Guide to races

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The universe is a big place, and in addition to humans, NanoTrasen is known to employ a variety of different sapient species for cheap labor diversity purposes. In addition, a number of strange mutations and alternative lifeforms are known to exist, some of which can even co-exist peacefully with the crew.

Several races can be chosen by default during character creation, while others come about during the round, and some are extremely rare without admin intervention. Most have unique perks or penalties, and changing your race can have a notable effect on your average game under different circumstances.

Roundstart Races

The following races can currently be selected in the character creation menu, meaning you can expect to see most of them during any given round.

Humans

Humans.png

The most basic race, humans are the founders of NanoTrasen, giving them corporate superiority over other races. Although NT treats all of its employees with some meager, borderline negligent degree of respect, lingering speciesism means that only humans are typically accepted for command roles. Additionally, the default AI lawset only forces the AI to obey and protect humans, although many AIs will offer assistance to other races as long as doing so doesn't offend their human masters. Should a conflict arise between a human and another race, expect the AI to take the human's side.

Gameplay Behave like the dominant species you are. Beat skulls in with a toolbox and remind everyone that you are essentially a bald ape. Flaunt your superiority over lesser races, only to be overthrown by disgruntled reptiles/insects/lightbulbs/skeletons/anime catgirls. Mutate into something more interesting, then regret it when the AI you verbally shit on electrocutes you.

Diet

  • Likes: Fried food and junkfood, often combined into a heavenly form known as fast food.
  • Dislikes: Raw food, gross food (mice, mold, ...), clothes.

Benefits

  • The only race with AI Protection under the default Asimov lawset.
  • Domination of Command Jobs.
  • Strength in numbers.

Drawbacks

  • None at all.

Where to find them:

  • Everywhere.

Lizardpeople

Lizardpeople.png

Second class citizens in the eyes of many, the reptilian species commonly known as lizardpeople often take on more menial jobs aboard NT stations, earning anything from almost equal respect to obvious racism from their human co-workers. Although they're often derided as being rat eaters, lizardpeople have successfully lobbied for most NT stations to include cultural delicacies from their homeworld, and lizard culture and cuisine is on the rise. Many lizards have striking appearances including frills and horns, and they often adopt naming conventions that absolutely aren't just stolen from Skyrim Argonians.

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. Get discriminated against for being a snowflake race.

Diet

  • Likes: Gross food (mice), Seafood, and Meat, especially fresh meat. Sometimes even from tiny vermin that NanoTrasen so graciously let's inhabit the station. Or the morgue, for the particularly cruel or culinarily inclined. Lizards also have a small selection of foods and drinks from their homelands, made with ingredients obtainable through Botany.
  • 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

  • 33% resistance to heat damage.
  • Can stand a greater temperature range than humans (260–360 instead of 270–340)
  • Greater visual character customization.
  • Solidarity with your fellow lizardpeople.
  • Exclusive access to the Firebreath mutation.

Drawbacks

  • Suffer 50% more cold damage.
  • Cannot self-regulate body temperature as a result of being cold-blooded, making body temperature difficult to manage.
  • Lizard tails and hides can be used to craft sought after items like lizard wine, the Liz O' Nine Tails and lizard cloche hats.
  • Losing their tail ruins their mood!
  • Hulks can spin them around by their tail and throw them for a lot of damage.
  • A noticeable lisssp and a tendency to be discriminated against.
  • Not human under default AI laws.

Where to find them:

  • Everywhere but command department.

Plasmaman

Plasmaman.png

Discovered through a freak accident, plasmamen are effectively the reanimated skeletal remains of other species, inhabited by a microscopic, plasma-based fungi known as Colonids. Although alarming in appearance and demanding of unique environmental equipment to function, the Colonids' ability to form sentient networks have led to plasmamen being accepted as an independent species by NanoTrasen, for reasons entirely unrelated to their ability to recycle employees that suffer tragic accidents into productive workers. Being such a recently established race, their culture is still in its infancy.

Gameplay

Leverage your incredibly drastic racial traits to either combust to a light, oxygenated breeze, or thrive in inhospitable conditions. Build toxic chambers to use as tanning salons. Make up half the Engineering department. Hold skeleton raves in your toxic chambers. Die when Security strip searches you.

Diet

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

Benefits

  • Completely immune to radiation and cold.
  • Have no blood, and cannot bleed out.
  • Have no genes, and cannot be mutated.
  • Immunity to viruses without the Inorganic Biology symptom.
  • Resistant to being wounded.
  • Does not experience hunger.
  • Their default envirosuit helmet includes a flashlight and welding visor.
  • Envirogloves offer more protection than most gloves (including the Captain's), and some jobs have additional bonuses:
    • Engineers' and the Chief Engineer's envirogloves are insulated and allow the use computers and tablets (unlike insuls)
    • Paramedic plasmamen get nitrile envirogloves, an upgraded version of the nitrile gloves.
    • Botanists' gloves have proper plant protection.

Drawbacks

  • Require plasma gas to live, and cannot survive in oxygen.
    • Being exposed to oxygen in the air causes them to ignite, forcing them to wear sealed clothes (envirosuits, spacesuits, hardsuits, etc). All plasmamen spawn with job-appropriate envirosuits.
    • Start the round with a plasma internals tank and an emergency tank, and must find replacements or refills when it runs out.
    • This makes being stripped dangerous, greatly restricts what plasmamen can wear, forces plasmamen to rely on injections and patches to safely consume nutrients, and makes medical procedures harder for doctors (or order the upgraded mediborgs to perform surgery on statis bed).
  • Take 50% more brute and burn damage from all sources, and an additional 50% for burn from hot temps.
  • Cannot benefit from beneficial mutations and most beneficial viruses (unless buffed with Inorganic Biology).
  • Little character customization.
  • The CMO and other docs get envirogloves lacking the latex and nitrile gloves' bonuses — quicker carry and injections; requiring them to choose between the envirogloves' additional protection or the medical gloves' bonuses.
    • The Captain gets cucked the original Captain gloves (outmatched by the insulated envirogloves).
  • The HoP's outfit is described as a cheap imitation of the Captain's (little do they know...).
  • Quartermaster and Cargo Techs share the same outfit.
  • Not human under default AI laws.


Where to find them:

  • Everywhere but command, most likely in Engineering. Probably in a pile of deadly radiation.

Mothpeople

Moths.gif

White-faced insect people with wings and antennae, mothpeople come in a variety of colors and patterns. Their physiology allows them to nibble on clothes and maneuver slightly without gravity, but their striking similarities to old Earth insects make them susceptible to traditional pest removal techniques.

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. Run crying from a janitor with a flyswatter.

Diet

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

Benefits

  • Having wings makes it possible to move in zero-gravity environments to a degree (as long as there is air).
  • Can consume cloth, including most clothing items.
  • You have a +2 bonus to tackling strength when your wings are not burnt.

Drawbacks

  • Being lit on fire burns their wings off.
  • Moth eyes are extra vulnerable to harsh lights.
    • Welding requires both welding goggles and a welding mask to avoid eye damage.
    • Flashbangs deal significant eye damage.
  • Take ten times the damage from flyswatter attacks.
  • Take triple the poison damage from pest spray chemicals.
  • Not human under default AI laws.

Where to find them:

Ethereals

Ethereal race.png

Walking lightbulbs that are named after celestial bodies, ethereals are uniquely electrical beings. Liquid electricity pumps through their veins, they sustain themselves by feeding on sources of electricity, and they permanently glow in lovely colors.

Diet

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

Gameplay Convince a traitor to emag you to become a very slow, very boring disco ball. Die to a fireaxe, laugh at laser guns. Starve because the SM didn't get started and touch it to end the pain. Name yourself Funi XD before getting banned. Scream when someone breaks your revive crystal.

Benefits

  • Forms reviving crystal if left undisturbed after dying. This takes a few minutes, is very visible, and is quite easy to stop, but heals most harm.
  • Naturally illuminate their surroundings like a glowstick. Shrinks when at low charge or hurt.
    • Can be EMP'd and emagged to affect their glow.
  • Deal burn damage instead of brute damage when punching things.
  • Slightly resistant to electricity damage.
  • Much less sensitive to hot temperature (take burn damage at 423+ instead of 340+)
  • Much higher body temperature than humans. You're nearly guaranteed to give warm hugs (better moodlet than normal hugs)
  • Strong positive moodlet when properly charged.

Drawbacks

  • Their glow can't be turned off without an EMP.
  • Can only regain nutrition by entering a cyborg recharger, touching lightbulbs, touching an APC on Combat Mode Combat 32.pngEnable with 4, disable with 1 or toggle with F by default. Left-clicking people with an empty hand will Harm Harm 32.png them if on, or Help Help 32.png them if off. Prevents you from switching places or being pushed when colliding with people. , or through special Ethereal food.
  • Take an additional 25% brute damage from all sources.
  • Not human under default AI laws.
  • They get toxin damage and a bad moodlet when too overcharged or undercharged.
  • More sensitive to cold temperature (cold limit at 283 instead of humans' 270)
  • After reviving from a crystal, they get a permanent trauma.

Where to find them:

Felinids

Catpeople.png

Animal-Human hybrids of the cat variety, one of the most common Animalisation treatments performed. The species became widespread after the "Cloning Incident of 2560"; a secret Syndicate-backed bioterror attack on the factory that produced a key ingredient used in cloning. This incident resulted in the unintended transformation of recently cloned humans into the hybrids. The now named "Felinids" came to be viewed as no longer human, both by the public consciousness and by laws, and those receiving the treatments were shunned, leading them to coalesce into insular communities, and (many) to leave life in the Home Sector for the colonies, and eventually found their way into the ranks of Nanotrasen employment (even after the murderous race riots that took place aboard some stations).

While accepted aboard Nanotrasen installations for the cheap work, Nanotrasen executives agree that Felinids are not befitting of head roles for the same reason certain individuals are drawn to this species.

Their origins and culture are often avoided conversational topics.

Diet

  • Likes: Seafood
  • Dislikes: Raw meats (that aren't seafood), gross food.

Gameplay

NYAAA at the crew. Have "quality" interactions with the crew. Speak in barely understandable "OwO" speak for no reason. Behave like a poorly written female character created by a sweaty dude who's never actually spoken to a woman except for his mother (and a fast food cashier that one time). Get bullied by the rest of the crew as they take advantage of your drawbacks for the hell of it. Metafriend every other catperson, every single round. When in danger, get saved by said other catpeople suspiciously fast. Desperately avoid sliding down the slippery slope to getting banned for toeing the line of Rule 8.

Benefits

  • Felinids can lick wounds to reduce bleeding, though it's unsanitary and can transfer diseases between others.
  • Likes having their tail pulled!
  • Like being tabled (🤨)! Cats love playing on tables!
  • Alongside Galactic Common, has the ability to speak Nekomimetic.

Drawbacks

  • Sensitive ears are hit harder by flashbangs.
  • Distracted by laser pointers.
  • Being sprayed with water interrupts any action they were in the process of doing (think climbing a table) and gives them a negative moodlet.
  • Losing their tail ruins their mood!
  • Hulks can spin them around by their tail and throw them for a lot of damage.
  • Aren't allowed to have tattoos because it shames family.
  • Relentlessly bullied by most other races.
  • Not human under default AI laws.

Where to find them:

  • Everywhere but command, but most likely in the dorms.
  • Historically, felinids were removed from the list of roundstart races in January 2019, and reinstated following a series of divisive player polls in November 2019.

Uncommon Races

Over the course of a shift, you or someone you know may lose their humanity, or new life may rise. Many of these races are not born, but made. They remain relatively common, but cannot be selected in character creation.

Podpeople

Podpeople.png

Human blood, resurrected through a unique plant. Podpeople are rare to see, often only making an appearance if the doctors or defibrillators are gone, or Botany wants to embrace their true heritage. They thrive in light and can't survive darkness for too long.

Diet

  • Likes: Light, Vegetables, Fruits, Grain food
  • Dislikes: No light, meat, dairy, seafood

Gameplay

End up as a potato after getting husked and finding that the Botanist isn't too high to do his 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

  • Heal and gain nutrition in well-lit areas.
  • Immune to plant-based hazards such as space vines.
    • Botanical monsters such as killer tomatoes and bees are friendly to them.

Drawbacks

  • Lose nutrition in the dark, and take damage from starving.
  • Easily eaten by goats.
  • Tendency to be overweight simply by spending all their time in the light.
  • Extra vulnerable to chemicals designed to kill plant life.
  • Take 25% more burn damage and heats up quickly.
  • Mutate if shot by a floral somatoray in mutation mode.
  • Not human under default AI laws.

Where to find them:

Flypeople

Flypeople.png

Walking abominations of mismatched 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. There's absolutely nothing redeemable about existing like this, unless you just enjoy being a freak.

Diet

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

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'. Become a fly as a command role and be violently demoted by your peers.

Benefits

  • You can fill the entire station in vomit.
  • You can spell out rude messages in vomit.
  • You can then eat the vomit.

Drawbacks

  • Quickly puke up any solid foods that aren't vomit..
  • Buz-zz-zing lisp.
  • Grotesque appearance.
  • Take triple damage from pest spray.
  • Take an absolutely ridiculous 30x more damage from flyswatters.
  • Their organs are unidentifiable, making organ replacement by doctors a massive pain.
  • Not human under default AI laws.

Where to find them:

  • Near a teleporter, or in the bar, following around drunk people.

Jellypeople

Jellyperson male.pngJellyperson female.png Luminescent male.pngLuminescent female.png Slimepeople.png Jellypeople.png

Humanoids transformed into part-slime hybrids, these races are created in Xenobiology. Several subspecies exist, which each offer unique abilities.

Diet

  • Likes: Meat, toxic chemicals.
  • Dislikes: Anti-toxin medicines.

Gameplay

Spend 20 minutes working in Xenobiology, then transform yourself as soon as you get green slimes. Unleash the gooey hordes onto the crew. Mass produce yourself and be your own conga line, carry around 12 different slime cores for unique abilities, or form an assistant-only mental chatroom and refuse to let security join. Die because someone turned on an air conditioner.

Benefits

  • Anything that would deal toxin damage (for example, plasma) will heal toxin damage instead.
  • Will never be attacked by slimes.
  • Take half burn damage from any source.
  • Slime jelly instead of blood, which is poisonous to other species.
    • Their lungs, "vacuole", generate jelly when breathing plasma, although they still require oxygen.
    • Eating food and consuming toxic chemicals also generates jelly.
    • Excess jelly can be expended to regrow lost limbs.
  • Can gain additional abilities based on subspecies.
    • Luminescents can absorb slime cores, "activating" them to trigger abilities that often replicate the cores' effects.
    • Slimepeople can expend excess jelly to split into additional bodies, swapping between bodies when killed or at will.
    • Stargazers can grab other beings and connect them to their "slimelinks", allowing all linked creatures to telepathically communicate.

Drawbacks

  • Anything that would heal toxin damage deals it instead and lowers their jelly levels.
  • Automatically reabsorb their limbs if their jelly levels drop too low.
  • Take triple damage from cold temperatures.
  • If they take the Foreign quirk, they cannot speak unless they learn a new language.
  • Not human under default AI laws.

Where to find them:

Golems

Golem normal.pngGolem silver.pngGolem gold.pngGolem uranium.pngGolem titanium.pngGolem plasma.pngGolem diamond.pngGolem banana.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.

Diet

  • Likes: Whatever their master says. And rocks.
  • Dislikes: Whatever their master says.

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. Scream at Miners for funny ores. Ghost and take another ogre after you lock down.

Benefits

  • Completely immune to radiation.
  • Can eat ores.
  • Take no damage from temperature or pressure.
  • Do not need to breathe.
  • Have no blood, and cannot bleed out.
  • Have no genes, and cannot be mutated.
  • Immunity to viruses without the Inorganic Biology symptom.
  • Cannot be affected by most chemicals.
  • Most golems punch hard and are highly resistant to brute damage, with some exceptions.
  • Have pocket-slots without wearing a jumpsuit.
  • Many types of golems have additional benefits based on their material, ranging from anti-magic, to radiation, to self-combustion, to heightened resistances to specific damage types, and more.

Drawbacks

  • Bound to the will of their creator unless freed.
  • Must eat ores, else they will lock down.
  • Most materials are much slower than humans.
  • Can't give or receive CPR, or benefit from positive chemicals, viruses or mutations.
  • Can't equip most clothing, although they have natural pockets.
  • Their fingers are too big to fire any guns other than Kinetic Accelerators with modified trigger guards.
  • Often prejudiced against and slain without mercy by the station at first sign of trouble.
  • Not human under default AI laws.

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

Where to find them:

Abductors

Abductor base.png

Alien beings sent here to probe the station's crew. They cannot speak normally, but instead use a special frequency tuned to their mothership: different abductor teams have separate channels. Abductors created in different ways share a common abductor channel instead, and cannot hear natural abductors. 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.

Diet

  • Likes: Other abductors thinking about imaginary food.
  • Dislikes: Not having a mouth.

Gameplay

Do abductor stuff.

Benefits

  • Do not need to breathe.
  • Have no blood, and cannot bleed out.
  • Do not need to eat.
  • 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 their special abductor firearms.
  • Can't speak to anyone except other abductors on their team.
  • Highly distrusted by the crew.
  • Not human under default AI laws.

Where to find them:

  • Abductor ships, on the station (behind you right now, about to kidnap you)

Exotic Races

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

Skeletons

Skeletons.png

The skeleton within, unleashed! Somehow still alive, a skeleton is just a sack of stark white bones, giving them a number of very useful resistances and traits. Skeletons can appear as pirate raiders, be summoned by wizards, or simply appear as a roundstart race during Halloween.

Diet

  • Likes: Milk, Groos food, meat (cooked or raw)
  • Dislikes: Bone Hurting Juice.

Gameplay

Rattle your bones. Raid the chef's fridge for that sweet sweet calcium. Abuse your numerous benefits. Form a pirate gang, help your wizard master, or just make boner jokes.

Benefits

  • Completely immune to radiation.
  • Do not need to breathe.
  • Take no damage from temperatures or pressure, making them spaceproof.
  • Have no blood, and cannot bleed out.
  • Have no genes, and cannot be mutated.
  • Cannot be affected by most chemicals.
  • Immune to viruses without the Inorganic Biology symptom.
  • Do not need to eat, although drinking milk heals them.
  • Immune to embedded items and piercing effects (syringes, etc).
  • Can reattach lost limbs by simply jamming them back into the socket.

Drawbacks

  • Their limbs come off much easier than other races.
  • Can't benefit from positive chemicals, mutations or viruses.
  • Too spooky for many to handle.
  • Not human under default AI laws.

Where to find them:

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

High-functioning Zombies

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. Not to be confused with Romerol zombies, which absolutely should not be coexisted with.

Diet

  • Likes: Meat, raw meat, gross meat.
  • Dislikes: Not much.

Gameplay

Lumber around, trying to convince the crew not to kill you. Perform improvised dance routines. Eat all the meat.

Benefits

  • Completely immune to radiation.
  • Do not need to breathe.
  • Resistant to pressure damage.
  • Cannot be affected by most chemicals.
  • Do not need to eat.
  • Can reattach lost limbs by simply jamming them back into the socket.

Drawbacks

  • Their limbs come off much easier than other races.
  • Easy to wound.
  • Hard to understand.
  • Tends to be confused with the infectious kind of zombie and murdered in a blind panic; unlike Romerol zombies, they have no infectious abilities or desire to destroy the living.
  • Not human under default AI laws.

Where to find them:

  • On the station on Halloween.

Romerol Zombies

Zombies.png

Rotted remains of former humans, brought way less back to life. Unlike the zombies you meet on Halloween, Romerol zombies 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 revived.

Diet

  • Likes: The living.
  • Dislikes: Not eating the living.

Gameplay

Be killed by a traitor, only to be revived as a zombie. Become the world's slowest murderboner. Very slowly take over the station, hunting down the living, and wander around aimlessly once the shuttle is called.

Benefits

  • Completely immune to radiation.
  • Do not need to breathe.
  • Resistant to pressure damage.
  • Cannot be affected by most chemicals.
  • Do not need to eat.
  • Strong claws that can even punch through airlocks.
  • Revives after death unless decapitated or gibbed.
  • Quickly heal wounds.
  • Can see in the dark.
  • Turn other species into romerol zombies on death, and raise corpses by attacking them.

Drawbacks

  • Slow movement.
  • Can only use claws to smash, and have no fine manipulation abilities.
  • Automatically a high-priority antagonist; there is no way to co-exist with the crew, making it kill or be killed.
  • Not human under default AI laws and will probably be slaughtered by the silicons for causing immense human harm.

Where to find them:

  • On the station, after nukies buy Romerol or a traitor gets the romerol final objective

Shadowpeople

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.

Nightmares can be considered "advanced" shadowpeople, with additional powers and an antagonistic role

Diet

  • Likes: The darkness.
  • Dislike: The light.

Gameplay

Desperately try to convince the heads to give the AI a law making lights harmful to humans. Go around smashing every light you see. Die because of a window leading to a tiny maintenance room with a single flashlight in it. Get into wars with the mothpeople and their love of lamps.

Benefits

  • Completely immune to radiation.
  • Do not need to breathe.
  • Have no blood, and cannot bleed out.
  • Gradually heal in the dark.
  • Can see farther in the dark.
  • Immune to viruses.
  • Won't be attacked by Faithless monsters.

Drawbacks

  • Will perish in the light.
  • Automatically at odds with other races who enjoy being able to see more than two meters in front of them.
  • Not human under default AI laws.

Where to find them:

  • In the darkness.

Androids

Androids.png

Humanlike robots, distant cousins of synths. While visually identical to a fully augmented human, androids have some additional perks over simple metal-coated men.

Diet

  • Likes: Pretending to eat.
  • Dislikes: EMP blasts.

Gameplay

Get turned into a sick robot by the Chaplain. Attempt to find solidarity with your silicon brothers, only to realize you aren't human anymore.

Benefits

  • Completely immune to radiation.
  • Do not need to breathe.
  • Take no damage from cold temperatures or pressure, making them spaceproof.
  • Have no blood, and cannot bleed out.
  • Have no genes, and cannot be mutated.
  • Cannot be affected by most chemicals.
  • Immune to viruses without the Inorganic Biology symptom.
  • Do not need to eat.
  • Cannot be lit on fire.
  • Can reattach lost limbs by simply jamming them back into the socket.
  • Immune to embedded items and piercing effects (syringes, etc).
  • Can repair brute damage with welding tools, and burn damage with cable coils.

Drawbacks

  • Cannot heal brute and burn damage by conventional means.
  • Immune to beneficial chemicals, mutations or viruses.
  • Paralyzed and heavily damaged by EMPs.
  • Not human under default AI laws.

Where to find them:

  • In the chapel, when the Chaplain selects a technophile sect.

Removed Races

These races have been completely removed from the code for one reason or another, but are kept here for legacy purposes.

Synths

Changeling.gifSynth revealed.png

Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and have to be repaired with synthflesh. May or may not actually be functional in the code. Extremely uncommon.

Diet

  • Likes: ???
  • Dislikes: ???

Gameplay

Have a bored admin spawn you, realize your entire species gimmick doesn't even work, and go fuck off to make burgers or something.

Benefits

  • Do not need to breathe.
  • Immune to viruses.
  • Cannot be affected by chemicals except synthflesh.
  • Can't be dismembered or have their limbs disabled.
  • Do not need to eat.
  • Gain some of the passive bonuses/immunities of the race they're disguised as, until the disguise falls.
  • May be a Military Synth, with the following additional benefits:
    • 25% damage resistance to everything.
    • Increased punch damage and a high chance to stun on hit.
    • More durable disguises.

Drawbacks

  • Can only heal with synthflesh.
  • The entire disguise mechanic doesn't even work right now, making them pretty much just weird humans.
  • Probably valid.
  • Not human under default AI laws. Probably.