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=Exotic Races= These races have very few ways to come about, and often rely on very rare situations to exist at all.<br> Golems aside, you will almost never have to deal with them, but should be aware of them all the same for when the time comes. ==={{anchor|Golem}}[[Golem]]s=== [[File:agolem.png|96px]][[File:Iron_golem.png|96px]][[File:Silver_golem.png|96px]][[File:Gold_golem.png|96px]][[File:Plasma_golem.png|96px]][[File:Uranium_golem.png|96px]][[File:Diamond_golem.png|96px]] Lumbering people of shining stone, golems are born into the servitude of their creators. While some will immediately gift these golems with freedom others will keep them close as assistants, bodyguards, or attack dogs. Golems do not have a will of their own unless granted one by their creator, and are not directly responsible for their actions if commanded. Free golems found on [[Lavaland]] function equivalently to their station-born counterparts; however, they are not compelled to serve anyone. Golems have unique benefits and drawbacks, depending on the type of mineral they're made of. '''Gameplay''' Act like dumb ogre, smash the fleshy idiot humies and trigger gods. Escalate conflicts to deadchat with your ogre fists. Dish out justice with your ogre squad.<br> Kill people with your flashy radiation, and get banned for <s>card</s> golem counting. '''Benefits''' * 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.<br> Clattering spooks, due to their supernatural qualities they're almost always associated with wizards.<br> Skeletons enjoy a wide selection of useful immunities, just don't expect the crew to ever enjoy looking at you ever again. '''Benefits''' * 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).<br> 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.<br> 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.<br> If this does not happen, the zombie will revive at full health after some time. The infection is concentrated in a tumor located in the brain. Should this tumor be removed surgically, the body will revert to a normal corpse, which can then be cloned. '''Benefits''' * Same as regular zombies. * Strong claws that can even punch through airlocks. * Revives after death unless decapitated or gibbed. * Quickly heals wounds. * Can see in the dark. * Turn other species into romerol zombies on death. '''Drawbacks''' * Slow movement. * Can only use claws to smash. * (Rightfully) feared and hunted by crewmembers. '''Where to find them:''' * 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. '''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:''' * Robotics ==={{anchor|Abductor}}[[Abductor]]s=== [[File:Abductor_base.png|96px]] Alien beings sent here to probe the station's crew. They cannot speak normally, but instead use a special frequency tuned to their mothership: different abductor teams have separate channels. Abductors created in different ways share a common abductor channel instead, and cannot hear natural abductors. '''Benefits''' * Does not bleed. * Does not need to breathe. * Is immune to viruses. * Can use abductor-specific equipment. * Can see in the dark for short ranges. * Can communicate without restrictions with fellow abductors. '''Drawbacks''' * Can't use guns, except the one they start with. * Cannot be heard by non-abductors when speaking. '''Where to find them:''' * [[Abductor]] ships [[Category:Guides]]
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