 |usedfor = Squeaking, and making [[Guide_to_robotics#H.O.N.K.|H.O.N.K. mechs]]&lt;br /&gt;
 |strategy = Makes that annoying squeaking sound as the clown walks. Slightly slower than normal shoes.&lt;br /&gt;
 |description = The prankster&#039;s standard-issue clowning shoes. Damn, they&#039;re huge! Can be used to store items.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Janitor&#039;s Galoshes}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #BEFFBE&lt;br /&gt;
 |bgcolor2 = #A8FFA8&lt;br /&gt;
 |name = Janitor&#039;s Galoshes&lt;br /&gt;
 |image = Jshoe.png&lt;br /&gt;
 |foundin = The [[Custodial Closet|Janitor&#039;s Closet]]&lt;br /&gt;
 |usedfor = They prevent you from slipping on everything but [[chemist|space lube]]&lt;br /&gt;
 |strategy = Other [[crew|crew members]] will often seek these out to avoid falling victim to the [[clown]] or excessive mopping.&amp;lt;br&amp;gt;Wearing these will reduce your walking speed.&lt;br /&gt;
 |description = Rubber boots. Spraying these with [[Guide_to_chemistry#Drying_Agent|Drying Agent]] will make them remove any water puddles you walk over.&amp;lt;br&amp;gt;(If you don&#039;t want people to slip, why are you using the mop in the first place?)&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Magnetic Boots}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #BEFFBE&lt;br /&gt;
 |bgcolor2 = #A8FFA8&lt;br /&gt;
 |name = Magnetic Boots&lt;br /&gt;
 |image = Mashoe.png&lt;br /&gt;
 |foundin = [[Chief Engineers Office]], [[EVA|EVA storage]]&lt;br /&gt;
 |usedfor = Preventing you from moving unintentionally in space&lt;br /&gt;
 |strategy = Make sure you toggle them on via the object tab for them to work. Prevents unintentional movement whilst EVA and slows you down greatly for careful, deliberate movement&lt;br /&gt;
 |description = Magnetic boots, often used during extravehicular activity to ensure the user remains safely attached to the vehicle.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Legcuffs}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #BEFFBE&lt;br /&gt;
 |bgcolor2 = #A8FFA8&lt;br /&gt;
 |name = Legcuffs&lt;br /&gt;
 |image = JOrshoe.png&lt;br /&gt;
 |foundin = [[Prison Wing]] lockers&lt;br /&gt;
 |usedfor = Dressing your prisoners&lt;br /&gt;
 |strategy = Apply cuffs to shoes, put them on prisoners&lt;br /&gt;
 |description = Make prisoners wear these to keep them in line. Slows them down considerably.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Gloves=&lt;br /&gt;
Can be used to hide fingerprints and protection from certain objects. You can wash gloves with a crayon to change their color.&lt;br /&gt;
&lt;br /&gt;
{{anchor|Black Gloves}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #BEFFFF&lt;br /&gt;
 |bgcolor2 = #A8FFFF&lt;br /&gt;
 |name = Black Gloves&lt;br /&gt;
 |image = BGloves.png&lt;br /&gt;
 |foundin = [[Cargo Bay]], [[Atmospherics]], some other places in the station&lt;br /&gt;
 |usedfor = Completing a outfit, or hiding [[detective|fingerprints]]&lt;br /&gt;
 |strategy = These gloves give heat protection, so wear them while firefighting and removing lightbulbs&lt;br /&gt;
 |description = These gloves are fire-resistant. You can cut them into fingerless gloves [[File:BGlovesCut.png]] with [[wirecutters]], at which point they obviously stop being fire-resistant.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Budget Insulated Gloves}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #BEFFFF&lt;br /&gt;
 |bgcolor2 = #A8FFFF&lt;br /&gt;
 |name = Budget Insulated Gloves&lt;br /&gt;
 |image = IGloves.png&lt;br /&gt;
 |foundin = [[Engineering]] and [[Primary Tool Storage]]&lt;br /&gt;
 |usedfor = Trolling&lt;br /&gt;
 |strategy = With all these budget cuts, Nanotrasen cannot afford high quality gloves for all crewmen. Budget gloves usually only provide the half protection from electric shocks most other gloves give, but can sometimes have full protection, 25% protection, or make you take more damage than if you were otherwise bare handed! These are far easier to obtain than regular insulated gloves, so roll the dice with them if you want. No refunds if you get zapped to a crisp while trying to hack into something with these! Unlike the real deal, you can fire ranged weapons while wearing these.&lt;br /&gt;
 |description = These gloves are cheap copies of the coveted gloves, no way this can end badly. You can cut these into fingerless insuls [[File:IGlovesCut.png]] with [[wirecutters]], if you want to obtain them without wasting precious real insuls.&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Insulated Gloves}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #BEFFFF&lt;br /&gt;
 |bgcolor2 = #A8FFFF&lt;br /&gt;
 |name = Insulated Gloves&lt;br /&gt;
 |image = IGloves.png&lt;br /&gt;
 |foundin = [[Engineering]], tech storage, and ordered by [[quartermaster|Cargo]]&lt;br /&gt;
 |usedfor = To stop you from being shocked&lt;br /&gt;
 |strategy = Trade your old gloves in for these, if you&#039;re not worried about [[virologist|disease]]. These handy yellow gloves, often reffered to as just insuls, are much coveted by [[Assistant|certain members]] of the [[crew]]. While not as stylish as black gloves, they hide your fingerprints just as well and also protect the wearer from electric shock when [[hacking]] and manipulating [[cable Coils|power cables]]. Washing gloves with a yellow crayon will name them insulated gloves, but they will not protect you from shocks. Throw these gloves in a washing machine with a crayon to change the glove&#039;s distinct colour and name so you are not accosted for wearing them. If you are a masochist, you can cut someone&#039;s insuls into useless fingerless insuls [[File:IGlovesCut.png]] with [[wirecutters]] and watch them cry. Keep in mind, your large fingers will keep you from firing ranged weapons while wearing these.&lt;br /&gt;
 |description = These gloves will protect the wearer from electric shock - whether by [[Hacking]] or delaminating [[Supermatter|Supermatter Engine]].&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Latex Gloves}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #BEFFFF&lt;br /&gt;
 |bgcolor2 = #A8FFFF&lt;br /&gt;
 |name = Latex Gloves&lt;br /&gt;
 |image = LGloves.png&lt;br /&gt;
 |foundin = Latex gloves can be easily secured from the [[morgue]] and [[medbay]]. They can also be found on the hands of medical personnel&lt;br /&gt;
 |strategy = Latex gloves are white and thin, they are the least suspicious of the gloves to be worn because they are so common and so freely passed out. It is far easier to [[traitor|dispose of gloves]] than it is to wash your bare hands. They can also be blown up into balloons! You will still burn yourself on light bulbs with these. You will only take 30% damage from shocks with these. When washed with a crayon, they become normal gloves.&lt;br /&gt;
 |description = Cheap sterile gloves made from latex&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Nitrile Gloves}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #BEFFFF&lt;br /&gt;
 |bgcolor2 = #A8FFFF&lt;br /&gt;
 |name = Nitrile Gloves&lt;br /&gt;
 |image = Nitrile_gloves.png&lt;br /&gt;
 |foundin = There are three pairs of this gloves on the whole station. One in the [[Chief_Medical_Officer&#039;s_Office|CMO&#039;s office]] and two in the medbay storage.&lt;br /&gt;
 |usedfor = Digging through the corpse of an assistant without catching whatever horrible disease they got from a suspicious needle in maintenance. &lt;br /&gt;
 |strategy = Thicker and rarer brother of latex gloves. They do not leave fingerprints, they will however leave a nitrile fibers so be wary. Similarly to latex gloves they provide 30% shock resistance.&lt;br /&gt;
 |description = Pricy sterile gloves that are stronger than latex.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Botanist&#039;s Gloves}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #BEFFFF&lt;br /&gt;
 |bgcolor2 = #A8FFFF&lt;br /&gt;
 |name = Botanist&#039;s Gloves&lt;br /&gt;
 |image = BoGlove.png&lt;br /&gt;
 |foundin = Botanist&#039;s hands&lt;br /&gt;
 |usedfor = Holding some special plant types&lt;br /&gt;
 |strategy = Holding nettles and growing them to insta-crit people. They also protect against temperature.&lt;br /&gt;
 |description = These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin.&lt;br /&gt;
  }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Combat Gloves}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #BEFFFF&lt;br /&gt;
 |bgcolor2 = #A8FFFF&lt;br /&gt;
 |name = Combat Gloves&lt;br /&gt;
 |image = BGloves.png&lt;br /&gt;
 |foundin = [[Nuclear_operatives|Nuclear operatives]], [[Syndicate_items#Fully_Loaded_Toolbox|uplink]] and possibly other locations&lt;br /&gt;
 |usedfor = Both combat and electrical work.&lt;br /&gt;
 |strategy = Hiding fingerprints while hacking doors in safety.&lt;br /&gt;
 |description = These tactical gloves are fireproof and shock resistant.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Combat Gloves Plus}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #BEFFFF&lt;br /&gt;
 |bgcolor2 = #A8FFFF&lt;br /&gt;
 |name = Combat Gloves Plus&lt;br /&gt;
 |image = BGloves.png&lt;br /&gt;
 |foundin = [[Nuclear_operatives|Nuclear operative leader]] and nuke op [[Syndicate_Items#Combat_Gloves_Plus|uplink]]. &lt;br /&gt;
 |usedfor = Krav Maga combat and shock insulation. &lt;br /&gt;
 |strategy = Beat enemies with Krav Maga. &lt;br /&gt;
 |description = These combat gloves come with the extra ability to perform Krav Maga martial art attacks. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==Tackling Gloves==&lt;br /&gt;
These let you tackle people by enabling throw mode and clicking. Results are random. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Click expand for detailed explanation. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tackles can be launched by equipping the appropriate gloves, enabling throw mode, and clicking on your target with an empty hand (assuming you&#039;re standing and not pulling anything). You will throw yourself at what you clicked, with special results if you hit a carbon/human mob, or any other dense thing failing that.&lt;br /&gt;
&lt;br /&gt;
If you hit a carbon mob, the game will roll a die (from 3- to +3) and tally modifiers for both the tackler and target based on their status (dwarves and the developmentally clumsy are easier to tackle and worse at landing tackles, while giants have bonuses for both for example. Neutral rolls will see both parties take some stamina damage and a few seconds of knockdown, with favorable rolls for a certain party reducing their knockdown time and adding a bit of paralyzing to the loser. Generally, tackling is a disarming tactic and works better if you have backup to protect you and seize the opportunity you created while you&#039;re picking yourself up from the ground, rather than a solo tool. If you&#039;re a giant or have the special bruiser gloves, though, you can rely on them more for solo takedowns (as long as you don&#039;t miss!)&lt;br /&gt;
&lt;br /&gt;
There are certain things you can do to shift the odds of getting a better tackle or making someone weaker to your tackles such as making them clumsy (-2), a dwarf (-2), injuring them so they have less than half health (-1), getting them slightly drunk (-1) or putting multiple wound types on their legs (-0.5 for each wound). On your part, what you can do to increase your odds of getting a good tackle is having gigantism (+2), having wings (+2), wearing riot armor (+2), or being so drunk that you look like a drunken mess or have blurry vision (+1). Things you can do to defend yourself against tackles better is by being fat (+1), wearing a modsuit or firesuit (+1) or by wagging your tail as a lizard (+1). To increase your odds of getting up before someone else does after an average tackle, it&#039;s recommended to be on nicotine, synaptizine, meth, ephedrine, pump-up or anything that reduces stuns.&lt;br /&gt;
&lt;br /&gt;
If, instead, you launch yourself into a dense non-mob, you&#039;ll roll a die from 1-100 for what you suffer. The ill effects range from a brief knockdown and negligible brute and stamina damage, to concussions and brain damage, to outright paralyzation in the worst cases. Remember to wear a helmet before you decide to randomly launch yourself headfirst into a wall!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{anchor|Gripper Gloves}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #BEFFFF&lt;br /&gt;
 |bgcolor2 = #A8FFFF&lt;br /&gt;
 |name = Gripper Gloves&lt;br /&gt;
 |image = Gripper_gloves.png&lt;br /&gt;
 |foundin = [[Vendors#Security|SecTech vendor]]&lt;br /&gt;
 |usedfor = Tackling&lt;br /&gt;
 |strategy = Tackle. &lt;br /&gt;
 |description = Basic/standard tackling gloves. Special gloves that manipulate the blood vessels in the wearer&#039;s hands, granting them the ability to launch headfirst into walls.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Gorilla Gloves}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #BEFFFF&lt;br /&gt;
 |bgcolor2 = #A8FFFF&lt;br /&gt;
 |name = Gorilla Gloves&lt;br /&gt;
 |image = BGloves.png&lt;br /&gt;
 |foundin = [[Supply_crates|Supply crates]]&lt;br /&gt;
 |usedfor = Tackling&lt;br /&gt;
 |strategy = Tackle. &lt;br /&gt;
 |description = More stamina cost and longer cooldown than the basic gripper gloves, but a bit more range and +2 to your tackles! &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Guerrilla Gloves}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #BEFFFF&lt;br /&gt;
 |bgcolor2 = #A8FFFF&lt;br /&gt;
 |name = Guerrilla Gloves&lt;br /&gt;
 |image = BGloves.png&lt;br /&gt;
 |foundin = Nuke op [[Syndicate_items#Guerrilla Gloves|uplink]] and given to ERT security forces. &lt;br /&gt;
 |usedfor = Tackling&lt;br /&gt;
 |strategy = Tackle. &lt;br /&gt;
 |description = Same as gorilla gloves, but insulated. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Dolphin Gloves}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #BEFFFF&lt;br /&gt;
 |bgcolor2 = #A8FFFF&lt;br /&gt;
 |name = Dolphin Gloves&lt;br /&gt;
 |image = Dolphin_gloves.png&lt;br /&gt;
 |foundin = [[B.E.P.I.S.]] reward. &lt;br /&gt;
 |usedfor = Throwing yourself on the floor. &lt;br /&gt;
 |strategy = Jump around. &lt;br /&gt;
 |description = Tackles cost less stamina, have longer range, go faster, and have shorter cooldowns, but forces you to fly at least 2 tiles and gives a -2 to tackles. More of a utility for jumping around the station quickly in an obnoxious and highly disruptive manner. Hitting an obstacle is somewhat more dangerous than standard. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Rocket Gloves}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #BEFFFF&lt;br /&gt;
 |bgcolor2 = #A8FFFF&lt;br /&gt;
 |name = Rocket Gloves&lt;br /&gt;
 |image = Rocket_gloves.png&lt;br /&gt;
 |foundin = [[B.E.P.I.S.]] reward.&lt;br /&gt;
 |usedfor = Tackling from large distances. &lt;br /&gt;
 |strategy = Don&#039;t miss. &lt;br /&gt;
 |description = Rocket powered gloves! Flies incredibly far and incredibly fast, with a +7 to tackles! If you hit your target, you&#039;re all but guaranteed the highest or second highest tier tackle! If you miss, however, you&#039;re probably going to smash into a wall at incredibly high speeds and wreck your brain with traumas. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Improvised Grapple Gloves}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #BEFFFF&lt;br /&gt;
 |bgcolor2 = #A8FFFF&lt;br /&gt;
 |name = Improvised Grapple Gloves&lt;br /&gt;
 |image = Fingerless_gloves.png&lt;br /&gt;
 |foundin = Crafting menu [[File:Crafting_menu_hud_icon.png]]&lt;br /&gt;
 |usedfor = Ghetto tackling. &lt;br /&gt;
 |strategy = Tackle. &lt;br /&gt;
 |description = Weaker, uses more stamina, gives a -1 to tackles and has a longer self-knockdown than normal grapple gloves, but can be crafted with a pair of fingerless gloves and some [[General_items#Sticky_Tape|sticky tape]]. Mothpeople love these!&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
=Eyewear=&lt;br /&gt;
These items can be worn over your eyes, providing protection, visual information or other things&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Health Scanner HUD}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #C5D6FF&lt;br /&gt;
 |bgcolor2 = #B1C9FF&lt;br /&gt;
 |name = [[HUD|Health Scanner HUD]]&lt;br /&gt;
 |image = MedGlasses.png&lt;br /&gt;
 |foundin = [[Surgery]], [[Chief Medical Officer|CMO&#039;s]] Office, [[Virology]]&lt;br /&gt;
 |usedfor = Seeing a [[HUD#Medical HUD Icons|visual overlay]] of people&#039;s health and disease status&lt;br /&gt;
 |strategy = Use it to prioritize critical patients, or [[traitor|prioritize your targets]].&lt;br /&gt;
 |description = A heads-up display that scans the humans in view and provides accurate data about their health status.&amp;lt;br&amp;gt; Click [[HUD|here]] for an overview of what the symbols mean.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Optical Meson Scanners}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #C5D6FF&lt;br /&gt;
 |bgcolor2 = #B1C9FF&lt;br /&gt;
 |name = Optical Meson Scanners&lt;br /&gt;
 |image = MGlasses.png&lt;br /&gt;
 |foundin = Engineering and maintenance areas.&lt;br /&gt;
 |usedfor = Seeing structural layout.&lt;br /&gt;
 |strategy = Wear these when mining, or seeing where structural damage is though walls. Removes all darkness effects, but you still will not see people or objects until you get close.&lt;br /&gt;
 |description = Used for seeing walls, floors, and stuff through anything.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Optical T-Ray Scanner}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #C5D6FF&lt;br /&gt;
 |bgcolor2 = #B1C9FF&lt;br /&gt;
 |name = Optical T-Ray Scanner&lt;br /&gt;
 |image = TrayScanner.png&lt;br /&gt;
 |foundin = [[Atmospherics]].&lt;br /&gt;
 |usedfor = Seeing under floor tiles.&lt;br /&gt;
 |strategy = Use these to plan out wires and pipes.&lt;br /&gt;
 |description = When activated it will reveal wires and pipes under the flooring, as well as Critters and Creatures inside pipes, as well as make cloaked people flicker.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Engineering Scanner Goggles}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #C5D6FF&lt;br /&gt;
 |bgcolor2 = #B1C9FF&lt;br /&gt;
 |name = Engineering Scanner Goggles&lt;br /&gt;
 |image = EngiScanners.png&lt;br /&gt;
 |foundin = [[Engineering]].&lt;br /&gt;
 |usedfor = Seeing structural layout, spotting radiation leaks or seeing under floor tiles.&lt;br /&gt;
 |strategy = Switch between meson, radiation and T-ray scanning when needed.&lt;br /&gt;
 |description = The Meson Scanner mode lets you see basic structural and terrain layouts through walls, regardless of lighting condition. The T-ray Scanner mode lets you see underfloor objects such as cables and pipes.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Sunglasses}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #C5D6FF&lt;br /&gt;
 |bgcolor2 = #B1C9FF&lt;br /&gt;
 |name = Sunglasses&lt;br /&gt;
 |image = SGlasses.png&lt;br /&gt;
 |foundin = [[Security Office]], [[Maintenance]].&lt;br /&gt;
 |usedfor = Protection against flashes, useful when against Revs and flashes, wearing at night and when your vision is augmented.&lt;br /&gt;
 |strategy = &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.youtube.com/watch?v=X2LTL8KgKv8 I WEAR MY SUNGLASSES AT NIGHT SO I CAN, SO I CAN-]&amp;lt;/span&amp;gt;&lt;br /&gt;
 |description = Strangely ancient technology used to help provide rudimentary eye cover. Enhanced shielding blocks flashes, but isn&#039;t strong enough to weld with.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Security HUD}}{{anchor|HUDSunglasses}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #C5D6FF&lt;br /&gt;
 |bgcolor2 = #B1C9FF&lt;br /&gt;
 |name = HUDSunglasses&lt;br /&gt;
 |image = Hudsunglasses.png&lt;br /&gt;
 |foundin = [[Security Office]]&lt;br /&gt;
 |usedfor = Combines Sunglasses and Security Scanner&lt;br /&gt;
 |strategy = Security starts with these, allow you to [[HUD#Security HUD Icons|see a persons ID level]] and wanted status along with resistance to flashes. You will also get automated notifications from beepsky and brig cells.&lt;br /&gt;
 |description = Recommended for all security members. In addition to protection from flashes, it provides [[HUD|nifty icons]] over the heads of everyone you can see. It displays their rank, arrest status, if the have a tracking implant (flashing red dot) or a [[Security_items#Mindshield_Implant|mindshield implant]] (blinking blue outline). Also allows for on-the-fly Security Records management by simply examining your target. You&#039;ll also get notified when Beepsky makes an arrest, or when a prisoner is released from the brig.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Welding Goggles}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #C5D6FF&lt;br /&gt;
 |bgcolor2 = #B1C9FF&lt;br /&gt;
 |name = Welding Goggles&lt;br /&gt;
 |image = Welding_Goggles.png&lt;br /&gt;
 |foundin = [[R&amp;amp;D Lab]]&lt;br /&gt;
 |usedfor = Welding without receiving eye damage, without a welding mask!&lt;br /&gt;
 |strategy = Wear it while using a [[welding tool]], or to get by flashers. Wearing the Welding Helmet makes you practically blind. Clicking the Welding Helmet while in hand, will flip it up so it doesn&#039;t cover the face&lt;br /&gt;
 |description = Protects the eyes from welders, approved by the mad scientist association.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Science Goggles}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #C5D6FF&lt;br /&gt;
 |bgcolor2 = #B1C9FF&lt;br /&gt;
 |name = Science Goggles&lt;br /&gt;
 |image = Science_Goggles.png&lt;br /&gt;
 |foundin = [[Chemistry]], [[R&amp;amp;D Lab]]&lt;br /&gt;
 |usedfor = Chemistry, and sometimes science&lt;br /&gt;
 |strategy = Wear them and do science&lt;br /&gt;
 |description = Allows you to see what reagents are in a container. You can toggle them to let you examine an item and see how many research points you&#039;d get, and what techs you&#039;d unlock, when you put the item through the destructive analyzer.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Blindfold}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #C5D6FF&lt;br /&gt;
 |bgcolor2 = #B1C9FF&lt;br /&gt;
 |name = Blindfold&lt;br /&gt;
 |image = blindfold.png&lt;br /&gt;
 |foundin = Theater&lt;br /&gt;
 |usedfor = &amp;lt;s&amp;gt;Kinky stuff&amp;lt;/s&amp;gt; An aid to simulate blindness during training of Orientation and Mobility Specialists, so that they develop empathetic understanding of blindness and learn how to rely on their other senses to get to know the environment and move around freely and independently; blinding people without hurting them.&lt;br /&gt;
 |strategy = Don&#039;t wear this if you want to see.&lt;br /&gt;
 |description = Covers the eyes, preventing sight.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Night Vision Goggles}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #C5D6FF&lt;br /&gt;
 |bgcolor2 = #B1C9FF&lt;br /&gt;
 |name = Night Vision Goggles&lt;br /&gt;
 |image = NightVision.png&lt;br /&gt;
 |foundin = [[Abandoned Satellite]], [[Syndicate_guide|Nuclear Agents]].&lt;br /&gt;
 |usedfor = Seeing people in the dark.&lt;br /&gt;
 |strategy = Wear these when you know a power outage is about to happen.&lt;br /&gt;
 |description = You can totally see in the dark now!&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Prescription Glasses}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #C5D6FF&lt;br /&gt;
 |bgcolor2 = #B1C9FF&lt;br /&gt;
 |name = Prescription Glasses&lt;br /&gt;
 |image = PGlasses.png&lt;br /&gt;
 |foundin = Just about anywhere in the [[Medbay]]&lt;br /&gt;
 |usedfor = Fixing eye damage.&lt;br /&gt;
 |strategy = Wear these, wait eyes to heal up.&lt;br /&gt;
 |description = Made by Nerd. Co.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Backwear=&lt;br /&gt;
Different kinds of things which go on your back. Most people will wear a backpack, satchel or dufflebag at all times.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Backpack}}{{anchor|Medical Backpack}}{{anchor|Security Backpack}}{{anchor|Giggles von Honkerton}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #D3C5FF&lt;br /&gt;
 |bgcolor2 = #C4B2FF&lt;br /&gt;
 |name = Backpack&lt;br /&gt;
 |image = Backpack.png&lt;br /&gt;
 |foundin = [[Dorms]] lockers, normal crew members may spawn wearing one&lt;br /&gt;
 |usedfor = Storing unneeded crap&lt;br /&gt;
 |strategy = You&#039;re going to want this. It&#039;s used for storing stuff, but, keep in mind that a backpack cannot store everything, such as toolboxes and other backpacks. But can generally store everything else. You also have a limited storage space.&lt;br /&gt;
 |description = You wear this on your back and put items into it. &amp;lt;br&amp;gt;Most jobs have their own variety of backpack: [[File:Medpack.png]] Medical Backpack, [[File:Secpack.png]] Security Backpack and [[File:Clownpack.png]] Giggles von Honkerton, to name a few.&lt;br /&gt;
&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Satchel}}{{anchor|Leather Satchel}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #D3C5FF&lt;br /&gt;
 |bgcolor2 = #C4B2FF&lt;br /&gt;
 |name = Satchel&lt;br /&gt;
 |image = GSatchel.png&lt;br /&gt;
 |foundin = [[Dorms]] lockers, normal crew members may spawn wearing one&lt;br /&gt;
 |usedfor = Storing unneeded crap&lt;br /&gt;
 |strategy = Functionally identical to the backpack, but it looks more fashionable.&lt;br /&gt;
 |description = You put this on your back slot and put items into it. Most jobs have their own variety of satchel. The [[File:Satchel.png]] Leather Satchel works the same as any satchel or backpack.&lt;br /&gt;
&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Dufflebag}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #D3C5FF&lt;br /&gt;
 |bgcolor2 = #C4B2FF&lt;br /&gt;
 |name = Dufflebag&lt;br /&gt;
 |image = Dufflebag.png&lt;br /&gt;
 |foundin = [[Dorms]] lockers, normal crew members may spawn wearing one&lt;br /&gt;
 |usedfor = Storing more unneeded crap&lt;br /&gt;
 |strategy = Functionally similar to the backpack, but can hold more things at the expense of slowing you down.&lt;br /&gt;
 |description = You put this on your back and put items into it. Most jobs have their own variety of dufflebag. &lt;br /&gt;
&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Jetpack}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |name=Jetpack&lt;br /&gt;
 |bgcolor1 = #D3C5FF&lt;br /&gt;
 |bgcolor2 = #C4B2FF&lt;br /&gt;
 |image = Jetpack-black.gif&lt;br /&gt;
 |foundin = EVA&lt;br /&gt;
 |usedfor = Propelling yourself in space&lt;br /&gt;
 |strategy = Put it on your back and switch it on to maneuver in space or low-gravity areas.&lt;br /&gt;
 |description = The jet pack is a backpack slot item filled with either Carbon Dioxide or Oxygen. Since it has no air intake and carries its own fuel, it is actually a &#039;&#039;&#039;rocket&#039;&#039;&#039; pack, but the game can&#039;t seem to tell the difference so here we are. This item allows one to maneuver in a frictionless environment by firing either an expendable gas or a precious air supply out the back. Two black jetpacks filled with CO2 spawn in [[EVA]]. [[Syndicate guide|Syndicate operatives]] start with compact Oxygen-filled harnesses. The [[Captain]] has a unique oxygen-filled jetpack.&lt;br /&gt;
&lt;br /&gt;
For proper use of a jetpack, remember these simple rules:&lt;br /&gt;
&lt;br /&gt;
*[[File:Jetpack-black.gif]] Black jetpacks are filled with carbon dioxide by default. Using these jetpacks as internals will knock you unconscious and suffocate you. Can be refilled with anything. &lt;br /&gt;
*Refill [[File:JetPack.gif]] blue jetpacks with oxygen, not air (if you wish to use it for your internals, otherwise fill with any gas).&lt;br /&gt;
*Always set it to 16-25 pressure if you aren&#039;t using the emergency mask from your starting box. If you still have that, hurry up and find something else!&lt;br /&gt;
*Always toggle it on when you want to move or need to move quickly, but toggle stabilization off if you&#039;re just drifting so as to not waste your supply and remain untrackable.&lt;br /&gt;
&lt;br /&gt;
Most jetpacks are too bulky to be stowed in a backpack.&lt;br /&gt;
&lt;br /&gt;
Hardsuits can be upgraded to have an integrated jetpack, which works with a gas tank in the suit storage slot. Advanced hardsuits start off with one of these installed.&lt;br /&gt;
MODsuits can be upgraded to have an Ion Jetpack.&lt;br /&gt;
&lt;br /&gt;
Void Jet Packs may also be found in [REDACTED], which are filled with oxygen.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
=Belts=&lt;br /&gt;
Belts are a type of containers that can only hold specific items. They are to not be confused with belt slot of character&#039;s inventory. Belts that exist in the game are:&lt;br /&gt;
&lt;br /&gt;
{{anchor|Tool Belt}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9C1FF&lt;br /&gt;
 |bgcolor2 = #E2ADFF&lt;br /&gt;
 |name = Tool Belt&lt;br /&gt;
 |image = utilitybelt.png&lt;br /&gt;
 |foundin = [[Engineering]] or in [[maintenance]], and on a [[Engineer|engineer]] or [[Roboticist|roboticist]]. Can be made at hydroponics through the biogenerator or ordered through mechanical maintenance crates&lt;br /&gt;
 |usedfor = Toolbelts can hold some kinds of tiny items, most commonly [[tools]]&lt;br /&gt;
 |strategy = They are worn as a belt and hold the same amount as a [[toolbox]], though they are less useful as [[robust|weapons]]. Sometimes the [[clown]] will steal these and hack EVA, just get your toolbox and robust him.&amp;lt;br&amp;gt;&#039;&#039;&#039;Can hold:&#039;&#039;&#039; [[Crowbar]], [[Screwdriver]], [[Welding tool]], [[Wirecutters]], [[Wrench]], [[Multitool]], [[Flashlight]], [[Cable coil]], [[T-ray scanner]], [[Analyzer]], [[Station Bounced Radio]], [[Insulated Gloves]]&lt;br /&gt;
 |description = Can hold various tools, such as: &lt;br /&gt;
&lt;br /&gt;
* [[File:Crowbar.png]] [[Crowbar]] - any colour&lt;br /&gt;
* [[File:Screwdriver_tool.png]] [[Screwdriver]] - any colour&lt;br /&gt;
* [[File:Welder.png]] [[Welding tool]] - any variety&lt;br /&gt;
* [[File:Wirecutters.png]] [[Wirecutters]]&lt;br /&gt;
* [[File:Wrench.png]] [[Wrench]]&lt;br /&gt;
* [[File:Multitool.png]] [[Multitool]]&lt;br /&gt;
* [[File:Flashlight.png]] [[Flashlight]] - includes penlight and seclite&lt;br /&gt;
* [[File:CableCoils.png]] [[Cable coil]] - any colour&lt;br /&gt;
* [[File:T-ray.gif]] [[T-ray scanner]]&lt;br /&gt;
* [[File:Analyzer.png]] [[Analyzer]]&lt;br /&gt;
* [[File:Station Bounced Radio.png]] [[Station Bounced Radio]]&lt;br /&gt;
* [[File:IGloves.png]] [[Insulated Gloves]]&lt;br /&gt;
* [[File:Jawspry.png]] [[Engineering items#Jaws of Life|Jaws of Life]]&lt;br /&gt;
* [[File:DrillTool.png]] [[Engineering items#Hand Drill|Hand Drill]]&lt;br /&gt;
* [[File:Exwelder.png]] [[Engineering items#Experimental Welding Tool|Experimental Welding Tool]]&lt;br /&gt;
* [[File:Multitool.png]] [[Multitool]]&lt;br /&gt;
* [[File:CableCoils.png]] [[Cable coil]]&lt;br /&gt;
* [[File:MiniFE.png]] [[Atmospherics items#Miniature Fire Extinguisher|Miniature Fire Extinguisher]]&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|CE Belt}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #E9C1FF&lt;br /&gt;
 |bgcolor2 = #E2ADFF&lt;br /&gt;
 |name = Chief Engineer&#039;s Belt&lt;br /&gt;
 |image = Ce_belt.png&lt;br /&gt;
 |foundin = Spawned with the [[Chief Engineer]]&lt;br /&gt;
 |usedfor = Holding more advanced tools&lt;br /&gt;
 |description = &#039;&#039;&#039;Can hold:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[File:Jawspry.png]] [[Engineering items#Jaws of Life|Jaws of Life]]&lt;br /&gt;
* [[File:DrillTool.png]] [[Engineering items#Hand Drill|Hand Drill]]&lt;br /&gt;
* [[File:Exwelder.png]] [[Engineering items#Experimental Welding Tool|Experimental Welding Tool]]&lt;br /&gt;
* [[File:Multitool.png]] [[Multitool]]&lt;br /&gt;
* [[File:CableCoils.png]] [[Cable coil]]&lt;br /&gt;
* [[File:MiniFE.png]] [[Atmospherics items#Miniature Fire Extinguisher|Miniature Fire Extinguisher]]&lt;br /&gt;
* [[File:Analyzer.png]] [[Analyzer]]&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Medical Belt}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #E9C1FF&lt;br /&gt;
 |bgcolor2 = #E2ADFF&lt;br /&gt;
 |name = Medical Belt&lt;br /&gt;
 |image = medicalbelt.png&lt;br /&gt;
 |foundin = [[Medbay]]&lt;br /&gt;
 |usedfor = Holding medical items&lt;br /&gt;
 |strategy = Like the Utility Belt, but for holding medical items only. Think of these as your medkit- but on a belt.&amp;lt;br&amp;gt;&#039;&#039;&#039;Can hold:&#039;&#039;&#039; Health analyzer, DNA-Injector, Dropper, Beaker, Bottle, Pill, Syringe, Dispensed-beaker, Zippo lighter, Cigarette packet, Pill bottle, Medical box, Penlight.&lt;br /&gt;
 |description = Can hold various medical equipment, such as:&lt;br /&gt;
&lt;br /&gt;
* [[File:Healthanalyzer.png]] [[Health analyzer]]&lt;br /&gt;
* [[File:DNA Injector.png]] [[DNA injector]]&lt;br /&gt;
* [[File:Eyedropper.png]] [[Dropper]]&lt;br /&gt;
* [[File:Beaker.png]] [[Beaker]] - any type&lt;br /&gt;
* [[File:Bottle16.png]] [[Bottle]]&lt;br /&gt;
* [[File:Pill16.png]] Pill&lt;br /&gt;
* [[File:Syringes.png]] [[Syringe]]&lt;br /&gt;
* [[File:Zippo.png]] [[Zippo lighter]]&lt;br /&gt;
* [[File:Cigarettes.png]] [[Cigarette pack]] - but not cigarettes themselves&lt;br /&gt;
* [[File:Pill Bottle.png]] Pill bottle&lt;br /&gt;
* [[File:Bpack.png]] [[Bruise pack]]&lt;br /&gt;
* [[File:Oint.png]] [[Ointment]]&lt;br /&gt;
* [[File:Gauze.png]] Medical gauze&lt;br /&gt;
* [[File:Drapes.png]] [[File:Scalpel.png]] [[File:Saw.png]] [[File:Drill.png]] [[File:Hemostat.png]] [[File:Cautery.png]] [[Medical_items#Surgical_Tools|Surgical tools]]&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Security Belt}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #E9C1FF&lt;br /&gt;
 |bgcolor2 = #E2ADFF&lt;br /&gt;
 |name = Security Belt&lt;br /&gt;
 |image = secbelt.png&lt;br /&gt;
 |foundin = [[Warden|Warden&#039;s]] locker, [[Security Office]] lockers&lt;br /&gt;
 |usedfor = Holding security stuff&lt;br /&gt;
 |strategy = Like the utility belt, but for security uses only. &amp;lt;br&amp;gt;&#039;&#039;&#039;Can hold:&#039;&#039;&#039; Flashbang, Handcuffs, Flash, Glasses, Shotgun ammo, Magazines, Donuts&lt;br /&gt;
 |description = Can hold security gear, such as:&lt;br /&gt;
&lt;br /&gt;
* [[File:StunBaton.gif]] [[Stun Baton]]&lt;br /&gt;
* [[File:Flashbang.gif]] [[Flashbang]]&lt;br /&gt;
* [[File:Pepperspray.png]] [[Pepperspray]]&lt;br /&gt;
* [[File:Handcuffs.png]] [[Handcuffs]]&lt;br /&gt;
* [[File:Flash.gif]] [[Flash]]&lt;br /&gt;
* [[File:SecHud.png]] [[Security HUD]]&lt;br /&gt;
* [[File:Shotgunshells.png]] [[Guide_to_Robust_Things#Shotgun|Shotgun ammo]]&lt;br /&gt;
* [[File:Ammo_9mm.png]] [[Guide_to_Robust_Things|Ammo box]]&lt;br /&gt;
* [[File:Sprinkles.gif]] [[Donut]]&lt;br /&gt;
* [[File:Seclite.png]] [[Seclite]]&lt;br /&gt;
* [[File:Ebola.gif]] [[Security_items#Energy_Bola|Energy Bola]]&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Janibelt}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #E9C1FF&lt;br /&gt;
 |bgcolor2 = #E2ADFF&lt;br /&gt;
 |name = Janibelt&lt;br /&gt;
 |image = Janibelt.png&lt;br /&gt;
 |foundin = [[Custodial Closet]]&lt;br /&gt;
 |usedfor = Holding janitorial supplies&lt;br /&gt;
 |description = &#039;&#039;&#039;Can hold:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[File:Flashlight.png]] [[Flashlight]] - includes penlight and seclite&lt;br /&gt;
* [[File:Janiprojector.png]] Holographic Sign Projector&lt;br /&gt;
* [[File:Grenade.png]] [[Grenade]]&lt;br /&gt;
* [[File:Soap.png]] [[Soap]]&lt;br /&gt;
* [[File:Cleaner.png]] [[Space Cleaner]]&lt;br /&gt;
* [[File:Janicart keys.png]] Janicart Key&lt;br /&gt;
* [[File:Orange Gloves.png]] [[Gloves]]&lt;br /&gt;
* [[File:Lightreplacer0.png]] [[Light Replacer]]&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
=Earpieces=&lt;br /&gt;
These little devices are issued to every crew member upon arrival on the station. Every job, no matter how insignificant, gets some form of headset. In order to talk to the station with it simply type &#039;&#039;&#039;say ;(your text here)&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Different branches of the station get a unique headset with its own private channel. In order to use this channel type in &#039;&#039;&#039;say .h (your text here)&#039;&#039;&#039;. And your message will be broadcast to others with the same type of headset. Note that this does not work on the basic model. You can tell the basic model by its black coloring and lack of label. &lt;br /&gt;
&lt;br /&gt;
All headsets are equipped with a standard encryption key used for the common channel. Screwdrivers can be used to remove the encryption keys and use them in a different headset. All department headsets come with two keys. Use your headset in hand to manually enable or disable keys, or change your default channel.&lt;br /&gt;
&lt;br /&gt;
Here is a list of channels and how to access them. Examining your headset also shows you all possible channels. &#039;&#039;&#039;# and . can be used instead of :&#039;&#039;&#039;&lt;br /&gt;
 .c = Command&lt;br /&gt;
 .s = Security&lt;br /&gt;
 .e = Engineering&lt;br /&gt;
 .u = Supply&lt;br /&gt;
 .m = Medical&lt;br /&gt;
 .n = Science&lt;br /&gt;
 .v = Service&lt;br /&gt;
&lt;br /&gt;
Using &#039;&#039;&#039;.h&#039;&#039;&#039; will connect you with your default department&#039;s channel. &lt;br /&gt;
&lt;br /&gt;
Other uses:&lt;br /&gt;
 .b = Binary (For AI and cyborgs)&lt;br /&gt;
 .a = Alien&lt;br /&gt;
 .i = Nearby Intercom&lt;br /&gt;
 .h = AI Holopad (For AI)&lt;br /&gt;
 .o = AI Private (For AI)&lt;br /&gt;
 .l = Left Hand Radio&lt;br /&gt;
 .r = Right Hand Radio&lt;br /&gt;
 .t = Syndicate/Traitor (For when you have a Syndicate encryption key)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
See [[Radio_channels|Radio channels]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Command Radio Headset}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFBEBE&lt;br /&gt;
 |bgcolor2 = #FFA8A8&lt;br /&gt;
 |name = Command Staff&#039;s Headset&lt;br /&gt;
 |image = Headheadset.png&lt;br /&gt;
 |foundin = [[Captain&#039;s Quarters]] locker, on the [[Captain|Captain&#039;s]] ear.&lt;br /&gt;
 |usedfor = Normal radio chat as well as all department channels.&lt;br /&gt;
 |strategy = Use this to coordinate all departments.&lt;br /&gt;
 |description = The headset of the heads.&lt;br /&gt;
Captain&#039;s headset:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;.c - command, .s - security, .e - engineering, .u - supply, .v - service, .m - medical, .n - science&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head of Personnel&#039;s headset:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;.c - command, .v - service&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head of Security&#039;s headset:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;.c - command, .s - security&lt;br /&gt;
&lt;br /&gt;
Chief Engineer&#039;s headset:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;.c - command, .e - engineering&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Research Director&#039;s headset:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;.c - command, .n - research&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chief Medical Officer&#039;s headset:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;.c - command, .m - medical&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Quartermasters&#039;s headset:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;.c - command, .u - supply, &#039;&#039;&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Engineering Radio Headset}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #FFBEBE&lt;br /&gt;
 |bgcolor2 = #FFA8A8&lt;br /&gt;
 |name = Engineering Radio Headset&lt;br /&gt;
 |image = Engineheadset.png&lt;br /&gt;
 |foundin = [[Engineering]] lockers, [[Atmospherics]] lockers, [[Engineer|Engineer&#039;s]] ear, [[Atmos Tech|Atmos tech&#039;s]] ear.&lt;br /&gt;
 |usedfor = Used for engineering channel to report damage and to make sure that somebody has checked the engine recently.&lt;br /&gt;
 |strategy = Use to coordinate repairs.&lt;br /&gt;
 |description = When the engineers wish to chat like girls. To access the engineering channel, use .e.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Medical Radio Headset}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFBEBE&lt;br /&gt;
 |bgcolor2 = #FFA8A8&lt;br /&gt;
 |name = Medical/Genetics Radio Headset&lt;br /&gt;
 |image = Medheadset.png&lt;br /&gt;
 |foundin = [[Medbay]] lockers, [[Medical Doctor|Doctor&#039;s]] ear.&lt;br /&gt;
 |usedfor = Talking to various jobs throughout the medbay via the medical channel.&lt;br /&gt;
 |strategy = Use this to communicate with the rest of medbay. &lt;br /&gt;
 |description = A headset for the trained staff of the Medbay. To access the medical channel, use .m. Geneticists do not get access to medical, and instead get access to .n - science.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Supply Radio Headset}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFBEBE&lt;br /&gt;
 |bgcolor2 = #FFA8A8&lt;br /&gt;
 |name = Supply Radio Headset&lt;br /&gt;
 |image = Cargoheadset.png&lt;br /&gt;
 |foundin = [[Cargo Bay]] lockers, [[Mining Dock]] lockers. The ears of the [[QM]], [[Cargo Tech]]s and [[Miners]].&lt;br /&gt;
 |usedfor = The Quartermaster and his slaves to talk to one another about the supply chain.&lt;br /&gt;
 |strategy = Allows miners and techs to communicate with each other.&lt;br /&gt;
 |description = A headset used by the QM and his slaves. To access the supply channel, use .u.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Science Radio Headset}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFBEBE&lt;br /&gt;
 |bgcolor2 = #FFA8A8&lt;br /&gt;
 |name = Science Radio Headset&lt;br /&gt;
 |image = Scienceheadset.png&lt;br /&gt;
 |foundin = [[Robotics]] lockers and [[R&amp;amp;D Lab]] lockers. [[Roboticist|Roboticist&#039;s]] and [[Scientist|Scientist&#039;s]] ear.&lt;br /&gt;
 |usedfor = Communication in the science department.&lt;br /&gt;
 |strategy = Has access to the science channel.&lt;br /&gt;
 |description = A sciency headset. Like usual. To access the science channel, use .n.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Security Radio Headset}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFBEBE&lt;br /&gt;
 |bgcolor2 = #FFA8A8&lt;br /&gt;
 |name = Security Radio Headset&lt;br /&gt;
 |image = Secheadset.png&lt;br /&gt;
 |foundin = [[Security Office]] lockers and the ears of anyone in the [[security]] department.&lt;br /&gt;
 |usedfor = Coordinating security and requesting arrest orders via the security channel.&lt;br /&gt;
 |strategy = Don&#039;t let traitors get their hands on these.&lt;br /&gt;
 |description = This is used by your elite security force. To access the security channel, use .s.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Standard Radio Headset}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFBEBE&lt;br /&gt;
 |bgcolor2 = #FFA8A8&lt;br /&gt;
 |name = Standard/Service Radio Headset&lt;br /&gt;
 |image = headset.png&lt;br /&gt;
 |foundin = Any civilian&#039;s ear, as well as [[Medbay|Medbay&#039;s]] patient lockers, [[Dorms]] and [[Locker Room]] lockers, and any public locker.&lt;br /&gt;
 |usedfor = Annoying people, screaming for help, letting people know that the singularity is out.&lt;br /&gt;
 |strategy = None.&lt;br /&gt;
 |description = A standard radio headset. Carries no additional encryption keys. Nothing fancy, except the Bartender, Chefs, Botanists, Clowns, Mimes, and Janitors all share a .v - service channel.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Earmuffs}}&lt;br /&gt;
{{Item&lt;br /&gt;
|bgcolor1 = #FFBEBE&lt;br /&gt;
 |bgcolor2 = #FFA8A8&lt;br /&gt;
 |name = Earmuffs&lt;br /&gt;
 |image = earmuffs.png&lt;br /&gt;
 |foundin = [[Prison Wing]] and [[Engineering]]&lt;br /&gt;
 |usedfor = Blocking out sound, Torturing people.&lt;br /&gt;
 |strategy = Pretty much the only defense against loud HONK mechs. This only stops sound from coming in.&lt;br /&gt;
 |description = Protects your hearing from loud noises, and quiet ones as well.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Guide_to_security&amp;diff=13003</id>
		<title>Guide to security</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Guide_to_security&amp;diff=13003"/>
		<updated>2023-01-12T21:21:11Z</updated>

		<summary type="html">&lt;p&gt;Erol509: Guide to security update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Fix broken links}}&lt;br /&gt;
&lt;br /&gt;
==Who Orders Who==&lt;br /&gt;
* [[Security Officer]]s and the [[Detective]] all share the same rank. The [[Warden]] is second in command to the HoS. The [[Head of Security]] is on the top of the security hierarchy. All security members take orders from him, and he takes his orders from the [[Captain]].&lt;br /&gt;
&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
&lt;br /&gt;
* The [[Head of Personnel]] is &#039;&#039;&#039;not&#039;&#039;&#039; part of the security hierarchy and should not heavily involve himself in security affairs. The HoP &#039;&#039;&#039;cannot&#039;&#039;&#039; order security around and &#039;&#039;&#039;cannot&#039;&#039;&#039; enter secure areas such as the [[Armory]] without authorization from the HoS.&lt;br /&gt;
&lt;br /&gt;
==Security Equipment==&lt;br /&gt;
Being well geared up can easily make the difference between the outcome of a tight situation. The next steps will show you one way to equip yourself, you can however wear your gear as you like.&lt;br /&gt;
&lt;br /&gt;
The main thing behind this is that you want to be as ready as possible for even the most uncertain of events.&lt;br /&gt;
# In case you&#039;ve just joined the security force, you need to get your security jumpsuit, helmet, armor, jackboots, gloves and a security bowman headset (which provide flashbang protection) on.&lt;br /&gt;
# Go to the [[Security Office]] and open a security locker.&lt;br /&gt;
# [[File:Hudsunglasses.png]] Get [[Security HUD|HUDglasses]] and put them on.&lt;br /&gt;
# [[File:BreathMask.png]] Get [[Breath mask|Breath Mask]] from your internals box and put it on.&lt;br /&gt;
# [[File:AirTank.png]] Take your [[Emergency Oxygen Tank]] (set to 16 kPa output) and put it in your pocket. ALTERNATIVELY Take a Flashbang and put it in your pocket.&lt;br /&gt;
# [[File:Id_regular.png]] [[File:Securitypda.png]] Take your [[ID|ID Card]] and put it inside your [[PDA]], then put your PDA into the ID-slot.&lt;br /&gt;
# [[File:Secbelt.png]] Get your [[Security Belt]] and put it on. Your Security Belt comes preequipped with a [[Stun Baton]], [[Flash]], [[Flashbang]], [[Pepperspray]] and [[Handcuffs]].&lt;br /&gt;
# [[File:Handcuffs.png]] Get an extra pair of handcuffs from the SecTech vending machine and put it in your box in your backpack.&lt;br /&gt;
# [[File:ModernDisabler.png]] Get your [[Disabler]], get the Seclite from your belt and attach it to the Disabler and put it back in your exosuit-slot (or you can put the Seclite on your helmet).&lt;br /&gt;
&lt;br /&gt;
Alternatives to this setup: ditch the handcuffs for zipties, ditch the pepperspray for another flashbang, grab extra flashbangs from the locker.&lt;br /&gt;
&lt;br /&gt;
You should be looking something like this now:&lt;br /&gt;
&lt;br /&gt;
[[File:Security_Gear.png|400px]]&lt;br /&gt;
&lt;br /&gt;
And all you need to do now is keep your Security Belt open so you&#039;ll have quick access to the items in case of an emergency and be prepared for most things the station&#039;s going to throw at you!&lt;br /&gt;
&lt;br /&gt;
Also make sure you understand what [[HUD#Security HUD Icons|the icons on your Security HUD]] mean. For further info about security equipment, refer to the [[Security items|List of Security Items]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t run around with your disabler or baton out!&#039;&#039;&#039; You will get disarmed and your weapons will be stolen. Not only will the rest of the security team laugh at you, you&#039;ve also potentially armed some [[revolution|very]] [[traitor|dangerous]] [[changeling|people]], putting the safety of the entire station in jeopardy. Keep your weapons secured until you need them! &lt;br /&gt;
&lt;br /&gt;
===Security Robots===&lt;br /&gt;
* Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you&#039;re in a tight spot, you can call Beepsky to you by using your PDA.&lt;br /&gt;
&lt;br /&gt;
* While Beepsky&#039;s rudimentary orders can be accessed from security computers, [[Cyborg#Security|silicons]] are not within the normal chain of command. They are subject the [[AI]] and follow the same laws.&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t kill silicons for trying to stop you from executing someone. It&#039;s required of them by their laws. Do note there is a difference between a silicon stopping you from executing someone, and a silicon bolting down all of security because of one officer. They&#039;ll be treated differently.&lt;br /&gt;
&lt;br /&gt;
==[[File:Lawbook.png]] [[Space Law|Law]]==&lt;br /&gt;
[[Space Law]] is a summary of most crimes with some suggested sentence times. You are generally recommended to not follow Space Law for minor and medium crimes. Avoid stacking (in particular) minor/medium crimes when deciding on brig times, unless the criminal has really bad behaviour. Instead prefer shorter sentences such as a couple of minute in the brig, or 50 points in the gulag instead of 500 for inciting a riot, unless the crime is severe or griefy in nature. Sometimes the Captain determines what is lawful and what isn&#039;t (within reason), but don&#039;t obey the Captain if you&#039;re told to &amp;quot;purge all non-humans&amp;quot; or similar.&lt;br /&gt;
&lt;br /&gt;
==[[Standard Operating Procedure]]s==&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. See the [[Rules]] for more details. &lt;br /&gt;
&lt;br /&gt;
* You are an enforcer of [[Space Law]], you&#039;re not [[Shitcurity|The Law]].&lt;br /&gt;
&lt;br /&gt;
* Be wary of people with harmful intentions. You should use minimal force, but not at the risk of your own life.&lt;br /&gt;
&lt;br /&gt;
* Communicate with your team, ask the HoS/Warden for orders and respond to calls for help (you can highlight the word &#039;&#039;&#039;help&#039;&#039;&#039; in chat&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
* If you&#039;re going somewhere you know will be very dangerous, bring a buddy with you.&lt;br /&gt;
&lt;br /&gt;
* More information about the [[Standard Operating Procedure]] during different code levels.&lt;br /&gt;
&lt;br /&gt;
==Demotions==&lt;br /&gt;
Insubordination and dereliction of duty are crimes under Space Law, so occasionally a [[Head of Staff]] might request your assistance in demoting one of their subordinates. In such cases, you are to accompany them as they confront the subordinate, or are asked to arrest someone who has abandoned their workplace and fled. In either case, ensure that you secure their ID and all items related to the job (i.e. tools and gloves from engineers) and return them to the head at your earliest convenience. The head can then remove the departmental access from the ID and return it to the demoted person.&lt;br /&gt;
&lt;br /&gt;
==The Brig / Punishments==&lt;br /&gt;
[[File:Thebrig.png|450px|thumb|The [[Brig]]]]&lt;br /&gt;
[[Space Law#Brig Procedures|Instructions on how to correctly brig a prisoner can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. Consider the following examples: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into [[Medbay]] and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Confiscate the stethoscope and return it to [[Medbay]] when possible&lt;br /&gt;
:*Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
:*Set a fair timer on the brig cell, one to two minutes &lt;br /&gt;
:*Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
;&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
:*Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
:*Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
:*Give a ten minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Remove their EVA suit, any mining tools or other items. Have the [[detective]] work his magic on the weapons to confirm what happened. &lt;br /&gt;
:*Set a reasonable timer on the cell, or send then to the gulag for a similar sentence. &lt;br /&gt;
:*Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on. &lt;br /&gt;
:*Inform the [[Warden]] or [[Head of Security]] and ask them to take over if they say the prisoner is to be permabrigged. &lt;br /&gt;
;DON&#039;T&lt;br /&gt;
:*Beat the prisoner to the point where they&#039;re critically injured or worse. &lt;br /&gt;
:*Strip their items in the rapidly depressurizing engineering room. &lt;br /&gt;
:*Let a lynch mob harm your prisoner. &lt;br /&gt;
:*Refuse their request to speak with legal counsel. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Strip all of their posessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the [[Warden]]. &lt;br /&gt;
:*Inform the [[Head of Security]].&lt;br /&gt;
:*Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
:*Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
;DONT&lt;br /&gt;
:*Beat them to death on the spot. &lt;br /&gt;
:*Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
:*Refuse to negotiate. There are an infinte number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be [[revolution|busting heads]] infrequently.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Permabrigging / Forced Cyborgization===&lt;br /&gt;
Captain, Acting Captain or Head of Security (or, in their absence, Warden) permission is required to permanently lock someone up or turn them into a [[Cyborg]]. You do not NEED the Captain if the HoS is available.&lt;br /&gt;
&lt;br /&gt;
Punishment via throwing them into permabrig should fit the crime. Did whatever they did to deserve such a sentence affect anyone? Were they being harmful? Are they the kind of person who just comes back for more and more constantly?&lt;br /&gt;
Permabrigging someone for stealing something and running away through secure areas vs permabrigging someone who&#039;s shot and killed people. One is a much less severe crime.&lt;br /&gt;
&lt;br /&gt;
==Lethal Force / Executions==&lt;br /&gt;
[[File:Prison-wing.png|450px|thumb|The [[Prison Wing]]]]&lt;br /&gt;
* If something poses a constant threat, you are free to use lethal force. This includes dangerous nonhuman creatures, changelings, nuclear operatives, cultists, and wizards.&lt;br /&gt;
&lt;br /&gt;
* If hulks are smashing shit, you are free to use lethal force on them &amp;lt;s&amp;gt;until they pass out and lose hulk after too much damage, at which point you can either take them to get healed or heal them yourself, and then brig/permabrig them.&amp;lt;/s&amp;gt; &#039;&#039;If someone&#039;s using their stun immunity to go around smashing stuff for no reason you are allowed to kill them - &amp;quot;no reason&amp;quot; being the key words. Don&#039;t kill hulks that are breaking stuff for good reasons (like when the rogue as shit AI is flooding plasma)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If someone is shooting at you with lethal weaponry you are free to respond in kind.&lt;br /&gt;
&lt;br /&gt;
* Once you have someone stunned and cuffed, there is usually no excuse to not take them to the brig/permabrig if they aren&#039;t one of the above listed threats. Beating a common criminal, who is already down and unable to fight back, to death is shit. &#039;&#039;Some circumstances may change this. Don&#039;t let your guard down.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Executions are to be authorized by the Captain or acting Captain, if available. If &#039;&#039;&#039;neither&#039;&#039;&#039; are available, it is up to the HoS or acting HoS. If security are in agreement that the Captain is unfit for command, they may defer to the HoS. &#039;&#039;Whoever authorizes an execution will ultimately be held responsible by admins.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* When considering whether or not to execute someone, consider their crimes; did they murder people with an ebow, or did they just emag 1-2 doors? It&#039;s perfectly reasonable to execute someone for the former. Yes, you could execute someone for emagging as well, but consider sticking them with a lethal chemical implant or even sending them to be borged. Neutralizing a threat posed by an antagonist is reasonable, but removing that player from the round is dishonorable.&lt;br /&gt;
&lt;br /&gt;
* In instances where nonlethal force is not an option or not a good idea, e.g. someone in space breaking into the Armory, firing lasers at them through the windows isn&#039;t going to get you in trouble.&lt;br /&gt;
&lt;br /&gt;
* Revolution is a special case for execution authorization, considering everyone is swarming you at once, so use your best judgement. Don&#039;t forget your [[Security_items#Mindshield_Implant|Mindshield Implants]]! &lt;br /&gt;
&lt;br /&gt;
* See the [[Rules]] section for more details.&lt;br /&gt;
&lt;br /&gt;
==Dealing With Threats, Minimal Force==&lt;br /&gt;
As a Security Officer you are expected to fight any and every hostile force assaulting the station, from traitorous crew members to powerful reality defying Wizards to teams of &amp;quot;crack&amp;quot; syndicate assault forces. You must know how to counter any and all threats that are thrown at you, preferably with minimal force needed on your part. Remember, however, that not only is the station&#039;s peace at risk, but your very life is on the line; fail and you will die! Here is NT&#039;s staple guide on suggested courses of action against expected threats.&lt;br /&gt;
&lt;br /&gt;
===Shitlers/Greytiders===&lt;br /&gt;
&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) should be threatened with a stint in perma. &lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by [[Assistant|Assistants]] (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the [[Armory]] secure. &lt;br /&gt;
&lt;br /&gt;
A persistent greytider should be [[adminhelp|adminhelped]] once all possible [[IC]] solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable. &lt;br /&gt;
&lt;br /&gt;
===[[File:Sword.gif]] Traitors===&lt;br /&gt;
[[Traitor|Traitors]] range in hostility and thus are a mixed bag to tackle, standard ranged stunning is recommended in dealing with confirmed traitors. If someone is suspected of being a Traitor, get several Officers to search the person in question and possibly search their department for hidden items. Interviews with witnesses and victims can help in proving the guilt of a possible Traitor. You should generally offer the chance for a perp to surrender before engaging, unless they are actively hostile. In the case of overt traitors however you will need to respond with a proportionate level of force.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Improvised Weapons&#039;&#039;&#039;: Order the AI to lock down the area, assess if civilians are at risk and use ranged stun weapons to subdue the perp. They are a low risk threat to you unless they are somehow able to stun you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stolen Station Weapons&#039;&#039;&#039;: Assume they are carrying at minimum a ranged firearm capable of stunning. Ask the AI to locate and lock down the area. Multiple Officers should attempt to simultaneously attack the perp. Use of Flashbangs will prove effective if the perp is well entrenched.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Syndicate Weapons&#039;&#039;&#039;: Suspect should be presumed to be armed and dangerous, AI should report and track perp&#039;s location. Do not approach without backup. Consider asking the Warden/Head of Security to issue Riot Shields and Energy Guns. If suspect is wielding Dual Energy Swords, ranged energy weapons (including disablers) will prove ineffective. Flashbangs, stunbatons, shotguns or the [[Detective|Detective&#039;s]] revolver will be suitable (just be sure the detective doesn&#039;t kill the suspect).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;: A unique &amp;quot;device&amp;quot;. Small amounts of water can slip people for long periods of time, making you drop your weapon. If the suspect is reported to possess a Spray Bottle or Fire Extinguisher, do not approach without walking. If the suspect is using ranged weapons in a conjunction, be wary and avoid getting into a bad situation. Consider getting Cargo to order Galoshes or ambush the traitor.&lt;br /&gt;
&lt;br /&gt;
===[[File:Changeling.gif]] Changelings===&lt;br /&gt;
[[Changeling|Changelings]] are alien entities that have infiltrated the station. They can easily change their appearance in a moments notice. If there are confirmed sightings of Changelings, be wary. Sometimes you will encounter one with bio-organic armor, a shield that stops ranged disablers in their tracks, and an incredibly deadly arm blade. Don&#039;t underestimate them under any circumstances!&lt;br /&gt;
Due to their abilities, it is possible for a Changeling to kill a fellow Sec Officer and impersonate him. However, you should note that they will lack a [[Security_items#Mindshield_Implant|Mindshield Implant]] unless they had themselves implanted. Be wary of Sec Officers without Implants, as they should be arrested or kept under close watch. While you are free to terminate a confirmed Changeling, you must be 100% certain that the suspect is a Changeling before executing. If you cannot prove they are a Changeling, ask the Warden/HoS to give them a Chem/Tracking implant to watch their future activities. So if Joe Innocent walks out of the brig with a Chem Implant displaying a red or blue dot above their head on the secHUD, and later on you see Alex Antag with the same dot, you will know that they are probably Changeling.&lt;br /&gt;
&lt;br /&gt;
The same standard tactics in subduing a Traitor apply to subduing a Changeling, however do be wary that some Changelings can get up instantly after being stunned and sometimes melt their handcuffs. If they do, you may need to switch to lethals.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_nukesyndie.png]] Nuclear Operatives===&lt;br /&gt;
A five-man team of operatives that are tasked with assaulting your station, stealing the Nuclear Authentication Disk, and destroying the station via a thermonuclear device. You must make every effort to stop them. During a nuclear threat, you are recommended to ignore most other crimes on the station. You need the crew to fight alongside you. &lt;br /&gt;
&lt;br /&gt;
The [[Nuke ops|Nuke Ops]] are equipped with a deadly array of weapons and devices that are better than yours in every regard. Guns that can knock you down and kill you with a few rounds. Assault mechs and cyborgs that can tear a hole into wherever they goddamn please. Hardsuits that offer protections from the hazards of space, ballistic and energy weapons. This is a team of five (or maybe more!(or maybe less)) hardass sons of bitches who won&#039;t go down without a fight, and they&#039;ll probably explode if you manage to take &#039;em down. Proceed with caution.&lt;br /&gt;
&lt;br /&gt;
Upon the confirmation of Nuclear Operatives, get the Warden/HoS to open the armory and distribute weapons. At the same time, confirm the location of the nuke disk, which should hopefully be on the Captain, and ensure that it stays as far away from the ops as possible. From this point you should prioritize protecting the disk at all costs. Consider asking for a bulletproof vest and helmet, since nuke ops often use bullets, and bulletproof vests block 80% of bullet damage to the chest and head, which can be very helpful. If the AI is still alive at this point, make sure it calls the shuttle.&lt;br /&gt;
&lt;br /&gt;
When fighting nuke ops, use numbers and cover to your advantage. Avoid exposing yourself and concentrate on one Operative at a time. If you can attack an isolated operative, go for it. If you down an op, attempt to strip as much of its gear as you can before the op triggers their explosive implant. Remember that as long as the disk is with you, you only need to defend, so don&#039;t give up that advantage until you have to.  &lt;br /&gt;
&lt;br /&gt;
If you encounter a Mech, fall back and regroup. The only way to take down a mech is with concentrated firepower or an ion weapon (like the rifle in the [[armory]] or HoS personal laser. &lt;br /&gt;
&lt;br /&gt;
The Syndicate Cyborg, like regular cyborgs, is immune to stun weaponry. Your best bet for countering one of these is to flash it with your flash or a flashbang and then go to town on it with your stun baton or another melee weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Securing the Disk is your number-one priority.&#039;&#039;&#039; Keep the disk bearer alive at all costs and protect it. If you have a choice between killing an operative and saving the disk, &#039;&#039;&#039;save the disk&#039;&#039;&#039;! If you lose the disk, quickly secure EVA gear and scour the exterior of the station to find the Ops. If you are lucky you can catch them trying to arm the nuke. A [[pinpointer]] helps greatly in this situation.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_wizard.png]] Wizard===&lt;br /&gt;
A extremely powerful entity, if a [[Wizard]] is confirmed, rally the Security and arm up with the best weapons you can get. The best way to terminate a Wizard is to stick together and focus fire on them. Shotguns are ideal weapons. Wear them down with constant shotgun or laser-fire. Do not go at them alone or you will die. If you can safely stun them, either open fire with lasers or remove their clothing to shut down most of their spells. Do not enter into melee range unless you can confirm that they cannot use Disintegrate or Magic Missiles.&lt;br /&gt;
&lt;br /&gt;
If by some miracle you are able to subdue a Wizard, immediately secure them with cuffs, a straightjacket and a muzzle. This will usually shut them down completely and render them harmless. At this point, your greatest threat is the crew trying to kill the helpless Wizard. If you still wish to preserve their life, move to the Brig and push back people trying to kill them. Generally at this point the living Captain/HoS/Warden/Clown will either perform an execution or a trial for the Wizard.&lt;br /&gt;
&lt;br /&gt;
Remember, even if the Wizard is named &amp;quot;Friend the Friendly&amp;quot;, repeatedly says &amp;quot;I&#039;m a friendly Wizard&amp;quot;, and carries around a staff of healing, you are still allowed to kill it.&lt;br /&gt;
&lt;br /&gt;
===[[File:Rev.png]] Revolutionaries===&lt;br /&gt;
Sometimes, a few crew members will have enough and rebel against the command staff and the security force. Your job is to stop them at all costs and protect the command staff. [[Revolution|Revolutionaries]] are as deadly as a traitor with improvised weapons, however, their greatest strength are their numbers. Disablers, energy guns and stunbatons are useless against a swarm of 10 to 20 people clambering over the stunned and twitching bodies of fellow revs to get at your throat.&lt;br /&gt;
&lt;br /&gt;
When you subdue a Revolutionary, you should take them to the brig and arrange them to be mindshield-implanted. This will remove their Rev-status and guarantee their allegiance to security and the command staff and prevent them from being converted again. If you cannot get access to a mindshield implant, simply smashing their face in by using your stunbaton with {{Leftclick}} will eventually deconvert them, though they will still be vulnerable to re-conversion.&lt;br /&gt;
&lt;br /&gt;
Work with security to protect the command staff and suppress the revolution. Cargo will be a vital battleground fought over, as it acts both as a source of mindshield implants for security and a source of weapons for the Revolutionaries.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cult.png]] Cultists===&lt;br /&gt;
Similar to Revolutionaries in few respects, their goal is to sacrifice a specific crewmember and then summon Nar&#039;Sie. &lt;br /&gt;
&lt;br /&gt;
Fighting [[Cult|Cultists]] requires all hands on deck. You must be vigilant in fighting Cultists. Anyone outside of security and the Captain can be a Cultist. Work together to lock down the station, declare martial law (red alert), perform random searches for cult items and crack down on departments. Use force as necessary if people try to swarm you or follow you around.&lt;br /&gt;
&lt;br /&gt;
When you capture a Cultist, your options are limited. Unlike Revs, mindshield implants do not revert their Cult-status, and only forces the cult to sacrifice non-cultists and turn them into constructs instead of converting them. As such, you have few options. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Deconversion&#039;&#039;&#039;: You should be aiming to deconvert all captured cultists, however at times this may not be viable (Usually during a shortage of Holy Water). See [[Cult#How_to_Deconvert_a_Cultist_with_Holy_Water|How to Deconvert a Cultist with Holy Water]]. A cultist can&#039;t be summoned by other cultists if cuffed and either grabbed or buckled. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Permabrigging&#039;&#039;&#039;: Don&#039;t bother. Cultists can create a new ritual dagger from nothing, and can just teleport out. can be used as a temporary solution while preparing to deconvert them, secure the cultist with a straightjacket.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forced Borging&#039;&#039;&#039;: Borgs can both be stunned and converted into constructs by cultists, so this isn&#039;t really worth the effort. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: A controversial approach both ingame and outgame. This removes the Cultist permanently and removes the threat. It is quick and easy without any unneeded effort on your part. However if the AI and borgs witness or find evidence of this, the AI can be obligated shut you down to prevent further human harm. You are free to kill confirmed cultists, especially when pentagram halos have appeared over their heads. But deconversion is the preferred solution.&lt;br /&gt;
&lt;br /&gt;
==Security Controlled Locations==&lt;br /&gt;
[[File:SecHq.png|thumb|450px|right|The [[Security Office]]]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Brig|The Brig]]:&#039;&#039;&#039; The Warden runs this. If you&#039;re in here, the [[Armory]] or [[Security Office|any other part of the security sector]] he has authority over you. The Brig itself has cells and cell timers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Prison Wing]]:&#039;&#039;&#039; The prison wing is used to indefinitely hold criminals charged with major crimes. Like the Brig, the Warden has authority over this area. However, transferring a prisoner in and out should not be done without authorization from the Warden or someone superior.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Office]]:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Posts]]: &#039;&#039;&#039;Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armory]]:&#039;&#039;&#039; The Armory contains additional weapons and armor which the Head of Security and Warden have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion.&lt;br /&gt;
&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;t move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Checkpoint|Arrival Checkpoint]]:&#039;&#039;&#039; This checkpoint is near the Arrival Shuttle. It has an ID computer that the [[Head of Personnel|HoP]] can man as well as other security computers. There is also a locker with security gear. If you&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Citations and Fines==&lt;br /&gt;
For minor crimes you may choose to give the culprit a citation (containing a fine) instead of brig time. Officers can issue a citation and a fine (up to 1000 credits) from a security records console. If you get a citation, a PDA message will alert you how much the fine is. You can pay your fines at any security warrant console, located outside the brig, in a law office, or the courtroom public area. &lt;br /&gt;
&lt;br /&gt;
Not paying a fine has no automatic consequences. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Evacuation==&lt;br /&gt;
So the escape shuttle has been called! Your job will be to [[Beyond the impossible|ensure that everyone proceeds on the shuttle in an orderly fashion]].&lt;br /&gt;
&lt;br /&gt;
Prisoners in the Brig should only be released at the Warden&#039;s discretion. Prisoners from the Prison Wing should be moved to  the Security Escape Pod or to the Escape Shuttle&#039;s brig where they will be held until the shuttle docks at [[CentCom]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Key Points==&lt;br /&gt;
* Ask first, stun second, unless there&#039;s substantial evidence that the perpetrator has nothing to lose.&lt;br /&gt;
* Space Law is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in Space Law.&lt;br /&gt;
* It is highly encouraged to only arrest Heads of Staff with approval from HoS or Captain (unless they are clearly dangerous).&lt;br /&gt;
* Only the Captain, HoS or Warden can authorize a permanent sentence or forced cyborgization.&lt;br /&gt;
* Your job isn&#039;t to be a tyrant or your suspects will be praying to the Gods (read: Admins) for ultimate justice. Make sure you follow standard protocol so that the [[Administrators|Gods]] smile down upon you.&lt;br /&gt;
* If an [[Administrators#Game admins|Admin]] contacts you, please explain to them what happened. Just because you&#039;re a Security Officer doesn&#039;t mean you&#039;re [[Shitcurity|wrong]] by default. Don&#039;t throw a tantrum, you&#039;ll only make things worse.&lt;br /&gt;
* Try not to take this job too seriously and have fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
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		<title>Guide to security</title>
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==Who Orders Who==&lt;br /&gt;
* [[Security Officer]]s and the [[Detective]] all share the same rank. The [[Warden]] is second in command to the HoS. The [[Head of Security]] is on the top of the security hierarchy. All security members take orders from him, and he takes his orders from the [[Captain]].&lt;br /&gt;
&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
&lt;br /&gt;
* The [[Head of Personnel]] is &#039;&#039;&#039;not&#039;&#039;&#039; part of the security hierarchy and should not heavily involve himself in security affairs. The HoP &#039;&#039;&#039;cannot&#039;&#039;&#039; order security around and &#039;&#039;&#039;cannot&#039;&#039;&#039; enter secure areas such as the [[Armory]] without authorization from the HoS.&lt;br /&gt;
&lt;br /&gt;
==Security Equipment==&lt;br /&gt;
Being well geared up can easily make the difference between the outcome of a tight situation. The next steps will show you one way to equip yourself, you can however wear your gear as you like.&lt;br /&gt;
&lt;br /&gt;
The main thing behind this is that you want to be as ready as possible for even the most uncertain of events.&lt;br /&gt;
# In case you&#039;ve just joined the security force, you need to get your security jumpsuit, helmet, armor, jackboots, gloves and a security bowman headset (which provide flashbang protection) on.&lt;br /&gt;
# Go to the [[Security Office]] and open a security locker.&lt;br /&gt;
# [[File:Hudsunglasses.png]] Get [[Security HUD|HUDglasses]] and put them on.&lt;br /&gt;
# [[File:BreathMask.png]] Get [[Breath mask|Breath Mask]] from your internals box and put it on.&lt;br /&gt;
# [[File:AirTank.png]] Take your [[Emergency Oxygen Tank]] (set to 16 kPa output) and put it in your pocket. ALTERNATIVELY Take a Flashbang and put it in your pocket.&lt;br /&gt;
# [[File:Id_regular.png]] [[File:Securitypda.png]] Take your [[ID|ID Card]] and put it inside your [[PDA]], then put your PDA into the ID-slot.&lt;br /&gt;
# [[File:Secbelt.png]] Get your [[Security Belt]] and put it on. Your Security Belt comes preequipped with a [[Stun Baton]], [[Flash]], [[Flashbang]], [[Pepperspray]] and [[Handcuffs]].&lt;br /&gt;
# [[File:Handcuffs.png]] Get an extra pair of handcuffs from the SecTech vending machine and put it in your box in your backpack.&lt;br /&gt;
# [[File:ModernDisabler.png]] Get your [[Disabler]], get the Seclite from your belt and attach it to the Disabler and put it back in your exosuit-slot (or you can put the Seclite on your helmet).&lt;br /&gt;
&lt;br /&gt;
Alternatives to this setup: ditch the handcuffs for zipties, ditch the pepperspray for another flashbang, grab extra flashbangs from the locker.&lt;br /&gt;
&lt;br /&gt;
You should be looking something like this now:&lt;br /&gt;
&lt;br /&gt;
[[File:Security_Gear.png|400px]]&lt;br /&gt;
&lt;br /&gt;
And all you need to do now is keep your Security Belt open so you&#039;ll have quick access to the items in case of an emergency and be prepared for most things the station&#039;s going to throw at you!&lt;br /&gt;
&lt;br /&gt;
Also make sure you understand what [[HUD#Security HUD Icons|the icons on your Security HUD]] mean. For further info about security equipment, refer to the [[Security items|List of Security Items]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t run around with your disabler or baton out!&#039;&#039;&#039; You will get disarmed and your weapons will be stolen. Not only will the rest of the security team laugh at you, you&#039;ve also potentially armed some [[revolution|very]] [[traitor|dangerous]] [[changeling|people]], putting the safety of the entire station in jeopardy. Keep your weapons secured until you need them! &lt;br /&gt;
&lt;br /&gt;
===Security Robots===&lt;br /&gt;
* Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you&#039;re in a tight spot, you can call Beepsky to you by using your PDA.&lt;br /&gt;
&lt;br /&gt;
* While Beepsky&#039;s rudimentary orders can be accessed from security computers, [[Cyborg#Security|silicons]] are not within the normal chain of command. They are subject the [[AI]] and follow the same laws.&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t kill silicons for trying to stop you from executing someone. It&#039;s required of them by their laws. Do note there is a difference between a silicon stopping you from executing someone, and a silicon bolting down all of security because of one officer. They&#039;ll be treated differently.&lt;br /&gt;
&lt;br /&gt;
==[[File:Lawbook.png]] [[Space Law|Law]]==&lt;br /&gt;
[[Space Law]] is a summary of most crimes with some suggested sentence times. You are generally recommended to not follow Space Law for minor and medium crimes. Avoid stacking (in particular) minor/medium crimes when deciding on brig times, unless the criminal has really bad behaviour. Instead prefer shorter sentences such as a couple of minute in the brig, or 50 points in the gulag instead of 500 for inciting a riot, unless the crime is severe or griefy in nature. Sometimes the Captain determines what is lawful and what isn&#039;t (within reason), but don&#039;t obey the Captain if you&#039;re told to &amp;quot;purge all non-humans&amp;quot; or similar.&lt;br /&gt;
&lt;br /&gt;
==[[Standard Operating Procedure]]s==&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. See the [[Rules]] for more details. &lt;br /&gt;
&lt;br /&gt;
* You are an enforcer of [[Space Law]], you&#039;re not [[Shitcurity|The Law]].&lt;br /&gt;
&lt;br /&gt;
* Be wary of people with harmful intentions. You should use minimal force, but not at the risk of your own life.&lt;br /&gt;
&lt;br /&gt;
* Communicate with your team, ask the HoS/Warden for orders and respond to calls for help (you can highlight the word &#039;&#039;&#039;help&#039;&#039;&#039; in chat&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
* If you&#039;re going somewhere you know will be very dangerous, bring a buddy with you.&lt;br /&gt;
&lt;br /&gt;
* More information about the [[Standard Operating Procedure]] during different code levels.&lt;br /&gt;
&lt;br /&gt;
==Demotions==&lt;br /&gt;
Insubordination and dereliction of duty are crimes under Space Law, so occasionally a [[Head of Staff]] might request your assistance in demoting one of their subordinates. In such cases, you are to accompany them as they confront the subordinate, or are asked to arrest someone who has abandoned their workplace and fled. In either case, ensure that you secure their ID and all items related to the job (i.e. tools and gloves from engineers) and return them to the head at your earliest convenience. The head can then remove the departmental access from the ID and return it to the demoted person.&lt;br /&gt;
&lt;br /&gt;
==The Brig / Punishments==&lt;br /&gt;
[[File:Thebrig.png|450px|thumb|The [[Brig]]]]&lt;br /&gt;
[[Space Law#Brig Procedures|Instructions on how to correctly brig a prisoner can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. Consider the following examples: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into [[Medbay]] and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Confiscate the stethoscope and return it to [[Medbay]] when possible&lt;br /&gt;
:*Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
:*Set a fair timer on the brig cell, one to two minutes &lt;br /&gt;
:*Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
;&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
:*Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
:*Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
:*Give a ten minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Remove their EVA suit, any mining tools or other items. Have the [[detective]] work his magic on the weapons to confirm what happened. &lt;br /&gt;
:*Set a reasonable timer on the cell, or send then to the gulag for a similar sentence. &lt;br /&gt;
:*Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on. &lt;br /&gt;
:*Inform the [[Warden]] or [[Head of Security]] and ask them to take over if they say the prisoner is to be permabrigged. &lt;br /&gt;
;DON&#039;T&lt;br /&gt;
:*Beat the prisoner to the point where they&#039;re critically injured or worse. &lt;br /&gt;
:*Strip their items in the rapidly depressurizing engineering room. &lt;br /&gt;
:*Let a lynch mob harm your prisoner. &lt;br /&gt;
:*Refuse their request to speak with legal counsel. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Strip all of their posessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the [[Warden]]. &lt;br /&gt;
:*Inform the [[Head of Security]].&lt;br /&gt;
:*Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
:*Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
;DONT&lt;br /&gt;
:*Beat them to death on the spot. &lt;br /&gt;
:*Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
:*Refuse to negotiate. There are an infinte number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be [[revolution|busting heads]] infrequently.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Permabrigging / Forced Cyborgization===&lt;br /&gt;
Captain, Acting Captain or Head of Security (or, in their absence, Warden) permission is required to permanently lock someone up or turn them into a [[Cyborg]]. You do not NEED the Captain if the HoS is available.&lt;br /&gt;
&lt;br /&gt;
Punishment via throwing them into permabrig should fit the crime. Did whatever they did to deserve such a sentence affect anyone? Were they being harmful? Are they the kind of person who just comes back for more and more constantly?&lt;br /&gt;
Permabrigging someone for stealing something and running away through secure areas vs permabrigging someone who&#039;s shot and killed people. One is a much less severe crime.&lt;br /&gt;
&lt;br /&gt;
==Lethal Force / Executions==&lt;br /&gt;
[[File:Prison-wing.png|450px|thumb|The [[Prison Wing]]]]&lt;br /&gt;
* If something poses a constant threat, you are free to use lethal force. This includes dangerous nonhuman creatures, changelings, nuclear operatives, cultists, and wizards.&lt;br /&gt;
&lt;br /&gt;
* If hulks are smashing shit, you are free to use lethal force on them &amp;lt;s&amp;gt;until they pass out and lose hulk after too much damage, at which point you can either take them to get healed or heal them yourself, and then brig/permabrig them.&amp;lt;/s&amp;gt; &#039;&#039;If someone&#039;s using their stun immunity to go around smashing stuff for no reason you are allowed to kill them - &amp;quot;no reason&amp;quot; being the key words. Don&#039;t kill hulks that are breaking stuff for good reasons (like when the rogue as shit AI is flooding plasma)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If someone is shooting at you with lethal weaponry you are free to respond in kind.&lt;br /&gt;
&lt;br /&gt;
* Once you have someone stunned and cuffed, there is usually no excuse to not take them to the brig/permabrig if they aren&#039;t one of the above listed threats. Beating a common criminal, who is already down and unable to fight back, to death is shit. &#039;&#039;Some circumstances may change this. Don&#039;t let your guard down.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Executions are to be authorized by the Captain or acting Captain, if available. If &#039;&#039;&#039;neither&#039;&#039;&#039; are available, it is up to the HoS or acting HoS. If security are in agreement that the Captain is unfit for command, they may defer to the HoS. &#039;&#039;Whoever authorizes an execution will ultimately be held responsible by admins.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* When considering whether or not to execute someone, consider their crimes; did they murder people with an ebow, or did they just emag 1-2 doors? It&#039;s perfectly reasonable to execute someone for the former. Yes, you could execute someone for emagging as well, but consider sticking them with a lethal chemical implant or even sending them to be borged. Neutralizing a threat posed by an antagonist is reasonable, but removing that player from the round is dishonorable.&lt;br /&gt;
&lt;br /&gt;
* In instances where nonlethal force is not an option or not a good idea, e.g. someone in space breaking into the Armory, firing lasers at them through the windows isn&#039;t going to get you in trouble.&lt;br /&gt;
&lt;br /&gt;
* Revolution is a special case for execution authorization, considering everyone is swarming you at once, so use your best judgement. Don&#039;t forget your [[Security_items#Mindshield_Implant|Mindshield Implants]]! &lt;br /&gt;
&lt;br /&gt;
* See the [[Rules]] section for more details.&lt;br /&gt;
&lt;br /&gt;
==Dealing With Threats, Minimal Force==&lt;br /&gt;
As a Security Officer you are expected to fight any and every hostile force assaulting the station, from traitorous crew members to powerful reality defying Wizards to teams of &amp;quot;crack&amp;quot; syndicate assault forces. You must know how to counter any and all threats that are thrown at you, preferably with minimal force needed on your part. Remember, however, that not only is the station&#039;s peace at risk, but your very life is on the line; fail and you will die! Here is NT&#039;s staple guide on suggested courses of action against expected threats.&lt;br /&gt;
&lt;br /&gt;
===Shitlers/Greytiders===&lt;br /&gt;
&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) should be threatened with a stint in perma. &lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by [[Assistant|Assistants]] (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the [[Armory]] secure. &lt;br /&gt;
&lt;br /&gt;
A persistent greytider should be [[adminhelp|adminhelped]] once all possible [[IC]] solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable. &lt;br /&gt;
&lt;br /&gt;
===[[File:Sword.gif]] Traitors===&lt;br /&gt;
[[Traitor|Traitors]] range in hostility and thus are a mixed bag to tackle, standard ranged stunning is recommended in dealing with confirmed traitors. If someone is suspected of being a Traitor, get several Officers to search the person in question and possibly search their department for hidden items. Interviews with witnesses and victims can help in proving the guilt of a possible Traitor. You should generally offer the chance for a perp to surrender before engaging, unless they are actively hostile. In the case of overt traitors however you will need to respond with a proportionate level of force.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Improvised Weapons&#039;&#039;&#039;: Order the AI to lock down the area, assess if civilians are at risk and use ranged stun weapons to subdue the perp. They are a low risk threat to you unless they are somehow able to stun you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stolen Station Weapons&#039;&#039;&#039;: Assume they are carrying at minimum a ranged firearm capable of stunning. Ask the AI to locate and lock down the area. Multiple Officers should attempt to simultaneously attack the perp. Use of Flashbangs will prove effective if the perp is well entrenched.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Syndicate Weapons&#039;&#039;&#039;: Suspect should be presumed to be armed and dangerous, AI should report and track perp&#039;s location. Do not approach without backup. Consider asking the Warden/Head of Security to issue Riot Shields and Energy Guns. If suspect is wielding Dual Energy Swords, ranged energy weapons (including disablers) will prove ineffective. Flashbangs, stunbatons, shotguns or the [[Detective|Detective&#039;s]] revolver will be suitable (just be sure the detective doesn&#039;t kill the suspect).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;: A unique &amp;quot;device&amp;quot;. Small amounts of water can slip people for long periods of time, making you drop your weapon. If the suspect is reported to possess a Spray Bottle or Fire Extinguisher, do not approach without walking. If the suspect is using ranged weapons in a conjunction, be wary and avoid getting into a bad situation. Consider getting Cargo to order Galoshes or ambush the traitor.&lt;br /&gt;
&lt;br /&gt;
===[[File:Changeling.gif]] Changelings===&lt;br /&gt;
[[Changeling|Changelings]] are alien entities that have infiltrated the station. They can easily change their appearance in a moments notice. If there are confirmed sightings of Changelings, be wary. Sometimes you will encounter one with bio-organic armor, a shield that stops ranged disablers in their tracks, and an incredibly deadly arm blade. Don&#039;t underestimate them under any circumstances!&lt;br /&gt;
Due to their abilities, it is possible for a Changeling to kill a fellow Sec Officer and impersonate him. However, you should note that they will lack a [[Security_items#Mindshield_Implant|Mindshield Implant]] unless they had themselves implanted. Be wary of Sec Officers without Implants, as they should be arrested or kept under close watch. While you are free to terminate a confirmed Changeling, you must be 100% certain that the suspect is a Changeling before executing. If you cannot prove they are a Changeling, ask the Warden/HoS to give them a Chem/Tracking implant to watch their future activities. So if Joe Innocent walks out of the brig with a Chem Implant displaying a red or blue dot above their head on the secHUD, and later on you see Alex Antag with the same dot, you will know that they are probably Changeling.&lt;br /&gt;
&lt;br /&gt;
The same standard tactics in subduing a Traitor apply to subduing a Changeling, however do be wary that some Changelings can get up instantly after being stunned and sometimes melt their handcuffs. If they do, you may need to switch to lethals.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_nukesyndie.png]] Nuclear Operatives===&lt;br /&gt;
A five-man team of operatives that are tasked with assaulting your station, stealing the Nuclear Authentication Disk, and destroying the station via a thermonuclear device. You must make every effort to stop them. During a nuclear threat, you are recommended to ignore most other crimes on the station. You need the crew to fight alongside you. &lt;br /&gt;
&lt;br /&gt;
The [[Nuke ops|Nuke Ops]] are equipped with a deadly array of weapons and devices that are better than yours in every regard. Guns that can knock you down and kill you with a few rounds. Assault mechs and cyborgs that can tear a hole into wherever they goddamn please. Hardsuits that offer protections from the hazards of space, ballistic and energy weapons. This is a team of five (or maybe more!(or maybe less)) hardass sons of bitches who won&#039;t go down without a fight, and they&#039;ll probably explode if you manage to take &#039;em down. Proceed with caution.&lt;br /&gt;
&lt;br /&gt;
Upon the confirmation of Nuclear Operatives, get the Warden/HoS to open the armory and distribute weapons. At the same time, confirm the location of the nuke disk, which should hopefully be on the Captain, and ensure that it stays as far away from the ops as possible. From this point you should prioritize protecting the disk at all costs. Consider asking for a bulletproof vest and helmet, since nuke ops often use bullets, and bulletproof vests block 80% of bullet damage to the chest and head, which can be very helpful. If the AI is still alive at this point, make sure it calls the shuttle.&lt;br /&gt;
&lt;br /&gt;
When fighting nuke ops, use numbers and cover to your advantage. Avoid exposing yourself and concentrate on one Operative at a time. If you can attack an isolated operative, go for it. If you down an op, attempt to strip as much of its gear as you can before the op triggers their explosive implant. Remember that as long as the disk is with you, you only need to defend, so don&#039;t give up that advantage until you have to.  &lt;br /&gt;
&lt;br /&gt;
If you encounter a Mech, fall back and regroup. The only way to take down a mech is with concentrated firepower or an ion weapon (like the rifle in the [[armory]] or HoS personal laser. &lt;br /&gt;
&lt;br /&gt;
The Syndicate Cyborg, like regular cyborgs, is immune to stun weaponry. Your best bet for countering one of these is to flash it with your flash or a flashbang and then go to town on it with your stun baton or another melee weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Securing the Disk is your number-one priority.&#039;&#039;&#039; Keep the disk bearer alive at all costs and protect it. If you have a choice between killing an operative and saving the disk, &#039;&#039;&#039;save the disk&#039;&#039;&#039;! If you lose the disk, quickly secure EVA gear and scour the exterior of the station to find the Ops. If you are lucky you can catch them trying to arm the nuke. A [[pinpointer]] helps greatly in this situation.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_wizard.png]] Wizard===&lt;br /&gt;
A extremely powerful entity, if a [[Wizard]] is confirmed, rally the Security and arm up with the best weapons you can get. The best way to terminate a Wizard is to stick together and focus fire on them. Shotguns are ideal weapons. Wear them down with constant shotgun or laser-fire. Do not go at them alone or you will die. If you can safely stun them, either open fire with lasers or remove their clothing to shut down most of their spells. Do not enter into melee range unless you can confirm that they cannot use Disintegrate or Magic Missiles.&lt;br /&gt;
&lt;br /&gt;
If by some miracle you are able to subdue a Wizard, immediately secure them with cuffs, a straightjacket and a muzzle. This will usually shut them down completely and render them harmless. At this point, your greatest threat is the crew trying to kill the helpless Wizard. If you still wish to preserve their life, move to the Brig and push back people trying to kill them. Generally at this point the living Captain/HoS/Warden/Clown will either perform an execution or a trial for the Wizard.&lt;br /&gt;
&lt;br /&gt;
Remember, even if the Wizard is named &amp;quot;Friend the Friendly&amp;quot;, repeatedly says &amp;quot;I&#039;m a friendly Wizard&amp;quot;, and carries around a staff of healing, you are still allowed to kill it.&lt;br /&gt;
&lt;br /&gt;
===[[File:Rev.png]] Revolutionaries===&lt;br /&gt;
Sometimes, a few crew members will have enough and rebel against the command staff and the security force. Your job is to stop them at all costs and protect the command staff. [[Revolution|Revolutionaries]] are as deadly as a traitor with improvised weapons, however, their greatest strength are their numbers. Disablers, energy guns and stunbatons are useless against a swarm of 10 to 20 people clambering over the stunned and twitching bodies of fellow revs to get at your throat.&lt;br /&gt;
&lt;br /&gt;
When you subdue a Revolutionary, you should take them to the brig and arrange them to be mindshield-implanted. This will remove their Rev-status and guarantee their allegiance to security and the command staff and prevent them from being converted again. If you cannot get access to a mindshield implant, simply smashing their face in by using your stunbaton with {{Leftclick}} will eventually deconvert them, though they will still be vulnerable to re-conversion.&lt;br /&gt;
&lt;br /&gt;
Work with security to protect the command staff and suppress the revolution. Cargo will be a vital battleground fought over, as it acts both as a source of mindshield implants for security and a source of weapons for the Revolutionaries.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cult.png]] Cultists===&lt;br /&gt;
Similar to Revolutionaries in few respects, their goal is to sacrifice a specific crewmember and then summon Nar&#039;Sie. &lt;br /&gt;
&lt;br /&gt;
Fighting [[Cult|Cultists]] requires all hands on deck. You must be vigilant in fighting Cultists. Anyone outside of security and the Captain can be a Cultist. Work together to lock down the station, declare martial law (red alert), perform random searches for cult items and crack down on departments. Use force as necessary if people try to swarm you or follow you around.&lt;br /&gt;
&lt;br /&gt;
When you capture a Cultist, your options are limited. Unlike Revs, mindshield implants do not revert their Cult-status, and only forces the cult to sacrifice non-cultists and turn them into constructs instead of converting them. As such, you have few options. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Deconversion&#039;&#039;&#039;: You should be aiming to deconvert all captured cultists, however at times this may not be viable (Usually during a shortage of Holy Water). See [[Cult#How_to_Deconvert_a_Cultist_with_Holy_Water|How to Deconvert a Cultist with Holy Water]]. A cultist can&#039;t be summoned by other cultists if cuffed and either grabbed or buckled. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Permabrigging&#039;&#039;&#039;: Don&#039;t bother. Cultists can create a new ritual dagger from nothing, and can just teleport out. can be used as a temporary solution while preparing to deconvert them, secure the cultist with a straightjacket.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forced Borging&#039;&#039;&#039;: Borgs can both be stunned and converted into constructs by cultists, so this isn&#039;t really worth the effort. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: A controversial approach both ingame and outgame. This removes the Cultist permanently and removes the threat. It is quick and easy without any unneeded effort on your part. However if the AI and borgs witness or find evidence of this, the AI can be obligated shut you down to prevent further human harm. You are free to kill confirmed cultists, especially when pentagram halos have appeared over their heads. But deconversion is the preferred solution.&lt;br /&gt;
&lt;br /&gt;
==Security Controlled Locations==&lt;br /&gt;
[[File:SecHq.png|thumb|450px|right|The [[Security Office]]]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Brig|The Brig]]:&#039;&#039;&#039; The Warden runs this. If you&#039;re in here, the [[Armory]] or [[Security Office|any other part of the security sector]] he has authority over you. The Brig itself has cells and cell timers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Prison Wing]]:&#039;&#039;&#039; The prison wing is used to indefinitely hold criminals charged with major crimes. Like the Brig, the Warden has authority over this area. However, transferring a prisoner in and out should not be done without authorization from the Warden or someone superior.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Office]]:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Posts]]: &#039;&#039;&#039;Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armory]]:&#039;&#039;&#039; The Armory contains additional weapons and armor which the Head of Security and Warden have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion.&lt;br /&gt;
&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;t move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Checkpoint|Arrival Checkpoint]]:&#039;&#039;&#039; This checkpoint is near the Arrival Shuttle. It has an ID computer that the [[Head of Personnel|HoP]] can man as well as other security computers. There is also a locker with security gear. If you&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Citations and Fines==&lt;br /&gt;
For minor crimes you may choose to give the culprit a citation (containing a fine) instead of brig time. Officers can issue a citation and a fine (up to 1000 credits) from a security records console. If you get a citation, a PDA message will alert you how much the fine is. You can pay your fines at any security warrant console, located outside the brig, in a law office, or the courtroom public area. &lt;br /&gt;
&lt;br /&gt;
Not paying a fine has no automatic consequences. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Evacuation==&lt;br /&gt;
So the escape shuttle has been called! Your job will be to [[Beyond the impossible|ensure that everyone proceeds on the shuttle in an orderly fashion]].&lt;br /&gt;
&lt;br /&gt;
Prisoners in the Brig should only be released at the Warden&#039;s discretion. Prisoners from the Prison Wing should be moved to  the Security Escape Pod or to the Escape Shuttle&#039;s brig where they will be held until the shuttle docks at [[CentCom]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Key Points==&lt;br /&gt;
* Ask first, stun second, unless there&#039;s substantial evidence that the perpetrator has nothing to lose.&lt;br /&gt;
* Space Law is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in Space Law.&lt;br /&gt;
* It is highly encouraged to only arrest Heads of Staff with approval from HoS or Captain (unless they are clearly dangerous).&lt;br /&gt;
* Only the Captain, HoS or Warden can authorize a permanent sentence or forced cyborgization.&lt;br /&gt;
* Your job isn&#039;t to be a tyrant or your suspects will be praying to the Gods (read: Admins) for ultimate justice. Make sure you follow standard protocol so that the [[Administrators|Gods]] smile down upon you.&lt;br /&gt;
* If an [[Administrators#Game admins|Admin]] contacts you, please explain to them what happened. Just because you&#039;re a Security Officer doesn&#039;t mean you&#039;re [[Shitcurity|wrong]] by default. Don&#039;t throw a tantrum, you&#039;ll only make things worse.&lt;br /&gt;
* Try not to take this job too seriously and have fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=User:Erol509&amp;diff=12994</id>
		<title>User:Erol509</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=User:Erol509&amp;diff=12994"/>
		<updated>2023-01-12T17:03:18Z</updated>

		<summary type="html">&lt;p&gt;Erol509: &lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
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{{Needsrevision|reason = Broken links need fixing, also outdated AF seeing this is TG base and not updated for Skyrat}}{{WIP|assign=Erol509}}Since we can create any character, it is difficult to describe all races, and their appearance will depend on the user&#039;s preference. You can create any race you want, but you still have to choose a base race, and these can have different advantages or disadvantages. On Skyrat, these are the races you can choose at the beginning of a round. Since they are freely available, you should expect to deal with them almost every round.&lt;br /&gt;
=Roundstart Races=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Humans}}&amp;lt;big&amp;gt;[[Humans]]&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Races|Img=[[File:Humans.png]]|TextColor=black|Description1=The first option for creating a character, humans are the  &amp;quot;default&amp;quot; of the gameplay standard of how most races are created and balanced.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt; Gameplay &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are basicly just normal human. Everyone starts as someone, after some time you will notice that everyone plays as furry character, full anthro or genemod. After a while, you will realize that there are few ordinary humans at the station. You will call bunny boy, or anthro tajaran cute, and became one. And thats how you will become furry|Description2=&amp;lt;b&amp;gt; Diet &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Likes: Fried food and junkfood, often combined into a heavenly form known as fast food.&lt;br /&gt;
&lt;br /&gt;
Dislikes: Raw food and Gore.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Benefits &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
- None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Drawbacks&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
None at all.|RaceName=Humans|bgcolor1=white|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
==={{Anchor}}[[Synthetic Humans|Synthetic Humanoids]]===&lt;br /&gt;
{{Races|Img=[[File:Humans.png]] [[File:Synthlizard.png]] [[File:SynthAnthro.png]]|RaceName=Synthetic Humanoid|bgcolor1=white|TextColor=black|Description1=Standard humans but synthetic; they look identical to their biological brethren, but possess robotic organs and limbs instead of flesh. They have a number of advantages and weaknesses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Gameplay &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Be a human but without complicated healing. Beat people to death whilst laughing as you cannot be poisoned by the Chemist.&lt;br /&gt;
Cry when the chemist mixes uranium and iron together. Cry again when they bring your corpse to medical instead of Robotics.&lt;br /&gt;
Cry when you cant use funny genetic mutations. Cry when robotisc dont know how to revive you, and does tend wounds surgery on you. &lt;br /&gt;
This race allows you to use sound emotes like normal cyborgs (beep, dwoop etc.)&lt;br /&gt;
You can name your character as you like, some people prefer robot related names like UNIT-34, R.E.I etc. And others use just normal names.|Description2=&amp;lt;b&amp;gt; Diet &amp;lt;/b&amp;gt;&lt;br /&gt;
Likes: Energy from APC&#039;s, Drinks made for Synths like oil, welding fuel etc. They can eat normal food, but that doesnt give any mood improvements. &lt;br /&gt;
Dislikes: Water.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Benefits &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Synthetic Humanoids limbs are easily readded, and dont require any surgery. Just pick your limb and pop it back in. &lt;br /&gt;
&lt;br /&gt;
With this race you gain other language named: Encoded Audio Launguage&lt;br /&gt;
&lt;br /&gt;
Synthetic Humanoid is oil, so this can make medical treatment a bit harder&lt;br /&gt;
&lt;br /&gt;
Do not need to breathe.&lt;br /&gt;
&lt;br /&gt;
Immunity to chemicals.&lt;br /&gt;
&lt;br /&gt;
Immunity against viruses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; Drawbacks &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Still immune to beneficial chemicals.&lt;br /&gt;
&lt;br /&gt;
Stunned and severely burnt by any sort of EMP or Ion blast.&lt;br /&gt;
&lt;br /&gt;
You are vulnerable to high and cold temperatures, you are not space proof. &lt;br /&gt;
&lt;br /&gt;
You are weak to burn and brute damage.|bgcolor2=#13678A}}&lt;br /&gt;
==={{anchor|Lizardperson}}[[Lizardperson|Lizardpeople]]===&lt;br /&gt;
{{Races|Img=[[Image:Lizardpeople.png]]|RaceName=Lizardpeople|Description1=Green, mean, and ready to *weh, Lizardpeople escape most of their prejudice from the wider worlds here, although some remnants of bias may still remain.&lt;br /&gt;
&lt;br /&gt;
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 no advantages beyond their striking appearance.&lt;br /&gt;
&lt;br /&gt;
Their appearance and naming conventions are loosely derived from the Argonians, of Skyrim.&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
Name yourself Does-The-Gimmick. Set all your accessory slots and become an unrecognizable blob of pixels. Be locked out of important positions. Threaten the HoP with a lawsuit if he doesn&#039;t promote you to a Head position and get promptly lasered to death.&lt;br /&gt;
&lt;br /&gt;
Make it hard to understand a word you say by hissing frequently.*weh until you hit the emote limit.|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Fruits, Vegetables, and Meat, especially fresh meat. Sometimes even from tiny vermin that NanoTransian so graciously lets inhabit the station. Or the morgue, for the particularly cruel or culinarily inclined&lt;br /&gt;
Dislikes: Grain, Dairy, really anything overly processed. Only the freshest will do if it can&#039;t be turned into Jerky. (Sadly, this means the finest of human culinary creations, like pizza or cake, is off limits. What a terrible existence it must be.)&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
Memorable appearance.&lt;br /&gt;
Solidarity with lizards staffmates.&lt;br /&gt;
Lizardpeople take one third less heat damage.&lt;br /&gt;
Lizard tails and hides can be used to craft sought after items like lizard wine, the Liz O&#039; Nine Tails and lizard cloche hats.&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
Likely target of racism.&lt;br /&gt;
Noticeable lisssp.&lt;br /&gt;
50% more cold damage.&lt;br /&gt;
Your lizard tail and hide can be used to craft sought-after items.|bgcolor1=white|TextColor=black|bgcolor2=#13678A}}&lt;br /&gt;
&lt;br /&gt;
=== {{Anchor|Teshari}}&amp;lt;big&amp;gt;Teshari&amp;lt;/big&amp;gt; ===&lt;br /&gt;
{{Races|Img=[[File:Teshari.png]]|bgcolor1=white|TextColor=black|RaceName=Teshari|Description1=Very cute and interesting species. They are based on popular Avali race mod for Starbound. Thoes little creatures are short, and like to peep everywhere they are. They stay in groups, and as one you can easily found new friends. Basicly go to any teshari, and start to peep, and voilà, you found a new friend. &lt;br /&gt;
&lt;br /&gt;
Most of the clothes dont work for you. Since they have custom body, every single sprite must be made from scratch. But dont worry, new sprites are regulary added, and they already have good amount off custom sprites.|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Meat, Raw Meat&lt;br /&gt;
Dislikes: Grain, Gore&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
You are more resistant to cold temperatures. They like cold.&lt;br /&gt;
As a native language, they gain Schechi. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
They are vulnerable to brute and burn damage ( Brute: 1,2x Burn: 1,25x&lt;br /&gt;
&lt;br /&gt;
They are vulnerable to high temperatures}}&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Plasmaman}}[[Plasmaman]]===&lt;br /&gt;
{{Races|Description1=Plasmamen are essentially reanimated skeletal corpses inhabited by Colonids, a microscopic, plasma-based fungi that can form into sentient networks.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
They have very heavy drawbacks, and must rely on their skill and respect to get by, but get many mechanical advantages unique to them as a result.&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
Make up 50% of the Engineering Department staff, take radiation baths in the Supermatter Engine. Stick out like a sore thumb when trying to be stealthy. Die in general.&lt;br /&gt;
&lt;br /&gt;
Diet|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Vegetables.&lt;br /&gt;
Dislikes: Fruit, only the flesh is weak to scurvy.&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
They stand out.&lt;br /&gt;
Can use their bodies drawback of setting on fire offensively to scare off attackers.&lt;br /&gt;
Welding visor that can be toggled on and off, which lets one weld safely and block flashes if necessary.&lt;br /&gt;
Immune to cold, letting them spacewalk with only needing an emergency firesuit as the emergency firesuit protects from pressure damage.&lt;br /&gt;
Immune to most viruses.&lt;br /&gt;
Immune to radiation, no matter the severity.&lt;br /&gt;
Can&#039;t bleed.&lt;br /&gt;
Does not need to eat.&lt;br /&gt;
They have lights built into their helmets which can be toggled on and off.&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
They stand out, badly.&lt;br /&gt;
Everyone will call you a skeleton&lt;br /&gt;
They rely on a constant source of Plasma air to survive.&lt;br /&gt;
If exposed to Oxygen, their body will catch on fire.&lt;br /&gt;
150% damage from brute, heat and fire.&lt;br /&gt;
They are stuck inside an environment suit. [Replaceable by Hardsuit, EVA spacesuit, or emergency firesuit + firehat/pressure sealed hat]&lt;br /&gt;
Can&#039;t drink or eat through helmet, so plasmamen are dependent on injections and patches in order to not take potential damage from eating.&lt;br /&gt;
No easy ability to hide their identity, as their envirosuits are color coded to match their job.&lt;br /&gt;
May get their helmets or envirosuit taken off by security stripsearching them, and as a result, die.&lt;br /&gt;
Have to wear gloves at all times to not light on fire, which means if their arm is cut off and they do not have an emergency firesuit or evasuit to save them, they will burn and die when the gloves fall off.&lt;br /&gt;
The AI and its minions are almost always free to maim or kill you if you are seen harming a human.&lt;br /&gt;
Has no genetic code, meaning they cannot have genetic mutations.&lt;br /&gt;
They can wear almost no unique cosmetics, and as a result are always bald.&lt;br /&gt;
Plasmaman organs are rare, and thus not easily replaceable when damaged.|Img=[[File: Plasmaman.png]]|RaceName=Plasmaman|bgcolor1=white|TextColor=black}}&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Mothpeople}}[[Mothpeople]]===&lt;br /&gt;
{{Races|Description1=White-faced insect people with wings and antennae. Be the Mary Sue you were always meant to be with a shitload of color &#039;themes&#039; to choose from.&lt;br /&gt;
&lt;br /&gt;
Gameplay&lt;br /&gt;
&lt;br /&gt;
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.|Description2=Diet&lt;br /&gt;
&lt;br /&gt;
Likes: Vegetables, Dairy, Clothing.&lt;br /&gt;
Dislikes: Fruit.&lt;br /&gt;
Toxic: Raw meat, cooked meat, just don&#039;t eat something that moved and made noises.&lt;br /&gt;
&lt;br /&gt;
Benefits&lt;br /&gt;
&lt;br /&gt;
If your wings haven&#039;t been crisped, you can flutter around once gravity goes out.&lt;br /&gt;
Your *scream sounds hilarious&lt;br /&gt;
&lt;br /&gt;
Drawbacks&lt;br /&gt;
&lt;br /&gt;
Your eyes are extra sensitive to light. Welding needs both goggles plus a mask and flashbangs REALLY hurt, even with sunglasses on.&lt;br /&gt;
Badly hurt by fly swatters. [10x damage]&lt;br /&gt;
Vulnerable to pest spray. [3x damage]&lt;br /&gt;
Fire will burn your wings off, disabling its benefits.&lt;br /&gt;
Nonsensical &#039;fluttering&#039; speech tag.|Img=[[File: Moths.gif]]|bgcolor1=color|RaceName=Moth}}&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Ethereals}}===&lt;br /&gt;
===[[Ethereals]]===&lt;br /&gt;
[[File:Light_Bulb.png|90px]]&lt;br /&gt;
&lt;br /&gt;
Walking lightbulbs that are named after celestial bodies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
*Likes: Snowflake Ethereal food (High-power energy bars, [[Food#Burgers|empowered burgers]]). Electricity, whether through [[Cyborg]] rechargers, electric shocks, APCs, or indirectly through lightbulbs.&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*They&#039;re walking flashlights.&lt;br /&gt;
*Even better when emagged.&lt;br /&gt;
*Deal burn damage instead of brute damage when punching things.&lt;br /&gt;
* Slightly resistant to electricity.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*They&#039;re walking flashlights.&lt;br /&gt;
*Can only regain nutrition by entering a cyborg recharger, by touching lightbulbs, touching an APC on{{Combat_Mode}}, or through special Ethereal food.&lt;br /&gt;
* Vulnerable to brute damage.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*At [[Robotics]] and [[Engineering]].&lt;br /&gt;
==={{Anchor}}[[Anthropomorphs]]===&lt;br /&gt;
[[File:Furry.png|left|frameless|98x98px]]Humanoid yet non-human mammals. Known as furries to most. One of the most common species you will see on the station.&lt;br /&gt;
&lt;br /&gt;
They have identical stats and mechanics-wise, are identical to humans. They are only different in appearance and potentially the odd tail or two.&lt;br /&gt;
&lt;br /&gt;
They are everywhere. You won&#039;t feel alone playing as one.&lt;br /&gt;
==== Diet ====&lt;br /&gt;
*Likes: Identical to humans.&lt;br /&gt;
*Dislikes: Identical to humans.&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Strength in numbers.&lt;br /&gt;
*Massive metagang.&lt;br /&gt;
*Appealing to most species.&lt;br /&gt;
* *woof&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;* Absolutely detested by some.&lt;br /&gt;
* *woof&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;* Literally everywhere and anywhere.&lt;br /&gt;
&lt;br /&gt;
=== {{anchor|Felinids}}[[Felinids]]===&lt;br /&gt;
[[File:Catpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Effectively human if not for their ears and tail.&lt;br /&gt;
&lt;br /&gt;
The absolute peak of human degeneracy. *nya until your ears bleed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
*The same as normal humans.&lt;br /&gt;
*Dislikes: Furballs.&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Get distracted by laser pointers, and cry about it forever. *Nya over and over again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Metagangs.&lt;br /&gt;
*Funny cat laugh&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Hit harder by flashbangs.&lt;br /&gt;
*Distracted by laser pointers.&lt;br /&gt;
*Felinids aren&#039;t allowed to have tattoos because it shames famiry.&lt;br /&gt;
*Are below beast races because they abandoned their humanity, as opposed to never having it in the first place.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*Bent over a desk in their respective department getting absolutely stretched&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Slimepeople}}Slimepeople&lt;br /&gt;
&lt;br /&gt;
[[File:slimepeople.png]]&lt;br /&gt;
&lt;br /&gt;
Pretty much humans turned into slime.&lt;br /&gt;
&lt;br /&gt;
Like slimes, they can split into multiple bodies, while retaining the same mind.&lt;br /&gt;
====Powers====&lt;br /&gt;
*Can split themselves to create spare bodies.&lt;br /&gt;
**To split they need to acquire slime jelly; (just make a plasma chamber and wait on it) they generate it either by being well fed or by taking normally toxin-dealing chemicals (which heals them, doesn&#039;t damage them). Normal toxin healing chemicals will remove blood and cause toxin damage at a fast rate.&lt;br /&gt;
**Reaching 1100 jelly volume will let them split once, and reset them to 600.&lt;br /&gt;
**They can swap between bodies at will; dying in their current body will send them to another body if they have one.&lt;br /&gt;
**Toxins heal you instead of poison you&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Being given anti-tox or any equivalent will basically instantly kill you&lt;br /&gt;
*Medibots will attempt to drive-by assasinate you&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be the specialest snowflake in xenobiology. Hang out with your &amp;lt;s&amp;gt;only&amp;lt;/s&amp;gt; slime friends. Swap between bodies. Inject people with your poisonous blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*Anywhere and everywhere&lt;br /&gt;
=Human Mutants=&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their humanity. These races are not born, but made.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
==={{anchor|Podman}}[[Podman|Podpeople]]===&lt;br /&gt;
[[File:podpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Human blood, resurrected through a plant. Podpeople are rare to see, often only making an appearance if the doctors or defibrillators are gone. They thrive in light and can&#039;t survive darkness for too long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
End up as mister potatohead after getting husked and the Botanist is not stoned enough to forget he can clone, but too stoned to do a good job. Forget that you photosynthesise and grow obese in the light. Start vegetating with relative ease.&lt;br /&gt;
&lt;br /&gt;
Remember that you&#039;re basically a walking matchstick well after you marched into a plasma fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Gradually heals and gains nutrition in well lit areas.&lt;br /&gt;
*Immune to plant-based hazards such as space vines and killer tomatoes.&lt;br /&gt;
*Bees don&#039;t mind them.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Darkness drains nutrition.&lt;br /&gt;
*If starving, takes damage over time.&lt;br /&gt;
*Easily eaten by goats.&lt;br /&gt;
*Tendency to be overweight due to desire to stay in the light at all times.&lt;br /&gt;
*Extra vulnerable to chemicals designed to kill plant life.&lt;br /&gt;
*Takes extra burn damage and heats up quickly.&lt;br /&gt;
*Mutates if shot by a [[Research_items#Floral Somatoray|floral somatoray]] in mutation mode.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Hydroponics]].&lt;br /&gt;
==={{anchor|Flyperson}}[[Flyperson|Flypeople]]===&lt;br /&gt;
[[File:flypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Walking abominations of mishmatched DNA caused by teleporter malfunctions. Careful use and upgrading of the teleporter can assure those that dabble with it don&#039;t end up in this sorry state.&lt;br /&gt;
&lt;br /&gt;
Like the lizard races, there&#039;s absolutely nothing redeemable about existing like this, unless you just enjoy being a freak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Annoy the chef for his cheese, vomit on his food and kill Pete because &amp;lt;strike&amp;gt;you need barf fuel&amp;lt;/strike&amp;gt; muh self defense. Start getting voices in your head when you read the bee movie script over the radio.&lt;br /&gt;
&lt;br /&gt;
Get lynched for attacking the botanist using pest spray, and get gibbed by the chef for &#039;no reason&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
*Likes: Gross things, such as vomit. Get your crewmates sick and never go hungry again!&lt;br /&gt;
*Dislikes: Anything with nutriment... the first time.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Buz-zz-zing lisp.&lt;br /&gt;
*Grotesque appearance.&lt;br /&gt;
*Badly hurt by pest spray [3x damage].&lt;br /&gt;
*CRUSHED by fly swatters [30x damage].&lt;br /&gt;
*Their organs are unidentifiable.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*Near a [[teleporter]].&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
=={{anchor|Jelly and Slime Mutants}}Jelly and Slime Mutants==&lt;br /&gt;
These races are created in Xenobiology by taking mutation toxin. &lt;br /&gt;
&lt;br /&gt;
Further intake has a chance to mutate a slimeperson into a Stargazer or Luminescent.&lt;br /&gt;
==={{anchor|Jellypeople}}Jellypeople===&lt;br /&gt;
[[File:Jellyperson_male.png|96px|link=Special:FilePath/Jellyperson_male.png]][[File:Jellyperson_female.png|96px|link=Special:FilePath/Jellyperson_female.png]]&lt;br /&gt;
&lt;br /&gt;
The proto-jelly race. Its subspecies all share the following traits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Anything that would deal toxin damage (for example, Plasma) will heal toxin damage instead.&lt;br /&gt;
*Slimes will never attack them.&lt;br /&gt;
*Able to speak the slime language.&lt;br /&gt;
*Has slime jelly instead of blood, which is toxin if ingested by others.&lt;br /&gt;
*Take half burn damage from any source.&lt;br /&gt;
*Can grow limbs back using their slime jelly &amp;quot;blood&amp;quot;.&lt;br /&gt;
*Has slime lungs, &amp;quot;vacuole&amp;quot;, which will regenerate blood (jelly) volume when breathing plasma. Still needs oxygen though.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Lose limbs when &amp;quot;blood&amp;quot; volume goes too low, restoring some of it.&lt;br /&gt;
*Take toxin damage from chemicals that would normally cure it. This also drains large amounts of blood.&lt;br /&gt;
*Nonhuman to the AI.&lt;br /&gt;
*Take triple damage from cold.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Guide_to_xenobiology#Green_Slime|Xenobiology]]. Also botany, if lucky with [[Guide_to_hydroponics#Strange_seeds|strange seeds]].&lt;br /&gt;
===Stargazers===&lt;br /&gt;
[[File:jellypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with participants.&lt;br /&gt;
====Powers====&lt;br /&gt;
*Can privately and anonymously &amp;quot;send thoughts&amp;quot; to any target they see.&lt;br /&gt;
*Can form slimelinks with any living being.&lt;br /&gt;
**To form a slimelink, they must aggressively grab their target, then use the Link Minds ability.&lt;br /&gt;
**Everyone in the slimelink will be able to communicate in it and hear each other.&lt;br /&gt;
**Slimelink communication also works while unconscious or muted.&lt;br /&gt;
**Slimelinks are broken by death; killing the Stargazer supporting it, or changing its species will unlink everyone.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Xenobiology]].&lt;br /&gt;
==={{anchor|Luminescents}}Luminescents===&lt;br /&gt;
[[File:Luminescent_male.png|96px|link=Special:FilePath/Luminescent_male.png]][[File:Luminescent_female.png|96px|link=Special:FilePath/Luminescent_female.png]]&lt;br /&gt;
&lt;br /&gt;
Luminescents are versatile; they gain powers by consuming cores and activating them with their peculiar biology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Emit a faint glow.&lt;br /&gt;
====Powers====&lt;br /&gt;
*Can absorb slime cores to gain special abilities. (You can find the various effects [[Guide_to_xenobiology#Formulas|here]])&lt;br /&gt;
**Each core has a minor and a major ability.&lt;br /&gt;
**Activating them has a cooldown instead of using up the core. Cores can be ejected and reused.&lt;br /&gt;
**You can only have one core absorbed at once.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*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.&lt;br /&gt;
=Exotic Races=&lt;br /&gt;
These races have very few ways to come about, and often rely on very rare situations to exist at all.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
==={{anchor|Golem}}[[Golem]]s===&lt;br /&gt;
[[File:agolem.png|96px|link=Special:FilePath/Agolem.png]][[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]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Golems have unique benefits and drawbacks, depending on the type of mineral they&#039;re made of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Kill people with your flashy radiation, and get banned for &amp;lt;s&amp;gt;card&amp;lt;/s&amp;gt; golem counting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Spaceworthy, can&#039;t be dismembered and don&#039;t bleed out.&lt;br /&gt;
*Immune to the effects of radiation and viruses.&lt;br /&gt;
*Most golems punch hard and are highly resistant to brute damage, with some exceptions.&lt;br /&gt;
*Have pocket-slots without wearing a jumpsuit.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Bound to will of creator unless freed.&lt;br /&gt;
*Most are much slower than humans.&lt;br /&gt;
*Immune to injections and cryogenic drugs, can&#039;t give or receive CPR&lt;br /&gt;
*Can&#039;t equip most clothing. Not really a drawback, since golems already have pockets.&lt;br /&gt;
*The only guns they can use are Kinetic Accelerators with modified trigger guards.&lt;br /&gt;
*Often prejudiced against and slain without mercy by [[Shitcurity|the station]] at first sign of trouble.&lt;br /&gt;
For mineral specific benefits and drawbacks, see: [[Golem#Types_of_Golems|Types of Golems]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Xenobiology]].&lt;br /&gt;
*[[Lavaland]].&lt;br /&gt;
==={{anchor|Skeletons}}Skeletons===&lt;br /&gt;
[[File:skeletons.png]]&lt;br /&gt;
&lt;br /&gt;
The skeleton within, unleashed! Somehow still alive, a skeleton is just a sack of stark white bones.&lt;br /&gt;
&lt;br /&gt;
Clattering spooks, due to their supernatural qualities they&#039;re almost always associated with wizards.&lt;br /&gt;
&lt;br /&gt;
Skeletons enjoy a wide selection of useful immunities, just don&#039;t expect the crew to ever enjoy looking at you ever again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Don&#039;t need to breathe.&lt;br /&gt;
*Aren&#039;t bothered by extreme temperatures and pressure.&lt;br /&gt;
*Have no blood to lose.&lt;br /&gt;
*Are immune to the effects of radiation, as well as viruses.&lt;br /&gt;
*Immune to item embedding and chemical injections.&lt;br /&gt;
*Do not need to eat.&lt;br /&gt;
*Can attach limbs from the ground without surgery.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Loses limbs easily.&lt;br /&gt;
*Too spooky for most to tolerate.&lt;br /&gt;
*Immune to medical injections&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*Space pirate ships, with [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
==={{anchor|High-functioning Zombies}}High-functioning Zombies===&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Unlike the zombies you find in movies, these high-functioning zombies don&#039;t crave your brains (despite what they might be compelled to say sometimes).&lt;br /&gt;
&lt;br /&gt;
It&#039;s perfectly possible to coexist with these zombies, though understanding their slurring speech might drive some to wish it wasn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Don&#039;t need to breathe.&lt;br /&gt;
*Can survive in extreme pressures.&lt;br /&gt;
*Immune to cold.&lt;br /&gt;
*Have no blood to lose.&lt;br /&gt;
*Are immune to the effects of radiation.&lt;br /&gt;
*Can attach limbs from the ground without surgery.&lt;br /&gt;
*Immune to [[Changeling]] transmutation stings.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Loses limbs easily.&lt;br /&gt;
*Hard to understand.&lt;br /&gt;
*Ugly.&lt;br /&gt;
*Tends to be confused with the infectious kind of zombie.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*With [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
===={{anchor|Romerol Zombies}}Romerol Zombies====&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Rotted remains of former humans, brought way less back to life. Unlike the zombies you find in Xenobiology, Romerol zombies aren&#039;t just a human mutation.&lt;br /&gt;
&lt;br /&gt;
They are aggressive by nature, and spread an infection when hitting other humanoids, causing them to turn into Romerol zombies on death.&lt;br /&gt;
&lt;br /&gt;
They also won&#039;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.&lt;br /&gt;
&lt;br /&gt;
If this does not happen, the zombie will revive at full health after some time.&lt;br /&gt;
&lt;br /&gt;
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 &amp;lt;s&amp;gt;cloned&amp;lt;/s&amp;gt; revived.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Same as regular zombies.&lt;br /&gt;
*Strong claws that can even punch through airlocks.&lt;br /&gt;
*Revives after death unless decapitated or gibbed.&lt;br /&gt;
*Quickly heals wounds.&lt;br /&gt;
*Can see in the dark.&lt;br /&gt;
*Turn other species into romerol zombies on death.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Slow movement.&lt;br /&gt;
*Can only use claws to smash.&lt;br /&gt;
*(Rightfully) feared and hunted by crewmembers.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*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]].&lt;br /&gt;
==={{anchor|Shadowpeople}}Shadowpeople===&lt;br /&gt;
[[File:shadowpeople.png]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
They share many of the passive effects of [[Shadowling]]s, but none of their innate spells or abilities. They are far less a threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Gradually heals in the dark.&lt;br /&gt;
*Don&#039;t need to breathe.&lt;br /&gt;
*Have no blood to lose.&lt;br /&gt;
*Are immune to the effects of radiation.&lt;br /&gt;
*Can see far in the dark.&lt;br /&gt;
*Immune to viruses.&lt;br /&gt;
*Won&#039;t get attacked by &#039;&#039;Faithless&#039;&#039; mobs.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Will perish in the light.&lt;br /&gt;
*Generally impossible to maintain a normal life on the station.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*In the darkness. Also [[Xenobiology]].&lt;br /&gt;
==={{anchor|Synths}}Synths===&lt;br /&gt;
[[File:Changeling.gif|96px]][[File:Synth_revealed.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Immune to all chemicals but synthflesh.&lt;br /&gt;
*Does not need to breathe.&lt;br /&gt;
*Immune to viruses.&lt;br /&gt;
*Can&#039;t be dismembered.&lt;br /&gt;
*Does not need to eat.&lt;br /&gt;
*Gains all the passive bonuses/immunities of the race they&#039;re disguised as, until the disguise falls.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Usually valid. Expect the crew to attack you if you&#039;re revealed as synth.&lt;br /&gt;
*Disguise falls if you take more than 25 damage.&lt;br /&gt;
*Can only heal with synthflesh.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*Only if the &amp;lt;s&amp;gt;admins&amp;lt;/s&amp;gt; gods spawn them.&lt;br /&gt;
===={{anchor|Military Synths}}Military Synths====&lt;br /&gt;
A special type of synth. In addition to classic synths, it has:&lt;br /&gt;
*25% natural armor against all damages.&lt;br /&gt;
*High punch damage, with 50% chance of stunning on hit.&lt;br /&gt;
*Need to take 50 damage instead of 25 for the disguise to fail.&lt;br /&gt;
==={{anchor|Androids}}Androids===&lt;br /&gt;
[[File:Androids.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanlike robots, distant cousins of synths. While visually identical to a fully augmented human, it has some additional perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Does not need to breathe, immune to gases and viruses.&lt;br /&gt;
*Immunity to pressure, cold and heat, can&#039;t be set on fire.&lt;br /&gt;
*Does not bleed.&lt;br /&gt;
*Does not need to eat.&lt;br /&gt;
*Cannot be pierced by syringes or glass.&lt;br /&gt;
*Can repair brute damage with welding and burn damage by replacing wires.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Cannot heal brute and burn damage with conventional means.&lt;br /&gt;
*Paralyzed and heavily damaged by EMPs.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*Botany random mutation toxin and other places (like the chapel via technopriest rituals)&lt;br /&gt;
==={{anchor|Abductor}}[[Abductor]]s===&lt;br /&gt;
[[File:Abductor_base.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Ayy lmaos sent here to probe the station&#039;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. If discovered by the station, the crew may try to [[Byond_the_impossible|communicate and make peace]] or deliver the Abductors to [[medbay]]/[[Research_Division|R&amp;amp;D]] for [[Surgery#Alien_Surgery|research purposes]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
*Does not bleed.&lt;br /&gt;
*Does not need to breathe.&lt;br /&gt;
*Is immune to viruses.&lt;br /&gt;
*Can use abductor-specific equipment.&lt;br /&gt;
*Can see in the dark for short ranges.&lt;br /&gt;
*Can communicate without restrictions with fellow abductors.&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
*Can&#039;t use guns, except the one they start with.&lt;br /&gt;
*Cannot be heard by non-abductors when speaking.&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
*[[Abductor]] ships&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Teshari.png&amp;diff=12993</id>
		<title>File:Teshari.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Teshari.png&amp;diff=12993"/>
		<updated>2023-01-12T16:47:05Z</updated>

		<summary type="html">&lt;p&gt;Erol509: &lt;/p&gt;
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		<author><name>Erol509</name></author>
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	<entry>
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		<title>File:Synthhuman.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Synthhuman.png&amp;diff=12992"/>
		<updated>2023-01-12T16:45:12Z</updated>

		<summary type="html">&lt;p&gt;Erol509: Erol509 reverted File:Synthhuman.png to an old version&lt;/p&gt;
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&lt;div&gt;Synthetic human.&lt;/div&gt;</summary>
		<author><name>Erol509</name></author>
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