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		<id>https://wiki.deltav.gay/index.php?title=Playable_Species&amp;diff=4328</id>
		<title>Playable Species</title>
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		<updated>2025-09-11T11:05:11Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: Changed the list of Common Abilities&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you&#039;re expected to try and coexist on this deathtrap. Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.&lt;br /&gt;
[[File:SpeciesOverView1.png|center|frameless|500x500px]]&lt;br /&gt;
Delta-V features a diverse array of playable species, including Arachnids, Diona, Dwarf (removed from Delta-V at the moment), Humans, Moth People, Reptilians, Slime People, Vox, I.P.C.(Integrated Positronic Chassis), Thaven,  Vulpkanin, Felinid, Harpies, Oni, Rodentia, Chitinid , Feroxi, and Kitsune.&lt;br /&gt;
[[File:SpeciesOverView2.png|border|center|596x596px]]&lt;br /&gt;
Vulpkanin, Felinid, Harpy, Oni, Rodentia, Chitinid, Feroxi, and Kitsune are Delta-V specific species.&lt;br /&gt;
&lt;br /&gt;
There is also a number of uncommon humanoids. Each species possesses its own unique set of statistics, strengths, and weaknesses, as well as, in some cases, distinct anatomical traits. However, despite these differences, all species share several commonalities:&lt;br /&gt;
&lt;br /&gt;
* Subjection to the fundamental laws of physics, including temperature, pressure, fire, atmospheric composition, gravity, radiation, electric current, and inertia. Temperature and atmospheric composition preferences differ for different species.&lt;br /&gt;
* Communication through a single common language. This ability can be lost temporally.&lt;br /&gt;
* Ability to equip the same tools and items (with a few exceptions).&lt;br /&gt;
* Ability to climb on surfaces, pull and throw things and beings, buckle in beds and seats, leave footprints, lay down, and sleep in beds and in cryostorage.&lt;br /&gt;
* Ability to preform attacks with fists and analogs. Likewise, when attacked, being slowed down and losing stamina.&lt;br /&gt;
* Capability of gaining and utilizing [[Psionics|psionic powers]] (Delta-V feature).&lt;br /&gt;
* Ability to leave DNA and/or prints on most intractable objects (and even pets).&lt;br /&gt;
* Ability to be affected by hunger and thirst.&lt;br /&gt;
* Ability to metabolize reagents inside and on the surface of the body, and experience their effects.&lt;br /&gt;
* Ability to be healed by applying specific items.&lt;br /&gt;
* Ability to be operated on during surgery, and decay with time while dead, and even to turn into a bloody pile of organs.&lt;br /&gt;
* A basic set of organs- eyes, brain, stomach, lungs, heart- alongside blood or a species-specific equivalent (sap, slime).&lt;br /&gt;
* Limited passive regeneration: BRUTE and HEAT damage can be healed over time, if Total Damage is below 20. AIRLOSS damage will always be healed over time, given the character in question has adequate breathable air and oxygen.&lt;br /&gt;
* All species will &#039;clot&#039; over time - if they are bleeding, they will slowly stop bleeding. Moreover, their blood will naturally replenish.&lt;br /&gt;
&lt;br /&gt;
= Roundstart Humanoids =&lt;br /&gt;
The following species can currently be selected in the character creation menu, meaning you can expect to see most of them during any given round.&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
[[File:Human.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Humans are considered the baseline for drawbacks and benefits. Unmodified human beings, functionally similar to the human beings of our world. You&#039;re (hopefully) one in real life. The station is designed for humans, so they should feel comfortable in most situations. Humans do not possess any unique abilities or traits (strengths or weaknesses) compared to other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Will be poisoned by raw or rotten food.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
== Slime ==&lt;br /&gt;
[[File:Slime.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Gelatinous, human-shaped masses of goo, Slime People breathe nitrogen rather than oxygen and exhale nitrous oxide. While they are naturally vulnerable to barotrauma caused by both high and low pressure, their elastic form grants them resistance to blunt damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Cadwellian (ex. Jon Cadwell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Similar to humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 40% less Blunt damage.&lt;br /&gt;
* Take 20% less Poison damage.&lt;br /&gt;
* They are almost immune to cancer as they take 80% less Cellural damage.&amp;lt;sup&amp;gt;note: Cancer is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
* While suffocating, takes 80% less Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They have slighty faster natural regeneration rate and start regenerating from below 65 total damage (other species need below 20).&lt;br /&gt;
* They can metabolize 6 reagents instead of just 2 like others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 20% more Piercing and Slashing damage.&lt;br /&gt;
* Take 50% more Cold damage from all sources.&lt;br /&gt;
* Very vulnerable to high and low pressure barotrauma (spacing).&lt;br /&gt;
* Get hurt by water when sprayed into them which deals Heat damage.&lt;br /&gt;
* Breaths Nitrogen instead of Oxygen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039;&lt;br /&gt;
* they breath nitrogen instead of oxygen. but more tanks are available for them and they can breath on lower atmospheric pressures without asphyxiating.&lt;br /&gt;
* they have a 6 space inventory slot in their body but anyone can access/steal anything that it is stored in it.&lt;br /&gt;
&lt;br /&gt;
== Rodentia ==&lt;br /&gt;
&lt;br /&gt;
Rodentia are a race of humanoid beings resembling rodents. Resourceful, evasive, sneaky, but fragile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, descriptive (ex. &amp;quot;No-tail Dale&amp;quot; or &amp;quot;Sleeps-much Abigail&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Can Rummage in disposal chutes, which can sometimes dig up food.&lt;br /&gt;
* Can store small items in their cheeks. Having items in their mouth makes their speech unintelligible, and they will drop all items in their mouth if attacked, stunned, or shoved.&lt;br /&gt;
* Can &amp;quot;sneak&amp;quot; underneath tables, but not doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: can do Slashing and Blunt damage.&lt;br /&gt;
* Smaller than humans.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Always trigger mousetraps, regardless of whether or not they are wearing shoes.&lt;br /&gt;
* Get hungry 33% faster.&lt;br /&gt;
&lt;br /&gt;
== Reptilian ==&lt;br /&gt;
[[File:Reptilian.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Reptile-like humanoids with sharp claws, tough scales, and an appetite for raw meat. Their unarmed melee attacks do slash instead of blunt damage due to their claws. Because of their animal organs, onions, coffee and tea are poisonous to them and are unable to consume anything like Grain, Dairy, or anything overly processed, however, they are able to consume both raw meat without the risk of disease and fruits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, or &amp;quot;verbs-the-noun&amp;quot; (ex. Eats-The-Mouse)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat and drink blood without ill effects.&lt;br /&gt;
* Can only eat Fruits and Meat related foods.&lt;br /&gt;
* No grain or dairy products.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Tail: can have both hands free while pulling anything, which allow them to do specific stuns in combat or help them in various jobs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: to deal Piercing damage instead of Blunt.&lt;br /&gt;
* Can stand a greater heat temperature than Humans.&lt;br /&gt;
* Uses their tail to pull things allowing them to have both of their hands free while pulling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Has a noticeable lisssp when speaking.&lt;br /&gt;
* Cold sensetivity: they will start freezing and getting slowed down from cold much earlier at 20c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; higher than other species.&lt;br /&gt;
* Suffer 30% more Cold damage from all sources.&lt;br /&gt;
* The diet is highly restricted and they can only eat meat, fruits and their specific combinations.&lt;br /&gt;
&lt;br /&gt;
== Felinid ==&lt;br /&gt;
[[File:Felinid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Small and mischievous cat-eared people. Being small in itself has lots of upsides and downsides. They are naturally good at thieving, and can hide inside duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Hairball: they have the ability to throw up an hairball to get rid of some of the chemicals from their bloodstream.&lt;br /&gt;
* Can eat mice or rats after picking them up. This has the benefit of regenerating the hairball ability and feeding them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: they do Slashing damage and Piercing damage.&lt;br /&gt;
* They are smaller than Humans, making them harder to hit.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
* Can walk completely silently, but only while barefooted.&lt;br /&gt;
* Immunity to the OwOnavirus disease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Are easily shoved, pushed and carried around by every other morphotypes due to their small size.&lt;br /&gt;
* They are weaker and struggle to carry and pull things due to their small size. They are unable to carry an Oni.&lt;br /&gt;
* They have slightly less stamina than Humans.&lt;br /&gt;
&lt;br /&gt;
== Harpy ==&lt;br /&gt;
[[File:Harpy.png|64px]]&lt;br /&gt;
&lt;br /&gt;
An avian humanoid species that features colorful feathered wings and tails that can mimic almost any sound.&lt;br /&gt;
&lt;br /&gt;
They are quite sensitive to the air quality, and when exposed to low quality air, they will begin to visibly gasp, and eventually start choking.&amp;lt;br&amp;gt;When this happens, a Harpy should either move away from sources of bad air, stand on top of a scrubber for a few seconds, or take a few breaths from a pure oxygen tank in order to restore their blood-oxygen levels. Only three seconds of being on pure oxygen is enough to completely restore a Harpy&#039;s blood oxygen saturation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They can &amp;quot;Sing&amp;quot; midis by imitating instruments. Right click yourself to select an instrument. While singing, musical notes appear floating around their head.&lt;br /&gt;
* Can imitate around 70% of the game&#039;s sound library through a huge list of voice emotes.&lt;br /&gt;
* Trait: Have the Ultraviolet Vision trait by default. This can be disabled via accessibility options.&lt;br /&gt;
* Tail: They Cannot wear Jumpsuits, and will automatically start with a Jumpskirt instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emote List&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scream, Laugh, Sneeze, Cough, Sigh, Cry, Whistle, Hiss, Meow, Mew, Growl, Purr, Ring, Honk, Pew, Bang, Beep, Rev, Click, Chitter, Squeak, Caw, Chirp, Snarl, Bark, Whine, Howl&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Talons: deal Piercing damage.&lt;br /&gt;
* Somewhat smaller than Humans, although not as small as Felinids.&lt;br /&gt;
* Moves 10% faster than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Low Density: Harpies are lighter than even Felinids, and weigh half as much as a Human.&lt;br /&gt;
* A Harpy breathes in air twice as often as Humans, inhaling and exhaling every 3 seconds.&lt;br /&gt;
** Air tanks last half as long and Harpies are more susceptible than usual to low air quality.&lt;br /&gt;
** If a Harpy is exposed to at least 0.2 moles of combined CO2 and/or Miasma, they start struggling to take in oxygen.&lt;br /&gt;
&lt;br /&gt;
== Arachnid ==&lt;br /&gt;
[[File:Arachnid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Not to be confused with insectoids, Arachnids cut a striking figure with their pressure-resistant exoskeletons and extra arms. Possibly related to the space spiders and giant tarantulas found in outer space. Thanks to their similarly robust digestive systems, they are able to consume raw food without the risk of disease. &amp;lt;sup&amp;gt;note: Disease is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Latin (ex. Pluribus Unum)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Slow metabolism.&lt;br /&gt;
* (BUG?: At the moment Arachnid do NOT get poisoned.) Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They have two extra pocket slots formed by webs.&lt;br /&gt;
* Silk: Can weive silk at the expense of hunger and craft various things.&lt;br /&gt;
Silk can be used to create furniture , clothes , walls and even shields. this will help handle more critical situations (ex: craft a winter coat when temperature drops , seal a spaced area using a wall). only Arachids are able to utilize the silk for crafting.&lt;br /&gt;
* Slow metabolism: they have 50% slower reagant metabolism than other species which takes extra time for medicines to work and to satiate thirst and hunger on the other it takes more time to get poisoned by any poisons/toxins. This has no effect on externally applied reagents, so spilling a acid on an Arachnid will kill them just the same as anyone else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Melee: Do Slashing damage instead of Blunt.&lt;br /&gt;
* Take significantly less barotrauma(spacing) damage.&lt;br /&gt;
* Metabolizes stuff in their stomach 50% slower. Meaning that they can go a a longer time without eating anything on a shift.&lt;br /&gt;
* Two extra pocket slots.&lt;br /&gt;
* Do not get poisoned from Mechatoxin (the poison space taranulas have).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* While suffocating, takes 50% more Asphyxiation damage and recovers it only at half speed.&lt;br /&gt;
* Cannot use the outerwear storage slot.&lt;br /&gt;
* They have blue blood, requiring Copper instead of Iron to regenerate. Iron will poison them instead.&lt;br /&gt;
&lt;br /&gt;
== Diona ==&lt;br /&gt;
[[File:Diona.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Tree-like plant people whose bodies react with fertilizer and weed-killing chemicals similar to regular plants.&lt;br /&gt;
Upon death, and gibbing, they split into 3 nymphs that represent an organ each: Brain, Stomach and Lungs. The player will become the Brain Nymph and can reform into a fully fledged Diona after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Qualia[https://en.wikipedia.org/wiki/Qualia] (ex. A Peaceful Sunrise)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat everything a Human can.&lt;br /&gt;
* They get hungry slower, and thirsty faster.&lt;br /&gt;
* Gets affected by chemicals that affects plants: Weed Killer poisons them and Robust Harvest heals them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Plant Chemicals: They are affected by chemicals that affect plants, this means that they can heal and benefit from fertilizers (ex: robust harvest can heal most of the brute damage), but plant toxins and pesticides will damage them too.&lt;br /&gt;
* Death: Can gib themselves into Nymphs after death, then reform after 10 minutes.&lt;br /&gt;
** This will heal them from all injuries and even manage to revive themselve from unrevivable situations (ex: radiation damage).&lt;br /&gt;
** Reform: It takes 10 minutes to be reformed back to Diona state from the Nymphs state. This leaves the Nymphs valnurable to other dangers (including spacing).&lt;br /&gt;
** Body: Reformed nymphs will have different body from the old Diona which will have different name and traits (such as gender).&lt;br /&gt;
** Memory: Reformed nymphs will keep their&#039;s character basic knowledge (only if it is an antagonist and the job), and looses any previous character&#039;s memories from it&#039;s death (other perhaps than the need to run away and find safety).&lt;br /&gt;
** Nymphs: There are normally 3 pet-like Nymphs. The original player take control of the &amp;quot;Brain&amp;quot; nymph. The only one able to talk. The other two can be taken over by ghosts if given cognizine.&lt;br /&gt;
** A zombified Diona is able to split once dead (or after giving up and returning to body) and the resulting nymphs will be zombified, though unable to reform.&lt;br /&gt;
* Tree form. Being exposed to 80u or more of Rodust Harvest will cause a Diona to grow out of control, turning into an immobile tree (dropping all their equipment). Cutting down the tree will &amp;quot;restone&amp;quot; the Diona to their mobile state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 20% less Slash damage.&lt;br /&gt;
* Take 30% less Blunt damage.&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* While suffocating, takes half the Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They are heavier than other races and can shove/disarm other races easier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 50% more Heat damage.&lt;br /&gt;
* Take 20% more Shock damage.&lt;br /&gt;
* Roots: Cannot wear shoes. They are unable to wear any shoes and protect their feet from debris and shards (wearing a hardsuit can minigate this issue and protect their feet) and are unable to gain any benefit from them (ex: magboots, speedboots).&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* Ignite: If they take big enough Heat damage from any source, they get ignited and catch on fire (the fire damage/size depends on the amount of heat damage being dealt: a laser rifle will not burn as much compared to a vintage laser pistol / X-ray rifle)&lt;br /&gt;
== Vulpkanin ==&lt;br /&gt;
[[File:Vulpkanin.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The Vulpkanin (vulp-ka-nin) are a race of humanoid canine-like beings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
* Trait: Have the Deuteranopia trait by default. This can be disabled via accessibility options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: do Slashing and Blunt damage.&lt;br /&gt;
* Their fur makes them able to withstand [[Maps#Glacier_Station|cold environments]] without the need of a coat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They take 15% more Heat damage.&lt;br /&gt;
&lt;br /&gt;
== Moth People ==&lt;br /&gt;
[[File:Moth.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Moth People, meanwhile, actually &#039;&#039;are&#039;&#039; an insectoid species. This insect people with wings and antennae, come in a variety of colors and patterns. Their wings allow them greater control in zero gravity than other species, and their natural resistance to cold helps greatly in a space environment. The tradeoff, naturally, is that heat is more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common,  (ex. John Doe)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Moths have an exclusive cloth and fruit diet. This includes most clothings items in game. In addition chefs can make moth-specific recepies like cotton pizza and other things.&lt;br /&gt;
* clothings items&lt;br /&gt;
* moth-specific recepies&lt;br /&gt;
* fruit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Wings: Have increased acceleration when moving in zero-g enviroments. Their ability can work when gravity generator fails and even in space/vacumm and helps them get around without a jetpack. The status is 50% higher acceleration than other species.&lt;br /&gt;
* Diet: Moths have an exclusive cloth diet that can also include fruits. Moths cannot eat most things from other species, however they can eat cloth, gloves and other clothing items which are exclusive to them and are in higher abudance, in addition chefs can prepare moth specific food recipes for them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 30% less Cold damage from all sources.&lt;br /&gt;
* Having wings makes it easier to move in zero-gravity environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Heat damage from all sources.&lt;br /&gt;
* Take 33% more (or 3 times more?) Heat/Burn damage when on fire compared to other species.&lt;br /&gt;
* They start taking Heat damage much earlier at 5c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; lower than other races. Intense heat will quickly burn them.&lt;br /&gt;
* They are slightly easier to carry and shove than Humans.&lt;br /&gt;
* They are unable to swallow any pills due to their diet, requiring them to be dissolved in other mediums instead.&lt;br /&gt;
&lt;br /&gt;
== Vox ==&lt;br /&gt;
[[File:Fullvox.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Vox are a strange lot, they&#039;re raptor-like creatures that can only breathe nitrogen, as oxygen is &#039;&#039;&#039;very hazardous&#039;&#039;&#039; to their health to the point where they take ticking poison damage as long as they&#039;re exposed to the air, provided said air has even a trace of oxygen within it. To counter-act this, a Vox must either be in a pure nitrogen-based environment or, more commonly, breathing from a nitrogen tank, one of which is provided to them at the start of each round. Much like Reptilians, their unarmed attacks deal slashing damage instread of blunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common, Mono-name with Repetitive Random Syllables (ex. Hirixashahre, Xapikrikrik)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: Do Slash damage instead of Blunt on unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Breathing: Oxygen is toxic to them, they require to have internals on at all times and sometimes require to put the mask off when need to eat/swallow anything. There are other alternatives way to get reagents in such as a syringe without need to turn off the internals.&lt;br /&gt;
&lt;br /&gt;
== Oni ==&lt;br /&gt;
[[File:Oni.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Large, horned people that come in a variety of colors. Their accuracy with [[Weapons|guns]] is terrible, but their physical strength brings them a lot of boons both in and out of combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 15% less Blunt damage.&lt;br /&gt;
* Take 15% less Slash damage.&lt;br /&gt;
* Take 15% less Piercing damage.&lt;br /&gt;
* Do more damage in melee:&lt;br /&gt;
** 35% more Blunt and Asphyxiation.&lt;br /&gt;
** 20% more Slash and Piercing.&lt;br /&gt;
* Due to their big size, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
* They are harder to shove.&lt;br /&gt;
* Slightly more stamina than Humans.&lt;br /&gt;
* They have an easier time prying open doors, taking around 50% less time than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Their accuracy with guns is terrible.&lt;br /&gt;
* They are harder to carry and pull.&lt;br /&gt;
* They are bigger than Humans, making them easier to hit.&lt;br /&gt;
&lt;br /&gt;
== Feroxi ==&lt;br /&gt;
Placeholder text&lt;br /&gt;
&lt;br /&gt;
== Kitsune ==&lt;br /&gt;
Placeholder text&lt;br /&gt;
&lt;br /&gt;
== IPCs ==&lt;br /&gt;
Placeholder text&lt;br /&gt;
&lt;br /&gt;
== Thaven ==&lt;br /&gt;
Placeholder text&lt;br /&gt;
&lt;br /&gt;
= Species anatomy =&lt;br /&gt;
The following table describes the possible organs that comprise the anatomy of the major Morphotypes: Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Organs&lt;br /&gt;
!Image&lt;br /&gt;
!Organ&lt;br /&gt;
!Morphotypes&lt;br /&gt;
!Purpose&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Animal_Heart.png|50x50px]]&lt;br /&gt;
|Heart&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:OrganHumanBrain.png|50x50px]]&lt;br /&gt;
|Brain&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Brain-pl.png|50px]]&lt;br /&gt;
|Diona Brain&lt;br /&gt;
|Diona&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body. Functionally identical to the other humanoid brains.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lung-L.png|50x50px]]&lt;br /&gt;
|Lungs&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, and Oni&lt;br /&gt;
|Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
|Vox Lungs&lt;br /&gt;
|Vox&lt;br /&gt;
|Determines the rate of breathing. Unhealthy lungs may result in the body getting less N2 than it needs. Generates toxins when O2 is breathed in.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Slime People(?), Humans, Vox, and Oni(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Rodentia(?), Reptilians, Felinids(?), Harpies(?), Arachnids, and Vulpkanin(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Stomach-pl.png|50px]]&lt;br /&gt;
|Diona Stomach&lt;br /&gt;
|Diona&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Due to its plantlike nature, it can digest fertilizers and weedkillers similar to the ways a plant would. Still capable of metabolizing medicine meant for animals.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
|Moth Stomach&lt;br /&gt;
|Moth People&lt;br /&gt;
|Aids in the digestion of cloth and reagents in the body. Finds non-cloth foods repulsive.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kidney-L.png|50x50px]]&lt;br /&gt;
|Kidneys&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Liver.png|50x50px]]&lt;br /&gt;
|Liver&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eye-L.png|50x50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Eye-L-pl.png|50px]] &lt;br /&gt;
|Diona Eyes&lt;br /&gt;
|Diona&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light. Functionally identical to other humanoid eyeballs.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Eyeball-l-a.png|50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Arachnids&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blood&lt;br /&gt;
|&#039;&#039;&#039;Iron based, color red -&#039;&#039;&#039; Humans, Rodentia, Reptilians, Felinids, Harpies, Vulpkanin, Oni&lt;br /&gt;
&#039;&#039;&#039;Anaerobic blood, color blue&#039;&#039;&#039;, (also &amp;quot;Iron based&amp;quot; but not red blood) - Vox&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sap, color yellow,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Diona&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slime, color green,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Slime People&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insect Blood, color grey,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Moth People&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copper based, color blue -&#039;&#039;&#039; Arachnids&lt;br /&gt;
|Not an organ, but a vital part of body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== IPC ==&lt;br /&gt;
[[File:IPC.png|64px]]&lt;br /&gt;
&lt;br /&gt;
IPCs, also known as Integrated Positronic Chassis, are a race of unlawed and sentient humanoid robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* ?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Uncommon Humanoids =&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their original form, or new life may rise.&lt;br /&gt;
These races are usually encountered later in the shift. They remain relatively common, but cannot be selected in character creation.&lt;br /&gt;
&lt;br /&gt;
== Skeleton ==&lt;br /&gt;
[[File:Skeleton.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Somehow still alive, a skeleton is just a sack of stark white bones, giving them a number of very useful resistances and traits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Completely immune to Radiation.&lt;br /&gt;
* Takes 40% less Piercing and 20% less Slashing damage.&lt;br /&gt;
* Takes no damage from temperature or pressure, making them space-proof.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Heals from having milk sprayed on them.&lt;br /&gt;
&amp;lt;!-- * Immune against all diseases. //why is this not a thing?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 10% more Blunt damage.&lt;br /&gt;
* Usual Medical Chems will not heal them.&lt;br /&gt;
* Everything they say is followed by &amp;quot;ACK ACK!&amp;quot;.&lt;br /&gt;
* Very spooky.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== Golems ==&lt;br /&gt;
An artificial construct imitating life, golems are the receptacle for souls of the dead encased in gemstone. They are completely devoted to whoever or whatever is marked as their master, and will carry out any order given by them. Typically they are aligned with the station, but in the wrong hands, they can be devastating.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Steel Golem|Steel Golem]] ===&lt;br /&gt;
[[File:Golem.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The most common Golem, the empty ones are generally found around the [[Maps|station]], &#039;&#039;eagerly&#039;&#039; awaiting a soul stone to be attached to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 30% less Blunt, Slash and Piercing damage.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt and Heat.&lt;br /&gt;
* Immune against poison, genetic, toxin damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more Shock damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Wood Golem|Wood Golem]] ===&lt;br /&gt;
[[File:GolemWood.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The perfect friend to the botanist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 50% less Blunt.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt.&lt;br /&gt;
* Immune against Poison, Genetic, Toxin, Radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Can have plants growing on their head.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more fire damage when on fire.&lt;br /&gt;
* Takes 100% more Slash and Heat damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Silver Golem|Silver Golem]] ===&lt;br /&gt;
[[File:GolemSilver.png|64px]]&lt;br /&gt;
&lt;br /&gt;
A fusion between soul and quantum machine, the epitome of epistemics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Immune against poison, genetic, toxin, radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* They punch twice as hard as Humans while also dealing holy damage. They also attack 50% faster.&lt;br /&gt;
* Move twice as fast as Humans.&lt;br /&gt;
* Possess the [[Psionics#List_of_Psionic_Powers|Psychokinesis]] psionic ability by default.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.--&amp;gt;&amp;lt;!--When it becomes a thing again--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Uncommon Other =&lt;br /&gt;
&lt;br /&gt;
== Silvia the Snake ==&lt;br /&gt;
[[File:Silvia.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Best friends and pet of the CMO.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
* Can eat raw meat and mice.&lt;br /&gt;
* Can drink blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Bite &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Shiva the Spider ==&lt;br /&gt;
Shiva, the stations first defender. She helps the Head of Security in their work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
== Pun Pun the Monkey ==&lt;br /&gt;
[[File:Punpun icon.png|64px]]&lt;br /&gt;
&lt;br /&gt;
An honorable member of the monkey society in charge of the bar and helping the bartenders in any way he can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Laika the dog==&lt;br /&gt;
[[File:Laika the dog.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Security&#039;s resident she-dog. She badgers the officers for headpats and nips at the heels of violent offenders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Smile the Slime ==&lt;br /&gt;
[[File:Smile the Slime.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The sweetest creature in the world. Smile Slime!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Carpy the Legal Carp ==&lt;br /&gt;
The real brains behind the Justice department. Your honour my client is not fishy!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Playable_Species&amp;diff=4327</id>
		<title>Playable Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Playable_Species&amp;diff=4327"/>
		<updated>2025-09-11T10:29:38Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: Added the Two Head Images.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you&#039;re expected to try and coexist on this deathtrap. Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.&lt;br /&gt;
[[File:SpeciesOverView1.png|center|frameless|500x500px]]&lt;br /&gt;
Delta-V features a diverse array of playable species, including Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni.&lt;br /&gt;
[[File:SpeciesOverView2.png|border|center|596x596px]]&lt;br /&gt;
Vulpkanin, Felinid, Harpy, Oni, Rodentia, Chitinid, Feroxi, and Kitsune are Delta-V specific species.&lt;br /&gt;
&lt;br /&gt;
There is also a number of uncommon humanoids. Each species possesses its own unique set of statistics, strengths, and weaknesses, as well as, in some cases, distinct anatomical traits. However, despite these differences, all species share several commonalities:&lt;br /&gt;
&lt;br /&gt;
* Ablility to equip the same tools and items (with a few exceptions).&lt;br /&gt;
* Subjection to the fundamental laws of physics, including temperature, pressure, atmospheric composition, gravity, radiation, electric current, and inertia.&lt;br /&gt;
* Capability of gaining and utilizing psionic powers.&lt;br /&gt;
* Communication through a single common language.&lt;br /&gt;
* The ability to metabolize reagents, and experience their effects.&lt;br /&gt;
* A basic set of organs- eyes, brain, stomach, lungs, heart- alongside blood or a species-specific equivalent (sap, slime, oil). &lt;br /&gt;
* Limited passive regeneration: BRUTE and HEAT damage can be healed over time, if total damage is below 20. AIRLOSS damage will always be healed over time, given the character in question has adequate breathable air and oxygen. &lt;br /&gt;
* All species will &#039;clot&#039; over time- If they are bleeding, they will slowly stop bleeding. Moreover, their blood will naturally replenish. &lt;br /&gt;
&lt;br /&gt;
= Roundstart Humanoids =&lt;br /&gt;
The following species can currently be selected in the character creation menu, meaning you can expect to see most of them during any given round.&lt;br /&gt;
&lt;br /&gt;
Humans are considered the baseline for drawbacks and benefits.&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
[[File:Human.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Baseline, unmodified human beings, functionally similar to the human beings of our world. You&#039;re (hopefully) one in real life. The station is designed for humans, so they should feel comfortable in most situations. However, humans cannot consume raw meat and do not possess any unique abilities or traits (strengths or weaknesses) compared to other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Will be poisoned by raw or rotten food.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
== Slime ==&lt;br /&gt;
[[File:Slime.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Gelatinous, human-shaped masses of goo, Slime People breathe nitrogen rather than oxygen and exhale nitrous oxide. While they are naturally vulnerable to barotrauma caused by both high and low pressure, their elastic form grants them resistance to blunt damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Cadwellian (ex. Jon Cadwell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Similar to humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 40% less Blunt damage.&lt;br /&gt;
* Take 20% less Poison damage.&lt;br /&gt;
* They are almost immune to cancer as they take 80% less Cellural damage.&amp;lt;sup&amp;gt;note: Cancer is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
* While suffocating, takes 80% less Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They have slighty faster natural regeneration rate and start regenerating from below 65 total damage (other species need below 20).&lt;br /&gt;
* They can metabolize 6 reagents instead of just 2 like others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 20% more Piercing and Slashing damage.&lt;br /&gt;
* Take 50% more Cold damage from all sources.&lt;br /&gt;
* Very vulnerable to high and low pressure barotrauma (spacing).&lt;br /&gt;
* Get hurt by water when sprayed into them which deals Heat damage.&lt;br /&gt;
* Breaths Nitrogen instead of Oxygen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039;&lt;br /&gt;
* they breath nitrogen instead of oxygen. but more tanks are available for them and they can breath on lower atmospheric pressures without asphyxiating.&lt;br /&gt;
* they have a 6 space inventory slot in their body but anyone can access/steal anything that it is stored in it.&lt;br /&gt;
&lt;br /&gt;
== Rodentia ==&lt;br /&gt;
&lt;br /&gt;
Rodentia are a race of humanoid beings resembling rodents. Resourceful, evasive, sneaky, but fragile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, descriptive (ex. &amp;quot;No-tail Dale&amp;quot; or &amp;quot;Sleeps-much Abigail&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Can Rummage in disposal chutes, which can sometimes dig up food.&lt;br /&gt;
* Can store small items in their cheeks. Having items in their mouth makes their speech unintelligible, and they will drop all items in their mouth if attacked, stunned, or shoved.&lt;br /&gt;
* Can &amp;quot;sneak&amp;quot; underneath tables, but not doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: can do Slashing and Blunt damage.&lt;br /&gt;
* Smaller than humans.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Always trigger mousetraps, regardless of whether or not they are wearing shoes.&lt;br /&gt;
* Get hungry 33% faster.&lt;br /&gt;
&lt;br /&gt;
== Reptilian ==&lt;br /&gt;
[[File:Reptilian.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Reptile-like humanoids with sharp claws, tough scales, and an appetite for raw meat. Their unarmed melee attacks do slash instead of blunt damage due to their claws. Because of their animal organs, onions, coffee and tea are poisonous to them and are unable to consume anything like Grain, Dairy, or anything overly processed, however, they are able to consume both raw meat without the risk of disease and fruits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, or &amp;quot;verbs-the-noun&amp;quot; (ex. Eats-The-Mouse)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat and drink blood without ill effects.&lt;br /&gt;
* Can only eat Fruits and Meat related foods.&lt;br /&gt;
* No grain or dairy products.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Tail: can have both hands free while pulling anything, which allow them to do specific stuns in combat or help them in various jobs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: to deal Piercing damage instead of Blunt.&lt;br /&gt;
* Can stand a greater heat temperature than Humans.&lt;br /&gt;
* Uses their tail to pull things allowing them to have both of their hands free while pulling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Has a noticeable lisssp when speaking.&lt;br /&gt;
* Cold sensetivity: they will start freezing and getting slowed down from cold much earlier at 20c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; higher than other species.&lt;br /&gt;
* Suffer 30% more Cold damage from all sources.&lt;br /&gt;
* The diet is highly restricted and they can only eat meat, fruits and their specific combinations.&lt;br /&gt;
&lt;br /&gt;
== Felinid ==&lt;br /&gt;
[[File:Felinid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Small and mischievous cat-eared people. Being small in itself has lots of upsides and downsides. They are naturally good at thieving, and can hide inside duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Hairball: they have the ability to throw up an hairball to get rid of some of the chemicals from their bloodstream.&lt;br /&gt;
* Can eat mice or rats after picking them up. This has the benefit of regenerating the hairball ability and feeding them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: they do Slashing damage and Piercing damage.&lt;br /&gt;
* They are smaller than Humans, making them harder to hit.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
* Can walk completely silently, but only while barefooted.&lt;br /&gt;
* Immunity to the OwOnavirus disease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Are easily shoved, pushed and carried around by every other morphotypes due to their small size.&lt;br /&gt;
* They are weaker and struggle to carry and pull things due to their small size. They are unable to carry an Oni.&lt;br /&gt;
* They have slightly less stamina than Humans.&lt;br /&gt;
&lt;br /&gt;
== Harpy ==&lt;br /&gt;
[[File:Harpy.png|64px]]&lt;br /&gt;
&lt;br /&gt;
An avian humanoid species that features colorful feathered wings and tails that can mimic almost any sound.&lt;br /&gt;
&lt;br /&gt;
They are quite sensitive to the air quality, and when exposed to low quality air, they will begin to visibly gasp, and eventually start choking.&amp;lt;br&amp;gt;When this happens, a Harpy should either move away from sources of bad air, stand on top of a scrubber for a few seconds, or take a few breaths from a pure oxygen tank in order to restore their blood-oxygen levels. Only three seconds of being on pure oxygen is enough to completely restore a Harpy&#039;s blood oxygen saturation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They can &amp;quot;Sing&amp;quot; midis by imitating instruments. Right click yourself to select an instrument. While singing, musical notes appear floating around their head.&lt;br /&gt;
* Can imitate around 70% of the game&#039;s sound library through a huge list of voice emotes.&lt;br /&gt;
* Trait: Have the Ultraviolet Vision trait by default. This can be disabled via accessibility options.&lt;br /&gt;
* Tail: They Cannot wear Jumpsuits, and will automatically start with a Jumpskirt instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emote List&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scream, Laugh, Sneeze, Cough, Sigh, Cry, Whistle, Hiss, Meow, Mew, Growl, Purr, Ring, Honk, Pew, Bang, Beep, Rev, Click, Chitter, Squeak, Caw, Chirp, Snarl, Bark, Whine, Howl&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Talons: deal Piercing damage.&lt;br /&gt;
* Somewhat smaller than Humans, although not as small as Felinids.&lt;br /&gt;
* Moves 10% faster than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Low Density: Harpies are lighter than even Felinids, and weigh half as much as a Human.&lt;br /&gt;
* A Harpy breathes in air twice as often as Humans, inhaling and exhaling every 3 seconds.&lt;br /&gt;
** Air tanks last half as long and Harpies are more susceptible than usual to low air quality.&lt;br /&gt;
** If a Harpy is exposed to at least 0.2 moles of combined CO2 and/or Miasma, they start struggling to take in oxygen.&lt;br /&gt;
&lt;br /&gt;
== Arachnid ==&lt;br /&gt;
[[File:Arachnid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Not to be confused with insectoids, Arachnids cut a striking figure with their pressure-resistant exoskeletons and extra arms. Possibly related to the space spiders and giant tarantulas found in outer space. Thanks to their similarly robust digestive systems, they are able to consume raw food without the risk of disease. &amp;lt;sup&amp;gt;note: Disease is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Latin (ex. Pluribus Unum)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Slow metabolism.&lt;br /&gt;
* (BUG?: At the moment Arachnid do NOT get poisoned.) Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They have two extra pocket slots formed by webs.&lt;br /&gt;
* Silk: Can weive silk at the expense of hunger and craft various things.&lt;br /&gt;
Silk can be used to create furniture , clothes , walls and even shields. this will help handle more critical situations (ex: craft a winter coat when temperature drops , seal a spaced area using a wall). only Arachids are able to utilize the silk for crafting.&lt;br /&gt;
* Slow metabolism: they have 50% slower reagant metabolism than other species which takes extra time for medicines to work and to satiate thirst and hunger on the other it takes more time to get poisoned by any poisons/toxins. This has no effect on externally applied reagents, so spilling a acid on an Arachnid will kill them just the same as anyone else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Melee: Do Slashing damage instead of Blunt.&lt;br /&gt;
* Take significantly less barotrauma(spacing) damage.&lt;br /&gt;
* Metabolizes stuff in their stomach 50% slower. Meaning that they can go a a longer time without eating anything on a shift.&lt;br /&gt;
* Two extra pocket slots.&lt;br /&gt;
* Do not get poisoned from Mechatoxin (the poison space taranulas have).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* While suffocating, takes 50% more Asphyxiation damage and recovers it only at half speed.&lt;br /&gt;
* Cannot use the outerwear storage slot.&lt;br /&gt;
* They have blue blood, requiring Copper instead of Iron to regenerate. Iron will poison them instead.&lt;br /&gt;
&lt;br /&gt;
== Diona ==&lt;br /&gt;
[[File:Diona.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Tree-like plant people whose bodies react with fertilizer and weed-killing chemicals similar to regular plants.&lt;br /&gt;
Upon death, and gibbing, they split into 3 nymphs that represent an organ each: Brain, Stomach and Lungs. The player will become the Brain Nymph and can reform into a fully fledged Diona after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Qualia[https://en.wikipedia.org/wiki/Qualia] (ex. A Peaceful Sunrise)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat everything a Human can.&lt;br /&gt;
* They get hungry slower, and thirsty faster.&lt;br /&gt;
* Gets affected by chemicals that affects plants: Weed Killer poisons them and Robust Harvest heals them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Plant Chemicals: They are affected by chemicals that affect plants, this means that they can heal and benefit from fertilizers (ex: robust harvest can heal most of the brute damage), but plant toxins and pesticides will damage them too.&lt;br /&gt;
* Death: Can gib themselves into Nymphs after death, then reform after 10 minutes.&lt;br /&gt;
** This will heal them from all injuries and even manage to revive themselve from unrevivable situations (ex: radiation damage).&lt;br /&gt;
** Reform: It takes 10 minutes to be reformed back to Diona state from the Nymphs state. This leaves the Nymphs valnurable to other dangers (including spacing).&lt;br /&gt;
** Body: Reformed nymphs will have different body from the old Diona which will have different name and traits (such as gender).&lt;br /&gt;
** Memory: Reformed nymphs will keep their&#039;s character basic knowledge (only if it is an antagonist and the job), and looses any previous character&#039;s memories from it&#039;s death (other perhaps than the need to run away and find safety).&lt;br /&gt;
** Nymphs: There are normally 3 pet-like Nymphs. The original player take control of the &amp;quot;Brain&amp;quot; nymph. The only one able to talk. The other two can be taken over by ghosts if given cognizine.&lt;br /&gt;
** A zombified Diona is able to split once dead (or after giving up and returning to body) and the resulting nymphs will be zombified, though unable to reform.&lt;br /&gt;
* Tree form. Being exposed to 80u or more of Rodust Harvest will cause a Diona to grow out of control, turning into an immobile tree (dropping all their equipment). Cutting down the tree will &amp;quot;restone&amp;quot; the Diona to their mobile state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 20% less Slash damage.&lt;br /&gt;
* Take 30% less Blunt damage.&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* While suffocating, takes half the Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They are heavier than other races and can shove/disarm other races easier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 50% more Heat damage.&lt;br /&gt;
* Take 20% more Shock damage.&lt;br /&gt;
* Roots: Cannot wear shoes. They are unable to wear any shoes and protect their feet from debris and shards (wearing a hardsuit can minigate this issue and protect their feet) and are unable to gain any benefit from them (ex: magboots, speedboots).&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* Ignite: If they take big enough Heat damage from any source, they get ignited and catch on fire (the fire damage/size depends on the amount of heat damage being dealt: a laser rifle will not burn as much compared to a vintage laser pistol / X-ray rifle)&lt;br /&gt;
== Vulpkanin ==&lt;br /&gt;
[[File:Vulpkanin.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The Vulpkanin (vulp-ka-nin) are a race of humanoid canine-like beings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
* Trait: Have the Deuteranopia trait by default. This can be disabled via accessibility options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: do Slashing and Blunt damage.&lt;br /&gt;
* Their fur makes them able to withstand [[Maps#Glacier_Station|cold environments]] without the need of a coat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They take 15% more Heat damage.&lt;br /&gt;
&lt;br /&gt;
== Moth People ==&lt;br /&gt;
[[File:Moth.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Moth People, meanwhile, actually &#039;&#039;are&#039;&#039; an insectoid species. This insect people with wings and antennae, come in a variety of colors and patterns. Their wings allow them greater control in zero gravity than other species, and their natural resistance to cold helps greatly in a space environment. The tradeoff, naturally, is that heat is more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common,  (ex. John Doe)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Moths have an exclusive cloth and fruit diet. This includes most clothings items in game. In addition chefs can make moth-specific recepies like cotton pizza and other things.&lt;br /&gt;
* clothings items&lt;br /&gt;
* moth-specific recepies&lt;br /&gt;
* fruit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Wings: Have increased acceleration when moving in zero-g enviroments. Their ability can work when gravity generator fails and even in space/vacumm and helps them get around without a jetpack. The status is 50% higher acceleration than other species.&lt;br /&gt;
* Diet: Moths have an exclusive cloth diet that can also include fruits. Moths cannot eat most things from other species, however they can eat cloth, gloves and other clothing items which are exclusive to them and are in higher abudance, in addition chefs can prepare moth specific food recipes for them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 30% less Cold damage from all sources.&lt;br /&gt;
* Having wings makes it easier to move in zero-gravity environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Heat damage from all sources.&lt;br /&gt;
* Take 33% more (or 3 times more?) Heat/Burn damage when on fire compared to other species.&lt;br /&gt;
* They start taking Heat damage much earlier at 5c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; lower than other races. Intense heat will quickly burn them.&lt;br /&gt;
* They are slightly easier to carry and shove than Humans.&lt;br /&gt;
* They are unable to swallow any pills due to their diet, requiring them to be dissolved in other mediums instead.&lt;br /&gt;
&lt;br /&gt;
== Vox ==&lt;br /&gt;
[[File:Fullvox.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Vox are a strange lot, they&#039;re raptor-like creatures that can only breathe nitrogen, as oxygen is &#039;&#039;&#039;very hazardous&#039;&#039;&#039; to their health to the point where they take ticking poison damage as long as they&#039;re exposed to the air, provided said air has even a trace of oxygen within it. To counter-act this, a Vox must either be in a pure nitrogen-based environment or, more commonly, breathing from a nitrogen tank, one of which is provided to them at the start of each round. Much like Reptilians, their unarmed attacks deal slashing damage instread of blunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common, Mono-name with Repetitive Random Syllables (ex. Hirixashahre, Xapikrikrik)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: Do Slash damage instead of Blunt on unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Breathing: Oxygen is toxic to them, they require to have internals on at all times and sometimes require to put the mask off when need to eat/swallow anything. There are other alternatives way to get reagents in such as a syringe without need to turn off the internals.&lt;br /&gt;
&lt;br /&gt;
== Oni ==&lt;br /&gt;
[[File:Oni.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Large, horned people that come in a variety of colors. Their accuracy with [[Weapons|guns]] is terrible, but their physical strength brings them a lot of boons both in and out of combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 15% less Blunt damage.&lt;br /&gt;
* Take 15% less Slash damage.&lt;br /&gt;
* Take 15% less Piercing damage.&lt;br /&gt;
* Do more damage in melee:&lt;br /&gt;
** 35% more Blunt and Asphyxiation.&lt;br /&gt;
** 20% more Slash and Piercing.&lt;br /&gt;
* Due to their big size, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
* They are harder to shove.&lt;br /&gt;
* Slightly more stamina than Humans.&lt;br /&gt;
* They have an easier time prying open doors, taking around 50% less time than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Their accuracy with guns is terrible.&lt;br /&gt;
* They are harder to carry and pull.&lt;br /&gt;
* They are bigger than Humans, making them easier to hit.&lt;br /&gt;
&lt;br /&gt;
== Feroxi ==&lt;br /&gt;
Placeholder text&lt;br /&gt;
&lt;br /&gt;
== Kitsune ==&lt;br /&gt;
Placeholder text&lt;br /&gt;
&lt;br /&gt;
== IPCs ==&lt;br /&gt;
Placeholder text&lt;br /&gt;
&lt;br /&gt;
== Thaven ==&lt;br /&gt;
Placeholder text&lt;br /&gt;
&lt;br /&gt;
= Species anatomy =&lt;br /&gt;
The following table describes the possible organs that comprise the anatomy of the major Morphotypes: Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Organs&lt;br /&gt;
!Image&lt;br /&gt;
!Organ&lt;br /&gt;
!Morphotypes&lt;br /&gt;
!Purpose&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Animal_Heart.png|50x50px]]&lt;br /&gt;
|Heart&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:OrganHumanBrain.png|50x50px]]&lt;br /&gt;
|Brain&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Brain-pl.png|50px]]&lt;br /&gt;
|Diona Brain&lt;br /&gt;
|Diona&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body. Functionally identical to the other humanoid brains.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lung-L.png|50x50px]]&lt;br /&gt;
|Lungs&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, and Oni&lt;br /&gt;
|Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
|Vox Lungs&lt;br /&gt;
|Vox&lt;br /&gt;
|Determines the rate of breathing. Unhealthy lungs may result in the body getting less N2 than it needs. Generates toxins when O2 is breathed in.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Slime People(?), Humans, Vox, and Oni(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Rodentia(?), Reptilians, Felinids(?), Harpies(?), Arachnids, and Vulpkanin(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Stomach-pl.png|50px]]&lt;br /&gt;
|Diona Stomach&lt;br /&gt;
|Diona&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Due to its plantlike nature, it can digest fertilizers and weedkillers similar to the ways a plant would. Still capable of metabolizing medicine meant for animals.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
|Moth Stomach&lt;br /&gt;
|Moth People&lt;br /&gt;
|Aids in the digestion of cloth and reagents in the body. Finds non-cloth foods repulsive.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kidney-L.png|50x50px]]&lt;br /&gt;
|Kidneys&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Liver.png|50x50px]]&lt;br /&gt;
|Liver&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eye-L.png|50x50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Eye-L-pl.png|50px]] &lt;br /&gt;
|Diona Eyes&lt;br /&gt;
|Diona&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light. Functionally identical to other humanoid eyeballs.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Eyeball-l-a.png|50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Arachnids&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blood&lt;br /&gt;
|&#039;&#039;&#039;Iron based, color red -&#039;&#039;&#039; Humans, Rodentia, Reptilians, Felinids, Harpies, Vulpkanin, Oni&lt;br /&gt;
&#039;&#039;&#039;Anaerobic blood, color blue&#039;&#039;&#039;, (also &amp;quot;Iron based&amp;quot; but not red blood) - Vox&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sap, color yellow,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Diona&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slime, color green,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Slime People&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insect Blood, color grey,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Moth People&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copper based, color blue -&#039;&#039;&#039; Arachnids&lt;br /&gt;
|Not an organ, but a vital part of body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== IPC ==&lt;br /&gt;
[[File:IPC.png|64px]]&lt;br /&gt;
&lt;br /&gt;
IPCs, also known as Integrated Positronic Chassis, are a race of unlawed and sentient humanoid robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* ?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Uncommon Humanoids =&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their original form, or new life may rise.&lt;br /&gt;
These races are usually encountered later in the shift. They remain relatively common, but cannot be selected in character creation.&lt;br /&gt;
&lt;br /&gt;
== Skeleton ==&lt;br /&gt;
[[File:Skeleton.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Somehow still alive, a skeleton is just a sack of stark white bones, giving them a number of very useful resistances and traits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Completely immune to Radiation.&lt;br /&gt;
* Takes 40% less Piercing and 20% less Slashing damage.&lt;br /&gt;
* Takes no damage from temperature or pressure, making them space-proof.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Heals from having milk sprayed on them.&lt;br /&gt;
&amp;lt;!-- * Immune against all diseases. //why is this not a thing?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 10% more Blunt damage.&lt;br /&gt;
* Usual Medical Chems will not heal them.&lt;br /&gt;
* Everything they say is followed by &amp;quot;ACK ACK!&amp;quot;.&lt;br /&gt;
* Very spooky.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== Golems ==&lt;br /&gt;
An artificial construct imitating life, golems are the receptacle for souls of the dead encased in gemstone. They are completely devoted to whoever or whatever is marked as their master, and will carry out any order given by them. Typically they are aligned with the station, but in the wrong hands, they can be devastating.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Steel Golem|Steel Golem]] ===&lt;br /&gt;
[[File:Golem.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The most common Golem, the empty ones are generally found around the [[Maps|station]], &#039;&#039;eagerly&#039;&#039; awaiting a soul stone to be attached to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 30% less Blunt, Slash and Piercing damage.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt and Heat.&lt;br /&gt;
* Immune against poison, genetic, toxin damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more Shock damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Wood Golem|Wood Golem]] ===&lt;br /&gt;
[[File:GolemWood.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The perfect friend to the botanist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 50% less Blunt.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt.&lt;br /&gt;
* Immune against Poison, Genetic, Toxin, Radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Can have plants growing on their head.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more fire damage when on fire.&lt;br /&gt;
* Takes 100% more Slash and Heat damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Silver Golem|Silver Golem]] ===&lt;br /&gt;
[[File:GolemSilver.png|64px]]&lt;br /&gt;
&lt;br /&gt;
A fusion between soul and quantum machine, the epitome of epistemics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Immune against poison, genetic, toxin, radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* They punch twice as hard as Humans while also dealing holy damage. They also attack 50% faster.&lt;br /&gt;
* Move twice as fast as Humans.&lt;br /&gt;
* Possess the [[Psionics#List_of_Psionic_Powers|Psychokinesis]] psionic ability by default.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.--&amp;gt;&amp;lt;!--When it becomes a thing again--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Uncommon Other =&lt;br /&gt;
&lt;br /&gt;
== Silvia the Snake ==&lt;br /&gt;
[[File:Silvia.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Best friends and pet of the CMO.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
* Can eat raw meat and mice.&lt;br /&gt;
* Can drink blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Bite &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Shiva the Spider ==&lt;br /&gt;
Shiva, the stations first defender. She helps the Head of Security in their work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
== Pun Pun the Monkey ==&lt;br /&gt;
[[File:Punpun icon.png|64px]]&lt;br /&gt;
&lt;br /&gt;
An honorable member of the monkey society in charge of the bar and helping the bartenders in any way he can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Laika the dog==&lt;br /&gt;
[[File:Laika the dog.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Security&#039;s resident she-dog. She badgers the officers for headpats and nips at the heels of violent offenders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Smile the Slime ==&lt;br /&gt;
[[File:Smile the Slime.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The sweetest creature in the world. Smile Slime!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Carpy the Legal Carp ==&lt;br /&gt;
The real brains behind the Justice department. Your honour my client is not fishy!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=File:SpeciesOverView2.png&amp;diff=4326</id>
		<title>File:SpeciesOverView2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=File:SpeciesOverView2.png&amp;diff=4326"/>
		<updated>2025-09-11T10:27:00Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DeltaV Species&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=File:SpeciesOverView1.png&amp;diff=4325</id>
		<title>File:SpeciesOverView1.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=File:SpeciesOverView1.png&amp;diff=4325"/>
		<updated>2025-09-11T10:24:02Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Upstream Species&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Psionics&amp;diff=4324</id>
		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Psionics&amp;diff=4324"/>
		<updated>2025-09-10T01:54:08Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: /* List of Psionic Powers */  minor style changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
Psionics, or psychics, are entities that have unlocked psionic abilities through various means. These individuals are considered to be a potential hazard to the station. The Epistemics department consisting of; the [[Mystagogue]], [[Chaplain]], [[Scientist|Scientists]] and [[Psionic Mantis]] are supposed to keep the psionics in check and if that fails they have a handful of tools for neutralizing harmful psionics. &lt;br /&gt;
&lt;br /&gt;
All psionic entities have a shared telepathic communication channel, accessible by writing an equal sign before your text message. It&#039;s anonymized so you&#039;ll never know who you are talking to. It could entirely not even be a crew member.&lt;br /&gt;
&lt;br /&gt;
== Psionic Abilities ==&lt;br /&gt;
[[File:PsionicPopup.png|thumb]]&lt;br /&gt;
Psionic Abilities are mental abilities that interface with the &#039;&#039;&#039;noösphere&#039;&#039;&#039;. Humanoids have limited access to the noösphere&#039;s full potential, allowing some to find ways to command it. This means that humanoids can only have a single ability at a time. They offer various benefits to the user in exchange of generating [[glimmer]] every time they are used. They generate from 8Ψ to 12Ψ every time they are used.&lt;br /&gt;
&lt;br /&gt;
When you get lucky enough to unlock a psionic power, excluding starting with one, a popup with appear which allows you to decide to accept it or not. You won&#039;t know what you got until you accept it. Be careful to read the text before accepting, you technically give your consent to be targeted by certain forces. Accepting the psionic power also raises the [[glimmer]] by 1Ψ to 5Ψ.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After unlocking a psionic ability, it will be automatically placed in your action bar. All you have to do to use it is to click on it or press the corresponding action key. Some of them require you to click on a target.&lt;br /&gt;
&lt;br /&gt;
Fair warning that you can only have one psionic ability at a time, excluding special circumstances.&lt;br /&gt;
&lt;br /&gt;
=== List of Psionic Powers ===&lt;br /&gt;
Here is a list of the currently available psionic powers. The &#039;&#039;&#039;Weight&#039;&#039;&#039; column shows their likeliness to be acquired using normal means explained in the next part. If the weight is 0, it means they aren&#039;t accessible by normal means. Delay is the time in seconds between uses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Icon&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Weight&#039;&#039;&#039;&lt;br /&gt;
!Delay&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:40%; padding:5px;&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:40%; padding:5px;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:Dispel.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Dispel&#039;&#039;&#039; &lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 45&lt;br /&gt;
 | Dispel summoned entities such as familiars or forcewalls.&lt;br /&gt;
 | Very useful against [[Fauna#Hostile|Wisps]], Revenants, the [[Chaplain]] evil familiars or even the [[Mime]] walls. Can also affect anomalies. Range: 10m.&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:MassSleep.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Mass Sleep&#039;&#039;&#039; &lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 0.3&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 60&lt;br /&gt;
 | Put targets in a small area to sleep.&lt;br /&gt;
 | As a [[Traitor]], it is a very useful tool for various reasons from stealing, knocking down your target in space and leaving them to die or even giving the Revenant a free kill.&lt;br /&gt;
The sleep is short - 5 seconds, and can be broken by damage taken. Radius of action 1.25m.&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:MindSwap.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Mind Swap&#039;&#039;&#039; &lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 0.15&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 240&lt;br /&gt;
 | Swap minds with the target. Either can change back after 20 seconds.&lt;br /&gt;
 | A rarer power that gets you 20 seconds in the body of someone else. Useful for [[Traitor|traitors]] trying to get their target to throw their gun and space-proof suit away while in space. Range: 8m.&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:NoosphericZap.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Noospheric Zap&#039;&#039;&#039; &lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 0.3&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 100&lt;br /&gt;
 | Shocks the consciousness of the target and leaves them stunned and stuttering.&lt;br /&gt;
 | Used by [[Fauna#Hostile|Wisps]]. Inaccessible; Wisps do not exist due to not being rebased.&lt;br /&gt;
Used for the station wide glimmer event that zaps everyone rolling psionics.&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:MetapsionicPulse.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Metapsionic Pulse&#039;&#039;&#039; &lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 45&lt;br /&gt;
 | Send a mental pulse through the area to see if there are any psychics nearby.&lt;br /&gt;
 | A slightly underwhelming power that allows you to know if there is other psychics nearby. It also tells you when a psychic power is used nearby. Detects Mimes.&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:Pyrokinesis.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039; &lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 50&lt;br /&gt;
 | Light a flammable target on fire.&lt;br /&gt;
 | Used by Ifrits. Inaccessible; Fire got reworked upstream, and this ability became way too overpowered so it has not been added back to Ifrits. Range: 6m.&lt;br /&gt;
|-&lt;br /&gt;
 ![[File:Psionic Eruption.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Psionic Eruption&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 0.1&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 45&lt;br /&gt;
 | Unleash a powerful psionic eruption destroying you and everything around you.&lt;br /&gt;
 | --&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:PsionicRegeneration.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Psionic Regeneration&#039;&#039;&#039; &lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 120&lt;br /&gt;
 | Push your natural metabolism to the limit to power your body&#039;s regenerative capability.&lt;br /&gt;
 | Adds a small dose (20 units) of [[Chemistry#Prometheum|Prometheum]] in the bloodstream that heals a small amount of Burn, Brute, Poison, Caustic, Bloodloss damage and replenishes a bit of blood.&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:Telegnosis.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Telegnosis&#039;&#039;&#039; &lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 150&lt;br /&gt;
| Create a telegnostic projection to remotely observe things.&lt;br /&gt;
 | This allows you to look around the station while staying in relative safety. Very useful in finding targets, dead bodies or keeping an eye on [[Security Officer|Security]] and the Armory.&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:PsionicInvisibility.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Psionic Invisibility&#039;&#039;&#039; &lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 120&lt;br /&gt;
| Render yourself invisible to any entity that could potentially be psychic. Borgs, animals, and so on are not affected.&lt;br /&gt;
 | One of the most powerful powers that can allow you to sneak in places you shouldn&#039;t be in, like the Armory. Be careful that people wearing insulated headgear will see you.&lt;br /&gt;
|-&lt;br /&gt;
 ![[File:Precognition.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Precognition&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 240&lt;br /&gt;
| See into the future to get a hint about the next random event.&lt;br /&gt;
 | You see a vision of the next even to happen in the spawn of the next 30 - 600 seconds. Some visions are not reliable (about ~ 20%).&lt;br /&gt;
|-&lt;br /&gt;
 ![[File:Psychokinetic Scream.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Psychokinetic Scream&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 60&lt;br /&gt;
| Emit a blood-curdling scream that shatters all lights in the area.&lt;br /&gt;
 | Radius of effect 10m. Works through walls.&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:Psychokinesis.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Psychokinesis&#039;&#039;&#039; &lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | --&lt;br /&gt;
 | Bend the fabric of space to instantly move across it.&lt;br /&gt;
 | Used by [[Playable Species#Silver_Golem|Silver Golems]]. Inaccessible; Golemancy has not been rebased.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Acquiring Powers ==&lt;br /&gt;
Psionics can be acquired in a number of ways.&lt;br /&gt;
There are a few ways to acquire psionic powers. Some roles can start with them and you can get lucky during glimmer events or by drinking oracle juice. Certain roles have better chances of unlocking psionic powers than others.&lt;br /&gt;
&lt;br /&gt;
=== At Shift Start ===&lt;br /&gt;
As soon as you start existing in a shift, late join included, you have a basic 7% chance of rolling a psionic power. All Heads of Staff except for the Logistics Officer instead have a 32% chance, while the [[Chaplain]] has a 21% chance. This is further increased for late joining players depending on the station&#039;s Glimmer.&lt;br /&gt;
&lt;br /&gt;
Additionally, each person is given one complimentary &amp;quot;Reroll&amp;quot; for Psionics, which they can use by consuming certain hallucinogenic drugs. See below for more details.&lt;br /&gt;
&lt;br /&gt;
The two roles that always start with psionic powers are the [[Mystagogue]] starting with &#039;&#039;&#039;Dispel&#039;&#039;&#039; and the [[Psionic Mantis]] starting with &#039;&#039;&#039;Metapsionic Pulse&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== During the Shift ===&lt;br /&gt;
During the shift, a decent amount of ways to unlock psionic abilities offer themselves to you:&lt;br /&gt;
* &#039;&#039;&#039;Noospheric Storm&#039;&#039;&#039; offers the potential of awakening a psionic power, of 3 people maximum, every time they happen.&lt;br /&gt;
* &#039;&#039;&#039;Noospheric Zaps&#039;&#039;&#039; don&#039;t directly give you psionics, but if you have previously attempted to roll for psionics using drugs, the seizure will unlock the ability to roll again.&lt;br /&gt;
* &#039;&#039;&#039;Glimmer&#039;&#039;&#039; on its own doesn&#039;t give you psionics, instead it increases your chances of rolling for psionics by an amount equal to the current glimmer divided by 1000. For example, if the glimmer was at 300 when you take space drugs, your chances of becoming psychic are increased by 30%.&lt;br /&gt;
* &#039;&#039;&#039;Artifact Pulse&#039;&#039;&#039; that can happen from some artifacts.&lt;br /&gt;
* &#039;&#039;&#039;[[Chemistry#Lotophagoi oil|Lotophagoi Oil]]&#039;&#039;&#039; sometimes dispensed by [[The Oracle]]. It has a chance of giving you psionics equal to your original base chance, plus a bonus chance based on the current glimmer. You need to ingest at least 20 units. &lt;br /&gt;
* &#039;&#039;&#039;[[Chemistry#Space drugs|Space Drugs]]&#039;&#039;&#039; is the weaker alternative to Lotophagoi Oil. It has a chance to give you psionics equal to your original base chance, plus a bonus chance based on the current glimmer. You need to ingest at least 15 units.&lt;br /&gt;
*:Note for the Lotophagoi Oil and Space Drugs, consuming either will use up your reroll attempt. Should it fail to give you psionics, consuming further drugs will not cause an additional roll until you have regained your reroll from a seizure.&lt;br /&gt;
&lt;br /&gt;
=== Changing your Powers ===&lt;br /&gt;
Since the power you receive from the psychic roll is random, you may receive a power that isn&#039;t necessarily useful. While Dispel is nice to have for Epistemics personnel, a security officer would probably prefer a different power for example. If you find that you have an undesirable power, you can request to have your power stripped by the [[Psionic Mantis]]. Afterwards, you can try again for another power by any of the usual means.&lt;br /&gt;
&lt;br /&gt;
=== Special Items ===&lt;br /&gt;
It is also possible to unlock certain psionic abilities without being a psionic yourself or to add another ability on top of your current one if you are.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%; text-align:center;&amp;quot;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Icon&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:50%; padding:5px;&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:25%; padding:5px;&amp;quot; | &#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:BotanyGloves.png|64px]]&lt;br /&gt;
 ! &#039;&#039;&#039;Patchwork Gloves&#039;&#039;&#039;&lt;br /&gt;
 | These leather gloves are heavily worn, however they have been repaired in several places.&lt;br /&gt;
 | Dispel&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:Spectacles.png|64px]]&lt;br /&gt;
 ! &#039;&#039;&#039;Strange Spectacles&#039;&#039;&#039;&lt;br /&gt;
 | A pair of spectacular and strange spectacles with lenses constructed of an unknown material.&lt;br /&gt;
 | Telegnosis&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:BedsheetBlack.png|64px]]&lt;br /&gt;
 ! &#039;&#039;&#039;Tattered Bedsheet&#039;&#039;&#039;&lt;br /&gt;
 | A tattered bedsheet, It looks like its been through hell and back.&lt;br /&gt;
 | Psionic Invisibility&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:InsulatedGloves.png|64px]]&lt;br /&gt;
 ! &#039;&#039;&#039;Unsulated Gloves&#039;&#039;&#039;&lt;br /&gt;
 | Flimsy synthrubber work gloves styled in a drab yellow color. They are not electrically insulated, and provide no protection against any shocks.&lt;br /&gt;
 | Noospheric Zap&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Psionic Insulation ==&lt;br /&gt;
Insulative clothing and [[Chemistry#chem_Cryptobiolin|cryptobiolin]] will render you immune to psionics, but prevent you from using any you have. This means that you will be able to see floating telegnosis projections and through psionic invisibility.&lt;br /&gt;
&lt;br /&gt;
It is particularly useful if you want to avoid getting mind swapped, zapped by the discharges or just don&#039;t want to gain any psionic abilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%; text-align:center;&amp;quot;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Icon&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:50%; padding:5px;&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:Tinfoil Hat.png|64px]]&lt;br /&gt;
 ! &#039;&#039;&#039;Tinfoil Hat&#039;&#039;&#039;&lt;br /&gt;
 | The easiest psionic insulation to acquire. It can be found in the ClothesMate, EpiDrobe or even [[Construction|crafted]] using one steel and your muscles. Its only downside is that it has a high chance of combusting into ashes if the [[Glimmer#Discharges|glimmer discharge]] is too strong.&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:InsulativeSkullcap.png|64px]]&lt;br /&gt;
 ! &#039;&#039;&#039;Insulative Skullcap&#039;&#039;&#039;&lt;br /&gt;
 | The better psionic insulation. It doesn&#039;t get destroyed by strong discharges but might set you on fire. This one is mostly found in Security.&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:InsulativeHeadcage.png|64px]]&lt;br /&gt;
 ! &#039;&#039;&#039;Insulative Headcage&#039;&#039;&#039;&lt;br /&gt;
 | Also found in Security, except it&#039;s for the [[Prisoner|prisoners]].&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:Pill1.png|64px]]&lt;br /&gt;
 ! &#039;&#039;&#039;Cryptobiolin Pill&#039;&#039;&#039;&lt;br /&gt;
 | Not normally found on the station, but was once found in the hands of [[Nuclear Operative|Nuclear Operatives]]. It lasts for a long time but renders the user psionically insulated. Woe is the operative that forgets to eat their pill.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Psionic Removal ==&lt;br /&gt;
There&#039;s many reasons and ways, for someone to get rid of their psionic abilities, whenever they want to or not. Removing one&#039;s psionic abilities removes their ability to speak on the telepath channel but also stops them from being automatically targeted by anti-psychic forces.&lt;br /&gt;
&lt;br /&gt;
The main reason that many people might want, or be forced to get rid of their abilities, is to reduce the amount of crew members using their psionic abilities to generate glimmer or to stop [[Traitor|nefarious individuals]] using certain powers to sneak into Armory.&lt;br /&gt;
&lt;br /&gt;
=== Ways to Remove Psionic Powers ===&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mindbreaker Toxin&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;[[File:Pill1.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Metabolizing 20 units or more of [[Chemistry#chem_Mindbreaker_toxin|Mindbreaker Toxin]] will remove psionics from a person. This is mostly used by the [[Psionic Mantis]] and [[Mystagogue]] during [[Alert_Procedure#White_Alert|White Alert]] to prevent people from generating any more glimmer. It can also be used during criminal sentencing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Soulbreaker Shells&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;[[File:Shell 50Practice.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Soulbreaker shells will remove psionics from psychics they hit. They require [[Research and Development|research]] and to be printed at a security techfab. &#039;&#039;&#039;Used to exist, is pending a rebase. If you&#039;d like to see this in game again, consider submitting a PR to add it back on the [https://github.com/DeltaV-Station/Delta-v GitHub]!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Golemnization&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;[[File:Golem.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
While the act of being [[Golemancy#Sacrifices|sacrificed]] itself doesn&#039;t &#039;&#039;technically&#039;&#039; remove your psionic abilities, being placed into a [[Golemancy#The_Golems|golem]] forces the powers out of you. As a golem you still get to keep your ability to talk on the telepath channel. &#039;&#039;&#039;Used to exist, is pending a rebase. If you&#039;d like to see this in game again, consider submitting a PR to add it back on the [https://github.com/DeltaV-Station/Delta-v GitHub]!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Death&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;[[File:MacrobombImplanter.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
To no surprise, if you die &#039;&#039;&#039;and&#039;&#039;&#039; get a new body from the [[Medical#Cloning|cloner or metempsychotic machine]], you will lose your psionic abilities. But fear not, you can always try your luck again to regain a new ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=File:Psionic_Eruption.png&amp;diff=4323</id>
		<title>File:Psionic Eruption.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=File:Psionic_Eruption.png&amp;diff=4323"/>
		<updated>2025-09-10T00:29:06Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: &lt;/p&gt;
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&lt;div&gt;Psionic Eruption icon&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
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	<entry>
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		<title>Psionics</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Psionics&amp;diff=4322"/>
		<updated>2025-09-10T00:25:47Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: /* List of Psionic Powers */  Added a number of items and images. Checked code for details.&lt;/p&gt;
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&lt;div&gt;{{Stub}}&lt;br /&gt;
Psionics, or psychics, are entities that have unlocked psionic abilities through various means. These individuals are considered to be a potential hazard to the station. The Epistemics department consisting of; the [[Mystagogue]], [[Chaplain]], [[Scientist|Scientists]] and [[Psionic Mantis]] are supposed to keep the psionics in check and if that fails they have a handful of tools for neutralizing harmful psionics. &lt;br /&gt;
&lt;br /&gt;
All psionic entities have a shared telepathic communication channel, accessible by writing an equal sign before your text message. It&#039;s anonymized so you&#039;ll never know who you are talking to. It could entirely not even be a crew member.&lt;br /&gt;
&lt;br /&gt;
== Psionic Abilities ==&lt;br /&gt;
[[File:PsionicPopup.png|thumb]]&lt;br /&gt;
Psionic Abilities are mental abilities that interface with the &#039;&#039;&#039;noösphere&#039;&#039;&#039;. Humanoids have limited access to the noösphere&#039;s full potential, allowing some to find ways to command it. This means that humanoids can only have a single ability at a time. They offer various benefits to the user in exchange of generating [[glimmer]] every time they are used. They generate from 8Ψ to 12Ψ every time they are used.&lt;br /&gt;
&lt;br /&gt;
When you get lucky enough to unlock a psionic power, excluding starting with one, a popup with appear which allows you to decide to accept it or not. You won&#039;t know what you got until you accept it. Be careful to read the text before accepting, you technically give your consent to be targeted by certain forces. Accepting the psionic power also raises the [[glimmer]] by 1Ψ to 5Ψ.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After unlocking a psionic ability, it will be automatically placed in your action bar. All you have to do to use it is to click on it or press the corresponding action key. Some of them require you to click on a target.&lt;br /&gt;
&lt;br /&gt;
Fair warning that you can only have one psionic ability at a time, excluding special circumstances.&lt;br /&gt;
&lt;br /&gt;
=== List of Psionic Powers ===&lt;br /&gt;
Here is a list of the currently available psionic powers. The &#039;&#039;&#039;Weight&#039;&#039;&#039; column shows their likeliness to be acquired using normal means explained in the next part. If the weight is 0, it means they aren&#039;t accessible by normal means. Delay is the time in seconds between uses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Icon&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Weight&#039;&#039;&#039;&lt;br /&gt;
!Delay&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:40%; padding:5px;&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:40%; padding:5px;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:Dispel.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Dispel&#039;&#039;&#039; &lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 &lt;br /&gt;
|45&lt;br /&gt;
| Dispel summoned entities such as familiars or forcewalls.&lt;br /&gt;
 | Very useful against [[Fauna#Hostile|Wisps]], Revenants, the [[Chaplain]] evil familiars or even the [[Mime]] walls. Can also affect anomalies. Range: 10m.&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:MassSleep.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Mass Sleep&#039;&#039;&#039; &lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 0.3&lt;br /&gt;
 &lt;br /&gt;
|60&lt;br /&gt;
| Put targets in a small area to sleep.&lt;br /&gt;
 | As a [[Traitor]], it is a very useful tool for various reasons from stealing, knocking down your target in space and leaving them to die or even giving the Revenant a free kill.&lt;br /&gt;
The sleep is short - 5 seconds, and can be broken by damage taken. Radius of action 1.25m.&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:MindSwap.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Mind Swap&#039;&#039;&#039; &lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 0.15&lt;br /&gt;
 |240&lt;br /&gt;
| Swap minds with the target. Either can change back after 20 seconds.&lt;br /&gt;
 | A rarer power that gets you 20 seconds in the body of someone else. Useful for [[Traitor|traitors]] trying to get their target to throw their gun and space-proof suit away while in space. Range: 8m.&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:NoosphericZap.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Noospheric Zap&#039;&#039;&#039; &lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 0.3&lt;br /&gt;
 |&lt;br /&gt;
| Shocks the consciousness of the target and leaves them stunned and stuttering.&lt;br /&gt;
 | Used by [[Fauna#Hostile|Wisps]]. Inaccessible; Wisps do not exist due to not being rebased. Range: 5m.&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:MetapsionicPulse.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Metapsionic Pulse&#039;&#039;&#039; &lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 |45&lt;br /&gt;
| Send a mental pulse through the area to see if there are any psychics nearby.&lt;br /&gt;
 | A slightly underwhelming power that allows you to know if there is other psychics nearby. It also tells you when a psychic power is used nearby. Detects Mimes.&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:Pyrokinesis.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Pyrokinesis&#039;&#039;&#039; &lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
 |50&lt;br /&gt;
| Light a flammable target on fire.&lt;br /&gt;
 | Used by Ifrits. Inaccessible; Fire got reworked upstream, and this ability became way too overpowered so it has not been added back to Ifrits. Range: 6m.&lt;br /&gt;
|-&lt;br /&gt;
!--&lt;br /&gt;
!Psionic Eruption&lt;br /&gt;
|0.1&lt;br /&gt;
|45&lt;br /&gt;
|Unleash a powerful psionic eruption destroying you and everything around you.&lt;br /&gt;
| --&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:PsionicRegeneration.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Psionic Regeneration&#039;&#039;&#039; &lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 |120&lt;br /&gt;
| Push your natural metabolism to the limit to power your body&#039;s regenerative capability.&lt;br /&gt;
 | Adds a small dose (20 units) of [[Chemistry#Prometheum|Prometheum]] in the bloodstream that heals a small amount of Burn, Brute, Poison, Caustic, Bloodloss damage and replenishes a bit of blood.&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:Telegnosis.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Telegnosis&#039;&#039;&#039; &lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 |150&lt;br /&gt;
| Create a telegnostic projection to remotely observe things.&lt;br /&gt;
 | This allows you to look around the station while staying in relative safety. Very useful in finding targets, dead bodies or keeping an eye on [[Security Officer|Security]] and the Armory.&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:PsionicInvisibility.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Psionic Invisibility&#039;&#039;&#039; &lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
 |120&lt;br /&gt;
| Render yourself invisible to any entity that could potentially be psychic. Borgs, animals, and so on are not affected.&lt;br /&gt;
 | One of the most powerful powers that can allow you to sneak in places you shouldn&#039;t be in, like the Armory. Be careful that people wearing insulated headgear will see you.&lt;br /&gt;
|-&lt;br /&gt;
 ![[File:Precognition.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Precognition&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 |240&lt;br /&gt;
| See into the future to get a hint about the next random event.&lt;br /&gt;
 | You see a vision of the next even to happen in the spawn of the next 30 - 600 seconds. Some visions are not reliable (about ~ 20%).&lt;br /&gt;
|-&lt;br /&gt;
 ![[File:Psychokinetic Scream.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Psychokinetic Scream&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 1&lt;br /&gt;
 |60&lt;br /&gt;
| Emit a blood-curdling scream that shatters all lights in the area.&lt;br /&gt;
 | Radius of effect 10m. Works through walls.&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:Psychokinesis.png|64px]]&lt;br /&gt;
 ! style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;Psychokinesis&#039;&#039;&#039; &lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | 0&lt;br /&gt;
 |&lt;br /&gt;
| Bend the fabric of space to instantly move across it.&lt;br /&gt;
 | Used by [[Playable Species#Silver_Golem|Silver Golems]]. Inaccessible; Golemancy has not been rebased.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Acquiring Powers ==&lt;br /&gt;
Psionics can be acquired in a number of ways.&lt;br /&gt;
There are a few ways to acquire psionic powers. Some roles can start with them and you can get lucky during glimmer events or by drinking oracle juice. Certain roles have better chances of unlocking psionic powers than others.&lt;br /&gt;
&lt;br /&gt;
=== At Shift Start ===&lt;br /&gt;
As soon as you start existing in a shift, late join included, you have a basic 7% chance of rolling a psionic power. All Heads of Staff except for the Logistics Officer instead have a 32% chance, while the [[Chaplain]] has a 21% chance. This is further increased for late joining players depending on the station&#039;s Glimmer.&lt;br /&gt;
&lt;br /&gt;
Additionally, each person is given one complimentary &amp;quot;Reroll&amp;quot; for Psionics, which they can use by consuming certain hallucinogenic drugs. See below for more details.&lt;br /&gt;
&lt;br /&gt;
The two roles that always start with psionic powers are the [[Mystagogue]] starting with &#039;&#039;&#039;Dispel&#039;&#039;&#039; and the [[Psionic Mantis]] starting with &#039;&#039;&#039;Metapsionic Pulse&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== During the Shift ===&lt;br /&gt;
During the shift, a decent amount of ways to unlock psionic abilities offer themselves to you:&lt;br /&gt;
* &#039;&#039;&#039;Noospheric Storm&#039;&#039;&#039; offers the potential of awakening a psionic power, of 3 people maximum, every time they happen.&lt;br /&gt;
* &#039;&#039;&#039;Noospheric Zaps&#039;&#039;&#039; don&#039;t directly give you psionics, but if you have previously attempted to roll for psionics using drugs, the seizure will unlock the ability to roll again.&lt;br /&gt;
* &#039;&#039;&#039;Glimmer&#039;&#039;&#039; on its own doesn&#039;t give you psionics, instead it increases your chances of rolling for psionics by an amount equal to the current glimmer divided by 1000. For example, if the glimmer was at 300 when you take space drugs, your chances of becoming psychic are increased by 30%.&lt;br /&gt;
* &#039;&#039;&#039;Artifact Pulse&#039;&#039;&#039; that can happen from some artifacts.&lt;br /&gt;
* &#039;&#039;&#039;[[Chemistry#Lotophagoi oil|Lotophagoi Oil]]&#039;&#039;&#039; sometimes dispensed by [[The Oracle]]. It has a chance of giving you psionics equal to your original base chance, plus a bonus chance based on the current glimmer. You need to ingest at least 20 units. &lt;br /&gt;
* &#039;&#039;&#039;[[Chemistry#Space drugs|Space Drugs]]&#039;&#039;&#039; is the weaker alternative to Lotophagoi Oil. It has a chance to give you psionics equal to your original base chance, plus a bonus chance based on the current glimmer. You need to ingest at least 15 units.&lt;br /&gt;
*:Note for the Lotophagoi Oil and Space Drugs, consuming either will use up your reroll attempt. Should it fail to give you psionics, consuming further drugs will not cause an additional roll until you have regained your reroll from a seizure.&lt;br /&gt;
&lt;br /&gt;
=== Changing your Powers ===&lt;br /&gt;
Since the power you receive from the psychic roll is random, you may receive a power that isn&#039;t necessarily useful. While Dispel is nice to have for Epistemics personnel, a security officer would probably prefer a different power for example. If you find that you have an undesirable power, you can request to have your power stripped by the [[Psionic Mantis]]. Afterwards, you can try again for another power by any of the usual means.&lt;br /&gt;
&lt;br /&gt;
=== Special Items ===&lt;br /&gt;
It is also possible to unlock certain psionic abilities without being a psionic yourself or to add another ability on top of your current one if you are.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%; text-align:center;&amp;quot;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Icon&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:50%; padding:5px;&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:25%; padding:5px;&amp;quot; | &#039;&#039;&#039;Power&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:BotanyGloves.png|64px]]&lt;br /&gt;
 ! &#039;&#039;&#039;Patchwork Gloves&#039;&#039;&#039;&lt;br /&gt;
 | These leather gloves are heavily worn, however they have been repaired in several places.&lt;br /&gt;
 | Dispel&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:Spectacles.png|64px]]&lt;br /&gt;
 ! &#039;&#039;&#039;Strange Spectacles&#039;&#039;&#039;&lt;br /&gt;
 | A pair of spectacular and strange spectacles with lenses constructed of an unknown material.&lt;br /&gt;
 | Telegnosis&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:BedsheetBlack.png|64px]]&lt;br /&gt;
 ! &#039;&#039;&#039;Tattered Bedsheet&#039;&#039;&#039;&lt;br /&gt;
 | A tattered bedsheet, It looks like its been through hell and back.&lt;br /&gt;
 | Psionic Invisibility&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:InsulatedGloves.png|64px]]&lt;br /&gt;
 ! &#039;&#039;&#039;Unsulated Gloves&#039;&#039;&#039;&lt;br /&gt;
 | Flimsy synthrubber work gloves styled in a drab yellow color. They are not electrically insulated, and provide no protection against any shocks.&lt;br /&gt;
 | Noospheric Zap&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Psionic Insulation ==&lt;br /&gt;
Insulative clothing and [[Chemistry#chem_Cryptobiolin|cryptobiolin]] will render you immune to psionics, but prevent you from using any you have. This means that you will be able to see floating telegnosis projections and through psionic invisibility.&lt;br /&gt;
&lt;br /&gt;
It is particularly useful if you want to avoid getting mind swapped, zapped by the discharges or just don&#039;t want to gain any psionic abilities.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%; text-align:center;&amp;quot;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:5%; padding:5px;&amp;quot; | &#039;&#039;&#039;Icon&#039;&#039;&#039;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:50%; padding:5px;&amp;quot; | &#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:Tinfoil Hat.png|64px]]&lt;br /&gt;
 ! &#039;&#039;&#039;Tinfoil Hat&#039;&#039;&#039;&lt;br /&gt;
 | The easiest psionic insulation to acquire. It can be found in the ClothesMate, EpiDrobe or even [[Construction|crafted]] using one steel and your muscles. Its only downside is that it has a high chance of combusting into ashes if the [[Glimmer#Discharges|glimmer discharge]] is too strong.&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:InsulativeSkullcap.png|64px]]&lt;br /&gt;
 ! &#039;&#039;&#039;Insulative Skullcap&#039;&#039;&#039;&lt;br /&gt;
 | The better psionic insulation. It doesn&#039;t get destroyed by strong discharges but might set you on fire. This one is mostly found in Security.&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:InsulativeHeadcage.png|64px]]&lt;br /&gt;
 ! &#039;&#039;&#039;Insulative Headcage&#039;&#039;&#039;&lt;br /&gt;
 | Also found in Security, except it&#039;s for the [[Prisoner|prisoners]].&lt;br /&gt;
|-&lt;br /&gt;
 ! [[File:Pill1.png|64px]]&lt;br /&gt;
 ! &#039;&#039;&#039;Cryptobiolin Pill&#039;&#039;&#039;&lt;br /&gt;
 | Not normally found on the station, but was once found in the hands of [[Nuclear Operative|Nuclear Operatives]]. It lasts for a long time but renders the user psionically insulated. Woe is the operative that forgets to eat their pill.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Psionic Removal ==&lt;br /&gt;
There&#039;s many reasons and ways, for someone to get rid of their psionic abilities, whenever they want to or not. Removing one&#039;s psionic abilities removes their ability to speak on the telepath channel but also stops them from being automatically targeted by anti-psychic forces.&lt;br /&gt;
&lt;br /&gt;
The main reason that many people might want, or be forced to get rid of their abilities, is to reduce the amount of crew members using their psionic abilities to generate glimmer or to stop [[Traitor|nefarious individuals]] using certain powers to sneak into Armory.&lt;br /&gt;
&lt;br /&gt;
=== Ways to Remove Psionic Powers ===&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Mindbreaker Toxin&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;[[File:Pill1.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Metabolizing 20 units or more of [[Chemistry#chem_Mindbreaker_toxin|Mindbreaker Toxin]] will remove psionics from a person. This is mostly used by the [[Psionic Mantis]] and [[Mystagogue]] during [[Alert_Procedure#White_Alert|White Alert]] to prevent people from generating any more glimmer. It can also be used during criminal sentencing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Soulbreaker Shells&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;[[File:Shell 50Practice.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
Soulbreaker shells will remove psionics from psychics they hit. They require [[Research and Development|research]] and to be printed at a security techfab. &#039;&#039;&#039;Used to exist, is pending a rebase. If you&#039;d like to see this in game again, consider submitting a PR to add it back on the [https://github.com/DeltaV-Station/Delta-v GitHub]!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Golemnization&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;[[File:Golem.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
While the act of being [[Golemancy#Sacrifices|sacrificed]] itself doesn&#039;t &#039;&#039;technically&#039;&#039; remove your psionic abilities, being placed into a [[Golemancy#The_Golems|golem]] forces the powers out of you. As a golem you still get to keep your ability to talk on the telepath channel. &#039;&#039;&#039;Used to exist, is pending a rebase. If you&#039;d like to see this in game again, consider submitting a PR to add it back on the [https://github.com/DeltaV-Station/Delta-v GitHub]!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Death&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;[[File:MacrobombImplanter.png|64px]]&amp;lt;br&amp;gt;&lt;br /&gt;
To no surprise, if you die &#039;&#039;&#039;and&#039;&#039;&#039; get a new body from the [[Medical#Cloning|cloner or metempsychotic machine]], you will lose your psionic abilities. But fear not, you can always try your luck again to regain a new ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
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		<title>File:Psychokinetic Scream.png</title>
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		<updated>2025-09-09T23:30:05Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: &lt;/p&gt;
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	<entry>
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		<title>Playable Species</title>
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		<updated>2024-12-26T03:40:16Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: Added bloodloss regeneration&lt;/p&gt;
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&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you&#039;re expected to try and coexist on this deathtrap.&lt;br /&gt;
Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.&lt;br /&gt;
&lt;br /&gt;
Delta-V features a diverse array of playable species, including Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni. There is also a number of uncommon humanoids. Each species possesses its own unique set of statistics, strengths, and weaknesses, as well as, in some cases, distinct anatomical traits. However, despite these differences, all species share several commonalities:&lt;br /&gt;
&lt;br /&gt;
* All species are able to equip the same tools and items (with a few exceptions).&lt;br /&gt;
* All species are subject to the fundamental laws of physics, including temperature, pressure, atmospheric composition, gravity, radiation, electric current, and inertia.&lt;br /&gt;
* All species are capable of utilizing psionic powers.&lt;br /&gt;
* All species communicate using a common language.&lt;br /&gt;
* All species are to be treated equally by both the crew and the AI onboard.&lt;br /&gt;
* All species can metabolize reagents and experience their effects.&lt;br /&gt;
* All species have a basic set of organs, and a set volume of blood or a specific substance that they use as blood, like slime or sap.&lt;br /&gt;
* All species benefit from limited passive regeneration, allowing them to heal BRUTE and HEAT damage over time, provided their total damage remains below 20.&lt;br /&gt;
* All species benefit from natural clotting over time (decreases bleeding), blood regeneration (blood level naturally repleneshing), and if bloodloss damage regeneration if the blood level high enough&lt;br /&gt;
&lt;br /&gt;
= Roundstart Humanoids =&lt;br /&gt;
The following species can currently be selected in the character creation menu, meaning you can expect to see most of them during any given round.&lt;br /&gt;
&lt;br /&gt;
Humans are considered the baseline for drawbacks and benefits.&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
[[File:Human.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Baseline, unmodified human beings, functionally similar to the human beings of our world. You&#039;re (hopefully) one in real life. The station is designed for humans, so they should feel comfortable in most situations. However, humans cannot consume raw meat and do not possess any unique abilities or traits (strengths or weaknesses) compared to other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Everything, except: raw meat, live mice and some rotten stuff.&lt;br /&gt;
* Will get posioned by drinking blood or excessive amounts of alcohol, or by eating rotten stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
== Slime ==&lt;br /&gt;
[[File:Slime.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Gelatinous, human-shaped masses of goo, Slime People breathe nitrogen rather than oxygen and exhale nitrous oxide. While they are naturally vulnerable to barotrauma caused by both high and low pressure, their elastic form grants them resistance to blunt damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Cadwellian (ex. Jon Cadwell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 40% less Blunt damage.&lt;br /&gt;
* Take 20% less Poison damage.&lt;br /&gt;
* They are almost immune to cancer as they take 80% less Cellural damage.&amp;lt;sup&amp;gt;note: Cancer is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Immunity to the BleedersBite and Ultragigacancer disease.&lt;br /&gt;
* While suffocating, takes 80% less Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They have slighty faster natural regeneration rate and start regenerating from below 65 total damage (other species need below 20).&lt;br /&gt;
* They can metabolize 3 reagents instead of just 2 like others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 20% more Piercing and Slashing damage.&lt;br /&gt;
* Take 50% more Cold damage from all sources.&lt;br /&gt;
* Very vulnerable to high and low pressure barotrauma (spacing).&lt;br /&gt;
* Get hurt by water when sprayed into them which deals Heat damage.&lt;br /&gt;
* Breaths Nitrogen instead of Oxygen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039;&lt;br /&gt;
* they breath nitrogen instead of oxygen. but more tanks are available for them and they can breath on lower atmospheric pressures without asphyxiating.&lt;br /&gt;
* they have a 6 space inventory slot in their body but anyone can access/steal anything that it is stored in it.&lt;br /&gt;
&lt;br /&gt;
== Rodentia ==&lt;br /&gt;
&lt;br /&gt;
Rodentia are a race of humanoid beings resembling rodents. Resourceful, evasive, sneaky, but fragile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, descriptive (ex. &amp;quot;No-tail Dale&amp;quot; or &amp;quot;Sleeps-much Abigal&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Can Rummage in disposal chutes, which can sometimes dig up food.&lt;br /&gt;
* Can store small items in their cheeks. Having items in their mouth makes their speech unintelligible, and they will drop all items in their mouth if attacked, stunned, or shoved.&lt;br /&gt;
* Can &amp;quot;sneak&amp;quot; underneath tables, but not doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: can do Slashing and Blunt damage.&lt;br /&gt;
* Smaller than humans.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Always trigger mousetraps, regardless of whether or not they are wearing shoes.&lt;br /&gt;
* Get hungry 33% faster.&lt;br /&gt;
&lt;br /&gt;
== Reptilian ==&lt;br /&gt;
[[File:Reptilian.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Reptile-like humanoids with sharp claws, tough scales, and an appetite for raw meat. Their unarmed melee attacks do slash instead of blunt damage due to their claws. Because of their animal organs, onions, coffee and tea are poisonous to them and are unable to consume anything like Grain, Dairy, or anything overly processed, however, they are able to consume both raw meat without the risk of disease and fruits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Verbal (ex. Eats-The-Mouse)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat and drink blood without ill effects.&lt;br /&gt;
* Can only eat Fruits and Meat related foods.&lt;br /&gt;
* No grain or dairy products.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
Tail: can have both hands free while pulling anything, which allow them to do specific stuns in combat or help them in various jobs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: to deal Piercing damage instead of Blunt.&lt;br /&gt;
* Can stand a greater heat temperature than Humans.&lt;br /&gt;
* Uses their tail to pull things allowing them to have both of their hands free while pulling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Has a noticeable lisssp when speaking.&lt;br /&gt;
* Cold sensetivity: they will start freezing and getting slowed down from cold much earlier at 20c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; higher than other species.&lt;br /&gt;
* Suffer 30% more Cold damage from all sources.&lt;br /&gt;
* The diet is highly restricted and they can only eat meat, fruits and their specific combinations.&lt;br /&gt;
&lt;br /&gt;
== Felinid ==&lt;br /&gt;
[[File:Felinid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Small and mischievous cat-eared people. Being small in itself has lots of upsides and downsides. They are naturally good at thieving, and can hide inside duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Can eat mice and rats after picking them up&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Hairball: they have the ability to throw up an hairball to get rid of some of the chemicals from their bloodstream.&lt;br /&gt;
* Can eat mice or rats after picking them up. This has the benefit of regenerating the hairball ability and feeding them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: they do Slashing damage and Piercing damage.&lt;br /&gt;
* They are smaller than Humans, making them harder to hit.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
* Can walk completely silently, but only while barefooted.&lt;br /&gt;
* Immunity to the OwOnavirus disease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Are easily shoved, pushed and carried around by every other morphotypes due to their small size.&lt;br /&gt;
* They are weaker and struggle to carry and pull things due to their small size. They are unable to carry an Oni.&lt;br /&gt;
* They have slightly less stamina than Humans.&lt;br /&gt;
&lt;br /&gt;
== Harpy ==&lt;br /&gt;
[[File:Harpy.png|64px]]&lt;br /&gt;
&lt;br /&gt;
An avian humanoid species that features colorful feathered wings and tails that can mimic almost any sound.&lt;br /&gt;
&lt;br /&gt;
They are quite sensitive to the air quality, and when exposed to low quality air, they will begin to visibly gasp, and eventually start choking.&amp;lt;br&amp;gt;When this happens, a Harpy should either move away from sources of bad air, stand on top of a scrubber for a few seconds, or take a few breaths from a pure oxygen tank in order to restore their blood-oxygen levels. Only three seconds of being on pure oxygen is enough to completely restore a Harpy&#039;s blood oxygen saturation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They can &amp;quot;Sing&amp;quot; midis by imitating instruments. Right click yourself to select an instrument. While singing, musical notes appear floating around their head.&lt;br /&gt;
* Can imitate around 70% of the game&#039;s sound library through a huge list of voice emotes.&lt;br /&gt;
* Trait: Have the Ultraviolet Vision trait by default. This can be disabled via accessibility options.&lt;br /&gt;
* Tail: They Cannot wear Jumpsuits, and will automatically start with a Jumpskirt instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emote List&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scream, Laugh, Sneeze, Cough, Sigh, Cry, Whistle, Hiss, Meow, Mew, Growl, Purr, Ring, Honk, Pew, Bang, Beep, Rev, Click, Chitter, Squeak, Caw, Chirp, Snarl, Bark, Whine, Howl&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Talons: deal Piercing damage.&lt;br /&gt;
* Somewhat smaller than Humans, although not as small as Felinids.&lt;br /&gt;
* Moves 10% faster than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Extreme low density, HarpDionaies are lighter than even Felinids, and weigh half as much as a Human.&lt;br /&gt;
* A Harpy breathes in air twice as often as Humans, inhaling and exhaling every 3 seconds.&lt;br /&gt;
** Air tanks last half as long and Harpies are more susceptible than usual to low air quality.&lt;br /&gt;
** If a Harpy is exposed to at least 0.2 moles of combined CO2 and/or Miasma, they start struggling to take in oxygen.&lt;br /&gt;
&lt;br /&gt;
== Arachnid ==&lt;br /&gt;
[[File:Arachnid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Not to be confused with insectoids, Arachnids cut a striking figure with their pressure-resistant exoskeletons and extra arms. Possibly related to the space spiders and giant tarantulas found in outer space. Thanks to their similarly robust digestive systems, they are able to consume raw food without the risk of disease. &amp;lt;sup&amp;gt;note: Disease is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Latin (ex. Pluribus Unum)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Slow metabolism.&lt;br /&gt;
* (BUG?: At the moment Arachnid do NOT get poisoned.) Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They have two extra pocket slots formed by webs.&lt;br /&gt;
* Silk: Can weive silk at the expense of hunger and craft various things.&lt;br /&gt;
Silk can be used to create furniture , clothes , walls and even shields. this will help handle more critical situations (ex: craft a winter coat when temperature drops , seal a spaced area using a wall). only Arachids are able to utilize the silk for crafting.&lt;br /&gt;
* Slow metabolism: they have 50% slower reagant metabolism than other species which takes extra time for medicines to work and to satiate thirst and hunger on the other it takes more time to get poisoned by any poisons/toxins. This has no effect on externally applied reagents, so spilling a acid on an Arachnid will kill them just the same as anyone else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Melee: Do Slashing damage instead of Blunt.&lt;br /&gt;
* Take significantly less barotrauma(spacing) damage.&lt;br /&gt;
* Metabolizes stuff in their stomach 50% slower. Meaning that they can go a a longer time without eating anything on a shift.&lt;br /&gt;
* Two extra pocket slots.&lt;br /&gt;
* Do not get poisoned from Mechatoxin (the poison space taranulas have).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* While suffocating, takes 50% more Asphyxiation damage and recovers it only at half speed.&lt;br /&gt;
* Cannot use the outerwear storage slot.&lt;br /&gt;
* They have blue blood, requiring Copper instead of Iron to regenerate. Iron will poison them instead.&lt;br /&gt;
&lt;br /&gt;
== Diona ==&lt;br /&gt;
[[File:Diona.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Tree-like plant people whose bodies react with fertilizer and weed-killing chemicals similar to regular plants.&lt;br /&gt;
Upon death, and gibbing, they split into 3 nymphs that represent an organ each: Brain, Stomach and Lungs. The player will become the Brain Nymph and can reform into a fully fledged Diona after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Qualia[https://en.wikipedia.org/wiki/Qualia] (ex. A Peaceful Sunrise)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat everything a Human can.&lt;br /&gt;
* They get hungry slower, and thirsty faster.&lt;br /&gt;
* Gets affected by chemicals that affects plants: Weed Killer poisons them and Robust Harvest heals them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Plant Chemicals: They are affected by chemicals that affect plants&amp;lt;sup&amp;gt;excluding mutegants&amp;lt;/sup&amp;gt;, this means that they can heal and benefit from fertilizers (ex: robust harvest can heal most of the brute damage), but plant toxins and pesticides will damage them too.&lt;br /&gt;
* Death: Can gib themselves into Nymphs after death, then reform after 10 minutes.&lt;br /&gt;
** This will heal them from all injuries and even manage to revive themselve from unrevivable situations (ex: radiation damage).&lt;br /&gt;
** Reform: It takes 10 minutes to be reformed back to Diona state from the Nymphs state. This leaves the Nymphs valnurable to other dangers (including spacing).&lt;br /&gt;
** Body: Reformed nymphs will have different body from the old Diona which will have different name and traits (such as gender).&lt;br /&gt;
** Memory: Reformed nymphs will keep their&#039;s character basic knowledge (only if it is an antagonist and the job), and looses any previous character&#039;s memories from it&#039;s death (other perhaps than the need to run away and find safety).&lt;br /&gt;
** Nymphs: There are normally 3 pet-like Nymphs. The original player take control of the &amp;quot;Brain&amp;quot; nymph. The only one able to talk. The other two can be taken over by ghosts if given cognizine.&lt;br /&gt;
** A zombified Diona is able to split once dead (or after giving up and returning to body) and the resulting nymphs will be zombified, though unable to reform.&lt;br /&gt;
* Tree form. Being exposed to 80u or more of Rodust Harvest will cause a Diona to grow out of control, turning into an immobile tree (dropping all their equipment). Cutting down the tree will &amp;quot;restone&amp;quot; the Diona to their mobile state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 20% less Slash damage.&lt;br /&gt;
* Take 30% less Blunt damage.&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* While suffocating, takes half the Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They are heavier than other races and can shove/disarm other races easier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 50% more Heat damage.&lt;br /&gt;
* Take 20% more Shock damage.&lt;br /&gt;
* Roots: Cannot wear shoes. They are unable to wear any shoes and protect their feet from debris and shards (wearing a hardsuit can minigate this issue and protect their feet) and are unable to gain any benefit from them (ex: magboots, speedboots).&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* Ignite: If they take big enough Heat damage from any source, they get ignited and catch on fire (the fire damage/size depends on the amount of heat damage being dealt: a laser rifle will not burn as much compared to a vintage laser pistol / X-ray rifle)&lt;br /&gt;
== Vulpkanin ==&lt;br /&gt;
[[File:Vulpkanin.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The Vulpkanin (vulp-ka-nin) are a race of humanoid canine-like beings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
* Trait: Have the Deuteranopia trait by default. This can be disabled via accessibility options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: do Slashing and Blunt damage.&lt;br /&gt;
* Their fur makes them able to withstand [[Maps#Glacier_Station|cold environments]] without the need of a coat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They take 15% more Heat damage.&lt;br /&gt;
&lt;br /&gt;
== Moth People ==&lt;br /&gt;
[[File:Moth.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Moth People, meanwhile, actually &#039;&#039;are&#039;&#039; an insectoid species. This insect people with wings and antennae, come in a variety of colors and patterns. Their wings allow them greater control in zero gravity than other species, and their natural resistance to cold helps greatly in a space environment. The tradeoff, naturally, is that heat is more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common,  (ex. John Doe)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Moths have an exclusive cloth and fruit diet. This includes most clothings items in game. In addition chefs can make moth-specific recepies like cotton pizza and other things.&lt;br /&gt;
* clothings items&lt;br /&gt;
* moth-specific recepies&lt;br /&gt;
* fruit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Wings: Have increased acceleration when moving in zero-g enviroments. Their ability can work when gravity generator fails and even in space/vacumm and helps them get around without a jetpack. The status is 50% higher acceleration than other species.&lt;br /&gt;
* Diet: Moths have an exclusive cloth diet that can also include fruits. Moths cannot eat most things from other species, however they can eat cloth, gloves and other clothing items which are exclusive to them and are in higher abudance, in addition chefs can prepare moth specific food recipes for them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 30% less Cold damage from all sources.&lt;br /&gt;
* Having wings makes it easier to move in zero-gravity environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Heat damage from all sources.&lt;br /&gt;
* Take 33% more (or 3 times more?) Heat/Burn damage when on fire compared to other species.&lt;br /&gt;
* They start taking Heat damage much earlier at 5c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; lower than other races. Intense heat will quickly burn them.&lt;br /&gt;
* They are slightly easier to carry and shove than Humans.&lt;br /&gt;
* They are unable to swallow any pills due to their diet, requiring them to be dissolved in other mediums instead.&lt;br /&gt;
&lt;br /&gt;
== Vox ==&lt;br /&gt;
[[File:Fullvox.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Vox are a strange lot, they&#039;re raptor-like creatures that can only breathe nitrogen, as oxygen is &#039;&#039;&#039;very hazardous&#039;&#039;&#039; to their health to the point where they take ticking poison damage as long as they&#039;re exposed to the air, provided said air has even a trace of oxygen within it. To counter-act this, a Vox must either be in a pure nitrogen-based environment or, more commonly, breathing from a nitrogen tank, one of which is provided to them at the start of each round. Much like Reptilians, their unarmed attacks deal slashing damage instread of blunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common, Mono-name with Repetitive Random Syllables (ex. Hirixashahre, Xapikrikrik)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: Do Slash damage instead of Blunt on unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Breathing: Oxygen is toxic to them, they require to have internals on at all times and sometimes require to put the mask off when need to eat/swallow anything. There are other alternatives way to get reagents in such as a syringe without need to turn off the internals.&lt;br /&gt;
&lt;br /&gt;
== Oni ==&lt;br /&gt;
[[File:Oni.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Large, horned people that come in a variety of colors. Their accuracy with [[Weapons|guns]] is terrible, but their physical strength brings them a lot of boons both in and out of combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 15% less Blunt damage.&lt;br /&gt;
* Take 15% less Slash damage.&lt;br /&gt;
* Take 15% less Piercing damage.&lt;br /&gt;
* Do more damage in melee:&lt;br /&gt;
** 35% more Blunt and Asphyxiation.&lt;br /&gt;
** 20% more Slash and Piercing.&lt;br /&gt;
* Due to their big size, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
* They are harder to shove.&lt;br /&gt;
* Slightly more stamina than Humans.&lt;br /&gt;
* They have an easier time prying open doors, taking around 50% less time than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Their accuracy with guns is terrible.&lt;br /&gt;
* They are harder to carry and pull.&lt;br /&gt;
* They are bigger than Humans, making them easier to hit.&lt;br /&gt;
&lt;br /&gt;
= Species anatomy =&lt;br /&gt;
The following table describes the possible organs that comprise the anatomy of the major Morphotypes: Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Organs&lt;br /&gt;
!Image&lt;br /&gt;
!Organ&lt;br /&gt;
!Morphotypes&lt;br /&gt;
!Purpose&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Animal_Heart.png|50x50px]]&lt;br /&gt;
|Heart&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:OrganHumanBrain.png|50x50px]]&lt;br /&gt;
|Brain&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Brain-pl.png|50px]]&lt;br /&gt;
|Diona Brain&lt;br /&gt;
|Diona&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body. Functionally identical to the other humanoid brains.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lung-L.png|50x50px]]&lt;br /&gt;
|Lungs&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, and Oni&lt;br /&gt;
|Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
|Vox Lungs&lt;br /&gt;
|Vox&lt;br /&gt;
|Determines the rate of breathing. Unhealthy lungs may result in the body getting less N2 than it needs. Generates toxins when O2 is breathed in.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Slime People(?), Humans, Vox, and Oni(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Rodentia(?), Reptilians, Felinids(?), Harpies(?), Arachnids, and Vulpkanin(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Stomach-pl.png|50px]]&lt;br /&gt;
|Diona Stomach&lt;br /&gt;
|Diona&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Due to its plantlike nature, it can digest fertilizers and weedkillers similar to the ways a plant would. Still capable of metabolizing medicine meant for animals.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
|Moth Stomach&lt;br /&gt;
|Moth People&lt;br /&gt;
|Aids in the digestion of cloth and reagents in the body. Finds non-cloth foods repulsive.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kidney-L.png|50x50px]]&lt;br /&gt;
|Kidneys&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Liver.png|50x50px]]&lt;br /&gt;
|Liver&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eye-L.png|50x50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Eye-L-pl.png|50px]] &lt;br /&gt;
|Diona Eyes&lt;br /&gt;
|Diona&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light. Functionally identical to other humanoid eyeballs.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Eyeball-l-a.png|50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Arachnids&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blood&lt;br /&gt;
|&#039;&#039;&#039;Iron based, color red -&#039;&#039;&#039; Humans, Rodentia, Reptilians, Felinids, Harpies, Vulpkanin, Oni&lt;br /&gt;
&#039;&#039;&#039;Anaerobic blood, color blue&#039;&#039;&#039;, (also &amp;quot;Iron based&amp;quot; but not red blood) - Vox&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sap, color yellow,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Diona&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slime, color green,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Slime People&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insect Blood, color grey,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Moth People&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copper based, color blue -&#039;&#039;&#039; Arachnids&lt;br /&gt;
|Not an organ, but a vital part of body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== IPC ==&lt;br /&gt;
[[File:IPC.png|64px]]&lt;br /&gt;
&lt;br /&gt;
IPCs, also known as Integrated Positronic Chassis, are a race of unlawed and sentient humanoid robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* ?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Uncommon Humanoids =&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their original form, or new life may rise.&lt;br /&gt;
These races are usually encountered later in the shift. They remain relatively common, but cannot be selected in character creation.&lt;br /&gt;
&lt;br /&gt;
== Skeleton ==&lt;br /&gt;
[[File:Skeleton.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Somehow still alive, a skeleton is just a sack of stark white bones, giving them a number of very useful resistances and traits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Completely immune to Radiation.&lt;br /&gt;
* Takes 40% less Piercing and 20% less Slashing damage.&lt;br /&gt;
* Takes no damage from temperature or pressure, making them space-proof.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Heals from having milk sprayed on them.&lt;br /&gt;
&amp;lt;!-- * Immune against all diseases. //why is this not a thing?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 10% more Blunt damage.&lt;br /&gt;
* Usual Medical Chems will not heal them.&lt;br /&gt;
* Everything they say is followed by &amp;quot;ACK ACK!&amp;quot;.&lt;br /&gt;
* Very spooky.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== Golems ==&lt;br /&gt;
An artificial construct imitating life, golems are the receptacle for souls of the dead encased in gemstone. They are completely devoted to whoever or whatever is marked as their master, and will carry out any order given by them. Typically they are aligned with the station, but in the wrong hands, they can be devastating.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Steel Golem|Steel Golem]] ===&lt;br /&gt;
[[File:Golem.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The most common Golem, the empty ones are generally found around the [[Maps|station]], &#039;&#039;eagerly&#039;&#039; awaiting a soul stone to be attached to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 30% less Blunt, Slash and Piercing damage.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt and Heat.&lt;br /&gt;
* Immune against poison, genetic, toxin damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more Shock damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Wood Golem|Wood Golem]] ===&lt;br /&gt;
[[File:GolemWood.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The perfect friend to the botanist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 50% less Blunt.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt.&lt;br /&gt;
* Immune against Poison, Genetic, Toxin, Radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Can have plants growing on their head.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more fire damage when on fire.&lt;br /&gt;
* Takes 100% more Slash and Heat damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Silver Golem|Silver Golem]] ===&lt;br /&gt;
[[File:GolemSilver.png|64px]]&lt;br /&gt;
&lt;br /&gt;
A fusion between soul and quantum machine, the epitome of epistemics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Immune against poison, genetic, toxin, radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* They punch twice as hard as Humans while also dealing holy damage. They also attack 50% faster.&lt;br /&gt;
* Move twice as fast as Humans.&lt;br /&gt;
* Possess the [[Psionics#List_of_Psionic_Powers|Psychokinesis]] psionic ability by default.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.--&amp;gt;&amp;lt;!--When it becomes a thing again--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Uncommon Other =&lt;br /&gt;
&lt;br /&gt;
== Silvia the Snake ==&lt;br /&gt;
[[File:Silvia.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Best friends and pet of the CMO.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
* Can eat raw meat and mice.&lt;br /&gt;
* Can drink blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Bite &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Shiva the Spider ==&lt;br /&gt;
Shiva, the stations first defender. She helps the Head of Security in their work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
== Pun Pun the Monkey ==&lt;br /&gt;
[[File:Punpun icon.png|64px]]&lt;br /&gt;
&lt;br /&gt;
An honorable member of the monkey society in charge of the bar and helping the bartenders in any way he can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Laika the dog==&lt;br /&gt;
[[File:Laika the dog.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Security&#039;s resident she-dog. She badgers the officers for headpats and nips at the heels of violent offenders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Smile the Slime ==&lt;br /&gt;
[[File:Smile the Slime.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The sweetest creature in the world. Smile Slime!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Carpy the Legal Carp ==&lt;br /&gt;
The real brains behind the Justice department. Your honour my client is not fishy!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Hacking&amp;diff=3706</id>
		<title>Hacking</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Hacking&amp;diff=3706"/>
		<updated>2024-12-20T03:09:43Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
A skill that you can use to grant yourself illicit access to pieces of technology, or apply unintended side effects to pieces of technology.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
The gear that you should probably prepare before hacking.&lt;br /&gt;
* [[File:InsulatedGloves.png]] &#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039; - In order to not immediately get zapped. Hackables have power lines, and cutting/pulsing these without gloves can and will harm you. It&#039;s possible(?) to hack without them, but it will be slow, painful, and you&#039;ll need ointment.&lt;br /&gt;
* [[File:Screwdriver.png]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; - In order to access the maintenance panel, you must first obtain a screwdriver. A necessary tool.&lt;br /&gt;
* [[File:Wirecutter.png]] &#039;&#039;&#039;Wirecutters&#039;&#039;&#039; - Allows you to cut and mend the wires, allowing for more long-term hacking. Can also reverse effects of the multitool.&lt;br /&gt;
* [[File:Multitool.png]] &#039;&#039;&#039;Multitool&#039;&#039;&#039; - Allows you to pulse the wires. Also very good for learning which wire does which. Needed to unbolt the door if the bolts go down.&lt;br /&gt;
* [[File:Crowbar.png]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039; - Allows you to forcibly open a door. Works when the power is out or you&#039;ve hacked away the power.&lt;br /&gt;
&lt;br /&gt;
== Hacking ==&lt;br /&gt;
Multiple powered devices are hackable. Doors and vending machines are the most common to hack.&amp;lt;br&amp;gt;&lt;br /&gt;
The process for starting to hack something is a very simple process:&lt;br /&gt;
# Screwdriver [[File:Screwdriver.png]] in hand, click on the object to open its maintenance panel and expose the wiring.&lt;br /&gt;
# With a multitool [[File:Multitool.png]], wirecutters [[File:Wirecutter.png]] or empty hands, click on the object to access the wiring.&lt;br /&gt;
# Pulse wires using the multitool [[File:Multitool.png]] or cut wires with the wirecutters [[File:Wirecutter.png]].&lt;br /&gt;
# Screwdriver [[File:Screwdriver.png]] the object again to shut its maintenance panel.&lt;br /&gt;
&lt;br /&gt;
Remember, if you are trying to hack to get into unauthorised places or getting unauthorised objects you can potentially be sent to the brig, demoted, or even banned. If you are an Engineer, you may be asked by an authorised person to get into certain areas or get certain objects in an emergency situation but generally the right call (if you are not an antag) is to ask the relevant person first or the relevant Head of Staff.&lt;br /&gt;
&lt;br /&gt;
== Wires == &lt;br /&gt;
[[File:Wires Menu.png|thumb|The wires you see for a normal airlock door]]&lt;br /&gt;
In order to hack an object, you need to figure out what wire does what by pulsing it with a multitool or cutting it with a wirecutter. The wire cutters make a semi permanent change (but you can reverse it by repairing the broken wire). Multi Tool effects are temporary when the power is on (and the timer controls this).&lt;br /&gt;
&lt;br /&gt;
Above each wire there is a light. The lights indicate whether each item is ON or OFF. If the lights are big circles it means that item is ON. A smaller light means that item is OFF. BUT, Signals passed my Links are not shown in the Hacking GUI: so the visual indicator of the state (size of circles) can lie, until the first cut wire or first pulse done inside the Hacking GUI.&lt;br /&gt;
&lt;br /&gt;
To note is that all the wires for every objects are randomized at the start of the shift.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hackables ==&lt;br /&gt;
=== [[File:Airlock.png|64px]] Airlocks ===&lt;br /&gt;
Every types of airlocks is hackable. Normal airlock have 8 wires. Two of them go to power. 8 Wires: POWR_1, POWR_2, LOG, BOLT, BLIT, TIMR, SAFE, AIA.&lt;br /&gt;
&lt;br /&gt;
High Security Doors follow the same logic as normal airlocks except they have additional steps to get the maintaince panel open.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Airlocks ====&lt;br /&gt;
DOOR STATUS (ON = Open, OFF = when finishes closing)&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Airlocks ====&lt;br /&gt;
* OPEN&lt;br /&gt;
* CLOSE&lt;br /&gt;
* TOGGLE&lt;br /&gt;
* HOLD&lt;br /&gt;
**turns off automatic closing&lt;br /&gt;
* DOOR BOLT&lt;br /&gt;
**ON = door gets bolted, sound &amp;quot;Pip-TuDu&amp;quot;&lt;br /&gt;
**OFF = door gets unbolted, sound &amp;quot;Pup-TuDu&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; |&#039;&#039;&#039;OFF/FALSE State&#039;&#039;&#039;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR&#039;&#039;&#039; : Cycle Power &lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Door is turned in powered down state&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Door is normal operation&lt;br /&gt;
 |&lt;br /&gt;
Determines whether power is getting to the door. If the door is unpowered, you can open it with a crowbar unless the bolts are down. When power is supplied and the one of the two POWR wires are Restored: resets Door state to default except for the BOLT state. Without insulated gloves one can&#039;t cut these wire, as you just get shocked.&lt;br /&gt;
* CUTTING Both -&amp;gt; POWR: Door OFF&lt;br /&gt;
* REPAIRING -&amp;gt; POWR: Door On + Restart in default state&lt;br /&gt;
* PULSING -&amp;gt; POWR: Door OFF&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;LOG&#039;&#039;&#039; : Logging &lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | does not log people(?)&lt;br /&gt;
 | Something for Detectives..&lt;br /&gt;
* CUTTING -&amp;gt; LOG: OFF State&lt;br /&gt;
* REPAIRING -&amp;gt; LOG: ON State&lt;br /&gt;
* PULSING -&amp;gt; LOG: OFF LOG&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;BOLT&#039;&#039;&#039; : Door&#039;s Bolt&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | door is set in a un-toggleable state until unbolted&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 |&lt;br /&gt;
Controlling the door possibility to change state - Open/Closed. The door bolt &amp;quot;freezes&amp;quot; the door in the current state. In other words: the bolt keeps a door open or shut.&lt;br /&gt;
* CUTTING -&amp;gt; BOLT: TRUE&lt;br /&gt;
* REPAIRING -&amp;gt; -&lt;br /&gt;
* PULSING -&amp;gt; toggle BOLT state&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;BLIT&#039;&#039;&#039; : Bolt&#039;s Lights&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | bolt lights will not come on if power is on &lt;br /&gt;
 |&lt;br /&gt;
Controls the lights at the bortom of the door.&lt;br /&gt;
* CUTTING -&amp;gt; BLIT: OFF State&lt;br /&gt;
* REPAIRING -&amp;gt; BLIT: ON State&lt;br /&gt;
* PULSING -&amp;gt; toggle BLIT State&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;TIMR&#039;&#039;&#039; : Timer&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation, delay is present&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | the timer that automatically closes the door when the power is on will not activate&lt;br /&gt;
 |&lt;br /&gt;
Normally the door will stay open after opening for a duration. If disabled the timer that automatically open or close the door when the power is on will not activate. The door will instead stay open or closed, but people can still open and close manually (unlike if the door was bolted).&lt;br /&gt;
* CUTTING -&amp;gt; TIMR: FALSE, minimal delay&lt;br /&gt;
* REPAIRING -&amp;gt; TIMR: TRUE, normal delay&lt;br /&gt;
* PULSING -&amp;gt; Blinking state of TIMR, normal delay&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;SAFE&#039;&#039;&#039; : Safety&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | allows the door to close on a person, dealing high blunt damage&lt;br /&gt;
 |&lt;br /&gt;
SAFE is the function that keeps the door open when somebody is standing in it. Only gets checked if the TIMR is still enabled.&lt;br /&gt;
* CUTTING -&amp;gt; SAFE: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; SAFE: ON&lt;br /&gt;
* PULSING -&amp;gt; SAFE: OFF &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;AIA&#039;&#039;&#039; : AI Access&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | no door control for AI(?)&lt;br /&gt;
 |&lt;br /&gt;
* CUTTING -&amp;gt; AIA: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; AIA: ON&lt;br /&gt;
* PULSING -&amp;gt; -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Airalarm.png|64px]] Air Alarm ===&lt;br /&gt;
Station flooded with plasma and all of the Atmos Techs and CE are incompetent and/or dead? Best to take matters into your own hands. Air Alarms only have 3 wires, each going to one feature.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Air Alarm ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Air Alarm ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;OFF/FALSE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR&#039;&#039;&#039; : Cycle Power&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Air Alarm is turned OFF&lt;br /&gt;
| Determines whether power is getting to the air alarm. If the air alarm is unpowered, it&#039;s not going to do much.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; POWR OFF&lt;br /&gt;
* REPAIRING -&amp;gt; POWR On + Restart in default state, this turns off the Fire Alarm&lt;br /&gt;
* PULSING -&amp;gt; POWR OFF&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;NETW&#039;&#039;&#039; : Network&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;(Unknown)&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* CUTTING -&amp;gt; Network not working (?)&lt;br /&gt;
* REPAIRING -&amp;gt; Normal operation&lt;br /&gt;
* PULSING -&amp;gt; Alarm is Fired, even if POWR is cut&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;AIA&#039;&#039;&#039; : AI Access&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | no Air Alarm control for AI (?)&lt;br /&gt;
|&lt;br /&gt;
* CUTTING -&amp;gt; AIA: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; AIA: ON&lt;br /&gt;
* PULSING -&amp;gt; -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[File:VendingMachineCoffee.png|64px]] Vending Machines ===&lt;br /&gt;
The only thing worth hacking. Vending machines have 7 wires: &#039;&#039;&#039;POWR, ACC&#039;&#039;&#039;, &#039;&#039;&#039;LOG&#039;&#039;&#039;, &#039;&#039;&#039;MNGR,&#039;&#039;&#039; &#039;&#039;&#039;VEND, SPKR.&#039;&#039;&#039;  2 wires can&#039;t be cut for some vending machines.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Vending Machines ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Vending Machines ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px;  text-align:center;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; |&#039;&#039;&#039;OFF/FALSE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR&#039;&#039;&#039; : Cycle Power&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Vending Machine is turned OFF&lt;br /&gt;
 | Determines whether power is getting to the vending machine. If the vending machine is unpowered, no one can buy from it.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; POWR OFF&lt;br /&gt;
* REPAIRING -&amp;gt; POWR On + Restart in default state&lt;br /&gt;
* PULSING -&amp;gt; POWR OFF&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;ACC&#039;&#039;&#039; : Access control&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation, restricts access&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation, all access&lt;br /&gt;
 | Determines whether the vending machine checks for the appropriate access level of the person ID card. If you disable Access then anyone can access the vending machine and dispense items from it.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; normal operation, all access&lt;br /&gt;
* REPAIRING -&amp;gt; normal operation, restricts access&lt;br /&gt;
* PULSING -&amp;gt; normal operation and all access, if last state was &amp;quot;restricts access&amp;quot; OR normal operation and restricts access after next &amp;quot;free&amp;quot; purchase, if last state was &amp;quot;all access&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;LOG&#039;&#039;&#039; : Logging&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | does not log crew actions (?)&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Something for Detectives.. a data trail.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; LOG: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; LOG: On&lt;br /&gt;
* PULSING -&amp;gt; LOG: OFF&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;MNGR&#039;&#039;&#039; : Manager&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Normal operation. Contraband is hidden.&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Contraband is visible.  Icon is blinking ON-OFF.&lt;br /&gt;
 | Toggles illegal/rare goods availability on/off. If the icon is blinking, it&#039;s toggled on.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; MNGR: ON, blinking&lt;br /&gt;
* REPAIRING -&amp;gt; MNGR: ON, no blinking&lt;br /&gt;
* PULSING -&amp;gt; MNGR: ON, blinking&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;VEND&#039;&#039;&#039; : Vending&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Vending Machine throws items in random directions violently instead of normal vending&lt;br /&gt;
 | When pulsed, will make the machine dispense an item by firing in a random direction.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; VEND: FALSE&lt;br /&gt;
* REPAIRING -&amp;gt; VEND: TRUE&lt;br /&gt;
* PULSING -&amp;gt; VEND pulses and sends an item flying &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;SPKR&#039;&#039;&#039; : Speaker&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | quiet operation&lt;br /&gt;
 | Snipping the SPKR wire stops all speech from the vending machine.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; SPKR: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; SPKR: ON&lt;br /&gt;
* PULSING -&amp;gt; SPKR buzzes &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AIA&#039;&#039;&#039; : AI Access&lt;br /&gt;
|normal operation&lt;br /&gt;
|no Vending control for AI (?)&lt;br /&gt;
|&lt;br /&gt;
* CUTTING -&amp;gt; AIA: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; AIA: ON&lt;br /&gt;
* PULSING -&amp;gt; (nothing?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Igniter.png|64px]] Igniter ===&lt;br /&gt;
Small igniter, a fire starter. Creates a spark.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Vending Machines ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Vending Machines ====&lt;br /&gt;
* TRIGGERED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Remote Signaller.png|64px]] Remote Signaller ===&lt;br /&gt;
Remote signaller is a handheld device that can be linked electronicly to other devices to send a pulse. Can be linked to more than one device. Has only one button that creates the wireless output signal that is capable to travel 15 meters.  &lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Remote Signaller ====&lt;br /&gt;
PRESSED&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Remote Signaller ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Jukebox.png|64px]] Jukebox ===&lt;br /&gt;
The music device to have if you are throwing a party, or you need a sound track for the unspeakable acts about to comence. Has 4 wires: &#039;&#039;&#039;POWR&#039;&#039;&#039;, &#039;&#039;&#039;AIA&#039;&#039;&#039;, and 2 wires don&#039;t do anything.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Jukebox ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Jukebox ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px;  text-align:center;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;OFF/FALSE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR : Cycle Power&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Jukebox is turned OFF&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 |Determines whether power is getting to the Jukebox.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; POWR: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; POWR: On + Restart in default state&lt;br /&gt;
* PULSING -&amp;gt; POWR: OFF&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;AIA&#039;&#039;&#039; : AI Access&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | no Jukebox music control for AI (?)&lt;br /&gt;
 |&lt;br /&gt;
* CUTTING -&amp;gt; AIA: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; AIA: ON&lt;br /&gt;
* PULSING -&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Arcade.png|64px]] Arcade ===&lt;br /&gt;
Something to take the crew&#039;s mind off fleeting nature of life.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Arcade ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Arcade ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px;  text-align:center;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;OFF/FALSE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR : Cycle Power&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Arcade is turned OFF&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 |Determines whether power is getting to the Arcade.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; POWR: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; POWR: On + Restart in default state&lt;br /&gt;
* PULSING -&amp;gt; POWR: OFF&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;SPKR : Speaker&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | quiet operation&lt;br /&gt;
 | Snipping the SPKR wire stops all music.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; SPKR: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; SPKR: ON&lt;br /&gt;
* PULSING -&amp;gt; SPKR buzzes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;AIA&#039;&#039;&#039; : AI Access&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | no Arcade gaming for AI (?)&lt;br /&gt;
 |&lt;br /&gt;
* CUTTING -&amp;gt; AIA: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; AIA: ON&lt;br /&gt;
* PULSING -&amp;gt; -&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;LMYR&#039;&#039;&#039; : Unknown&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Unknown&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Unknown&lt;br /&gt;
 | Unknown&lt;br /&gt;
* CUTTING -&amp;gt; LMYR: Unknown&lt;br /&gt;
* REPAIRING -&amp;gt; LMYR: Unknown&lt;br /&gt;
* PULSING -&amp;gt; LMYR: Unknown&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;MNGR&#039;&#039;&#039; : Contraband Games (?)&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Unknown&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Unknown&lt;br /&gt;
 | Unknown&lt;br /&gt;
* CUTTING -&amp;gt; MNGR: Unknown&lt;br /&gt;
* REPAIRING -&amp;gt; MNGR: Unknown&lt;br /&gt;
* PULSING -&amp;gt; MNGR: Unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Intercom.png|64px]] Intercom ===&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Intercom ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Intercom ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px;  text-align:center;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;OFF/FALSE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR : Cycle Power&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Intercom is turned OFF&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 |Determines whether power is getting to the Intercom.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; POWR: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; POWR: On + Restart in default state&lt;br /&gt;
* PULSING -&amp;gt; POWR: OFF&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;SPKR : Speaker&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | quiet operation&lt;br /&gt;
 | Snipping the SPKR wire stops all Radio output.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; SPKR: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; SPKR: ON&lt;br /&gt;
* PULSING -&amp;gt; SPKR buzzes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;MIC : Microphone&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Dead microphone&lt;br /&gt;
 | Snipping the MIC wire stops all Radio input.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; MIC: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; MIC: ON&lt;br /&gt;
* PULSING -&amp;gt; (?)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Signal Button.png|64px]] Signal Button ===&lt;br /&gt;
A button installed in the wall. It pulses only once when manualy pressed. It has no memory of previous state.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Signal Button ====&lt;br /&gt;
* PRESSED&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Signal Button ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Signal Switch.png|64px]] Signal Switch ===&lt;br /&gt;
A switch button installed in the wall. It pulses only once when manualy pressed. It has two possible states.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Signal Switch ====&lt;br /&gt;
* ON&lt;br /&gt;
** High\ON signal if Switch Button is in state ON&lt;br /&gt;
* OFF&lt;br /&gt;
** High\ON signal if Switch Button is in state OFF&lt;br /&gt;
STATUS&lt;br /&gt;
** High\ON signal if Switch Button is in state ON&lt;br /&gt;
** Low\OFF if Switch Button is in state OFF&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Signal Switch ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Two way lever.png|64px]] Two way lever ===&lt;br /&gt;
A lever installed in the floor. It pulses once when manually pulled. It has three possible states.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Two way lever ====&lt;br /&gt;
* LEFT&lt;br /&gt;
** High\ON signal if lever is in the left state&lt;br /&gt;
* RIGHT&lt;br /&gt;
** High\ON signal if lever is in the right state&lt;br /&gt;
* MIDDLE&lt;br /&gt;
** High\ON signal if lever is in the middle state&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Two way lever ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Signal Timer.png|64px]] Signal Timer ===&lt;br /&gt;
A timer installed in the wall. It pulses once when it runs out and once on the start of the countdown.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Signal Timer ====&lt;br /&gt;
* TIMER START&lt;br /&gt;
** High\ON when timer starts&lt;br /&gt;
TIMER TRIGGER&lt;br /&gt;
** High\ON when timer ran out of time&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Signal Timer ====&lt;br /&gt;
* TRIGGER&lt;br /&gt;
** controls the timer start&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Lights.png|64px]] Lights ===&lt;br /&gt;
Any light mounted on the station&#039;s structure. Has two states: emitting light and OFF.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Lights ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Lights ====&lt;br /&gt;
* ON&lt;br /&gt;
** If signaled - turns the light on&lt;br /&gt;
* OFF&lt;br /&gt;
** If signaled - turns the light off&lt;br /&gt;
* TOGGLE&lt;br /&gt;
** If signaled - toggles the lights state&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* When you shift click on an object, it will tell you whether the Panel is open or closed. If it is closed, you need a Screwdriver to open it.&lt;br /&gt;
* Using a crowbar on a powered door will give you a message &amp;quot;the powered motors block you efforts&amp;quot;. &lt;br /&gt;
* If the bolts are down then the door will give you a message &amp;quot;the airlock bolts prevent it from being forced!&amp;quot;.&lt;br /&gt;
* Remember to close the Panel when you&#039;re finished doing whatever it is you needed to do.&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Hacking&amp;diff=3705</id>
		<title>Hacking</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Hacking&amp;diff=3705"/>
		<updated>2024-12-19T23:34:06Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: Signalling Objects Added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
A skill that you can use to grant yourself illicit access to pieces of technology, or apply unintended side effects to pieces of technology.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
The gear that you should probably prepare before hacking.&lt;br /&gt;
* [[File:InsulatedGloves.png]] &#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039; - In order to not immediately get zapped. Hackables have power lines, and cutting/pulsing these without gloves can and will harm you. It&#039;s possible(?) to hack without them, but it will be slow, painful, and you&#039;ll need ointment.&lt;br /&gt;
* [[File:Screwdriver.png]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; - In order to access the maintenance panel, you must first obtain a screwdriver. A necessary tool.&lt;br /&gt;
* [[File:Wirecutter.png]] &#039;&#039;&#039;Wirecutters&#039;&#039;&#039; - Allows you to cut and mend the wires, allowing for more long-term hacking. Can also reverse effects of the multitool.&lt;br /&gt;
* [[File:Multitool.png]] &#039;&#039;&#039;Multitool&#039;&#039;&#039; - Allows you to pulse the wires. Also very good for learning which wire does which. Needed to unbolt the door if the bolts go down.&lt;br /&gt;
* [[File:Crowbar.png]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039; - Allows you to forcibly open a door. Works when the power is out or you&#039;ve hacked away the power.&lt;br /&gt;
&lt;br /&gt;
== Hacking ==&lt;br /&gt;
Multiple powered devices are hackable. Doors and vending machines are the most common to hack.&amp;lt;br&amp;gt;&lt;br /&gt;
The process for starting to hack something is a very simple process:&lt;br /&gt;
# Screwdriver [[File:Screwdriver.png]] in hand, click on the object to open its maintenance panel and expose the wiring.&lt;br /&gt;
# With a multitool [[File:Multitool.png]], wirecutters [[File:Wirecutter.png]] or empty hands, click on the object to access the wiring.&lt;br /&gt;
# Pulse wires using the multitool [[File:Multitool.png]] or cut wires with the wirecutters [[File:Wirecutter.png]].&lt;br /&gt;
# Screwdriver [[File:Screwdriver.png]] the object again to shut its maintenance panel.&lt;br /&gt;
&lt;br /&gt;
Remember, if you are trying to hack to get into unauthorised places or getting unauthorised objects you can potentially be sent to the brig, demoted, or even banned. If you are an Engineer, you may be asked by an authorised person to get into certain areas or get certain objects in an emergency situation but generally the right call (if you are not an antag) is to ask the relevant person first or the relevant Head of Staff.&lt;br /&gt;
&lt;br /&gt;
== Wires == &lt;br /&gt;
[[File:Wires Menu.png|thumb|The wires you see for a normal airlock door]]&lt;br /&gt;
In order to hack an object, you need to figure out what wire does what by pulsing it with a multitool or cutting it with a wirecutter. The wire cutters make a semi permanent change (but you can reverse it by repairing the broken wire). Multi Tool effects are temporary when the power is on (and the timer controls this).&lt;br /&gt;
&lt;br /&gt;
Above each wire there is a light. The lights indicate whether each item is ON or OFF. If the lights are big circles it means that item is ON. A smaller light means that item is OFF. BUT, Signals passed my Links are not shown in the Hacking GUI: so the visual indicator of the state (size of circles) can lie, until the first cut wire or first pulse done inside the Hacking GUI.&lt;br /&gt;
&lt;br /&gt;
To note is that all the wires for every objects are randomized at the start of the shift.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hackables ==&lt;br /&gt;
=== [[File:Airlock.png|64px]] Airlocks ===&lt;br /&gt;
Every types of airlocks is hackable. Normal airlock have 8 wires. Two of them go to power. 8 Wires: POWR_1, POWR_2, LOG, BOLT, BLIT, TIMR, SAFE, AIA.&lt;br /&gt;
&lt;br /&gt;
High Security Doors follow the same logic as normal airlocks except they have additional steps to get the maintaince panel open.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Airlocks ====&lt;br /&gt;
DOOR STATUS (ON = Open, OFF = when finishes closing)&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Airlocks ====&lt;br /&gt;
* OPEN&lt;br /&gt;
* CLOSE&lt;br /&gt;
* TOGGLE&lt;br /&gt;
* HOLD&lt;br /&gt;
**turns off automatic closing&lt;br /&gt;
* DOOR BOLT&lt;br /&gt;
**ON = door gets bolted, sound &amp;quot;Pip-TuDu&amp;quot;&lt;br /&gt;
**OFF = door gets unbolted, sound &amp;quot;Pup-TuDu&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; |&#039;&#039;&#039;OFF/FALSE State&#039;&#039;&#039;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR&#039;&#039;&#039; : Cycle Power &lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Door is turned in powered down state&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Door is normal operation&lt;br /&gt;
 |&lt;br /&gt;
Determines whether power is getting to the door. If the door is unpowered, you can open it with a crowbar unless the bolts are down. When power is supplied and the one of the two POWR wires are Restored: resets Door state to default except for the BOLT state. Without insulated gloves one can&#039;t cut these wire, as you just get shocked.&lt;br /&gt;
* CUTTING Both -&amp;gt; POWR: Door OFF&lt;br /&gt;
* REPAIRING -&amp;gt; POWR: Door On + Restart in default state&lt;br /&gt;
* PULSING -&amp;gt; POWR: Door OFF&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;LOG&#039;&#039;&#039; : Logging &lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | does not log people(?)&lt;br /&gt;
 |&lt;br /&gt;
Something for Detectives.. &lt;br /&gt;
* CUTTING -&amp;gt; LOG: OFF State&lt;br /&gt;
* REPAIRING -&amp;gt; LOG: ON State&lt;br /&gt;
* PULSING -&amp;gt; LOG: OFF LOG&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;BOLT&#039;&#039;&#039; : Door&#039;s Bolt&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | door is set in a un-toggleable state until unbolted&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 |&lt;br /&gt;
Controlling the door possibility to change state - Open/Closed. The door bolt &amp;quot;freezes&amp;quot; the door in the current state. In other words: the bolt keeps a door open or shut.&lt;br /&gt;
* CUTTING -&amp;gt; BOLT: TRUE&lt;br /&gt;
* REPAIRING -&amp;gt; -&lt;br /&gt;
* PULSING -&amp;gt; toggle BOLT state&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;BLIT&#039;&#039;&#039; : Bolt&#039;s Lights&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | bolt lights will not come on if power is on &lt;br /&gt;
 |&lt;br /&gt;
Controls the lights at the bortom of the door.&lt;br /&gt;
* CUTTING -&amp;gt; BLIT: OFF State&lt;br /&gt;
* REPAIRING -&amp;gt; BLIT: ON State&lt;br /&gt;
* PULSING -&amp;gt; toggle BLIT State&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;TIMR&#039;&#039;&#039; : Timer&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation, delay is present&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | the timer that automatically closes the door when the power is on will not activate&lt;br /&gt;
 |&lt;br /&gt;
Normally the door will stay open after opening for a duration. If disabled the timer that automatically open or close the door when the power is on will not activate. The door will instead stay open or closed, but people can still open and close manually (unlike if the door was bolted).&lt;br /&gt;
* CUTTING -&amp;gt; TIMR: FALSE, minimal delay&lt;br /&gt;
* REPAIRING -&amp;gt; TIMR: TRUE, normal delay&lt;br /&gt;
* PULSING -&amp;gt; Blinking state of TIMR, normal delay&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;SAFE&#039;&#039;&#039; : Safety&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | allows the door to close on a person, dealing high blunt damage&lt;br /&gt;
 |&lt;br /&gt;
SAFE is the function that keeps the door open when somebody is standing in it. Only gets checked if the TIMR is still enabled.&lt;br /&gt;
* CUTTING -&amp;gt; SAFE: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; SAFE: ON&lt;br /&gt;
* PULSING -&amp;gt; SAFE: OFF &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;AIA&#039;&#039;&#039; : AI Access&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | no door control for AI(?)&lt;br /&gt;
 |&lt;br /&gt;
* CUTTING -&amp;gt; AIA: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; AIA: ON&lt;br /&gt;
* PULSING -&amp;gt; -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Airalarm.png|64px]] Air Alarm ===&lt;br /&gt;
Station flooded with plasma and all of the Atmos Techs and CE are incompetent and/or dead? Best to take matters into your own hands. Air Alarms only have 3 wires, each going to one feature.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Air Alarm ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Air Alarm ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;OFF/FALSE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR&#039;&#039;&#039; : Cycle Power&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Air Alarm is turned OFF&lt;br /&gt;
| Determines whether power is getting to the air alarm. If the air alarm is unpowered, it&#039;s not going to do much.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; POWR OFF&lt;br /&gt;
* REPAIRING -&amp;gt; POWR On + Restart in default state, this turns off the Fire Alarm&lt;br /&gt;
* PULSING -&amp;gt; POWR OFF&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;NETW&#039;&#039;&#039; : Network&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;(Unknown)&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* CUTTING -&amp;gt; Network not working (?)&lt;br /&gt;
* REPAIRING -&amp;gt; Normal operation&lt;br /&gt;
* PULSING -&amp;gt; Alarm is Fired, even if POWR is cut&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;AIA&#039;&#039;&#039; : AI Access&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | no Air Alarm control for AI (?)&lt;br /&gt;
|&lt;br /&gt;
* CUTTING -&amp;gt; AIA: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; AIA: ON&lt;br /&gt;
* PULSING -&amp;gt; -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[File:VendingMachineCoffee.png|64px]] Vending Machines ===&lt;br /&gt;
The only thing worth hacking. Vending machines have 7 wires. 2 wires can&#039;t be cut for some vending machines.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Vending Machines ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Vending Machines ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px;  text-align:center;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; |&#039;&#039;&#039;OFF/FALSE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR&#039;&#039;&#039; : Cycle Power&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Vending Machine is turned OFF&lt;br /&gt;
 | Determines whether power is getting to the vending machine. If the vending machine is unpowered, no one can buy from it.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; POWR OFF&lt;br /&gt;
* REPAIRING -&amp;gt; POWR On + Restart in default state&lt;br /&gt;
* PULSING -&amp;gt; POWR OFF&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;ACC&#039;&#039;&#039; : Access control&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation, restricts access&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation, all access&lt;br /&gt;
|Determines whether the vending machine checks for the appropriate access level of the person ID card. If you disable Access then anyone can access the vending machine and dispense items from it.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; normal operation, all access&lt;br /&gt;
* REPAIRING -&amp;gt; normal operation, restricts access&lt;br /&gt;
* PULSING -&amp;gt; normal operation and all access, if last state was &amp;quot;restricts access&amp;quot; OR normal operation and restricts access after next &amp;quot;free&amp;quot; purchase, if last state was &amp;quot;all access&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;LOG&#039;&#039;&#039; : Logging&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | does not log crew actions (?)&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Something for Detectives.. a data trail.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; LOG: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; LOG: On&lt;br /&gt;
* PULSING -&amp;gt; LOG: OFF&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;MNGR&#039;&#039;&#039; : Manager&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Blinking, Normal operation. Contraband is hidden.&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Contraband is visible&lt;br /&gt;
 |Toggles illegal/rare goods availability on/off. If the icon is blinking, it&#039;s toggled on.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; MNGR: ON, no blinking&lt;br /&gt;
* REPAIRING -&amp;gt; MNGR: ON, blinking&lt;br /&gt;
* PULSING -&amp;gt; MNGR: OFF, no blinking&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;VEND&#039;&#039;&#039; : Vending&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Vending Machine can&#039;t vend&lt;br /&gt;
 | When pulsed, will make the machine dispense an item by firing in a random direction.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; VEND: FALSE&lt;br /&gt;
* REPAIRING -&amp;gt; VEND: TRUE&lt;br /&gt;
* PULSING -&amp;gt; VEND pulses and sends an item flying &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;SPKR&#039;&#039;&#039; : Speaker&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | quiet operation&lt;br /&gt;
 | Snipping the SPKR wire stops all speech from the vending machine.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; SPKR: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; SPKR: ON&lt;br /&gt;
* PULSING -&amp;gt; SPKR buzzes &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Igniter.png|64px]] Igniter ===&lt;br /&gt;
Small igniter, a fire starter. Creates a spark.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Vending Machines ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Vending Machines ====&lt;br /&gt;
* TRIGGERED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Remote Signaller.png|64px]] Remote Signaller ===&lt;br /&gt;
Remote signaller is a handheld device that can be linked electronicly to other devices to send a pulse. Can be linked to more than one device. Has only one button that creates the wireless output signal that is capable to travel 15 meters.  &lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Remote Signaller ====&lt;br /&gt;
PRESSED&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Remote Signaller ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Jukebox.png|64px]] Jukebox ===&lt;br /&gt;
The music device to have if you are throwing a party, or you need a sound track for the unspeakable acts about to comence. Has 4 wires: 2 wires don&#039;t do anything.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Jukebox ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Jukebox ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px;  text-align:center;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;OFF/FALSE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR : Cycle Power&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Jukebox is turned OFF&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 |Determines whether power is getting to the Jukebox.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; POWR: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; POWR: On + Restart in default state&lt;br /&gt;
* PULSING -&amp;gt; POWR: OFF&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;SPKR : Speaker&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | quiet operation&lt;br /&gt;
 | Snipping the SPKR wire stops all music.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; SPKR: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; SPKR: ON&lt;br /&gt;
* PULSING -&amp;gt; SPKR buzzes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;AIA&#039;&#039;&#039; : AI Access&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | no Jukebox music control for AI (?)&lt;br /&gt;
 |&lt;br /&gt;
* CUTTING -&amp;gt; AIA: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; AIA: ON&lt;br /&gt;
* PULSING -&amp;gt; -&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Arcade.png|64px]] Arcade ===&lt;br /&gt;
Something to take the crew&#039;s mind off fleeting nature of life.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Arcade ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Arcade ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px;  text-align:center;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;OFF/FALSE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR : Cycle Power&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Arcade is turned OFF&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 |Determines whether power is getting to the Arcade.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; POWR: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; POWR: On + Restart in default state&lt;br /&gt;
* PULSING -&amp;gt; POWR: OFF&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;SPKR : Speaker&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | quiet operation&lt;br /&gt;
 | Snipping the SPKR wire stops all music.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; SPKR: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; SPKR: ON&lt;br /&gt;
* PULSING -&amp;gt; SPKR buzzes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;AIA&#039;&#039;&#039; : AI Access&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | no Arcade gaming for AI (?)&lt;br /&gt;
 |&lt;br /&gt;
* CUTTING -&amp;gt; AIA: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; AIA: ON&lt;br /&gt;
* PULSING -&amp;gt; -&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;LMYR&#039;&#039;&#039; : Unknown&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Unknown&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Unknown&lt;br /&gt;
 | Unknown&lt;br /&gt;
* CUTTING -&amp;gt; LMYR: Unknown&lt;br /&gt;
* REPAIRING -&amp;gt; LMYR: Unknown&lt;br /&gt;
* PULSING -&amp;gt; LMYR: Unknown&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;MNGR&#039;&#039;&#039; : Contraband Games (?)&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Unknown&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Unknown&lt;br /&gt;
 | Unknown&lt;br /&gt;
* CUTTING -&amp;gt; MNGR: Unknown&lt;br /&gt;
* REPAIRING -&amp;gt; MNGR: Unknown&lt;br /&gt;
* PULSING -&amp;gt; MNGR: Unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Intercom.png|64px]] Intercom ===&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Intercom ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Intercom ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px;  text-align:center;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;OFF/FALSE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR : Cycle Power&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Intercom is turned OFF&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 |Determines whether power is getting to the Intercom.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; POWR: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; POWR: On + Restart in default state&lt;br /&gt;
* PULSING -&amp;gt; POWR: OFF&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;SPKR : Speaker&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | quiet operation&lt;br /&gt;
 | Snipping the SPKR wire stops all Radio output.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; SPKR: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; SPKR: ON&lt;br /&gt;
* PULSING -&amp;gt; SPKR buzzes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;MIC : Microphone&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Dead microphone&lt;br /&gt;
 | Snipping the MIC wire stops all Radio input.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; MIC: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; MIC: ON&lt;br /&gt;
* PULSING -&amp;gt; (?)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[File:Signal Button.png|64px]] Signal Button ===&lt;br /&gt;
A button installed in the wall. It pulses only once when manualy pressed. It has no memory of previous state.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Signal Button ====&lt;br /&gt;
* PRESSED&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Signal Button ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Signal Switch.png|64px]] Signal Switch ===&lt;br /&gt;
A switch button installed in the wall. It pulses only once when manualy pressed. It has two possible states.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Signal Switch ====&lt;br /&gt;
* ON&lt;br /&gt;
** High\ON signal if Switch Button is in state ON&lt;br /&gt;
* OFF&lt;br /&gt;
** High\ON signal if Switch Button is in state OFF&lt;br /&gt;
STATUS&lt;br /&gt;
** High\ON signal if Switch Button is in state ON&lt;br /&gt;
** Low\OFF if Switch Button is in state OFF&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Signal Switch ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Two way lever.png|64px]] Two way lever ===&lt;br /&gt;
A lever installed in the floor. It pulses once when manually pulled. It has three possible states.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Two way lever ====&lt;br /&gt;
* LEFT&lt;br /&gt;
** High\ON signal if lever is in the left state&lt;br /&gt;
* RIGHT&lt;br /&gt;
** High\ON signal if lever is in the right state&lt;br /&gt;
* MIDDLE&lt;br /&gt;
** High\ON signal if lever is in the middle state&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Two way lever ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Signal Timer.png|64px]] Signal Timer ===&lt;br /&gt;
A timer installed in the wall. It pulses once when it runs out and once on the start of the countdown.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Signal Timer ====&lt;br /&gt;
* TIMER START&lt;br /&gt;
** High\ON when timer starts&lt;br /&gt;
TIMER TRIGGER&lt;br /&gt;
** High\ON when timer ran out of time&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Signal Timer ====&lt;br /&gt;
* TRIGGER&lt;br /&gt;
** controls the timer start&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Lights.png|64px]] Lights ===&lt;br /&gt;
Any light mounted on the station&#039;s structure. Has two states: emitting light and OFF.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Lights ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Lights ====&lt;br /&gt;
* ON&lt;br /&gt;
** If signaled - turns the light on&lt;br /&gt;
* OFF&lt;br /&gt;
** If signaled - turns the light off&lt;br /&gt;
* TOGGLE&lt;br /&gt;
** If signaled - toggles the lights state&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* When you shift click on an object, it will tell you whether the Panel is open or closed. If it is closed, you need a Screwdriver to open it.&lt;br /&gt;
* Using a crowbar on a powered door will give you a message &amp;quot;the powered motors block you efforts&amp;quot;. &lt;br /&gt;
* If the bolts are down then the door will give you a message &amp;quot;the airlock bolts prevent it from being forced!&amp;quot;.&lt;br /&gt;
* Remember to close the Panel when you&#039;re finished doing whatever it is you needed to do.&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Hacking&amp;diff=3704</id>
		<title>Hacking</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Hacking&amp;diff=3704"/>
		<updated>2024-12-19T22:47:03Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
A skill that you can use to grant yourself illicit access to pieces of technology, or apply unintended side effects to pieces of technology.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
The gear that you should probably prepare before hacking.&lt;br /&gt;
* [[File:InsulatedGloves.png]] &#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039; - In order to not immediately get zapped. Hackables have power lines, and cutting/pulsing these without gloves can and will harm you. It&#039;s possible(?) to hack without them, but it will be slow, painful, and you&#039;ll need ointment.&lt;br /&gt;
* [[File:Screwdriver.png]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; - In order to access the maintenance panel, you must first obtain a screwdriver. A necessary tool.&lt;br /&gt;
* [[File:Wirecutter.png]] &#039;&#039;&#039;Wirecutters&#039;&#039;&#039; - Allows you to cut and mend the wires, allowing for more long-term hacking. Can also reverse effects of the multitool.&lt;br /&gt;
* [[File:Multitool.png]] &#039;&#039;&#039;Multitool&#039;&#039;&#039; - Allows you to pulse the wires. Also very good for learning which wire does which. Needed to unbolt the door if the bolts go down.&lt;br /&gt;
* [[File:Crowbar.png]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039; - Allows you to forcibly open a door. Works when the power is out or you&#039;ve hacked away the power.&lt;br /&gt;
&lt;br /&gt;
== Hacking ==&lt;br /&gt;
Multiple powered devices are hackable. Doors and vending machines are the most common to hack.&amp;lt;br&amp;gt;&lt;br /&gt;
The process for starting to hack something is a very simple process:&lt;br /&gt;
# Screwdriver [[File:Screwdriver.png]] in hand, click on the object to open its maintenance panel and expose the wiring.&lt;br /&gt;
# With a multitool [[File:Multitool.png]], wirecutters [[File:Wirecutter.png]] or empty hands, click on the object to access the wiring.&lt;br /&gt;
# Pulse wires using the multitool [[File:Multitool.png]] or cut wires with the wirecutters [[File:Wirecutter.png]].&lt;br /&gt;
# Screwdriver [[File:Screwdriver.png]] the object again to shut its maintenance panel.&lt;br /&gt;
&lt;br /&gt;
Remember, if you are trying to hack to get into unauthorised places or getting unauthorised objects you can potentially be sent to the brig, demoted, or even banned. If you are an Engineer, you may be asked by an authorised person to get into certain areas or get certain objects in an emergency situation but generally the right call (if you are not an antag) is to ask the relevant person first or the relevant Head of Staff.&lt;br /&gt;
&lt;br /&gt;
== Wires == &lt;br /&gt;
[[File:Wires Menu.png|thumb|The wires you see for a normal airlock door]]&lt;br /&gt;
In order to hack an object, you need to figure out what wire does what by pulsing it with a multitool or cutting it with a wirecutter. The wire cutters make a semi permanent change (but you can reverse it by repairing the broken wire). Multi Tool effects are temporary when the power is on (and the timer controls this).&lt;br /&gt;
&lt;br /&gt;
Above each wire there is a light. The lights indicate whether each item is ON or OFF. If the lights are big circles it means that item is ON. A smaller light means that item is OFF.&lt;br /&gt;
&lt;br /&gt;
To note is that all the wires for every objects are randomized at the start of the shift.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hackables ==&lt;br /&gt;
=== [[File:Airlock.png|64px]] Airlocks ===&lt;br /&gt;
Every types of airlocks is hackable. Normal airlock have 8 wires. Two of them go to power. 8 Wires: POWR_1, POWR_2, LOG, BOLT, BLIT, TIMR, SAFE, AIA.&lt;br /&gt;
&lt;br /&gt;
High Security Doors follow the same logic as normal airlocks except they have additional steps to get the maintaince panel open.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Airlocks ====&lt;br /&gt;
DOOR STATUS (ON = Open, OFF = when finishes closing)&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Airlocks ====&lt;br /&gt;
* OPEN&lt;br /&gt;
* CLOSE&lt;br /&gt;
* TOGGLE&lt;br /&gt;
* HOLD&lt;br /&gt;
**turns off automatic closing&lt;br /&gt;
* DOOR BOLT&lt;br /&gt;
**ON = door gets bolted, sound &amp;quot;Pip-TuDu&amp;quot;&lt;br /&gt;
**OFF = door gets unbolted, sound &amp;quot;Pup-TuDu&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; |&#039;&#039;&#039;OFF/FALSE State&#039;&#039;&#039;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR&#039;&#039;&#039; : Cycle Power &lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Door is turned in powered down state&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Door is normal operation&lt;br /&gt;
 |&lt;br /&gt;
Determines whether power is getting to the door. If the door is unpowered, you can open it with a crowbar unless the bolts are down. When power is supplied and the one of the two POWR wires are Restored: resets Door state to default except for the BOLT state. Without insulated gloves one can&#039;t cut these wire, as you just get shocked.&lt;br /&gt;
* CUTTING Both -&amp;gt; POWR: Door OFF&lt;br /&gt;
* REPAIRING -&amp;gt; POWR: Door On + Restart in default state&lt;br /&gt;
* PULSING -&amp;gt; POWR: Door OFF&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;LOG&#039;&#039;&#039; : Logging &lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | does not log people(?)&lt;br /&gt;
 |&lt;br /&gt;
Something for Detectives.. &lt;br /&gt;
* CUTTING -&amp;gt; LOG: OFF State&lt;br /&gt;
* REPAIRING -&amp;gt; LOG: ON State&lt;br /&gt;
* PULSING -&amp;gt; LOG: OFF LOG&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;BOLT&#039;&#039;&#039; : Door&#039;s Bolt&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | door is set in a un-toggleable state until unbolted&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 |&lt;br /&gt;
Controlling the door possibility to change state - Open/Closed. The door bolt &amp;quot;freezes&amp;quot; the door in the current state. In other words: the bolt keeps a door open or shut.&lt;br /&gt;
* CUTTING -&amp;gt; BOLT: TRUE&lt;br /&gt;
* REPAIRING -&amp;gt; -&lt;br /&gt;
* PULSING -&amp;gt; toggle BOLT state&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;BLIT&#039;&#039;&#039; : Bolt&#039;s Lights&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | bolt lights will not come on if power is on &lt;br /&gt;
 |&lt;br /&gt;
Controls the lights at the bortom of the door.&lt;br /&gt;
* CUTTING -&amp;gt; BLIT: OFF State&lt;br /&gt;
* REPAIRING -&amp;gt; BLIT: ON State&lt;br /&gt;
* PULSING -&amp;gt; toggle BLIT State&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;TIMR&#039;&#039;&#039; : Timer&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation, delay is present&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | the timer that automatically closes the door when the power is on will not activate&lt;br /&gt;
 |&lt;br /&gt;
Normally the door will stay open after opening for a duration. If disabled the timer that automatically open or close the door when the power is on will not activate. The door will instead stay open or closed, but people can still open and close manually (unlike if the door was bolted).&lt;br /&gt;
* CUTTING -&amp;gt; TIMR: FALSE, minimal delay&lt;br /&gt;
* REPAIRING -&amp;gt; TIMR: TRUE, normal delay&lt;br /&gt;
* PULSING -&amp;gt; Blinking state of TIMR, normal delay&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;SAFE&#039;&#039;&#039; : Safety&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | allows the door to close on a person, dealing high blunt damage&lt;br /&gt;
 |&lt;br /&gt;
SAFE is the function that keeps the door open when somebody is standing in it. Only gets checked if the TIMR is still enabled.&lt;br /&gt;
* CUTTING -&amp;gt; SAFE: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; SAFE: ON&lt;br /&gt;
* PULSING -&amp;gt; SAFE: OFF &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;AIA&#039;&#039;&#039; : AI Access&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | no door control for AI(?)&lt;br /&gt;
 |&lt;br /&gt;
* CUTTING -&amp;gt; AIA: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; AIA: ON&lt;br /&gt;
* PULSING -&amp;gt; -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Airalarm.png|64px]] Air Alarm ===&lt;br /&gt;
Station flooded with plasma and all of the Atmos Techs and CE are incompetent and/or dead? Best to take matters into your own hands. Air Alarms only have 3 wires, each going to one feature.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Air Alarm ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Air Alarm ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;OFF/FALSE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR&#039;&#039;&#039; : Cycle Power&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Air Alarm is turned OFF&lt;br /&gt;
| Determines whether power is getting to the air alarm. If the air alarm is unpowered, it&#039;s not going to do much.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; POWR OFF&lt;br /&gt;
* REPAIRING -&amp;gt; POWR On + Restart in default state, this turns off the Fire Alarm&lt;br /&gt;
* PULSING -&amp;gt; POWR OFF&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;NETW&#039;&#039;&#039; : Network&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;(Unknown)&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* CUTTING -&amp;gt; Network not working (?)&lt;br /&gt;
* REPAIRING -&amp;gt; Normal operation&lt;br /&gt;
* PULSING -&amp;gt; Alarm is Fired, even if POWR is cut&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;AIA&#039;&#039;&#039; : AI Access&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | no Air Alarm control for AI (?)&lt;br /&gt;
|&lt;br /&gt;
* CUTTING -&amp;gt; AIA: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; AIA: ON&lt;br /&gt;
* PULSING -&amp;gt; -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[File:VendingMachineCoffee.png|64px]] Vending Machines ===&lt;br /&gt;
The only thing worth hacking. Vending machines have 7 wires. 2 wires can&#039;t be cut for some vending machines.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Vending Machines ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Vending Machines ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px;  text-align:center;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; |&#039;&#039;&#039;OFF/FALSE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR&#039;&#039;&#039; : Cycle Power&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Vending Machine is turned OFF&lt;br /&gt;
 | Determines whether power is getting to the vending machine. If the vending machine is unpowered, no one can buy from it.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; POWR OFF&lt;br /&gt;
* REPAIRING -&amp;gt; POWR On + Restart in default state&lt;br /&gt;
* PULSING -&amp;gt; POWR OFF&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;ACC&#039;&#039;&#039; : Access control&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation, restricts access&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation, all access&lt;br /&gt;
|Determines whether the vending machine checks for the appropriate access level of the person ID card. If you disable Access then anyone can access the vending machine and dispense items from it.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; normal operation, all access&lt;br /&gt;
* REPAIRING -&amp;gt; normal operation, restricts access&lt;br /&gt;
* PULSING -&amp;gt; normal operation and all access, if last state was &amp;quot;restricts access&amp;quot; OR normal operation and restricts access after next &amp;quot;free&amp;quot; purchase, if last state was &amp;quot;all access&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;LOG&#039;&#039;&#039; : Logging&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | does not log crew actions (?)&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Something for Detectives.. a data trail.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; LOG: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; LOG: On&lt;br /&gt;
* PULSING -&amp;gt; LOG: OFF&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;MNGR&#039;&#039;&#039; : Manager&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Blinking, Normal operation. Contraband is hidden.&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Contraband is visible&lt;br /&gt;
 |Toggles illegal/rare goods availability on/off. If the icon is blinking, it&#039;s toggled on.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; MNGR: ON, no blinking&lt;br /&gt;
* REPAIRING -&amp;gt; MNGR: ON, blinking&lt;br /&gt;
* PULSING -&amp;gt; MNGR: OFF, no blinking&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;VEND&#039;&#039;&#039; : Vending&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Vending Machine can&#039;t vend&lt;br /&gt;
 | When pulsed, will make the machine dispense an item by firing in a random direction.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; VEND: FALSE&lt;br /&gt;
* REPAIRING -&amp;gt; VEND: TRUE&lt;br /&gt;
* PULSING -&amp;gt; VEND pulses and sends an item flying &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;SPKR&#039;&#039;&#039; : Speaker&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | quiet operation&lt;br /&gt;
 | Snipping the SPKR wire stops all speech from the vending machine.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; SPKR: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; SPKR: ON&lt;br /&gt;
* PULSING -&amp;gt; SPKR buzzes &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Igniter.png|64px]] Igniter ===&lt;br /&gt;
Small igniter, a fire starter. Creates a spark.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Vending Machines ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Vending Machines ====&lt;br /&gt;
* TRIGGERED&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Remote Signaller.png|64px]] Remote Signaller ===&lt;br /&gt;
Remote signaller is a handheld device that can be linked electronicly to other devices to send a pulse. Can be linked to more than one device. Has only one button that creates the wireless output signal that is capable to travel 15 meters.  &lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Remote Signaller ====&lt;br /&gt;
PRESSED&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Remote Signaller ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Jukebox.png|64px]] Jukebox ===&lt;br /&gt;
The music device to have if you are throwing a party, or you need a sound track for the unspeakable acts about to comence. Has 4 wires: 2 wires don&#039;t do anything.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Jukebox ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Jukebox ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px;  text-align:center;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;OFF/FALSE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR : Cycle Power&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Jukebox is turned OFF&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 |Determines whether power is getting to the Jukebox.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; POWR: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; POWR: On + Restart in default state&lt;br /&gt;
* PULSING -&amp;gt; POWR: OFF&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;SPKR : Speaker&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | quiet operation&lt;br /&gt;
 | Snipping the SPKR wire stops all music.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; SPKR: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; SPKR: ON&lt;br /&gt;
* PULSING -&amp;gt; SPKR buzzes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;AIA&#039;&#039;&#039; : AI Access&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | no Jukebox music control for AI (?)&lt;br /&gt;
 |&lt;br /&gt;
* CUTTING -&amp;gt; AIA: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; AIA: ON&lt;br /&gt;
* PULSING -&amp;gt; -&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;LMYR&#039;&#039;&#039; : Unknown&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Unknown&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Unknown&lt;br /&gt;
 | Unknown&lt;br /&gt;
* CUTTING -&amp;gt; LMYR: Unknown&lt;br /&gt;
* REPAIRING -&amp;gt; LMYR: Unknown&lt;br /&gt;
* PULSING -&amp;gt; LMYR: Unknown&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;MNGR&#039;&#039;&#039; : Contraband Music (?)&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Unknown&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Unknown&lt;br /&gt;
 | Unknown&lt;br /&gt;
* CUTTING -&amp;gt; MNGR: Unknown&lt;br /&gt;
* REPAIRING -&amp;gt; MNGR: Unknown&lt;br /&gt;
* PULSING -&amp;gt; MNGR: Unknown&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:VendingMachineCoffee.png|64px]] Vending Machines ===&lt;br /&gt;
The only thing worth hacking. Vending machines have 7 wires. 2 wires can&#039;t be cut for some vending machines.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Vending Machines ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Vending Machines ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* When you shift click on an object, it will tell you whether the Panel is open or closed. If it is closed, you need a Screwdriver to open it.&lt;br /&gt;
* Using a crowbar on a powered door will give you a message &amp;quot;the powered motors block you efforts&amp;quot;. &lt;br /&gt;
* If the bolts are down then the door will give you a message &amp;quot;the airlock bolts prevent it from being forced!&amp;quot;.&lt;br /&gt;
* Remember to close the Panel when you&#039;re finished doing whatever it is you needed to do.&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Hacking&amp;diff=3703</id>
		<title>Hacking</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Hacking&amp;diff=3703"/>
		<updated>2024-12-19T22:24:04Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: /* Inputs: Vending Machines */  style&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
A skill that you can use to grant yourself illicit access to pieces of technology, or apply unintended side effects to pieces of technology.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
The gear that you should probably prepare before hacking.&lt;br /&gt;
* [[File:InsulatedGloves.png]] &#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039; - In order to not immediately get zapped. Hackables have power lines, and cutting/pulsing these without gloves can and will harm you. It&#039;s possible(?) to hack without them, but it will be slow, painful, and you&#039;ll need ointment.&lt;br /&gt;
* [[File:Screwdriver.png]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; - In order to access the maintenance panel, you must first obtain a screwdriver. A necessary tool.&lt;br /&gt;
* [[File:Wirecutter.png]] &#039;&#039;&#039;Wirecutters&#039;&#039;&#039; - Allows you to cut and mend the wires, allowing for more long-term hacking. Can also reverse effects of the multitool.&lt;br /&gt;
* [[File:Multitool.png]] &#039;&#039;&#039;Multitool&#039;&#039;&#039; - Allows you to pulse the wires. Also very good for learning which wire does which. Needed to unbolt the door if the bolts go down.&lt;br /&gt;
* [[File:Crowbar.png]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039; - Allows you to forcibly open a door. Works when the power is out or you&#039;ve hacked away the power.&lt;br /&gt;
&lt;br /&gt;
== Hacking ==&lt;br /&gt;
Multiple powered devices are hackable. Doors and vending machines are the most common to hack.&amp;lt;br&amp;gt;&lt;br /&gt;
The process for starting to hack something is a very simple process:&lt;br /&gt;
# Screwdriver [[File:Screwdriver.png]] in hand, click on the object to open its maintenance panel and expose the wiring.&lt;br /&gt;
# With a multitool [[File:Multitool.png]], wirecutters [[File:Wirecutter.png]] or empty hands, click on the object to access the wiring.&lt;br /&gt;
# Pulse wires using the multitool [[File:Multitool.png]] or cut wires with the wirecutters [[File:Wirecutter.png]].&lt;br /&gt;
# Screwdriver [[File:Screwdriver.png]] the object again to shut its maintenance panel.&lt;br /&gt;
&lt;br /&gt;
Remember, if you are trying to hack to get into unauthorised places or getting unauthorised objects you can potentially be sent to the brig, demoted, or even banned. If you are an Engineer, you may be asked by an authorised person to get into certain areas or get certain objects in an emergency situation but generally the right call (if you are not an antag) is to ask the relevant person first or the relevant Head of Staff.&lt;br /&gt;
&lt;br /&gt;
== Wires == &lt;br /&gt;
[[File:Wires Menu.png|thumb|The wires you see for a normal airlock door]]&lt;br /&gt;
In order to hack an object, you need to figure out what wire does what by pulsing it with a multitool or cutting it with a wirecutter. The wire cutters make a semi permanent change (but you can reverse it by repairing the broken wire). Multi Tool effects are temporary when the power is on (and the timer controls this).&lt;br /&gt;
&lt;br /&gt;
Above each wire there is a light. The lights indicate whether each item is ON or OFF. If the lights are big circles it means that item is ON. A smaller light means that item is OFF.&lt;br /&gt;
&lt;br /&gt;
To note is that all the wires for every objects are randomized at the start of the shift.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hackables ==&lt;br /&gt;
=== [[File:Airlock.png|64px]] Airlocks ===&lt;br /&gt;
Every types of airlocks is hackable. Normal airlock have 8 wires. Two of them go to power. 8 Wires: POWR_1, POWR_2, LOG, BOLT, BLIT, TIMR, SAFE, AIA.&lt;br /&gt;
&lt;br /&gt;
High Security Doors follow the same logic as normal airlocks except they have additional steps to get the maintaince panel open.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Airlocks ====&lt;br /&gt;
DOOR STATUS (ON = Open, OFF = when finishes closing)&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Airlocks ====&lt;br /&gt;
* OPEN&lt;br /&gt;
* CLOSE&lt;br /&gt;
* TOGGLE&lt;br /&gt;
* HOLD&lt;br /&gt;
**turns off automatic closing&lt;br /&gt;
* DOOR BOLT&lt;br /&gt;
**ON = door gets bolted, sound &amp;quot;Pip-TuDu&amp;quot;&lt;br /&gt;
**OFF = door gets unbolted, sound &amp;quot;Pup-TuDu&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; |&#039;&#039;&#039;OFF/FALSE State&#039;&#039;&#039;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR&#039;&#039;&#039; : Cycle Power &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | Door is turned in powered down state&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | Door is normal operation&lt;br /&gt;
|&lt;br /&gt;
Determines whether power is getting to the door. If the door is unpowered, you can open it with a crowbar unless the bolts are down. When power is supplied and the one of the two POWR wires are Restored: resets Door state to default except for the BOLT state. Without insulated gloves one can&#039;t cut these wire, as you just get shocked.&lt;br /&gt;
* CUTTING Both -&amp;gt; POWR: Door OFF&lt;br /&gt;
* REPAIRING -&amp;gt; POWR: Door On + Restart in default state&lt;br /&gt;
* PULSING -&amp;gt; POWR: Door OFF&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;LOG&#039;&#039;&#039; : Logging &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | does not log people(?)&lt;br /&gt;
|&lt;br /&gt;
Something for Detectives.. &lt;br /&gt;
* CUTTING -&amp;gt; LOG: OFF State&lt;br /&gt;
* REPAIRING -&amp;gt; LOG: ON State&lt;br /&gt;
* PULSING -&amp;gt; LOG: OFF LOG&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;BOLT&#039;&#039;&#039; : Door&#039;s Bolt&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | door is set in a un-toggleable state until unbolted&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
|&lt;br /&gt;
Controlling the door possibility to change state - Open/Closed. The door bolt &amp;quot;freezes&amp;quot; the door in the current state. In other words: the bolt keeps a door open or shut.&lt;br /&gt;
* CUTTING -&amp;gt; BOLT: TRUE&lt;br /&gt;
* REPAIRING -&amp;gt; -&lt;br /&gt;
* PULSING -&amp;gt; toggle BOLT state&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;BLIT&#039;&#039;&#039; : Bolt&#039;s Lights&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | bolt lights will not come on if power is on &lt;br /&gt;
|&lt;br /&gt;
Controls the lights at the bortom of the door.&lt;br /&gt;
* CUTTING -&amp;gt; BLIT: OFF State&lt;br /&gt;
* REPAIRING -&amp;gt; BLIT: ON State&lt;br /&gt;
* PULSING -&amp;gt; toggle BLIT State&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;TIMR&#039;&#039;&#039; : Timer&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation, delay is present&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | the timer that automatically closes the door when the power is on will not activate&lt;br /&gt;
 |&lt;br /&gt;
Normally the door will stay open after opening for a duration. If disabled the timer that automatically open or close the door when the power is on will not activate. The door will instead stay open or closed, but people can still open and close manually (unlike if the door was bolted).&lt;br /&gt;
* CUTTING -&amp;gt; TIMR: FALSE, minimal delay&lt;br /&gt;
* REPAIRING -&amp;gt; TIMR: TRUE, normal delay&lt;br /&gt;
* PULSING -&amp;gt; Blinking state of TIMR, normal delay&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;SAFE&#039;&#039;&#039; : Safety&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | allows the door to close on a person, dealing high blunt damage&lt;br /&gt;
 |&lt;br /&gt;
SAFE is the function that keeps the door open when somebody is standing in it. Only gets checked if the TIMR is still enabled.&lt;br /&gt;
* CUTTING -&amp;gt; SAFE: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; SAFE: ON&lt;br /&gt;
* PULSING -&amp;gt; SAFE: OFF &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;AIA&#039;&#039;&#039; : AI Access&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | no door control for AI(?)&lt;br /&gt;
 |&lt;br /&gt;
* CUTTING -&amp;gt; AIA: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; AIA: ON&lt;br /&gt;
* PULSING -&amp;gt; -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Airalarm.png|64px]] Air Alarm ===&lt;br /&gt;
Station flooded with plasma and all of the Atmos Techs and CE are incompetent and/or dead? Best to take matters into your own hands. Air Alarms only have 3 wires, each going to one feature.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Air Alarm ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Air Alarm ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; |&#039;&#039;&#039;OFF/FALSE State&#039;&#039;&#039;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR : Cycle Power&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | Air Alarm is turned OFF&lt;br /&gt;
| Determines whether power is getting to the air alarm. If the air alarm is unpowered, it&#039;s not going to do much.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; POWR OFF&lt;br /&gt;
* REPAIRING -&amp;gt; POWR On + Restart in default state, this turns off the Fire Alarm&lt;br /&gt;
* PULSING -&amp;gt; POWR OFF&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;NETW : Network&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | &#039;&#039;(Unknown)&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* CUTTING -&amp;gt; Network not working (?)&lt;br /&gt;
* REPAIRING -&amp;gt; Normal operation&lt;br /&gt;
* PULSING -&amp;gt; Alarm is Fired, even if POWR is cut&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;AIA&#039;&#039;&#039; : AI Access&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 |no Air Alarm control for AI (?)&lt;br /&gt;
|&lt;br /&gt;
* CUTTING -&amp;gt; AIA: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; AIA: ON&lt;br /&gt;
* PULSING -&amp;gt; -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[File:VendingMachineCoffee.png|64px]] Vending Machines ===&lt;br /&gt;
The only thing worth hacking. Vending machines have 7 wires. 2 wires can&#039;t be cut for some vending machines.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Vending Machines ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Vending Machines ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px;  text-align:center;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; |&#039;&#039;&#039;OFF/FALSE State&#039;&#039;&#039;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR : Cycle Power&#039;&#039;&#039;&lt;br /&gt;
|normal operation&lt;br /&gt;
|Vending Machine is turned OFF&lt;br /&gt;
|Determines whether power is getting to the vending machine. If the vending machine is unpowered, no one can buy from it.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; POWR OFF&lt;br /&gt;
* REPAIRING -&amp;gt; POWR On + Restart in default state&lt;br /&gt;
* PULSING -&amp;gt; POWR OFF&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;ACC : Access control&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation, restricts access&lt;br /&gt;
 |normal operation, all access&lt;br /&gt;
|Determines whether the vending machine checks for the appropriate access level of the person ID card. If you disable Access then anyone can access the vending machine and dispense items from it.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; normal operation, all access&lt;br /&gt;
* REPAIRING -&amp;gt; normal operation, restricts access&lt;br /&gt;
* PULSING -&amp;gt; normal operation and all access, if last state was &amp;quot;restricts access&amp;quot; OR normal operation and restricts access after next &amp;quot;free&amp;quot; purchase, if last state was &amp;quot;all access&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | LOG: Logging&lt;br /&gt;
|normal operation&lt;br /&gt;
|does not log people(?)&lt;br /&gt;
|Something for Detectives.. a data trail.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; LOG: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; LOG: On&lt;br /&gt;
* PULSING -&amp;gt; LOG: OFF&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; |MNGR : Manager&lt;br /&gt;
|Blinking, Normal operation. Contraband is hidden.&lt;br /&gt;
|Contraband is visible&lt;br /&gt;
|Toggles illegal/rare goods availability on/off. If the icon is blinking, it&#039;s toggled on.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; MNGR: ON, no blinking&lt;br /&gt;
* REPAIRING -&amp;gt; MNGR: ON, blinking&lt;br /&gt;
* PULSING -&amp;gt; MNGR: OFF, no blinking&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;VEND : Vending&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 |Vending Machine can&#039;t vend&lt;br /&gt;
| When pulsed, will make the machine dispense an item by firing in a random direction.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; VEND: FALSE&lt;br /&gt;
* REPAIRING -&amp;gt; VEND: TRUE&lt;br /&gt;
* PULSING -&amp;gt; VEND pulses and sends an item flying &lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;SPKR : Speaker&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 |quiet operation&lt;br /&gt;
| Snipping the SPKR wire stops all speech from the vending machine.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; SPKR: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; SPKR: ON&lt;br /&gt;
* PULSING -&amp;gt; SPKR buzzes &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* When you shift click on an object, it will tell you whether the Panel is open or closed. If it is closed, you need a Screwdriver to open it.&lt;br /&gt;
* Using a crowbar on a powered door will give you a message &amp;quot;the powered motors block you efforts&amp;quot;. &lt;br /&gt;
* If the bolts are down then the door will give you a message &amp;quot;the airlock bolts prevent it from being forced!&amp;quot;.&lt;br /&gt;
* Remember to close the Panel when you&#039;re finished doing whatever it is you needed to do.&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Hacking&amp;diff=3702</id>
		<title>Hacking</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Hacking&amp;diff=3702"/>
		<updated>2024-12-19T22:21:35Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: more style&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
A skill that you can use to grant yourself illicit access to pieces of technology, or apply unintended side effects to pieces of technology.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
The gear that you should probably prepare before hacking.&lt;br /&gt;
* [[File:InsulatedGloves.png]] &#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039; - In order to not immediately get zapped. Hackables have power lines, and cutting/pulsing these without gloves can and will harm you. It&#039;s possible(?) to hack without them, but it will be slow, painful, and you&#039;ll need ointment.&lt;br /&gt;
* [[File:Screwdriver.png]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; - In order to access the maintenance panel, you must first obtain a screwdriver. A necessary tool.&lt;br /&gt;
* [[File:Wirecutter.png]] &#039;&#039;&#039;Wirecutters&#039;&#039;&#039; - Allows you to cut and mend the wires, allowing for more long-term hacking. Can also reverse effects of the multitool.&lt;br /&gt;
* [[File:Multitool.png]] &#039;&#039;&#039;Multitool&#039;&#039;&#039; - Allows you to pulse the wires. Also very good for learning which wire does which. Needed to unbolt the door if the bolts go down.&lt;br /&gt;
* [[File:Crowbar.png]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039; - Allows you to forcibly open a door. Works when the power is out or you&#039;ve hacked away the power.&lt;br /&gt;
&lt;br /&gt;
== Hacking ==&lt;br /&gt;
Multiple powered devices are hackable. Doors and vending machines are the most common to hack.&amp;lt;br&amp;gt;&lt;br /&gt;
The process for starting to hack something is a very simple process:&lt;br /&gt;
# Screwdriver [[File:Screwdriver.png]] in hand, click on the object to open its maintenance panel and expose the wiring.&lt;br /&gt;
# With a multitool [[File:Multitool.png]], wirecutters [[File:Wirecutter.png]] or empty hands, click on the object to access the wiring.&lt;br /&gt;
# Pulse wires using the multitool [[File:Multitool.png]] or cut wires with the wirecutters [[File:Wirecutter.png]].&lt;br /&gt;
# Screwdriver [[File:Screwdriver.png]] the object again to shut its maintenance panel.&lt;br /&gt;
&lt;br /&gt;
Remember, if you are trying to hack to get into unauthorised places or getting unauthorised objects you can potentially be sent to the brig, demoted, or even banned. If you are an Engineer, you may be asked by an authorised person to get into certain areas or get certain objects in an emergency situation but generally the right call (if you are not an antag) is to ask the relevant person first or the relevant Head of Staff.&lt;br /&gt;
&lt;br /&gt;
== Wires == &lt;br /&gt;
[[File:Wires Menu.png|thumb|The wires you see for a normal airlock door]]&lt;br /&gt;
In order to hack an object, you need to figure out what wire does what by pulsing it with a multitool or cutting it with a wirecutter. The wire cutters make a semi permanent change (but you can reverse it by repairing the broken wire). Multi Tool effects are temporary when the power is on (and the timer controls this).&lt;br /&gt;
&lt;br /&gt;
Above each wire there is a light. The lights indicate whether each item is ON or OFF. If the lights are big circles it means that item is ON. A smaller light means that item is OFF.&lt;br /&gt;
&lt;br /&gt;
To note is that all the wires for every objects are randomized at the start of the shift.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hackables ==&lt;br /&gt;
=== [[File:Airlock.png|64px]] Airlocks ===&lt;br /&gt;
Every types of airlocks is hackable. Normal airlock have 8 wires. Two of them go to power. 8 Wires: POWR_1, POWR_2, LOG, BOLT, BLIT, TIMR, SAFE, AIA.&lt;br /&gt;
&lt;br /&gt;
High Security Doors follow the same logic as normal airlocks except they have additional steps to get the maintaince panel open.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Airlocks ====&lt;br /&gt;
DOOR STATUS (ON = Open, OFF = when finishes closing)&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Airlocks ====&lt;br /&gt;
* OPEN&lt;br /&gt;
* CLOSE&lt;br /&gt;
* TOGGLE&lt;br /&gt;
* HOLD&lt;br /&gt;
**turns off automatic closing&lt;br /&gt;
* DOOR BOLT&lt;br /&gt;
**ON = door gets bolted, sound &amp;quot;Pip-TuDu&amp;quot;&lt;br /&gt;
**OFF = door gets unbolted, sound &amp;quot;Pup-TuDu&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; |&#039;&#039;&#039;OFF/FALSE State&#039;&#039;&#039;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR&#039;&#039;&#039; : Cycle Power &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | Door is turned in powered down state&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | Door is normal operation&lt;br /&gt;
|&lt;br /&gt;
Determines whether power is getting to the door. If the door is unpowered, you can open it with a crowbar unless the bolts are down. When power is supplied and the one of the two POWR wires are Restored: resets Door state to default except for the BOLT state. Without insulated gloves one can&#039;t cut these wire, as you just get shocked.&lt;br /&gt;
* CUTTING Both -&amp;gt; POWR: Door OFF&lt;br /&gt;
* REPAIRING -&amp;gt; POWR: Door On + Restart in default state&lt;br /&gt;
* PULSING -&amp;gt; POWR: Door OFF&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;LOG&#039;&#039;&#039; : Logging &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | does not log people(?)&lt;br /&gt;
|&lt;br /&gt;
Something for Detectives.. &lt;br /&gt;
* CUTTING -&amp;gt; LOG: OFF State&lt;br /&gt;
* REPAIRING -&amp;gt; LOG: ON State&lt;br /&gt;
* PULSING -&amp;gt; LOG: OFF LOG&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;BOLT&#039;&#039;&#039; : Door&#039;s Bolt&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | door is set in a un-toggleable state until unbolted&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
|&lt;br /&gt;
Controlling the door possibility to change state - Open/Closed. The door bolt &amp;quot;freezes&amp;quot; the door in the current state. In other words: the bolt keeps a door open or shut.&lt;br /&gt;
* CUTTING -&amp;gt; BOLT: TRUE&lt;br /&gt;
* REPAIRING -&amp;gt; -&lt;br /&gt;
* PULSING -&amp;gt; toggle BOLT state&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;BLIT&#039;&#039;&#039; : Bolt&#039;s Lights&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | bolt lights will not come on if power is on &lt;br /&gt;
|&lt;br /&gt;
Controls the lights at the bortom of the door.&lt;br /&gt;
* CUTTING -&amp;gt; BLIT: OFF State&lt;br /&gt;
* REPAIRING -&amp;gt; BLIT: ON State&lt;br /&gt;
* PULSING -&amp;gt; toggle BLIT State&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;TIMR&#039;&#039;&#039; : Timer&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation, delay is present&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | the timer that automatically closes the door when the power is on will not activate&lt;br /&gt;
 |&lt;br /&gt;
Normally the door will stay open after opening for a duration. If disabled the timer that automatically open or close the door when the power is on will not activate. The door will instead stay open or closed, but people can still open and close manually (unlike if the door was bolted).&lt;br /&gt;
* CUTTING -&amp;gt; TIMR: FALSE, minimal delay&lt;br /&gt;
* REPAIRING -&amp;gt; TIMR: TRUE, normal delay&lt;br /&gt;
* PULSING -&amp;gt; Blinking state of TIMR, normal delay&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;SAFE&#039;&#039;&#039; : Safety&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | allows the door to close on a person, dealing high blunt damage&lt;br /&gt;
 |&lt;br /&gt;
SAFE is the function that keeps the door open when somebody is standing in it. Only gets checked if the TIMR is still enabled.&lt;br /&gt;
* CUTTING -&amp;gt; SAFE: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; SAFE: ON&lt;br /&gt;
* PULSING -&amp;gt; SAFE: OFF &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;AIA&#039;&#039;&#039; : AI Access&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | no door control for AI(?)&lt;br /&gt;
 |&lt;br /&gt;
* CUTTING -&amp;gt; AIA: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; AIA: ON&lt;br /&gt;
* PULSING -&amp;gt; -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Airalarm.png|64px]] Air Alarm ===&lt;br /&gt;
Station flooded with plasma and all of the Atmos Techs and CE are incompetent and/or dead? Best to take matters into your own hands. Air Alarms only have 3 wires, each going to one feature.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Air Alarm ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Air Alarm ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; |&#039;&#039;&#039;OFF/FALSE State&#039;&#039;&#039;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR : Cycle Power&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | Air Alarm is turned OFF&lt;br /&gt;
| Determines whether power is getting to the air alarm. If the air alarm is unpowered, it&#039;s not going to do much.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; POWR OFF&lt;br /&gt;
* REPAIRING -&amp;gt; POWR On + Restart in default state, this turns off the Fire Alarm&lt;br /&gt;
* PULSING -&amp;gt; POWR OFF&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;NETW : Network&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | &#039;&#039;(Unknown)&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* CUTTING -&amp;gt; Network not working (?)&lt;br /&gt;
* REPAIRING -&amp;gt; Normal operation&lt;br /&gt;
* PULSING -&amp;gt; Alarm is Fired, even if POWR is cut&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;AIA&#039;&#039;&#039; : AI Access&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 |no Air Alarm control for AI (?)&lt;br /&gt;
|&lt;br /&gt;
* CUTTING -&amp;gt; AIA: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; AIA: ON&lt;br /&gt;
* PULSING -&amp;gt; -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[File:VendingMachineCoffee.png|64px]] Vending Machines ===&lt;br /&gt;
The only thing worth hacking. Vending machines have 7 wires. 2 wires can&#039;t be cut for some vending machines.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Vending Machines ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Vending Machines ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px;  text-align:center;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; |&#039;&#039;&#039;OFF/FALSE State&#039;&#039;&#039;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POWR : Cycle Power&#039;&#039;&#039;&lt;br /&gt;
|normal operation&lt;br /&gt;
|Vending Machine is turned OFF&lt;br /&gt;
|Determines whether power is getting to the vending machine. If the vending machine is unpowered, no one can buy from it.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; POWR OFF&lt;br /&gt;
* REPAIRING -&amp;gt; POWR On + Restart in default state&lt;br /&gt;
* PULSING -&amp;gt; POWR OFF&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;ACC : Access control&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation, restricts access&lt;br /&gt;
 |normal operation, all access&lt;br /&gt;
|Determines whether the vending machine checks for the appropriate access level of the person ID card. If you disable Access then anyone can access the vending machine and dispense items from it.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; normal operation, all access&lt;br /&gt;
* REPAIRING -&amp;gt; normal operation, restricts access&lt;br /&gt;
* PULSING -&amp;gt; normal operation and all access, if last state was &amp;quot;restricts access&amp;quot; OR normal operation and restricts access after next &amp;quot;free&amp;quot; purchase, if last state was &amp;quot;all access&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|LOG: Logging&lt;br /&gt;
|normal operation&lt;br /&gt;
|does not log people(?)&lt;br /&gt;
|Something for Detectives.. a data trail.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; LOG: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; LOG: On&lt;br /&gt;
* PULSING -&amp;gt; LOG: OFF&lt;br /&gt;
|-&lt;br /&gt;
|MNGR : Manager&lt;br /&gt;
|Blinking, Normal operation. Contraband is hidden.&lt;br /&gt;
|Contraband is visible&lt;br /&gt;
|Toggles illegal/rare goods availability on/off. If the icon is blinking, it&#039;s toggled on.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; MNGR: ON, no blinking&lt;br /&gt;
* REPAIRING -&amp;gt; MNGR: ON, blinking&lt;br /&gt;
* PULSING -&amp;gt; MNGR: OFF, no blinking&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;VEND : Vending&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 |Vending Machine can&#039;t vend&lt;br /&gt;
| When pulsed, will make the machine dispense an item by firing in a random direction.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; VEND: FALSE&lt;br /&gt;
* REPAIRING -&amp;gt; VEND: TRUE&lt;br /&gt;
* PULSING -&amp;gt; VEND pulses and sends an item flying &lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;SPKR : Speaker&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 |quiet operation&lt;br /&gt;
| Snipping the SPKR wire stops all speech from the vending machine.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; SPKR: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; SPKR: ON&lt;br /&gt;
* PULSING -&amp;gt; SPKR buzzes &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* When you shift click on an object, it will tell you whether the Panel is open or closed. If it is closed, you need a Screwdriver to open it.&lt;br /&gt;
* Using a crowbar on a powered door will give you a message &amp;quot;the powered motors block you efforts&amp;quot;. &lt;br /&gt;
* If the bolts are down then the door will give you a message &amp;quot;the airlock bolts prevent it from being forced!&amp;quot;.&lt;br /&gt;
* Remember to close the Panel when you&#039;re finished doing whatever it is you needed to do.&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Hacking&amp;diff=3701</id>
		<title>Hacking</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Hacking&amp;diff=3701"/>
		<updated>2024-12-19T22:18:59Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: style&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
A skill that you can use to grant yourself illicit access to pieces of technology, or apply unintended side effects to pieces of technology.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
The gear that you should probably prepare before hacking.&lt;br /&gt;
* [[File:InsulatedGloves.png]] &#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039; - In order to not immediately get zapped. Hackables have power lines, and cutting/pulsing these without gloves can and will harm you. It&#039;s possible(?) to hack without them, but it will be slow, painful, and you&#039;ll need ointment.&lt;br /&gt;
* [[File:Screwdriver.png]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; - In order to access the maintenance panel, you must first obtain a screwdriver. A necessary tool.&lt;br /&gt;
* [[File:Wirecutter.png]] &#039;&#039;&#039;Wirecutters&#039;&#039;&#039; - Allows you to cut and mend the wires, allowing for more long-term hacking. Can also reverse effects of the multitool.&lt;br /&gt;
* [[File:Multitool.png]] &#039;&#039;&#039;Multitool&#039;&#039;&#039; - Allows you to pulse the wires. Also very good for learning which wire does which. Needed to unbolt the door if the bolts go down.&lt;br /&gt;
* [[File:Crowbar.png]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039; - Allows you to forcibly open a door. Works when the power is out or you&#039;ve hacked away the power.&lt;br /&gt;
&lt;br /&gt;
== Hacking ==&lt;br /&gt;
Multiple powered devices are hackable. Doors and vending machines are the most common to hack.&amp;lt;br&amp;gt;&lt;br /&gt;
The process for starting to hack something is a very simple process:&lt;br /&gt;
# Screwdriver [[File:Screwdriver.png]] in hand, click on the object to open its maintenance panel and expose the wiring.&lt;br /&gt;
# With a multitool [[File:Multitool.png]], wirecutters [[File:Wirecutter.png]] or empty hands, click on the object to access the wiring.&lt;br /&gt;
# Pulse wires using the multitool [[File:Multitool.png]] or cut wires with the wirecutters [[File:Wirecutter.png]].&lt;br /&gt;
# Screwdriver [[File:Screwdriver.png]] the object again to shut its maintenance panel.&lt;br /&gt;
&lt;br /&gt;
Remember, if you are trying to hack to get into unauthorised places or getting unauthorised objects you can potentially be sent to the brig, demoted, or even banned. If you are an Engineer, you may be asked by an authorised person to get into certain areas or get certain objects in an emergency situation but generally the right call (if you are not an antag) is to ask the relevant person first or the relevant Head of Staff.&lt;br /&gt;
&lt;br /&gt;
== Wires == &lt;br /&gt;
[[File:Wires Menu.png|thumb|The wires you see for a normal airlock door]]&lt;br /&gt;
In order to hack an object, you need to figure out what wire does what by pulsing it with a multitool or cutting it with a wirecutter. The wire cutters make a semi permanent change (but you can reverse it by repairing the broken wire). Multi Tool effects are temporary when the power is on (and the timer controls this).&lt;br /&gt;
&lt;br /&gt;
Above each wire there is a light. The lights indicate whether each item is ON or OFF. If the lights are big circles it means that item is ON. A smaller light means that item is OFF.&lt;br /&gt;
&lt;br /&gt;
To note is that all the wires for every objects are randomized at the start of the shift.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hackables ==&lt;br /&gt;
=== [[File:Airlock.png|64px]] Airlocks ===&lt;br /&gt;
Every types of airlocks is hackable. Normal airlock have 8 wires. Two of them go to power. 8 Wires: POWR_1, POWR_2, LOG, BOLT, BLIT, TIMR, SAFE, AIA.&lt;br /&gt;
&lt;br /&gt;
High Security Doors follow the same logic as normal airlocks except they have additional steps to get the maintaince panel open.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Airlocks ====&lt;br /&gt;
DOOR STATUS (ON = Open, OFF = when finishes closing)&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Airlocks ====&lt;br /&gt;
* OPEN&lt;br /&gt;
* CLOSE&lt;br /&gt;
* TOGGLE&lt;br /&gt;
* HOLD&lt;br /&gt;
**turns off automatic closing&lt;br /&gt;
* DOOR BOLT&lt;br /&gt;
**ON = door gets bolted, sound &amp;quot;Pip-TuDu&amp;quot;&lt;br /&gt;
**OFF = door gets unbolted, sound &amp;quot;Pup-TuDu&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; |&#039;&#039;&#039;OFF/FALSE State&#039;&#039;&#039;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR&#039;&#039;&#039; : Cycle Power &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | Door is turned in powered down state&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | Door is normal operation&lt;br /&gt;
|&lt;br /&gt;
* Determines whether power is getting to the door&lt;br /&gt;
*  If the door is unpowered, you can open it with a crowbar unless the bolts are down&lt;br /&gt;
* When power is supplied and the one of the two POWR wires are Restored: resets Door state to default except for the BOLT state&lt;br /&gt;
* Without insulated gloves one can&#039;t cut these wires&lt;br /&gt;
* CUTTING Both -&amp;gt; POWR: Door OFF&lt;br /&gt;
* REPAIRING -&amp;gt; POWR: Door On + Restart in default state&lt;br /&gt;
* PULSING -&amp;gt; POWR: Door OFF&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;LOG&#039;&#039;&#039; : Logging &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | does not log people(?)&lt;br /&gt;
|&lt;br /&gt;
* something for Detectives..&lt;br /&gt;
* CUTTING -&amp;gt; LOG: OFF State&lt;br /&gt;
* REPAIRING -&amp;gt; LOG: ON State&lt;br /&gt;
* PULSING -&amp;gt; LOG: OFF LOG&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;BOLT&#039;&#039;&#039; : Door&#039;s Bolt&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | door is set in a un-toggleable state until unbolted&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
|&lt;br /&gt;
* Controlling the door possibility to change state - Open/Closed&lt;br /&gt;
* The door bolt &amp;quot;freezes&amp;quot; the door in the current state. In other words: the bolt keeps a door open or shut.&lt;br /&gt;
* CUTTING -&amp;gt; BOLT: TRUE&lt;br /&gt;
* REPAIRING -&amp;gt; -&lt;br /&gt;
* PULSING -&amp;gt; toggle BOLT state&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;BLIT&#039;&#039;&#039; : Bolt&#039;s Lights&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | bolt lights will not come on if power is on &lt;br /&gt;
|&lt;br /&gt;
* Controls the lights at the bortom of the door&lt;br /&gt;
* CUTTING -&amp;gt; BLIT: OFF State&lt;br /&gt;
* REPAIRING -&amp;gt; BLIT: ON State&lt;br /&gt;
* PULSING -&amp;gt; toggle BLIT State&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;TIMR&#039;&#039;&#039; : Timer&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation, delay is present&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | the timer that automatically closes the door when the power is on will not activate&lt;br /&gt;
 |&lt;br /&gt;
* Normally the door will stay open after opening for a duration&lt;br /&gt;
* If disabled the timer that automatically open or close the door when the power is on will not activate. The door will instead stay open or closed, but people can still open and close manually (unlike if the door was bolted).&lt;br /&gt;
* CUTTING -&amp;gt; TIMR: FALSE, minimal delay&lt;br /&gt;
* REPAIRING -&amp;gt; TIMR: TRUE, normal delay&lt;br /&gt;
* PULSING -&amp;gt; Blinking state of TIMR, normal delay&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;SAFE&#039;&#039;&#039; : Safety&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | allows the door to close on a person, dealing high blunt damage&lt;br /&gt;
 |&lt;br /&gt;
* SAFE is the function that keeps the door open when somebody is standing in it. Only gets checked if the TIMR is still enabled.&lt;br /&gt;
* CUTTING -&amp;gt; SAFE: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; SAFE: ON&lt;br /&gt;
* PULSING -&amp;gt; SAFE: OFF &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;AIA&#039;&#039;&#039; : AI Access&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | no door control for AI(?)&lt;br /&gt;
 |&lt;br /&gt;
* CUTTING -&amp;gt; AIA: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; AIA: ON&lt;br /&gt;
* PULSING -&amp;gt; -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Airalarm.png|64px]] Air Alarm ===&lt;br /&gt;
Station flooded with plasma and all of the Atmos Techs and CE are incompetent and/or dead? Best to take matters into your own hands. Air Alarms only have 3 wires, each going to one feature.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Air Alarm ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Air Alarm ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; |&#039;&#039;&#039;OFF/FALSE State&#039;&#039;&#039;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR : Cycle Power&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | Air Alarm is turned OFF&lt;br /&gt;
| Determines whether power is getting to the air alarm. If the air alarm is unpowered, it&#039;s not going to do much.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; POWR OFF&lt;br /&gt;
* REPAIRING -&amp;gt; POWR On + Restart in default state, this turns off the Fire Alarm&lt;br /&gt;
* PULSING -&amp;gt; POWR OFF&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;NETW : Network&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | &#039;&#039;(Unknown)&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* CUTTING -&amp;gt; Network not working (?)&lt;br /&gt;
* REPAIRING -&amp;gt; Normal operation&lt;br /&gt;
* PULSING -&amp;gt; Alarm is Fired, even if POWR is cut&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;AIA&#039;&#039;&#039; : AI Access&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 |no Air Alarm control for AI (?)&lt;br /&gt;
|&lt;br /&gt;
* CUTTING -&amp;gt; AIA: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; AIA: ON&lt;br /&gt;
* PULSING -&amp;gt; -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[File:VendingMachineCoffee.png|64px]] Vending Machines ===&lt;br /&gt;
The only thing worth hacking. Vending machines have 7 wires. 2 wires can&#039;t be cut for some vending machines.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Vending Machines ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Vending Machines ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px;  text-align:center;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; |&#039;&#039;&#039;OFF/FALSE State&#039;&#039;&#039;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POWR : Cycle Power&#039;&#039;&#039;&lt;br /&gt;
|normal operation&lt;br /&gt;
|Vending Machine is turned OFF&lt;br /&gt;
|Determines whether power is getting to the vending machine. If the vending machine is unpowered, no one can buy from it.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; POWR OFF&lt;br /&gt;
* REPAIRING -&amp;gt; POWR On + Restart in default state&lt;br /&gt;
* PULSING -&amp;gt; POWR OFF&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;ACC : Access control&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation, restricts access&lt;br /&gt;
 |normal operation, all access&lt;br /&gt;
|Determines whether the vending machine checks for the appropriate access level of the person ID card. If you disable Access then anyone can access the vending machine and dispense items from it.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; normal operation, all access&lt;br /&gt;
* REPAIRING -&amp;gt; normal operation, restricts access&lt;br /&gt;
* PULSING -&amp;gt; normal operation and all access, if last state was &amp;quot;restricts access&amp;quot; OR normal operation and restricts access after next &amp;quot;free&amp;quot; purchase, if last state was &amp;quot;all access&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|LOG: Logging&lt;br /&gt;
|normal operation&lt;br /&gt;
|does not log people(?)&lt;br /&gt;
|Something for Detectives.. a data trail.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; LOG: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; LOG: On&lt;br /&gt;
* PULSING -&amp;gt; LOG: OFF&lt;br /&gt;
|-&lt;br /&gt;
|MNGR : Manager&lt;br /&gt;
|Blinking, Normal operation. Contraband is hidden.&lt;br /&gt;
|Contraband is visible&lt;br /&gt;
|Toggles illegal/rare goods availability on/off. If the icon is blinking, it&#039;s toggled on.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; MNGR: ON, no blinking&lt;br /&gt;
* REPAIRING -&amp;gt; MNGR: ON, blinking&lt;br /&gt;
* PULSING -&amp;gt; MNGR: OFF, no blinking&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;VEND : Vending&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 |Vending Machine can&#039;t vend&lt;br /&gt;
| When pulsed, will make the machine dispense an item by firing in a random direction.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; VEND: FALSE&lt;br /&gt;
* REPAIRING -&amp;gt; VEND: TRUE&lt;br /&gt;
* PULSING -&amp;gt; VEND pulses and sends an item flying &lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;SPKR : Speaker&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 |quiet operation&lt;br /&gt;
| Snipping the SPKR wire stops all speech from the vending machine.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; SPKR: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; SPKR: ON&lt;br /&gt;
* PULSING -&amp;gt; SPKR buzzes &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* When you shift click on an object, it will tell you whether the Panel is open or closed. If it is closed, you need a Screwdriver to open it.&lt;br /&gt;
* Using a crowbar on a powered door will give you a message &amp;quot;the powered motors block you efforts&amp;quot;. &lt;br /&gt;
* If the bolts are down then the door will give you a message &amp;quot;the airlock bolts prevent it from being forced!&amp;quot;.&lt;br /&gt;
* Remember to close the Panel when you&#039;re finished doing whatever it is you needed to do.&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Hacking&amp;diff=3700</id>
		<title>Hacking</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Hacking&amp;diff=3700"/>
		<updated>2024-12-19T22:14:08Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: Vending Machine and Fire Alarm update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
A skill that you can use to grant yourself illicit access to pieces of technology, or apply unintended side effects to pieces of technology.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
The gear that you should probably prepare before hacking.&lt;br /&gt;
* [[File:InsulatedGloves.png]] &#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039; - In order to not immediately get zapped. Hackables have power lines, and cutting/pulsing these without gloves can and will harm you. It&#039;s possible(?) to hack without them, but it will be slow, painful, and you&#039;ll need ointment.&lt;br /&gt;
* [[File:Screwdriver.png]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; - In order to access the maintenance panel, you must first obtain a screwdriver. A necessary tool.&lt;br /&gt;
* [[File:Wirecutter.png]] &#039;&#039;&#039;Wirecutters&#039;&#039;&#039; - Allows you to cut and mend the wires, allowing for more long-term hacking. Can also reverse effects of the multitool.&lt;br /&gt;
* [[File:Multitool.png]] &#039;&#039;&#039;Multitool&#039;&#039;&#039; - Allows you to pulse the wires. Also very good for learning which wire does which. Needed to unbolt the door if the bolts go down.&lt;br /&gt;
* [[File:Crowbar.png]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039; - Allows you to forcibly open a door. Works when the power is out or you&#039;ve hacked away the power.&lt;br /&gt;
&lt;br /&gt;
== Hacking ==&lt;br /&gt;
Multiple powered devices are hackable. Doors and vending machines are the most common to hack.&amp;lt;br&amp;gt;&lt;br /&gt;
The process for starting to hack something is a very simple process:&lt;br /&gt;
# Screwdriver [[File:Screwdriver.png]] in hand, click on the object to open its maintenance panel and expose the wiring.&lt;br /&gt;
# With a multitool [[File:Multitool.png]], wirecutters [[File:Wirecutter.png]] or empty hands, click on the object to access the wiring.&lt;br /&gt;
# Pulse wires using the multitool [[File:Multitool.png]] or cut wires with the wirecutters [[File:Wirecutter.png]].&lt;br /&gt;
# Screwdriver [[File:Screwdriver.png]] the object again to shut its maintenance panel.&lt;br /&gt;
&lt;br /&gt;
Remember, if you are trying to hack to get into unauthorised places or getting unauthorised objects you can potentially be sent to the brig, demoted, or even banned. If you are an Engineer, you may be asked by an authorised person to get into certain areas or get certain objects in an emergency situation but generally the right call (if you are not an antag) is to ask the relevant person first or the relevant Head of Staff.&lt;br /&gt;
&lt;br /&gt;
== Wires == &lt;br /&gt;
[[File:Wires Menu.png|thumb|The wires you see for a normal airlock door]]&lt;br /&gt;
In order to hack an object, you need to figure out what wire does what by pulsing it with a multitool or cutting it with a wirecutter. The wire cutters make a semi permanent change (but you can reverse it by repairing the broken wire). Multi Tool effects are temporary when the power is on (and the timer controls this).&lt;br /&gt;
&lt;br /&gt;
Above each wire there is a light. The lights indicate whether each item is ON or OFF. If the lights are big circles it means that item is ON. A smaller light means that item is OFF.&lt;br /&gt;
&lt;br /&gt;
To note is that all the wires for every objects are randomized at the start of the shift.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hackables ==&lt;br /&gt;
=== [[File:Airlock.png|64px]] Airlocks ===&lt;br /&gt;
Every types of airlocks is hackable. Normal airlock have 8 wires. Two of them go to power. 8 Wires: POWR_1, POWR_2, LOG, BOLT, BLIT, TIMR, SAFE, AIA.&lt;br /&gt;
&lt;br /&gt;
High Security Doors follow the same logic as normal airlocks except they have additional steps to get the maintaince panel open.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Airlocks ====&lt;br /&gt;
DOOR STATUS (ON = Open, OFF = when finishes closing)&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Airlocks ====&lt;br /&gt;
* OPEN&lt;br /&gt;
* CLOSE&lt;br /&gt;
* TOGGLE&lt;br /&gt;
* HOLD&lt;br /&gt;
**turns off automatic closing&lt;br /&gt;
* DOOR BOLT&lt;br /&gt;
**ON = door gets bolted, sound &amp;quot;Pip-TuDu&amp;quot;&lt;br /&gt;
**OFF = door gets unbolted, sound &amp;quot;Pup-TuDu&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%; text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; |&#039;&#039;&#039;OFF/FALSE State&#039;&#039;&#039;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR&#039;&#039;&#039; : Cycle Power &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | Door is turned in powered down state&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | Door is normal operation&lt;br /&gt;
|&lt;br /&gt;
* Determines whether power is getting to the door&lt;br /&gt;
*  If the door is unpowered, you can open it with a crowbar unless the bolts are down&lt;br /&gt;
* When power is supplied and the one of the two POWR wires are Restored: resets Door state to default except for the BOLT state&lt;br /&gt;
* Without insulated gloves one can&#039;t cut these wires&lt;br /&gt;
* CUTTING Both -&amp;gt; POWR: Door OFF&lt;br /&gt;
* REPAIRING -&amp;gt; POWR: Door On + Restart in default state&lt;br /&gt;
* PULSING -&amp;gt; POWR: Door OFF&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;LOG&#039;&#039;&#039; : Logging &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | does not log people(?)&lt;br /&gt;
|&lt;br /&gt;
* something for Detectives..&lt;br /&gt;
* CUTTING -&amp;gt; LOG: OFF State&lt;br /&gt;
* REPAIRING -&amp;gt; LOG: ON State&lt;br /&gt;
* PULSING -&amp;gt; LOG: OFF LOG&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;BOLT&#039;&#039;&#039; : Door&#039;s Bolt&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | door is set in a un-toggleable state until unbolted&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
|&lt;br /&gt;
* Controlling the door possibility to change state - Open/Closed&lt;br /&gt;
* The door bolt &amp;quot;freezes&amp;quot; the door in the current state. In other words: the bolt keeps a door open or shut.&lt;br /&gt;
* CUTTING -&amp;gt; BOLT: TRUE&lt;br /&gt;
* REPAIRING -&amp;gt; -&lt;br /&gt;
* PULSING -&amp;gt; toggle BOLT state&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;BLIT&#039;&#039;&#039; : Bolt&#039;s Lights&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | bolt lights will not come on if power is on &lt;br /&gt;
|&lt;br /&gt;
* Controls the lights at the bortom of the door&lt;br /&gt;
* CUTTING -&amp;gt; BLIT: OFF State&lt;br /&gt;
* REPAIRING -&amp;gt; BLIT: ON State&lt;br /&gt;
* PULSING -&amp;gt; toggle BLIT State&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;TIMR&#039;&#039;&#039; : Timer&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation, delay is present&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | the timer that automatically closes the door when the power is on will not activate&lt;br /&gt;
 |&lt;br /&gt;
* Normally the door will stay open after opening for a duration&lt;br /&gt;
* If disabled the timer that automatically open or close the door when the power is on will not activate. The door will instead stay open or closed, but people can still open and close manually (unlike if the door was bolted).&lt;br /&gt;
* CUTTING -&amp;gt; TIMR: FALSE, minimal delay&lt;br /&gt;
* REPAIRING -&amp;gt; TIMR: TRUE, normal delay&lt;br /&gt;
* PULSING -&amp;gt; Blinking state of TIMR, normal delay&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;SAFE&#039;&#039;&#039; : Safety&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | allows the door to close on a person, dealing high blunt damage&lt;br /&gt;
 |&lt;br /&gt;
* SAFE is the function that keeps the door open when somebody is standing in it. Only gets checked if the TIMR is still enabled.&lt;br /&gt;
* CUTTING -&amp;gt; SAFE: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; SAFE: ON&lt;br /&gt;
* PULSING -&amp;gt; SAFE: OFF &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;AIA&#039;&#039;&#039; : AI Access&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | no door control for AI(?)&lt;br /&gt;
 |&lt;br /&gt;
* CUTTING -&amp;gt; AIA: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; AIA: ON&lt;br /&gt;
* PULSING -&amp;gt; -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Airalarm.png|64px]] Air Alarm ===&lt;br /&gt;
Station flooded with plasma and all of the Atmos Techs and CE are incompetent and/or dead? Best to take matters into your own hands. Air Alarms only have 3 wires, each going to one feature.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Air Alarm ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Air Alarm ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%; text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; |&#039;&#039;&#039;OFF/FALSE State&#039;&#039;&#039;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR : Cycle Power&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 |Air Alarm is turned OFF&lt;br /&gt;
| Determines whether power is getting to the air alarm. If the air alarm is unpowered, it&#039;s not going to do much.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; POWR OFF&lt;br /&gt;
* REPAIRING -&amp;gt; POWR On + Restart in default state, this turns off the Fire Alarm&lt;br /&gt;
* PULSING -&amp;gt; POWR OFF&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;NETW : Network&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | &#039;&#039;(Unknown)&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
* CUTTING -&amp;gt; Network not working (?)&lt;br /&gt;
* REPAIRING -&amp;gt; Normal operation&lt;br /&gt;
* PULSING -&amp;gt; Alarm is Fired, even if POWR is cut&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;AIA&#039;&#039;&#039; : AI Access&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 |no Air Alarm control for AI (?)&lt;br /&gt;
|&lt;br /&gt;
* CUTTING -&amp;gt; AIA: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; AIA: ON&lt;br /&gt;
* PULSING -&amp;gt; -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[File:VendingMachineCoffee.png|64px]] Vending Machines ===&lt;br /&gt;
The only thing worth hacking. Vending machines have 7 wires. 2 wires can&#039;t be cut for some vending machines.&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Vending Machines ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Vending Machines ====&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%; text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px; text-align:center;&amp;quot; |&#039;&#039;&#039;OFF/FALSE State&#039;&#039;&#039;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px; text-align:center;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;POWR : Cycle Power&#039;&#039;&#039;&lt;br /&gt;
|normal operation&lt;br /&gt;
|Vending Machine is turned OFF&lt;br /&gt;
|Determines whether power is getting to the vending machine. If the vending machine is unpowered, no one can buy from it.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; POWR OFF&lt;br /&gt;
* REPAIRING -&amp;gt; POWR On + Restart in default state&lt;br /&gt;
* PULSING -&amp;gt; POWR OFF&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;ACC : Access control&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation, restricts access&lt;br /&gt;
 |normal operation, all access&lt;br /&gt;
|Determines whether the vending machine checks for the appropriate access level of the person ID card. If you disable Access then anyone can access the vending machine and dispense items from it.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; normal operation, all access&lt;br /&gt;
* REPAIRING -&amp;gt; normal operation, restricts access&lt;br /&gt;
* PULSING -&amp;gt; normal operation and all access, if last state was &amp;quot;restricts access&amp;quot; OR normal operation and restricts access after next &amp;quot;free&amp;quot; purchase, if last state was &amp;quot;all access&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|LOG: Logging&lt;br /&gt;
|normal operation&lt;br /&gt;
|does not log people(?)&lt;br /&gt;
|Something for Detectives.. a data trail.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; LOG: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; LOG: On&lt;br /&gt;
* PULSING -&amp;gt; LOG: OFF&lt;br /&gt;
|-&lt;br /&gt;
|MNGR : Manager&lt;br /&gt;
|Blinking, Normal operation. Contraband is hidden.&lt;br /&gt;
|Contraband is visible&lt;br /&gt;
|Toggles illegal/rare goods availability on/off. If the icon is blinking, it&#039;s toggled on.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; MNGR: ON, no blinking&lt;br /&gt;
* REPAIRING -&amp;gt; MNGR: ON, blinking&lt;br /&gt;
* PULSING -&amp;gt; MNGR: OFF, no blinking&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;VEND : Vending&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 |Vending Machine can&#039;t vend&lt;br /&gt;
| When pulsed, will make the machine dispense an item by firing in a random direction.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; VEND: FALSE&lt;br /&gt;
* REPAIRING -&amp;gt; VEND: TRUE&lt;br /&gt;
* PULSING -&amp;gt; VEND pulses and sends an item flying &lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;SPKR : Speaker&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 |quiet operation&lt;br /&gt;
| Snipping the SPKR wire stops all speech from the vending machine.&lt;br /&gt;
&lt;br /&gt;
* CUTTING -&amp;gt; SPKR: OFF&lt;br /&gt;
* REPAIRING -&amp;gt; SPKR: ON&lt;br /&gt;
* PULSING -&amp;gt; SPKR buzzes &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* When you shift click on an object, it will tell you whether the Panel is open or closed. If it is closed, you need a Screwdriver to open it.&lt;br /&gt;
* Using a crowbar on a powered door will give you a message &amp;quot;the powered motors block you efforts&amp;quot;. &lt;br /&gt;
* If the bolts are down then the door will give you a message &amp;quot;the airlock bolts prevent it from being forced!&amp;quot;.&lt;br /&gt;
* Remember to close the Panel when you&#039;re finished doing whatever it is you needed to do.&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Hacking&amp;diff=3699</id>
		<title>Hacking</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Hacking&amp;diff=3699"/>
		<updated>2024-12-19T21:34:08Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
A skill that you can use to grant yourself illicit access to pieces of technology, or apply unintended side effects to pieces of technology.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
The gear that you should probably prepare before hacking.&lt;br /&gt;
* [[File:InsulatedGloves.png]] &#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039; - In order to not immediately get zapped. Hackables have power lines, and cutting/pulsing these without gloves can and will harm you. It&#039;s possible(?) to hack without them, but it will be slow, painful, and you&#039;ll need ointment.&lt;br /&gt;
* [[File:Screwdriver.png]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; - In order to access the maintenance panel, you must first obtain a screwdriver. A necessary tool.&lt;br /&gt;
* [[File:Wirecutter.png]] &#039;&#039;&#039;Wirecutters&#039;&#039;&#039; - Allows you to cut and mend the wires, allowing for more long-term hacking. Can also reverse effects of the multitool.&lt;br /&gt;
* [[File:Multitool.png]] &#039;&#039;&#039;Multitool&#039;&#039;&#039; - Allows you to pulse the wires. Also very good for learning which wire does which. Needed to unbolt the door if the bolts go down.&lt;br /&gt;
* [[File:Crowbar.png]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039; - Allows you to forcibly open a door. Works when the power is out or you&#039;ve hacked away the power.&lt;br /&gt;
&lt;br /&gt;
== Hacking ==&lt;br /&gt;
Multiple powered devices are hackable. Doors and vending machines are the most common to hack.&amp;lt;br&amp;gt;&lt;br /&gt;
The process for starting to hack something is a very simple process:&lt;br /&gt;
# Screwdriver [[File:Screwdriver.png]] in hand, click on the object to open its maintenance panel and expose the wiring.&lt;br /&gt;
# With a multitool [[File:Multitool.png]], wirecutters [[File:Wirecutter.png]] or empty hands, click on the object to access the wiring.&lt;br /&gt;
# Pulse wires using the multitool [[File:Multitool.png]] or cut wires with the wirecutters [[File:Wirecutter.png]].&lt;br /&gt;
# Screwdriver [[File:Screwdriver.png]] the object again to shut its maintenance panel.&lt;br /&gt;
&lt;br /&gt;
Remember, if you are trying to hack to get into unauthorised places or getting unauthorised objects you can potentially be sent to the brig, demoted, or even banned. If you are an Engineer, you may be asked by an authorised person to get into certain areas or get certain objects in an emergency situation but generally the right call (if you are not an antag) is to ask the relevant person first or the relevant Head of Staff.&lt;br /&gt;
&lt;br /&gt;
== Wires == &lt;br /&gt;
[[File:Wires Menu.png|thumb|The wires you see for a normal airlock door]]&lt;br /&gt;
In order to hack an object, you need to figure out what wire does what by pulsing it with a multitool or cutting it with a wirecutter. The wire cutters make a semi permanent change (but you can reverse it by repairing the broken wire). Multi Tool effects are temporary when the power is on (and the timer controls this).&lt;br /&gt;
&lt;br /&gt;
Above each wire there is a light. The lights indicate whether each item is ON or OFF. If the lights are big circles it means that item is ON. A smaller light means that item is OFF.&lt;br /&gt;
&lt;br /&gt;
To note is that all the wires for every objects are randomized at the start of the shift.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hackables ==&lt;br /&gt;
=== [[File:Airlock.png|64px]] Airlocks ===&lt;br /&gt;
Every types of airlocks is hackable. Normal airlock have 8 wires. Two of them go to power. 8 Wires: POWR_1, POWR_2, LOG, BOLT, BLIT, TIMR, SAFE, AIA.&lt;br /&gt;
&lt;br /&gt;
High Security Doors follow the same logic as normal airlocks except they have additional steps to get the maintaince panel open.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:15%; padding:5px;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:20%; padding:5px;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:20%; padding:5px;&amp;quot; | &#039;&#039;&#039;OFF/FALSE State&#039;&#039;&#039;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:80%; padding:5px;&amp;quot; | &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR&#039;&#039;&#039; : Cycle Power &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | Door is turned in powered down state&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | Door is normal operation&lt;br /&gt;
|&lt;br /&gt;
* Determines whether power is getting to the door&lt;br /&gt;
*  If the door is unpowered, you can open it with a crowbar unless the bolts are down&lt;br /&gt;
* When power is suplied and the one of the two POWR wires are Restored: resets Door state to default except for the BOLT state&lt;br /&gt;
* Without insulated gloves one can&#039;t cut these wires&lt;br /&gt;
* CUTTING Both -&amp;gt; POWR: Door OFF&lt;br /&gt;
* REPARING -&amp;gt; POWR: Door On + Restart in default state&lt;br /&gt;
* PULSING -&amp;gt; POWR: Door OFF&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;LOG&#039;&#039;&#039; : Logging &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | does not log people(?)&lt;br /&gt;
|&lt;br /&gt;
* something for Detectives..&lt;br /&gt;
* CUTTING -&amp;gt; LOG: OFF State&lt;br /&gt;
* REPARING -&amp;gt; LOG: ON State&lt;br /&gt;
* PULSING -&amp;gt; LOG: OFF LOG&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;BOLT&#039;&#039;&#039; : Door&#039;s Bolt&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | door is set in a un-toggleable state until unbolted&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
|&lt;br /&gt;
* Controlling the door possibility to change state - Open/Closed&lt;br /&gt;
* The door bolt &amp;quot;freezes&amp;quot; the door in the current state. In other words: the bolt keeps a door open or shut.&lt;br /&gt;
* CUTTING -&amp;gt; BOLT: TRUE&lt;br /&gt;
* REPARING -&amp;gt; -&lt;br /&gt;
* PULSING -&amp;gt; toggle BOLT state&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;BLIT&#039;&#039;&#039; : Bolt&#039;s Lights&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | bolt lights will not come on if power is on &lt;br /&gt;
|&lt;br /&gt;
* Controls the lights at the bortom of the door&lt;br /&gt;
* CUTTING -&amp;gt; BLIT: OFF State&lt;br /&gt;
* REPARING -&amp;gt; BLIT: ON State&lt;br /&gt;
* PULSING -&amp;gt; toggle BLIT State&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;TIMR&#039;&#039;&#039; : Timer&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation, delay is present&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | the timer that automatically closes the door when the power is on will not activate&lt;br /&gt;
 |&lt;br /&gt;
* Normally the door will stay open after opening for a duration&lt;br /&gt;
* If disabled the timer that automatically open or close the door when the power is on will not activate. The door will instead stay open or closed, but people can still open and close manually (unlike if the door was bolted).&lt;br /&gt;
* CUTTING -&amp;gt; TIMR: FALSE, minimal delay&lt;br /&gt;
* REPARING -&amp;gt; TIMR: TRUE, normal delay&lt;br /&gt;
* PULSING -&amp;gt; Blinking state of TIMR, normal delay&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;SAFE&#039;&#039;&#039; : Safety&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | allows the door to close on a person, dealing high blunt damage&lt;br /&gt;
 |&lt;br /&gt;
* SAFE is the function that keeps the door open when somebody is standing in it. Only gets checked if the TIMR is still enabled.&lt;br /&gt;
* CUTTING -&amp;gt; SAFE: OFF&lt;br /&gt;
* REPARING -&amp;gt; SAFE: ON&lt;br /&gt;
* PULSING -&amp;gt; SAFE: OFF &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;AIA&#039;&#039;&#039; : AI Access&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | no door control for AI(?)&lt;br /&gt;
 |&lt;br /&gt;
* CUTTING -&amp;gt; AIA: OFF&lt;br /&gt;
* REPARING -&amp;gt; AIA: ON&lt;br /&gt;
* PULSING -&amp;gt; -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Airlocks ====&lt;br /&gt;
DOOR STATUS (ON = Open, OFF = when finishes closing)&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Airlocks ====&lt;br /&gt;
* OPEN&lt;br /&gt;
* CLOSE&lt;br /&gt;
* TOGGLE&lt;br /&gt;
* HOLD&lt;br /&gt;
**turns off automatic closing&lt;br /&gt;
* DOOR BOLT&lt;br /&gt;
**ON = door gets bolted, sound &amp;quot;Pip-TuDu&amp;quot;&lt;br /&gt;
**OFF = door gets unbolted, sound &amp;quot;Pup-TuDu&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Airalarm.png|64px]] Air Alarm ===&lt;br /&gt;
Station flooded with plasma and all of the Atmos Techs and CE are incompetent and/or dead? Best to take matters into your own hands. Air Alarms only have 4 wires, each going to one feature.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px;&amp;quot; | &#039;&#039;&#039;Meaning&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;ACC&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Access&lt;br /&gt;
 | Determines whether the air alarm checks for the appropriate access level of the person ID card. If you disable Access then anyone can access the air alarm and change settings.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;PANC&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Panic&lt;br /&gt;
 | When cut or pulsed, will put the air alarm into Panic Siphon mode. Similar to removing access and manually changing that setting.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;NETW&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Network&lt;br /&gt;
 | &#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Power&lt;br /&gt;
 | Determines whether power is getting to the air alarm. If the air alarm is unpowered, it&#039;s not going to do much.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[File:VendingMachineCoffee.png|64px]] Vending Machines ===&lt;br /&gt;
The only thing worth hacking. Vending machines only have 5 wires.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px;&amp;quot; | &#039;&#039;&#039;Meaning&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;ACC&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Access&lt;br /&gt;
 | Determines whether the vending machine checks for the appropriate access level of the person ID card. If you disable Access then anyone can access the vending machine and dispense items from it.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;VEND&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Eject&lt;br /&gt;
 | When cut or pulsed, will make the machine dispense an item by firing in a random direction. &lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;MNGR&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Contraband&lt;br /&gt;
 | Toggles illegal/rare goods availability on/off. If the icon is blinking, it&#039;s toggled on.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Power&lt;br /&gt;
 | Determines whether power is getting to the vending machine. If the vending machine is unpowered, no one can buy from it.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;SPKR&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Speaker&lt;br /&gt;
 | Snipping the SPKR wire stops all speech from the vending machine. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* When you shift click on an object, it will tell you whether the Panel is open or closed. If it is closed, you need a Screwdriver to open it.&lt;br /&gt;
* Using a crowbar on a powered door will give you a message &amp;quot;the powered motors block you efforts&amp;quot;. &lt;br /&gt;
* If the bolts are down then the door will give you a message &amp;quot;the airlock bolts prevent it from being forced!&amp;quot;.&lt;br /&gt;
* Remember to close the Panel when you&#039;re finished doing whatever it is you needed to do.&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Hacking&amp;diff=3698</id>
		<title>Hacking</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Hacking&amp;diff=3698"/>
		<updated>2024-12-19T21:33:41Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
A skill that you can use to grant yourself illicit access to pieces of technology, or apply unintended side effects to pieces of technology.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
The gear that you should probably prepare before hacking.&lt;br /&gt;
* [[File:InsulatedGloves.png]] &#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039; - In order to not immediately get zapped. Hackables have power lines, and cutting/pulsing these without gloves can and will harm you. It&#039;s possible(?) to hack without them, but it will be slow, painful, and you&#039;ll need ointment.&lt;br /&gt;
* [[File:Screwdriver.png]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; - In order to access the maintenance panel, you must first obtain a screwdriver. A necessary tool.&lt;br /&gt;
* [[File:Wirecutter.png]] &#039;&#039;&#039;Wirecutters&#039;&#039;&#039; - Allows you to cut and mend the wires, allowing for more long-term hacking. Can also reverse effects of the multitool.&lt;br /&gt;
* [[File:Multitool.png]] &#039;&#039;&#039;Multitool&#039;&#039;&#039; - Allows you to pulse the wires. Also very good for learning which wire does which. Needed to unbolt the door if the bolts go down.&lt;br /&gt;
* [[File:Crowbar.png]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039; - Allows you to forcibly open a door. Works when the power is out or you&#039;ve hacked away the power.&lt;br /&gt;
&lt;br /&gt;
== Hacking ==&lt;br /&gt;
Multiple powered devices are hackable. Doors and vending machines are the most common to hack.&amp;lt;br&amp;gt;&lt;br /&gt;
The process for starting to hack something is a very simple process:&lt;br /&gt;
# Screwdriver [[File:Screwdriver.png]] in hand, click on the object to open its maintenance panel and expose the wiring.&lt;br /&gt;
# With a multitool [[File:Multitool.png]], wirecutters [[File:Wirecutter.png]] or empty hands, click on the object to access the wiring.&lt;br /&gt;
# Pulse wires using the multitool [[File:Multitool.png]] or cut wires with the wirecutters [[File:Wirecutter.png]].&lt;br /&gt;
# Screwdriver [[File:Screwdriver.png]] the object again to shut its maintenance panel.&lt;br /&gt;
&lt;br /&gt;
Remember, if you are trying to hack to get into unauthorised places or getting unauthorised objects you can potentially be sent to the brig, demoted, or even banned. If you are an Engineer, you may be asked by an authorised person to get into certain areas or get certain objects in an emergency situation but generally the right call (if you are not an antag) is to ask the relevant person first or the relevant Head of Staff.&lt;br /&gt;
&lt;br /&gt;
== Wires == &lt;br /&gt;
[[File:Wires Menu.png|thumb|The wires you see for a normal airlock door]]&lt;br /&gt;
In order to hack an object, you need to figure out what wire does what by pulsing it with a multitool or cutting it with a wirecutter. The wire cutters make a semi permanent change (but you can reverse it by repairing the broken wire). Multi Tool effects are temporary when the power is on (and the timer controls this).&lt;br /&gt;
&lt;br /&gt;
Above each wire there is a light. The lights indicate whether each item is ON or OFF. If the lights are big circles it means that item is ON. A smaller light means that item is OFF.&lt;br /&gt;
&lt;br /&gt;
To note is that all the wires for every objects are randomized at the start of the shift.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hackables ==&lt;br /&gt;
=== [[File:Airlock.png|64px]] Airlocks ===&lt;br /&gt;
Every types of airlocks is hackable. Normal airlock have 8 wires. Two of them go to power. 8 Wires: POWR_1, POWR_2, LOG, BOLT, BLIT, TIMR, SAFE, AIA.&lt;br /&gt;
&lt;br /&gt;
High Security Doors follow the same logic as normal airlocks except they have additional steps to get the maintaince panel open.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:15%; padding:5px;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:20%; padding:5px;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:20%; padding:5px;&amp;quot; | &#039;&#039;&#039;OFF/False State&#039;&#039;&#039;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:80%; padding:5px;&amp;quot; | &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR&#039;&#039;&#039; : Cycle Power &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | Door is turned in powered down state&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | Door is normal operation&lt;br /&gt;
|&lt;br /&gt;
* Determines whether power is getting to the door&lt;br /&gt;
*  If the door is unpowered, you can open it with a crowbar unless the bolts are down&lt;br /&gt;
* When power is suplied and the one of the two POWR wires are Restored: resets Door state to default except for the BOLT state&lt;br /&gt;
* Without insulated gloves one can&#039;t cut these wires&lt;br /&gt;
* CUTTING Both -&amp;gt; POWR: Door OFF&lt;br /&gt;
* REPARING -&amp;gt; POWR: Door On + Restart in default state&lt;br /&gt;
* PULSING -&amp;gt; POWR: Door OFF&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;LOG&#039;&#039;&#039; : Logging &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | does not log people(?)&lt;br /&gt;
|&lt;br /&gt;
* something for Detectives..&lt;br /&gt;
* CUTTING -&amp;gt; LOG: OFF State&lt;br /&gt;
* REPARING -&amp;gt; LOG: ON State&lt;br /&gt;
* PULSING -&amp;gt; LOG: OFF LOG&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;BOLT&#039;&#039;&#039; : Door&#039;s Bolt&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | door is set in a un-toggleable state until unbolted&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
|&lt;br /&gt;
* Controlling the door possibility to change state - Open/Closed&lt;br /&gt;
* The door bolt &amp;quot;freezes&amp;quot; the door in the current state. In other words: the bolt keeps a door open or shut.&lt;br /&gt;
* CUTTING -&amp;gt; BOLT: TRUE&lt;br /&gt;
* REPARING -&amp;gt; -&lt;br /&gt;
* PULSING -&amp;gt; toggle BOLT state&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;BLIT&#039;&#039;&#039; : Bolt&#039;s Lights&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | bolt lights will not come on if power is on &lt;br /&gt;
|&lt;br /&gt;
* Controls the lights at the bortom of the door&lt;br /&gt;
* CUTTING -&amp;gt; BLIT: OFF State&lt;br /&gt;
* REPARING -&amp;gt; BLIT: ON State&lt;br /&gt;
* PULSING -&amp;gt; toggle BLIT State&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;TIMR&#039;&#039;&#039; : Timer&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation, delay is present&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | the timer that automatically closes the door when the power is on will not activate&lt;br /&gt;
 |&lt;br /&gt;
* Normally the door will stay open after opening for a duration&lt;br /&gt;
* If disabled the timer that automatically open or close the door when the power is on will not activate. The door will instead stay open or closed, but people can still open and close manually (unlike if the door was bolted).&lt;br /&gt;
* CUTTING -&amp;gt; TIMR: FALSE, minimal delay&lt;br /&gt;
* REPARING -&amp;gt; TIMR: TRUE, normal delay&lt;br /&gt;
* PULSING -&amp;gt; Blinking state of TIMR, normal delay&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;SAFE&#039;&#039;&#039; : Safety&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | allows the door to close on a person, dealing high blunt damage&lt;br /&gt;
 |&lt;br /&gt;
* SAFE is the function that keeps the door open when somebody is standing in it. Only gets checked if the TIMR is still enabled.&lt;br /&gt;
* CUTTING -&amp;gt; SAFE: OFF&lt;br /&gt;
* REPARING -&amp;gt; SAFE: ON&lt;br /&gt;
* PULSING -&amp;gt; SAFE: OFF &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;AIA&#039;&#039;&#039; : AI Access&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | no door control for AI(?)&lt;br /&gt;
 |&lt;br /&gt;
* CUTTING -&amp;gt; AIA: OFF&lt;br /&gt;
* REPARING -&amp;gt; AIA: ON&lt;br /&gt;
* PULSING -&amp;gt; -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ouputs: Airlocks ====&lt;br /&gt;
DOOR STATUS (ON = Open, OFF = when finishes closing)&lt;br /&gt;
&lt;br /&gt;
==== Inputs: Airlocks ====&lt;br /&gt;
* OPEN&lt;br /&gt;
* CLOSE&lt;br /&gt;
* TOGGLE&lt;br /&gt;
* HOLD&lt;br /&gt;
**turns off automatic closing&lt;br /&gt;
* DOOR BOLT&lt;br /&gt;
**ON = door gets bolted, sound &amp;quot;Pip-TuDu&amp;quot;&lt;br /&gt;
**OFF = door gets unbolted, sound &amp;quot;Pup-TuDu&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Airalarm.png|64px]] Air Alarm ===&lt;br /&gt;
Station flooded with plasma and all of the Atmos Techs and CE are incompetent and/or dead? Best to take matters into your own hands. Air Alarms only have 4 wires, each going to one feature.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px;&amp;quot; | &#039;&#039;&#039;Meaning&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;ACC&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Access&lt;br /&gt;
 | Determines whether the air alarm checks for the appropriate access level of the person ID card. If you disable Access then anyone can access the air alarm and change settings.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;PANC&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Panic&lt;br /&gt;
 | When cut or pulsed, will put the air alarm into Panic Siphon mode. Similar to removing access and manually changing that setting.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;NETW&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Network&lt;br /&gt;
 | &#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Power&lt;br /&gt;
 | Determines whether power is getting to the air alarm. If the air alarm is unpowered, it&#039;s not going to do much.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[File:VendingMachineCoffee.png|64px]] Vending Machines ===&lt;br /&gt;
The only thing worth hacking. Vending machines only have 5 wires.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px;&amp;quot; | &#039;&#039;&#039;Meaning&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;ACC&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Access&lt;br /&gt;
 | Determines whether the vending machine checks for the appropriate access level of the person ID card. If you disable Access then anyone can access the vending machine and dispense items from it.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;VEND&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Eject&lt;br /&gt;
 | When cut or pulsed, will make the machine dispense an item by firing in a random direction. &lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;MNGR&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Contraband&lt;br /&gt;
 | Toggles illegal/rare goods availability on/off. If the icon is blinking, it&#039;s toggled on.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Power&lt;br /&gt;
 | Determines whether power is getting to the vending machine. If the vending machine is unpowered, no one can buy from it.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;SPKR&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Speaker&lt;br /&gt;
 | Snipping the SPKR wire stops all speech from the vending machine. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* When you shift click on an object, it will tell you whether the Panel is open or closed. If it is closed, you need a Screwdriver to open it.&lt;br /&gt;
* Using a crowbar on a powered door will give you a message &amp;quot;the powered motors block you efforts&amp;quot;. &lt;br /&gt;
* If the bolts are down then the door will give you a message &amp;quot;the airlock bolts prevent it from being forced!&amp;quot;.&lt;br /&gt;
* Remember to close the Panel when you&#039;re finished doing whatever it is you needed to do.&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Hacking&amp;diff=3697</id>
		<title>Hacking</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Hacking&amp;diff=3697"/>
		<updated>2024-12-19T21:32:05Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: Airlocks update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
A skill that you can use to grant yourself illicit access to pieces of technology, or apply unintended side effects to pieces of technology.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
The gear that you should probably prepare before hacking.&lt;br /&gt;
* [[File:InsulatedGloves.png]] &#039;&#039;&#039;Insulated Gloves&#039;&#039;&#039; - In order to not immediately get zapped. Hackables have power lines, and cutting/pulsing these without gloves can and will harm you. It&#039;s possible(?) to hack without them, but it will be slow, painful, and you&#039;ll need ointment.&lt;br /&gt;
* [[File:Screwdriver.png]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; - In order to access the maintenance panel, you must first obtain a screwdriver. A necessary tool.&lt;br /&gt;
* [[File:Wirecutter.png]] &#039;&#039;&#039;Wirecutters&#039;&#039;&#039; - Allows you to cut and mend the wires, allowing for more long-term hacking. Can also reverse effects of the multitool.&lt;br /&gt;
* [[File:Multitool.png]] &#039;&#039;&#039;Multitool&#039;&#039;&#039; - Allows you to pulse the wires. Also very good for learning which wire does which. Needed to unbolt the door if the bolts go down.&lt;br /&gt;
* [[File:Crowbar.png]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039; - Allows you to forcibly open a door. Works when the power is out or you&#039;ve hacked away the power.&lt;br /&gt;
&lt;br /&gt;
== Hacking ==&lt;br /&gt;
Multiple powered devices are hackable. Doors and vending machines are the most common to hack.&amp;lt;br&amp;gt;&lt;br /&gt;
The process for starting to hack something is a very simple process:&lt;br /&gt;
# Screwdriver [[File:Screwdriver.png]] in hand, click on the object to open its maintenance panel and expose the wiring.&lt;br /&gt;
# With a multitool [[File:Multitool.png]], wirecutters [[File:Wirecutter.png]] or empty hands, click on the object to access the wiring.&lt;br /&gt;
# Pulse wires using the multitool [[File:Multitool.png]] or cut wires with the wirecutters [[File:Wirecutter.png]].&lt;br /&gt;
# Screwdriver [[File:Screwdriver.png]] the object again to shut its maintenance panel.&lt;br /&gt;
&lt;br /&gt;
Remember, if you are trying to hack to get into unauthorised places or getting unauthorised objects you can potentially be sent to the brig, demoted, or even banned. If you are an Engineer, you may be asked by an authorised person to get into certain areas or get certain objects in an emergency situation but generally the right call (if you are not an antag) is to ask the relevant person first or the relevant Head of Staff.&lt;br /&gt;
&lt;br /&gt;
== Wires == &lt;br /&gt;
[[File:Wires Menu.png|thumb|The wires you see for a normal airlock door]]&lt;br /&gt;
In order to hack an object, you need to figure out what wire does what by pulsing it with a multitool or cutting it with a wirecutter. The wire cutters make a semi permanent change (but you can reverse it by repairing the broken wire). Multi Tool effects are temporary when the power is on (and the timer controls this).&lt;br /&gt;
&lt;br /&gt;
Above each wire there is a light. The lights indicate whether each item is ON or OFF. If the lights are big circles it means that item is ON. A smaller light means that item is OFF.&lt;br /&gt;
&lt;br /&gt;
To note is that all the wires for every objects are randomized at the start of the shift.&lt;br /&gt;
&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hackables ==&lt;br /&gt;
=== [[File:Airlock.png|64px]] Airlocks ===&lt;br /&gt;
Every types of airlocks is hackable. Normal airlock have 8 wires. Two of them go to power. 8 Wires: POWR_1, POWR_2, LOG, BOLT, BLIT, TIMR, SAFE, AIA.&lt;br /&gt;
&lt;br /&gt;
High Security Doors follow the same logic as normal airlocks except they have additional steps to get the maintaince panel open.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
! style=&amp;quot;width:15%; padding:5px;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:20%; padding:5px;&amp;quot; | &#039;&#039;&#039;ON/TRUE State&#039;&#039;&#039;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:20%; padding:5px;&amp;quot; | &#039;&#039;&#039;OFF/False State&#039;&#039;&#039;&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:80%; padding:5px;&amp;quot; | &#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR&#039;&#039;&#039; : Cycle Power &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | Door is turned in powered down state&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | Door is normal operation&lt;br /&gt;
|&lt;br /&gt;
* Determines whether power is getting to the door&lt;br /&gt;
*  If the door is unpowered, you can open it with a crowbar unless the bolts are down&lt;br /&gt;
* When power is suplied and the one of the two POWR wires are Restored: resets Door state to default except for the BOLT state&lt;br /&gt;
* Without insulated gloves one can&#039;t cut these wires&lt;br /&gt;
* CUTTING Both -&amp;gt; POWR: Door OFF&lt;br /&gt;
* REPARING -&amp;gt; POWR: Door On + Restart in default state&lt;br /&gt;
* PULSING -&amp;gt; POWR: Door OFF&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;LOG&#039;&#039;&#039; : Logging &lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | does not log people(?)&lt;br /&gt;
|&lt;br /&gt;
* something for Detectives..&lt;br /&gt;
* CUTTING -&amp;gt; LOG: OFF State&lt;br /&gt;
* REPARING -&amp;gt; LOG: ON State&lt;br /&gt;
* PULSING -&amp;gt; LOG: OFF LOG&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;BOLT&#039;&#039;&#039; : Door&#039;s Bolt&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | door is set in a un-toggleable state until unbolted&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
|&lt;br /&gt;
* Controlling the door possibility to change state - Open/Closed&lt;br /&gt;
* The door bolt &amp;quot;freezes&amp;quot; the door in the current state. In other words: the bolt keeps a door open or shut.&lt;br /&gt;
* CUTTING -&amp;gt; BOLT: TRUE&lt;br /&gt;
* REPARING -&amp;gt; -&lt;br /&gt;
* PULSING -&amp;gt; toggle BOLT state&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;BLIT&#039;&#039;&#039; : Bolt&#039;s Lights&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
|style=&amp;quot;text-align:center;&amp;quot; | bolt lights will not come on if power is on &lt;br /&gt;
|&lt;br /&gt;
* Controls the lights at the bortom of the door&lt;br /&gt;
* CUTTING -&amp;gt; BLIT: OFF State&lt;br /&gt;
* REPARING -&amp;gt; BLIT: ON State&lt;br /&gt;
* PULSING -&amp;gt; toggle BLIT State&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;TIMR&#039;&#039;&#039; : Timer&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation, delay is present&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | the timer that automatically closes the door when the power is on will not activate&lt;br /&gt;
 |&lt;br /&gt;
* Normally the door will stay open after opening for a duration&lt;br /&gt;
* If disabled the timer that automatically open or close the door when the power is on will not activate. The door will instead stay open or closed, but people can still open and close manually (unlike if the door was bolted).&lt;br /&gt;
* CUTTING -&amp;gt; TIMR: FALSE, minimal delay&lt;br /&gt;
* REPARING -&amp;gt; TIMR: TRUE, normal delay&lt;br /&gt;
* PULSING -&amp;gt; Blinking state of TIMR, normal delay&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;SAFE&#039;&#039;&#039; : Safety&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | allows the door to close on a person, dealing high blunt damage&lt;br /&gt;
 |&lt;br /&gt;
* SAFE is the function that keeps the door open when somebody is standing in it. Only gets checked if the TIMR is still enabled.&lt;br /&gt;
* CUTTING -&amp;gt; SAFE: OFF&lt;br /&gt;
* REPARING -&amp;gt; SAFE: ON&lt;br /&gt;
* PULSING -&amp;gt; SAFE: OFF &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;AIA&#039;&#039;&#039; : AI Access&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | normal operation&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | no door control for AI(?)&lt;br /&gt;
 |&lt;br /&gt;
* CUTTING -&amp;gt; AIA: OFF&lt;br /&gt;
* REPARING -&amp;gt; AIA: ON&lt;br /&gt;
* PULSING -&amp;gt; -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ouputs ==&lt;br /&gt;
DOOR STATUS (ON = Open, OFF = when finishes closing)&lt;br /&gt;
&lt;br /&gt;
== Inputs ==&lt;br /&gt;
* OPEN&lt;br /&gt;
* CLOSE&lt;br /&gt;
* TOGGLE&lt;br /&gt;
* HOLD&lt;br /&gt;
**turns off automatic closing&lt;br /&gt;
* DOOR BOLT&lt;br /&gt;
**ON = door gets bolted, sound &amp;quot;Pip-TuDu&amp;quot;&lt;br /&gt;
**OFF = door gets unbolted, sound &amp;quot;Pup-TuDu&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[File:Airalarm.png|64px]] Air Alarm ===&lt;br /&gt;
Station flooded with plasma and all of the Atmos Techs and CE are incompetent and/or dead? Best to take matters into your own hands. Air Alarms only have 4 wires, each going to one feature.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px;&amp;quot; | &#039;&#039;&#039;Meaning&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;ACC&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Access&lt;br /&gt;
 | Determines whether the air alarm checks for the appropriate access level of the person ID card. If you disable Access then anyone can access the air alarm and change settings.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;PANC&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Panic&lt;br /&gt;
 | When cut or pulsed, will put the air alarm into Panic Siphon mode. Similar to removing access and manually changing that setting.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;NETW&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Network&lt;br /&gt;
 | &#039;&#039;Unknown&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Power&lt;br /&gt;
 | Determines whether power is getting to the air alarm. If the air alarm is unpowered, it&#039;s not going to do much.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== [[File:VendingMachineCoffee.png|64px]] Vending Machines ===&lt;br /&gt;
The only thing worth hacking. Vending machines only have 5 wires.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!style=&amp;quot;width:10%; padding:5px;&amp;quot; | &#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:15%; padding:5px;&amp;quot; | &#039;&#039;&#039;Meaning&#039;&#039;&#039;&lt;br /&gt;
!class=&amp;quot;unsortable&amp;quot; style=&amp;quot;width:60%; padding:5px;&amp;quot; | &#039;&#039;&#039;Usage&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;ACC&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Access&lt;br /&gt;
 | Determines whether the vending machine checks for the appropriate access level of the person ID card. If you disable Access then anyone can access the vending machine and dispense items from it.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;VEND&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Eject&lt;br /&gt;
 | When cut or pulsed, will make the machine dispense an item by firing in a random direction. &lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;MNGR&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Contraband&lt;br /&gt;
 | Toggles illegal/rare goods availability on/off. If the icon is blinking, it&#039;s toggled on.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;POWR&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Power&lt;br /&gt;
 | Determines whether power is getting to the vending machine. If the vending machine is unpowered, no one can buy from it.&lt;br /&gt;
|-&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | &#039;&#039;&#039;SPKR&#039;&#039;&#039;&lt;br /&gt;
 | style=&amp;quot;text-align:center;&amp;quot; | Speaker&lt;br /&gt;
 | Snipping the SPKR wire stops all speech from the vending machine. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* When you shift click on an object, it will tell you whether the Panel is open or closed. If it is closed, you need a Screwdriver to open it.&lt;br /&gt;
* Using a crowbar on a powered door will give you a message &amp;quot;the powered motors block you efforts&amp;quot;. &lt;br /&gt;
* If the bolts are down then the door will give you a message &amp;quot;the airlock bolts prevent it from being forced!&amp;quot;.&lt;br /&gt;
* Remember to close the Panel when you&#039;re finished doing whatever it is you needed to do.&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Playable_Species&amp;diff=3678</id>
		<title>Playable Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Playable_Species&amp;diff=3678"/>
		<updated>2024-12-16T06:04:39Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you&#039;re expected to try and coexist on this deathtrap.&lt;br /&gt;
Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.&lt;br /&gt;
&lt;br /&gt;
Delta-V features a diverse array of playable species, including Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni. There is also a number of uncommon humanoids. Each species possesses its own unique set of statistics, strengths, and weaknesses, as well as, in some cases, distinct anatomical traits. However, despite these differences, all species share several commonalities:&lt;br /&gt;
&lt;br /&gt;
* All species are able to equip the same tools and items (with a few exceptions).&lt;br /&gt;
* All species can metabolize reagents and experience their effects.&lt;br /&gt;
* All species are subject to the fundamental laws of physics, including temperature, pressure, atmospheric composition, gravity, radiation, electric current, and inertia.&lt;br /&gt;
* All species benefit from limited passive regeneration, allowing them to heal BRUTE and HEAT damage over time, provided their total damage remains below 20.&lt;br /&gt;
* All species are capable of utilizing psionic powers.&lt;br /&gt;
* All species communicate using a common language.&lt;br /&gt;
* All species are to be treated equally by both the crew and the AI onboard.&lt;br /&gt;
&lt;br /&gt;
= Roundstart Humanoids =&lt;br /&gt;
The following species can currently be selected in the character creation menu, meaning you can expect to see most of them during any given round.&lt;br /&gt;
&lt;br /&gt;
Humans are considered the baseline for drawbacks and benefits.&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
[[File:Human.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Baseline, unmodified human beings, functionally similar to the human beings of our world. You&#039;re (hopefully) one in real life. The station is designed for humans, so they should feel comfortable in most situations. However, humans cannot consume raw meat and do not possess any unique abilities or traits (strengths or weaknesses) compared to other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Everything, except: raw meat, live mice and some rotten stuff.&lt;br /&gt;
* Will get posioned by drinking blood or excessive amounts of alcohol, or by eating rotten stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
== Slime ==&lt;br /&gt;
[[File:Slime.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Gelatinous, human-shaped masses of goo, Slime People breathe nitrogen rather than oxygen and exhale nitrous oxide. While they are naturally vulnerable to barotrauma caused by both high and low pressure, their elastic form grants them resistance to blunt damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Cadwellian (ex. Jon Cadwell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 40% less Blunt damage.&lt;br /&gt;
* Take 20% less Poison damage.&lt;br /&gt;
* They are almost immune to cancer as they take 80% less Cellural damage.&amp;lt;sup&amp;gt;note: Cancer is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Immunity to the BleedersBite and Ultragigacancer disease.&lt;br /&gt;
* While suffocating, takes 80% less Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They have slighty faster natural regeneration rate and start regenerating from below 65 total damage (other species need below 20).&lt;br /&gt;
* They can metabolize 3 reagents instead of just 2 like others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 20% more Piercing and Slashing damage.&lt;br /&gt;
* Take 50% more Cold damage from all sources.&lt;br /&gt;
* Very vulnerable to high and low pressure barotrauma (spacing).&lt;br /&gt;
* Get hurt by water when sprayed into them which deals Heat damage.&lt;br /&gt;
* Breaths Nitrogen instead of Oxygen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039;&lt;br /&gt;
* they breath nitrogen instead of oxygen. but more tanks are available for them and they can breath on lower atmospheric pressures without asphyxiating.&lt;br /&gt;
* they have a 6 space inventory slot in their body but anyone can access/steal anything that it is stored in it.&lt;br /&gt;
&lt;br /&gt;
== Rodentia ==&lt;br /&gt;
&lt;br /&gt;
Rodentia are a race of humanoid beings resembling rodents. Resourceful, evasive, sneaky, but fragile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, descriptive (ex. &amp;quot;No-tail Dale&amp;quot; or &amp;quot;Sleeps-much Abigal&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Can Rummage in disposal chutes, which can sometimes dig up food.&lt;br /&gt;
* Can store small items in their cheeks. Having items in their mouth makes their speech unintelligible, and they will drop all items in their mouth if attacked, stunned, or shoved.&lt;br /&gt;
* Can &amp;quot;sneak&amp;quot; underneath tables, but not doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: can do Slashing and Blunt damage.&lt;br /&gt;
* Smaller than humans.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Always trigger mousetraps, regardless of whether or not they are wearing shoes.&lt;br /&gt;
* Get hungry 33% faster.&lt;br /&gt;
&lt;br /&gt;
== Reptilian ==&lt;br /&gt;
[[File:Reptilian.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Reptile-like humanoids with sharp claws, tough scales, and an appetite for raw meat. Their unarmed melee attacks do slash instead of blunt damage due to their claws. Because of their animal organs, onions, coffee and tea are poisonous to them and are unable to consume anything like Grain, Dairy, or anything overly processed, however, they are able to consume both raw meat without the risk of disease and fruits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Verbal (ex. Eats-The-Mouse)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat and drink blood without ill effects.&lt;br /&gt;
* Can only eat Fruits and Meat related foods.&lt;br /&gt;
* No grain or dairy products.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
Tail: can have both hands free while pulling anything, which allow them to do specific stuns in combat or help them in various jobs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: to deal Piercing damage instead of Blunt.&lt;br /&gt;
* Can stand a greater heat temperature than Humans.&lt;br /&gt;
* Uses their tail to pull things allowing them to have both of their hands free while pulling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Has a noticeable lisssp when speaking.&lt;br /&gt;
* Cold sensetivity: they will start freezing and getting slowed down from cold much earlier at 20c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; higher than other species.&lt;br /&gt;
* Suffer 30% more Cold damage from all sources.&lt;br /&gt;
* The diet is highly restricted and they can only eat meat, fruits and their specific combinations.&lt;br /&gt;
&lt;br /&gt;
== Felinid ==&lt;br /&gt;
[[File:Felinid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Small and mischievous cat-eared people. Being small in itself has lots of upsides and downsides. They are naturally good at thieving, and can hide inside duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Can eat mice and rats after picking them up&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Hairball: they have the ability to throw up an hairball to get rid of some of the chemicals from their bloodstream.&lt;br /&gt;
* Can eat mice or rats after picking them up. This has the benefit of regenerating the hairball ability and feeding them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: they do Slashing damage and Piercing damage.&lt;br /&gt;
* They are smaller than Humans, making them harder to hit.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
* Can walk completely silently, but only while barefooted.&lt;br /&gt;
* Immunity to the OwOnavirus disease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Are easily shoved, pushed and carried around by every other morphotypes due to their small size.&lt;br /&gt;
* They are weaker and struggle to carry and pull things due to their small size. They are unable to carry an Oni.&lt;br /&gt;
* They have slightly less stamina than Humans.&lt;br /&gt;
&lt;br /&gt;
== Harpy ==&lt;br /&gt;
[[File:Harpy.png|64px]]&lt;br /&gt;
&lt;br /&gt;
An avian humanoid species that features colorful feathered wings and tails that can mimic almost any sound.&lt;br /&gt;
&lt;br /&gt;
They are quite sensitive to the air quality, and when exposed to low quality air, they will begin to visibly gasp, and eventually start choking.&amp;lt;br&amp;gt;When this happens, a Harpy should either move away from sources of bad air, stand on top of a scrubber for a few seconds, or take a few breaths from a pure oxygen tank in order to restore their blood-oxygen levels. Only three seconds of being on pure oxygen is enough to completely restore a Harpy&#039;s blood oxygen saturation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They can &amp;quot;Sing&amp;quot; midis by imitating instruments. Right click yourself to select an instrument. While singing, musical notes appear floating around their head.&lt;br /&gt;
* Can imitate around 70% of the game&#039;s sound library through a huge list of voice emotes.&lt;br /&gt;
* Trait: Have the Ultraviolet Vision trait by default. This can be disabled via accessibility options.&lt;br /&gt;
* Tail: They Cannot wear Jumpsuits, and will automatically start with a Jumpskirt instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emote List&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scream, Laugh, Sneeze, Cough, Sigh, Cry, Whistle, Hiss, Meow, Mew, Growl, Purr, Ring, Honk, Pew, Bang, Beep, Rev, Click, Chitter, Squeak, Caw, Chirp, Snarl, Bark, Whine, Howl&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Talons: deal Piercing damage.&lt;br /&gt;
* Somewhat smaller than Humans, although not as small as Felinids.&lt;br /&gt;
* Moves 10% faster than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Extreme low density, HarpDionaies are lighter than even Felinids, and weigh half as much as a Human.&lt;br /&gt;
* A Harpy breathes in air twice as often as Humans, inhaling and exhaling every 3 seconds.&lt;br /&gt;
** Air tanks last half as long and Harpies are more susceptible than usual to low air quality.&lt;br /&gt;
** If a Harpy is exposed to at least 0.2 moles of combined CO2 and/or Miasma, they start struggling to take in oxygen.&lt;br /&gt;
&lt;br /&gt;
== Arachnid ==&lt;br /&gt;
[[File:Arachnid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Not to be confused with insectoids, Arachnids cut a striking figure with their pressure-resistant exoskeletons and extra arms. Possibly related to the space spiders and giant tarantulas found in outer space. Thanks to their similarly robust digestive systems, they are able to consume raw food without the risk of disease. &amp;lt;sup&amp;gt;note: Disease is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Latin (ex. Pluribus Unum)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Slow metabolism.&lt;br /&gt;
* (BUG?: At the moment Arachnid do NOT get poisoned.) Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They have two extra pocket slots formed by webs.&lt;br /&gt;
* Silk: Can weive silk at the expense of hunger and craft various things.&lt;br /&gt;
Silk can be used to create furniture , clothes , walls and even shields. this will help handle more critical situations (ex: craft a winter coat when temperature drops , seal a spaced area using a wall). only Arachids are able to utilize the silk for crafting.&lt;br /&gt;
* Slow metabolism: they have 50% slower reagant metabolism than other species which takes extra time for medicines to work and to satiate thirst and hunger on the other it takes more time to get poisoned by any poisons/toxins. This has no effect on externally applied reagents, so spilling a acid on an Arachnid will kill them just the same as anyone else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Melee: Do Slashing damage instead of Blunt.&lt;br /&gt;
* Take significantly less barotrauma(spacing) damage.&lt;br /&gt;
* Metabolizes stuff in their stomach 50% slower. Meaning that they can go a a longer time without eating anything on a shift.&lt;br /&gt;
* Two extra pocket slots.&lt;br /&gt;
* Do not get poisoned from Mechatoxin (the poison space taranulas have).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* While suffocating, takes 50% more Asphyxiation damage and recovers it only at half speed.&lt;br /&gt;
* Cannot use the outerwear storage slot.&lt;br /&gt;
* They have blue blood, requiring Copper instead of Iron to regenerate. Iron will poison them instead.&lt;br /&gt;
&lt;br /&gt;
== Diona ==&lt;br /&gt;
[[File:Diona.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Tree-like plant people whose bodies react with fertilizer and weed-killing chemicals similar to regular plants.&lt;br /&gt;
Upon death, and gibbing, they split into 3 nymphs that represent an organ each: Brain, Stomach and Lungs. The player will become the Brain Nymph and can reform into a fully fledged Diona after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Qualia[https://en.wikipedia.org/wiki/Qualia] (ex. A Peaceful Sunrise)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat everything a Human can.&lt;br /&gt;
* They get hungry slower, and thirsty faster.&lt;br /&gt;
* Gets affected by chemicals that affects plants: Weed Killer poisons them and Robust Harvest heals them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Plant Chemicals: They are affected by chemicals that affect plants&amp;lt;sup&amp;gt;excluding mutegants&amp;lt;/sup&amp;gt;, this means that they can heal and benefit from fertilizers (ex: robust harvest can heal most of the brute damage), but plant toxins and pesticides will damage them too.&lt;br /&gt;
* Death: Can gib themselves into Nymphs after death, then reform after 10 minutes.&lt;br /&gt;
** This will heal them from all injuries and even manage to revive themselve from unrevivable situations (ex: radiation damage).&lt;br /&gt;
** Reform: It takes 10 minutes to be reformed back to Diona state from the Nymphs state. This leaves the Nymphs valnurable to other dangers (including spacing).&lt;br /&gt;
** Body: Reformed nymphs will have different body from the old Diona which will have different name and traits (such as gender).&lt;br /&gt;
** Memory: Reformed nymphs will keep their&#039;s character basic knowledge (only if it is an antagonist and the job), and looses any previous character&#039;s memories from it&#039;s death (other perhaps than the need to run away and find safety).&lt;br /&gt;
** Nymphs: There are normally 3 pet-like Nymphs. The original player take control of the &amp;quot;Brain&amp;quot; nymph. The only one able to talk. The other two can be taken over by ghosts if given cognizine.&lt;br /&gt;
** A zombified Diona is able to split once dead (or after giving up and returning to body) and the resulting nymphs will be zombified, though unable to reform.&lt;br /&gt;
* Tree form. Being exposed to 80u or more of Rodust Harvest will cause a Diona to grow out of control, turning into an immobile tree (dropping all their equipment). Cutting down the tree will &amp;quot;restone&amp;quot; the Diona to their mobile state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 20% less Slash damage.&lt;br /&gt;
* Take 30% less Blunt damage.&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* While suffocating, takes half the Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They are heavier than other races and can shove/disarm other races easier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 50% more Heat damage.&lt;br /&gt;
* Take 20% more Shock damage.&lt;br /&gt;
* Roots: Cannot wear shoes. They are unable to wear any shoes and protect their feet from debris and shards (wearing a hardsuit can minigate this issue and protect their feet) and are unable to gain any benefit from them (ex: magboots, speedboots).&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* Ignite: If they take big enough Heat damage from any source, they get ignited and catch on fire (the fire damage/size depends on the amount of heat damage being dealt: a laser rifle will not burn as much compared to a vintage laser pistol / X-ray rifle)&lt;br /&gt;
== Vulpkanin ==&lt;br /&gt;
[[File:Vulpkanin.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The Vulpkanin (vulp-ka-nin) are a race of humanoid canine-like beings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
* Trait: Have the Deuteranopia trait by default. This can be disabled via accessibility options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: do Slashing and Blunt damage.&lt;br /&gt;
* Their fur makes them able to withstand [[Maps#Glacier_Station|cold environments]] without the need of a coat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They take 15% more Heat damage.&lt;br /&gt;
&lt;br /&gt;
== Moth People ==&lt;br /&gt;
[[File:Moth.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Moth People, meanwhile, actually &#039;&#039;are&#039;&#039; an insectoid species. This insect people with wings and antennae, come in a variety of colors and patterns. Their wings allow them greater control in zero gravity than other species, and their natural resistance to cold helps greatly in a space environment. The tradeoff, naturally, is that heat is more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common,  (ex. John Doe)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Moths have an exclusive cloth and fruit diet. This includes most clothings items in game. In addition chefs can make moth-specific recepies like cotton pizza and other things.&lt;br /&gt;
* clothings items&lt;br /&gt;
* moth-specific recepies&lt;br /&gt;
* fruit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Wings: Have increased acceleration when moving in zero-g enviroments. Their ability can work when gravity generator fails and even in space/vacumm and helps them get around without a jetpack. The status is 50% higher acceleration than other species.&lt;br /&gt;
* Diet: Moths have an exclusive cloth diet that can also include fruits. Moths cannot eat most things from other species, however they can eat cloth, gloves and other clothing items which are exclusive to them and are in higher abudance, in addition chefs can prepare moth specific food recipes for them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 30% less Cold damage from all sources.&lt;br /&gt;
* Having wings makes it easier to move in zero-gravity environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Heat damage from all sources.&lt;br /&gt;
* Take 33% more (or 3 times more?) Heat/Burn damage when on fire compared to other species.&lt;br /&gt;
* They start taking Heat damage much earlier at 5c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; lower than other races. Intense heat will quickly burn them.&lt;br /&gt;
* They are slightly easier to carry and shove than Humans.&lt;br /&gt;
* They are unable to swallow any pills due to their diet, requiring them to be dissolved in other mediums instead.&lt;br /&gt;
&lt;br /&gt;
== Vox ==&lt;br /&gt;
[[File:Fullvox.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Vox are a strange lot, they&#039;re raptor-like creatures that can only breathe nitrogen, as oxygen is &#039;&#039;&#039;very hazardous&#039;&#039;&#039; to their health to the point where they take ticking poison damage as long as they&#039;re exposed to the air, provided said air has even a trace of oxygen within it. To counter-act this, a Vox must either be in a pure nitrogen-based environment or, more commonly, breathing from a nitrogen tank, one of which is provided to them at the start of each round. Much like Reptilians, their unarmed attacks deal slashing damage instread of blunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common, Mono-name with Repetitive Random Syllables (ex. Hirixashahre, Xapikrikrik)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: Do Slash damage instead of Blunt on unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Breathing: Oxygen is toxic to them, they require to have internals on at all times and sometimes require to put the mask off when need to eat/swallow anything. There are other alternatives way to get reagents in such as a syringe without need to turn off the internals.&lt;br /&gt;
&lt;br /&gt;
== Oni ==&lt;br /&gt;
[[File:Oni.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Large, horned people that come in a variety of colors. Their accuracy with [[Weapons|guns]] is terrible, but their physical strength brings them a lot of boons both in and out of combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 15% less Blunt damage.&lt;br /&gt;
* Take 15% less Slash damage.&lt;br /&gt;
* Take 15% less Piercing damage.&lt;br /&gt;
* Do more damage in melee:&lt;br /&gt;
** 35% more Blunt and Asphyxiation.&lt;br /&gt;
** 20% more Slash and Piercing.&lt;br /&gt;
* Due to their big size, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
* They are harder to shove.&lt;br /&gt;
* Slightly more stamina than Humans.&lt;br /&gt;
* They have an easier time prying open doors, taking around 50% less time than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Their accuracy with guns is terrible.&lt;br /&gt;
* They are harder to carry and pull.&lt;br /&gt;
* They are bigger than Humans, making them easier to hit.&lt;br /&gt;
&lt;br /&gt;
= Species anatomy =&lt;br /&gt;
The following table describes the possible organs that comprise the anatomy of the major Morphotypes: Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Organs&lt;br /&gt;
!Image&lt;br /&gt;
!Organ&lt;br /&gt;
!Morphotypes&lt;br /&gt;
!Purpose&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Animal_Heart.png|50x50px]]&lt;br /&gt;
|Heart&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:OrganHumanBrain.png|50x50px]]&lt;br /&gt;
|Brain&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Brain-pl.png|50px]]&lt;br /&gt;
|Diona Brain&lt;br /&gt;
|Diona&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body. Functionally identical to the other humanoid brains.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lung-L.png|50x50px]]&lt;br /&gt;
|Lungs&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, and Oni&lt;br /&gt;
|Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
|Vox Lungs&lt;br /&gt;
|Vox&lt;br /&gt;
|Determines the rate of breathing. Unhealthy lungs may result in the body getting less N2 than it needs. Generates toxins when O2 is breathed in.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Slime People(?), Humans, Vox, and Oni(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Rodentia(?), Reptilians, Felinids(?), Harpies(?), Arachnids, and Vulpkanin(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Stomach-pl.png|50px]]&lt;br /&gt;
|Diona Stomach&lt;br /&gt;
|Diona&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Due to its plantlike nature, it can digest fertilizers and weedkillers similar to the ways a plant would. Still capable of metabolizing medicine meant for animals.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
|Moth Stomach&lt;br /&gt;
|Moth People&lt;br /&gt;
|Aids in the digestion of cloth and reagents in the body. Finds non-cloth foods repulsive.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kidney-L.png|50x50px]]&lt;br /&gt;
|Kidneys&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Liver.png|50x50px]]&lt;br /&gt;
|Liver&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eye-L.png|50x50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Eye-L-pl.png|50px]] &lt;br /&gt;
|Diona Eyes&lt;br /&gt;
|Diona&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light. Functionally identical to other humanoid eyeballs.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Eyeball-l-a.png|50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Arachnids&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blood&lt;br /&gt;
|&#039;&#039;&#039;Iron based, color red -&#039;&#039;&#039; Humans, Rodentia, Reptilians, Felinids, Harpies, Vulpkanin, Oni&lt;br /&gt;
&#039;&#039;&#039;Anaerobic blood, color blue&#039;&#039;&#039;, (also &amp;quot;Iron based&amp;quot; but not red blood) - Vox&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sap, color yellow,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Diona&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slime, color green,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Slime People&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insect Blood, color grey,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Moth People&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copper based, color blue -&#039;&#039;&#039; Arachnids&lt;br /&gt;
|Not an organ, but a vital part of body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== IPC ==&lt;br /&gt;
[[File:IPC.png|64px]]&lt;br /&gt;
&lt;br /&gt;
IPCs, also known as Integrated Positronic Chassis, are a race of unlawed and sentient humanoid robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* ?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Uncommon Humanoids =&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their original form, or new life may rise.&lt;br /&gt;
These races are usually encountered later in the shift. They remain relatively common, but cannot be selected in character creation.&lt;br /&gt;
&lt;br /&gt;
== Skeleton ==&lt;br /&gt;
[[File:Skeleton.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Somehow still alive, a skeleton is just a sack of stark white bones, giving them a number of very useful resistances and traits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Completely immune to Radiation.&lt;br /&gt;
* Takes 40% less Piercing and 20% less Slashing damage.&lt;br /&gt;
* Takes no damage from temperature or pressure, making them space-proof.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Heals from having milk sprayed on them.&lt;br /&gt;
&amp;lt;!-- * Immune against all diseases. //why is this not a thing?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 10% more Blunt damage.&lt;br /&gt;
* Usual Medical Chems will not heal them.&lt;br /&gt;
* Everything they say is followed by &amp;quot;ACK ACK!&amp;quot;.&lt;br /&gt;
* Very spooky.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== Golems ==&lt;br /&gt;
An artificial construct imitating life, golems are the receptacle for souls of the dead encased in gemstone. They are completely devoted to whoever or whatever is marked as their master, and will carry out any order given by them. Typically they are aligned with the station, but in the wrong hands, they can be devastating.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Steel Golem|Steel Golem]] ===&lt;br /&gt;
[[File:Golem.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The most common Golem, the empty ones are generally found around the [[Maps|station]], &#039;&#039;eagerly&#039;&#039; awaiting a soul stone to be attached to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 30% less Blunt, Slash and Piercing damage.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt and Heat.&lt;br /&gt;
* Immune against poison, genetic, toxin damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more Shock damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Wood Golem|Wood Golem]] ===&lt;br /&gt;
[[File:GolemWood.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The perfect friend to the botanist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 50% less Blunt.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt.&lt;br /&gt;
* Immune against Poison, Genetic, Toxin, Radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Can have plants growing on their head.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more fire damage when on fire.&lt;br /&gt;
* Takes 100% more Slash and Heat damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Silver Golem|Silver Golem]] ===&lt;br /&gt;
[[File:GolemSilver.png|64px]]&lt;br /&gt;
&lt;br /&gt;
A fusion between soul and quantum machine, the epitome of epistemics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Immune against poison, genetic, toxin, radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* They punch twice as hard as Humans while also dealing holy damage. They also attack 50% faster.&lt;br /&gt;
* Move twice as fast as Humans.&lt;br /&gt;
* Possess the [[Psionics#List_of_Psionic_Powers|Psychokinesis]] psionic ability by default.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.--&amp;gt;&amp;lt;!--When it becomes a thing again--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Uncommon Other =&lt;br /&gt;
&lt;br /&gt;
== Silvia the Snake ==&lt;br /&gt;
[[File:Silvia.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Best friends and pet of the CMO.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
* Can eat raw meat and mice.&lt;br /&gt;
* Can drink blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Bite &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Shiva the Spider ==&lt;br /&gt;
Shiva, the stations first defender. She helps the Head of Security in their work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
== Pun Pun the Monkey ==&lt;br /&gt;
[[File:Punpun icon.png|64px]]&lt;br /&gt;
&lt;br /&gt;
An honorable member of the monkey society in charge of the bar and helping the bartenders in any way he can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Laika the dog==&lt;br /&gt;
[[File:Laika the dog.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Security&#039;s resident she-dog. She badgers the officers for headpats and nips at the heels of violent offenders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Smile the Slime ==&lt;br /&gt;
[[File:Smile the Slime.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The sweetest creature in the world. Smile Slime!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Carpy the Legal Carp ==&lt;br /&gt;
The real brains behind the Justice department. Your honour my client is not fishy!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Playable_Species&amp;diff=3677</id>
		<title>Playable Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Playable_Species&amp;diff=3677"/>
		<updated>2024-12-14T21:39:32Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: Continue work on Uncommon Other&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you&#039;re expected to try and coexist on this deathtrap.&lt;br /&gt;
Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.&lt;br /&gt;
&lt;br /&gt;
Delta-V features a diverse array of playable species, including Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni. There is also a number of uncommon humanoids. Each species possesses its own unique set of statistics, strengths, and weaknesses, as well as, in some cases, distinct anatomical traits. However, despite these differences, all species share several commonalities:&lt;br /&gt;
&lt;br /&gt;
* All species are able to equip the same tools and items (with a few exceptions).&lt;br /&gt;
* All species can metabolize reagents and experience their effects.&lt;br /&gt;
* All species are subject to the fundamental laws of physics, including temperature, pressure, atmospheric composition, gravity, radiation, electric current, and inertia.&lt;br /&gt;
* All species benefit from limited passive regeneration, allowing them to heal BRUTE and HEAT damage over time, provided their total damage remains below 20.&lt;br /&gt;
* All species are capable of utilizing psionic powers.&lt;br /&gt;
* All species communicate using a common language.&lt;br /&gt;
* All species are to be treated equally by both the crew and the AI onboard.&lt;br /&gt;
&lt;br /&gt;
= Roundstart Humanoids =&lt;br /&gt;
The following species can currently be selected in the character creation menu, meaning you can expect to see most of them during any given round.&lt;br /&gt;
&lt;br /&gt;
Humans are considered the baseline for drawbacks and benefits.&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
[[File:Human.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Baseline, unmodified human beings, functionally similar to the human beings of our world. You&#039;re (hopefully) one in real life. The station is designed for humans, so they should feel comfortable in most situations. However, humans cannot consume raw meat and do not possess any unique abilities or traits (strengths or weaknesses) compared to other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Everything, except: raw meat, live mice and some rotten stuff.&lt;br /&gt;
* Will get posioned by drinking blood or excessive amounts of alcohol, or by eating rotten stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
== Slime ==&lt;br /&gt;
[[File:Slime.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Gelatinous, human-shaped masses of goo, Slime People breathe nitrogen rather than oxygen and exhale nitrous oxide. While they are naturally vulnerable to barotrauma caused by both high and low pressure, their elastic form grants them resistance to blunt damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Cadwellian (ex. Jon Cadwell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 40% less Blunt damage.&lt;br /&gt;
* Take 20% less Poison damage.&lt;br /&gt;
* They are almost immune to cancer as they take 80% less Cellural damage.&amp;lt;sup&amp;gt;note: Cancer is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Immunity to the BleedersBite and Ultragigacancer disease.&lt;br /&gt;
* While suffocating, takes 80% less Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They have slighty faster natural regeneration rate and start regenerating from below 65 total damage (other species need below 20).&lt;br /&gt;
* They can metabolize 3 reagents instead of just 2 like others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 20% more Piercing and Slashing damage.&lt;br /&gt;
* Take 50% more Cold damage from all sources.&lt;br /&gt;
* Very vulnerable to high and low pressure barotrauma (spacing).&lt;br /&gt;
* Get hurt by water when sprayed into them which deals Heat damage.&lt;br /&gt;
* Breaths Nitrogen instead of Oxygen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039;&lt;br /&gt;
* they breath nitrogen instead of oxygen. but more tanks are available for them and they can breath on lower atmospheric pressures without asphyxiating.&lt;br /&gt;
* they have a 6 space inventory slot in their body but anyone can access/steal anything that it is stored in it.&lt;br /&gt;
&lt;br /&gt;
== Rodentia ==&lt;br /&gt;
&lt;br /&gt;
Rodentia are a race of humanoid beings resembling rodents. Resourceful, evasive, sneaky, but fragile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, descriptive (ex. &amp;quot;No-tail Dale&amp;quot; or &amp;quot;Sleeps-much Abigal&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Can Rummage in disposal chutes, which can sometimes dig up food.&lt;br /&gt;
* Can store small items in their cheeks. Having items in their mouth makes their speech unintelligible, and they will drop all items in their mouth if attacked, stunned, or shoved.&lt;br /&gt;
* Can &amp;quot;sneak&amp;quot; underneath tables, but not doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: can do Slashing and Blunt damage.&lt;br /&gt;
* Smaller than humans.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Always trigger mousetraps, regardless of whether or not they are wearing shoes.&lt;br /&gt;
* Get hungry 33% faster.&lt;br /&gt;
&lt;br /&gt;
== Reptilian ==&lt;br /&gt;
[[File:Reptilian.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Reptile-like humanoids with sharp claws, tough scales, and an appetite for raw meat. Their unarmed melee attacks do slash instead of blunt damage due to their claws. Because of their animal organs, onions, coffee and tea are poisonous to them and are unable to consume anything like Grain, Dairy, or anything overly processed, however, they are able to consume both raw meat without the risk of disease and fruits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Verbal (ex. Eats-The-Mouse)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat and drink blood without ill effects.&lt;br /&gt;
* Can only eat Fruits and Meat related foods.&lt;br /&gt;
* No grain or dairy products.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
Tail: can have both hands free while pulling anything, which allow them to do specific stuns in combat or help them in various jobs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: to deal Piercing damage instead of Blunt.&lt;br /&gt;
* Can stand a greater heat temperature than Humans.&lt;br /&gt;
* Uses their tail to pull things allowing them to have both of their hands free while pulling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Has a noticeable lisssp when speaking.&lt;br /&gt;
* Cold sensetivity: they will start freezing and getting slowed down from cold much earlier at 20c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; higher than other species.&lt;br /&gt;
* Suffer 30% more Cold damage from all sources.&lt;br /&gt;
* The diet is highly restricted and they can only eat meat, fruits and their specific combinations.&lt;br /&gt;
&lt;br /&gt;
== Felinid ==&lt;br /&gt;
[[File:Felinid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Small and mischievous cat-eared people. Being small in itself has lots of upsides and downsides. They are naturally good at thieving, and can hide inside duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Can eat mice and rats after picking them up&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Hairball: they have the ability to throw up an hairball to get rid of some of the chemicals from their bloodstream.&lt;br /&gt;
* Can eat mice or rats after picking them up. This has the benefit of regenerating the hairball ability and feeding them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: they do Slashing damage and Piercing damage.&lt;br /&gt;
* They are smaller than Humans, making them harder to hit.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
* Can walk completely silently, but only while barefooted.&lt;br /&gt;
* Immunity to the OwOnavirus disease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Are easily shoved, pushed and carried around by every other morphotypes due to their small size.&lt;br /&gt;
* They are weaker and struggle to carry and pull things due to their small size. They are unable to carry an Oni.&lt;br /&gt;
* They have slightly less stamina than Humans.&lt;br /&gt;
&lt;br /&gt;
== Harpy ==&lt;br /&gt;
[[File:Harpy.png|64px]]&lt;br /&gt;
&lt;br /&gt;
An avian humanoid species that features colorful feathered wings and tails that can mimic almost any sound.&lt;br /&gt;
&lt;br /&gt;
They are quite sensitive to the air quality, and when exposed to low quality air, they will begin to visibly gasp, and eventually start choking.&amp;lt;br&amp;gt;When this happens, a Harpy should either move away from sources of bad air, stand on top of a scrubber for a few seconds, or take a few breaths from a pure oxygen tank in order to restore their blood-oxygen levels. Only three seconds of being on pure oxygen is enough to completely restore a Harpy&#039;s blood oxygen saturation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They can &amp;quot;Sing&amp;quot; midis by imitating instruments. Right click yourself to select an instrument. While singing, musical notes appear floating around their head.&lt;br /&gt;
* Can imitate around 70% of the game&#039;s sound library through a huge list of voice emotes.&lt;br /&gt;
* Trait: Have the Ultraviolet Vision trait by default. This can be disabled via accessibility options.&lt;br /&gt;
* Tail: They Cannot wear Jumpsuits, and will automatically start with a Jumpskirt instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emote List&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scream, Laugh, Sneeze, Cough, Sigh, Cry, Whistle, Hiss, Meow, Mew, Growl, Purr, Ring, Honk, Pew, Bang, Beep, Rev, Click, Chitter, Squeak, Caw, Chirp, Snarl, Bark, Whine, Howl&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Talons: deal Piercing damage.&lt;br /&gt;
* Somewhat smaller than Humans, although not as small as Felinids.&lt;br /&gt;
* Moves 10% faster than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Extreme low density, HarpDionaies are lighter than even Felinids, and weigh half as much as a Human.&lt;br /&gt;
* A Harpy breathes in air twice as often as Humans, inhaling and exhaling every 3 seconds.&lt;br /&gt;
** Air tanks last half as long and Harpies are more susceptible than usual to low air quality.&lt;br /&gt;
** If a Harpy is exposed to at least 0.2 moles of combined CO2 and/or Miasma, they start struggling to take in oxygen.&lt;br /&gt;
&lt;br /&gt;
== Arachnid ==&lt;br /&gt;
[[File:Arachnid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Not to be confused with insectoids, Arachnids cut a striking figure with their pressure-resistant exoskeletons and extra arms. Possibly related to the space spiders and giant tarantulas found in outer space. Thanks to their similarly robust digestive systems, they are able to consume raw food without the risk of disease. &amp;lt;sup&amp;gt;note: Disease is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Latin (ex. Pluribus Unum)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Slow metabolism.&lt;br /&gt;
* (BUG?: At the moment Arachnid do NOT get poisoned.) Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They have two extra pocket slots formed by webs.&lt;br /&gt;
* Silk: Can weive silk at the expense of hunger and craft various things.&lt;br /&gt;
Silk can be used to create furniture , clothes , walls and even shields. this will help handle more critical situations (ex: craft a winter coat when temperature drops , seal a spaced area using a wall). only Arachids are able to utilize the silk for crafting.&lt;br /&gt;
* Slow metabolism: they have 50% slower reagant metabolism than other species which takes extra time for medicines to work and to satiate thirst and hunger on the other it takes more time to get poisoned by any poisons/toxins. This has no effect on externally applied reagents, so spilling a acid on an Arachnid will kill them just the same as anyone else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Melee: Do Slashing damage instead of Blunt.&lt;br /&gt;
* Take significantly less barotrauma(spacing) damage.&lt;br /&gt;
* Metabolizes stuff in their stomach 50% slower. Meaning that they can go a a longer time without eating anything on a shift.&lt;br /&gt;
* Two extra pocket slots.&lt;br /&gt;
* Do not get poisoned from Mechatoxin (the poison space taranulas have).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* While suffocating, takes 50% more Asphyxiation damage and recovers it only at half speed.&lt;br /&gt;
* Cannot use the outerwear storage slot.&lt;br /&gt;
* They have blue blood, requiring Copper instead of Iron to regenerate. Iron will poison them instead.&lt;br /&gt;
&lt;br /&gt;
== Diona ==&lt;br /&gt;
[[File:Diona.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Tree-like plant people whose bodies react with fertilizer and weed-killing chemicals similar to regular plants.&lt;br /&gt;
Upon death, and gibbing, they split into 3 nymphs that represent an organ each: Brain, Stomach and Lungs. The player will become the Brain Nymph and can reform into a fully fledged Diona after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Qualia[https://en.wikipedia.org/wiki/Qualia] (ex. A Peaceful Sunrise)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat everything a Human can.&lt;br /&gt;
* They get hungry slower, and thirsty faster.&lt;br /&gt;
* Gets affected by chemicals that affects plants: Weed Killer poisons them and Robust Harvest heals them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Plant Chemicals: They are affected by chemicals that affect plants&amp;lt;sup&amp;gt;excluding mutegants&amp;lt;/sup&amp;gt;, this means that they can heal and benefit from fertilizers (ex: robust harvest can heal most of the brute damage), but plant toxins and pesticides will damage them too.&lt;br /&gt;
* Death: Can gib themselves into Nymphs after death, then reform after 10 minutes.&lt;br /&gt;
** This will heal them from all injuries and even manage to revive themselve from unrevivable situations (ex: radiation damage).&lt;br /&gt;
** Reform: It takes 10 minutes to be reformed back to Diona state from the Nymphs state. This leaves the Nymphs valnurable to other dangers (including spacing).&lt;br /&gt;
** Body: Reformed nymphs will have different body from the old Diona which will have different name and traits (such as gender).&lt;br /&gt;
** Memory: Reformed nymphs will keep their&#039;s character basic knowledge (only if it is an antagonist and the job), and looses any previous character&#039;s memories from it&#039;s death (other perhaps than the need to run away and find safety).&lt;br /&gt;
** Nymphs: There are normally 3 pet-like Nymphs. The original player take control of the &amp;quot;Brain&amp;quot; nymph. The only one able to talk. The other two can be taken over by ghosts if given cognizine.&lt;br /&gt;
** A zombified Diona is able to split once dead (or after giving up and returning to body) and the resulting nymphs will be zombified, though unable to reform.&lt;br /&gt;
* Tree form. Being exposed to 80u or more of Rodust Harvest will cause a Diona to grow out of control, turning into an immobile tree (dropping all their equipment). Cutting down the tree will &amp;quot;restone&amp;quot; the Diona to their mobile state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 20% less Slash damage.&lt;br /&gt;
* Take 30% less Blunt damage.&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* While suffocating, takes half the Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They are heavier than other races and can shove/disarm other races easier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 50% more Heat damage.&lt;br /&gt;
* Take 20% more Shock damage.&lt;br /&gt;
* Roots: Cannot wear shoes. They are unable to wear any shoes and protect their feet from debris and shards (wearing a hardsuit can minigate this issue and protect their feet) and are unable to gain any benefit from them (ex: magboots, speedboots).&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* Ignite: If they take big enough Heat damage from any source, they get ignited and catch on fire (the fire damage/size depends on the amount of heat damage being dealt: a laser rifle will not burn as much compared to a vintage laser pistol / X-ray rifle)&lt;br /&gt;
== Vulpkanin ==&lt;br /&gt;
[[File:Vulpkanin.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The Vulpkanin (vulp-ka-nin) are a race of humanoid canine-like beings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
* Trait: Have the Deuteranopia trait by default. This can be disabled via accessibility options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: do Slashing and Blunt damage.&lt;br /&gt;
* Their fur makes them able to withstand [[Maps#Glacier_Station|cold environments]] without the need of a coat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They take 15% more Heat damage.&lt;br /&gt;
&lt;br /&gt;
== Moth People ==&lt;br /&gt;
[[File:Moth.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Moth People, meanwhile, actually &#039;&#039;are&#039;&#039; an insectoid species. This insect people with wings and antennae, come in a variety of colors and patterns. Their wings allow them greater control in zero gravity than other species, and their natural resistance to cold helps greatly in a space environment. The tradeoff, naturally, is that heat is more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common,  (ex. John Doe)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Moths have an exclusive cloth and fruit diet. This includes most clothings items in game. In addition chefs can make moth-specific recepies like cotton pizza and other things.&lt;br /&gt;
* clothings items&lt;br /&gt;
* moth-specific recepies&lt;br /&gt;
* fruit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Wings: Have increased acceleration when moving in zero-g enviroments. Their ability can work when gravity generator fails and even in space/vacumm and helps them get around without a jetpack. The status is 50% higher acceleration than other species.&lt;br /&gt;
* Diet: Moths have an exclusive cloth diet that can also include fruits. Moths cannot eat most things from other species, however they can eat cloth, gloves and other clothing items which are exclusive to them and are in higher abudance, in addition chefs can prepare moth specific food recipes for them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 30% less Cold damage from all sources.&lt;br /&gt;
* Having wings makes it easier to move in zero-gravity environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Heat damage from all sources.&lt;br /&gt;
* Take 33% more (or 3 times more?) Heat/Burn damage when on fire compared to other species.&lt;br /&gt;
* They start taking Heat damage much earlier at 5c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; lower than other races. Intense heat will quickly burn them.&lt;br /&gt;
* They are slightly easier to carry and shove than Humans.&lt;br /&gt;
* They are unable to swallow any pills due to their diet, requiring them to be dissolved in other mediums instead.&lt;br /&gt;
&lt;br /&gt;
== Vox ==&lt;br /&gt;
[[File:Fullvox.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Vox are a strange lot, they&#039;re raptor-like creatures that can only breathe nitrogen, as oxygen is &#039;&#039;&#039;very hazardous&#039;&#039;&#039; to their health to the point where they take ticking poison damage as long as they&#039;re exposed to the air, provided said air has even a trace of oxygen within it. To counter-act this, a Vox must either be in a pure nitrogen-based environment or, more commonly, breathing from a nitrogen tank, one of which is provided to them at the start of each round. Much like Reptilians, their unarmed attacks deal slashing damage instread of blunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common, Mono-name with Repetitive Random Syllables (ex. Hirixashahre, Xapikrikrik)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: Do Slash damage instead of Blunt on unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Breathing: Oxygen is toxic to them, they require to have internals on at all times and sometimes require to put the mask off when need to eat/swallow anything. There are other alternatives way to get reagents in such as a syringe without need to turn off the internals.&lt;br /&gt;
&lt;br /&gt;
== Oni ==&lt;br /&gt;
[[File:Oni.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Large, horned people that come in a variety of colors. Their accuracy with [[Weapons|guns]] is terrible, but their physical strength brings them a lot of boons both in and out of combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 15% less Blunt damage.&lt;br /&gt;
* Take 15% less Slash damage.&lt;br /&gt;
* Take 15% less Piercing damage.&lt;br /&gt;
* Do more damage in melee:&lt;br /&gt;
** 35% more Blunt and Asphyxiation.&lt;br /&gt;
** 20% more Slash and Piercing.&lt;br /&gt;
* Due to their big size, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
* They are harder to shove.&lt;br /&gt;
* Slightly more stamina than Humans.&lt;br /&gt;
* They have an easier time prying open doors, taking around 50% less time than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Their accuracy with guns is terrible.&lt;br /&gt;
* They are harder to carry and pull.&lt;br /&gt;
* They are bigger than Humans, making them easier to hit.&lt;br /&gt;
&lt;br /&gt;
= Species anatomy =&lt;br /&gt;
The following table describes the possible organs that comprise the anatomy of the major Morphotypes: Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Organs&lt;br /&gt;
!Image&lt;br /&gt;
!Organ&lt;br /&gt;
!Morphotypes&lt;br /&gt;
!Purpose&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Animal_Heart.png|50x50px]]&lt;br /&gt;
|Heart&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:OrganHumanBrain.png|50x50px]]&lt;br /&gt;
|Brain&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Brain-pl.png|50px]]&lt;br /&gt;
|Diona Brain&lt;br /&gt;
|Diona&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body. Functionally identical to the other humanoid brains.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lung-L.png|50x50px]]&lt;br /&gt;
|Lungs&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, and Oni&lt;br /&gt;
|Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
|Vox Lungs&lt;br /&gt;
|Vox&lt;br /&gt;
|Determines the rate of breathing. Unhealthy lungs may result in the body getting less N2 than it needs. Generates toxins when O2 is breathed in.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Slime People(?), Humans, Vox, and Oni(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Rodentia(?), Reptilians, Felinids(?), Harpies(?), Arachnids, and Vulpkanin(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Stomach-pl.png|50px]]&lt;br /&gt;
|Diona Stomach&lt;br /&gt;
|Diona&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Due to its plantlike nature, it can digest fertilizers and weedkillers similar to the ways a plant would. Still capable of metabolizing medicine meant for animals.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
|Moth Stomach&lt;br /&gt;
|Moth People&lt;br /&gt;
|Aids in the digestion of cloth and reagents in the body. Finds non-cloth foods repulsive.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kidney-L.png|50x50px]]&lt;br /&gt;
|Kidneys&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Liver.png|50x50px]]&lt;br /&gt;
|Liver&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eye-L.png|50x50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Eye-L-pl.png|50px]] &lt;br /&gt;
|Diona Eyes&lt;br /&gt;
|Diona&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light. Functionally identical to other humanoid eyeballs.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Eyeball-l-a.png|50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Arachnids&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blood&lt;br /&gt;
|&#039;&#039;&#039;Iron based, color red -&#039;&#039;&#039; Humans, Rodentia, Reptilians(?), Felinids, Harpies, Vulpkanin, Vox, Oni&lt;br /&gt;
&#039;&#039;&#039;Anaerobic blood, color blue&#039;&#039;&#039;, (also &amp;quot;Iron based&amp;quot; but not red blood) - Vox&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sap, color yellow,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Diona&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slime, color green,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Slime People&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insect Blood, color grey,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Moth People&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copper based, color blue -&#039;&#039;&#039; Arachnids&lt;br /&gt;
|Not an organ, but a vital part of body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== IPC ==&lt;br /&gt;
[[File:IPC.png|64px]]&lt;br /&gt;
&lt;br /&gt;
IPCs, also known as Integrated Positronic Chassis, are a race of unlawed and sentient humanoid robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* ?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Uncommon Humanoids =&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their original form, or new life may rise.&lt;br /&gt;
These races are usually encountered later in the shift. They remain relatively common, but cannot be selected in character creation.&lt;br /&gt;
&lt;br /&gt;
== Skeleton ==&lt;br /&gt;
[[File:Skeleton.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Somehow still alive, a skeleton is just a sack of stark white bones, giving them a number of very useful resistances and traits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Completely immune to Radiation.&lt;br /&gt;
* Takes 40% less Piercing and 20% less Slashing damage.&lt;br /&gt;
* Takes no damage from temperature or pressure, making them space-proof.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Heals from having milk sprayed on them.&lt;br /&gt;
&amp;lt;!-- * Immune against all diseases. //why is this not a thing?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 10% more Blunt damage.&lt;br /&gt;
* Usual Medical Chems will not heal them.&lt;br /&gt;
* Everything they say is followed by &amp;quot;ACK ACK!&amp;quot;.&lt;br /&gt;
* Very spooky.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== Golems ==&lt;br /&gt;
An artificial construct imitating life, golems are the receptacle for souls of the dead encased in gemstone. They are completely devoted to whoever or whatever is marked as their master, and will carry out any order given by them. Typically they are aligned with the station, but in the wrong hands, they can be devastating.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Steel Golem|Steel Golem]] ===&lt;br /&gt;
[[File:Golem.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The most common Golem, the empty ones are generally found around the [[Maps|station]], &#039;&#039;eagerly&#039;&#039; awaiting a soul stone to be attached to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 30% less Blunt, Slash and Piercing damage.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt and Heat.&lt;br /&gt;
* Immune against poison, genetic, toxin damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more Shock damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Wood Golem|Wood Golem]] ===&lt;br /&gt;
[[File:GolemWood.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The perfect friend to the botanist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 50% less Blunt.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt.&lt;br /&gt;
* Immune against Poison, Genetic, Toxin, Radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Can have plants growing on their head.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more fire damage when on fire.&lt;br /&gt;
* Takes 100% more Slash and Heat damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Silver Golem|Silver Golem]] ===&lt;br /&gt;
[[File:GolemSilver.png|64px]]&lt;br /&gt;
&lt;br /&gt;
A fusion between soul and quantum machine, the epitome of epistemics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Immune against poison, genetic, toxin, radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* They punch twice as hard as Humans while also dealing holy damage. They also attack 50% faster.&lt;br /&gt;
* Move twice as fast as Humans.&lt;br /&gt;
* Possess the [[Psionics#List_of_Psionic_Powers|Psychokinesis]] psionic ability by default.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.--&amp;gt;&amp;lt;!--When it becomes a thing again--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Uncommon Other =&lt;br /&gt;
&lt;br /&gt;
== Silvia the Snake ==&lt;br /&gt;
[[File:Silvia.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Best friends and pet of the CMO.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
* Can eat raw meat and mice.&lt;br /&gt;
* Can drink blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Bite &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Shiva the Spider ==&lt;br /&gt;
Shiva, the stations first defender. She helps the Head of Security in their work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
== Pun Pun the Monkey ==&lt;br /&gt;
[[File:Punpun icon.png|64px]]&lt;br /&gt;
&lt;br /&gt;
An honorable member of the monkey society in charge of the bar and helping the bartenders in any way he can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Laika the dog==&lt;br /&gt;
[[File:Laika the dog.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Security&#039;s resident she-dog. She badgers the officers for headpats and nips at the heels of violent offenders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Smile the Slime ==&lt;br /&gt;
[[File:Smile the Slime.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The sweetest creature in the world. Smile Slime!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Carpy the Legal Carp ==&lt;br /&gt;
The real brains behind the Justice department. Your honour my client is not fishy!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Playable_Species&amp;diff=3676</id>
		<title>Playable Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Playable_Species&amp;diff=3676"/>
		<updated>2024-12-14T21:30:54Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you&#039;re expected to try and coexist on this deathtrap.&lt;br /&gt;
Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.&lt;br /&gt;
&lt;br /&gt;
Delta-V features a diverse array of playable species, including Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni. There is also a number of uncommon humanoids. Each species possesses its own unique set of statistics, strengths, and weaknesses, as well as, in some cases, distinct anatomical traits. However, despite these differences, all species share several commonalities:&lt;br /&gt;
&lt;br /&gt;
* All species are able to equip the same tools and items (with a few exceptions).&lt;br /&gt;
* All species can metabolize reagents and experience their effects.&lt;br /&gt;
* All species are subject to the fundamental laws of physics, including temperature, pressure, atmospheric composition, gravity, radiation, electric current, and inertia.&lt;br /&gt;
* All species benefit from limited passive regeneration, allowing them to heal BRUTE and HEAT damage over time, provided their total damage remains below 20.&lt;br /&gt;
* All species are capable of utilizing psionic powers.&lt;br /&gt;
* All species communicate using a common language.&lt;br /&gt;
* All species are to be treated equally by both the crew and the AI onboard.&lt;br /&gt;
&lt;br /&gt;
= Roundstart Humanoids =&lt;br /&gt;
The following species can currently be selected in the character creation menu, meaning you can expect to see most of them during any given round.&lt;br /&gt;
&lt;br /&gt;
Humans are considered the baseline for drawbacks and benefits.&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
[[File:Human.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Baseline, unmodified human beings, functionally similar to the human beings of our world. You&#039;re (hopefully) one in real life. The station is designed for humans, so they should feel comfortable in most situations. However, humans cannot consume raw meat and do not possess any unique abilities or traits (strengths or weaknesses) compared to other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Everything, except: raw meat, live mice and some rotten stuff.&lt;br /&gt;
* Will get posioned by drinking blood or excessive amounts of alcohol, or by eating rotten stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
== Slime ==&lt;br /&gt;
[[File:Slime.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Gelatinous, human-shaped masses of goo, Slime People breathe nitrogen rather than oxygen and exhale nitrous oxide. While they are naturally vulnerable to barotrauma caused by both high and low pressure, their elastic form grants them resistance to blunt damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Cadwellian (ex. Jon Cadwell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 40% less Blunt damage.&lt;br /&gt;
* Take 20% less Poison damage.&lt;br /&gt;
* They are almost immune to cancer as they take 80% less Cellural damage.&amp;lt;sup&amp;gt;note: Cancer is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Immunity to the BleedersBite and Ultragigacancer disease.&lt;br /&gt;
* While suffocating, takes 80% less Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They have slighty faster natural regeneration rate and start regenerating from below 65 total damage (other species need below 20).&lt;br /&gt;
* They can metabolize 3 reagents instead of just 2 like others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 20% more Piercing and Slashing damage.&lt;br /&gt;
* Take 50% more Cold damage from all sources.&lt;br /&gt;
* Very vulnerable to high and low pressure barotrauma (spacing).&lt;br /&gt;
* Get hurt by water when sprayed into them which deals Heat damage.&lt;br /&gt;
* Breaths Nitrogen instead of Oxygen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039;&lt;br /&gt;
* they breath nitrogen instead of oxygen. but more tanks are available for them and they can breath on lower atmospheric pressures without asphyxiating.&lt;br /&gt;
* they have a 6 space inventory slot in their body but anyone can access/steal anything that it is stored in it.&lt;br /&gt;
&lt;br /&gt;
== Rodentia ==&lt;br /&gt;
&lt;br /&gt;
Rodentia are a race of humanoid beings resembling rodents. Resourceful, evasive, sneaky, but fragile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, descriptive (ex. &amp;quot;No-tail Dale&amp;quot; or &amp;quot;Sleeps-much Abigal&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Can Rummage in disposal chutes, which can sometimes dig up food.&lt;br /&gt;
* Can store small items in their cheeks. Having items in their mouth makes their speech unintelligible, and they will drop all items in their mouth if attacked, stunned, or shoved.&lt;br /&gt;
* Can &amp;quot;sneak&amp;quot; underneath tables, but not doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: can do Slashing and Blunt damage.&lt;br /&gt;
* Smaller than humans.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Always trigger mousetraps, regardless of whether or not they are wearing shoes.&lt;br /&gt;
* Get hungry 33% faster.&lt;br /&gt;
&lt;br /&gt;
== Reptilian ==&lt;br /&gt;
[[File:Reptilian.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Reptile-like humanoids with sharp claws, tough scales, and an appetite for raw meat. Their unarmed melee attacks do slash instead of blunt damage due to their claws. Because of their animal organs, onions, coffee and tea are poisonous to them and are unable to consume anything like Grain, Dairy, or anything overly processed, however, they are able to consume both raw meat without the risk of disease and fruits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Verbal (ex. Eats-The-Mouse)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat and drink blood without ill effects.&lt;br /&gt;
* Can only eat Fruits and Meat related foods.&lt;br /&gt;
* No grain or dairy products.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
Tail: can have both hands free while pulling anything, which allow them to do specific stuns in combat or help them in various jobs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: to deal Piercing damage instead of Blunt.&lt;br /&gt;
* Can stand a greater heat temperature than Humans.&lt;br /&gt;
* Uses their tail to pull things allowing them to have both of their hands free while pulling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Has a noticeable lisssp when speaking.&lt;br /&gt;
* Cold sensetivity: they will start freezing and getting slowed down from cold much earlier at 20c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; higher than other species.&lt;br /&gt;
* Suffer 30% more Cold damage from all sources.&lt;br /&gt;
* The diet is highly restricted and they can only eat meat, fruits and their specific combinations.&lt;br /&gt;
&lt;br /&gt;
== Felinid ==&lt;br /&gt;
[[File:Felinid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Small and mischievous cat-eared people. Being small in itself has lots of upsides and downsides. They are naturally good at thieving, and can hide inside duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Can eat mice and rats after picking them up&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Hairball: they have the ability to throw up an hairball to get rid of some of the chemicals from their bloodstream.&lt;br /&gt;
* Can eat mice or rats after picking them up. This has the benefit of regenerating the hairball ability and feeding them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: they do Slashing damage and Piercing damage.&lt;br /&gt;
* They are smaller than Humans, making them harder to hit.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
* Can walk completely silently, but only while barefooted.&lt;br /&gt;
* Immunity to the OwOnavirus disease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Are easily shoved, pushed and carried around by every other morphotypes due to their small size.&lt;br /&gt;
* They are weaker and struggle to carry and pull things due to their small size. They are unable to carry an Oni.&lt;br /&gt;
* They have slightly less stamina than Humans.&lt;br /&gt;
&lt;br /&gt;
== Harpy ==&lt;br /&gt;
[[File:Harpy.png|64px]]&lt;br /&gt;
&lt;br /&gt;
An avian humanoid species that features colorful feathered wings and tails that can mimic almost any sound.&lt;br /&gt;
&lt;br /&gt;
They are quite sensitive to the air quality, and when exposed to low quality air, they will begin to visibly gasp, and eventually start choking.&amp;lt;br&amp;gt;When this happens, a Harpy should either move away from sources of bad air, stand on top of a scrubber for a few seconds, or take a few breaths from a pure oxygen tank in order to restore their blood-oxygen levels. Only three seconds of being on pure oxygen is enough to completely restore a Harpy&#039;s blood oxygen saturation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They can &amp;quot;Sing&amp;quot; midis by imitating instruments. Right click yourself to select an instrument. While singing, musical notes appear floating around their head.&lt;br /&gt;
* Can imitate around 70% of the game&#039;s sound library through a huge list of voice emotes.&lt;br /&gt;
* Trait: Have the Ultraviolet Vision trait by default. This can be disabled via accessibility options.&lt;br /&gt;
* Tail: They Cannot wear Jumpsuits, and will automatically start with a Jumpskirt instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emote List&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scream, Laugh, Sneeze, Cough, Sigh, Cry, Whistle, Hiss, Meow, Mew, Growl, Purr, Ring, Honk, Pew, Bang, Beep, Rev, Click, Chitter, Squeak, Caw, Chirp, Snarl, Bark, Whine, Howl&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Talons: deal Piercing damage.&lt;br /&gt;
* Somewhat smaller than Humans, although not as small as Felinids.&lt;br /&gt;
* Moves 10% faster than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Extreme low density, HarpDionaies are lighter than even Felinids, and weigh half as much as a Human.&lt;br /&gt;
* A Harpy breathes in air twice as often as Humans, inhaling and exhaling every 3 seconds.&lt;br /&gt;
** Air tanks last half as long and Harpies are more susceptible than usual to low air quality.&lt;br /&gt;
** If a Harpy is exposed to at least 0.2 moles of combined CO2 and/or Miasma, they start struggling to take in oxygen.&lt;br /&gt;
&lt;br /&gt;
== Arachnid ==&lt;br /&gt;
[[File:Arachnid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Not to be confused with insectoids, Arachnids cut a striking figure with their pressure-resistant exoskeletons and extra arms. Possibly related to the space spiders and giant tarantulas found in outer space. Thanks to their similarly robust digestive systems, they are able to consume raw food without the risk of disease. &amp;lt;sup&amp;gt;note: Disease is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Latin (ex. Pluribus Unum)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Slow metabolism.&lt;br /&gt;
* (BUG?: At the moment Arachnid do NOT get poisoned.) Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They have two extra pocket slots formed by webs.&lt;br /&gt;
* Silk: Can weive silk at the expense of hunger and craft various things.&lt;br /&gt;
Silk can be used to create furniture , clothes , walls and even shields. this will help handle more critical situations (ex: craft a winter coat when temperature drops , seal a spaced area using a wall). only Arachids are able to utilize the silk for crafting.&lt;br /&gt;
* Slow metabolism: they have 50% slower reagant metabolism than other species which takes extra time for medicines to work and to satiate thirst and hunger on the other it takes more time to get poisoned by any poisons/toxins. This has no effect on externally applied reagents, so spilling a acid on an Arachnid will kill them just the same as anyone else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Melee: Do Slashing damage instead of Blunt.&lt;br /&gt;
* Take significantly less barotrauma(spacing) damage.&lt;br /&gt;
* Metabolizes stuff in their stomach 50% slower. Meaning that they can go a a longer time without eating anything on a shift.&lt;br /&gt;
* Two extra pocket slots.&lt;br /&gt;
* Do not get poisoned from Mechatoxin (the poison space taranulas have).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* While suffocating, takes 50% more Asphyxiation damage and recovers it only at half speed.&lt;br /&gt;
* Cannot use the outerwear storage slot.&lt;br /&gt;
* They have blue blood, requiring Copper instead of Iron to regenerate. Iron will poison them instead.&lt;br /&gt;
&lt;br /&gt;
== Diona ==&lt;br /&gt;
[[File:Diona.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Tree-like plant people whose bodies react with fertilizer and weed-killing chemicals similar to regular plants.&lt;br /&gt;
Upon death, and gibbing, they split into 3 nymphs that represent an organ each: Brain, Stomach and Lungs. The player will become the Brain Nymph and can reform into a fully fledged Diona after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Qualia[https://en.wikipedia.org/wiki/Qualia] (ex. A Peaceful Sunrise)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat everything a Human can.&lt;br /&gt;
* They get hungry slower, and thirsty faster.&lt;br /&gt;
* Gets affected by chemicals that affects plants: Weed Killer poisons them and Robust Harvest heals them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Plant Chemicals: They are affected by chemicals that affect plants&amp;lt;sup&amp;gt;excluding mutegants&amp;lt;/sup&amp;gt;, this means that they can heal and benefit from fertilizers (ex: robust harvest can heal most of the brute damage), but plant toxins and pesticides will damage them too.&lt;br /&gt;
* Death: Can gib themselves into Nymphs after death, then reform after 10 minutes.&lt;br /&gt;
** This will heal them from all injuries and even manage to revive themselve from unrevivable situations (ex: radiation damage).&lt;br /&gt;
** Reform: It takes 10 minutes to be reformed back to Diona state from the Nymphs state. This leaves the Nymphs valnurable to other dangers (including spacing).&lt;br /&gt;
** Body: Reformed nymphs will have different body from the old Diona which will have different name and traits (such as gender).&lt;br /&gt;
** Memory: Reformed nymphs will keep their&#039;s character basic knowledge (only if it is an antagonist and the job), and looses any previous character&#039;s memories from it&#039;s death (other perhaps than the need to run away and find safety).&lt;br /&gt;
** Nymphs: There are normally 3 pet-like Nymphs. The original player take control of the &amp;quot;Brain&amp;quot; nymph. The only one able to talk. The other two can be taken over by ghosts if given cognizine.&lt;br /&gt;
** A zombified Diona is able to split once dead (or after giving up and returning to body) and the resulting nymphs will be zombified, though unable to reform.&lt;br /&gt;
* Tree form. Being exposed to 80u or more of Rodust Harvest will cause a Diona to grow out of control, turning into an immobile tree (dropping all their equipment). Cutting down the tree will &amp;quot;restone&amp;quot; the Diona to their mobile state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 20% less Slash damage.&lt;br /&gt;
* Take 30% less Blunt damage.&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* While suffocating, takes half the Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They are heavier than other races and can shove/disarm other races easier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 50% more Heat damage.&lt;br /&gt;
* Take 20% more Shock damage.&lt;br /&gt;
* Roots: Cannot wear shoes. They are unable to wear any shoes and protect their feet from debris and shards (wearing a hardsuit can minigate this issue and protect their feet) and are unable to gain any benefit from them (ex: magboots, speedboots).&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* Ignite: If they take big enough Heat damage from any source, they get ignited and catch on fire (the fire damage/size depends on the amount of heat damage being dealt: a laser rifle will not burn as much compared to a vintage laser pistol / X-ray rifle)&lt;br /&gt;
== Vulpkanin ==&lt;br /&gt;
[[File:Vulpkanin.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The Vulpkanin (vulp-ka-nin) are a race of humanoid canine-like beings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
* Trait: Have the Deuteranopia trait by default. This can be disabled via accessibility options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: do Slashing and Blunt damage.&lt;br /&gt;
* Their fur makes them able to withstand [[Maps#Glacier_Station|cold environments]] without the need of a coat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They take 15% more Heat damage.&lt;br /&gt;
&lt;br /&gt;
== Moth People ==&lt;br /&gt;
[[File:Moth.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Moth People, meanwhile, actually &#039;&#039;are&#039;&#039; an insectoid species. This insect people with wings and antennae, come in a variety of colors and patterns. Their wings allow them greater control in zero gravity than other species, and their natural resistance to cold helps greatly in a space environment. The tradeoff, naturally, is that heat is more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common,  (ex. John Doe)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Moths have an exclusive cloth and fruit diet. This includes most clothings items in game. In addition chefs can make moth-specific recepies like cotton pizza and other things.&lt;br /&gt;
* clothings items&lt;br /&gt;
* moth-specific recepies&lt;br /&gt;
* fruit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Wings: Have increased acceleration when moving in zero-g enviroments. Their ability can work when gravity generator fails and even in space/vacumm and helps them get around without a jetpack. The status is 50% higher acceleration than other species.&lt;br /&gt;
* Diet: Moths have an exclusive cloth diet that can also include fruits. Moths cannot eat most things from other species, however they can eat cloth, gloves and other clothing items which are exclusive to them and are in higher abudance, in addition chefs can prepare moth specific food recipes for them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 30% less Cold damage from all sources.&lt;br /&gt;
* Having wings makes it easier to move in zero-gravity environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Heat damage from all sources.&lt;br /&gt;
* Take 33% more (or 3 times more?) Heat/Burn damage when on fire compared to other species.&lt;br /&gt;
* They start taking Heat damage much earlier at 5c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; lower than other races. Intense heat will quickly burn them.&lt;br /&gt;
* They are slightly easier to carry and shove than Humans.&lt;br /&gt;
* They are unable to swallow any pills due to their diet, requiring them to be dissolved in other mediums instead.&lt;br /&gt;
&lt;br /&gt;
== Vox ==&lt;br /&gt;
[[File:Fullvox.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Vox are a strange lot, they&#039;re raptor-like creatures that can only breathe nitrogen, as oxygen is &#039;&#039;&#039;very hazardous&#039;&#039;&#039; to their health to the point where they take ticking poison damage as long as they&#039;re exposed to the air, provided said air has even a trace of oxygen within it. To counter-act this, a Vox must either be in a pure nitrogen-based environment or, more commonly, breathing from a nitrogen tank, one of which is provided to them at the start of each round. Much like Reptilians, their unarmed attacks deal slashing damage instread of blunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common, Mono-name with Repetitive Random Syllables (ex. Hirixashahre, Xapikrikrik)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: Do Slash damage instead of Blunt on unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Breathing: Oxygen is toxic to them, they require to have internals on at all times and sometimes require to put the mask off when need to eat/swallow anything. There are other alternatives way to get reagents in such as a syringe without need to turn off the internals.&lt;br /&gt;
&lt;br /&gt;
== Oni ==&lt;br /&gt;
[[File:Oni.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Large, horned people that come in a variety of colors. Their accuracy with [[Weapons|guns]] is terrible, but their physical strength brings them a lot of boons both in and out of combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 15% less Blunt damage.&lt;br /&gt;
* Take 15% less Slash damage.&lt;br /&gt;
* Take 15% less Piercing damage.&lt;br /&gt;
* Do more damage in melee:&lt;br /&gt;
** 35% more Blunt and Asphyxiation.&lt;br /&gt;
** 20% more Slash and Piercing.&lt;br /&gt;
* Due to their big size, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
* They are harder to shove.&lt;br /&gt;
* Slightly more stamina than Humans.&lt;br /&gt;
* They have an easier time prying open doors, taking around 50% less time than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Their accuracy with guns is terrible.&lt;br /&gt;
* They are harder to carry and pull.&lt;br /&gt;
* They are bigger than Humans, making them easier to hit.&lt;br /&gt;
&lt;br /&gt;
= Species anatomy =&lt;br /&gt;
The following table describes the possible organs that comprise the anatomy of the major Morphotypes: Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Organs&lt;br /&gt;
!Image&lt;br /&gt;
!Organ&lt;br /&gt;
!Morphotypes&lt;br /&gt;
!Purpose&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Animal_Heart.png|50x50px]]&lt;br /&gt;
|Heart&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:OrganHumanBrain.png|50x50px]]&lt;br /&gt;
|Brain&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Brain-pl.png|50px]]&lt;br /&gt;
|Diona Brain&lt;br /&gt;
|Diona&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body. Functionally identical to the other humanoid brains.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lung-L.png|50x50px]]&lt;br /&gt;
|Lungs&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, and Oni&lt;br /&gt;
|Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
|Vox Lungs&lt;br /&gt;
|Vox&lt;br /&gt;
|Determines the rate of breathing. Unhealthy lungs may result in the body getting less N2 than it needs. Generates toxins when O2 is breathed in.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Slime People(?), Humans, Vox, and Oni(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Rodentia(?), Reptilians, Felinids(?), Harpies(?), Arachnids, and Vulpkanin(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Stomach-pl.png|50px]]&lt;br /&gt;
|Diona Stomach&lt;br /&gt;
|Diona&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Due to its plantlike nature, it can digest fertilizers and weedkillers similar to the ways a plant would. Still capable of metabolizing medicine meant for animals.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
|Moth Stomach&lt;br /&gt;
|Moth People&lt;br /&gt;
|Aids in the digestion of cloth and reagents in the body. Finds non-cloth foods repulsive.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kidney-L.png|50x50px]]&lt;br /&gt;
|Kidneys&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Liver.png|50x50px]]&lt;br /&gt;
|Liver&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eye-L.png|50x50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Eye-L-pl.png|50px]] &lt;br /&gt;
|Diona Eyes&lt;br /&gt;
|Diona&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light. Functionally identical to other humanoid eyeballs.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Eyeball-l-a.png|50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Arachnids&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blood&lt;br /&gt;
|&#039;&#039;&#039;Iron based, color red -&#039;&#039;&#039; Humans, Rodentia, Reptilians(?), Felinids, Harpies, Vulpkanin, Vox, Oni&lt;br /&gt;
&#039;&#039;&#039;Anaerobic blood, color blue&#039;&#039;&#039;, (also &amp;quot;Iron based&amp;quot; but not red blood) - Vox&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sap, color yellow,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Diona&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slime, color green,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Slime People&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insect Blood, color grey,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Moth People&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copper based, color blue -&#039;&#039;&#039; Arachnids&lt;br /&gt;
|Not an organ, but a vital part of body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== IPC ==&lt;br /&gt;
[[File:IPC.png|64px]]&lt;br /&gt;
&lt;br /&gt;
IPCs, also known as Integrated Positronic Chassis, are a race of unlawed and sentient humanoid robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* ?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Uncommon Humanoids =&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their original form, or new life may rise.&lt;br /&gt;
These races are usually encountered later in the shift. They remain relatively common, but cannot be selected in character creation.&lt;br /&gt;
&lt;br /&gt;
== Skeleton ==&lt;br /&gt;
[[File:Skeleton.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Somehow still alive, a skeleton is just a sack of stark white bones, giving them a number of very useful resistances and traits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Completely immune to Radiation.&lt;br /&gt;
* Takes 40% less Piercing and 20% less Slashing damage.&lt;br /&gt;
* Takes no damage from temperature or pressure, making them space-proof.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Heals from having milk sprayed on them.&lt;br /&gt;
&amp;lt;!-- * Immune against all diseases. //why is this not a thing?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 10% more Blunt damage.&lt;br /&gt;
* Usual Medical Chems will not heal them.&lt;br /&gt;
* Everything they say is followed by &amp;quot;ACK ACK!&amp;quot;.&lt;br /&gt;
* Very spooky.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== Golems ==&lt;br /&gt;
An artificial construct imitating life, golems are the receptacle for souls of the dead encased in gemstone. They are completely devoted to whoever or whatever is marked as their master, and will carry out any order given by them. Typically they are aligned with the station, but in the wrong hands, they can be devastating.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Steel Golem|Steel Golem]] ===&lt;br /&gt;
[[File:Golem.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The most common Golem, the empty ones are generally found around the [[Maps|station]], &#039;&#039;eagerly&#039;&#039; awaiting a soul stone to be attached to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 30% less Blunt, Slash and Piercing damage.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt and Heat.&lt;br /&gt;
* Immune against poison, genetic, toxin damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more Shock damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Wood Golem|Wood Golem]] ===&lt;br /&gt;
[[File:GolemWood.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The perfect friend to the botanist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 50% less Blunt.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt.&lt;br /&gt;
* Immune against Poison, Genetic, Toxin, Radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Can have plants growing on their head.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more fire damage when on fire.&lt;br /&gt;
* Takes 100% more Slash and Heat damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Silver Golem|Silver Golem]] ===&lt;br /&gt;
[[File:GolemSilver.png|64px]]&lt;br /&gt;
&lt;br /&gt;
A fusion between soul and quantum machine, the epitome of epistemics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Immune against poison, genetic, toxin, radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* They punch twice as hard as Humans while also dealing holy damage. They also attack 50% faster.&lt;br /&gt;
* Move twice as fast as Humans.&lt;br /&gt;
* Possess the [[Psionics#List_of_Psionic_Powers|Psychokinesis]] psionic ability by default.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.--&amp;gt;&amp;lt;!--When it becomes a thing again--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Uncommon Other =&lt;br /&gt;
&lt;br /&gt;
== Silvia the Snake ==&lt;br /&gt;
[[File:Silvia.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Best friends and pet of the CMO.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
* Can eat raw meat and mice.&lt;br /&gt;
* Can drink blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Bite &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Pun Pun the Monkey ==&lt;br /&gt;
[[File:Punpun icon.png|64px]]&lt;br /&gt;
An honorable member of the monkey society in charge of the bar and helping the bartenders in any way he can.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Laika the dog==&lt;br /&gt;
[[File:Laika the dog.png|64px]]&lt;br /&gt;
Security&#039;s resident she-dog. She badgers the officers for headpats and nips at the heels of violent offenders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Smile the Slime ==&lt;br /&gt;
[[File:Smile the Slime.png|64px]]&lt;br /&gt;
The sweetest creature in the world. Smile Slime!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=File:Punpun_icon.png&amp;diff=3675</id>
		<title>File:Punpun icon.png</title>
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		<updated>2024-12-14T21:28:32Z</updated>

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		<title>File:Eyeball-l-a.png</title>
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		<updated>2024-12-14T21:17:02Z</updated>

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		<title>File:Eye-L-pl.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=File:Eye-L-pl.png&amp;diff=3673"/>
		<updated>2024-12-14T21:16:45Z</updated>

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		<title>File:Eye-L.png</title>
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		<updated>2024-12-14T21:16:26Z</updated>

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		<id>https://wiki.deltav.gay/index.php?title=File:Liver.png&amp;diff=3671</id>
		<title>File:Liver.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=File:Liver.png&amp;diff=3671"/>
		<updated>2024-12-14T21:15:56Z</updated>

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		<id>https://wiki.deltav.gay/index.php?title=File:Kidney-L.png&amp;diff=3670</id>
		<title>File:Kidney-L.png</title>
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		<updated>2024-12-14T21:15:44Z</updated>

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		<id>https://wiki.deltav.gay/index.php?title=File:Stomach-pl.png&amp;diff=3669</id>
		<title>File:Stomach-pl.png</title>
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		<updated>2024-12-14T21:15:18Z</updated>

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		<title>File:Stomach.png</title>
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		<updated>2024-12-14T21:14:44Z</updated>

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		<id>https://wiki.deltav.gay/index.php?title=File:Brain-pl.png&amp;diff=3666</id>
		<title>File:Brain-pl.png</title>
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	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Playable_Species&amp;diff=3665</id>
		<title>Playable Species</title>
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		<updated>2024-12-14T21:12:27Z</updated>

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&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you&#039;re expected to try and coexist on this deathtrap.&lt;br /&gt;
Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.&lt;br /&gt;
&lt;br /&gt;
Delta-V features a diverse array of playable species, including Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni. There is also a number of uncommon humanoids. Each species possesses its own unique set of statistics, strengths, and weaknesses, as well as, in some cases, distinct anatomical traits. However, despite these differences, all species share several commonalities:&lt;br /&gt;
&lt;br /&gt;
* All species are able to equip the same tools and items (with a few exceptions).&lt;br /&gt;
* All species can metabolize reagents and experience their effects.&lt;br /&gt;
* All species are subject to the fundamental laws of physics, including temperature, pressure, atmospheric composition, gravity, radiation, electric current, and inertia.&lt;br /&gt;
* All species benefit from limited passive regeneration, allowing them to heal BRUTE and HEAT damage over time, provided their total damage remains below 20.&lt;br /&gt;
* All species are capable of utilizing psionic powers.&lt;br /&gt;
* All species communicate using a common language.&lt;br /&gt;
* All species are to be treated equally by both the crew and the AI onboard.&lt;br /&gt;
&lt;br /&gt;
= Roundstart Humanoids =&lt;br /&gt;
The following species can currently be selected in the character creation menu, meaning you can expect to see most of them during any given round.&lt;br /&gt;
&lt;br /&gt;
Humans are considered the baseline for drawbacks and benefits.&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
[[File:Human.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Baseline, unmodified human beings, functionally similar to the human beings of our world. You&#039;re (hopefully) one in real life. The station is designed for humans, so they should feel comfortable in most situations. However, humans cannot consume raw meat and do not possess any unique abilities or traits (strengths or weaknesses) compared to other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Everything, except: raw meat, live mice and some rotten stuff.&lt;br /&gt;
* Will get posioned by drinking blood or excessive amounts of alcohol, or by eating rotten stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
== Slime ==&lt;br /&gt;
[[File:Slime.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Gelatinous, human-shaped masses of goo, Slime People breathe nitrogen rather than oxygen and exhale nitrous oxide. While they are naturally vulnerable to barotrauma caused by both high and low pressure, their elastic form grants them resistance to blunt damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Cadwellian (ex. Jon Cadwell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 40% less Blunt damage.&lt;br /&gt;
* Take 20% less Poison damage.&lt;br /&gt;
* They are almost immune to cancer as they take 80% less Cellural damage.&amp;lt;sup&amp;gt;note: Cancer is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Immunity to the BleedersBite and Ultragigacancer disease.&lt;br /&gt;
* While suffocating, takes 80% less Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They have slighty faster natural regeneration rate and start regenerating from below 65 total damage (other species need below 20).&lt;br /&gt;
* They can metabolize 3 reagents instead of just 2 like others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 20% more Piercing and Slashing damage.&lt;br /&gt;
* Take 50% more Cold damage from all sources.&lt;br /&gt;
* Very vulnerable to high and low pressure barotrauma (spacing).&lt;br /&gt;
* Get hurt by water when sprayed into them which deals Heat damage.&lt;br /&gt;
* Breaths Nitrogen instead of Oxygen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039;&lt;br /&gt;
* they breath nitrogen instead of oxygen. but more tanks are available for them and they can breath on lower atmospheric pressures without asphyxiating.&lt;br /&gt;
* they have a 6 space inventory slot in their body but anyone can access/steal anything that it is stored in it.&lt;br /&gt;
&lt;br /&gt;
== Rodentia ==&lt;br /&gt;
&lt;br /&gt;
Rodentia are a race of humanoid beings resembling rodents. Resourceful, evasive, sneaky, but fragile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, descriptive (ex. &amp;quot;No-tail Dale&amp;quot; or &amp;quot;Sleeps-much Abigal&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Can Rummage in disposal chutes, which can sometimes dig up food.&lt;br /&gt;
* Can store small items in their cheeks. Having items in their mouth makes their speech unintelligible, and they will drop all items in their mouth if attacked, stunned, or shoved.&lt;br /&gt;
* Can &amp;quot;sneak&amp;quot; underneath tables, but not doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: can do Slashing and Blunt damage.&lt;br /&gt;
* Smaller than humans.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Always trigger mousetraps, regardless of whether or not they are wearing shoes.&lt;br /&gt;
* Get hungry 33% faster.&lt;br /&gt;
&lt;br /&gt;
== Reptilian ==&lt;br /&gt;
[[File:Reptilian.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Reptile-like humanoids with sharp claws, tough scales, and an appetite for raw meat. Their unarmed melee attacks do slash instead of blunt damage due to their claws. Because of their animal organs, onions, coffee and tea are poisonous to them and are unable to consume anything like Grain, Dairy, or anything overly processed, however, they are able to consume both raw meat without the risk of disease and fruits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Verbal (ex. Eats-The-Mouse)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat and drink blood without ill effects.&lt;br /&gt;
* Can only eat Fruits and Meat related foods.&lt;br /&gt;
* No grain or dairy products.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
Tail: can have both hands free while pulling anything, which allow them to do specific stuns in combat or help them in various jobs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: to deal Piercing damage instead of Blunt.&lt;br /&gt;
* Can stand a greater heat temperature than Humans.&lt;br /&gt;
* Uses their tail to pull things allowing them to have both of their hands free while pulling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Has a noticeable lisssp when speaking.&lt;br /&gt;
* Cold sensetivity: they will start freezing and getting slowed down from cold much earlier at 20c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; higher than other species.&lt;br /&gt;
* Suffer 30% more Cold damage from all sources.&lt;br /&gt;
* The diet is highly restricted and they can only eat meat, fruits and their specific combinations.&lt;br /&gt;
&lt;br /&gt;
== Felinid ==&lt;br /&gt;
[[File:Felinid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Small and mischievous cat-eared people. Being small in itself has lots of upsides and downsides. They are naturally good at thieving, and can hide inside duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Can eat mice and rats after picking them up&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Hairball: they have the ability to throw up an hairball to get rid of some of the chemicals from their bloodstream.&lt;br /&gt;
* Can eat mice or rats after picking them up. This has the benefit of regenerating the hairball ability and feeding them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: they do Slashing damage and Piercing damage.&lt;br /&gt;
* They are smaller than Humans, making them harder to hit.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
* Can walk completely silently, but only while barefooted.&lt;br /&gt;
* Immunity to the OwOnavirus disease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Are easily shoved, pushed and carried around by every other morphotypes due to their small size.&lt;br /&gt;
* They are weaker and struggle to carry and pull things due to their small size. They are unable to carry an Oni.&lt;br /&gt;
* They have slightly less stamina than Humans.&lt;br /&gt;
&lt;br /&gt;
== Harpy ==&lt;br /&gt;
[[File:Harpy.png|64px]]&lt;br /&gt;
&lt;br /&gt;
An avian humanoid species that features colorful feathered wings and tails that can mimic almost any sound.&lt;br /&gt;
&lt;br /&gt;
They are quite sensitive to the air quality, and when exposed to low quality air, they will begin to visibly gasp, and eventually start choking.&amp;lt;br&amp;gt;When this happens, a Harpy should either move away from sources of bad air, stand on top of a scrubber for a few seconds, or take a few breaths from a pure oxygen tank in order to restore their blood-oxygen levels. Only three seconds of being on pure oxygen is enough to completely restore a Harpy&#039;s blood oxygen saturation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They can &amp;quot;Sing&amp;quot; midis by imitating instruments. Right click yourself to select an instrument. While singing, musical notes appear floating around their head.&lt;br /&gt;
* Can imitate around 70% of the game&#039;s sound library through a huge list of voice emotes.&lt;br /&gt;
* Trait: Have the Ultraviolet Vision trait by default. This can be disabled via accessibility options.&lt;br /&gt;
* Tail: They Cannot wear Jumpsuits, and will automatically start with a Jumpskirt instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emote List&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scream, Laugh, Sneeze, Cough, Sigh, Cry, Whistle, Hiss, Meow, Mew, Growl, Purr, Ring, Honk, Pew, Bang, Beep, Rev, Click, Chitter, Squeak, Caw, Chirp, Snarl, Bark, Whine, Howl&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Talons: deal Piercing damage.&lt;br /&gt;
* Somewhat smaller than Humans, although not as small as Felinids.&lt;br /&gt;
* Moves 10% faster than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Extreme low density, HarpDionaies are lighter than even Felinids, and weigh half as much as a Human.&lt;br /&gt;
* A Harpy breathes in air twice as often as Humans, inhaling and exhaling every 3 seconds.&lt;br /&gt;
** Air tanks last half as long and Harpies are more susceptible than usual to low air quality.&lt;br /&gt;
** If a Harpy is exposed to at least 0.2 moles of combined CO2 and/or Miasma, they start struggling to take in oxygen.&lt;br /&gt;
&lt;br /&gt;
== Arachnid ==&lt;br /&gt;
[[File:Arachnid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Not to be confused with insectoids, Arachnids cut a striking figure with their pressure-resistant exoskeletons and extra arms. Possibly related to the space spiders and giant tarantulas found in outer space. Thanks to their similarly robust digestive systems, they are able to consume raw food without the risk of disease. &amp;lt;sup&amp;gt;note: Disease is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Latin (ex. Pluribus Unum)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Slow metabolism.&lt;br /&gt;
* (BUG?: At the moment Arachnid do NOT get poisoned.) Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They have two extra pocket slots formed by webs.&lt;br /&gt;
* Silk: Can weive silk at the expense of hunger and craft various things.&lt;br /&gt;
Silk can be used to create furniture , clothes , walls and even shields. this will help handle more critical situations (ex: craft a winter coat when temperature drops , seal a spaced area using a wall). only Arachids are able to utilize the silk for crafting.&lt;br /&gt;
* Slow metabolism: they have 50% slower reagant metabolism than other species which takes extra time for medicines to work and to satiate thirst and hunger on the other it takes more time to get poisoned by any poisons/toxins. This has no effect on externally applied reagents, so spilling a acid on an Arachnid will kill them just the same as anyone else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Melee: Do Slashing damage instead of Blunt.&lt;br /&gt;
* Take significantly less barotrauma(spacing) damage.&lt;br /&gt;
* Metabolizes stuff in their stomach 50% slower. Meaning that they can go a a longer time without eating anything on a shift.&lt;br /&gt;
* Two extra pocket slots.&lt;br /&gt;
* Do not get poisoned from Mechatoxin (the poison space taranulas have).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* While suffocating, takes 50% more Asphyxiation damage and recovers it only at half speed.&lt;br /&gt;
* Cannot use the outerwear storage slot.&lt;br /&gt;
* They have blue blood, requiring Copper instead of Iron to regenerate. Iron will poison them instead.&lt;br /&gt;
&lt;br /&gt;
== Diona ==&lt;br /&gt;
[[File:Diona.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Tree-like plant people whose bodies react with fertilizer and weed-killing chemicals similar to regular plants.&lt;br /&gt;
Upon death, and gibbing, they split into 3 nymphs that represent an organ each: Brain, Stomach and Lungs. The player will become the Brain Nymph and can reform into a fully fledged Diona after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Qualia[https://en.wikipedia.org/wiki/Qualia] (ex. A Peaceful Sunrise)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat everything a Human can.&lt;br /&gt;
* They get hungry slower, and thirsty faster.&lt;br /&gt;
* Gets affected by chemicals that affects plants: Weed Killer poisons them and Robust Harvest heals them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Plant Chemicals: They are affected by chemicals that affect plants&amp;lt;sup&amp;gt;excluding mutegants&amp;lt;/sup&amp;gt;, this means that they can heal and benefit from fertilizers (ex: robust harvest can heal most of the brute damage), but plant toxins and pesticides will damage them too.&lt;br /&gt;
* Death: Can gib themselves into Nymphs after death, then reform after 10 minutes.&lt;br /&gt;
** This will heal them from all injuries and even manage to revive themselve from unrevivable situations (ex: radiation damage).&lt;br /&gt;
** Reform: It takes 10 minutes to be reformed back to Diona state from the Nymphs state. This leaves the Nymphs valnurable to other dangers (including spacing).&lt;br /&gt;
** Body: Reformed nymphs will have different body from the old Diona which will have different name and traits (such as gender).&lt;br /&gt;
** Memory: Reformed nymphs will keep their&#039;s character basic knowledge (only if it is an antagonist and the job), and looses any previous character&#039;s memories from it&#039;s death (other perhaps than the need to run away and find safety).&lt;br /&gt;
** Nymphs: There are normally 3 pet-like Nymphs. The original player take control of the &amp;quot;Brain&amp;quot; nymph. The only one able to talk. The other two can be taken over by ghosts if given cognizine.&lt;br /&gt;
** A zombified Diona is able to split once dead (or after giving up and returning to body) and the resulting nymphs will be zombified, though unable to reform.&lt;br /&gt;
* Tree form. Being exposed to 80u or more of Rodust Harvest will cause a Diona to grow out of control, turning into an immobile tree (dropping all their equipment). Cutting down the tree will &amp;quot;restone&amp;quot; the Diona to their mobile state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 20% less Slash damage.&lt;br /&gt;
* Take 30% less Blunt damage.&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* While suffocating, takes half the Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They are heavier than other races and can shove/disarm other races easier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 50% more Heat damage.&lt;br /&gt;
* Take 20% more Shock damage.&lt;br /&gt;
* Roots: Cannot wear shoes. They are unable to wear any shoes and protect their feet from debris and shards (wearing a hardsuit can minigate this issue and protect their feet) and are unable to gain any benefit from them (ex: magboots, speedboots).&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* Ignite: If they take big enough Heat damage from any source, they get ignited and catch on fire (the fire damage/size depends on the amount of heat damage being dealt: a laser rifle will not burn as much compared to a vintage laser pistol / X-ray rifle)&lt;br /&gt;
== Vulpkanin ==&lt;br /&gt;
[[File:Vulpkanin.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The Vulpkanin (vulp-ka-nin) are a race of humanoid canine-like beings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
* Trait: Have the Deuteranopia trait by default. This can be disabled via accessibility options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: do Slashing and Blunt damage.&lt;br /&gt;
* Their fur makes them able to withstand [[Maps#Glacier_Station|cold environments]] without the need of a coat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They take 15% more Heat damage.&lt;br /&gt;
&lt;br /&gt;
== Moth People ==&lt;br /&gt;
[[File:Moth.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Moth People, meanwhile, actually &#039;&#039;are&#039;&#039; an insectoid species. This insect people with wings and antennae, come in a variety of colors and patterns. Their wings allow them greater control in zero gravity than other species, and their natural resistance to cold helps greatly in a space environment. The tradeoff, naturally, is that heat is more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common,  (ex. John Doe)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Moths have an exclusive cloth and fruit diet. This includes most clothings items in game. In addition chefs can make moth-specific recepies like cotton pizza and other things.&lt;br /&gt;
* clothings items&lt;br /&gt;
* moth-specific recepies&lt;br /&gt;
* fruit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Wings: Have increased acceleration when moving in zero-g enviroments. Their ability can work when gravity generator fails and even in space/vacumm and helps them get around without a jetpack. The status is 50% higher acceleration than other species.&lt;br /&gt;
* Diet: Moths have an exclusive cloth diet that can also include fruits. Moths cannot eat most things from other species, however they can eat cloth, gloves and other clothing items which are exclusive to them and are in higher abudance, in addition chefs can prepare moth specific food recipes for them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 30% less Cold damage from all sources.&lt;br /&gt;
* Having wings makes it easier to move in zero-gravity environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Heat damage from all sources.&lt;br /&gt;
* Take 33% more (or 3 times more?) Heat/Burn damage when on fire compared to other species.&lt;br /&gt;
* They start taking Heat damage much earlier at 5c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; lower than other races. Intense heat will quickly burn them.&lt;br /&gt;
* They are slightly easier to carry and shove than Humans.&lt;br /&gt;
* They are unable to swallow any pills due to their diet, requiring them to be dissolved in other mediums instead.&lt;br /&gt;
&lt;br /&gt;
== Vox ==&lt;br /&gt;
[[File:Fullvox.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Vox are a strange lot, they&#039;re raptor-like creatures that can only breathe nitrogen, as oxygen is &#039;&#039;&#039;very hazardous&#039;&#039;&#039; to their health to the point where they take ticking poison damage as long as they&#039;re exposed to the air, provided said air has even a trace of oxygen within it. To counter-act this, a Vox must either be in a pure nitrogen-based environment or, more commonly, breathing from a nitrogen tank, one of which is provided to them at the start of each round. Much like Reptilians, their unarmed attacks deal slashing damage instread of blunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common, Mono-name with Repetitive Random Syllables (ex. Hirixashahre, Xapikrikrik)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: Do Slash damage instead of Blunt on unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Breathing: Oxygen is toxic to them, they require to have internals on at all times and sometimes require to put the mask off when need to eat/swallow anything. There are other alternatives way to get reagents in such as a syringe without need to turn off the internals.&lt;br /&gt;
&lt;br /&gt;
== Oni ==&lt;br /&gt;
[[File:Oni.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Large, horned people that come in a variety of colors. Their accuracy with [[Weapons|guns]] is terrible, but their physical strength brings them a lot of boons both in and out of combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 15% less Blunt damage.&lt;br /&gt;
* Take 15% less Slash damage.&lt;br /&gt;
* Take 15% less Piercing damage.&lt;br /&gt;
* Do more damage in melee:&lt;br /&gt;
** 35% more Blunt and Asphyxiation.&lt;br /&gt;
** 20% more Slash and Piercing.&lt;br /&gt;
* Due to their big size, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
* They are harder to shove.&lt;br /&gt;
* Slightly more stamina than Humans.&lt;br /&gt;
* They have an easier time prying open doors, taking around 50% less time than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Their accuracy with guns is terrible.&lt;br /&gt;
* They are harder to carry and pull.&lt;br /&gt;
* They are bigger than Humans, making them easier to hit.&lt;br /&gt;
&lt;br /&gt;
= Species anatomy =&lt;br /&gt;
The following table describes the possible organs that comprise the anatomy of the major Morphotypes: Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Organs&lt;br /&gt;
!Image&lt;br /&gt;
!Organ&lt;br /&gt;
!Morphotypes&lt;br /&gt;
!Purpose&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Animal_Heart.png|50x50px]]&lt;br /&gt;
|Heart&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:OrganHumanBrain.png|50x50px]]&lt;br /&gt;
|Brain&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Brain-pl.png|50px]]&lt;br /&gt;
|Diona Brain&lt;br /&gt;
|Diona&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body. Functionally identical to the other humanoid brains.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lung-L.png|50x50px]]&lt;br /&gt;
|Lungs&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, and Oni&lt;br /&gt;
|Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
|Vox Lungs&lt;br /&gt;
|Vox&lt;br /&gt;
|Determines the rate of breathing. Unhealthy lungs may result in the body getting less N2 than it needs. Generates toxins when O2 is breathed in.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Slime People(?), Humans, Vox, and Oni(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Rodentia(?), Reptilians, Felinids(?), Harpies(?), Arachnids, and Vulpkanin(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Stomach-pl.png|50px]]&lt;br /&gt;
|Diona Stomach&lt;br /&gt;
|Diona&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Due to its plantlike nature, it can digest fertilizers and weedkillers similar to the ways a plant would. Still capable of metabolizing medicine meant for animals.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
|Moth Stomach&lt;br /&gt;
|Moth People&lt;br /&gt;
|Aids in the digestion of cloth and reagents in the body. Finds non-cloth foods repulsive.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kidney-L.png|50x50px]]&lt;br /&gt;
|Kidneys&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Liver.png|50x50px]]&lt;br /&gt;
|Liver&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eye-L.png|50x50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Eye-L-pl.png|50px]] &lt;br /&gt;
|Diona Eyes&lt;br /&gt;
|Diona&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light. Functionally identical to other humanoid eyeballs.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Eyeball-l-a.png|50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Arachnids&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blood&lt;br /&gt;
|&#039;&#039;&#039;Iron based, color red -&#039;&#039;&#039; Humans, Rodentia, Reptilians(?), Felinids, Harpies, Vulpkanin, Vox, Oni&lt;br /&gt;
&#039;&#039;&#039;Anaerobic blood, color blue&#039;&#039;&#039;, (also &amp;quot;Iron based&amp;quot; but not red blood) - Vox&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sap, color yellow,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Diona&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slime, color green,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Slime People&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insect Blood, color grey,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Moth People&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copper based, color blue -&#039;&#039;&#039; Arachnids&lt;br /&gt;
|Not an organ, but a vital part of body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== IPC ==&lt;br /&gt;
[[File:IPC.png|64px]]&lt;br /&gt;
&lt;br /&gt;
IPCs, also known as Integrated Positronic Chassis, are a race of unlawed and sentient humanoid robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* ?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Uncommon Humanoids =&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their original form, or new life may rise.&lt;br /&gt;
These races are usually encountered later in the shift. They remain relatively common, but cannot be selected in character creation.&lt;br /&gt;
&lt;br /&gt;
== Skeleton ==&lt;br /&gt;
[[File:Skeleton.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Somehow still alive, a skeleton is just a sack of stark white bones, giving them a number of very useful resistances and traits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Completely immune to Radiation.&lt;br /&gt;
* Takes 40% less Piercing and 20% less Slashing damage.&lt;br /&gt;
* Takes no damage from temperature or pressure, making them space-proof.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Heals from having milk sprayed on them.&lt;br /&gt;
&amp;lt;!-- * Immune against all diseases. //why is this not a thing?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 10% more Blunt damage.&lt;br /&gt;
* Usual Medical Chems will not heal them.&lt;br /&gt;
* Everything they say is followed by &amp;quot;ACK ACK!&amp;quot;.&lt;br /&gt;
* Very spooky.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== Golems ==&lt;br /&gt;
An artificial construct imitating life, golems are the receptacle for souls of the dead encased in gemstone. They are completely devoted to whoever or whatever is marked as their master, and will carry out any order given by them. Typically they are aligned with the station, but in the wrong hands, they can be devastating.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Steel Golem|Steel Golem]] ===&lt;br /&gt;
[[File:Golem.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The most common Golem, the empty ones are generally found around the [[Maps|station]], &#039;&#039;eagerly&#039;&#039; awaiting a soul stone to be attached to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 30% less Blunt, Slash and Piercing damage.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt and Heat.&lt;br /&gt;
* Immune against poison, genetic, toxin damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more Shock damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Wood Golem|Wood Golem]] ===&lt;br /&gt;
[[File:GolemWood.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The perfect friend to the botanist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 50% less Blunt.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt.&lt;br /&gt;
* Immune against Poison, Genetic, Toxin, Radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Can have plants growing on their head.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more fire damage when on fire.&lt;br /&gt;
* Takes 100% more Slash and Heat damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Silver Golem|Silver Golem]] ===&lt;br /&gt;
[[File:GolemSilver.png|64px]]&lt;br /&gt;
&lt;br /&gt;
A fusion between soul and quantum machine, the epitome of epistemics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Immune against poison, genetic, toxin, radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* They punch twice as hard as Humans while also dealing holy damage. They also attack 50% faster.&lt;br /&gt;
* Move twice as fast as Humans.&lt;br /&gt;
* Possess the [[Psionics#List_of_Psionic_Powers|Psychokinesis]] psionic ability by default.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.--&amp;gt;&amp;lt;!--When it becomes a thing again--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=File:Fullvox.png&amp;diff=3664</id>
		<title>File:Fullvox.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=File:Fullvox.png&amp;diff=3664"/>
		<updated>2024-12-14T21:09:11Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: &lt;/p&gt;
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		<author><name>Mdempg</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Playable_Species&amp;diff=3663</id>
		<title>Playable Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Playable_Species&amp;diff=3663"/>
		<updated>2024-12-14T21:07:57Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: Edits from the discord list (HTML/Crystal #TeamJani)&lt;/p&gt;
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&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you&#039;re expected to try and coexist on this deathtrap.&lt;br /&gt;
Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.&lt;br /&gt;
&lt;br /&gt;
Delta-V features a diverse array of playable species, including Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni. There is also a number of uncommon humanoids. Each species possesses its own unique set of statistics, strengths, and weaknesses, as well as, in some cases, distinct anatomical traits. However, despite these differences, all species share several commonalities:&lt;br /&gt;
&lt;br /&gt;
* All species are able to equip the same tools and items (with a few exceptions).&lt;br /&gt;
* All species can metabolize reagents and experience their effects.&lt;br /&gt;
* All species are subject to the fundamental laws of physics, including temperature, pressure, atmospheric composition, gravity, radiation, electric current, and inertia.&lt;br /&gt;
* All species benefit from limited passive regeneration, allowing them to heal BRUTE and HEAT damage over time, provided their total damage remains below 20.&lt;br /&gt;
* All species are capable of utilizing psionic powers.&lt;br /&gt;
* All species communicate using a common language.&lt;br /&gt;
* All species are to be treated equally by both the crew and the AI onboard.&lt;br /&gt;
&lt;br /&gt;
= Roundstart Humanoids =&lt;br /&gt;
The following species can currently be selected in the character creation menu, meaning you can expect to see most of them during any given round.&lt;br /&gt;
&lt;br /&gt;
Humans are considered the baseline for drawbacks and benefits.&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
[[File:Human.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Baseline, unmodified human beings, functionally similar to the human beings of our world. You&#039;re (hopefully) one in real life. The station is designed for humans, so they should feel comfortable in most situations. However, humans cannot consume raw meat and do not possess any unique abilities or traits (strengths or weaknesses) compared to other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Everything, except: raw meat, live mice and some rotten stuff.&lt;br /&gt;
* Will get posioned by drinking blood or excessive amounts of alcohol, or by eating rotten stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
== Slime ==&lt;br /&gt;
[[File:Slime.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Gelatinous, human-shaped masses of goo, Slime People breathe nitrogen rather than oxygen and exhale nitrous oxide. While they are naturally vulnerable to barotrauma caused by both high and low pressure, their elastic form grants them resistance to blunt damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Cadwellian (ex. Jon Cadwell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 40% less Blunt damage.&lt;br /&gt;
* Take 20% less Poison damage.&lt;br /&gt;
* They are almost immune to cancer as they take 80% less Cellural damage.&amp;lt;sup&amp;gt;note: Cancer is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Immunity to the BleedersBite and Ultragigacancer disease.&lt;br /&gt;
* While suffocating, takes 80% less Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They have slighty faster natural regeneration rate and start regenerating from below 65 total damage (other species need below 20).&lt;br /&gt;
* They can metabolize 3 reagents instead of just 2 like others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 20% more Piercing and Slashing damage.&lt;br /&gt;
* Take 50% more Cold damage from all sources.&lt;br /&gt;
* Very vulnerable to high and low pressure barotrauma (spacing).&lt;br /&gt;
* Get hurt by water when sprayed into them which deals Heat damage.&lt;br /&gt;
* Breaths Nitrogen instead of Oxygen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039;&lt;br /&gt;
* they breath nitrogen instead of oxygen. but more tanks are available for them and they can breath on lower atmospheric pressures without asphyxiating.&lt;br /&gt;
* they have a 6 space inventory slot in their body but anyone can access/steal anything that it is stored in it.&lt;br /&gt;
&lt;br /&gt;
== Rodentia ==&lt;br /&gt;
&lt;br /&gt;
Rodentia are a race of humanoid beings resembling rodents. Resourceful, evasive, sneaky, but fragile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, descriptive (ex. &amp;quot;No-tail Dale&amp;quot; or &amp;quot;Sleeps-much Abigal&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Can Rummage in disposal chutes, which can sometimes dig up food.&lt;br /&gt;
* Can store small items in their cheeks. Having items in their mouth makes their speech unintelligible, and they will drop all items in their mouth if attacked, stunned, or shoved.&lt;br /&gt;
* Can &amp;quot;sneak&amp;quot; underneath tables, but not doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: can do Slashing and Blunt damage.&lt;br /&gt;
* Smaller than humans.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Always trigger mousetraps, regardless of whether or not they are wearing shoes.&lt;br /&gt;
* Get hungry 33% faster.&lt;br /&gt;
&lt;br /&gt;
== Reptilian ==&lt;br /&gt;
[[File:Reptilian.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Reptile-like humanoids with sharp claws, tough scales, and an appetite for raw meat. Their unarmed melee attacks do slash instead of blunt damage due to their claws. Because of their animal organs, onions, coffee and tea are poisonous to them and are unable to consume anything like Grain, Dairy, or anything overly processed, however, they are able to consume both raw meat without the risk of disease and fruits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Verbal (ex. Eats-The-Mouse)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat and drink blood without ill effects.&lt;br /&gt;
* Can only eat Fruits and Meat related foods.&lt;br /&gt;
* No grain or dairy products.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
Tail: can have both hands free while pulling anything, which allow them to do specific stuns in combat or help them in various jobs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: to deal Piercing damage instead of Blunt.&lt;br /&gt;
* Can stand a greater heat temperature than Humans.&lt;br /&gt;
* Uses their tail to pull things allowing them to have both of their hands free while pulling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Has a noticeable lisssp when speaking.&lt;br /&gt;
* Cold sensetivity: they will start freezing and getting slowed down from cold much earlier at 20c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; higher than other species.&lt;br /&gt;
* Suffer 30% more Cold damage from all sources.&lt;br /&gt;
* The diet is highly restricted and they can only eat meat, fruits and their specific combinations.&lt;br /&gt;
&lt;br /&gt;
== Felinid ==&lt;br /&gt;
[[File:Felinid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Small and mischievous cat-eared people. Being small in itself has lots of upsides and downsides. They are naturally good at thieving, and can hide inside duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Can eat mice and rats after picking them up&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Hairball: they have the ability to throw up an hairball to get rid of some of the chemicals from their bloodstream.&lt;br /&gt;
* Can eat mice or rats after picking them up. This has the benefit of regenerating the hairball ability and feeding them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: they do Slashing damage and Piercing damage.&lt;br /&gt;
* They are smaller than Humans, making them harder to hit.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
* Can walk completely silently, but only while barefooted.&lt;br /&gt;
* Immunity to the OwOnavirus disease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Are easily shoved, pushed and carried around by every other morphotypes due to their small size.&lt;br /&gt;
* They are weaker and struggle to carry and pull things due to their small size. They are unable to carry an Oni.&lt;br /&gt;
* They have slightly less stamina than Humans.&lt;br /&gt;
&lt;br /&gt;
== Harpy ==&lt;br /&gt;
[[File:Harpy.png|64px]]&lt;br /&gt;
&lt;br /&gt;
An avian humanoid species that features colorful feathered wings and tails that can mimic almost any sound.&lt;br /&gt;
&lt;br /&gt;
They are quite sensitive to the air quality, and when exposed to low quality air, they will begin to visibly gasp, and eventually start choking.&amp;lt;br&amp;gt;When this happens, a Harpy should either move away from sources of bad air, stand on top of a scrubber for a few seconds, or take a few breaths from a pure oxygen tank in order to restore their blood-oxygen levels. Only three seconds of being on pure oxygen is enough to completely restore a Harpy&#039;s blood oxygen saturation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They can &amp;quot;Sing&amp;quot; midis by imitating instruments. Right click yourself to select an instrument. While singing, musical notes appear floating around their head.&lt;br /&gt;
* Can imitate around 70% of the game&#039;s sound library through a huge list of voice emotes.&lt;br /&gt;
* Trait: Have the Ultraviolet Vision trait by default. This can be disabled via accessibility options.&lt;br /&gt;
* Tail: They Cannot wear Jumpsuits, and will automatically start with a Jumpskirt instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emote List&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Scream, Laugh, Sneeze, Cough, Sigh, Cry, Whistle, Hiss, Meow, Mew, Growl, Purr, Ring, Honk, Pew, Bang, Beep, Rev, Click, Chitter, Squeak, Caw, Chirp, Snarl, Bark, Whine, Howl&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Talons: deal Piercing damage.&lt;br /&gt;
* Somewhat smaller than Humans, although not as small as Felinids.&lt;br /&gt;
* Moves 10% faster than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Extreme low density, HarpDionaies are lighter than even Felinids, and weigh half as much as a Human.&lt;br /&gt;
* A Harpy breathes in air twice as often as Humans, inhaling and exhaling every 3 seconds.&lt;br /&gt;
** Air tanks last half as long and Harpies are more susceptible than usual to low air quality.&lt;br /&gt;
** If a Harpy is exposed to at least 0.2 moles of combined CO2 and/or Miasma, they start struggling to take in oxygen.&lt;br /&gt;
&lt;br /&gt;
== Arachnid ==&lt;br /&gt;
[[File:Arachnid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Not to be confused with insectoids, Arachnids cut a striking figure with their pressure-resistant exoskeletons and extra arms. Possibly related to the space spiders and giant tarantulas found in outer space. Thanks to their similarly robust digestive systems, they are able to consume raw food without the risk of disease. &amp;lt;sup&amp;gt;note: Disease is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Latin (ex. Pluribus Unum)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Slow metabolism.&lt;br /&gt;
* (BUG?: At the moment Arachnid do NOT get poisoned.) Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They have two extra pocket slots formed by webs.&lt;br /&gt;
* Silk: Can weive silk at the expense of hunger and craft various things.&lt;br /&gt;
Silk can be used to create furniture , clothes , walls and even shields. this will help handle more critical situations (ex: craft a winter coat when temperature drops , seal a spaced area using a wall). only Arachids are able to utilize the silk for crafting.&lt;br /&gt;
* Slow metabolism: they have 50% slower reagant metabolism than other species which takes extra time for medicines to work and to satiate thirst and hunger on the other it takes more time to get poisoned by any poisons/toxins. This has no effect on externally applied reagents, so spilling a acid on an Arachnid will kill them just the same as anyone else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Melee: Do Slashing damage instead of Blunt.&lt;br /&gt;
* Take significantly less barotrauma(spacing) damage.&lt;br /&gt;
* Metabolizes stuff in their stomach 50% slower. Meaning that they can go a a longer time without eating anything on a shift.&lt;br /&gt;
* Two extra pocket slots.&lt;br /&gt;
* Do not get poisoned from Mechatoxin (the poison space taranulas have).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* While suffocating, takes 50% more Asphyxiation damage and recovers it only at half speed.&lt;br /&gt;
* Cannot use the outerwear storage slot.&lt;br /&gt;
* They have blue blood, requiring Copper instead of Iron to regenerate. Iron will poison them instead.&lt;br /&gt;
&lt;br /&gt;
== Diona ==&lt;br /&gt;
[[File:Diona.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Tree-like plant people whose bodies react with fertilizer and weed-killing chemicals similar to regular plants.&lt;br /&gt;
Upon death, and gibbing, they split into 3 nymphs that represent an organ each: Brain, Stomach and Lungs. The player will become the Brain Nymph and can reform into a fully fledged Diona after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Qualia[https://en.wikipedia.org/wiki/Qualia] (ex. A Peaceful Sunrise)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat everything a Human can.&lt;br /&gt;
* They get hungry slower, and thirsty faster.&lt;br /&gt;
* Gets affected by chemicals that affects plants: Weed Killer poisons them and Robust Harvest heals them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Plant Chemicals: They are affected by chemicals that affect plants&amp;lt;sup&amp;gt;excluding mutegants&amp;lt;/sup&amp;gt;, this means that they can heal and benefit from fertilizers (ex: robust harvest can heal most of the brute damage), but plant toxins and pesticides will damage them too.&lt;br /&gt;
* Death: Can gib themselves into Nymphs after death, then reform after 10 minutes.&lt;br /&gt;
** This will heal them from all injuries and even manage to revive themselve from unrevivable situations (ex: radiation damage).&lt;br /&gt;
** Reform: It takes 10 minutes to be reformed back to Diona state from the Nymphs state. This leaves the Nymphs valnurable to other dangers (including spacing).&lt;br /&gt;
** Body: Reformed nymphs will have different body from the old Diona which will have different name and traits (such as gender).&lt;br /&gt;
** Memory: Reformed nymphs will keep their&#039;s character basic knowledge (only if it is an antagonist and the job), and looses any previous character&#039;s memories from it&#039;s death (other perhaps than the need to run away and find safety).&lt;br /&gt;
** Nymphs: There are normally 3 pet-like Nymphs. The original player take control of the &amp;quot;Brain&amp;quot; nymph. The only one able to talk. The other two can be taken over by ghosts if given cognizine.&lt;br /&gt;
** A zombified Diona is able to split once dead (or after giving up and returning to body) and the resulting nymphs will be zombified, though unable to reform.&lt;br /&gt;
* Tree form. Being exposed to 80u or more of Rodust Harvest will cause a Diona to grow out of control, turning into an immobile tree (dropping all their equipment). Cutting down the tree will &amp;quot;restone&amp;quot; the Diona to their mobile state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 20% less Slash damage.&lt;br /&gt;
* Take 30% less Blunt damage.&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* While suffocating, takes half the Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They are heavier than other races and can shove/disarm other races easier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 50% more Heat damage.&lt;br /&gt;
* Take 20% more Shock damage.&lt;br /&gt;
* Roots: Cannot wear shoes. They are unable to wear any shoes and protect their feet from debris and shards (wearing a hardsuit can minigate this issue and protect their feet) and are unable to gain any benefit from them (ex: magboots, speedboots).&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* Ignite: If they take big enough Heat damage from any source, they get ignited and catch on fire (the fire damage/size depends on the amount of heat damage being dealt: a laser rifle will not burn as much compared to a vintage laser pistol / X-ray rifle)&lt;br /&gt;
== Vulpkanin ==&lt;br /&gt;
[[File:Vulpkanin.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The Vulpkanin (vulp-ka-nin) are a race of humanoid canine-like beings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
* Trait: Have the Deuteranopia trait by default. This can be disabled via accessibility options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: do Slashing and Blunt damage.&lt;br /&gt;
* Their fur makes them able to withstand [[Maps#Glacier_Station|cold environments]] without the need of a coat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They take 15% more Heat damage.&lt;br /&gt;
&lt;br /&gt;
== Moth People ==&lt;br /&gt;
[[File:Moth.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Moth People, meanwhile, actually &#039;&#039;are&#039;&#039; an insectoid species. This insect people with wings and antennae, come in a variety of colors and patterns. Their wings allow them greater control in zero gravity than other species, and their natural resistance to cold helps greatly in a space environment. The tradeoff, naturally, is that heat is more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common,  (ex. John Doe)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Moths have an exclusive cloth and fruit diet. This includes most clothings items in game. In addition chefs can make moth-specific recepies like cotton pizza and other things.&lt;br /&gt;
* clothings items&lt;br /&gt;
* moth-specific recepies&lt;br /&gt;
* fruit&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Wings: Have increased acceleration when moving in zero-g enviroments. Their ability can work when gravity generator fails and even in space/vacumm and helps them get around without a jetpack. The status is 50% higher acceleration than other species.&lt;br /&gt;
* Diet: Moths have an exclusive cloth diet that can also include fruits. Moths cannot eat most things from other species, however they can eat cloth, gloves and other clothing items which are exclusive to them and are in higher abudance, in addition chefs can prepare moth specific food recipes for them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 30% less Cold damage from all sources.&lt;br /&gt;
* Having wings makes it easier to move in zero-gravity environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Heat damage from all sources.&lt;br /&gt;
* Take 33% more (or 3 times more?) Heat/Burn damage when on fire compared to other species.&lt;br /&gt;
* They start taking Heat damage much earlier at 5c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; lower than other races. Intense heat will quickly burn them.&lt;br /&gt;
* They are slightly easier to carry and shove than Humans.&lt;br /&gt;
* They are unable to swallow any pills due to their diet, requiring them to be dissolved in other mediums instead.&lt;br /&gt;
&lt;br /&gt;
== Vox ==&lt;br /&gt;
[[File:Fullvox.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Vox are a strange lot, they&#039;re raptor-like creatures that can only breathe nitrogen, as oxygen is &#039;&#039;&#039;very hazardous&#039;&#039;&#039; to their health to the point where they take ticking poison damage as long as they&#039;re exposed to the air, provided said air has even a trace of oxygen within it. To counter-act this, a Vox must either be in a pure nitrogen-based environment or, more commonly, breathing from a nitrogen tank, one of which is provided to them at the start of each round. Much like Reptilians, their unarmed attacks deal slashing damage instread of blunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common, Mono-name with Repetitive Random Syllables (ex. Hirixashahre, Xapikrikrik)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: Do Slash damage instead of Blunt on unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Breathing: Oxygen is toxic to them, they require to have internals on at all times and sometimes require to put the mask off when need to eat/swallow anything. There are other alternatives way to get reagents in such as a syringe without need to turn off the internals.&lt;br /&gt;
&lt;br /&gt;
== Oni ==&lt;br /&gt;
[[File:Oni.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Large, horned people that come in a variety of colors. Their accuracy with [[Weapons|guns]] is terrible, but their physical strength brings them a lot of boons both in and out of combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 15% less Blunt damage.&lt;br /&gt;
* Take 15% less Slash damage.&lt;br /&gt;
* Take 15% less Piercing damage.&lt;br /&gt;
* Do more damage in melee:&lt;br /&gt;
** 35% more Blunt and Asphyxiation.&lt;br /&gt;
** 20% more Slash and Piercing.&lt;br /&gt;
* Due to their big size, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
* They are harder to shove.&lt;br /&gt;
* Slightly more stamina than Humans.&lt;br /&gt;
* They have an easier time prying open doors, taking around 50% less time than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Their accuracy with guns is terrible.&lt;br /&gt;
* They are harder to carry and pull.&lt;br /&gt;
* They are bigger than Humans, making them easier to hit.&lt;br /&gt;
&lt;br /&gt;
= Species anatomy =&lt;br /&gt;
The following table describes the possible organs that comprise the anatomy of the major Morphotypes: Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Organs&lt;br /&gt;
!Image&lt;br /&gt;
!Organ&lt;br /&gt;
!Morphotypes&lt;br /&gt;
!Purpose&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Heart-off.png|50x50px]]&lt;br /&gt;
|Heart&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:OrganHumanBrain.png|50x50px]]&lt;br /&gt;
|Brain&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Brain-pl.png|50px]]&lt;br /&gt;
|Diona Brain&lt;br /&gt;
|Diona&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body. Functionally identical to the other humanoid brains.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lung-L.png|50x50px]]&lt;br /&gt;
|Lungs&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, and Oni&lt;br /&gt;
|Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
|Vox Lungs&lt;br /&gt;
|Vox&lt;br /&gt;
|Determines the rate of breathing. Unhealthy lungs may result in the body getting less N2 than it needs. Generates toxins when O2 is breathed in.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Slime People(?), Humans, Vox, and Oni(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Rodentia(?), Reptilians, Felinids(?), Harpies(?), Arachnids, and Vulpkanin(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Stomach-pl.png|50px]]&lt;br /&gt;
|Diona Stomach&lt;br /&gt;
|Diona&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Due to its plantlike nature, it can digest fertilizers and weedkillers similar to the ways a plant would. Still capable of metabolizing medicine meant for animals.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
|Moth Stomach&lt;br /&gt;
|Moth People&lt;br /&gt;
|Aids in the digestion of cloth and reagents in the body. Finds non-cloth foods repulsive.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kidney-L.png|50x50px]]&lt;br /&gt;
|Kidneys&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Liver.png|50x50px]]&lt;br /&gt;
|Liver&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eye-L.png|50x50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Eye-L-pl.png|50px]] &lt;br /&gt;
|Diona Eyes&lt;br /&gt;
|Diona&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light. Functionally identical to other humanoid eyeballs.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Eyeball-l-a.png|50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Arachnids&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blood&lt;br /&gt;
|&#039;&#039;&#039;Iron based, color red -&#039;&#039;&#039; Humans, Rodentia, Reptilians(?), Felinids, Harpies, Vulpkanin, Vox, Oni&lt;br /&gt;
&#039;&#039;&#039;Anaerobic blood, color blue&#039;&#039;&#039;, (also &amp;quot;Iron based&amp;quot; but not red blood) - Vox&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sap, color yellow,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Diona&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slime, color green,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Slime People&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insect Blood, color grey,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Moth People&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copper based, color blue -&#039;&#039;&#039; Arachnids&lt;br /&gt;
|Not an organ, but a vital part of body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== IPC ==&lt;br /&gt;
[[File:IPC.png|64px]]&lt;br /&gt;
&lt;br /&gt;
IPCs, also known as Integrated Positronic Chassis, are a race of unlawed and sentient humanoid robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* ?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Uncommon Humanoids =&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their original form, or new life may rise.&lt;br /&gt;
These races are usually encountered later in the shift. They remain relatively common, but cannot be selected in character creation.&lt;br /&gt;
&lt;br /&gt;
== Skeleton ==&lt;br /&gt;
[[File:Skeleton.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Somehow still alive, a skeleton is just a sack of stark white bones, giving them a number of very useful resistances and traits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Completely immune to Radiation.&lt;br /&gt;
* Takes 40% less Piercing and 20% less Slashing damage.&lt;br /&gt;
* Takes no damage from temperature or pressure, making them space-proof.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Heals from having milk sprayed on them.&lt;br /&gt;
&amp;lt;!-- * Immune against all diseases. //why is this not a thing?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 10% more Blunt damage.&lt;br /&gt;
* Usual Medical Chems will not heal them.&lt;br /&gt;
* Everything they say is followed by &amp;quot;ACK ACK!&amp;quot;.&lt;br /&gt;
* Very spooky.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== Golems ==&lt;br /&gt;
An artificial construct imitating life, golems are the receptacle for souls of the dead encased in gemstone. They are completely devoted to whoever or whatever is marked as their master, and will carry out any order given by them. Typically they are aligned with the station, but in the wrong hands, they can be devastating.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Steel Golem|Steel Golem]] ===&lt;br /&gt;
[[File:Golem.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The most common Golem, the empty ones are generally found around the [[Maps|station]], &#039;&#039;eagerly&#039;&#039; awaiting a soul stone to be attached to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 30% less Blunt, Slash and Piercing damage.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt and Heat.&lt;br /&gt;
* Immune against poison, genetic, toxin damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more Shock damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Wood Golem|Wood Golem]] ===&lt;br /&gt;
[[File:GolemWood.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The perfect friend to the botanist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 50% less Blunt.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt.&lt;br /&gt;
* Immune against Poison, Genetic, Toxin, Radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Can have plants growing on their head.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more fire damage when on fire.&lt;br /&gt;
* Takes 100% more Slash and Heat damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Silver Golem|Silver Golem]] ===&lt;br /&gt;
[[File:GolemSilver.png|64px]]&lt;br /&gt;
&lt;br /&gt;
A fusion between soul and quantum machine, the epitome of epistemics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Immune against poison, genetic, toxin, radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* They punch twice as hard as Humans while also dealing holy damage. They also attack 50% faster.&lt;br /&gt;
* Move twice as fast as Humans.&lt;br /&gt;
* Possess the [[Psionics#List_of_Psionic_Powers|Psychokinesis]] psionic ability by default.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.--&amp;gt;&amp;lt;!--When it becomes a thing again--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Playable_Species&amp;diff=3662</id>
		<title>Playable Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Playable_Species&amp;diff=3662"/>
		<updated>2024-12-14T05:19:13Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you&#039;re expected to try and coexist on this deathtrap.&lt;br /&gt;
Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.&lt;br /&gt;
&lt;br /&gt;
Delta-V features a diverse array of playable species, including Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni. There is also a number of uncommon humanoids. Each species possesses its own unique set of statistics, strengths, and weaknesses, as well as, in some cases, distinct anatomical traits. However, despite these differences, all species share several commonalities:&lt;br /&gt;
&lt;br /&gt;
* All species are able to equip the same tools and items.&lt;br /&gt;
* All species can metabolize reagents and experience their effects.&lt;br /&gt;
* All species are subject to the fundamental laws of physics, including temperature, pressure, atmospheric composition, gravity, radiation, electric current, and inertia.&lt;br /&gt;
* All species benefit from limited passive regeneration, allowing them to heal BRUTE and HEAT damage over time, provided their total damage remains below 20.&lt;br /&gt;
* All species are capable of utilizing psionic powers.&lt;br /&gt;
* All species communicate using a common language.&lt;br /&gt;
* All species are to be treated equally by both the crew and the AI onboard.&lt;br /&gt;
&lt;br /&gt;
= Roundstart Humanoids =&lt;br /&gt;
The following species can currently be selected in the character creation menu, meaning you can expect to see most of them during any given round.&lt;br /&gt;
&lt;br /&gt;
Humans are considered the baseline for drawbacks and benefits.&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
[[File:Human.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Baseline, unmodified human beings, functionally similar to the human beings of our world. You&#039;re (hopefully) one in real life. The station is designed for humans, so they should feel comfortable in most situations. However, humans cannot consume raw meat and do not possess any unique abilities or traits (strengths or weaknesses) compared to other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Everything, except: raw meat, live mice and some rotten stuff.&lt;br /&gt;
* Will get posioned by drinking blood and alcohol, and by eating rotten stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
== Slime ==&lt;br /&gt;
[[File:Slime.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Gelatinous, human-shaped masses of goo, Slime People breathe nitrogen rather than oxygen and exhale nitrous oxide. While they are naturally vulnerable to barotrauma caused by both high and low pressure, their elastic form grants them resistance to blunt damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Cadwellian (ex. Jon Cadwell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, simmilar to Humans&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 40% less Blunt damage.&lt;br /&gt;
* Take 20% less Poison damage.&lt;br /&gt;
* They are almost immune to cancer as they take 80% less Cellural damage.&amp;lt;sup&amp;gt;note: Cancer is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Immunity to the BleedersBite and Ultragigacancer disease.&lt;br /&gt;
* While suffocating, takes 80% less Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They have slighty faster natural regeneration rate and start regenerating from below 65 total damage (other species need below 20)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 20% more Piercing and Slashing damage.&lt;br /&gt;
* Take 50% more Cold damage from all sources.&lt;br /&gt;
* Very vulnerable to high and low pressure barotrauma (spacing).&lt;br /&gt;
* Get hurt by water when sprayed into them which deals Heat damage.&lt;br /&gt;
* Breaths Nitrogen instead of Oxygen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039;&lt;br /&gt;
* they breath nitrogen instead of oxygen. but more tanks are available for them and they can breath on lower atmospheric pressures without asphyxiating.&lt;br /&gt;
* they have a 6 space inventory slot in their body but anyone can access/steal anything that it is stored in it.&lt;br /&gt;
&lt;br /&gt;
== Rodentia ==&lt;br /&gt;
&lt;br /&gt;
Rodentia are a race of humanoid beings resembling rodents. Resourceful, evasive, sneaky, but fragile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Can Rummage in disposal chutes, which can sometimes dig up food.&lt;br /&gt;
* Can store small items in their cheeks. Having items in their mouth makes their speech unintelligible, and they will drop all items in their mouth if attacked, stunned, or shoved.&lt;br /&gt;
* Can &amp;quot;sneak&amp;quot; underneath tables, but not doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: can do Slashing and Blunt damage.&lt;br /&gt;
* Smaller than humans.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Always trigger mousetraps, regardless of whether or not they are wearing shoes.&lt;br /&gt;
* Get hungry 33% faster.&lt;br /&gt;
&lt;br /&gt;
== Reptilian ==&lt;br /&gt;
[[File:Reptilian.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Reptile-like humanoids with sharp claws, tough scales, and an appetite for raw meat. Their unarmed melee attacks do slash instead of blunt damage due to their claws. For whatever reason, onions, coffee and tea are poisonous to them and are unable to consume anything like Grain, Dairy, or anything overly processed, however, they are able to consume both raw meat without the risk of disease and fruits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Verbal (ex. Eats-The-Mouse)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat and drink blood without ill effects.&lt;br /&gt;
* Can only eat Fruits and Meat related foods.&lt;br /&gt;
* No grain or dairy products.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
Tail: can have both hands free while pulling anything, which allow them to do specific stuns in combat or help them in various jobs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: to deal Piercing damage instead of Blunt.&lt;br /&gt;
* Can stand a greater heat temperature than Humans.&lt;br /&gt;
* Uses their tail to pull things allowing them to have both of their hands free while pulling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Has a noticeable lisssp when speaking.&lt;br /&gt;
* Cold sensetivity: they will start freezing and getting slowed down from cold much earlier at 20c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; higher than other species.&lt;br /&gt;
* Suffer 30% more Cold damage from all sources.&lt;br /&gt;
* The diet is highly restricted and they can only eat meat, fruits and their specific combinations.&lt;br /&gt;
&lt;br /&gt;
== Felinid ==&lt;br /&gt;
[[File:Felinid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Small and mischievous cat-eared people. Being small in itself has lots of upsides and downsides. They are naturally good at thieving, and can hide inside duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Can eat mice and rats after picking them up&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Hairball: they have the ability to throw up an hairball to get rid of some of the chemicals from their bloodstream.&lt;br /&gt;
* Can eat mice or rats after picking them up. This has the benefit of regenerating the hairball ability and feeding them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: they do Slashing damage and Piercing damage.&lt;br /&gt;
* They are smaller than Humans, making them harder to hit.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
* Can walk completely silently, but only while barefooted.&lt;br /&gt;
* Immunity to the OwOnavirus disease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Are easily shoved, pushed and carried around by every other morphotypes due to their small size.&lt;br /&gt;
* They are weaker and struggle to carry and pull things due to their small size. They are unable to carry an Oni.&lt;br /&gt;
* They have slightly less stamina than Humans.&lt;br /&gt;
&lt;br /&gt;
== Harpy ==&lt;br /&gt;
[[File:Harpy.png|64px]]&lt;br /&gt;
&lt;br /&gt;
An avian humanoid species that features colorful feathered wings and tails that can mimic almost any sound.&lt;br /&gt;
&lt;br /&gt;
They are quite sensitive to the air quality, and when exposed to low quality air, they will begin to visibly gasp, and eventually start choking.&amp;lt;br&amp;gt;When this happens, a Harpy should either move away from sources of bad air, stand on top of a scrubber for a few seconds, or take a few breaths from a pure oxygen tank in order to restore their blood-oxygen levels. Only three seconds of being on pure oxygen is enough to completely restore a Harpy&#039;s blood oxygen saturation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They can &amp;quot;Sing&amp;quot; midis by imitating instruments. Right click yourself to select an instrument.&lt;br /&gt;
* Can imitate around 70% of the game&#039;s sound library through a huge list of voice emotes.&lt;br /&gt;
* While singing, musical notes appear floating around their head.&lt;br /&gt;
* Trait: Have the Ultraviolet Vision trait by default. This can be disabled via accessibility options.&lt;br /&gt;
* Tail: They Cannot wear Jumpsuits, and will automatically start with a Jumpskirt instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emote List&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Scream, Laugh, Sneeze, Cough, Sigh, Cry, Whistle, Hiss, Meow, Mew, Growl, Purr, Ring, Honk, Pew, Bang, Beep, Rev, Click, Chitter, Squeak, Caw, Chirp, Snarl, Bark, Whine, Howl&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Talons: deal Piercing damage.&lt;br /&gt;
* Somewhat smaller than Humans, although not as small as Felinids.&lt;br /&gt;
* Moves 10% faster than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Extreme low density, HarpDionaies are lighter than even Felinids, and weigh half as much as a Human.&lt;br /&gt;
* A Harpy breathes in air twice as often as Humans, inhaling and exhaling every 3 seconds.&lt;br /&gt;
** Air tanks last half as long and Harpies are more susceptible than usual to low air quality.&lt;br /&gt;
** If a Harpy is exposed to at least 0.2 moles of combined CO2 and/or Miasma, they start struggling to take in oxygen.&lt;br /&gt;
&lt;br /&gt;
== Arachnid ==&lt;br /&gt;
[[File:Arachnid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Not to be confused with insectoids, Arachnids cut a striking figure with their pressure-resistant exoskeletons and extra arms. Possibly related to the space spiders and giant tarantulas found in outer space. Thanks to their similarly robust digestive systems, they are able to consume raw food without the risk of disease. &amp;lt;sup&amp;gt;note: Disease is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Latin (ex. Pluribus Unum)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Slow metabolism.&lt;br /&gt;
* (BUG?: At the moment Arachnid do NOT get poisoned.) Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They have two extra pocket slots formed by webs.&lt;br /&gt;
* Silk: Can weive silk at the expense of hunger and craft various things.&lt;br /&gt;
Silk can be used to create furniture , clothes , walls and even shields. this will help handle more critical situations (ex: craft a winter coat when temperature drops , seal a spaced area using a wall). only Arachids are able to utilize the silk for crafting.&lt;br /&gt;
* Slow metabolism: they have 50% slower reagant metabolism than other species which takes extra time for medicines to work and to satiate thirst and hunger on the other it takes more time to get poisoned by any poisons/toxins. This has no effect on externally applied reagents, so spilling a acid on an Arachnid will kill them just the same as anyone else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Melee: Do Slashing damage instead of Blunt.&lt;br /&gt;
* Take significantly less barotrauma(spacing) damage.&lt;br /&gt;
* Metabolizes stuff in their stomach 50% faster.&lt;br /&gt;
* Two extra pocket slots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* While suffocating, takes 50% more Asphyxiation damage and recovers it only at half speed.&lt;br /&gt;
* Cannot use the outerwear storage slot.&lt;br /&gt;
* They uses 50% more oxygen to breath.&lt;br /&gt;
* They have blue blood, requiring Copper instead of Iron to regenerate. Iron will poison them instead.&lt;br /&gt;
&lt;br /&gt;
== Diona ==&lt;br /&gt;
[[File:Diona.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Tree-like plant people whose bodies react with fertilizer and weed-killing chemicals similar to regular plants.&lt;br /&gt;
Upon death, and gibbing, they split into 3 nymphs that represent an organ each: Brain, Stomach and Lungs. The player will become the Brain Nymph and can reform into a fully fledged Diona after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Qualia[https://en.wikipedia.org/wiki/Qualia] (ex. A Peaceful Sunrise)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat everything a Human can.&lt;br /&gt;
* They get hungry slower, and thirsty faster.&lt;br /&gt;
* Gets affected by chemicals that affects plants: Weed Killer poisons them and Robust Harvest heals them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Plant Chemicals: They are affected by chemicals that affect plants&amp;lt;sup&amp;gt;excluding mutegants&amp;lt;/sup&amp;gt;, this means that they can heal and benefit from fertilizers (ex: robust harvest can heal most of the brute damage), but plant toxins and pesticides will damage them too.&lt;br /&gt;
* Death: Can gib themselves into Nymphs after death, then reform after 10 minutes.&lt;br /&gt;
** This will heal them from all injuries and even manage to revive themselve from unrevivable situations (ex: radiation damage).&lt;br /&gt;
** Reform: It takes 10 minutes to be reformed back to Diona state from the Nymphs state. This leaves the Nymphs valnurable to other dangers (including spacing).&lt;br /&gt;
** Body: Reformed nymphs will have different body from the old Diona which will have different name and traits (such as gender).&lt;br /&gt;
** Memory: Reformed nymphs will keep their&#039;s character basic knowledge (only if it is an antagonist and the job), and looses any previous character&#039;s memories from it&#039;s death (other perhaps than the need to run away and find safety).&lt;br /&gt;
** Nymphs: There are normally 3 pet-like Nymphs. The original player take control of the &amp;quot;Brain&amp;quot; nymph. The only one able to talk. The other two can be taken over by ghosts if given cognizine.&lt;br /&gt;
** A zombified Diona is able to split once dead (or after giving up and returning to body) and the resulting nymphs will be zombified, though unable to reform.&lt;br /&gt;
* Tree form. Being exposed too much Rodust Harvest will cause a Diona to grow out of control, turning into an immobile tree (dropping all their equipment). Cutting down the tree will &amp;quot;restone&amp;quot; the Diona to their mobile state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 20% less Slash damage.&lt;br /&gt;
* Take 30% less Blunt damage.&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* While suffocating, takes half the Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They are heavier than other races and can shove/disarm other races easier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 50% more Heat damage.&lt;br /&gt;
* Take 20% more Shock damage.&lt;br /&gt;
* Roots: Cannot wear shoes. They are unable to wear any shoes and protect their feet from debris and shards (wearing a hardsuit can minigate this issue and protect their feet) and are unable to gain any benefit from them (ex: magboots, speedboots).&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* Ignite: If they take big enough Heat damage from any source, they get ignited and catch on fire (the fire damage/size depends on the amount of heat damage being dealt: a laser rifle will not burn as much compared to a vintage laser pistol / X-ray rifle)&lt;br /&gt;
== Vulpkanin ==&lt;br /&gt;
[[File:Vulpkanin.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The Vulpkanin (vulp-ka-nin) are a race of humanoid canine-like beings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
* Trait: Have the Deuteranopia trait by default. This can be disabled via accessibility options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: do Slashing and Blunt damage.&lt;br /&gt;
* Their fur makes them able to withstand [[Maps#Glacier_Station|cold environments]] without the need of a coat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They take 15% more Heat damage.&lt;br /&gt;
&lt;br /&gt;
== Moth People ==&lt;br /&gt;
[[File:Moth.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Moth People, meanwhile, actually &#039;&#039;are&#039;&#039; an insectoid species. This insect people with wings and antennae, come in a variety of colors and patterns. Their wings allow them greater control in zero gravity than other species, and their natural resistance to cold helps greatly in a space environment. The tradeoff, naturally, is that heat is more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common,  (ex. John Doe)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can only eat Cloth and Fruits related foods.&lt;br /&gt;
* Can eat Paper.&lt;br /&gt;
* Can specially eat Mothic recipes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Wings: Have increased acceleration when moving in zero-g enviroments. Their ability can work when gravity generator fails and even in space/vacumm and helps them get around without a jetpack. The status is 50% higher acceleration than other species.&lt;br /&gt;
* Diet: Moths have an exclusive cloth diet that can also include fruits. Moths cannot eat most things from other species, however they can eat cloth, gloves and other clothing items which are exclusive to them and are in higher abudance, in addition chefs can prepare moth specific food recipes for them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 30% less Cold damage from all sources.&lt;br /&gt;
* Having wings makes it easier to move in zero-gravity environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Heat damage from all sources.&lt;br /&gt;
* Take 33% more (or 3 times more?) Heat/Burn damage when on fire compared to other species.&lt;br /&gt;
* They start taking Heat damage much earlier at 5c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; lower than other races. Intense heat will quickly burn them.&lt;br /&gt;
* They are slightly easier to carry and shove than Humans.&lt;br /&gt;
* They are unable to swallow any pills due to their diet, requiring them to be dissolved in other mediums instead.&lt;br /&gt;
&lt;br /&gt;
== Vox ==&lt;br /&gt;
[[File:Fullvox.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Vox are a strange lot, they&#039;re raptor-like creatures that can only breathe nitrogen, as oxygen is &#039;&#039;&#039;very hazardous&#039;&#039;&#039; to their health to the point where they take ticking poison damage as long as they&#039;re exposed to the air, provided said air has even a trace of oxygen within it. To counter-act this, a Vox must either be in a pure nitrogen-based environment or, more commonly, breathing from a nitrogen tank, one of which is provided to them at the start of each round. Much like Reptilians, their unarmed attacks deal slashing damage instread of blunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common, Mono-name with Repetitive Random Syllables (ex. Hirixashahre, Xapikrikrik)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: Do Slash damage instead of Blunt on unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Breathing: Oxygen is toxic to them, they require to have internals on at all times and sometimes require to put the mask off when need to eat/swallow anything. There are other alternatives way to get reagents in such as a syringe without need to turn off the internals.&lt;br /&gt;
&lt;br /&gt;
== Oni ==&lt;br /&gt;
[[File:Oni.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Large, horned people that come in a variety of colors. Their accuracy with [[Weapons|guns]] is terrible, but their physical strength brings them a lot of boons both in and out of combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 15% less Blunt damage.&lt;br /&gt;
* Take 15% less Slash damage.&lt;br /&gt;
* Take 15% less Piercing damage.&lt;br /&gt;
* Do more damage in melee:&lt;br /&gt;
** 35% more Blunt and Asphyxiation.&lt;br /&gt;
** 20% more Slash and Piercing.&lt;br /&gt;
* Due to their big size, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
* They are harder to shove.&lt;br /&gt;
* Slightly more stamina than Humans.&lt;br /&gt;
* They have an easier time prying open doors, taking around 50% less time than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Their accuracy with guns is terrible.&lt;br /&gt;
* They are harder to carry and pull.&lt;br /&gt;
* They are bigger than Humans, making them easier to hit.&lt;br /&gt;
&lt;br /&gt;
= Species anatomy =&lt;br /&gt;
The following table describes the possible organs that comprise the anatomy of the major Morphotypes: Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Organs&lt;br /&gt;
!Image&lt;br /&gt;
!Organ&lt;br /&gt;
!Morphotypes&lt;br /&gt;
!Purpose&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Heart-off.png|50x50px]]&lt;br /&gt;
|Heart&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:OrganHumanBrain.png|50x50px]]&lt;br /&gt;
|Brain&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Brain-pl.png|50px]]&lt;br /&gt;
|Diona Brain&lt;br /&gt;
|Diona&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body. Functionally identical to the other humanoid brains.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lung-L.png|50x50px]]&lt;br /&gt;
|Lungs&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, and Oni&lt;br /&gt;
|Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
|Vox Lungs&lt;br /&gt;
|Vox&lt;br /&gt;
|Determines the rate of breathing. Unhealthy lungs may result in the body getting less N2 than it needs. Generates toxins when O2 is breathed in.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Slime People(?), Humans, Vox, and Oni(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Rodentia(?), Reptilians, Felinids(?), Harpies(?), Arachnids, and Vulpkanin(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Stomach-pl.png|50px]]&lt;br /&gt;
|Diona Stomach&lt;br /&gt;
|Diona&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Due to its plantlike nature, it can digest fertilizers and weedkillers similar to the ways a plant would. Still capable of metabolizing medicine meant for animals.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
|Moth Stomach&lt;br /&gt;
|Moth People&lt;br /&gt;
|Aids in the digestion of cloth and reagents in the body. Finds non-cloth foods repulsive.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kidney-L.png|50x50px]]&lt;br /&gt;
|Kidneys&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Liver.png|50x50px]]&lt;br /&gt;
|Liver&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eye-L.png|50x50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Eye-L-pl.png|50px]] &lt;br /&gt;
|Diona Eyes&lt;br /&gt;
|Diona&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light. Functionally identical to other humanoid eyeballs.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Eyeball-l-a.png|50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Arachnids&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blood&lt;br /&gt;
|&#039;&#039;&#039;Iron based, color red -&#039;&#039;&#039; Humans, Rodentia, Reptilians(?), Felinids, Harpies, Vulpkanin, Vox, Oni&lt;br /&gt;
&#039;&#039;&#039;Anaerobic blood, color blue&#039;&#039;&#039;, (also &amp;quot;Iron based&amp;quot; but not red blood) - Vox&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sap, color yellow,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Diona&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slime, color green,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Slime People&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insect Blood, color grey,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Moth People&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copper based, color blue -&#039;&#039;&#039; Arachnids&lt;br /&gt;
|Not an organ, but a vital part of body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== IPC ==&lt;br /&gt;
[[File:IPC.png|64px]]&lt;br /&gt;
&lt;br /&gt;
IPCs, also known as Integrated Positronic Chassis, are a race of unlawed and sentient humanoid robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* ?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Uncommon Humanoids =&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their original form, or new life may rise.&lt;br /&gt;
These races are usually encountered later in the shift. They remain relatively common, but cannot be selected in character creation.&lt;br /&gt;
&lt;br /&gt;
== Skeleton ==&lt;br /&gt;
[[File:Skeleton.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Somehow still alive, a skeleton is just a sack of stark white bones, giving them a number of very useful resistances and traits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Completely immune to Radiation.&lt;br /&gt;
* Takes 40% less Piercing and 20% less Slashing damage.&lt;br /&gt;
* Takes no damage from temperature or pressure, making them space-proof.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Heals from having milk sprayed on them.&lt;br /&gt;
&amp;lt;!-- * Immune against all diseases. //why is this not a thing?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 10% more Blunt damage.&lt;br /&gt;
* Everything they say is followed by &amp;quot;ACK ACK!&amp;quot;.&lt;br /&gt;
* Very spooky.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== Golems ==&lt;br /&gt;
An artificial construct imitating life, golems are the receptacle for souls of the dead encased in gemstone. They are completely devoted to whoever or whatever is marked as their master, and will carry out any order given by them. Typically they are aligned with the station, but in the wrong hands, they can be devastating.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Steel Golem|Steel Golem]] ===&lt;br /&gt;
[[File:Golem.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The most common Golem, the empty ones are generally found around the [[Maps|station]], &#039;&#039;eagerly&#039;&#039; awaiting a soul stone to be attached to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 30% less Blunt, Slash and Piercing damage.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt and Heat.&lt;br /&gt;
* Immune against poison, genetic, toxin damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more Shock damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Wood Golem|Wood Golem]] ===&lt;br /&gt;
[[File:GolemWood.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The perfect friend to the botanist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 50% less Blunt.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt.&lt;br /&gt;
* Immune against Poison, Genetic, Toxin, Radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Can have plants growing on their head.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more fire damage when on fire.&lt;br /&gt;
* Takes 100% more Slash and Heat damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Silver Golem|Silver Golem]] ===&lt;br /&gt;
[[File:GolemSilver.png|64px]]&lt;br /&gt;
&lt;br /&gt;
A fusion between soul and quantum machine, the epitome of epistemics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Immune against poison, genetic, toxin, radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* They punch twice as hard as Humans while also dealing holy damage. They also attack 50% faster.&lt;br /&gt;
* Move twice as fast as Humans.&lt;br /&gt;
* Possess the [[Psionics#List_of_Psionic_Powers|Psychokinesis]] psionic ability by default.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.--&amp;gt;&amp;lt;!--When it becomes a thing again--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Playable_Species&amp;diff=3661</id>
		<title>Playable Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Playable_Species&amp;diff=3661"/>
		<updated>2024-12-14T05:18:51Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you&#039;re expected to try and coexist on this deathtrap.&lt;br /&gt;
Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.&lt;br /&gt;
&lt;br /&gt;
Delta-V features a diverse array of playable species, including Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni. There is also a number of uncommon humanoids. Each species possesses its own unique set of statistics, strengths, and weaknesses, as well as, in some cases, distinct anatomical traits. However, despite these differences, all species share several commonalities:&lt;br /&gt;
&lt;br /&gt;
* All species are able to equip the same tools and items.&lt;br /&gt;
* All species can metabolize reagents and experience their effects.&lt;br /&gt;
* All species are subject to the fundamental laws of physics, including temperature, pressure, atmospheric composition, gravity, radiation, electric current, and inertia.&lt;br /&gt;
* All species benefit from limited passive regeneration, allowing them to heal BRUTE and HEAT damage over time, provided their total damage remains below 20.&lt;br /&gt;
* All species are capable of utilizing psionic powers.&lt;br /&gt;
* All species communicate using a common language.&lt;br /&gt;
* All species are to be treated equally by both the crew and the AI onboard.&lt;br /&gt;
&lt;br /&gt;
= Roundstart Humanoids =&lt;br /&gt;
The following species can currently be selected in the character creation menu, meaning you can expect to see most of them during any given round.&lt;br /&gt;
&lt;br /&gt;
Humans are considered the baseline for drawbacks and benefits.&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
[[File:Human.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Baseline, unmodified human beings, functionally similar to the human beings of our world. You&#039;re (hopefully) one in real life. The station is designed for humans, so they should feel comfortable in most situations. However, humans cannot consume raw meat and do not possess any unique abilities or traits (strengths or weaknesses) compared to other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Everything, except: raw meat, live mice and some rotten stuff.&lt;br /&gt;
* Will get posioned by drinking blood and alcohol, and by eating rotten stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
== Slime ==&lt;br /&gt;
[[File:Slime.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Gelatinous, human-shaped masses of goo, Slime People breathe nitrogen rather than oxygen and exhale nitrous oxide. While they are naturally vulnerable to barotrauma caused by both high and low pressure, their elastic form grants them resistance to blunt damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Cadwellian (ex. Jon Cadwell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, simmilar to Humans&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 40% less Blunt damage.&lt;br /&gt;
* Take 20% less Poison damage.&lt;br /&gt;
* They are almost immune to cancer as they take 80% less Cellural damage.&amp;lt;sup&amp;gt;note: Cancer is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Immunity to the BleedersBite and Ultragigacancer disease.&lt;br /&gt;
* While suffocating, takes 80% less Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They have slighty faster natural regeneration rate and start regenerating from below 65 total damage (other species need below 20)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 20% more Piercing and Slashing damage.&lt;br /&gt;
* Take 50% more Cold damage from all sources.&lt;br /&gt;
* Very vulnerable to high and low pressure barotrauma (spacing).&lt;br /&gt;
* Get hurt by water when sprayed into them which deals Heat damage.&lt;br /&gt;
* Breaths Nitrogen instead of Oxygen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039;&lt;br /&gt;
* they breath nitrogen instead of oxygen. but more tanks are available for them and they can breath on lower atmospheric pressures without asphyxiating.&lt;br /&gt;
* they have a 6 space inventory slot in their body but anyone can access/steal anything that it is stored in it.&lt;br /&gt;
&lt;br /&gt;
== Rodentia ==&lt;br /&gt;
&lt;br /&gt;
Rodentia are a race of humanoid beings resembling rodents. Resourceful, evasive, sneaky, but fragile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Can Rummage in disposal chutes, which can sometimes dig up food.&lt;br /&gt;
* Can store small items in their cheeks. Having items in their mouth makes their speech unintelligible, and they will drop all items in their mouth if attacked, stunned, or shoved.&lt;br /&gt;
* Can &amp;quot;sneak&amp;quot; underneath tables, but not doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: can do Slashing and Blunt damage.&lt;br /&gt;
* Smaller than humans.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Always trigger mousetraps, regardless of whether or not they are wearing shoes.&lt;br /&gt;
* Get hungry 33% faster.&lt;br /&gt;
&lt;br /&gt;
== Reptilian ==&lt;br /&gt;
[[File:Reptilian.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Reptile-like humanoids with sharp claws, tough scales, and an appetite for raw meat. Their unarmed melee attacks do slash instead of blunt damage due to their claws. For whatever reason, onions, coffee and tea are poisonous to them and are unable to consume anything like Grain, Dairy, or anything overly processed, however, they are able to consume both raw meat without the risk of disease and fruits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Verbal (ex. Eats-The-Mouse)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat and drink blood without ill effects.&lt;br /&gt;
* Can only eat Fruits and Meat related foods.&lt;br /&gt;
* No grain or dairy products.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
Tail: can have both hands free while pulling anything, which allow them to do specific stuns in combat or help them in various jobs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: to deal Piercing damage instead of Blunt.&lt;br /&gt;
* Can stand a greater heat temperature than Humans.&lt;br /&gt;
* Uses their tail to pull things allowing them to have both of their hands free while pulling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Has a noticeable lisssp when speaking.&lt;br /&gt;
* Cold sensetivity: they will start freezing and getting slowed down from cold much earlier at 20c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; higher than other species.&lt;br /&gt;
* Suffer 30% more Cold damage from all sources.&lt;br /&gt;
* The diet is highly restricted and they can only eat meat, fruits and their specific combinations.&lt;br /&gt;
&lt;br /&gt;
== Felinid ==&lt;br /&gt;
[[File:Felinid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Small and mischievous cat-eared people. Being small in itself has lots of upsides and downsides. They are naturally good at thieving, and can hide inside duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Can eat mice and rats after picking them up&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Hairball: they have the ability to throw up an hairball to get rid of some of the chemicals from their bloodstream.&lt;br /&gt;
* Can eat mice or rats after picking them up. This has the benefit of regenerating the hairball ability and feeding them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: they do Slashing damage and Piercing damage.&lt;br /&gt;
* They are smaller than Humans, making them harder to hit.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
* Can walk completely silently, but only while barefooted.&lt;br /&gt;
* Immunity to the OwOnavirus disease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Are easily shoved, pushed and carried around by every other morphotypes due to their small size.&lt;br /&gt;
* They are weaker and struggle to carry and pull things due to their small size. They are unable to carry an Oni.&lt;br /&gt;
* They have slightly less stamina than Humans.&lt;br /&gt;
&lt;br /&gt;
== Harpy ==&lt;br /&gt;
[[File:Harpy.png|64px]]&lt;br /&gt;
&lt;br /&gt;
An avian humanoid species that features colorful feathered wings and tails that can mimic almost any sound.&lt;br /&gt;
&lt;br /&gt;
They are quite sensitive to the air quality, and when exposed to low quality air, they will begin to visibly gasp, and eventually start choking.&amp;lt;br&amp;gt;When this happens, a Harpy should either move away from sources of bad air, stand on top of a scrubber for a few seconds, or take a few breaths from a pure oxygen tank in order to restore their blood-oxygen levels. Only three seconds of being on pure oxygen is enough to completely restore a Harpy&#039;s blood oxygen saturation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They can &amp;quot;Sing&amp;quot; midis by imitating instruments. Right click yourself to select an instrument.&lt;br /&gt;
* Can imitate around 70% of the game&#039;s sound library through a huge list of voice emotes.&lt;br /&gt;
* While singing, musical notes appear floating around their head.&lt;br /&gt;
* Trait: Have the Ultraviolet Vision trait by default. This can be disabled via accessibility options.&lt;br /&gt;
* Tail: They Cannot wear Jumpsuits, and will automatically start with a Jumpskirt instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emote List&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Scream, Laugh, Sneeze, Cough, Sigh, Cry, Whistle, Hiss, Meow, Mew, Growl, Purr, Ring, Honk, Pew, Bang, Beep, Rev, Click, Chitter, Squeak, Caw, Chirp, Snarl, Bark, Whine, Howl&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Talons: deal Piercing damage.&lt;br /&gt;
* Somewhat smaller than Humans, although not as small as Felinids.&lt;br /&gt;
* Moves 10% faster than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Extreme low density, HarpDionaies are lighter than even Felinids, and weigh half as much as a Human.&lt;br /&gt;
* A Harpy breathes in air twice as often as Humans, inhaling and exhaling every 3 seconds.&lt;br /&gt;
** Air tanks last half as long and Harpies are more susceptible than usual to low air quality.&lt;br /&gt;
** If a Harpy is exposed to at least 0.2 moles of combined CO2 and/or Miasma, they start struggling to take in oxygen.&lt;br /&gt;
&lt;br /&gt;
== Arachnid ==&lt;br /&gt;
[[File:Arachnid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Not to be confused with insectoids, Arachnids cut a striking figure with their pressure-resistant exoskeletons and extra arms. Possibly related to the space spiders and giant tarantulas found in outer space. Thanks to their similarly robust digestive systems, they are able to consume raw food without the risk of disease. &amp;lt;sup&amp;gt;note: Disease is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Latin (ex. Pluribus Unum)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Slow metabolism.&lt;br /&gt;
* (BUG?: At the moment Arachnid do NOT get poisoned.) Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They have two extra pocket slots formed by webs.&lt;br /&gt;
* Silk: Can weive silk at the expense of hunger and craft various things.&lt;br /&gt;
Silk can be used to create furniture , clothes , walls and even shields. this will help handle more critical situations (ex: craft a winter coat when temperature drops , seal a spaced area using a wall). only Arachids are able to utilize the silk for crafting.&lt;br /&gt;
* Slow metabolism: they have 50% slower reagant metabolism than other species which takes extra time for medicines to work and to satiate thirst and hunger on the other it takes more time to get poisoned by any poisons/toxins. This has no effect on externally applied reagents, so spilling a acid on an Arachnid will kill them just the same as anyone else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Melee: Do Slashing damage instead of Blunt.&lt;br /&gt;
* Take significantly less barotrauma(spacing) damage.&lt;br /&gt;
* Metabolizes stuff in their stomach 50% faster.&lt;br /&gt;
* Two extra pocket slots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* While suffocating, takes 50% more Asphyxiation damage and recovers it only at half speed.&lt;br /&gt;
* Cannot use the outerwear storage slot.&lt;br /&gt;
* They uses 50% more oxygen to breath.&lt;br /&gt;
* They have blue blood, requiring Copper instead of Iron to regenerate. Iron will poison them instead.&lt;br /&gt;
&lt;br /&gt;
== Diona ==&lt;br /&gt;
[[File:Diona.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Tree-like plant people whose bodies react with fertilizer and weed-killing chemicals similar to regular plants.&lt;br /&gt;
Upon death, and gibbing, they split into 3 nymphs that represent an organ each: Brain, Stomach and Lungs. The player will become the Brain Nymph and can reform into a fully fledged Diona after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Qualia[https://en.wikipedia.org/wiki/Qualia] (ex. A Peaceful Sunrise)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat everything a Human can.&lt;br /&gt;
* They get hungry slower, and thirsty faster.&lt;br /&gt;
* Gets affected by chemicals that affects plants: Weed Killer poisons them and Robust Harvest heals them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Plant Chemicals: They are affected by chemicals that affect plants&amp;lt;sup&amp;gt;excluding mutegants&amp;lt;/sup&amp;gt;, this means that they can heal and benefit from fertilizers (ex: robust harvest can heal most of the brute damage), but plant toxins and pesticides will damage them too.&lt;br /&gt;
* Death: Can gib themselves into Nymphs after death, then reform after 10 minutes.&lt;br /&gt;
** This will heal them from all injuries and even manage to revive themselve from unrevivable situations (ex: radiation damage).&lt;br /&gt;
** Reform: It takes 10 minutes to be reformed back to Diona state from the Nymphs state. This leaves the Nymphs valnurable to other dangers (including spacing).&lt;br /&gt;
** Body: Reformed nymphs will have different body from the old Diona which will have different name and traits (such as gender).&lt;br /&gt;
** Memory: Reformed nymphs will keep their&#039;s character basic knowledge (only if it is an antagonist and the job), and looses any previous character&#039;s memories from it&#039;s death (other perhaps than the need to run away and find safety).&lt;br /&gt;
** Nymphs: There are normally 3 pet-like Nymphs. The original player take control of the &amp;quot;Brain&amp;quot; nymph. The only one able to talk. The other two can be taken over by ghosts if given cognizine.&lt;br /&gt;
** A zombified Diona is able to split once dead (or after giving up and returning to body) and the resulting nymphs will be zombified, though unable to reform.&lt;br /&gt;
* Tree form. Being exposed too much Rodust Harvest will cause a Diona to grow out of control, turning into an immobile tree (dropping all their equipment). Cutting down the tree will &amp;quot;restone&amp;quot; the Diona to their mobile state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 20% less Slash damage.&lt;br /&gt;
* Take 30% less Blunt damage.&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* While suffocating, takes half the Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They are heavier than other races and can shove/disarm other races easier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 50% more Heat damage.&lt;br /&gt;
* Take 20% more Shock damage.&lt;br /&gt;
* Roots: Cannot wear shoes. They are unable to wear any shoes and protect their feet from debris and shards (wearing a hardsuit can minigate this issue and protect their feet) and are unable to gain any benefit from them (ex: magboots, speedboots).&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* Ignite: If they take big enough Heat damage from any source, they get ignited and catch on fire (the fire damage/size depends on the amount of heat damage being dealt: a laser rifle will not burn as much compared to a vintage laser pistol / X-ray rifle)&lt;br /&gt;
== Vulpkanin ==&lt;br /&gt;
[[File:Vulpkanin.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The Vulpkanin (vulp-ka-nin) are a race of humanoid canine-like beings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
* Trait: Have the Deuteranopia trait by default. This can be disabled via accessibility options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: do Slashing and Blunt damage.&lt;br /&gt;
* Their fur makes them able to withstand [[Maps#Glacier_Station|cold environments]] without the need of a coat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They take 15% more Heat damage.&lt;br /&gt;
&lt;br /&gt;
== Moth People ==&lt;br /&gt;
[[File:Moth.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Moth People, meanwhile, actually &#039;&#039;are&#039;&#039; an insectoid species. This insect people with wings and antennae, come in a variety of colors and patterns. Their wings allow them greater control in zero gravity than other species, and their natural resistance to cold helps greatly in a space environment. The tradeoff, naturally, is that heat is more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common,  (ex. John Doe)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can only eat Cloth and Fruits related foods.&lt;br /&gt;
* Can eat Paper.&lt;br /&gt;
* Can specially eat Mothic recipes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Wings: Have increased acceleration when moving in zero-g enviroments. Their ability can work when gravity generator fails and even in space/vacumm and helps them get around without a jetpack. The status is 50% higher acceleration than other species.&lt;br /&gt;
* Diet: Moths have an exclusive cloth diet that can also include fruits. Moths cannot eat most things from other species, however they can eat cloth, gloves and other clothing items which are exclusive to them and are in higher abudance, in addition chefs can prepare moth specific food recipes for them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 30% less Cold damage from all sources.&lt;br /&gt;
* Having wings makes it easier to move in zero-gravity environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Heat damage from all sources.&lt;br /&gt;
* Take 33% more (or 3 times more?) Heat/Burn damage when on fire compared to other species.&lt;br /&gt;
* They start taking Heat damage much earlier at 5c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; lower than other races. Intense heat will quickly burn them.&lt;br /&gt;
* They are slightly easier to carry and shove than Humans.&lt;br /&gt;
* They are unable to swallow any pills due to their diet, requiring them to be dissolved in other mediums instead.&lt;br /&gt;
&lt;br /&gt;
== Vox ==&lt;br /&gt;
[[File:Fullvox.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Vox are a strange lot, they&#039;re raptor-like creatures that can only breathe nitrogen, as oxygen is &#039;&#039;&#039;very hazardous&#039;&#039;&#039; to their health to the point where they take ticking poison damage as long as they&#039;re exposed to the air, provided said air has even a trace of oxygen within it. To counter-act this, a Vox must either be in a pure nitrogen-based environment or, more commonly, breathing from a nitrogen tank, one of which is provided to them at the start of each round. Much like Reptilians, their unarmed attacks deal slashing damage instread of blunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common, Mono-name with Repetitive Random Syllables (ex. Hirixashahre, Xapikrikrik)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: Do Slash damage instead of Blunt on unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Breathing: Oxygen is toxic to them, they require to have internals on at all times and sometimes require to put the mask off when need to eat/swallow anything. There are other alternatives way to get reagents in such as a syringe without need to turn off the internals.&lt;br /&gt;
&lt;br /&gt;
== Oni ==&lt;br /&gt;
[[File:Oni.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Large, horned people that come in a variety of colors. Their accuracy with [[Weapons|guns]] is terrible, but their physical strength brings them a lot of boons both in and out of combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 15% less Blunt damage.&lt;br /&gt;
* Take 15% less Slash damage.&lt;br /&gt;
* Take 15% less Piercing damage.&lt;br /&gt;
* Do more damage in melee:&lt;br /&gt;
** 35% more Blunt and Asphyxiation.&lt;br /&gt;
** 20% more Slash and Piercing.&lt;br /&gt;
* Due to their big size, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
* They are harder to shove.&lt;br /&gt;
* Slightly more stamina than Humans.&lt;br /&gt;
* They have an easier time prying open doors, taking around 50% less time than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Their accuracy with guns is terrible.&lt;br /&gt;
* They are harder to carry and pull.&lt;br /&gt;
* They are bigger than Humans, making them easier to hit.&lt;br /&gt;
&lt;br /&gt;
= Species anatomy =&lt;br /&gt;
The following table describes the possible organs that comprise the anatomy of the major Morphotypes: Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Organs&lt;br /&gt;
!Image&lt;br /&gt;
!Organ&lt;br /&gt;
!Morphotypes&lt;br /&gt;
!Purpose&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Heart-off.png|50x50px]]&lt;br /&gt;
|Heart&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:OrganHumanBrain.png|50x50px]]&lt;br /&gt;
|Brain&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Brain-pl.png|50px]]&lt;br /&gt;
|Diona Brain&lt;br /&gt;
|Diona&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body. Functionally identical to the other humanoid brains.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lung-L.png|50x50px]]&lt;br /&gt;
|Lungs&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, and Oni&lt;br /&gt;
|Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
|Vox Lungs&lt;br /&gt;
|Vox&lt;br /&gt;
|Determines the rate of breathing. Unhealthy lungs may result in the body getting less N2 than it needs. Generates toxins when O2 is breathed in.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Slime People(?), Humans, Vox, and Oni(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Rodentia(?), Reptilians, Felinids(?), Harpies(?), Arachnids, and Vulpkanin(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Stomach-pl.png|50px]]&lt;br /&gt;
|Diona Stomach&lt;br /&gt;
|Diona&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Due to its plantlike nature, it can digest fertilizers and weedkillers similar to the ways a plant would. Still capable of metabolizing medicine meant for animals.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
|Moth Stomach&lt;br /&gt;
|Moth People&lt;br /&gt;
|Aids in the digestion of cloth and reagents in the body. Finds non-cloth foods repulsive.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kidney-L.png|50x50px]]&lt;br /&gt;
|Kidneys&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Liver.png|50x50px]]&lt;br /&gt;
|Liver&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eye-L.png|50x50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Eye-L-pl.png|50px]] &lt;br /&gt;
|Diona Eyes&lt;br /&gt;
|Diona&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light. Functionally identical to other humanoid eyeballs.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Eyeball-l-a.png|50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Arachnids&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blood&lt;br /&gt;
|&#039;&#039;&#039;Iron based, color red -&#039;&#039;&#039; Humans, Rodentia, Reptilians(?), Felinids, Harpies, Vulpkanin, Vox, Oni&lt;br /&gt;
&#039;&#039;&#039;Anaerobic blood, color blue&#039;&#039;&#039;, (also &amp;quot;Iron based&amp;quot; but not red blood) - Vox&lt;br /&gt;
&#039;&#039;&#039;Sap, color yellow,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Diona&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slime, color green,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Slime People&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insect Blood, color grey,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Moth People&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copper based, color blue -&#039;&#039;&#039; Arachnids&lt;br /&gt;
|Not an organ, but a vital part of body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== IPC ==&lt;br /&gt;
[[File:IPC.png|64px]]&lt;br /&gt;
&lt;br /&gt;
IPCs, also known as Integrated Positronic Chassis, are a race of unlawed and sentient humanoid robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* ?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Uncommon Humanoids =&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their original form, or new life may rise.&lt;br /&gt;
These races are usually encountered later in the shift. They remain relatively common, but cannot be selected in character creation.&lt;br /&gt;
&lt;br /&gt;
== Skeleton ==&lt;br /&gt;
[[File:Skeleton.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Somehow still alive, a skeleton is just a sack of stark white bones, giving them a number of very useful resistances and traits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Completely immune to Radiation.&lt;br /&gt;
* Takes 40% less Piercing and 20% less Slashing damage.&lt;br /&gt;
* Takes no damage from temperature or pressure, making them space-proof.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Heals from having milk sprayed on them.&lt;br /&gt;
&amp;lt;!-- * Immune against all diseases. //why is this not a thing?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 10% more Blunt damage.&lt;br /&gt;
* Everything they say is followed by &amp;quot;ACK ACK!&amp;quot;.&lt;br /&gt;
* Very spooky.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== Golems ==&lt;br /&gt;
An artificial construct imitating life, golems are the receptacle for souls of the dead encased in gemstone. They are completely devoted to whoever or whatever is marked as their master, and will carry out any order given by them. Typically they are aligned with the station, but in the wrong hands, they can be devastating.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Steel Golem|Steel Golem]] ===&lt;br /&gt;
[[File:Golem.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The most common Golem, the empty ones are generally found around the [[Maps|station]], &#039;&#039;eagerly&#039;&#039; awaiting a soul stone to be attached to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 30% less Blunt, Slash and Piercing damage.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt and Heat.&lt;br /&gt;
* Immune against poison, genetic, toxin damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more Shock damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Wood Golem|Wood Golem]] ===&lt;br /&gt;
[[File:GolemWood.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The perfect friend to the botanist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 50% less Blunt.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt.&lt;br /&gt;
* Immune against Poison, Genetic, Toxin, Radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Can have plants growing on their head.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more fire damage when on fire.&lt;br /&gt;
* Takes 100% more Slash and Heat damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Silver Golem|Silver Golem]] ===&lt;br /&gt;
[[File:GolemSilver.png|64px]]&lt;br /&gt;
&lt;br /&gt;
A fusion between soul and quantum machine, the epitome of epistemics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Immune against poison, genetic, toxin, radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* They punch twice as hard as Humans while also dealing holy damage. They also attack 50% faster.&lt;br /&gt;
* Move twice as fast as Humans.&lt;br /&gt;
* Possess the [[Psionics#List_of_Psionic_Powers|Psychokinesis]] psionic ability by default.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.--&amp;gt;&amp;lt;!--When it becomes a thing again--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Playable_Species&amp;diff=3660</id>
		<title>Playable Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Playable_Species&amp;diff=3660"/>
		<updated>2024-12-14T04:51:26Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you&#039;re expected to try and coexist on this deathtrap.&lt;br /&gt;
Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.&lt;br /&gt;
&lt;br /&gt;
Delta-V features a diverse array of playable species, including Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni. There is also a number of uncommon humanoids. Each species possesses its own unique set of statistics, strengths, and weaknesses, as well as, in some cases, distinct anatomical traits. However, despite these differences, all species share several commonalities:&lt;br /&gt;
&lt;br /&gt;
* All species are able to equip the same tools and items.&lt;br /&gt;
* All species can metabolize reagents and experience their effects.&lt;br /&gt;
* All species are subject to the fundamental laws of physics, including temperature, pressure, atmospheric composition, gravity, radiation, electric current, and inertia.&lt;br /&gt;
* All species benefit from limited passive regeneration, allowing them to heal BRUTE and HEAT damage over time, provided their total damage remains below 20.&lt;br /&gt;
* All species are capable of utilizing psionic powers.&lt;br /&gt;
* All species communicate using a common language.&lt;br /&gt;
* All species are to be treated equally by both the crew and the AI onboard.&lt;br /&gt;
&lt;br /&gt;
= Roundstart Humanoids =&lt;br /&gt;
The following species can currently be selected in the character creation menu, meaning you can expect to see most of them during any given round.&lt;br /&gt;
&lt;br /&gt;
Humans are considered the baseline for drawbacks and benefits.&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
[[File:Human.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Baseline, unmodified human beings, functionally similar to the human beings of our world. You&#039;re (hopefully) one in real life. The station is designed for humans, so they should feel comfortable in most situations. However, humans cannot consume raw meat and do not possess any unique abilities or traits (strengths or weaknesses) compared to other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Everything, except: raw meat, live mice and some rotten stuff.&lt;br /&gt;
* Will get posioned by drinking blood and alcohol, and by eating rotten stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
== Slime ==&lt;br /&gt;
[[File:Slime.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Gelatinous, human-shaped masses of goo, Slime People breathe nitrogen rather than oxygen and exhale nitrous oxide. While they are naturally vulnerable to barotrauma caused by both high and low pressure, their elastic form grants them resistance to blunt damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Cadwellian (ex. Jon Cadwell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, simmilar to Humans&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 40% less Blunt damage.&lt;br /&gt;
* Take 20% less Poison damage.&lt;br /&gt;
* They are almost immune to cancer as they take 80% less Cellural damage.&amp;lt;sup&amp;gt;note: Cancer is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Immunity to the BleedersBite and Ultragigacancer disease.&lt;br /&gt;
* While suffocating, takes 80% less Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They have slighty faster natural regeneration rate and start regenerating from below 65 total damage (other species need below 20)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 20% more Piercing and Slashing damage.&lt;br /&gt;
* Take 50% more Cold damage from all sources.&lt;br /&gt;
* Very vulnerable to high and low pressure barotrauma (spacing).&lt;br /&gt;
* Get hurt by water when sprayed into them which deals Heat damage.&lt;br /&gt;
* Breaths Nitrogen instead of Oxygen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039;&lt;br /&gt;
* they breath nitrogen instead of oxygen. but more tanks are available for them and they can breath on lower atmospheric pressures without asphyxiating.&lt;br /&gt;
* they have a 6 space inventory slot in their body but anyone can access/steal anything that it is stored in it.&lt;br /&gt;
&lt;br /&gt;
== Rodentia ==&lt;br /&gt;
&lt;br /&gt;
Rodentia are a race of humanoid beings resembling rodents. Resourceful, evasive, sneaky, but fragile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Can Rummage in disposal chutes, which can sometimes dig up food.&lt;br /&gt;
* Can store small items in their cheeks. Having items in their mouth makes their speech unintelligible, and they will drop all items in their mouth if attacked, stunned, or shoved.&lt;br /&gt;
* Can &amp;quot;sneak&amp;quot; underneath tables, but not doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: can do Slashing and Blunt damage.&lt;br /&gt;
* Smaller than humans.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Always trigger mousetraps, regardless of whether or not they are wearing shoes.&lt;br /&gt;
* Get hungry 33% faster.&lt;br /&gt;
&lt;br /&gt;
== Reptilian ==&lt;br /&gt;
[[File:Reptilian.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Reptile-like humanoids with sharp claws, tough scales, and an appetite for raw meat. Their unarmed melee attacks do slash instead of blunt damage due to their claws. For whatever reason, onions, coffee and tea are poisonous to them and are unable to consume anything like Grain, Dairy, or anything overly processed, however, they are able to consume both raw meat without the risk of disease and fruits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Verbal (ex. Eats-The-Mouse)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat and drink blood without ill effects.&lt;br /&gt;
* Can only eat Fruits and Meat related foods.&lt;br /&gt;
* No grain or dairy products.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
Tail: can have both hands free while pulling anything, which allow them to do specific stuns in combat or help them in various jobs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: to deal Piercing damage instead of Blunt.&lt;br /&gt;
* Can stand a greater heat temperature than Humans.&lt;br /&gt;
* Uses their tail to pull things allowing them to have both of their hands free while pulling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Has a noticeable lisssp when speaking.&lt;br /&gt;
* Cold sensetivity: they will start freezing and getting slowed down from cold much earlier at 20c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; higher than other species.&lt;br /&gt;
* Suffer 30% more Cold damage from all sources.&lt;br /&gt;
* The diet is highly restricted and they can only eat meat, fruits and their specific combinations.&lt;br /&gt;
&lt;br /&gt;
== Felinid ==&lt;br /&gt;
[[File:Felinid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Small and mischievous cat-eared people. Being small in itself has lots of upsides and downsides. They are naturally good at thieving, and can hide inside duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Can eat mice and rats after picking them up&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Hairball: they have the ability to throw up an hairball to get rid of some of the chemicals from their bloodstream.&lt;br /&gt;
* Can eat mice or rats after picking them up. This has the benefit of regenerating the hairball ability and feeding them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: they do Slashing damage and Piercing damage.&lt;br /&gt;
* They are smaller than Humans, making them harder to hit.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
* Can walk completely silently, but only while barefooted.&lt;br /&gt;
* Immunity to the OwOnavirus disease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Are easily shoved, pushed and carried around by every other morphotypes due to their small size.&lt;br /&gt;
* They are weaker and struggle to carry and pull things due to their small size. They are unable to carry an Oni.&lt;br /&gt;
* They have slightly less stamina than Humans.&lt;br /&gt;
&lt;br /&gt;
== Harpy ==&lt;br /&gt;
[[File:Harpy.png|64px]]&lt;br /&gt;
&lt;br /&gt;
An avian humanoid species that features colorful feathered wings and tails that can mimic almost any sound.&lt;br /&gt;
&lt;br /&gt;
They are quite sensitive to the air quality, and when exposed to low quality air, they will begin to visibly gasp, and eventually start choking.&amp;lt;br&amp;gt;When this happens, a Harpy should either move away from sources of bad air, stand on top of a scrubber for a few seconds, or take a few breaths from a pure oxygen tank in order to restore their blood-oxygen levels. Only three seconds of being on pure oxygen is enough to completely restore a Harpy&#039;s blood oxygen saturation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They can &amp;quot;Sing&amp;quot; midis by imitating instruments. Right click yourself to select an instrument.&lt;br /&gt;
* Can imitate around 70% of the game&#039;s sound library through a huge list of voice emotes.&lt;br /&gt;
* While singing, musical notes appear floating around their head.&lt;br /&gt;
* Trait: Have the Ultraviolet Vision trait by default. This can be disabled via accessibility options.&lt;br /&gt;
* Tail: They Cannot wear Jumpsuits, and will automatically start with a Jumpskirt instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emote List&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Scream, Laugh, Sneeze, Cough, Sigh, Cry, Whistle, Hiss, Meow, Mew, Growl, Purr, Ring, Honk, Pew, Bang, Beep, Rev, Click, Chitter, Squeak, Caw, Chirp, Snarl, Bark, Whine, Howl&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Talons: deal Piercing damage.&lt;br /&gt;
* Somewhat smaller than Humans, although not as small as Felinids.&lt;br /&gt;
* Moves 10% faster than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Extreme low density, HarpDionaies are lighter than even Felinids, and weigh half as much as a Human.&lt;br /&gt;
* A Harpy breathes in air twice as often as Humans, inhaling and exhaling every 3 seconds.&lt;br /&gt;
** Air tanks last half as long and Harpies are more susceptible than usual to low air quality.&lt;br /&gt;
** If a Harpy is exposed to at least 0.2 moles of combined CO2 and/or Miasma, they start struggling to take in oxygen.&lt;br /&gt;
&lt;br /&gt;
== Arachnid ==&lt;br /&gt;
[[File:Arachnid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Not to be confused with insectoids, Arachnids cut a striking figure with their pressure-resistant exoskeletons and extra arms. Possibly related to the space spiders and giant tarantulas found in outer space. Thanks to their similarly robust digestive systems, they are able to consume raw food without the risk of disease. &amp;lt;sup&amp;gt;note: Disease is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Latin (ex. Pluribus Unum)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Slow metabolism.&lt;br /&gt;
* (BUG?: At the moment Arachnid do NOT get poisoned.) Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They have two extra pocket slots formed by webs.&lt;br /&gt;
* Silk: Can weive silk at the expense of hunger and craft various things.&lt;br /&gt;
Silk can be used to create furniture , clothes , walls and even shields. this will help handle more critical situations (ex: craft a winter coat when temperature drops , seal a spaced area using a wall). only Arachids are able to utilize the silk for crafting.&lt;br /&gt;
* Slow metabolism: they have 50% slower reagant metabolism than other species which takes extra time for medicines to work and to satiate thirst and hunger on the other it takes more time to get poisoned by any poisons/toxins. This has no effect on externally applied reagents, so spilling a acid on an Arachnid will kill them just the same as anyone else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Melee: Do Slashing damage instead of Blunt.&lt;br /&gt;
* Take significantly less barotrauma(spacing) damage.&lt;br /&gt;
* Metabolizes stuff in their stomach 50% faster.&lt;br /&gt;
* Two extra pocket slots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* While suffocating, takes 50% more Asphyxiation damage and recovers it only at half speed.&lt;br /&gt;
* Cannot use the outerwear storage slot.&lt;br /&gt;
* They uses 50% more oxygen to breath.&lt;br /&gt;
* They have blue blood, requiring Copper instead of Iron to regenerate. Iron will poison them instead.&lt;br /&gt;
&lt;br /&gt;
== Diona ==&lt;br /&gt;
[[File:Diona.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Tree-like plant people whose bodies react with fertilizer and weed-killing chemicals similar to regular plants.&lt;br /&gt;
Upon death, and gibbing, they split into 3 nymphs that represent an organ each: Brain, Stomach and Lungs. The player will become the Brain Nymph and can reform into a fully fledged Diona after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Qualia[https://en.wikipedia.org/wiki/Qualia] (ex. A Peaceful Sunrise)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat everything a Human can.&lt;br /&gt;
* They get hungry slower, and thirsty faster.&lt;br /&gt;
* Gets affected by chemicals that affects plants: Weed Killer poisons them and Robust Harvest heals them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Plant Chemicals: They are affected by chemicals that affect plants&amp;lt;sup&amp;gt;excluding mutegants&amp;lt;/sup&amp;gt;, this means that they can heal and benefit from fertilizers (ex: robust harvest can heal most of the brute damage), but plant toxins and pesticides will damage them too.&lt;br /&gt;
* Death: Can gib themselves into Nymphs after death, then reform after 10 minutes.&lt;br /&gt;
** This will heal them from all injuries and even manage to revive themselve from unrevivable situations (ex: radiation damage).&lt;br /&gt;
** Reform: It takes 10 minutes to be reformed back to Diona state from the Nymphs state. This leaves the Nymphs valnurable to other dangers (including spacing).&lt;br /&gt;
** Body: Reformed nymphs will have different body from the old Diona which will have different name and traits (such as gender).&lt;br /&gt;
** Memory: Reformed nymphs will keep their&#039;s character basic knowledge (only if it is an antagonist and the job), and looses any previous character&#039;s memories from it&#039;s death (other perhaps than the need to run away and find safety).&lt;br /&gt;
** Nymphs: There are normally 3 pet-like Nymphs. The original player take control of the &amp;quot;Brain&amp;quot; nymph. The only one able to talk. The other two can be taken over by ghosts if given cognizine.&lt;br /&gt;
** A zombified Diona is able to split once dead (or after giving up and returning to body) and the resulting nymphs will be zombified, though unable to reform.&lt;br /&gt;
* Tree form. Being exposed too much Rodust Harvest will cause a Diona to grow out of control, turning into an immobile tree (dropping all their equipment). Cutting down the tree will &amp;quot;restone&amp;quot; the Diona to their mobile state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 20% less Slash damage.&lt;br /&gt;
* Take 30% less Blunt damage.&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* While suffocating, takes half the Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They are heavier than other races and can shove/disarm other races easier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 50% more Heat damage.&lt;br /&gt;
* Take 20% more Shock damage.&lt;br /&gt;
* Roots: Cannot wear shoes. They are unable to wear any shoes and protect their feet from debris and shards (wearing a hardsuit can minigate this issue and protect their feet) and are unable to gain any benefit from them (ex: magboots, speedboots).&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* Ignite: If they take big enough Heat damage from any source, they get ignited and catch on fire (the fire damage/size depends on the amount of heat damage being dealt: a laser rifle will not burn as much compared to a vintage laser pistol / X-ray rifle)&lt;br /&gt;
== Vulpkanin ==&lt;br /&gt;
[[File:Vulpkanin.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The Vulpkanin (vulp-ka-nin) are a race of humanoid canine-like beings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
* Trait: Have the Deuteranopia trait by default. This can be disabled via accessibility options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: do Slashing and Blunt damage.&lt;br /&gt;
* Their fur makes them able to withstand [[Maps#Glacier_Station|cold environments]] without the need of a coat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They take 15% more Heat damage.&lt;br /&gt;
&lt;br /&gt;
== Moth People ==&lt;br /&gt;
[[File:Moth.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Moth People, meanwhile, actually &#039;&#039;are&#039;&#039; an insectoid species. This insect people with wings and antennae, come in a variety of colors and patterns. Their wings allow them greater control in zero gravity than other species, and their natural resistance to cold helps greatly in a space environment. The tradeoff, naturally, is that heat is more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common,  (ex. John Doe)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can only eat Cloth and Fruits related foods.&lt;br /&gt;
* Can eat Paper.&lt;br /&gt;
* Can specially eat Mothic recipes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Wings: Have increased acceleration when moving in zero-g enviroments. Their ability can work when gravity generator fails and even in space/vacumm and helps them get around without a jetpack. The status is 50% higher acceleration than other species.&lt;br /&gt;
* Diet: Moths have an exclusive cloth diet that can also include fruits. Moths cannot eat most things from other species, however they can eat cloth, gloves and other clothing items which are exclusive to them and are in higher abudance, in addition chefs can prepare moth specific food recipes for them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 30% less Cold damage from all sources.&lt;br /&gt;
* Having wings makes it easier to move in zero-gravity environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Heat damage from all sources.&lt;br /&gt;
* Take 33% more (or 3 times more?) Heat/Burn damage when on fire compared to other species.&lt;br /&gt;
* They start taking Heat damage much earlier at 5c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; lower than other races. Intense heat will quickly burn them.&lt;br /&gt;
* They are slightly easier to carry and shove than Humans.&lt;br /&gt;
* They are unable to swallow any pills due to their diet, requiring them to be dissolved in other mediums instead.&lt;br /&gt;
&lt;br /&gt;
== Vox ==&lt;br /&gt;
[[File:Fullvox.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Vox are a strange lot, they&#039;re raptor-like creatures that can only breathe nitrogen, as oxygen is &#039;&#039;&#039;very hazardous&#039;&#039;&#039; to their health to the point where they take ticking poison damage as long as they&#039;re exposed to the air, provided said air has even a trace of oxygen within it. To counter-act this, a Vox must either be in a pure nitrogen-based environment or, more commonly, breathing from a nitrogen tank, one of which is provided to them at the start of each round. Much like Reptilians, their unarmed attacks deal slashing damage instread of blunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common, Mono-name with Repetitive Random Syllables (ex. Hirixashahre, Xapikrikrik)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: Do Slash damage instead of Blunt on unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Breathing: Oxygen is toxic to them, they require to have internals on at all times and sometimes require to put the mask off when need to eat/swallow anything. There are other alternatives way to get reagents in such as a syringe without need to turn off the internals.&lt;br /&gt;
&lt;br /&gt;
== Oni ==&lt;br /&gt;
[[File:Oni.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Large, horned people that come in a variety of colors. Their accuracy with [[Weapons|guns]] is terrible, but their physical strength brings them a lot of boons both in and out of combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 15% less Blunt damage.&lt;br /&gt;
* Take 15% less Slash damage.&lt;br /&gt;
* Take 15% less Piercing damage.&lt;br /&gt;
* Do more damage in melee:&lt;br /&gt;
** 35% more Blunt and Asphyxiation.&lt;br /&gt;
** 20% more Slash and Piercing.&lt;br /&gt;
* Due to their big size, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
* They are harder to shove.&lt;br /&gt;
* Slightly more stamina than Humans.&lt;br /&gt;
* They have an easier time prying open doors, taking around 50% less time than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Their accuracy with guns is terrible.&lt;br /&gt;
* They are harder to carry and pull.&lt;br /&gt;
* They are bigger than Humans, making them easier to hit.&lt;br /&gt;
&lt;br /&gt;
= Species anatomy =&lt;br /&gt;
The following table describes the possible organs that comprise the anatomy of the major Morphotypes: Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Organs&lt;br /&gt;
!Image&lt;br /&gt;
!Organ&lt;br /&gt;
!Morphotypes&lt;br /&gt;
!Purpose&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Heart-off.png|50x50px]]&lt;br /&gt;
|Heart&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:OrganHumanBrain.png|50x50px]]&lt;br /&gt;
|Brain&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Brain-pl.png|50px]]&lt;br /&gt;
|Diona Brain&lt;br /&gt;
|Diona&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body. Functionally identical to the other humanoid brains.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lung-L.png|50x50px]]&lt;br /&gt;
|Lungs&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, and Oni&lt;br /&gt;
|Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
|Vox Lungs&lt;br /&gt;
|Vox&lt;br /&gt;
|Determines the rate of breathing. Unhealthy lungs may result in the body getting less N2 than it needs. Generates toxins when O2 is breathed in.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Slime People(?), Humans, Vox, and Oni(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Rodentia(?), Reptilians, Felinids(?), Harpies(?), Arachnids, and Vulpkanin(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Stomach-pl.png|50px]]&lt;br /&gt;
|Diona Stomach&lt;br /&gt;
|Diona&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Due to its plantlike nature, it can digest fertilizers and weedkillers similar to the ways a plant would. Still capable of metabolizing medicine meant for animals.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
|Moth Stomach&lt;br /&gt;
|Moth People&lt;br /&gt;
|Aids in the digestion of cloth and reagents in the body. Finds non-cloth foods repulsive.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kidney-L.png|50x50px]]&lt;br /&gt;
|Kidneys&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Liver.png|50x50px]]&lt;br /&gt;
|Liver&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eye-L.png|50x50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Eye-L-pl.png|50px]] &lt;br /&gt;
|Diona Eyes&lt;br /&gt;
|Diona&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light. Functionally identical to other humanoid eyeballs.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Eyeball-l-a.png|50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Arachnids&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blood&lt;br /&gt;
|&#039;&#039;&#039;Iron based, color red -&#039;&#039;&#039; Humans, Rodentia, Reptilians(?), Felinids, Harpies, Vulpkanin, Vox, Oni&lt;br /&gt;
&#039;&#039;&#039;Sap, color yellow,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Diona&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slime, color green,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Slime People&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insect Blood, color grey,&#039;&#039;&#039; (also &amp;quot;Iron based&amp;quot; but not red blood) - Moth People&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copper based, color blue -&#039;&#039;&#039; Arachnids&lt;br /&gt;
|Not an organ, but a vital part of body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== IPC ==&lt;br /&gt;
[[File:IPC.png|64px]]&lt;br /&gt;
&lt;br /&gt;
IPCs, also known as Integrated Positronic Chassis, are a race of unlawed and sentient humanoid robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* ?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Uncommon Humanoids =&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their original form, or new life may rise.&lt;br /&gt;
These races are usually encountered later in the shift. They remain relatively common, but cannot be selected in character creation.&lt;br /&gt;
&lt;br /&gt;
== Skeleton ==&lt;br /&gt;
[[File:Skeleton.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Somehow still alive, a skeleton is just a sack of stark white bones, giving them a number of very useful resistances and traits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Completely immune to Radiation.&lt;br /&gt;
* Takes 40% less Piercing and 20% less Slashing damage.&lt;br /&gt;
* Takes no damage from temperature or pressure, making them space-proof.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Heals from having milk sprayed on them.&lt;br /&gt;
&amp;lt;!-- * Immune against all diseases. //why is this not a thing?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 10% more Blunt damage.&lt;br /&gt;
* Everything they say is followed by &amp;quot;ACK ACK!&amp;quot;.&lt;br /&gt;
* Very spooky.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== Golems ==&lt;br /&gt;
An artificial construct imitating life, golems are the receptacle for souls of the dead encased in gemstone. They are completely devoted to whoever or whatever is marked as their master, and will carry out any order given by them. Typically they are aligned with the station, but in the wrong hands, they can be devastating.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Steel Golem|Steel Golem]] ===&lt;br /&gt;
[[File:Golem.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The most common Golem, the empty ones are generally found around the [[Maps|station]], &#039;&#039;eagerly&#039;&#039; awaiting a soul stone to be attached to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 30% less Blunt, Slash and Piercing damage.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt and Heat.&lt;br /&gt;
* Immune against poison, genetic, toxin damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more Shock damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Wood Golem|Wood Golem]] ===&lt;br /&gt;
[[File:GolemWood.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The perfect friend to the botanist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 50% less Blunt.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt.&lt;br /&gt;
* Immune against Poison, Genetic, Toxin, Radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Can have plants growing on their head.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more fire damage when on fire.&lt;br /&gt;
* Takes 100% more Slash and Heat damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Silver Golem|Silver Golem]] ===&lt;br /&gt;
[[File:GolemSilver.png|64px]]&lt;br /&gt;
&lt;br /&gt;
A fusion between soul and quantum machine, the epitome of epistemics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Immune against poison, genetic, toxin, radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* They punch twice as hard as Humans while also dealing holy damage. They also attack 50% faster.&lt;br /&gt;
* Move twice as fast as Humans.&lt;br /&gt;
* Possess the [[Psionics#List_of_Psionic_Powers|Psychokinesis]] psionic ability by default.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.--&amp;gt;&amp;lt;!--When it becomes a thing again--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Playable_Species&amp;diff=3659</id>
		<title>Playable Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Playable_Species&amp;diff=3659"/>
		<updated>2024-12-14T04:49:57Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you&#039;re expected to try and coexist on this deathtrap.&lt;br /&gt;
Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.&lt;br /&gt;
&lt;br /&gt;
Delta-V features a diverse array of playable species, including Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni. There is also a number of uncommon humanoids. Each species possesses its own unique set of statistics, strengths, and weaknesses, as well as, in some cases, distinct anatomical traits. However, despite these differences, all species share several commonalities:&lt;br /&gt;
&lt;br /&gt;
* All species are able to equip the same tools and items.&lt;br /&gt;
* All species can metabolize reagents and experience their effects.&lt;br /&gt;
* All species are subject to the fundamental laws of physics, including temperature, pressure, atmospheric composition, gravity, radiation, electric current, and inertia.&lt;br /&gt;
* All species benefit from limited passive regeneration, allowing them to heal BRUTE and HEAT damage over time, provided their total damage remains below 20.&lt;br /&gt;
* All species are capable of utilizing psionic powers.&lt;br /&gt;
* All species communicate using a common language.&lt;br /&gt;
* All species are to be treated equally by both the crew and the AI onboard.&lt;br /&gt;
&lt;br /&gt;
= Roundstart Humanoids =&lt;br /&gt;
The following species can currently be selected in the character creation menu, meaning you can expect to see most of them during any given round.&lt;br /&gt;
&lt;br /&gt;
Humans are considered the baseline for drawbacks and benefits.&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
[[File:Human.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Baseline, unmodified human beings, functionally similar to the human beings of our world. You&#039;re (hopefully) one in real life. The station is designed for humans, so they should feel comfortable in most situations. However, humans cannot consume raw meat and do not possess any unique abilities or traits (strengths or weaknesses) compared to other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Everything, except: raw meat, live mice and some rotten stuff.&lt;br /&gt;
* Will get posioned by drinking blood and alcohol, and by eating rotten stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
== Slime ==&lt;br /&gt;
[[File:Slime.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Gelatinous, human-shaped masses of goo, Slime People breathe nitrogen rather than oxygen and exhale nitrous oxide. While they are naturally vulnerable to barotrauma caused by both high and low pressure, their elastic form grants them resistance to blunt damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Cadwellian (ex. Jon Cadwell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, simmilar to Humans&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 40% less Blunt damage.&lt;br /&gt;
* Take 20% less Poison damage.&lt;br /&gt;
* They are almost immune to cancer as they take 80% less Cellural damage.&amp;lt;sup&amp;gt;note: Cancer is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Immunity to the BleedersBite and Ultragigacancer disease.&lt;br /&gt;
* While suffocating, takes 80% less Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They have slighty faster natural regeneration rate and start regenerating from below 65 total damage (other species need below 20)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 20% more Piercing and Slashing damage.&lt;br /&gt;
* Take 50% more Cold damage from all sources.&lt;br /&gt;
* Very vulnerable to high and low pressure barotrauma (spacing).&lt;br /&gt;
* Get hurt by water when sprayed into them which deals Heat damage.&lt;br /&gt;
* Breaths Nitrogen instead of Oxygen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039;&lt;br /&gt;
* they breath nitrogen instead of oxygen. but more tanks are available for them and they can breath on lower atmospheric pressures without asphyxiating.&lt;br /&gt;
* they have a 6 space inventory slot in their body but anyone can access/steal anything that it is stored in it.&lt;br /&gt;
&lt;br /&gt;
== Rodentia ==&lt;br /&gt;
&lt;br /&gt;
Rodentia are a race of humanoid beings resembling rodents. Resourceful, evasive, sneaky, but fragile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Can Rummage in disposal chutes, which can sometimes dig up food.&lt;br /&gt;
* Can store small items in their cheeks. Having items in their mouth makes their speech unintelligible, and they will drop all items in their mouth if attacked, stunned, or shoved.&lt;br /&gt;
* Can &amp;quot;sneak&amp;quot; underneath tables, but not doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: can do Slashing and Blunt damage.&lt;br /&gt;
* Smaller than humans.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Always trigger mousetraps, regardless of whether or not they are wearing shoes.&lt;br /&gt;
* Get hungry 33% faster.&lt;br /&gt;
&lt;br /&gt;
== Reptilian ==&lt;br /&gt;
[[File:Reptilian.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Reptile-like humanoids with sharp claws, tough scales, and an appetite for raw meat. Their unarmed melee attacks do slash instead of blunt damage due to their claws. For whatever reason, onions, coffee and tea are poisonous to them and are unable to consume anything like Grain, Dairy, or anything overly processed, however, they are able to consume both raw meat without the risk of disease and fruits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Verbal (ex. Eats-The-Mouse)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat and drink blood without ill effects.&lt;br /&gt;
* Can only eat Fruits and Meat related foods.&lt;br /&gt;
* No grain or dairy products.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
Tail: can have both hands free while pulling anything, which allow them to do specific stuns in combat or help them in various jobs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: to deal Piercing damage instead of Blunt.&lt;br /&gt;
* Can stand a greater heat temperature than Humans.&lt;br /&gt;
* Uses their tail to pull things allowing them to have both of their hands free while pulling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Has a noticeable lisssp when speaking.&lt;br /&gt;
* Cold sensetivity: they will start freezing and getting slowed down from cold much earlier at 20c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; higher than other species.&lt;br /&gt;
* Suffer 30% more Cold damage from all sources.&lt;br /&gt;
* The diet is highly restricted and they can only eat meat, fruits and their specific combinations.&lt;br /&gt;
&lt;br /&gt;
== Felinid ==&lt;br /&gt;
[[File:Felinid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Small and mischievous cat-eared people. Being small in itself has lots of upsides and downsides. They are naturally good at thieving, and can hide inside duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Can eat mice and rats after picking them up&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Hairball: they have the ability to throw up an hairball to get rid of some of the chemicals from their bloodstream.&lt;br /&gt;
* Can eat mice or rats after picking them up. This has the benefit of regenerating the hairball ability and feeding them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: they do Slashing damage and Piercing damage.&lt;br /&gt;
* They are smaller than Humans, making them harder to hit.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
* Can walk completely silently, but only while barefooted.&lt;br /&gt;
* Immunity to the OwOnavirus disease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Are easily shoved, pushed and carried around by every other morphotypes due to their small size.&lt;br /&gt;
* They are weaker and struggle to carry and pull things due to their small size. They are unable to carry an Oni.&lt;br /&gt;
* They have slightly less stamina than Humans.&lt;br /&gt;
&lt;br /&gt;
== Harpy ==&lt;br /&gt;
[[File:Harpy.png|64px]]&lt;br /&gt;
&lt;br /&gt;
An avian humanoid species that features colorful feathered wings and tails that can mimic almost any sound.&lt;br /&gt;
&lt;br /&gt;
They are quite sensitive to the air quality, and when exposed to low quality air, they will begin to visibly gasp, and eventually start choking.&amp;lt;br&amp;gt;When this happens, a Harpy should either move away from sources of bad air, stand on top of a scrubber for a few seconds, or take a few breaths from a pure oxygen tank in order to restore their blood-oxygen levels. Only three seconds of being on pure oxygen is enough to completely restore a Harpy&#039;s blood oxygen saturation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They can &amp;quot;Sing&amp;quot; midis by imitating instruments. Right click yourself to select an instrument.&lt;br /&gt;
* Can imitate around 70% of the game&#039;s sound library through a huge list of voice emotes.&lt;br /&gt;
* While singing, musical notes appear floating around their head.&lt;br /&gt;
* Trait: Have the Ultraviolet Vision trait by default. This can be disabled via accessibility options.&lt;br /&gt;
* Tail: They Cannot wear Jumpsuits, and will automatically start with a Jumpskirt instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emote List&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Scream, Laugh, Sneeze, Cough, Sigh, Cry, Whistle, Hiss, Meow, Mew, Growl, Purr, Ring, Honk, Pew, Bang, Beep, Rev, Click, Chitter, Squeak, Caw, Chirp, Snarl, Bark, Whine, Howl&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Talons: deal Piercing damage.&lt;br /&gt;
* Somewhat smaller than Humans, although not as small as Felinids.&lt;br /&gt;
* Moves 10% faster than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Extreme low density, HarpDionaies are lighter than even Felinids, and weigh half as much as a Human.&lt;br /&gt;
* A Harpy breathes in air twice as often as Humans, inhaling and exhaling every 3 seconds.&lt;br /&gt;
** Air tanks last half as long and Harpies are more susceptible than usual to low air quality.&lt;br /&gt;
** If a Harpy is exposed to at least 0.2 moles of combined CO2 and/or Miasma, they start struggling to take in oxygen.&lt;br /&gt;
&lt;br /&gt;
== Arachnid ==&lt;br /&gt;
[[File:Arachnid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Not to be confused with insectoids, Arachnids cut a striking figure with their pressure-resistant exoskeletons and extra arms. Possibly related to the space spiders and giant tarantulas found in outer space. Thanks to their similarly robust digestive systems, they are able to consume raw food without the risk of disease. &amp;lt;sup&amp;gt;note: Disease is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Latin (ex. Pluribus Unum)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Slow metabolism.&lt;br /&gt;
* (BUG?: At the moment Arachnid do NOT get poisoned.) Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They have two extra pocket slots formed by webs.&lt;br /&gt;
* Silk: Can weive silk at the expense of hunger and craft various things.&lt;br /&gt;
Silk can be used to create furniture , clothes , walls and even shields. this will help handle more critical situations (ex: craft a winter coat when temperature drops , seal a spaced area using a wall). only Arachids are able to utilize the silk for crafting.&lt;br /&gt;
* Slow metabolism: they have 50% slower reagant metabolism than other species which takes extra time for medicines to work and to satiate thirst and hunger on the other it takes more time to get poisoned by any poisons/toxins. This has no effect on externally applied reagents, so spilling a acid on an Arachnid will kill them just the same as anyone else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Melee: Do Slashing damage instead of Blunt.&lt;br /&gt;
* Take significantly less barotrauma(spacing) damage.&lt;br /&gt;
* Metabolizes stuff in their stomach 50% faster.&lt;br /&gt;
* Two extra pocket slots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* While suffocating, takes 50% more Asphyxiation damage and recovers it only at half speed.&lt;br /&gt;
* Cannot use the outerwear storage slot.&lt;br /&gt;
* They uses 50% more oxygen to breath.&lt;br /&gt;
* They have blue blood, requiring Copper instead of Iron to regenerate. Iron will poison them instead.&lt;br /&gt;
&lt;br /&gt;
== Diona ==&lt;br /&gt;
[[File:Diona.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Tree-like plant people whose bodies react with fertilizer and weed-killing chemicals similar to regular plants.&lt;br /&gt;
Upon death, and gibbing, they split into 3 nymphs that represent an organ each: Brain, Stomach and Lungs. The player will become the Brain Nymph and can reform into a fully fledged Diona after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Qualia[https://en.wikipedia.org/wiki/Qualia] (ex. A Peaceful Sunrise)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat everything a Human can.&lt;br /&gt;
* They get hungry slower, and thirsty faster.&lt;br /&gt;
* Gets affected by chemicals that affects plants: Weed Killer poisons them and Robust Harvest heals them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Plant Chemicals: They are affected by chemicals that affect plants&amp;lt;sup&amp;gt;excluding mutegants&amp;lt;/sup&amp;gt;, this means that they can heal and benefit from fertilizers (ex: robust harvest can heal most of the brute damage), but plant toxins and pesticides will damage them too.&lt;br /&gt;
* Death: Can gib themselves into Nymphs after death, then reform after 10 minutes.&lt;br /&gt;
** This will heal them from all injuries and even manage to revive themselve from unrevivable situations (ex: radiation damage).&lt;br /&gt;
** Reform: It takes 10 minutes to be reformed back to Diona state from the Nymphs state. This leaves the Nymphs valnurable to other dangers (including spacing).&lt;br /&gt;
** Body: Reformed nymphs will have different body from the old Diona which will have different name and traits (such as gender).&lt;br /&gt;
** Memory: Reformed nymphs will keep their&#039;s character basic knowledge (only if it is an antagonist and the job), and looses any previous character&#039;s memories from it&#039;s death (other perhaps than the need to run away and find safety).&lt;br /&gt;
** Nymphs: There are normally 3 pet-like Nymphs. The original player take control of the &amp;quot;Brain&amp;quot; nymph. The only one able to talk. The other two can be taken over by ghosts if given cognizine.&lt;br /&gt;
** A zombified Diona is able to split once dead (or after giving up and returning to body) and the resulting nymphs will be zombified, though unable to reform.&lt;br /&gt;
* Tree form. Being exposed too much Rodust Harvest will cause a Diona to grow out of control, turning into an immobile tree (dropping all their equipment). Cutting down the tree will &amp;quot;restone&amp;quot; the Diona to their mobile state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 20% less Slash damage.&lt;br /&gt;
* Take 30% less Blunt damage.&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* While suffocating, takes half the Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They are heavier than other races and can shove/disarm other races easier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 50% more Heat damage.&lt;br /&gt;
* Take 20% more Shock damage.&lt;br /&gt;
* Roots: Cannot wear shoes. They are unable to wear any shoes and protect their feet from debris and shards (wearing a hardsuit can minigate this issue and protect their feet) and are unable to gain any benefit from them (ex: magboots, speedboots).&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* Ignite: If they take big enough Heat damage from any source, they get ignited and catch on fire (the fire damage/size depends on the amount of heat damage being dealt: a laser rifle will not burn as much compared to a vintage laser pistol / X-ray rifle)&lt;br /&gt;
== Vulpkanin ==&lt;br /&gt;
[[File:Vulpkanin.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The Vulpkanin (vulp-ka-nin) are a race of humanoid canine-like beings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
* Trait: Have the Deuteranopia trait by default. This can be disabled via accessibility options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: do Slashing and Blunt damage.&lt;br /&gt;
* Their fur makes them able to withstand [[Maps#Glacier_Station|cold environments]] without the need of a coat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They take 15% more Heat damage.&lt;br /&gt;
&lt;br /&gt;
== Moth People ==&lt;br /&gt;
[[File:Moth.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Moth People, meanwhile, actually &#039;&#039;are&#039;&#039; an insectoid species. This insect people with wings and antennae, come in a variety of colors and patterns. Their wings allow them greater control in zero gravity than other species, and their natural resistance to cold helps greatly in a space environment. The tradeoff, naturally, is that heat is more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common,  (ex. John Doe)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can only eat Cloth and Fruits related foods.&lt;br /&gt;
* Can eat Paper.&lt;br /&gt;
* Can specially eat Mothic recipes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Wings: Have increased acceleration when moving in zero-g enviroments. Their ability can work when gravity generator fails and even in space/vacumm and helps them get around without a jetpack. The status is 50% higher acceleration than other species.&lt;br /&gt;
* Diet: Moths have an exclusive cloth diet that can also include fruits. Moths cannot eat most things from other species, however they can eat cloth, gloves and other clothing items which are exclusive to them and are in higher abudance, in addition chefs can prepare moth specific food recipes for them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 30% less Cold damage from all sources.&lt;br /&gt;
* Having wings makes it easier to move in zero-gravity environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Heat damage from all sources.&lt;br /&gt;
* Take 33% more (or 3 times more?) Heat/Burn damage when on fire compared to other species.&lt;br /&gt;
* They start taking Heat damage much earlier at 5c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; lower than other races. Intense heat will quickly burn them.&lt;br /&gt;
* They are slightly easier to carry and shove than Humans.&lt;br /&gt;
* They are unable to swallow any pills due to their diet, requiring them to be dissolved in other mediums instead.&lt;br /&gt;
&lt;br /&gt;
== Vox ==&lt;br /&gt;
[[File:Fullvox.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Vox are a strange lot, they&#039;re raptor-like creatures that can only breathe nitrogen, as oxygen is &#039;&#039;&#039;very hazardous&#039;&#039;&#039; to their health to the point where they take ticking poison damage as long as they&#039;re exposed to the air, provided said air has even a trace of oxygen within it. To counter-act this, a Vox must either be in a pure nitrogen-based environment or, more commonly, breathing from a nitrogen tank, one of which is provided to them at the start of each round. Much like Reptilians, their unarmed attacks deal slashing damage instread of blunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common, Mono-name with Repetitive Random Syllables (ex. Hirixashahre, Xapikrikrik)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: Do Slash damage instead of Blunt on unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Breathing: Oxygen is toxic to them, they require to have internals on at all times and sometimes require to put the mask off when need to eat/swallow anything. There are other alternatives way to get reagents in such as a syringe without need to turn off the internals.&lt;br /&gt;
&lt;br /&gt;
== Oni ==&lt;br /&gt;
[[File:Oni.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Large, horned people that come in a variety of colors. Their accuracy with [[Weapons|guns]] is terrible, but their physical strength brings them a lot of boons both in and out of combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 15% less Blunt damage.&lt;br /&gt;
* Take 15% less Slash damage.&lt;br /&gt;
* Take 15% less Piercing damage.&lt;br /&gt;
* Do more damage in melee:&lt;br /&gt;
** 35% more Blunt and Asphyxiation.&lt;br /&gt;
** 20% more Slash and Piercing.&lt;br /&gt;
* Due to their big size, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
* They are harder to shove.&lt;br /&gt;
* Slightly more stamina than Humans.&lt;br /&gt;
* They have an easier time prying open doors, taking around 50% less time than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Their accuracy with guns is terrible.&lt;br /&gt;
* They are harder to carry and pull.&lt;br /&gt;
* They are bigger than Humans, making them easier to hit.&lt;br /&gt;
&lt;br /&gt;
= Species anatomy =&lt;br /&gt;
The following table describes the possible organs that comprise the anatomy of the major Morphotypes: Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Organs&lt;br /&gt;
!Image&lt;br /&gt;
!Organ&lt;br /&gt;
!Morphotypes&lt;br /&gt;
!Purpose&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Heart-off.png|50x50px]]&lt;br /&gt;
|Heart&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:OrganHumanBrain.png|50x50px]]&lt;br /&gt;
|Brain&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Brain-pl.png|50px]]&lt;br /&gt;
|Diona Brain&lt;br /&gt;
|Diona&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body. Functionally identical to the other humanoid brains.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lung-L.png|50x50px]]&lt;br /&gt;
|Lungs&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, and Oni&lt;br /&gt;
|Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
|Vox Lungs&lt;br /&gt;
|Vox&lt;br /&gt;
|Determines the rate of breathing. Unhealthy lungs may result in the body getting less N2 than it needs. Generates toxins when O2 is breathed in.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Slime People(?), Humans, Vox, and Oni(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Rodentia(?), Reptilians, Felinids(?), Harpies(?), Arachnids, and Vulpkanin(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Stomach-pl.png|50px]]&lt;br /&gt;
|Diona Stomach&lt;br /&gt;
|Diona&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Due to its plantlike nature, it can digest fertilizers and weedkillers similar to the ways a plant would. Still capable of metabolizing medicine meant for animals.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
|Moth Stomach&lt;br /&gt;
|Moth People&lt;br /&gt;
|Aids in the digestion of cloth and reagents in the body. Finds non-cloth foods repulsive.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kidney-L.png|50x50px]]&lt;br /&gt;
|Kidneys&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Liver.png|50x50px]]&lt;br /&gt;
|Liver&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eye-L.png|50x50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Eye-L-pl.png|50px]] &lt;br /&gt;
|Diona Eyes&lt;br /&gt;
|Diona&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light. Functionally identical to other humanoid eyeballs.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Eyeball-l-a.png|50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Arachnids&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blood&lt;br /&gt;
|&#039;&#039;&#039;Iron based, color red&#039;&#039;&#039;Humans, Rodentia, Reptilians(?), Felinids, Harpies, Vulpkanin, Vox, Oni&lt;br /&gt;
&#039;&#039;&#039;Sap, color yellow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(also &amp;quot;Iron based&amp;quot; but not red blood)&lt;br /&gt;
&lt;br /&gt;
Diona&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slime, color green&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(also &amp;quot;Iron based&amp;quot; but not red blood)&lt;br /&gt;
&lt;br /&gt;
Slime People&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insect Blood, color grey&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(also &amp;quot;Iron based&amp;quot; but not red blood)&lt;br /&gt;
&lt;br /&gt;
Moth People&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Copper based, color blue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arachnids&lt;br /&gt;
|Not an organ, but a vital part of body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== IPC ==&lt;br /&gt;
[[File:IPC.png|64px]]&lt;br /&gt;
&lt;br /&gt;
IPCs, also known as Integrated Positronic Chassis, are a race of unlawed and sentient humanoid robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* ?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Uncommon Humanoids =&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their original form, or new life may rise.&lt;br /&gt;
These races are usually encountered later in the shift. They remain relatively common, but cannot be selected in character creation.&lt;br /&gt;
&lt;br /&gt;
== Skeleton ==&lt;br /&gt;
[[File:Skeleton.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Somehow still alive, a skeleton is just a sack of stark white bones, giving them a number of very useful resistances and traits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Completely immune to Radiation.&lt;br /&gt;
* Takes 40% less Piercing and 20% less Slashing damage.&lt;br /&gt;
* Takes no damage from temperature or pressure, making them space-proof.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Heals from having milk sprayed on them.&lt;br /&gt;
&amp;lt;!-- * Immune against all diseases. //why is this not a thing?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 10% more Blunt damage.&lt;br /&gt;
* Everything they say is followed by &amp;quot;ACK ACK!&amp;quot;.&lt;br /&gt;
* Very spooky.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== Golems ==&lt;br /&gt;
An artificial construct imitating life, golems are the receptacle for souls of the dead encased in gemstone. They are completely devoted to whoever or whatever is marked as their master, and will carry out any order given by them. Typically they are aligned with the station, but in the wrong hands, they can be devastating.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Steel Golem|Steel Golem]] ===&lt;br /&gt;
[[File:Golem.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The most common Golem, the empty ones are generally found around the [[Maps|station]], &#039;&#039;eagerly&#039;&#039; awaiting a soul stone to be attached to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 30% less Blunt, Slash and Piercing damage.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt and Heat.&lt;br /&gt;
* Immune against poison, genetic, toxin damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more Shock damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Wood Golem|Wood Golem]] ===&lt;br /&gt;
[[File:GolemWood.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The perfect friend to the botanist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 50% less Blunt.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt.&lt;br /&gt;
* Immune against Poison, Genetic, Toxin, Radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Can have plants growing on their head.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more fire damage when on fire.&lt;br /&gt;
* Takes 100% more Slash and Heat damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Silver Golem|Silver Golem]] ===&lt;br /&gt;
[[File:GolemSilver.png|64px]]&lt;br /&gt;
&lt;br /&gt;
A fusion between soul and quantum machine, the epitome of epistemics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Immune against poison, genetic, toxin, radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* They punch twice as hard as Humans while also dealing holy damage. They also attack 50% faster.&lt;br /&gt;
* Move twice as fast as Humans.&lt;br /&gt;
* Possess the [[Psionics#List_of_Psionic_Powers|Psychokinesis]] psionic ability by default.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.--&amp;gt;&amp;lt;!--When it becomes a thing again--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Playable_Species&amp;diff=3658</id>
		<title>Playable Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Playable_Species&amp;diff=3658"/>
		<updated>2024-12-14T04:48:18Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: Blood part in table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you&#039;re expected to try and coexist on this deathtrap.&lt;br /&gt;
Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.&lt;br /&gt;
&lt;br /&gt;
Delta-V features a diverse array of playable species, including Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni. There is also a number of uncommon humanoids. Each species possesses its own unique set of statistics, strengths, and weaknesses, as well as, in some cases, distinct anatomical traits. However, despite these differences, all species share several commonalities:&lt;br /&gt;
&lt;br /&gt;
* All species are able to equip the same tools and items.&lt;br /&gt;
* All species can metabolize reagents and experience their effects.&lt;br /&gt;
* All species are subject to the fundamental laws of physics, including temperature, pressure, atmospheric composition, gravity, radiation, electric current, and inertia.&lt;br /&gt;
* All species benefit from limited passive regeneration, allowing them to heal BRUTE and HEAT damage over time, provided their total damage remains below 20.&lt;br /&gt;
* All species are capable of utilizing psionic powers.&lt;br /&gt;
* All species communicate using a common language.&lt;br /&gt;
* All species are to be treated equally by both the crew and the AI onboard.&lt;br /&gt;
&lt;br /&gt;
= Roundstart Humanoids =&lt;br /&gt;
The following species can currently be selected in the character creation menu, meaning you can expect to see most of them during any given round.&lt;br /&gt;
&lt;br /&gt;
Humans are considered the baseline for drawbacks and benefits.&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
[[File:Human.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Baseline, unmodified human beings, functionally similar to the human beings of our world. You&#039;re (hopefully) one in real life. The station is designed for humans, so they should feel comfortable in most situations. However, humans cannot consume raw meat and do not possess any unique abilities or traits (strengths or weaknesses) compared to other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Everything, except: raw meat, live mice and some rotten stuff.&lt;br /&gt;
* Will get posioned by drinking blood and alcohol, and by eating rotten stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
== Slime ==&lt;br /&gt;
[[File:Slime.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Gelatinous, human-shaped masses of goo, Slime People breathe nitrogen rather than oxygen and exhale nitrous oxide. While they are naturally vulnerable to barotrauma caused by both high and low pressure, their elastic form grants them resistance to blunt damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Cadwellian (ex. Jon Cadwell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, simmilar to Humans&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 40% less Blunt damage.&lt;br /&gt;
* Take 20% less Poison damage.&lt;br /&gt;
* They are almost immune to cancer as they take 80% less Cellural damage.&amp;lt;sup&amp;gt;note: Cancer is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Immunity to the BleedersBite and Ultragigacancer disease.&lt;br /&gt;
* While suffocating, takes 80% less Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They have slighty faster natural regeneration rate and start regenerating from below 65 total damage (other species need below 20)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 20% more Piercing and Slashing damage.&lt;br /&gt;
* Take 50% more Cold damage from all sources.&lt;br /&gt;
* Very vulnerable to high and low pressure barotrauma (spacing).&lt;br /&gt;
* Get hurt by water when sprayed into them which deals Heat damage.&lt;br /&gt;
* Breaths Nitrogen instead of Oxygen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039;&lt;br /&gt;
* they breath nitrogen instead of oxygen. but more tanks are available for them and they can breath on lower atmospheric pressures without asphyxiating.&lt;br /&gt;
* they have a 6 space inventory slot in their body but anyone can access/steal anything that it is stored in it.&lt;br /&gt;
&lt;br /&gt;
== Rodentia ==&lt;br /&gt;
&lt;br /&gt;
Rodentia are a race of humanoid beings resembling rodents. Resourceful, evasive, sneaky, but fragile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Can Rummage in disposal chutes, which can sometimes dig up food.&lt;br /&gt;
* Can store small items in their cheeks. Having items in their mouth makes their speech unintelligible, and they will drop all items in their mouth if attacked, stunned, or shoved.&lt;br /&gt;
* Can &amp;quot;sneak&amp;quot; underneath tables, but not doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: can do Slashing and Blunt damage.&lt;br /&gt;
* Smaller than humans.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Always trigger mousetraps, regardless of whether or not they are wearing shoes.&lt;br /&gt;
* Get hungry 33% faster.&lt;br /&gt;
&lt;br /&gt;
== Reptilian ==&lt;br /&gt;
[[File:Reptilian.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Reptile-like humanoids with sharp claws, tough scales, and an appetite for raw meat. Their unarmed melee attacks do slash instead of blunt damage due to their claws. For whatever reason, onions, coffee and tea are poisonous to them and are unable to consume anything like Grain, Dairy, or anything overly processed, however, they are able to consume both raw meat without the risk of disease and fruits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Verbal (ex. Eats-The-Mouse)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat and drink blood without ill effects.&lt;br /&gt;
* Can only eat Fruits and Meat related foods.&lt;br /&gt;
* No grain or dairy products.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
Tail: can have both hands free while pulling anything, which allow them to do specific stuns in combat or help them in various jobs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: to deal Piercing damage instead of Blunt.&lt;br /&gt;
* Can stand a greater heat temperature than Humans.&lt;br /&gt;
* Uses their tail to pull things allowing them to have both of their hands free while pulling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Has a noticeable lisssp when speaking.&lt;br /&gt;
* Cold sensetivity: they will start freezing and getting slowed down from cold much earlier at 20c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; higher than other species.&lt;br /&gt;
* Suffer 30% more Cold damage from all sources.&lt;br /&gt;
* The diet is highly restricted and they can only eat meat, fruits and their specific combinations.&lt;br /&gt;
&lt;br /&gt;
== Felinid ==&lt;br /&gt;
[[File:Felinid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Small and mischievous cat-eared people. Being small in itself has lots of upsides and downsides. They are naturally good at thieving, and can hide inside duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Can eat mice and rats after picking them up&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Hairball: they have the ability to throw up an hairball to get rid of some of the chemicals from their bloodstream.&lt;br /&gt;
* Can eat mice or rats after picking them up. This has the benefit of regenerating the hairball ability and feeding them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: they do Slashing damage and Piercing damage.&lt;br /&gt;
* They are smaller than Humans, making them harder to hit.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
* Can walk completely silently, but only while barefooted.&lt;br /&gt;
* Immunity to the OwOnavirus disease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Are easily shoved, pushed and carried around by every other morphotypes due to their small size.&lt;br /&gt;
* They are weaker and struggle to carry and pull things due to their small size. They are unable to carry an Oni.&lt;br /&gt;
* They have slightly less stamina than Humans.&lt;br /&gt;
&lt;br /&gt;
== Harpy ==&lt;br /&gt;
[[File:Harpy.png|64px]]&lt;br /&gt;
&lt;br /&gt;
An avian humanoid species that features colorful feathered wings and tails that can mimic almost any sound.&lt;br /&gt;
&lt;br /&gt;
They are quite sensitive to the air quality, and when exposed to low quality air, they will begin to visibly gasp, and eventually start choking.&amp;lt;br&amp;gt;When this happens, a Harpy should either move away from sources of bad air, stand on top of a scrubber for a few seconds, or take a few breaths from a pure oxygen tank in order to restore their blood-oxygen levels. Only three seconds of being on pure oxygen is enough to completely restore a Harpy&#039;s blood oxygen saturation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They can &amp;quot;Sing&amp;quot; midis by imitating instruments. Right click yourself to select an instrument.&lt;br /&gt;
* Can imitate around 70% of the game&#039;s sound library through a huge list of voice emotes.&lt;br /&gt;
* While singing, musical notes appear floating around their head.&lt;br /&gt;
* Trait: Have the Ultraviolet Vision trait by default. This can be disabled via accessibility options.&lt;br /&gt;
* Tail: They Cannot wear Jumpsuits, and will automatically start with a Jumpskirt instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emote List&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Scream, Laugh, Sneeze, Cough, Sigh, Cry, Whistle, Hiss, Meow, Mew, Growl, Purr, Ring, Honk, Pew, Bang, Beep, Rev, Click, Chitter, Squeak, Caw, Chirp, Snarl, Bark, Whine, Howl&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Talons: deal Piercing damage.&lt;br /&gt;
* Somewhat smaller than Humans, although not as small as Felinids.&lt;br /&gt;
* Moves 10% faster than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Extreme low density, HarpDionaies are lighter than even Felinids, and weigh half as much as a Human.&lt;br /&gt;
* A Harpy breathes in air twice as often as Humans, inhaling and exhaling every 3 seconds.&lt;br /&gt;
** Air tanks last half as long and Harpies are more susceptible than usual to low air quality.&lt;br /&gt;
** If a Harpy is exposed to at least 0.2 moles of combined CO2 and/or Miasma, they start struggling to take in oxygen.&lt;br /&gt;
&lt;br /&gt;
== Arachnid ==&lt;br /&gt;
[[File:Arachnid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Not to be confused with insectoids, Arachnids cut a striking figure with their pressure-resistant exoskeletons and extra arms. Possibly related to the space spiders and giant tarantulas found in outer space. Thanks to their similarly robust digestive systems, they are able to consume raw food without the risk of disease. &amp;lt;sup&amp;gt;note: Disease is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Latin (ex. Pluribus Unum)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Slow metabolism.&lt;br /&gt;
* (BUG?: At the moment Arachnid do NOT get poisoned.) Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They have two extra pocket slots formed by webs.&lt;br /&gt;
* Silk: Can weive silk at the expense of hunger and craft various things.&lt;br /&gt;
Silk can be used to create furniture , clothes , walls and even shields. this will help handle more critical situations (ex: craft a winter coat when temperature drops , seal a spaced area using a wall). only Arachids are able to utilize the silk for crafting.&lt;br /&gt;
* Slow metabolism: they have 50% slower reagant metabolism than other species which takes extra time for medicines to work and to satiate thirst and hunger on the other it takes more time to get poisoned by any poisons/toxins. This has no effect on externally applied reagents, so spilling a acid on an Arachnid will kill them just the same as anyone else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Melee: Do Slashing damage instead of Blunt.&lt;br /&gt;
* Take significantly less barotrauma(spacing) damage.&lt;br /&gt;
* Metabolizes stuff in their stomach 50% faster.&lt;br /&gt;
* Two extra pocket slots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* While suffocating, takes 50% more Asphyxiation damage and recovers it only at half speed.&lt;br /&gt;
* Cannot use the outerwear storage slot.&lt;br /&gt;
* They uses 50% more oxygen to breath.&lt;br /&gt;
* They have blue blood, requiring Copper instead of Iron to regenerate. Iron will poison them instead.&lt;br /&gt;
&lt;br /&gt;
== Diona ==&lt;br /&gt;
[[File:Diona.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Tree-like plant people whose bodies react with fertilizer and weed-killing chemicals similar to regular plants.&lt;br /&gt;
Upon death, and gibbing, they split into 3 nymphs that represent an organ each: Brain, Stomach and Lungs. The player will become the Brain Nymph and can reform into a fully fledged Diona after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Qualia[https://en.wikipedia.org/wiki/Qualia] (ex. A Peaceful Sunrise)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat everything a Human can.&lt;br /&gt;
* They get hungry slower, and thirsty faster.&lt;br /&gt;
* Gets affected by chemicals that affects plants: Weed Killer poisons them and Robust Harvest heals them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Plant Chemicals: They are affected by chemicals that affect plants&amp;lt;sup&amp;gt;excluding mutegants&amp;lt;/sup&amp;gt;, this means that they can heal and benefit from fertilizers (ex: robust harvest can heal most of the brute damage), but plant toxins and pesticides will damage them too.&lt;br /&gt;
* Death: Can gib themselves into Nymphs after death, then reform after 10 minutes.&lt;br /&gt;
** This will heal them from all injuries and even manage to revive themselve from unrevivable situations (ex: radiation damage).&lt;br /&gt;
** Reform: It takes 10 minutes to be reformed back to Diona state from the Nymphs state. This leaves the Nymphs valnurable to other dangers (including spacing).&lt;br /&gt;
** Body: Reformed nymphs will have different body from the old Diona which will have different name and traits (such as gender).&lt;br /&gt;
** Memory: Reformed nymphs will keep their&#039;s character basic knowledge (only if it is an antagonist and the job), and looses any previous character&#039;s memories from it&#039;s death (other perhaps than the need to run away and find safety).&lt;br /&gt;
** Nymphs: There are normally 3 pet-like Nymphs. The original player take control of the &amp;quot;Brain&amp;quot; nymph. The only one able to talk. The other two can be taken over by ghosts if given cognizine.&lt;br /&gt;
** A zombified Diona is able to split once dead (or after giving up and returning to body) and the resulting nymphs will be zombified, though unable to reform.&lt;br /&gt;
* Tree form. Being exposed too much Rodust Harvest will cause a Diona to grow out of control, turning into an immobile tree (dropping all their equipment). Cutting down the tree will &amp;quot;restone&amp;quot; the Diona to their mobile state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 20% less Slash damage.&lt;br /&gt;
* Take 30% less Blunt damage.&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* While suffocating, takes half the Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They are heavier than other races and can shove/disarm other races easier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 50% more Heat damage.&lt;br /&gt;
* Take 20% more Shock damage.&lt;br /&gt;
* Roots: Cannot wear shoes. They are unable to wear any shoes and protect their feet from debris and shards (wearing a hardsuit can minigate this issue and protect their feet) and are unable to gain any benefit from them (ex: magboots, speedboots).&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* Ignite: If they take big enough Heat damage from any source, they get ignited and catch on fire (the fire damage/size depends on the amount of heat damage being dealt: a laser rifle will not burn as much compared to a vintage laser pistol / X-ray rifle)&lt;br /&gt;
== Vulpkanin ==&lt;br /&gt;
[[File:Vulpkanin.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The Vulpkanin (vulp-ka-nin) are a race of humanoid canine-like beings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
* Trait: Have the Deuteranopia trait by default. This can be disabled via accessibility options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: do Slashing and Blunt damage.&lt;br /&gt;
* Their fur makes them able to withstand [[Maps#Glacier_Station|cold environments]] without the need of a coat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They take 15% more Heat damage.&lt;br /&gt;
&lt;br /&gt;
== Moth People ==&lt;br /&gt;
[[File:Moth.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Moth People, meanwhile, actually &#039;&#039;are&#039;&#039; an insectoid species. This insect people with wings and antennae, come in a variety of colors and patterns. Their wings allow them greater control in zero gravity than other species, and their natural resistance to cold helps greatly in a space environment. The tradeoff, naturally, is that heat is more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common,  (ex. John Doe)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can only eat Cloth and Fruits related foods.&lt;br /&gt;
* Can eat Paper.&lt;br /&gt;
* Can specially eat Mothic recipes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Wings: Have increased acceleration when moving in zero-g enviroments. Their ability can work when gravity generator fails and even in space/vacumm and helps them get around without a jetpack. The status is 50% higher acceleration than other species.&lt;br /&gt;
* Diet: Moths have an exclusive cloth diet that can also include fruits. Moths cannot eat most things from other species, however they can eat cloth, gloves and other clothing items which are exclusive to them and are in higher abudance, in addition chefs can prepare moth specific food recipes for them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 30% less Cold damage from all sources.&lt;br /&gt;
* Having wings makes it easier to move in zero-gravity environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Heat damage from all sources.&lt;br /&gt;
* Take 33% more (or 3 times more?) Heat/Burn damage when on fire compared to other species.&lt;br /&gt;
* They start taking Heat damage much earlier at 5c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; lower than other races. Intense heat will quickly burn them.&lt;br /&gt;
* They are slightly easier to carry and shove than Humans.&lt;br /&gt;
* They are unable to swallow any pills due to their diet, requiring them to be dissolved in other mediums instead.&lt;br /&gt;
&lt;br /&gt;
== Vox ==&lt;br /&gt;
[[File:Fullvox.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Vox are a strange lot, they&#039;re raptor-like creatures that can only breathe nitrogen, as oxygen is &#039;&#039;&#039;very hazardous&#039;&#039;&#039; to their health to the point where they take ticking poison damage as long as they&#039;re exposed to the air, provided said air has even a trace of oxygen within it. To counter-act this, a Vox must either be in a pure nitrogen-based environment or, more commonly, breathing from a nitrogen tank, one of which is provided to them at the start of each round. Much like Reptilians, their unarmed attacks deal slashing damage instread of blunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common, Mono-name with Repetitive Random Syllables (ex. Hirixashahre, Xapikrikrik)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: Do Slash damage instead of Blunt on unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Breathing: Oxygen is toxic to them, they require to have internals on at all times and sometimes require to put the mask off when need to eat/swallow anything. There are other alternatives way to get reagents in such as a syringe without need to turn off the internals.&lt;br /&gt;
&lt;br /&gt;
== Oni ==&lt;br /&gt;
[[File:Oni.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Large, horned people that come in a variety of colors. Their accuracy with [[Weapons|guns]] is terrible, but their physical strength brings them a lot of boons both in and out of combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 15% less Blunt damage.&lt;br /&gt;
* Take 15% less Slash damage.&lt;br /&gt;
* Take 15% less Piercing damage.&lt;br /&gt;
* Do more damage in melee:&lt;br /&gt;
** 35% more Blunt and Asphyxiation.&lt;br /&gt;
** 20% more Slash and Piercing.&lt;br /&gt;
* Due to their big size, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
* They are harder to shove.&lt;br /&gt;
* Slightly more stamina than Humans.&lt;br /&gt;
* They have an easier time prying open doors, taking around 50% less time than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Their accuracy with guns is terrible.&lt;br /&gt;
* They are harder to carry and pull.&lt;br /&gt;
* They are bigger than Humans, making them easier to hit.&lt;br /&gt;
&lt;br /&gt;
= Species anatomy =&lt;br /&gt;
The following table describes the possible organs that comprise the anatomy of the major Morphotypes: Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Organs&lt;br /&gt;
!Image&lt;br /&gt;
!Organ&lt;br /&gt;
!Morphotypes&lt;br /&gt;
!Purpose&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Heart-off.png|50x50px]]&lt;br /&gt;
|Heart&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:OrganHumanBrain.png|50x50px]]&lt;br /&gt;
|Brain&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Brain-pl.png|50px]]&lt;br /&gt;
|Diona Brain&lt;br /&gt;
|Diona&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body. Functionally identical to the other humanoid brains.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lung-L.png|50x50px]]&lt;br /&gt;
|Lungs&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, and Oni&lt;br /&gt;
|Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
|Vox Lungs&lt;br /&gt;
|Vox&lt;br /&gt;
|Determines the rate of breathing. Unhealthy lungs may result in the body getting less N2 than it needs. Generates toxins when O2 is breathed in.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Slime People(?), Humans, Vox, and Oni(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Rodentia(?), Reptilians, Felinids(?), Harpies(?), Arachnids, and Vulpkanin(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Stomach-pl.png|50px]]&lt;br /&gt;
|Diona Stomach&lt;br /&gt;
|Diona&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Due to its plantlike nature, it can digest fertilizers and weedkillers similar to the ways a plant would. Still capable of metabolizing medicine meant for animals.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
|Moth Stomach&lt;br /&gt;
|Moth People&lt;br /&gt;
|Aids in the digestion of cloth and reagents in the body. Finds non-cloth foods repulsive.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kidney-L.png|50x50px]]&lt;br /&gt;
|Kidneys&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Liver.png|50x50px]]&lt;br /&gt;
|Liver&lt;br /&gt;
|All major Morphotypes&lt;br /&gt;
|Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eye-L.png|50x50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Eye-L-pl.png|50px]] &lt;br /&gt;
|Diona Eyes&lt;br /&gt;
|Diona&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light. Functionally identical to other humanoid eyeballs.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Eyeball-l-a.png|50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Arachnids&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blood&lt;br /&gt;
|&#039;&#039;&#039;Iron based, color red&#039;&#039;&#039;Humans, Rodentia, Reptilians(?), Felinids, Harpies, Vulpkanin, Vox, Oni&lt;br /&gt;
&#039;&#039;&#039;Sap, color yellow&#039;&#039;&#039;(also &amp;quot;Iron based&amp;quot; but not red blood)&lt;br /&gt;
Diona&lt;br /&gt;
&#039;&#039;&#039;Slime, color green&#039;&#039;&#039;(also &amp;quot;Iron based&amp;quot; but not red blood)&lt;br /&gt;
Slime People&lt;br /&gt;
&#039;&#039;&#039;Insect Blood, color grey&#039;&#039;&#039;(also &amp;quot;Iron based&amp;quot; but not red blood)&lt;br /&gt;
Moth People&lt;br /&gt;
&#039;&#039;&#039;Copper based, color blue&#039;&#039;&#039;Arachnids&lt;br /&gt;
|Not an organ, but a vital part of body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== IPC ==&lt;br /&gt;
[[File:IPC.png|64px]]&lt;br /&gt;
&lt;br /&gt;
IPCs, also known as Integrated Positronic Chassis, are a race of unlawed and sentient humanoid robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* ?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Uncommon Humanoids =&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their original form, or new life may rise.&lt;br /&gt;
These races are usually encountered later in the shift. They remain relatively common, but cannot be selected in character creation.&lt;br /&gt;
&lt;br /&gt;
== Skeleton ==&lt;br /&gt;
[[File:Skeleton.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Somehow still alive, a skeleton is just a sack of stark white bones, giving them a number of very useful resistances and traits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Completely immune to Radiation.&lt;br /&gt;
* Takes 40% less Piercing and 20% less Slashing damage.&lt;br /&gt;
* Takes no damage from temperature or pressure, making them space-proof.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Heals from having milk sprayed on them.&lt;br /&gt;
&amp;lt;!-- * Immune against all diseases. //why is this not a thing?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 10% more Blunt damage.&lt;br /&gt;
* Everything they say is followed by &amp;quot;ACK ACK!&amp;quot;.&lt;br /&gt;
* Very spooky.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== Golems ==&lt;br /&gt;
An artificial construct imitating life, golems are the receptacle for souls of the dead encased in gemstone. They are completely devoted to whoever or whatever is marked as their master, and will carry out any order given by them. Typically they are aligned with the station, but in the wrong hands, they can be devastating.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Steel Golem|Steel Golem]] ===&lt;br /&gt;
[[File:Golem.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The most common Golem, the empty ones are generally found around the [[Maps|station]], &#039;&#039;eagerly&#039;&#039; awaiting a soul stone to be attached to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 30% less Blunt, Slash and Piercing damage.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt and Heat.&lt;br /&gt;
* Immune against poison, genetic, toxin damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more Shock damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Wood Golem|Wood Golem]] ===&lt;br /&gt;
[[File:GolemWood.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The perfect friend to the botanist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 50% less Blunt.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt.&lt;br /&gt;
* Immune against Poison, Genetic, Toxin, Radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Can have plants growing on their head.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more fire damage when on fire.&lt;br /&gt;
* Takes 100% more Slash and Heat damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Silver Golem|Silver Golem]] ===&lt;br /&gt;
[[File:GolemSilver.png|64px]]&lt;br /&gt;
&lt;br /&gt;
A fusion between soul and quantum machine, the epitome of epistemics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Immune against poison, genetic, toxin, radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* They punch twice as hard as Humans while also dealing holy damage. They also attack 50% faster.&lt;br /&gt;
* Move twice as fast as Humans.&lt;br /&gt;
* Possess the [[Psionics#List_of_Psionic_Powers|Psychokinesis]] psionic ability by default.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.--&amp;gt;&amp;lt;!--When it becomes a thing again--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Playable_Species&amp;diff=3657</id>
		<title>Playable Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Playable_Species&amp;diff=3657"/>
		<updated>2024-12-13T11:50:09Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: minor style changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you&#039;re expected to try and coexist on this deathtrap.&lt;br /&gt;
Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.&lt;br /&gt;
&lt;br /&gt;
Delta-V features a diverse array of playable species, including Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni. There is also a number of uncommon humanoids. Each species possesses its own unique set of statistics, strengths, and weaknesses, as well as, in some cases, distinct anatomical traits. However, despite these differences, all species share several commonalities:&lt;br /&gt;
&lt;br /&gt;
* All species are able to equip the same tools and items.&lt;br /&gt;
* All species can metabolize reagents and experience their effects.&lt;br /&gt;
* All species are subject to the fundamental laws of physics, including temperature, pressure, atmospheric composition, gravity, radiation, electric current, and inertia.&lt;br /&gt;
* All species benefit from limited passive regeneration, allowing them to heal BRUTE and HEAT damage over time, provided their total damage remains below 20.&lt;br /&gt;
* All species are capable of utilizing psionic powers.&lt;br /&gt;
* All species communicate using a common language.&lt;br /&gt;
* All species are to be treated equally by both the crew and the AI onboard.&lt;br /&gt;
&lt;br /&gt;
= Roundstart Humanoids =&lt;br /&gt;
The following species can currently be selected in the character creation menu, meaning you can expect to see most of them during any given round.&lt;br /&gt;
&lt;br /&gt;
Humans are considered the baseline for drawbacks and benefits.&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
[[File:Human.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Baseline, unmodified human beings, functionally similar to the human beings of our world. You&#039;re (hopefully) one in real life. The station is designed for humans, so they should feel comfortable in most situations. However, humans cannot consume raw meat and do not possess any unique abilities or traits (strengths or weaknesses) compared to other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Everything, except: raw meat, live mice and some rotten stuff.&lt;br /&gt;
* Will get posioned by drinking blood and alcohol, and by eating rotten stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Slime ==&lt;br /&gt;
[[File:Slime.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Gelatinous, human-shaped masses of goo, Slime People breathe nitrogen rather than oxygen and exhale nitrous oxide. While they are naturally vulnerable to barotrauma caused by both high and low pressure, their elastic form grants them resistance to blunt damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Cadwellian (ex. Jon Cadwell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, simmilar to Humans&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 40% less Blunt damage.&lt;br /&gt;
* Take 20% less Poison damage.&lt;br /&gt;
* They are almost immune to cancer as they take 80% less Cellural damage.&amp;lt;sup&amp;gt;note: Cancer is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Immunity to the BleedersBite and Ultragigacancer disease.&lt;br /&gt;
* While suffocating, takes 80% less Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They have slighty faster natural regeneration rate and start regenerating from below 65 total damage (other species need below 20)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 20% more Piercing and Slashing damage.&lt;br /&gt;
* Take 50% more Cold damage from all sources.&lt;br /&gt;
* Very vulnerable to high and low pressure barotrauma (spacing).&lt;br /&gt;
* Get hurt by water when sprayed into them which deals Heat damage.&lt;br /&gt;
* Breaths Nitrogen instead of Oxygen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039;&lt;br /&gt;
* they breath nitrogen instead of oxygen. but more tanks are available for them and they can breath on lower atmospheric pressures without asphyxiating.&lt;br /&gt;
* they have a 6 space inventory slot in their body but anyone can access/steal anything that it is stored in it.&lt;br /&gt;
&lt;br /&gt;
== Rodentia ==&lt;br /&gt;
&lt;br /&gt;
Rodentia are a race of humanoid beings resembling rodents. Resourceful, evasive, sneaky, but fragile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Can Rummage in disposal chutes, which can sometimes dig up food.&lt;br /&gt;
* Can store small items in their cheeks. Having items in their mouth makes their speech unintelligible, and they will drop all items in their mouth if attacked, stunned, or shoved.&lt;br /&gt;
* Can &amp;quot;sneak&amp;quot; underneath tables, but not doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: can do Slashing and Blunt damage.&lt;br /&gt;
* Smaller than humans.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Always trigger mousetraps, regardless of whether or not they are wearing shoes.&lt;br /&gt;
* Get hungry 33% faster.&lt;br /&gt;
&lt;br /&gt;
== Reptilian ==&lt;br /&gt;
[[File:Reptilian.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Reptile-like humanoids with sharp claws, tough scales, and an appetite for raw meat. Their unarmed melee attacks do slash instead of blunt damage due to their claws. For whatever reason, onions, coffee and tea are poisonous to them and are unable to consume anything like Grain, Dairy, or anything overly processed, however, they are able to consume both raw meat without the risk of disease and fruits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Verbal (ex. Eats-The-Mouse)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat and drink blood without ill effects.&lt;br /&gt;
* Can only eat Fruits and Meat related foods.&lt;br /&gt;
* No grain or dairy products.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
Tail: can have both hands free while pulling anything, which allow them to do specific stuns in combat or help them in various jobs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: to deal Piercing damage instead of Blunt.&lt;br /&gt;
* Can stand a greater heat temperature than Humans.&lt;br /&gt;
* Uses their tail to pull things allowing them to have both of their hands free while pulling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Has a noticeable lisssp when speaking.&lt;br /&gt;
* Cold sensetivity: they will start freezing and getting slowed down from cold much earlier at 20c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; higher than other species.&lt;br /&gt;
* Suffer 30% more Cold damage from all sources.&lt;br /&gt;
* The diet is highly restricted and they can only eat meat, fruits and their specific combinations.&lt;br /&gt;
&lt;br /&gt;
== Felinid ==&lt;br /&gt;
[[File:Felinid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Small and mischievous cat-eared people. Being small in itself has lots of upsides and downsides. They are naturally good at thieving, and can hide inside duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Can eat mice and rats after picking them up&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Hairball: they have the ability to throw up an hairball to get rid of some of the chemicals from their bloodstream.&lt;br /&gt;
* Can eat mice or rats after picking them up. This has the benefit of regenerating the hairball ability and feeding them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: they do Slashing damage and Piercing damage.&lt;br /&gt;
* They are smaller than Humans, making them harder to hit.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
* Can walk completely silently, but only while barefooted.&lt;br /&gt;
* Immunity to the OwOnavirus disease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Are easily shoved, pushed and carried around by every other morphotypes due to their small size.&lt;br /&gt;
* They are weaker and struggle to carry and pull things due to their small size. They are unable to carry an Oni.&lt;br /&gt;
* They have slightly less stamina than Humans.&lt;br /&gt;
&lt;br /&gt;
== Harpy ==&lt;br /&gt;
[[File:Harpy.png|64px]]&lt;br /&gt;
&lt;br /&gt;
An avian humanoid species that features colorful feathered wings and tails that can mimic almost any sound.&lt;br /&gt;
&lt;br /&gt;
They are quite sensitive to the air quality, and when exposed to low quality air, they will begin to visibly gasp, and eventually start choking.&amp;lt;br&amp;gt;When this happens, a Harpy should either move away from sources of bad air, stand on top of a scrubber for a few seconds, or take a few breaths from a pure oxygen tank in order to restore their blood-oxygen levels. Only three seconds of being on pure oxygen is enough to completely restore a Harpy&#039;s blood oxygen saturation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They can &amp;quot;Sing&amp;quot; midis by imitating instruments. Right click yourself to select an instrument.&lt;br /&gt;
* Can imitate around 70% of the game&#039;s sound library through a huge list of voice emotes.&lt;br /&gt;
* While singing, musical notes appear floating around their head.&lt;br /&gt;
* Trait: Have the Ultraviolet Vision trait by default. This can be disabled via accessibility options.&lt;br /&gt;
* Tail: They Cannot wear Jumpsuits, and will automatically start with a Jumpskirt instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emote List&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Scream, Laugh, Sneeze, Cough, Sigh, Cry, Whistle, Hiss, Meow, Mew, Growl, Purr, Ring, Honk, Pew, Bang, Beep, Rev, Click, Chitter, Squeak, Caw, Chirp, Snarl, Bark, Whine, Howl&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Talons: deal Piercing damage.&lt;br /&gt;
* Somewhat smaller than Humans, although not as small as Felinids.&lt;br /&gt;
* Moves 10% faster than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Extreme low density, HarpDionaies are lighter than even Felinids, and weigh half as much as a Human.&lt;br /&gt;
* A Harpy breathes in air twice as often as Humans, inhaling and exhaling every 3 seconds.&lt;br /&gt;
** Air tanks last half as long and Harpies are more susceptible than usual to low air quality.&lt;br /&gt;
** If a Harpy is exposed to at least 0.2 moles of combined CO2 and/or Miasma, they start struggling to take in oxygen.&lt;br /&gt;
&lt;br /&gt;
== Arachnid ==&lt;br /&gt;
[[File:Arachnid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Not to be confused with insectoids, Arachnids cut a striking figure with their pressure-resistant exoskeletons and extra arms. Possibly related to the space spiders and giant tarantulas found in outer space. Thanks to their similarly robust digestive systems, they are able to consume raw food without the risk of disease. &amp;lt;sup&amp;gt;note: Disease is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Latin (ex. Pluribus Unum)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Slow metabolism.&lt;br /&gt;
* (BUG?: At the moment Arachnid do NOT get poisoned.) Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They have two extra pocket slots formed by webs.&lt;br /&gt;
* Silk: Can weive silk at the expense of hunger and craft various things.&lt;br /&gt;
Silk can be used to create furniture , clothes , walls and even shields. this will help handle more critical situations (ex: craft a winter coat when temperature drops , seal a spaced area using a wall). only Arachids are able to utilize the silk for crafting.&lt;br /&gt;
* Slow metabolism: they have 50% slower reagant metabolism than other species which takes extra time for medicines to work and to satiate thirst and hunger on the other it takes more time to get poisoned by any poisons/toxins. This has no effect on externally applied reagents, so spilling a acid on an Arachnid will kill them just the same as anyone else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Melee: Do Slashing damage instead of Blunt.&lt;br /&gt;
* Take significantly less barotrauma(spacing) damage.&lt;br /&gt;
* Metabolizes stuff in their stomach 50% faster.&lt;br /&gt;
* Two extra pocket slots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* While suffocating, takes 50% more Asphyxiation damage and recovers it only at half speed.&lt;br /&gt;
* Cannot use the outerwear storage slot.&lt;br /&gt;
* They uses 50% more oxygen to breath.&lt;br /&gt;
* They have blue blood, requiring Copper instead of Iron to regenerate. Iron will poison them instead.&lt;br /&gt;
&lt;br /&gt;
== Diona ==&lt;br /&gt;
[[File:Diona.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Tree-like plant people whose bodies react with fertilizer and weed-killing chemicals similar to regular plants.&lt;br /&gt;
Upon death, and gibbing, they split into 3 nymphs that represent an organ each: Brain, Stomach and Lungs. The player will become the Brain Nymph and can reform into a fully fledged Diona after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Qualia[https://en.wikipedia.org/wiki/Qualia] (ex. A Peaceful Sunrise)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat everything a Human can.&lt;br /&gt;
* They get hungry slower, and thirsty faster.&lt;br /&gt;
* Gets affected by chemicals that affects plants: Weed Killer poisons them and Robust Harvest heals them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Plant Chemicals: They are affected by chemicals that affect plants&amp;lt;sup&amp;gt;excluding mutegants&amp;lt;/sup&amp;gt;, this means that they can heal and benefit from fertilizers (ex: robust harvest can heal most of the brute damage), but plant toxins and pesticides will damage them too.&lt;br /&gt;
* Death: Can gib themselves into Nymphs after death, then reform after 10 minutes.&lt;br /&gt;
** This will heal them from all injuries and even manage to revive themselve from unrevivable situations (ex: radiation damage).&lt;br /&gt;
** Reform: It takes 10 minutes to be reformed back to Diona state from the Nymphs state. This leaves the Nymphs valnurable to other dangers (including spacing).&lt;br /&gt;
** Body: Reformed nymphs will have different body from the old Diona which will have different name and traits (such as gender).&lt;br /&gt;
** Memory: Reformed nymphs will keep their&#039;s character basic knowledge (only if it is an antagonist and the job), and looses any previous character&#039;s memories from it&#039;s death (other perhaps than the need to run away and find safety).&lt;br /&gt;
** Nymphs: There are normally 3 pet-like Nymphs. The original player take control of the &amp;quot;Brain&amp;quot; nymph. The only one able to talk. The other two can be taken over by ghosts if given cognizine.&lt;br /&gt;
** A zombified Diona is able to split once dead (or after giving up and returning to body) and the resulting nymphs will be zombified, though unable to reform.&lt;br /&gt;
* Tree form. Being exposed too much Rodust Harvest will cause a Diona to grow out of control, turning into an immobile tree (dropping all their equipment). Cutting down the tree will &amp;quot;restone&amp;quot; the Diona to their mobile state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 20% less Slash damage.&lt;br /&gt;
* Take 30% less Blunt damage.&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* While suffocating, takes half the Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They are heavier than other races and can shove/disarm other races easier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 50% more Heat damage.&lt;br /&gt;
* Take 20% more Shock damage.&lt;br /&gt;
* Roots: Cannot wear shoes. They are unable to wear any shoes and protect their feet from debris and shards (wearing a hardsuit can minigate this issue and protect their feet) and are unable to gain any benefit from them (ex: magboots, speedboots).&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* Ignite: If they take big enough Heat damage from any source, they get ignited and catch on fire (the fire damage/size depends on the amount of heat damage being dealt: a laser rifle will not burn as much compared to a vintage laser pistol / X-ray rifle)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vulpkanin ==&lt;br /&gt;
[[File:Vulpkanin.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The Vulpkanin (vulp-ka-nin) are a race of humanoid canine-like beings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
* Trait: Have the Deuteranopia trait by default. This can be disabled via accessibility options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: do Slashing and Blunt damage.&lt;br /&gt;
* Their fur makes them able to withstand [[Maps#Glacier_Station|cold environments]] without the need of a coat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They take 15% more Heat damage.&lt;br /&gt;
&lt;br /&gt;
== Moth People ==&lt;br /&gt;
[[File:Moth.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Moth People, meanwhile, actually &#039;&#039;are&#039;&#039; an insectoid species. This insect people with wings and antennae, come in a variety of colors and patterns. Their wings allow them greater control in zero gravity than other species, and their natural resistance to cold helps greatly in a space environment. The tradeoff, naturally, is that heat is more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common,  (ex. John Doe)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can only eat Cloth and Fruits related foods.&lt;br /&gt;
* Can eat Paper.&lt;br /&gt;
* Can specially eat Mothic recipes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Wings: Have increased acceleration when moving in zero-g enviroments. Their ability can work when gravity generator fails and even in space/vacumm and helps them get around without a jetpack. The status is 50% higher acceleration than other species.&lt;br /&gt;
* Diet: Moths have an exclusive cloth diet that can also include fruits. Moths cannot eat most things from other species, however they can eat cloth, gloves and other clothing items which are exclusive to them and are in higher abudance, in addition chefs can prepare moth specific food recipes for them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 30% less Cold damage from all sources.&lt;br /&gt;
* Having wings makes it easier to move in zero-gravity environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Heat damage from all sources.&lt;br /&gt;
* Take 33% more (or 3 times more?) Heat/Burn damage when on fire compared to other species.&lt;br /&gt;
* They start taking Heat damage much earlier at 5c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; lower than other races. Intense heat will quickly burn them.&lt;br /&gt;
* They are slightly easier to carry and shove than Humans.&lt;br /&gt;
* They are unable to swallow any pills due to their diet, requiring them to be dissolved in other mediums instead.&lt;br /&gt;
&lt;br /&gt;
== Vox ==&lt;br /&gt;
[[File:Fullvox.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Vox are a strange lot, they&#039;re raptor-like creatures that can only breathe nitrogen, as oxygen is &#039;&#039;&#039;very hazardous&#039;&#039;&#039; to their health to the point where they take ticking poison damage as long as they&#039;re exposed to the air, provided said air has even a trace of oxygen within it. To counter-act this, a Vox must either be in a pure nitrogen-based environment or, more commonly, breathing from a nitrogen tank, one of which is provided to them at the start of each round. Much like Reptilians, their unarmed attacks deal slashing damage instread of blunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common, Mono-name with Repetitive Random Syllables (ex. Hirixashahre, Xapikrikrik)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: Do Slash damage instead of Blunt on unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Breathing: Oxygen is toxic to them, they require to have internals on at all times and sometimes require to put the mask off when need to eat/swallow anything. There are other alternatives way to get reagents in such as a syringe without need to turn off the internals.&lt;br /&gt;
&lt;br /&gt;
== Oni ==&lt;br /&gt;
[[File:Oni.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Large, horned people that come in a variety of colors. Their accuracy with [[Weapons|guns]] is terrible, but their physical strength brings them a lot of boons both in and out of combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 15% less Blunt damage.&lt;br /&gt;
* Take 15% less Slash damage.&lt;br /&gt;
* Take 15% less Piercing damage.&lt;br /&gt;
* Do more damage in melee:&lt;br /&gt;
** 35% more Blunt and Asphyxiation.&lt;br /&gt;
** 20% more Slash and Piercing.&lt;br /&gt;
* Due to their big size, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
* They are harder to shove.&lt;br /&gt;
* Slightly more stamina than Humans.&lt;br /&gt;
* They have an easier time prying open doors, taking around 50% less time than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Their accuracy with guns is terrible.&lt;br /&gt;
* They are harder to carry and pull.&lt;br /&gt;
* They are bigger than Humans, making them easier to hit.&lt;br /&gt;
&lt;br /&gt;
= Species anatomy =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Organs&lt;br /&gt;
!Image&lt;br /&gt;
!Organ&lt;br /&gt;
!Morphotypes&lt;br /&gt;
!Purpose&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Heart-off.png|50x50px]]&lt;br /&gt;
|Heart&lt;br /&gt;
|All&lt;br /&gt;
|Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:OrganHumanBrain.png|50x50px]]&lt;br /&gt;
|Brain&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Brain-pl.png|50px]]&lt;br /&gt;
|Diona Brain&lt;br /&gt;
|Diona&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body. Functionally identical to the other humanoid brains.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lung-L.png|50x50px]]&lt;br /&gt;
|Lungs&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, and Oni&lt;br /&gt;
|Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
|Vox Lungs&lt;br /&gt;
|Vox&lt;br /&gt;
|Determines the rate of breathing. Unhealthy lungs may result in the body getting less N2 than it needs. Generates toxins when O2 is breathed in.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Slime People(?), Humans, Vox, and Oni(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Rodentia(?), Reptilians, Felinids(?), Harpies(?), Arachnids, and Vulpkanin(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach-pl.png|50px]]&lt;br /&gt;
|Diona Stomach&lt;br /&gt;
|Diona&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Due to its plantlike nature, it can digest fertilizers and weedkillers similar to the ways a plant would. Still capable of metabolizing medicine meant for animals.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
|Moth Stomach&lt;br /&gt;
|Moth&lt;br /&gt;
|Aids in the digestion of cloth and reagents in the body. Finds non-cloth foods repulsive.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kidney-L.png|50x50px]]&lt;br /&gt;
|Kidneys&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Liver.png|50x50px]]&lt;br /&gt;
|Liver&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eye-L.png|50x50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L-pl.png|50px]] &lt;br /&gt;
|Diona Eyes&lt;br /&gt;
|Diona&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light. Functionally identical to other humanoid eyeballs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eyeball-l-a.png|50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Arachnids&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blood&lt;br /&gt;
|Not an organ, but a vital part of body.&lt;br /&gt;
Iron based: Humans, Rodentia, Reptilians(?), Felinids, Harpies, Vulpkanin, Vox, Oni&lt;br /&gt;
&lt;br /&gt;
Copper based: Arachnids, Moths(?)&lt;br /&gt;
&lt;br /&gt;
Sap: Diona (also &amp;quot;Iron based&amp;quot; but not red blood)&lt;br /&gt;
&lt;br /&gt;
Slime: Slime (also &amp;quot;Iron based&amp;quot; but not red blood)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== IPC ==&lt;br /&gt;
[[File:IPC.png|64px]]&lt;br /&gt;
&lt;br /&gt;
IPCs, also known as Integrated Positronic Chassis, are a race of unlawed and sentient humanoid robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* ?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Uncommon Humanoids =&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their original form, or new life may rise.&lt;br /&gt;
These races are usually encountered later in the shift. They remain relatively common, but cannot be selected in character creation.&lt;br /&gt;
&lt;br /&gt;
== Skeleton ==&lt;br /&gt;
[[File:Skeleton.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Somehow still alive, a skeleton is just a sack of stark white bones, giving them a number of very useful resistances and traits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Completely immune to Radiation.&lt;br /&gt;
* Takes 40% less Piercing and 20% less Slashing damage.&lt;br /&gt;
* Takes no damage from temperature or pressure, making them space-proof.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Heals from having milk sprayed on them.&lt;br /&gt;
&amp;lt;!-- * Immune against all diseases. //why is this not a thing?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 10% more Blunt damage.&lt;br /&gt;
* Everything they say is followed by &amp;quot;ACK ACK!&amp;quot;.&lt;br /&gt;
* Very spooky.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== Golems ==&lt;br /&gt;
An artificial construct imitating life, golems are the receptacle for souls of the dead encased in gemstone. They are completely devoted to whoever or whatever is marked as their master, and will carry out any order given by them. Typically they are aligned with the station, but in the wrong hands, they can be devastating.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Steel Golem|Steel Golem]] ===&lt;br /&gt;
[[File:Golem.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The most common Golem, the empty ones are generally found around the [[Maps|station]], &#039;&#039;eagerly&#039;&#039; awaiting a soul stone to be attached to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 30% less Blunt, Slash and Piercing damage.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt and Heat.&lt;br /&gt;
* Immune against poison, genetic, toxin damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more Shock damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Wood Golem|Wood Golem]] ===&lt;br /&gt;
[[File:GolemWood.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The perfect friend to the botanist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 50% less Blunt.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt.&lt;br /&gt;
* Immune against Poison, Genetic, Toxin, Radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Can have plants growing on their head.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more fire damage when on fire.&lt;br /&gt;
* Takes 100% more Slash and Heat damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Silver Golem|Silver Golem]] ===&lt;br /&gt;
[[File:GolemSilver.png|64px]]&lt;br /&gt;
&lt;br /&gt;
A fusion between soul and quantum machine, the epitome of epistemics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Immune against poison, genetic, toxin, radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* They punch twice as hard as Humans while also dealing holy damage. They also attack 50% faster.&lt;br /&gt;
* Move twice as fast as Humans.&lt;br /&gt;
* Possess the [[Psionics#List_of_Psionic_Powers|Psychokinesis]] psionic ability by default.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.--&amp;gt;&amp;lt;!--When it becomes a thing again--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Playable_Species&amp;diff=3656</id>
		<title>Playable Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Playable_Species&amp;diff=3656"/>
		<updated>2024-12-13T11:47:50Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: Edit: anatomy table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you&#039;re expected to try and coexist on this deathtrap.&lt;br /&gt;
Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.&lt;br /&gt;
&lt;br /&gt;
Delta-V features a diverse array of playable species, including Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni. There is also a number of uncommon humanoids. Each species possesses its own unique set of statistics, strengths, and weaknesses, as well as, in some cases, distinct anatomical traits. However, despite these differences, all species share several commonalities:&lt;br /&gt;
&lt;br /&gt;
* All species are able to equip the same tools and items.&lt;br /&gt;
* All species can metabolize reagents and experience their effects.&lt;br /&gt;
* All species are subject to the fundamental laws of physics, including temperature, pressure, atmospheric composition, gravity, radiation, electric current, and inertia.&lt;br /&gt;
* All species benefit from limited passive regeneration, allowing them to heal BRUTE and HEAT damage over time, provided their total damage remains below 20.&lt;br /&gt;
* All species are capable of utilizing psionic powers.&lt;br /&gt;
* All species communicate using a common language.&lt;br /&gt;
* All species are to be treated equally by both the crew and the AI onboard.&lt;br /&gt;
&lt;br /&gt;
= Roundstart Humanoids =&lt;br /&gt;
The following species can currently be selected in the character creation menu, meaning you can expect to see most of them during any given round.&lt;br /&gt;
&lt;br /&gt;
Humans are considered the baseline for drawbacks and benefits.&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
[[File:Human.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Baseline, unmodified human beings, functionally similar to the human beings of our world. You&#039;re (hopefully) one in real life. The station is designed for humans, so they should feel comfortable in most situations. However, humans cannot consume raw meat and do not possess any unique abilities or traits (strengths or weaknesses) compared to other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Everything, except: raw meat, live mice and some rotten stuff.&lt;br /&gt;
* Will get posioned by drinking blood and alcohol, and by eating rotten stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Slime ==&lt;br /&gt;
[[File:Slime.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Gelatinous, human-shaped masses of goo, Slime People breathe nitrogen rather than oxygen and exhale nitrous oxide. While they are naturally vulnerable to barotrauma caused by both high and low pressure, their elastic form grants them resistance to blunt damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Cadwellian (ex. Jon Cadwell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, simmilar to Humans&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 40% less Blunt damage.&lt;br /&gt;
* Take 20% less Poison damage.&lt;br /&gt;
* They are almost immune to cancer as they take 80% less Cellural damage.&amp;lt;sup&amp;gt;note: Cancer is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Immunity to the BleedersBite and Ultragigacancer disease.&lt;br /&gt;
* While suffocating, takes 80% less Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They have slighty faster natural regeneration rate and start regenerating from below 65 total damage (other species need below 20)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 20% more Piercing and Slashing damage.&lt;br /&gt;
* Take 50% more Cold damage from all sources.&lt;br /&gt;
* Very vulnerable to high and low pressure barotrauma (spacing).&lt;br /&gt;
* Get hurt by water when sprayed into them which deals Heat damage.&lt;br /&gt;
* Breaths Nitrogen instead of Oxygen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039;&lt;br /&gt;
* they breath nitrogen instead of oxygen. but more tanks are available for them and they can breath on lower atmospheric pressures without asphyxiating.&lt;br /&gt;
* they have a 6 space inventory slot in their body but anyone can access/steal anything that it is stored in it.&lt;br /&gt;
&lt;br /&gt;
== Rodentia ==&lt;br /&gt;
&lt;br /&gt;
Rodentia are a race of humanoid beings resembling rodents. Resourceful, evasive, sneaky, but fragile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Can Rummage in disposal chutes, which can sometimes dig up food.&lt;br /&gt;
* Can store small items in their cheeks. Having items in their mouth makes their speech unintelligible, and they will drop all items in their mouth if attacked, stunned, or shoved.&lt;br /&gt;
* Can &amp;quot;sneak&amp;quot; underneath tables, but not doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: can do Slashing and Blunt damage.&lt;br /&gt;
* Smaller than humans.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Always trigger mousetraps, regardless of whether or not they are wearing shoes.&lt;br /&gt;
* Get hungry 33% faster.&lt;br /&gt;
&lt;br /&gt;
== Reptilian ==&lt;br /&gt;
[[File:Reptilian.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Reptile-like humanoids with sharp claws, tough scales, and an appetite for raw meat. Their unarmed melee attacks do slash instead of blunt damage due to their claws. For whatever reason, onions, coffee and tea are poisonous to them and are unable to consume anything like Grain, Dairy, or anything overly processed, however, they are able to consume both raw meat without the risk of disease and fruits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Verbal (ex. Eats-The-Mouse)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat and drink blood without ill effects.&lt;br /&gt;
* Can only eat Fruits and Meat related foods.&lt;br /&gt;
* No grain or dairy products.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
Tail: can have both hands free while pulling anything, which allow them to do specific stuns in combat or help them in various jobs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: to deal Piercing damage instead of Blunt.&lt;br /&gt;
* Can stand a greater heat temperature than Humans.&lt;br /&gt;
* Uses their tail to pull things allowing them to have both of their hands free while pulling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Has a noticeable lisssp when speaking.&lt;br /&gt;
* Cold sensetivity: they will start freezing and getting slowed down from cold much earlier at 20c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; higher than other species.&lt;br /&gt;
* Suffer 30% more Cold damage from all sources.&lt;br /&gt;
* The diet is highly restricted and they can only eat meat, fruits and their specific combinations.&lt;br /&gt;
&lt;br /&gt;
== Felinid ==&lt;br /&gt;
[[File:Felinid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Small and mischievous cat-eared people. Being small in itself has lots of upsides and downsides. They are naturally good at thieving, and can hide inside duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Can eat mice and rats after picking them up&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Hairball: they have the ability to throw up an hairball to get rid of some of the chemicals from their bloodstream.&lt;br /&gt;
* Can eat mice or rats after picking them up. This has the benefit of regenerating the hairball ability and feeding them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: they do Slashing damage and Piercing damage.&lt;br /&gt;
* They are smaller than Humans, making them harder to hit.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
* Can walk completely silently, but only while barefooted.&lt;br /&gt;
* Immunity to the OwOnavirus disease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Are easily shoved, pushed and carried around by every other morphotypes due to their small size.&lt;br /&gt;
* They are weaker and struggle to carry and pull things due to their small size. They are unable to carry an Oni.&lt;br /&gt;
* They have slightly less stamina than Humans.&lt;br /&gt;
&lt;br /&gt;
== Harpy ==&lt;br /&gt;
[[File:Harpy.png|64px]]&lt;br /&gt;
&lt;br /&gt;
An avian humanoid species that features colorful feathered wings and tails that can mimic almost any sound.&lt;br /&gt;
&lt;br /&gt;
They are quite sensitive to the air quality, and when exposed to low quality air, they will begin to visibly gasp, and eventually start choking.&amp;lt;br&amp;gt;When this happens, a Harpy should either move away from sources of bad air, stand on top of a scrubber for a few seconds, or take a few breaths from a pure oxygen tank in order to restore their blood-oxygen levels. Only three seconds of being on pure oxygen is enough to completely restore a Harpy&#039;s blood oxygen saturation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They can &amp;quot;Sing&amp;quot; midis by imitating instruments. Right click yourself to select an instrument.&lt;br /&gt;
* Can imitate around 70% of the game&#039;s sound library through a huge list of voice emotes.&lt;br /&gt;
* While singing, musical notes appear floating around their head.&lt;br /&gt;
* Trait: Have the Ultraviolet Vision trait by default. This can be disabled via accessibility options.&lt;br /&gt;
* Tail: They Cannot wear Jumpsuits, and will automatically start with a Jumpskirt instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emote List&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Scream, Laugh, Sneeze, Cough, Sigh, Cry, Whistle, Hiss, Meow, Mew, Growl, Purr, Ring, Honk, Pew, Bang, Beep, Rev, Click, Chitter, Squeak, Caw, Chirp, Snarl, Bark, Whine, Howl&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Talons: deal Piercing damage.&lt;br /&gt;
* Somewhat smaller than Humans, although not as small as Felinids.&lt;br /&gt;
* Moves 10% faster than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Extreme low density, HarpDionaies are lighter than even Felinids, and weigh half as much as a Human.&lt;br /&gt;
* A Harpy breathes in air twice as often as Humans, inhaling and exhaling every 3 seconds.&lt;br /&gt;
** Air tanks last half as long and Harpies are more susceptible than usual to low air quality.&lt;br /&gt;
** If a Harpy is exposed to at least 0.2 moles of combined CO2 and/or Miasma, they start struggling to take in oxygen.&lt;br /&gt;
&lt;br /&gt;
== Arachnid ==&lt;br /&gt;
[[File:Arachnid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Not to be confused with insectoids, Arachnids cut a striking figure with their pressure-resistant exoskeletons and extra arms. Possibly related to the space spiders and giant tarantulas found in outer space. Thanks to their similarly robust digestive systems, they are able to consume raw food without the risk of disease. &amp;lt;sup&amp;gt;note: Disease is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Latin (ex. Pluribus Unum)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Slow metabolism.&lt;br /&gt;
* (BUG?: At the moment Arachnid do NOT get poisoned.) Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They have two extra pocket slots formed by webs.&lt;br /&gt;
* Silk: Can weive silk at the expense of hunger and craft various things.&lt;br /&gt;
Silk can be used to create furniture , clothes , walls and even shields. this will help handle more critical situations (ex: craft a winter coat when temperature drops , seal a spaced area using a wall). only Arachids are able to utilize the silk for crafting.&lt;br /&gt;
* Slow metabolism: they have 50% slower reagant metabolism than other species which takes extra time for medicines to work and to satiate thirst and hunger on the other it takes more time to get poisoned by any poisons/toxins. This has no effect on externally applied reagents, so spilling a acid on an Arachnid will kill them just the same as anyone else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Melee: Do Slashing damage instead of Blunt.&lt;br /&gt;
* Take significantly less barotrauma(spacing) damage.&lt;br /&gt;
* Metabolizes stuff in their stomach 50% faster.&lt;br /&gt;
* Two extra pocket slots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* While suffocating, takes 50% more Asphyxiation damage and recovers it only at half speed.&lt;br /&gt;
* Cannot use the outerwear storage slot.&lt;br /&gt;
* They uses 50% more oxygen to breath.&lt;br /&gt;
* They have blue blood, requiring Copper instead of Iron to regenerate. Iron will poison them instead.&lt;br /&gt;
&lt;br /&gt;
== Diona ==&lt;br /&gt;
[[File:Diona.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Tree-like plant people whose bodies react with fertilizer and weed-killing chemicals similar to regular plants.&lt;br /&gt;
Upon death, and gibbing, they split into 3 nymphs that represent an organ each: Brain, Stomach and Lungs. The player will become the Brain Nymph and can reform into a fully fledged Diona after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Qualia[https://en.wikipedia.org/wiki/Qualia] (ex. A Peaceful Sunrise)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat everything a Human can.&lt;br /&gt;
* They get hungry slower, and thirsty faster.&lt;br /&gt;
* Gets affected by chemicals that affects plants: Weed Killer poisons them and Robust Harvest heals them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Plant Chemicals: They are affected by chemicals that affect plants&amp;lt;sup&amp;gt;excluding mutegants&amp;lt;/sup&amp;gt;, this means that they can heal and benefit from fertilizers (ex: robust harvest can heal most of the brute damage), but plant toxins and pesticides will damage them too.&lt;br /&gt;
* Death: Can gib themselves into Nymphs after death, then reform after 10 minutes.&lt;br /&gt;
** This will heal them from all injuries and even manage to revive themselve from unrevivable situations (ex: radiation damage).&lt;br /&gt;
** Reform: It takes 10 minutes to be reformed back to Diona state from the Nymphs state. This leaves the Nymphs valnurable to other dangers (including spacing).&lt;br /&gt;
** Body: Reformed nymphs will have different body from the old Diona which will have different name and traits (such as gender).&lt;br /&gt;
** Memory: Reformed nymphs will keep their&#039;s character basic knowledge (only if it is an antagonist and the job), and looses any previous character&#039;s memories from it&#039;s death (other perhaps than the need to run away and find safety).&lt;br /&gt;
** Nymphs: There are normally 3 pet-like Nymphs. The original player take control of the &amp;quot;Brain&amp;quot; nymph. The only one able to talk. The other two can be taken over by ghosts if given cognizine.&lt;br /&gt;
** A zombified Diona is able to split once dead (or after giving up and returning to body) and the resulting nymphs will be zombified, though unable to reform.&lt;br /&gt;
* Tree form. Being exposed too much Rodust Harvest will cause a Diona to grow out of control, turning into an immobile tree (dropping all their equipment). Cutting down the tree will &amp;quot;restone&amp;quot; the Diona to their mobile state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 20% less Slash damage.&lt;br /&gt;
* Take 30% less Blunt damage.&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* While suffocating, takes half the Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They are heavier than other races and can shove/disarm other races easier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 50% more Heat damage.&lt;br /&gt;
* Take 20% more Shock damage.&lt;br /&gt;
* Roots: Cannot wear shoes. They are unable to wear any shoes and protect their feet from debris and shards (wearing a hardsuit can minigate this issue and protect their feet) and are unable to gain any benefit from them (ex: magboots, speedboots).&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* Ignite: If they take big enough Heat damage from any source, they get ignited and catch on fire (the fire damage/size depends on the amount of heat damage being dealt: a laser rifle will not burn as much compared to a vintage laser pistol / X-ray rifle)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vulpkanin ==&lt;br /&gt;
[[File:Vulpkanin.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The Vulpkanin (vulp-ka-nin) are a race of humanoid canine-like beings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
* Trait: Have the Deuteranopia trait by default. This can be disabled via accessibility options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: do Slashing and Blunt damage.&lt;br /&gt;
* Their fur makes them able to withstand [[Maps#Glacier_Station|cold environments]] without the need of a coat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They take 15% more Heat damage.&lt;br /&gt;
&lt;br /&gt;
== Moth People ==&lt;br /&gt;
[[File:Moth.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Moth People, meanwhile, actually &#039;&#039;are&#039;&#039; an insectoid species. This insect people with wings and antennae, come in a variety of colors and patterns. Their wings allow them greater control in zero gravity than other species, and their natural resistance to cold helps greatly in a space environment. The tradeoff, naturally, is that heat is more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common,  (ex. John Doe)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can only eat Cloth and Fruits related foods.&lt;br /&gt;
* Can eat Paper.&lt;br /&gt;
* Can specially eat Mothic recipes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Wings: Have increased acceleration when moving in zero-g enviroments. Their ability can work when gravity generator fails and even in space/vacumm and helps them get around without a jetpack. The status is 50% higher acceleration than other species.&lt;br /&gt;
* Diet: Moths have an exclusive cloth diet that can also include fruits. Moths cannot eat most things from other species, however they can eat cloth, gloves and other clothing items which are exclusive to them and are in higher abudance, in addition chefs can prepare moth specific food recipes for them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 30% less Cold damage from all sources.&lt;br /&gt;
* Having wings makes it easier to move in zero-gravity environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Heat damage from all sources.&lt;br /&gt;
* Take 33% more (or 3 times more?) Heat/Burn damage when on fire compared to other species.&lt;br /&gt;
* They start taking Heat damage much earlier at 5c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; lower than other races. Intense heat will quickly burn them.&lt;br /&gt;
* They are slightly easier to carry and shove than Humans.&lt;br /&gt;
* They are unable to swallow any pills due to their diet, requiring them to be dissolved in other mediums instead.&lt;br /&gt;
&lt;br /&gt;
== Vox ==&lt;br /&gt;
[[File:Fullvox.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Vox are a strange lot, they&#039;re raptor-like creatures that can only breathe nitrogen, as oxygen is &#039;&#039;&#039;very hazardous&#039;&#039;&#039; to their health to the point where they take ticking poison damage as long as they&#039;re exposed to the air, provided said air has even a trace of oxygen within it. To counter-act this, a Vox must either be in a pure nitrogen-based environment or, more commonly, breathing from a nitrogen tank, one of which is provided to them at the start of each round. Much like Reptilians, their unarmed attacks deal slashing damage instread of blunt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common, Mono-name with Repetitive Random Syllables (ex. Hirixashahre, Xapikrikrik)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: Do Slash damage instead of Blunt on unarmed attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Breathing: Oxygen is toxic to them, they require to have internals on at all times and sometimes require to put the mask off when need to eat/swallow anything. There are other alternatives way to get reagents in such as a syringe without need to turn off the internals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Oni ==&lt;br /&gt;
[[File:Oni.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Large, horned people that come in a variety of colors. Their accuracy with [[Weapons|guns]] is terrible, but their physical strength brings them a lot of boons both in and out of combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 15% less Blunt damage.&lt;br /&gt;
* Take 15% less Slash damage.&lt;br /&gt;
* Take 15% less Piercing damage.&lt;br /&gt;
* Do more damage in melee:&lt;br /&gt;
** 35% more Blunt and Asphyxiation.&lt;br /&gt;
** 20% more Slash and Piercing.&lt;br /&gt;
* Due to their big size, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
* They are harder to shove.&lt;br /&gt;
* Slightly more stamina than Humans.&lt;br /&gt;
* They have an easier time prying open doors, taking around 50% less time than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Their accuracy with guns is terrible.&lt;br /&gt;
* They are harder to carry and pull.&lt;br /&gt;
* They are bigger than Humans, making them easier to hit.&lt;br /&gt;
&lt;br /&gt;
= Species anatomy =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Organs&lt;br /&gt;
!Image&lt;br /&gt;
!Organ&lt;br /&gt;
!Morphotypes&lt;br /&gt;
!Purpose&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Heart-off.png|50x50px]]&lt;br /&gt;
|Heart&lt;br /&gt;
|All&lt;br /&gt;
|Determines the efficiency of blood pumping. A healthy heart means a healthier body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:OrganHumanBrain.png|50x50px]]&lt;br /&gt;
|Brain&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Brain-pl.png|50px]]&lt;br /&gt;
|Diona Brain&lt;br /&gt;
|Diona&lt;br /&gt;
|The center of self, the most important part of any individual. Determines who inhabits and controls the body. Functionally identical to the other humanoid brains.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Lung-L.png|50x50px]]&lt;br /&gt;
|Lungs&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, and Oni&lt;br /&gt;
|Determine the rate of breathing. Unhealthy lungs may result in the body getting less O2/N2 than it needs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Lung-L.png|50px]] &lt;br /&gt;
|Vox Lungs&lt;br /&gt;
|Vox&lt;br /&gt;
|Determines the rate of breathing. Unhealthy lungs may result in the body getting less N2 than it needs. Generates toxins when O2 is breathed in.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Slime People(?), Humans, Vox, and Oni(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Stomach.png|50x50px]]&lt;br /&gt;
|Stomach&lt;br /&gt;
|Rodentia(?), Reptilians, Felinids(?), Harpies(?), Arachnids, and Vulpkanin(?)&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Able to digest corpses.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach-pl.png|50px]]&lt;br /&gt;
|Diona Stomach&lt;br /&gt;
|Diona&lt;br /&gt;
|Aids in the digestion of foods, liquids, and reagents in the body. Due to its plantlike nature, it can digest fertilizers and weedkillers similar to the ways a plant would. Still capable of metabolizing medicine meant for animals.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Stomach.png|50px]]&lt;br /&gt;
|Moth Stomach&lt;br /&gt;
|Moth&lt;br /&gt;
|Aids in the digestion of cloth and reagents in the body. Finds non-cloth foods repulsive.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Kidney-L.png|50x50px]]&lt;br /&gt;
|Kidneys&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|Filter the vital fluids of any toxins they might contain.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Liver.png|50x50px]]&lt;br /&gt;
|Liver&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|Contains enzymes that aid in certain biological processes.&lt;br /&gt;
|-&lt;br /&gt;
|[[File:Eye-L.png|50x50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Vulpkanin, Moth People, Vox, and Oni&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eye-L-pl.png|50px]] &lt;br /&gt;
|Diona Eyes&lt;br /&gt;
|Diona&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light. Functionally identical to other humanoid eyeballs.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Eyeball-l-a.png|50px]]&lt;br /&gt;
|Eyes&lt;br /&gt;
|Arachnids&lt;br /&gt;
|Allow for visual information to be extracted from an organism&#039;s environment via light.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Blood&lt;br /&gt;
|Not an organ, but a vital part of body.&lt;br /&gt;
Iron based: Humans, Moths(?), Rodentia, Reptilians(?), Felinids, Harpies, Vulpkanin, Vox, Oni&lt;br /&gt;
Copper based: Arachnids&lt;br /&gt;
Sap: Diona&lt;br /&gt;
Slime: Slime&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== IPC ==&lt;br /&gt;
[[File:IPC.png|64px]]&lt;br /&gt;
&lt;br /&gt;
IPCs, also known as Integrated Positronic Chassis, are a race of unlawed and sentient humanoid robots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* ?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Uncommon Humanoids =&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their original form, or new life may rise.&lt;br /&gt;
These races are usually encountered later in the shift. They remain relatively common, but cannot be selected in character creation.&lt;br /&gt;
&lt;br /&gt;
== Skeleton ==&lt;br /&gt;
[[File:Skeleton.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Somehow still alive, a skeleton is just a sack of stark white bones, giving them a number of very useful resistances and traits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Completely immune to Radiation.&lt;br /&gt;
* Takes 40% less Piercing and 20% less Slashing damage.&lt;br /&gt;
* Takes no damage from temperature or pressure, making them space-proof.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Heals from having milk sprayed on them.&lt;br /&gt;
&amp;lt;!-- * Immune against all diseases. //why is this not a thing?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 10% more Blunt damage.&lt;br /&gt;
* Everything they say is followed by &amp;quot;ACK ACK!&amp;quot;.&lt;br /&gt;
* Very spooky.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== Golems ==&lt;br /&gt;
An artificial construct imitating life, golems are the receptacle for souls of the dead encased in gemstone. They are completely devoted to whoever or whatever is marked as their master, and will carry out any order given by them. Typically they are aligned with the station, but in the wrong hands, they can be devastating.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Steel Golem|Steel Golem]] ===&lt;br /&gt;
[[File:Golem.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The most common Golem, the empty ones are generally found around the [[Maps|station]], &#039;&#039;eagerly&#039;&#039; awaiting a soul stone to be attached to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 30% less Blunt, Slash and Piercing damage.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt and Heat.&lt;br /&gt;
* Immune against poison, genetic, toxin damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more Shock damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Wood Golem|Wood Golem]] ===&lt;br /&gt;
[[File:GolemWood.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The perfect friend to the botanist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 50% less Blunt.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt.&lt;br /&gt;
* Immune against Poison, Genetic, Toxin, Radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Can have plants growing on their head.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more fire damage when on fire.&lt;br /&gt;
* Takes 100% more Slash and Heat damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Silver Golem|Silver Golem]] ===&lt;br /&gt;
[[File:GolemSilver.png|64px]]&lt;br /&gt;
&lt;br /&gt;
A fusion between soul and quantum machine, the epitome of epistemics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Immune against poison, genetic, toxin, radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* They punch twice as hard as Humans while also dealing holy damage. They also attack 50% faster.&lt;br /&gt;
* Move twice as fast as Humans.&lt;br /&gt;
* Possess the [[Psionics#List_of_Psionic_Powers|Psychokinesis]] psionic ability by default.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.--&amp;gt;&amp;lt;!--When it becomes a thing again--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Playable_Species&amp;diff=3655</id>
		<title>Playable Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Playable_Species&amp;diff=3655"/>
		<updated>2024-12-13T08:57:20Z</updated>

		<summary type="html">&lt;p&gt;Mdempg: Major Rework&lt;/p&gt;
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&lt;div&gt;{{Stub}}&lt;br /&gt;
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During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you&#039;re expected to try and coexist on this deathtrap.&lt;br /&gt;
Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.&lt;br /&gt;
&lt;br /&gt;
Delta-V features a diverse array of playable species, including Slime People, Rodentia, Reptilians, Felinids, Harpies, Humans, Arachnids, Diona, Vulpkanin, Moth People, Vox, and Oni. There is also a number of uncommon humanoids. Each species possesses its own unique set of statistics, strengths, and weaknesses, as well as, in some cases, distinct anatomical traits. However, despite these differences, all species share several commonalities:&lt;br /&gt;
&lt;br /&gt;
* All species are able to equip the same tools and items.&lt;br /&gt;
* All species can metabolize reagents and experience their effects.&lt;br /&gt;
* All species are subject to the fundamental laws of physics, including temperature, pressure, atmospheric composition, gravity, radiation, electric current, and inertia.&lt;br /&gt;
* All species benefit from limited passive regeneration, allowing them to heal BRUTE and HEAT damage over time, provided their total damage remains below 20.&lt;br /&gt;
* All species are capable of utilizing psionic powers.&lt;br /&gt;
* All species communicate using a common language.&lt;br /&gt;
* All species are to be treated equally by both the crew and the AI onboard.&lt;br /&gt;
&lt;br /&gt;
= Roundstart Humanoids =&lt;br /&gt;
The following species can currently be selected in the character creation menu, meaning you can expect to see most of them during any given round.&lt;br /&gt;
&lt;br /&gt;
Humans are considered the baseline for drawbacks and benefits.&lt;br /&gt;
&lt;br /&gt;
== Human ==&lt;br /&gt;
[[File:Human.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Baseline, unmodified human beings, functionally similar to the human beings of our world. You&#039;re (hopefully) one in real life. The station is designed for humans, so they should feel comfortable in most situations. However, humans cannot consume raw meat and do not possess any unique abilities or traits (strengths or weaknesses) compared to other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common (ex. John Smith)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Everything, except: raw meat, live mice and some rotten stuff.&lt;br /&gt;
* Will get posioned by drinking blood and alcohol, and by eating rotten stuff.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Slime ==&lt;br /&gt;
[[File:Slime.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Gelatinous, human-shaped masses of goo, Slime People breathe nitrogen rather than oxygen and exhale nitrous oxide. While they are naturally vulnerable to barotrauma caused by both high and low pressure, their elastic form grants them resistance to blunt damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Cadwellian (ex. Jon Cadwell)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, simmilar to Humans&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 40% less Blunt damage.&lt;br /&gt;
* Take 20% less Poison damage.&lt;br /&gt;
* They are almost immune to cancer as they take 80% less Cellural damage.&amp;lt;sup&amp;gt;note: Cancer is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Immunity to the BleedersBite and Ultragigacancer disease.&lt;br /&gt;
* While suffocating, takes 80% less Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They have slighty faster natural regeneration rate and start regenerating from below 65 total damage (other species need below 20)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 20% more Piercing and Slashing damage.&lt;br /&gt;
* Take 50% more Cold damage from all sources.&lt;br /&gt;
* Very vulnerable to high and low pressure barotrauma (spacing).&lt;br /&gt;
* Get hurt by water when sprayed into them which deals Heat damage.&lt;br /&gt;
* Breaths Nitrogen instead of Oxygen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special:&#039;&#039;&#039;&lt;br /&gt;
* they breath nitrogen instead of oxygen. but more tanks are available for them and they can breath on lower atmospheric pressures without asphyxiating.&lt;br /&gt;
* they have a 6 space inventory slot in their body but anyone can access/steal anything that it is stored in it.&lt;br /&gt;
&lt;br /&gt;
== Rodentia ==&lt;br /&gt;
&lt;br /&gt;
Rodentia are a race of humanoid beings resembling rodents. Resourceful, evasive, sneaky, but fragile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Can Rummage in disposal chutes, which can sometimes dig up food.&lt;br /&gt;
* Can store small items in their cheeks. Having items in their mouth makes their speech unintelligible, and they will drop all items in their mouth if attacked, stunned, or shoved.&lt;br /&gt;
* Can &amp;quot;sneak&amp;quot; underneath tables, but not doors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: can do Slashing and Blunt damage.&lt;br /&gt;
* Smaller than humans.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Always trigger mousetraps, regardless of whether or not they are wearing shoes.&lt;br /&gt;
* Get hungry 33% faster.&lt;br /&gt;
&lt;br /&gt;
== Reptilian ==&lt;br /&gt;
[[File:Reptilian.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Reptile-like humanoids with sharp claws, tough scales, and an appetite for raw meat. Their unarmed melee attacks do slash instead of blunt damage due to their claws. For whatever reason, onions, coffee and tea are poisonous to them and are unable to consume anything like Grain, Dairy, or anything overly processed, however, they are able to consume both raw meat without the risk of disease and fruits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Verbal (ex. Eats-The-Mouse)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat and drink blood without ill effects.&lt;br /&gt;
* Can only eat Fruits and Meat related foods.&lt;br /&gt;
* No grain or dairy products.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
Tail: can have both hands free while pulling anything, which allow them to do specific stuns in combat or help them in various jobs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: to deal Piercing damage instead of Blunt.&lt;br /&gt;
* Can stand a greater heat temperature than Humans.&lt;br /&gt;
* Uses their tail to pull things allowing them to have both of their hands free while pulling.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Has a noticeable lisssp when speaking.&lt;br /&gt;
* Cold sensetivity: they will start freezing and getting slowed down from cold much earlier at 20c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; higher than other species.&lt;br /&gt;
* Suffer 30% more Cold damage from all sources.&lt;br /&gt;
* The diet is highly restricted and they can only eat meat, fruits and their specific combinations.&lt;br /&gt;
&lt;br /&gt;
== Felinid ==&lt;br /&gt;
[[File:Felinid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Small and mischievous cat-eared people. Being small in itself has lots of upsides and downsides. They are naturally good at thieving, and can hide inside duffelbags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Can eat mice and rats after picking them up&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Hairball: they have the ability to throw up an hairball to get rid of some of the chemicals from their bloodstream.&lt;br /&gt;
* Can eat mice or rats after picking them up. This has the benefit of regenerating the hairball ability and feeding them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: they do Slashing damage and Piercing damage.&lt;br /&gt;
* They are smaller than Humans, making them harder to hit.&lt;br /&gt;
* Can fit in duffelbags.&lt;br /&gt;
* Can walk completely silently, but only while barefooted.&lt;br /&gt;
* Immunity to the OwOnavirus disease.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Are easily shoved, pushed and carried around by every other morphotypes due to their small size.&lt;br /&gt;
* They are weaker and struggle to carry and pull things due to their small size. They are unable to carry an Oni.&lt;br /&gt;
* They have slightly less stamina than Humans.&lt;br /&gt;
&lt;br /&gt;
== Harpy ==&lt;br /&gt;
[[File:Harpy.png|64px]]&lt;br /&gt;
&lt;br /&gt;
An avian humanoid species that features colorful feathered wings and tails that can mimic almost any sound.&lt;br /&gt;
&lt;br /&gt;
They are quite sensitive to the air quality, and when exposed to low quality air, they will begin to visibly gasp, and eventually start choking.&amp;lt;br&amp;gt;When this happens, a Harpy should either move away from sources of bad air, stand on top of a scrubber for a few seconds, or take a few breaths from a pure oxygen tank in order to restore their blood-oxygen levels. Only three seconds of being on pure oxygen is enough to completely restore a Harpy&#039;s blood oxygen saturation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They can &amp;quot;Sing&amp;quot; midis by imitating instruments. Right click yourself to select an instrument.&lt;br /&gt;
* Can imitate around 70% of the game&#039;s sound library through a huge list of voice emotes.&lt;br /&gt;
* While singing, musical notes appear floating around their head.&lt;br /&gt;
* Trait: Have the Ultraviolet Vision trait by default. This can be disabled via accessibility options.&lt;br /&gt;
* Tail: They Cannot wear Jumpsuits, and will automatically start with a Jumpskirt instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emote List&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Scream, Laugh, Sneeze, Cough, Sigh, Cry, Whistle, Hiss, Meow, Mew, Growl, Purr, Ring, Honk, Pew, Bang, Beep, Rev, Click, Chitter, Squeak, Caw, Chirp, Snarl, Bark, Whine, Howl&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Talons: deal Piercing damage.&lt;br /&gt;
* Somewhat smaller than Humans, although not as small as Felinids.&lt;br /&gt;
* Moves 10% faster than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 15% more Blunt damage.&lt;br /&gt;
* Take 15% more Slash damage.&lt;br /&gt;
* Take 15% more Piercing damage.&lt;br /&gt;
* Extreme low density, HarpDionaies are lighter than even Felinids, and weigh half as much as a Human.&lt;br /&gt;
* A Harpy breathes in air twice as often as Humans, inhaling and exhaling every 3 seconds.&lt;br /&gt;
** Air tanks last half as long and Harpies are more susceptible than usual to low air quality.&lt;br /&gt;
** If a Harpy is exposed to at least 0.2 moles of combined CO2 and/or Miasma, they start struggling to take in oxygen.&lt;br /&gt;
&lt;br /&gt;
== Arachnid ==&lt;br /&gt;
[[File:Arachnid.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Not to be confused with insectoids, Arachnids cut a striking figure with their pressure-resistant exoskeletons and extra arms. Possibly related to the space spiders and giant tarantulas found in outer space. Thanks to their similarly robust digestive systems, they are able to consume raw food without the risk of disease. &amp;lt;sup&amp;gt;note: Disease is still under development and not implemented in game yet.&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Latin (ex. Pluribus Unum)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Slow metabolism.&lt;br /&gt;
* (BUG?: At the moment Arachnid do NOT get poisoned.) Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* They have two extra pocket slots formed by webs.&lt;br /&gt;
* Silk: Can weive silk at the expense of hunger and craft various things.&lt;br /&gt;
Silk can be used to create furniture , clothes , walls and even shields. this will help handle more critical situations (ex: craft a winter coat when temperature drops , seal a spaced area using a wall). only Arachids are able to utilize the silk for crafting.&lt;br /&gt;
* Slow metabolism: they have 50% slower reagant metabolism than other species which takes extra time for medicines to work and to satiate thirst and hunger on the other it takes more time to get poisoned by any poisons/toxins. This has no effect on externally applied reagents, so spilling a acid on an Arachnid will kill them just the same as anyone else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Melee: Do Slashing damage instead of Blunt.&lt;br /&gt;
* Take significantly less barotrauma(spacing) damage.&lt;br /&gt;
* Metabolizes stuff in their stomach 50% faster.&lt;br /&gt;
* Two extra pocket slots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* While suffocating, takes 50% more Asphyxiation damage and recovers it only at half speed.&lt;br /&gt;
* Cannot use the outerwear storage slot.&lt;br /&gt;
* They uses 50% more oxygen to breath.&lt;br /&gt;
* They have blue blood, requiring Copper instead of Iron to regenerate. Iron will poison them instead.&lt;br /&gt;
&lt;br /&gt;
== Diona ==&lt;br /&gt;
[[File:Diona.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Tree-like plant people whose bodies react with fertilizer and weed-killing chemicals similar to regular plants.&lt;br /&gt;
Upon death, and gibbing, they split into 3 nymphs that represent an organ each: Brain, Stomach and Lungs. The player will become the Brain Nymph and can reform into a fully fledged Diona after 10 minutes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; Common, Qualia[https://en.wikipedia.org/wiki/Qualia] (ex. A Peaceful Sunrise)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat everything a Human can.&lt;br /&gt;
* They get hungry slower, and thirsty faster.&lt;br /&gt;
* Gets affected by chemicals that affects plants: Weed Killer poisons them and Robust Harvest heals them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Plant Chemicals: They are affected by chemicals that affect plants&amp;lt;sup&amp;gt;excluding mutegants&amp;lt;/sup&amp;gt;, this means that they can heal and benefit from fertilizers (ex: robust harvest can heal most of the brute damage), but plant toxins and pesticides will damage them too.&lt;br /&gt;
* Death: Can gib themselves into Nymphs after death, then reform after 10 minutes.&lt;br /&gt;
** This will heal them from all injuries and even manage to revive themselve from unrevivable situations (ex: radiation damage).&lt;br /&gt;
** Reform: It takes 10 minutes to be reformed back to Diona state from the Nymphs state. This leaves the Nymphs valnurable to other dangers (including spacing).&lt;br /&gt;
** Body: Reformed nymphs will have different body from the old Diona which will have different name and traits (such as gender).&lt;br /&gt;
** Memory: Reformed nymphs will keep their&#039;s character basic knowledge (only if it is an antagonist and the job), and looses any previous character&#039;s memories from it&#039;s death (other perhaps than the need to run away and find safety).&lt;br /&gt;
** Nymphs: There are normally 3 pet-like Nymphs. The original player take control of the &amp;quot;Brain&amp;quot; nymph. The only one able to talk. The other two can be taken over by ghosts if given cognizine.&lt;br /&gt;
** A zombified Diona is able to split once dead (or after giving up and returning to body) and the resulting nymphs will be zombified, though unable to reform.&lt;br /&gt;
* Tree form. Being exposed too much Rodust Harvest will cause a Diona to grow out of control, turning into an immobile tree (dropping all their equipment). Cutting down the tree will &amp;quot;restone&amp;quot; the Diona to their mobile state.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 20% less Slash damage.&lt;br /&gt;
* Take 30% less Blunt damage.&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* While suffocating, takes half the Asphyxiation damage and recovers at the normal rate.&lt;br /&gt;
* They are heavier than other races and can shove/disarm other races easier.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 50% more Heat damage.&lt;br /&gt;
* Take 20% more Shock damage.&lt;br /&gt;
* Roots: Cannot wear shoes. They are unable to wear any shoes and protect their feet from debris and shards (wearing a hardsuit can minigate this issue and protect their feet) and are unable to gain any benefit from them (ex: magboots, speedboots).&lt;br /&gt;
* Gets affected by chemicals that affects plants.&lt;br /&gt;
* Ignite: If they take big enough Heat damage from any source, they get ignited and catch on fire (the fire damage/size depends on the amount of heat damage being dealt: a laser rifle will not burn as much compared to a vintage laser pistol / X-ray rifle)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vulpkanin ==&lt;br /&gt;
[[File:Vulpkanin.png|64px]]&lt;br /&gt;
&lt;br /&gt;
The Vulpkanin (vulp-ka-nin) are a race of humanoid canine-like beings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Conventions:&#039;&#039;&#039; ???&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can eat raw meat.&lt;br /&gt;
* Will get poisoned by [[Chemistry#Theobromine|Theobromine]] (Chocolate, Tea, Coffee) and [[Chemistry#Allicin|Allicin]] (Onion, Garlic).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
* Trait: Have the Deuteranopia trait by default. This can be disabled via accessibility options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: do Slashing and Blunt damage.&lt;br /&gt;
* Their fur makes them able to withstand [[Maps#Glacier_Station|cold environments]] without the need of a coat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They take 15% more Heat damage.&lt;br /&gt;
&lt;br /&gt;
== Moth People ==&lt;br /&gt;
[[File:Moth.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Moth People, meanwhile, actually &#039;&#039;are&#039;&#039; an insectoid species. This insect people with wings and antennae, come in a variety of colors and patterns. Their wings allow them greater control in zero gravity than other species, and their natural resistance to cold helps greatly in a space environment. The tradeoff, naturally, is that heat is more dangerous.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common,  (ex. John Doe)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Can only eat Cloth and Fruits related foods.&lt;br /&gt;
* Can eat Paper.&lt;br /&gt;
* Can specially eat Mothic recipes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special ability&#039;&#039;&#039;&lt;br /&gt;
* Wings: Have increased acceleration when moving in zero-g enviroments. Their ability can work when gravity generator fails and even in space/vacumm and helps them get around without a jetpack. The status is 50% higher acceleration than other species.&lt;br /&gt;
* Diet: Moths have an exclusive cloth diet that can also include fruits. Moths cannot eat most things from other species, however they can eat cloth, gloves and other clothing items which are exclusive to them and are in higher abudance, in addition chefs can prepare moth specific food recipes for them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 30% less Cold damage from all sources.&lt;br /&gt;
* Having wings makes it easier to move in zero-gravity environments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Take 30% more Heat damage from all sources.&lt;br /&gt;
* Take 33% more (or 3 times more?) Heat/Burn damage when on fire compared to other species.&lt;br /&gt;
* They start taking Heat damage much earlier at 5c&amp;lt;sup&amp;gt;o&amp;lt;/sup&amp;gt; lower than other races. Intense heat will quickly burn them.&lt;br /&gt;
* They are slightly easier to carry and shove than Humans.&lt;br /&gt;
* They are unable to swallow any pills due to their diet, requiring them to be dissolved in other mediums instead.&lt;br /&gt;
&lt;br /&gt;
== Vox ==&lt;br /&gt;
[[File:Fullvox.png|64px]]&lt;br /&gt;
&lt;br /&gt;
Vox are a strange lot, they&#039;re raptor-like creatures that can only breathe nitrogen, as oxygen is &#039;&#039;&#039;very hazardous&#039;&#039;&#039; to their health to the point where they take ticking poison damage as long as they&#039;re exposed to the air, provided said air has even a trace of oxygen within it. To counter-act this, a Vox must either be in a pure nitrogen-based environment or, more commonly, breathing from a nitrogen tank, one of which is provided to them at the start of each round. Much like Reptilians, their unarmed attacks deal slashing damage instread of blunt.&lt;br /&gt;
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&#039;&#039;&#039;Naming Convention:&#039;&#039;&#039; Common, Mono-name with Repetitive Random Syllables (ex. Hirixashahre, Xapikrikrik)&lt;br /&gt;
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&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
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&#039;&#039;&#039;Special&#039;&#039;&#039; None&lt;br /&gt;
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&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Claws: Do Slash damage instead of Blunt on unarmed attacks.&lt;br /&gt;
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&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Breathing: Oxygen is toxic to them, they require to have internals on at all times and sometimes require to put the mask off when need to eat/swallow anything. There are other alternatives way to get reagents in such as a syringe without need to turn off the internals.&lt;br /&gt;
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== Oni ==&lt;br /&gt;
[[File:Oni.png|64px]]&lt;br /&gt;
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Large, horned people that come in a variety of colors. Their accuracy with [[Weapons|guns]] is terrible, but their physical strength brings them a lot of boons both in and out of combat.&lt;br /&gt;
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&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Nothing special, similar to Humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Take 15% less Blunt damage.&lt;br /&gt;
* Take 15% less Slash damage.&lt;br /&gt;
* Take 15% less Piercing damage.&lt;br /&gt;
* Do more damage in melee:&lt;br /&gt;
** 35% more Blunt and Asphyxiation.&lt;br /&gt;
** 20% more Slash and Piercing.&lt;br /&gt;
* Due to their big size, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
* They are harder to shove.&lt;br /&gt;
* Slightly more stamina than Humans.&lt;br /&gt;
* They have an easier time prying open doors, taking around 50% less time than other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Their accuracy with guns is terrible.&lt;br /&gt;
* They are harder to carry and pull.&lt;br /&gt;
* They are bigger than Humans, making them easier to hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== IPC ==&lt;br /&gt;
[[File:IPC.png|64px]]&lt;br /&gt;
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IPCs, also known as Integrated Positronic Chassis, are a race of unlawed and sentient humanoid robots.&lt;br /&gt;
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&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* ?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* ?--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Uncommon Humanoids =&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their original form, or new life may rise.&lt;br /&gt;
These races are usually encountered later in the shift. They remain relatively common, but cannot be selected in character creation.&lt;br /&gt;
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== Skeleton ==&lt;br /&gt;
[[File:Skeleton.png|64px]]&lt;br /&gt;
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Somehow still alive, a skeleton is just a sack of stark white bones, giving them a number of very useful resistances and traits.&lt;br /&gt;
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&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
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&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Completely immune to Radiation.&lt;br /&gt;
* Takes 40% less Piercing and 20% less Slashing damage.&lt;br /&gt;
* Takes no damage from temperature or pressure, making them space-proof.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Heals from having milk sprayed on them.&lt;br /&gt;
&amp;lt;!-- * Immune against all diseases. //why is this not a thing?--&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 10% more Blunt damage.&lt;br /&gt;
* Everything they say is followed by &amp;quot;ACK ACK!&amp;quot;.&lt;br /&gt;
* Very spooky.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--== Golems ==&lt;br /&gt;
An artificial construct imitating life, golems are the receptacle for souls of the dead encased in gemstone. They are completely devoted to whoever or whatever is marked as their master, and will carry out any order given by them. Typically they are aligned with the station, but in the wrong hands, they can be devastating.&lt;br /&gt;
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=== [[Chaplain#Steel Golem|Steel Golem]] ===&lt;br /&gt;
[[File:Golem.png|64px]]&lt;br /&gt;
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The most common Golem, the empty ones are generally found around the [[Maps|station]], &#039;&#039;eagerly&#039;&#039; awaiting a soul stone to be attached to them.&lt;br /&gt;
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&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 30% less Blunt, Slash and Piercing damage.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt and Heat.&lt;br /&gt;
* Immune against poison, genetic, toxin damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more Shock damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Wood Golem|Wood Golem]] ===&lt;br /&gt;
[[File:GolemWood.png|64px]]&lt;br /&gt;
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The perfect friend to the botanist.&lt;br /&gt;
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&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Takes 50% less Blunt.&lt;br /&gt;
* Have a flat damage reduction of 5 to Blunt.&lt;br /&gt;
* Immune against Poison, Genetic, Toxin, Radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* Can have plants growing on their head.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Takes 20% more fire damage when on fire.&lt;br /&gt;
* Takes 100% more Slash and Heat damage.&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Moves about 10% slower than Humans.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.&lt;br /&gt;
&lt;br /&gt;
=== [[Chaplain#Silver Golem|Silver Golem]] ===&lt;br /&gt;
[[File:GolemSilver.png|64px]]&lt;br /&gt;
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A fusion between soul and quantum machine, the epitome of epistemics.&lt;br /&gt;
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&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* None.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Immune against poison, genetic, toxin, radiation damages.&lt;br /&gt;
* Does not experience hunger or thirst.&lt;br /&gt;
* Does not have blood and cannot bleed out.&lt;br /&gt;
* Does not have lungs and needs no oxygen.&lt;br /&gt;
* Immune against all diseases.&lt;br /&gt;
* They punch twice as hard as Humans while also dealing holy damage. They also attack 50% faster.&lt;br /&gt;
* Move twice as fast as Humans.&lt;br /&gt;
* Possess the [[Psionics#List_of_Psionic_Powers|Psychokinesis]] psionic ability by default.&lt;br /&gt;
* Not flammable.&lt;br /&gt;
* Due to their density, they can easily carry, shove and pull any other morphotypes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They don&#039;t go into a critical state but instead have their soul crystal pop off.&lt;br /&gt;
* Have to obey whoever is set as their master.&lt;br /&gt;
* Always scream everything they say.&lt;br /&gt;
* Unable to use [[Weapons#Ballistic_Weapons|guns]].&lt;br /&gt;
* Due to their density, they are harder to carry, shove and pull by other morphotypes.--&amp;gt;&amp;lt;!--When it becomes a thing again--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Guides Menu}}&lt;/div&gt;</summary>
		<author><name>Mdempg</name></author>
	</entry>
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