User:Erol509: Difference between revisions

From Skyrat
Jump to navigation Jump to search
m (Random shittery)
 
(10 intermediate revisions by the same user not shown)
Line 1: Line 1:
No idea what to put here




{{Item|name=Iron|image=silver.png|bgcolor1=grey|bgcolor2=yellow|contents=Test}}
{{Needsrevision|reason = Broken links need fixing, also outdated AF seeing this is TG base and not updated for Skyrat}}{{WIP|assign=Erol509}}Since we can create any character, it is difficult to describe all races, and their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'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.
=Roundstart Races=


== AUTOLATHE ==
<h3> List of items available </h3>
<hr>
Note: All listed costs are for a non-upgraded Autolathe.


=== '''Construction''' ===
{{Anchor|Humans}}<big>[[Humans]]</big>
{| class="wikitable sortable mw-collapsible"
|+Electronics
!
=== Item ===
!Cost
!Notes
|-
|APC Module
|160 Iron, 160 Glass
|
|-
|Air Alarm Electronics
|80 Iron, 80 Glass
|
|-
|Airlock Electronics
|80 Iron, 80 Glass
|
|-
|Blast Door Controller
|160 Iron, 80 Glass
|
|-
|Condenser
|400 Iron, 480 Glass
|
|-
|Fire Alarm Electronics
|80 Iron, 80 Glass
|
|-
|Firelock Circuitry
|80 Iron, 80 Glass
|
|-
|Health Sensor
|1280 Iron, 160 Glass
|
|-
|Holodisk
|160 Iron, 160 Glass
|
|-
|Igniter
|800 Iron, 80 Glass
|
|-
|Infrared Emitter
|1600 Iron, 800 Glass
|
|-
|Proximity Sensor
|1280 Iron, 320 Glass
|
|-
|Remote Signaling Device
|640 Iron, 192 Glass
|
|-
|Solar Tracking Electronics
|160 Iron, 800 Glass
|
|-
|Timer
|800 Iron, 80 Glass
|
|-
|Trapdoor Controller Electronics
|80 Iron, 80 Glass
|Used for Trapdoors, which are only usable on multi-Z stations.
|-
|Voice Analyzer
|800 Iron, 80 Glass
|
|}
{| class="wikitable sortable mw-collapsible"
|+Frames & Mounts
!Item
!Costs
!Note
|-
|Camera Assembly
|640 Iron, 400 Glass
|
|-
|Intercom Frame
|120 Iron, 40 Glass
|
|-
|Newscaster Frame
|2240 Iron, 1280 Glass
|
|-
|Solar Panel Frame
|5600 Iron, 1600 Glass
|
|-
|Status Display Frame
|2240 Iron, 1280 Glass
|
|-
|Turret Control Frame
|1920 Iron
|
|}
{| class="wikitable sortable mw-collapsible"
|+Lighting
!Item
!Costs
!Note
|-
|Light Bulb
|160 Glass
|
|-
|Light Fixture Battery
|32 Glass
|Pre-charged, holds 120 kJ
|-
|Light Tube
|160 Glass
|}
{| class="wikitable sortable mw-collapsible"
|+Machinery Collapse
!Item
!Costs
!Note
|-
|Conveyor Belt
|3000 Iron
|
|-
|Conveyor Belt Switch
|720 Iron, 304 Glass
|}
{| class="wikitable sortable mw-collapsible"
|+Materials & Alloys
!Item
!Costs
!Note
|-
|Bananium
|2000 Bananium
|Cost not affected by parts
|-
|Blue Circuit Tile
|500 Iron, 500 Glass
|
|-
|Diamond
|2000 Diamond
| rowspan="3" |Cost not affected by parts
|-
|Glass
|2000 Glass
|-
|[[File:Gold Bar2.png]]Gold
|2000 Gold
|-
|Green Circuit Tile
|500 Iron, 500 Glass
|
|-
|Iron
|2000 Iron
| rowspan="4" |Cost not affected by parts
|-
|Iron Rod
|1000 Iron
|-
|Plasma
|2000 Plasma
|-
|[[File:Sheet plastic1.png|32x32px]]Plastic
|2000 Plastic
|-
|Red Circuit Tile
|500 Iron, 500 Glass
|
|-
|Reinforced Glass
|1000 Iron, 2000 Glass
| rowspan="4" |Cost not affected by parts
|-
|Silver
|2000 Silver
|-
|Titanium
|2000 Titanium
|-
|Uranium
|2000 Uranium
|}


=== Equipment ===
{{Races|Img=[[File:Humans.png]]|TextColor=black|Description1=The first option for creating a character, humans are the  "default" of the gameplay standard of how most races are created and balanced.
{| class="wikitable sortable mw-collapsible"
|+Bar & Kitchen Equipment
!Item
!Costs
!Note
|-
|Bowl
|800 Iron
|
|-
|Cafeteria Tray
|4800 Iron
|
|-
|Drinking Glass
|800 Iron
|Holds 50 units of liquids, can be broken
|-
|Fork
|128 Iron
|
|-
|Kitchen Knife
|1920 Iron
|
|-
|Oven Tray
|800 Iron
|
|-
|Plastic Fork
|128 Plastic
|
|-
|Plastic Knife
|160 Plastic
|
|-
|Plastic Spoon
|192 Plastic
|
|-
|Plate
|5600 Iron
|
|-
|Serving Tray
|4800 Iron
|
|-
|Shaker
|2400 Iron
|Holds 100 units of liquid
|-
|Shot Glass
|160 Glass
|Holds 15 units of liquid, always transfers all of it's contents, can be broken                 
|-
|Spoon
|192 Iron
|
|}
{| class="wikitable sortable mw-collapsible"
|+Chemistry Equipment
!Item
!Costs
!Note
|-
|Beaker
|800 Glass
|Holds 50 units of liquid                                                                                   
|-
|Dropper
|16 Glass, 48 Plastic
|Holds 5 units of liquid
|-
|Large Beaker
|4000 Glass
|Holds 100 units of liquid
|-
|Pill Bottle
|32 Plastic, 160 Glass
|
|-
|Syringe
|16 Iron, 32 Glass
|Holds 15 units of liquid
|}
{| class="wikitable sortable mw-collapsible"
|+Communications Equipment
!Item
!Costs
!Note
|-
|Radio Headset
|120 Iron
|
|-
|Station Bounced Radio
|120 Iron, 40 Glass
|
|}
{| class="wikitable sortable mw-collapsible"
|+Engineering Equipment Collapse
!Item
!Costs
!Note
|-
|Earmuffs
|800 Iron, 800 Glass
|
|-
|Welding Helmet
|2800 Iron, 640 Glass
|
|}
{| class="wikitable sortable mw-collapsible"
|+Gas Tanks Collapse
!Item
!Costs
!Note
|-
|Emergency Oxygen Tank
|800 Iron
|
|-
|Extended-Capacity Emergency Oxygen Tank
|1200 Iron
|'''Contraband''' - Needs the autolathe to be hacked         
|-
|Gas Filter
|160 Iron
|Used with Gas Masks
|-
|Generic Gas Tank
|1600 Iron
|
|-
|Plasmaman Gas Filter
|160 Iron
|
|}
{| class="wikitable sortable mw-collapsible"
|+Medical Equipment Collapse
!Item
!Costs
!Note
|-
|Stethoscope
|1600 Iron
|
|}
{| class="wikitable sortable mw-collapsible"
|+Science Equipment Collapse
!Item
!Costs
!Note
|-
|Design Storage Disk
|480 Iron, 160 Glass
|Can be used with an R&D console to add import extra designs
|-
|Technology Data Storage Disk
|480 Iron, 160 Glass
|Completely useless in it's current state.
|}
{| class="wikitable sortable mw-collapsible"
|+Security Equipment Collapse
!Item
!Costs
!Note
|-
|Electropack
|16000 Iron, 4000 Glass
| rowspan="2" |'''Contraband''' - Needs the autolathe to be hacked                       
|-
|Handcuffs
|800 Iron
|-
|Universal Recorder
|96 Iron, 48 Glass
|Does not start with a tape inserted
|-
|Universal Recorder Tape
|32 Iron, 8 Glass
|Can hold up to ten minutes of audio
|}
{| class="wikitable sortable mw-collapsible"
|+Service Equipment Collapse
!Item
!Costs
!Note
|-
|Box of Cap Gun Shots
|32 Iron, 8 Glass
|'''Contraband''' - Needs the autolathe to be hacked, can be recycled when empty
|-
|Butcher's Cleaver
|28800 Iron
| rowspan="2" |'''Contraband''' - Needs the autolathe to be hacked
|-
|Cap Gun
|160 Iron, 80 Glass
|-
|Package Wrapping
|200 Iron, 200 Glass
|
|-
|Pet Carrier
|12000 Iron, 160 Glass
|
|-
|Plastic Armblade
|3200 Plastic
| rowspan="2" |'''Contraband''' - Needs the autolathe to be hacked
|-
|Plastic Balloon
|1920 Plastic
|-
|Plastic Bead Necklace
|800 Plastic
|
|-
|Plastic Box
|1600 Plastic
|
|-
|Plastic Can Rings
|1920 Plastic
|
|-
|Plastic Potted Plant
|1280 Plastic
|
|-
|Sticky Tape
|500 Plastic
|
|-
|Toner Cartridge
|16 Iron, 16 Glass
|
|-
|Toner Cartridge (Large)
|56 Iron, 56 Glass
|
|}
{| class="wikitable sortable mw-collapsible"
|+Top-Secret Equipment Collapse
!Item
!Costs
!Note
|-
|Tinfoil Hat
|8800 Iron
|'''Contraband''' - Needs the autolathe to be hacked                                                                                       
|}
{| class="wikitable sortable mw-collapsible"
|+Xenobiology Equipment Collapse
!Item
!Costs
!Note
|-
|Petri Dish
|800 Glass
|
|-
|Slime Scanner
|480 Iron, 320 Glass
|Effectively useless because of Slime Management Consoles                                           
|-
|Sterile Swab
|320 Plastic
|
|}


=== Modular Computers ===
<br>
{| class="wikitable mw-collapsible"
<b> Gameplay </b>
|+Frames Collapse
!Item
!Costs
!Note
|-
|Laptop Frame
|16000 Iron, 16000 Glass
|
|}


=== Stock Parts ===
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=<b> Diet </b>
{| class="wikitable mw-collapsible"
|+Miscellaneous Parts Collapse
!Item
!Costs
!Note
|-
|Custom Vendor Refill
|8000 Iron, 3200 Glass
|Needed to make a custom vendor                                                                       
|}
{| class="wikitable sortable mw-collapsible"
|+Tier 1 Parts Collapse
!Item
!Costs
!Note
|-
|Basic Capacitor
|160 Iron, 160 Glass
|
|-
|Basic Matter Bin
|160 Iron
|
|-
|Basic Micro-Laser
|160 Iron, 80 Glass
|
|-
|Basic Power Cell
|1120 Iron, 80 Glass
|Holds 1000 kJ, starts empty
|-
|Basic Scanning Module
|160 Iron, 80 Glass
|
|-
|Micro Manipulator
|160 Iron
|
|}


=== Tools ===
Likes: Fried food and junkfood, often combined into a heavenly form known as fast food.
{| class="wikitable sortable mw-collapsible"
|+Atmospherics Tools Collapse
!Item
!Costs
!Note
|-
|Fire Extinguisher
|144 Iron
|Empty when printed
|-
|Gas Analyzer
|48 Iron, 32 Glass
|
|-
|Pocket Fire Extinguisher
|80 Iron, 64 Glass
|Empty when printed
|}
{| class="wikitable sortable mw-collapsible"
|+Botany Tools Collapse
!Item
!Costs
!Note
|-
|Cultivator
|80 Iron
|
|-
|Hatchet
|24000 Iron
|
|-
|Plant Analyzer
|48 Iron, 32 Glass
|
|-
|Secateurs
|6400 Iron
|
|-
|Shovel
|80 Iron
|
|-
|Spade
|80 Iron
|
|-
|Watering Can
|320 Iron
|Empty when printed
|}
{| class="wikitable sortable mw-collapsible"
|+Cargo Tools Collapse
!Item
!Costs
!Note
|-
|Boxcutter
|6400 Iron, 800 Plastic
|
|-
|Destination Tagger
|400 Iron, 200 Glass
|
|}
{| class="wikitable sortable mw-collapsible"
|+Engineering Tools Collapse
!Item
!Costs
!Note
|-
|Airlock Painter
|80 Iron, 80 Glass
|Starts filled with ink
|-
|Cable Coil
|10 Iron, 5 Glass
|
|-
|Decal Painter
|80 Iron, 80 Glass
|Starts filled with ink
|-
|Emergency Welding Tool
|48 Iron, 16 Glass
|Starts empty
|-
|Geiger Counter
|240 Iron, 240 Glass
|
|-
|Industrial Welding Tool
|112 Iron, 96 Glass
|'''Contraband''' - Needs the autolathe to be hacked, starts empty
|-
|Multitool
|80 Iron, 32 Glass
|
|-
|Pipe Painter
|8000 Iron, 3200 Glass
|
|-
|Pocket Crowbar
|80 Iron
|
|-
|Screwdriver
|120 Iron
|
|-
|T-Ray Scanner
|240 Iron
|
|-
|Tile Sprayer
|80 Iron, 80 Glass
|Starts filled with ink
|-
|Toolbox
|800 of Anything
|Some materials have different effects:


* Iron - Nothing
Dislikes: Raw food and Gore.
* Glass - Less integrity
* Plasma - Adds firestacks on hitting someone, and explodes if heated or combusted.
* Uranium - Radioactive
* Gold - More force
* Titanium - More force
* Biomass - Less force
* Bluespace crystals - Nothing yet
* Diamond - Nothing yet
* Plastic - Less force
* Bananium - Honks and slips
* Runite - More force
|-
|Welding Tool
|112 Iron, 32 Glass
|Starts empty
|-
|Wirecutters
|128 Iron
|
|-
|Wrench
|240 Iron
|
|}
{| class="wikitable sortable mw-collapsible"
|+Janitorial Tools Collapse
!Item
!Costs
!Note
|-
|Bucket
|320 Iron
|Holds 70 units of liquid, has a random color
|-
|Mop
|1600 Iron
|
|-
|Push Broom
|3200 Iron
|
|-
|Wirebrush
|320 Iron, 320 Glass
|
|}
{| class="wikitable sortable mw-collapsible"
|+Medical Tools Collapse
!Item
!Costs
!Note
|-
|Blood Filter
|6400 Iron, 2400 Glass, 800 Silver
|
|-
|Bonesetter
|8000 Iron, 4000 Glass
|
|-
|Cautery
|4000 Iron, 1200 Glass
|
|-
|Circular Saw
|1600 Iron, 9600 Glass
|
|-
|Hemostat
|8000 Iron, 4000 Glass
|
|-
|Retractor
|9600 Iron, 4800 Glass
|
|-
|Scalpel
|6400 Iron, 1600 Glass
|
|-
|Surgical Drill
|16000 Iron, 9600 Glass
|
|}
{| class="wikitable sortable mw-collapsible"
|+Miscellaneous Tools Collapse
!Item
!Costs
!Note
|-
|Flashlight
|80 Iron, 32 Glass
|
|}
{| class="wikitable sortable mw-collapsible"
|+Plumbing Tools Collapse
!Item
!Costs
!Note
|-
|Fluid Duct
|500 Iron
|
|-
|Plunger
|240 Iron
|
|}
{| class="wikitable sortable mw-collapsible"
|+Service Tools Collapse
!Item
!Costs
!Note
|-
|Camera
|80 Iron, 160 Glass
|Starts with 10 photos
|-
|Camera Film Cartridge
|16 Iron, 16 Glass
|Use on camera
|-
|Chisel
|120 Iron
|
|-
|Electric Razor
|120 Iron
|
|-
|Fishing Rod
|320 Iron, 320 Glass
|
|-
|Hand Labeler
|240 Iron, 200 Glass
|Starts filled
|-
|Hand Labeler Paper Roll
|80 Iron, 40 Iron
|
|-
|Spraycan
|160 Iron, 160 Glass
|
|}


=== Weaponry ===
{| class="wikitable sortable mw-collapsible"
|+Ammunition Collapse
!Item
!Costs
!Note
|-
|.357 Casing
|6400 Iron
| rowspan="4" |'''Contraband''' - Needs the autolathe to be hacked                                                                                         
|-
|Ammo Box (.45)
|48000 Iron
|-
|Ammo Box (10mm)
|48000 Iron
|-
|Ammo Box (9mm)
|48000 Iron
|-
|Beanbag Slug
|3200 Iron
|
|-
|Box of Foam Darts
|800 Iron
|
|-
|Foam Riot Dart
|1600 Iron
| rowspan="3" |'''Contraband''' - Needs the autolathe to be hacked
|-
|Foam Riot Dart Box
|80000 Iron
|-
|Incendiary Slug
|6400 Iron
|-
|Rubber Shot
|6400 Iron
|
|-
|Shotgun Dart
|6400 Iron
|'''Contraband''' - Needs the autolathe to be hacked
|-
|Speed Loader (.38)
|32000 Iron
|
|}
{| class="wikitable sortable mw-collapsible"
|+Ranged Weapons Collapse
!Item
!Costs
!Note
|-
|Flamethrower
|800 Iron
|'''Contraband''' - Needs the autolathe to be hacked, starts without a gas tank                                                             
|}
{| class="wikitable sortable mw-collapsible"
|+Weapon Parts Collapse
!Item
!Costs
!Note
|-
|Modular Receiver
|24000
|'''Contraband''' - Needs the autolathe to be hacked                                                                                               
|}


== Importing designs from disks ==
<b> Benefits </b>
Using a design disk on an autolathe will attempt to upload it's designs to the lathe, unlocking it under the "Imported Designs" tab. This is used with the Enshrined Disc of Smithing (found in a ruin) and Magic Disk of Smithing (Found in a lavaland ruin), which unlock a Cleric Mace and Knight Armour/Helmet respectively. Once unlocked, they can be made from any material, most notably Runite .


The fun part about this however, is that provided you have a Component Design Disk and an R&D Console, you can add almost any design a techfab can make to the autolathe.
- None


* First, insert the Component Design Disk into the R&D Console.
* A '''"Design Disk Inserted"''' Button should appear into the R&D Console, click on it to open the design disk tab.
* Once in the design disk tab, you should see several buttons, but the one that's interesting for now is the '''"Load Design to Slot"''', or '''"Overwrite Slot"''' if it already has a design on it. Click it and select the item you want to add onto the disk. ''Keep in mind that you can only have one design on the disk at once, making this a fairly lengthy process if you really want to make an omnilathe.''
* Once you've selected the design you want, hit the '''"Eject"''' button to remove the disk from the console.
* Use the now loaded disk on the autolathe to upload the design: Congratulations, you can now print that item in the lathe!


Now you can:
<b>Drawbacks</b>


* Turn Cargo into an unholy combination of every department with a single circuit imprinter board!
None at all.|RaceName=Humans|bgcolor1=white|bgcolor2=#13678A}}
* Print a Plumbing Constructor and make a grenade factory as any department member!
 
* Print higher tier parts without having to <s>tide into</s> ask science or engineering every five minutes!
==={{Anchor}}[[Synthetic Humans|Synthetic Humanoids]]===
{{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.
 
<b> Gameplay </b>
 
Be a human but without complicated healing. Beat people to death whilst laughing as you cannot be poisoned by the Chemist.
Cry when the chemist mixes uranium and iron together. Cry again when they bring your corpse to medical instead of Robotics.
Cry when you cant use funny genetic mutations. Cry when robotisc dont know how to revive you, and does tend wounds surgery on you.
This race allows you to use sound emotes like normal cyborgs (beep, dwoop etc.)
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=<b> Diet </b>
Likes: Energy from APC's, Drinks made for Synths like oil, welding fuel etc. They can eat normal food, but that doesnt give any mood improvements.
Dislikes: Water.
 
<b> Benefits </b>
 
Synthetic Humanoids limbs are easily readded, and dont require any surgery. Just pick your limb and pop it back in.
 
With this race you gain other language named: Encoded Audio Launguage
 
Synthetic Humanoid is oil, so this can make medical treatment a bit harder
 
Do not need to breathe.
 
Immunity to chemicals.
 
Immunity against viruses.
 
 
<b> Drawbacks </b>
 
Still immune to beneficial chemicals.
 
Stunned and severely burnt by any sort of EMP or Ion blast.
 
You are vulnerable to high and cold temperatures, you are not space proof.
 
You are weak to burn and brute damage.|bgcolor2=#13678A}}
==={{anchor|Lizardperson}}[[Lizardperson|Lizardpeople]]===
{{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.
 
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.
 
Their appearance and naming conventions are loosely derived from the Argonians, of Skyrim.
 
Gameplay
 
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't promote you to a Head position and get promptly lasered to death.
 
Make it hard to understand a word you say by hissing frequently.*weh until you hit the emote limit.|Description2=Diet
 
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
Dislikes: Grain, Dairy, really anything overly processed. Only the freshest will do if it can'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.)
 
Benefits
 
Memorable appearance.
Solidarity with lizards staffmates.
Lizardpeople take one third less heat damage.
Lizard tails and hides can be used to craft sought after items like lizard wine, the Liz O' Nine Tails and lizard cloche hats.
 
Drawbacks
 
Likely target of racism.
Noticeable lisssp.
50% more cold damage.
Your lizard tail and hide can be used to craft sought-after items.|bgcolor1=white|TextColor=black|bgcolor2=#13678A}}
 
=== {{Anchor|Teshari}}<big>Teshari</big> ===
{{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.
 
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
 
Likes: Meat, Raw Meat
Dislikes: Grain, Gore
 
Benefits
You are more resistant to cold temperatures. They like cold.
As a native language, they gain Schechi.
 
 
Drawbacks
 
They are vulnerable to brute and burn damage ( Brute: 1,2x Burn: 1,25x
 
They are vulnerable to high temperatures|bgcolor2=#13678A}}
 
==={{anchor|Plasmaman}}[[Plasmaman]]===
{{Races|Description1=Plasmamen are essentially reanimated skeletal corpses inhabited by Colonids, a microscopic, plasma-based fungi that can form into sentient networks.
 
Plasmamen have a hard time living on oxygen based space stations as they breathe pure Plasma as their air supply, thus they wear special environmental suits to protect them.
 
They have 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.
 
Gameplay
 
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.
 
Diet|Description2=Diet
 
Likes: Vegetables.
Dislikes: Fruit, only the flesh is weak to scurvy.
 
Benefits
 
They stand out.
Can use their bodies drawback of setting on fire offensively to scare off attackers.
Welding visor that can be toggled on and off, which lets one weld safely and block flashes if necessary.
Immune to cold, letting them spacewalk with only needing an emergency firesuit as the emergency firesuit protects from pressure damage.
Immune to most viruses.
Immune to radiation, no matter the severity.
Can't bleed.
Does not need to eat.
They have lights built into their helmets which can be toggled on and off.
 
Drawbacks
 
They stand out, badly.
Everyone will call you a skeleton
They rely on a constant source of Plasma air to survive.
If exposed to Oxygen, their body will catch on fire.
150% damage from brute, heat and fire.
They are stuck inside an environment suit. [Replaceable by Hardsuit, EVA spacesuit, or emergency firesuit + firehat/pressure sealed hat]
Can't drink or eat through helmet, so plasmamen are dependent on injections and patches in order to not take potential damage from eating.
No easy ability to hide their identity, as their envirosuits are color coded to match their job.
May get their helmets or envirosuit taken off by security stripsearching them, and as a result, die.
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.
The AI and its minions are almost always free to maim or kill you if you are seen harming a human.
Has no genetic code, meaning they cannot have genetic mutations.
They can wear almost no unique cosmetics, and as a result are always bald.
Plasmaman organs are rare, and thus not easily replaceable when damaged.|Img=[[File: Plasmaman.png]]|RaceName=Plasmaman|bgcolor1=white|TextColor=black|bgcolor2=#13678A}}
 
==={{anchor|Mothpeople}}[[Mothpeople]]===
{{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 'themes' to choose from.
 
Gameplay
 
Get everything unique about you as a species removed by deranged people, but manage to sneak past a free infinite jetpack that never activates when you need it to. Turn into toothpaste when you hack a door wrong.|Description2=Diet
 
Likes: Vegetables, Dairy, Clothing.
Dislikes: Fruit.
Toxic: Raw meat, cooked meat, just don't eat something that moved and made noises.
 
Benefits
 
If your wings haven't been crisped, you can flutter around once gravity goes out.
Your *scream sounds hilarious
 
Drawbacks
 
Your eyes are extra sensitive to light. Welding needs both goggles plus a mask and flashbangs REALLY hurt, even with sunglasses on.
Badly hurt by fly swatters. [10x damage]
Vulnerable to pest spray. [3x damage]
Fire will burn your wings off, disabling its benefits.
Nonsensical 'fluttering' speech tag.|Img=[[File: Moths.gif]]|bgcolor1=color|RaceName=Moth|bgcolor2=#13678A}}
 
==={{anchor|Ethereals}}[[Ethereals]]===
{{Races|RaceName=Etherals|Description2=Diet
 
Likes: Snowflake Ethereal food (High-power energy bars, empowered burgers). Electricity, whether through Cyborg rechargers, electric shocks, APCs, or indirectly through lightbulbs.
 
Benefits
 
They're walking flashlights.
Even better when emagged.
Deal burn damage instead of brute damage when punching things.
Slightly resistant to electricity.
 
Drawbacks
 
They're walking flashlights.
Can only regain nutrition by entering a cyborg recharger, by touching lightbulbs, touching an APC onCombat Mode , or through special Ethereal food.
Vulnerable to brute damage.|bgcolor2=#13678A|Description1=Walking lightbulbs that are named after celestial bodies.|bgcolor1=white}}
 
==={{Anchor}}[[Anthropomorphs]]===
{{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.
 
They have identical stats and mechanics-wise, are identical to humans. They are only different in appearance and potentially the odd tail or two.
 
They are everywhere. You won't feel alone playing as one.|Description2=Diet
 
Likes: Identical to humans.
 
Dislikes: Identical to humans.
 
Benefits: None
Drawbacks: None|Img=[[File: Furry.png]]|bgcolor1=white|bgcolor2=#13678A}}
 
=== {{anchor|Felinids}}[[Felinids]]===
{{Races|RaceName=Felinids|Img=[[File: Catpeople.png]]|Description1=Effectively human if not for their ears and tail.
 
The absolute peak of human degeneracy. *nya until your ears bleed.|Description2=Diet
 
The same as normal humans.
Dislikes: Furballs.
 
 
Get distracted by laser pointers, and cry about it forever. *Nya over and over again.
 
Benefits
 
Drawbacks
 
Hit harder by flashbangs.
Distracted by laser pointers.|bgcolor2=#13678A|TextColor=black|bgcolor1=white}}
 
{{anchor|Slimepeople}}Slimepeople
 
{{Races|RaceName=Slimepeople|Img=[[File: Slimepeople.png]]|Description1=Pretty much humans turned into slime.
 
Like slimes, they can split into multiple bodies, while retaining the same mind.|Description2=Powers
Can split themselves to create spare bodies.
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't damage them). Normal toxin healing chemicals will remove blood and cause toxin damage at a fast rate.
Reaching 1100 jelly volume will let them split once, and reset them to 600.
They can swap between bodies at will; dying in their current body will send them to another body if they have one.
Toxins heal you instead of poison you
 
Drawbacks
 
Being given anti-tox or any equivalent will basically instantly kill you
Medibots will attempt to drive-by assasinate you
 
Gameplay
 
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}}
 
=Human Mutants=
Over the course of a shift, you or someone you know may lose their humanity. These races are not born, but made.
 
These players are less likely to be the targets of racism, as many may simply acknowledge their former humanity, but are none the less NOT human anymore.
==={{anchor|Podman}}[[Podman|Podpeople]]===
{{Races|Description2=Benefits
 
Gradually heals and gains nutrition in well lit areas.
Immune to plant-based hazards such as space vines and killer tomatoes.
Bees don't mind them.
 
Drawbacks
 
Darkness drains nutrition.
If starving, takes damage over time.
Easily eaten by goats.
Tendency to be overweight due to desire to stay in the light at all times.
Extra vulnerable to chemicals designed to kill plant life.
Takes extra burn damage and heats up quickly.
Mutates if shot by a floral somatoray in mutation mode.|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't survive darkness for too long.
 
Gameplay
 
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.
 
Remember that you're basically a walking matchstick well after you marched into a plasma fire.|Img=[[File: Podpeople.png]]|RaceName=Podpeople|bgcolor1=white|bgcolor2=#13678A}}
 
==={{anchor|Flyperson}}[[Flyperson|Flypeople]]===
{{Races|Description2=Diet
 
Likes: Gross things, such as vomit. Get your crewmates sick and never go hungry again!
Dislikes: Anything with nutriment... the first time.
 
Drawbacks
 
Buz-zz-zing lisp.
Grotesque appearance.
Badly hurt by pest spray [3x damage].
CRUSHED by fly swatters [30x damage].
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't end up in this sorry state.
 
Like the lizard races, there's absolutely nothing redeemable about existing like this, unless you just enjoy being a freak.
 
Gameplay
 
Annoy the chef for his cheese, vomit on his food and kill Pete because you need barf fuel muh self defense. Start getting voices in your head when you read the bee movie script over the radio.
 
Get lynched for attacking the botanist using pest spray, and get gibbed by the chef for 'no reason'.|Img=[[File: Flypeople.png]]|RaceName=Flypeople|bgcolor1=white|bgcolor2=#13678A}}
 
=={{anchor|Jelly and Slime Mutants}}Jelly and Slime Mutants==
These races are created in Xenobiology by taking mutation toxin.
 
Further intake has a chance to mutate a slimeperson into a Stargazer or Luminescent.
==={{anchor|Jellypeople}}Jellypeople===
[[File:Jellyperson_male.png|96px|link=Special:FilePath/Jellyperson_male.png]][[File:Jellyperson_female.png|96px|link=Special:FilePath/Jellyperson_female.png]]
 
The proto-jelly race. Its subspecies all share the following traits:
 
'''Benefits'''
*Anything that would deal toxin damage (for example, Plasma) will heal toxin damage instead.
*Slimes will never attack them.
*Able to speak the slime language.
*Has slime jelly instead of blood, which is toxin if ingested by others.
*Take half burn damage from any source.
*Can grow limbs back using their slime jelly "blood".
*Has slime lungs, "vacuole", which will regenerate blood (jelly) volume when breathing plasma. Still needs oxygen though.
'''Drawbacks'''
*Lose limbs when "blood" volume goes too low, restoring some of it.
*Take toxin damage from chemicals that would normally cure it. This also drains large amounts of blood.
*Nonhuman to the AI.
*Take triple damage from cold.
'''Where to find them:'''
*[[Guide_to_xenobiology#Green_Slime|Xenobiology]]. Also botany, if lucky with [[Guide_to_hydroponics#Strange_seeds|strange seeds]].
===Stargazers===
[[File:jellypeople.png]]
 
Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with participants.
====Powers====
*Can privately and anonymously "send thoughts" to any target they see.
*Can form slimelinks with any living being.
**To form a slimelink, they must aggressively grab their target, then use the Link Minds ability.
**Everyone in the slimelink will be able to communicate in it and hear each other.
**Slimelink communication also works while unconscious or muted.
**Slimelinks are broken by death; killing the Stargazer supporting it, or changing its species will unlink everyone.
'''Where to find them:'''
*[[Xenobiology]].
==={{anchor|Luminescents}}Luminescents===
[[File:Luminescent_male.png|96px|link=Special:FilePath/Luminescent_male.png]][[File:Luminescent_female.png|96px|link=Special:FilePath/Luminescent_female.png]]
 
Luminescents are versatile; they gain powers by consuming cores and activating them with their peculiar biology.
 
'''Benefits'''
*Emit a faint glow.
====Powers====
*Can absorb slime cores to gain special abilities. (You can find the various effects [[Guide_to_xenobiology#Formulas|here]])
**Each core has a minor and a major ability.
**Activating them has a cooldown instead of using up the core. Cores can be ejected and reused.
**You can only have one core absorbed at once.
'''Where to find them:'''
*One of the possible mutations from [[Guide_to_chemistry#Slime_Mutation_Toxin|slime mutation toxin]], made with [[Guide_to_xenobiology#Green_Slime|green slime]] extracts.
=Exotic Races=
These races have very few ways to come about, and often rely on very rare situations to exist at all.
 
Golems aside, you will almost never have to deal with them, but should be aware of them all the same for when the time comes.
==={{anchor|Golem}}[[Golem]]s===
[[File:agolem.png|96px|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]]
 
Lumbering people of shining stone, golems are born into the servitude of their creators. While some will immediately gift these golems with freedom others will keep them close as assistants, bodyguards, or attack dogs. Golems do not have a will of their own unless granted one by their creator, and are not directly responsible for their actions if commanded. Free golems found on [[Lavaland]] function equivalently to their station-born counterparts; however, they are not compelled to serve anyone.
 
Golems have unique benefits and drawbacks, depending on the type of mineral they're made of.
 
'''Gameplay'''
 
Act like dumb ogre, smash the fleshy idiot humies and trigger gods. Escalate conflicts to deadchat with your ogre fists. Dish out justice with your ogre squad.
 
Kill people with your flashy radiation, and get banned for <s>card</s> golem counting.
 
'''Benefits'''
*Spaceworthy, can't be dismembered and don't bleed out.
*Immune to the effects of radiation and viruses.
*Most golems punch hard and are highly resistant to brute damage, with some exceptions.
*Have pocket-slots without wearing a jumpsuit.
'''Drawbacks'''
*Bound to will of creator unless freed.
*Most are much slower than humans.
*Immune to injections and cryogenic drugs, can't give or receive CPR
*Can't equip most clothing. Not really a drawback, since golems already have pockets.
*The only guns they can use are Kinetic Accelerators with modified trigger guards.
*Often prejudiced against and slain without mercy by [[Shitcurity|the station]] at first sign of trouble.
For mineral specific benefits and drawbacks, see: [[Golem#Types_of_Golems|Types of Golems]]
 
'''Where to find them:'''
*[[Xenobiology]].
*[[Lavaland]].
==={{anchor|Skeletons}}Skeletons===
[[File:skeletons.png]]
 
The skeleton within, unleashed! Somehow still alive, a skeleton is just a sack of stark white bones.
 
Clattering spooks, due to their supernatural qualities they're almost always associated with wizards.
 
Skeletons enjoy a wide selection of useful immunities, just don't expect the crew to ever enjoy looking at you ever again.
 
'''Benefits'''
*Don't need to breathe.
*Aren't bothered by extreme temperatures and pressure.
*Have no blood to lose.
*Are immune to the effects of radiation, as well as viruses.
*Immune to item embedding and chemical injections.
*Do not need to eat.
*Can attach limbs from the ground without surgery.
'''Drawbacks'''
*Loses limbs easily.
*Too spooky for most to tolerate.
*Immune to medical injections
'''Where to find them:'''
*Space pirate ships, with [[wizard|wizards]], on the station on Halloween.
==={{anchor|High-functioning Zombies}}High-functioning Zombies===
[[File:zombies.png]]
 
Unlike the zombies you find in movies, these high-functioning zombies don't crave your brains (despite what they might be compelled to say sometimes).
 
It's perfectly possible to coexist with these zombies, though understanding their slurring speech might drive some to wish it wasn't.
 
'''Benefits'''
*Don't need to breathe.
*Can survive in extreme pressures.
*Immune to cold.
*Have no blood to lose.
*Are immune to the effects of radiation.
*Can attach limbs from the ground without surgery.
*Immune to [[Changeling]] transmutation stings.
'''Drawbacks'''
*Loses limbs easily.
*Hard to understand.
*Ugly.
*Tends to be confused with the infectious kind of zombie.
'''Where to find them:'''
*With [[wizard|wizards]], on the station on Halloween.
===={{anchor|Romerol Zombies}}Romerol Zombies====
[[File:zombies.png]]
 
Rotted remains of former humans, brought way less back to life. Unlike the zombies you find in Xenobiology, Romerol zombies aren't just a human mutation.
 
They are aggressive by nature, and spread an infection when hitting other humanoids, causing them to turn into Romerol zombies on death.
 
They also won't stay dead as long as the infection is active and their head is intact: to stop them permanently, the body must be destroyed or beheaded, or the infection must be surgically removed.
 
If this does not happen, the zombie will revive at full health after some time.
 
The infection is concentrated in a tumor located in the brain. Should this tumor be removed surgically, the body will revert to a normal corpse, which can then be <s>cloned</s> revived.
 
'''Benefits'''
*Same as regular zombies.
*Strong claws that can even punch through airlocks.
*Revives after death unless decapitated or gibbed.
*Quickly heals wounds.
*Can see in the dark.
*Turn other species into romerol zombies on death.
'''Drawbacks'''
*Slow movement.
*Can only use claws to smash.
*(Rightfully) feared and hunted by crewmembers.
'''Where to find them:'''
*On the station, after traitors team up to buy [[Syndicate_Items#Romerol|Romerol]] or get lucky with a [[Syndicate_Items#Syndicate_Surplus_Crate|surplus crate]].
==={{anchor|Shadowpeople}}Shadowpeople===
[[File:shadowpeople.png]]
 
Cursed beings of darkness, shadows that cannot exist for long in the light. They skulk in darkened maintenance corridors or in workplaces with intentionally destroyed lighting. They are not intrinsically evil, but still invoke an understandable level of mistrust in pretty much everyone.
 
They share many of the passive effects of [[Shadowling]]s, but none of their innate spells or abilities. They are far less a threat.
 
'''Benefits'''
*Gradually heals in the dark.
*Don't need to breathe.
*Have no blood to lose.
*Are immune to the effects of radiation.
*Can see far in the dark.
*Immune to viruses.
*Won't get attacked by ''Faithless'' mobs.
'''Drawbacks'''
*Will perish in the light.
*Generally impossible to maintain a normal life on the station.
'''Where to find them:'''
*In the darkness. Also [[Xenobiology]].
==={{anchor|Synths}}Synths===
[[File:Changeling.gif|96px]][[File:Synth_revealed.png|96px]]
 
Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh.
 
'''Benefits'''
*Immune to all chemicals but synthflesh.
*Does not need to breathe.
*Immune to viruses.
*Can't be dismembered.
*Does not need to eat.
*Gains all the passive bonuses/immunities of the race they're disguised as, until the disguise falls.
'''Drawbacks'''
*Usually valid. Expect the crew to attack you if you're revealed as synth.
*Disguise falls if you take more than 25 damage.
*Can only heal with synthflesh.
'''Where to find them:'''
*Only if the <s>admins</s> gods spawn them.
===={{anchor|Military Synths}}Military Synths====
A special type of synth. In addition to classic synths, it has:
*25% natural armor against all damages.
*High punch damage, with 50% chance of stunning on hit.
*Need to take 50 damage instead of 25 for the disguise to fail.
==={{anchor|Androids}}Androids===
[[File:Androids.png|96px]]
 
Humanlike robots, distant cousins of synths. While visually identical to a fully augmented human, it has some additional perks.
 
'''Benefits'''
*Does not need to breathe, immune to gases and viruses.
*Immunity to pressure, cold and heat, can't be set on fire.
*Does not bleed.
*Does not need to eat.
*Cannot be pierced by syringes or glass.
*Can repair brute damage with welding and burn damage by replacing wires.
'''Drawbacks'''
*Cannot heal brute and burn damage with conventional means.
*Paralyzed and heavily damaged by EMPs.
'''Where to find them:'''
*Botany random mutation toxin and other places (like the chapel via technopriest rituals)
==={{anchor|Abductor}}[[Abductor]]s===
[[File:Abductor_base.png|96px]]
 
Ayy lmaos sent here to probe the station's crew. They cannot speak normally, but instead use a special frequency tuned to their mothership: different abductor teams have separate channels. Abductors created in different ways share a common abductor channel instead, and cannot hear natural abductors. 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&D]] for [[Surgery#Alien_Surgery|research purposes]].
 
'''Benefits'''
*Does not bleed.
*Does not need to breathe.
*Is immune to viruses.
*Can use abductor-specific equipment.
*Can see in the dark for short ranges.
*Can communicate without restrictions with fellow abductors.
'''Drawbacks'''
*Can't use guns, except the one they start with.
*Cannot be heard by non-abductors when speaking.
'''Where to find them:'''
*[[Abductor]] ships

Latest revision as of 13:39, 8 August 2023


This page needs to be reviewed/updated.
REASON: Broken links need fixing, also outdated AF seeing this is TG base and not updated for Skyrat
PRIORITY: Not defined
This article or section is a Work in Progress.
Assigned to:
Erol509
Please discuss changes with assigned users. If no one is assigned, or if the user is inactive, feel free to edit.

Since we can create any character, it is difficult to describe all races, and their appearance will depend on the user'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.

Roundstart Races

Humans


Humans

The first option for creating a character, humans are the "default" of the gameplay standard of how most races are created and balanced.


Gameplay

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

Diet

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

Dislikes: Raw food and Gore.


Benefits

- None


Drawbacks

None at all.

Synthetic Humanoids


Synthetic Humanoid

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.

Gameplay

Be a human but without complicated healing. Beat people to death whilst laughing as you cannot be poisoned by the Chemist. Cry when the chemist mixes uranium and iron together. Cry again when they bring your corpse to medical instead of Robotics. Cry when you cant use funny genetic mutations. Cry when robotisc dont know how to revive you, and does tend wounds surgery on you. This race allows you to use sound emotes like normal cyborgs (beep, dwoop etc.) 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.

Diet Likes: Energy from APC's, Drinks made for Synths like oil, welding fuel etc. They can eat normal food, but that doesnt give any mood improvements. Dislikes: Water.

Benefits

Synthetic Humanoids limbs are easily readded, and dont require any surgery. Just pick your limb and pop it back in.

With this race you gain other language named: Encoded Audio Launguage

Synthetic Humanoid is oil, so this can make medical treatment a bit harder

Do not need to breathe.

Immunity to chemicals.

Immunity against viruses.


Drawbacks

Still immune to beneficial chemicals.

Stunned and severely burnt by any sort of EMP or Ion blast.

You are vulnerable to high and cold temperatures, you are not space proof.

You are weak to burn and brute damage.

Lizardpeople


Lizardpeople

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.

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.

Their appearance and naming conventions are loosely derived from the Argonians, of Skyrim.

Gameplay

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't promote you to a Head position and get promptly lasered to death.

Make it hard to understand a word you say by hissing frequently.*weh until you hit the emote limit.

Diet

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 Dislikes: Grain, Dairy, really anything overly processed. Only the freshest will do if it can'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.)

Benefits

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

Drawbacks

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

Teshari


Teshari

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.

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.

Diet

Likes: Meat, Raw Meat Dislikes: Grain, Gore

Benefits You are more resistant to cold temperatures. They like cold. As a native language, they gain Schechi.


Drawbacks

They are vulnerable to brute and burn damage ( Brute: 1,2x Burn: 1,25x

They are vulnerable to high temperatures

Plasmaman


Plasmaman

Plasmamen are essentially reanimated skeletal corpses inhabited by Colonids, a microscopic, plasma-based fungi that can form into sentient networks.

Plasmamen have a hard time living on oxygen based space stations as they breathe pure Plasma as their air supply, thus they wear special environmental suits to protect them.

They have 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.

Gameplay

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.

Diet

Diet

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

Benefits

They stand out. Can use their bodies drawback of setting on fire offensively to scare off attackers. Welding visor that can be toggled on and off, which lets one weld safely and block flashes if necessary. Immune to cold, letting them spacewalk with only needing an emergency firesuit as the emergency firesuit protects from pressure damage. Immune to most viruses. Immune to radiation, no matter the severity. Can't bleed. Does not need to eat. They have lights built into their helmets which can be toggled on and off.

Drawbacks

They stand out, badly. Everyone will call you a skeleton They rely on a constant source of Plasma air to survive. If exposed to Oxygen, their body will catch on fire. 150% damage from brute, heat and fire. They are stuck inside an environment suit. [Replaceable by Hardsuit, EVA spacesuit, or emergency firesuit + firehat/pressure sealed hat] Can't drink or eat through helmet, so plasmamen are dependent on injections and patches in order to not take potential damage from eating. No easy ability to hide their identity, as their envirosuits are color coded to match their job. May get their helmets or envirosuit taken off by security stripsearching them, and as a result, die. 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. The AI and its minions are almost always free to maim or kill you if you are seen harming a human. Has no genetic code, meaning they cannot have genetic mutations. They can wear almost no unique cosmetics, and as a result are always bald. Plasmaman organs are rare, and thus not easily replaceable when damaged.

Mothpeople


Moth

White-faced insect people with wings and antennae. Be the Mary Sue you were always meant to be with a shitload of color 'themes' to choose from.

Gameplay

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

Diet

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

Benefits

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

Drawbacks

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

Ethereals


Etherals

Walking lightbulbs that are named after celestial bodies.

Diet

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

Benefits

They're walking flashlights. Even better when emagged. Deal burn damage instead of brute damage when punching things. Slightly resistant to electricity.

Drawbacks

They're walking flashlights. Can only regain nutrition by entering a cyborg recharger, by touching lightbulbs, touching an APC onCombat Mode , or through special Ethereal food. Vulnerable to brute damage.

Anthropomorphs


Anthropomorphs

Humanoid yet non-human mammals. Known as furries to most. One of the most common species you will see on the station.

They have identical stats and mechanics-wise, are identical to humans. They are only different in appearance and potentially the odd tail or two.

They are everywhere. You won't feel alone playing as one.

Diet

Likes: Identical to humans.

Dislikes: Identical to humans.

Benefits: None Drawbacks: None

Felinids


Felinids

Effectively human if not for their ears and tail.

The absolute peak of human degeneracy. *nya until your ears bleed.

Diet

The same as normal humans. Dislikes: Furballs.


Get distracted by laser pointers, and cry about it forever. *Nya over and over again.

Benefits

Drawbacks

Hit harder by flashbangs. Distracted by laser pointers.

Slimepeople


Slimepeople

Pretty much humans turned into slime.

Like slimes, they can split into multiple bodies, while retaining the same mind.

Powers Can split themselves to create spare bodies. To split they need to acquire slime jelly; (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't damage them). Normal toxin healing chemicals will remove blood and cause toxin damage at a fast rate. Reaching 1100 jelly volume will let them split once, and reset them to 600. They can swap between bodies at will; dying in their current body will send them to another body if they have one. Toxins heal you instead of poison you

Drawbacks

Being given anti-tox or any equivalent will basically instantly kill you Medibots will attempt to drive-by assasinate you

Gameplay

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

Human Mutants

Over the course of a shift, you or someone you know may lose their humanity. These races are not born, but made.

These players are less likely to be the targets of racism, as many may simply acknowledge their former humanity, but are none the less NOT human anymore.

Podpeople


Podpeople

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't survive darkness for too long.

Gameplay

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.

Remember that you're basically a walking matchstick well after you marched into a plasma fire.

Benefits

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

Drawbacks

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

Flypeople


Flypeople

Walking abominations of mishmatched DNA caused by teleporter malfunctions. Careful use and upgrading of the teleporter can assure those that dabble with it don't end up in this sorry state.

Like the lizard races, there's absolutely nothing redeemable about existing like this, unless you just enjoy being a freak.

Gameplay

Annoy the chef for his cheese, vomit on his food and kill Pete because you need barf fuel muh self defense. Start getting voices in your head when you read the bee movie script over the radio.

Get lynched for attacking the botanist using pest spray, and get gibbed by the chef for 'no reason'.

Diet

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

Drawbacks

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

Jelly and Slime Mutants

These races are created in Xenobiology by taking mutation toxin.

Further intake has a chance to mutate a slimeperson into a Stargazer or Luminescent.

Jellypeople

File:Jellyperson male.pngFile:Jellyperson female.png

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

Benefits

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

Drawbacks

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

Where to find them:

Stargazers

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

Powers

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

Where to find them:

Luminescents

File:Luminescent male.pngFile:Luminescent female.png

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

Benefits

  • Emit a faint glow.

Powers

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

Where to find them:

Exotic Races

These races have very few ways to come about, and often rely on very rare situations to exist at all.

Golems aside, you will almost never have to deal with them, but should be aware of them all the same for when the time comes.

Golems

File:Agolem.png

Lumbering people of shining stone, golems are born into the servitude of their creators. While some will immediately gift these golems with freedom others will keep them close as assistants, bodyguards, or attack dogs. Golems do not have a will of their own unless granted one by their creator, and are not directly responsible for their actions if commanded. Free golems found on Lavaland function equivalently to their station-born counterparts; however, they are not compelled to serve anyone.

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

Gameplay

Act like dumb ogre, smash the fleshy idiot humies and trigger gods. Escalate conflicts to deadchat with your ogre fists. Dish out justice with your ogre squad.

Kill people with your flashy radiation, and get banned for card golem counting.

Benefits

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

Drawbacks

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

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

Where to find them:

Skeletons

The skeleton within, unleashed! Somehow still alive, a skeleton is just a sack of stark white bones.

Clattering spooks, due to their supernatural qualities they're almost always associated with wizards.

Skeletons enjoy a wide selection of useful immunities, just don't expect the crew to ever enjoy looking at you ever again.

Benefits

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

Drawbacks

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

Where to find them:

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

High-functioning Zombies

Unlike the zombies you find in movies, these high-functioning zombies don't crave your brains (despite what they might be compelled to say sometimes).

It's perfectly possible to coexist with these zombies, though understanding their slurring speech might drive some to wish it wasn't.

Benefits

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

Drawbacks

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

Where to find them:

  • With wizards, on the station on Halloween.

Romerol Zombies

Rotted remains of former humans, brought way less back to life. Unlike the zombies you find in Xenobiology, Romerol zombies aren't just a human mutation.

They are aggressive by nature, and spread an infection when hitting other humanoids, causing them to turn into Romerol zombies on death.

They also won't stay dead as long as the infection is active and their head is intact: to stop them permanently, the body must be destroyed or beheaded, or the infection must be surgically removed.

If this does not happen, the zombie will revive at full health after some time.

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

Benefits

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

Drawbacks

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

Where to find them:

Shadowpeople

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

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

Benefits

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

Drawbacks

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

Where to find them:

Synths

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

Benefits

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

Drawbacks

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

Where to find them:

  • Only if the admins gods spawn them.

Military Synths

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

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

Androids

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

Benefits

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

Drawbacks

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

Where to find them:

  • Botany random mutation toxin and other places (like the chapel via technopriest rituals)

Abductors

Ayy lmaos sent here to probe the station's crew. They cannot speak normally, but instead use a special frequency tuned to their mothership: different abductor teams have separate channels. Abductors created in different ways share a common abductor channel instead, and cannot hear natural abductors. If discovered by the station, the crew may try to communicate and make peace or deliver the Abductors to medbay/R&D for research purposes.

Benefits

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

Drawbacks

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

Where to find them: