Molemen
- FantasticFwoosh
- Joined: Mon May 04, 2015 11:25 pm
- Byond Username: FantasticFwoosh
Molemen
SNOWFLAKE RACE TIME!!
Molemen (pending lore-ok name and predetermined quasi-offensive nickname)
Essentially the station's natural born engineers responsible for scurrying between maint and doing dirty manual civilian jobs, less capable than lizards and flymen but have more inherent benefits to compensate their exceptionally poor abilities in literacy and reading but nice ability with practical means (they build shit quicker, even if its more difficult for them to actively find the parts that they need)
Molemen talk in squeaks and SQUEALS!! as you might imagine from rodent heritage.
> Molemen have shock absorbant hands that protect them from pretty much any harm handling lights whatever, short of handling death nettles, they cannot wear gloves.
> Molemen are covered in head to toe in fur, meaning that on one hand, its a protective layer but is extremely flammable and makes resisting out of grips near impossible unless shaved (Which isn't preferable since its insulatory and moles take additional cold damage without it for being efficiently warm blooded)
> With a great amount of effort, molemen can squeeze in pipes but will incur damage and whatever pressure/toxin dangers is within as long as they are wearing only a jumpsuit (holding items with you is required)
> A dead mole in your atmos might cause a doubleback, making a bit of a issue and requires for the mole to be found and pulled out.
> Because moles have god-like powers in the eyes of assistants and shitters everywhere, as a balancing act, they have a low probability to be clumsy and fumble for no reason, this is raised when they are exposed to non visualiser blocked bright light (more on that below)
> With visualisers on molemen require time to access consoles, therefore constant checking is not a regular habit.
The biggest caveat with being a mole is lack of active eyesight, and reliance on visual interpreters (Geordie la-forge glasses that go over the eye slot mandatorily)
Taking these visualisers off causes great distress to the mole-person as it overloads the senses, rendering the mole person unable to see clearly, dazed confused and nautious until they put thier visualisers back on, velma scooby doo style, and no amount of chems/treatments can amend this, even eye surgery.
The visualisers themselves if they really need any explanation are actually just super enhanced sunglasses meant to adopt to the mole's natural spectrum of total darkness, it works fine on molemen, but any other race who tries to look through (short of shadowlings) may find that they can't see much of anything at all. Keeping a mole in a pitch black enviroment incurs no real penalties at all for them. You can convert them with flashes on rev rounds by taking the visualizers off first but expect to be catering to looking after a unconcious giant rodent when it passes out from distress and with repeated flashing/light abuse may incur severe eye damage.
I expect lots of angry PM's but thanks for taking the time to read through this exceptionally slowflakey suggestion.
Molemen (pending lore-ok name and predetermined quasi-offensive nickname)
Essentially the station's natural born engineers responsible for scurrying between maint and doing dirty manual civilian jobs, less capable than lizards and flymen but have more inherent benefits to compensate their exceptionally poor abilities in literacy and reading but nice ability with practical means (they build shit quicker, even if its more difficult for them to actively find the parts that they need)
Molemen talk in squeaks and SQUEALS!! as you might imagine from rodent heritage.
> Molemen have shock absorbant hands that protect them from pretty much any harm handling lights whatever, short of handling death nettles, they cannot wear gloves.
> Molemen are covered in head to toe in fur, meaning that on one hand, its a protective layer but is extremely flammable and makes resisting out of grips near impossible unless shaved (Which isn't preferable since its insulatory and moles take additional cold damage without it for being efficiently warm blooded)
> With a great amount of effort, molemen can squeeze in pipes but will incur damage and whatever pressure/toxin dangers is within as long as they are wearing only a jumpsuit (holding items with you is required)
> A dead mole in your atmos might cause a doubleback, making a bit of a issue and requires for the mole to be found and pulled out.
> Because moles have god-like powers in the eyes of assistants and shitters everywhere, as a balancing act, they have a low probability to be clumsy and fumble for no reason, this is raised when they are exposed to non visualiser blocked bright light (more on that below)
> With visualisers on molemen require time to access consoles, therefore constant checking is not a regular habit.
The biggest caveat with being a mole is lack of active eyesight, and reliance on visual interpreters (Geordie la-forge glasses that go over the eye slot mandatorily)
Taking these visualisers off causes great distress to the mole-person as it overloads the senses, rendering the mole person unable to see clearly, dazed confused and nautious until they put thier visualisers back on, velma scooby doo style, and no amount of chems/treatments can amend this, even eye surgery.
The visualisers themselves if they really need any explanation are actually just super enhanced sunglasses meant to adopt to the mole's natural spectrum of total darkness, it works fine on molemen, but any other race who tries to look through (short of shadowlings) may find that they can't see much of anything at all. Keeping a mole in a pitch black enviroment incurs no real penalties at all for them. You can convert them with flashes on rev rounds by taking the visualizers off first but expect to be catering to looking after a unconcious giant rodent when it passes out from distress and with repeated flashing/light abuse may incur severe eye damage.
I expect lots of angry PM's but thanks for taking the time to read through this exceptionally slowflakey suggestion.
Last edited by FantasticFwoosh on Sat Mar 26, 2016 10:01 pm, edited 1 time in total.
Spoiler:
- PKPenguin321
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Re: Molemen
-animal-men are go
i play Lauser McMauligan. clown name is Cold-Ass Honkey
i have three other top secret characters as well.
tell the best admin how good he is
i have three other top secret characters as well.
tell the best admin how good he is
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- Joined: Fri May 02, 2014 3:01 am
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Re: Molemen
Something like silicoids would be better for a ground themed race and even then I wouldn't suggest innate insulated gloves. Maybe a bonus to make them natural miners like being able to punch through minerals.
- FantasticFwoosh
- Joined: Mon May 04, 2015 11:25 pm
- Byond Username: FantasticFwoosh
Re: Molemen
Necromancery abounds, just make these ratmen/rodentmen instead, we have hella too many rats to contain this vermintide without them dipping themselves into toxic gunk and teaching turtles ninjitsu, especially with a event that just drives MORE mice forward to chew your power cables.
> Mole leather clothes should be very valuable and designer Italian.
> Mole leather clothes should be very valuable and designer Italian.
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- Alipheese
- Joined: Sun May 01, 2016 12:56 pm
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Re: Molemen
Just give rats a 1% chance on rads torment to become a ratperson. Then prompt any ghosts to take control.
You are a rat person!
Here are your objectives!
#1. EAT ALL THE FUCKING CHEESE YOU SHIT.
You are a rat person!
Here are your objectives!
#1. EAT ALL THE FUCKING CHEESE YOU SHIT.
- Armhulen
- Global Moderator
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Re: Molemen
This might be worse than flypeople who climb into the kitchen and vomit everywhere, spilling flour, sauces, and generally making the chef suicideAlipheese wrote:Just give rats a 1% chance on rads torment to become a ratperson. Then prompt any ghosts to take control.
You are a rat person!
Here are your objectives!
#1. EAT ALL THE FUCKING CHEESE YOU SHIT.
- Lumbermancer
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Re: Molemen
Probably not.
- Armhulen
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Re: Molemen
i will find a way.Lumbermancer wrote:Probably not.
So what's the downside of rat people, besides the same downside flypeople have
maybe them having less health, all their limbs having half health?
- FantasticFwoosh
- Joined: Mon May 04, 2015 11:25 pm
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Re: Molemen
Extra flammable and easy to remove their eye glasses to render them pretty vunerable, luxury pelts & transform into mice when monkeyed (piss weak and edible by lizards and in burgers as a circle of life thing). 10 extra damage from touching or stepping on mouse traps.Armhulen wrote:i will find a way.Lumbermancer wrote:Probably not.
So what's the downside of rat people, besides the same downside flypeople have
maybe them having less health, all their limbs having half health?
Same downside fly people have?
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- cocothegogo
- Joined: Tue Nov 25, 2014 10:11 pm
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- Location: Brazil
Re: Molemen
hahahaha a like the idea of rat people sprouting up cause of rad storms it's funny
- FantasticFwoosh
- Joined: Mon May 04, 2015 11:25 pm
- Byond Username: FantasticFwoosh
Re: Molemen
Yes, yeees that would be nice. Mice are usually in maint but that could be a optimal other condition.cocothegogo wrote:hahahaha a like the idea of rat people sprouting up cause of rad storms it's funny
EDIT 2/5/17: With eyeball organs in the game now, playing a velma "I can't see without my gwlasses!" moleman is actually, entirely viable and they start without eyes. As long as the bugs are ironed out atleast. The advanced eye scanners would also protect them from the SM.
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- Joined: Tue Dec 08, 2015 7:02 pm
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Re: Molemen
Rad storm his station; biggest one yet, humans have lost control of the surface; in the hallways and rooms the power slowly fades, a hundred scurrying feet can be heard, out of the dark a Great Grey rat emerges, he has the captains ID. He looks down the dark corridors of his former home, the helpless, the dying, the starving humans are easy prey. The time has come.
die manthing die die.
Port skaven is what imma saying nig
die manthing die die.
Port skaven is what imma saying nig
- Armhulen
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Re: Molemen
THE HUMANS WILL NO LONGER CONTROL SURFACE WORLD
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- Joined: Tue Dec 08, 2015 7:02 pm
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Re: Molemen
In all seriousness. Make a rat king spawn if the rat pop is not killed down. Have it make rats turn hostile, have it whisper evil messages in your head.
- FantasticFwoosh
- Joined: Mon May 04, 2015 11:25 pm
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- DemonFiren
- Joined: Sat Dec 13, 2014 9:15 pm
- Byond Username: DemonFiren
Re: Molemen
Make these guys incapable of being cuck culted, so they can declare a ratwar.
- FantasticFwoosh
- Joined: Mon May 04, 2015 11:25 pm
- Byond Username: FantasticFwoosh
Re: Molemen
Well like plasmamen they can't be converted to revs, (actually if plasmamen were ever commented out, they'd be a good alternative race) but drop out of the cloner blind which makes them very vunerable. Any situation where their advanced mole headgear (I guess it'll have to be since mouth needs to be non-obstructed for breathing gear) is took away it will initially confuse them & make them blind. Molemen without visors are blind and non-dexterous (since they use the headkits to interpret) and will struggle around looking for their headkits.
Going back to the OP, it'd be nice if they had a better resistance to cold and a worse one to heat, with their fur making them harder to extinguish once set alight, obviously because the headset advanced visor, they can't wear helmets to complete the set either and be protected from space (but obviously die a little less fast in cold space, with warm slightly healing medicinal drinks they can manage it)
Going back to the OP, it'd be nice if they had a better resistance to cold and a worse one to heat, with their fur making them harder to extinguish once set alight, obviously because the headset advanced visor, they can't wear helmets to complete the set either and be protected from space (but obviously die a little less fast in cold space, with warm slightly healing medicinal drinks they can manage it)
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- Armhulen
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