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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'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.
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:
- All species are able to equip the same tools and items (with a few exceptions).
- All species can metabolize reagents and experience their effects.
- All species are subject to the fundamental laws of physics, including temperature, pressure, atmospheric composition, gravity, radiation, electric current, and inertia.
- All species benefit from limited passive regeneration, allowing them to heal BRUTE and HEAT damage over time, provided their total damage remains below 20.
- All species are capable of utilizing psionic powers.
- All species communicate using a common language.
- All species are to be treated equally by both the crew and the AI onboard.
Roundstart Humanoids
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.
Humans are considered the baseline for drawbacks and benefits.
Human
Baseline, unmodified human beings, functionally similar to the human beings of our world. You'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.
Naming Convention: Common (ex. John Smith)
Diet
- Everything, except: raw meat, live mice and some rotten stuff.
- Will get posioned by drinking blood or excessive amounts of alcohol, or by eating rotten stuff.
Special ability: None
Benefits
- None.
Drawbacks
- None.
Slime
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.
Naming Conventions: Common, Cadwellian (ex. Jon Cadwell)
Diet
- Nothing special, similar to Humans
Special ability: None
Benefits
- Take 40% less Blunt damage.
- Take 20% less Poison damage.
- They are almost immune to cancer as they take 80% less Cellural damage.note: Cancer is still under development and not implemented in game yet.
- Immunity to the BleedersBite and Ultragigacancer disease.
- While suffocating, takes 80% less Asphyxiation damage and recovers at the normal rate.
- They have slighty faster natural regeneration rate and start regenerating from below 65 total damage (other species need below 20).
- They can metabolize 3 reagents instead of just 2 like others.
Drawbacks
- Take 20% more Piercing and Slashing damage.
- Take 50% more Cold damage from all sources.
- Very vulnerable to high and low pressure barotrauma (spacing).
- Get hurt by water when sprayed into them which deals Heat damage.
- Breaths Nitrogen instead of Oxygen.
Special:
- they breath nitrogen instead of oxygen. but more tanks are available for them and they can breath on lower atmospheric pressures without asphyxiating.
- they have a 6 space inventory slot in their body but anyone can access/steal anything that it is stored in it.
Rodentia
Rodentia are a race of humanoid beings resembling rodents. Resourceful, evasive, sneaky, but fragile.
Naming Conventions: Common, descriptive (ex. "No-tail Dale" or "Sleeps-much Abigal")
Diet
- Can eat raw meat.
- Will get poisoned by Theobromine (Chocolate, Tea, Coffee) and Allicin (Onion, Garlic).
Special ability
- Can Rummage in disposal chutes, which can sometimes dig up food.
- 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.
- Can "sneak" underneath tables, but not doors.
Benefits
- Claws: can do Slashing and Blunt damage.
- Smaller than humans.
- Can fit in duffelbags.
Drawbacks
- Take 30% more Blunt damage.
- Take 15% more Slash damage.
- Take 15% more Piercing damage.
- Always trigger mousetraps, regardless of whether or not they are wearing shoes.
- Get hungry 33% faster.
Reptilian
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.
Naming Conventions: Common, Verbal (ex. Eats-The-Mouse)
Diet
- Can eat raw meat and drink blood without ill effects.
- Can only eat Fruits and Meat related foods.
- No grain or dairy products.
- Will get poisoned by Theobromine (Chocolate, Tea, Coffee) and Allicin (Onion, Garlic).
Special ability Tail: can have both hands free while pulling anything, which allow them to do specific stuns in combat or help them in various jobs.
Benefits
- Claws: to deal Piercing damage instead of Blunt.
- Can stand a greater heat temperature than Humans.
- Uses their tail to pull things allowing them to have both of their hands free while pulling.
Drawbacks
- Has a noticeable lisssp when speaking.
- Cold sensetivity: they will start freezing and getting slowed down from cold much earlier at 20co higher than other species.
- Suffer 30% more Cold damage from all sources.
- The diet is highly restricted and they can only eat meat, fruits and their specific combinations.
Felinid
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.
Naming Conventions: ???
Diet
- Can eat raw meat.
- Can eat mice and rats after picking them up
- Will get poisoned by Theobromine (Chocolate, Tea, Coffee) and Allicin (Onion, Garlic).
Special ability
- Hairball: they have the ability to throw up an hairball to get rid of some of the chemicals from their bloodstream.
- Can eat mice or rats after picking them up. This has the benefit of regenerating the hairball ability and feeding them.
Benefits
- Claws: they do Slashing damage and Piercing damage.
- They are smaller than Humans, making them harder to hit.
- Can fit in duffelbags.
- Can walk completely silently, but only while barefooted.
- Immunity to the OwOnavirus disease.
Drawbacks
- Take 15% more Blunt damage.
- Take 15% more Slash damage.
- Take 15% more Piercing damage.
- Are easily shoved, pushed and carried around by every other morphotypes due to their small size.
- They are weaker and struggle to carry and pull things due to their small size. They are unable to carry an Oni.
- They have slightly less stamina than Humans.
Harpy
An avian humanoid species that features colorful feathered wings and tails that can mimic almost any sound.
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.
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's blood oxygen saturation.
Naming Conventions: ???
Diet
- Can eat raw meat.
- Will get poisoned by Theobromine (Chocolate, Tea, Coffee) and Allicin (Onion, Garlic).
Special ability
- They can "Sing" midis by imitating instruments. Right click yourself to select an instrument. While singing, musical notes appear floating around their head.
- Can imitate around 70% of the game's sound library through a huge list of voice emotes.
- Trait: Have the Ultraviolet Vision trait by default. This can be disabled via accessibility options.
- Tail: They Cannot wear Jumpsuits, and will automatically start with a Jumpskirt instead.
Emote List
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
Benefits
- Talons: deal Piercing damage.
- Somewhat smaller than Humans, although not as small as Felinids.
- Moves 10% faster than other species.
Drawbacks
- Take 15% more Blunt damage.
- Take 15% more Slash damage.
- Take 15% more Piercing damage.
- Extreme low density, HarpDionaies are lighter than even Felinids, and weigh half as much as a Human.
- A Harpy breathes in air twice as often as Humans, inhaling and exhaling every 3 seconds.
- Air tanks last half as long and Harpies are more susceptible than usual to low air quality.
- If a Harpy is exposed to at least 0.2 moles of combined CO2 and/or Miasma, they start struggling to take in oxygen.
Arachnid
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. note: Disease is still under development and not implemented in game yet.
Naming Conventions: Common, Latin (ex. Pluribus Unum)
Diet
- Can eat raw meat.
- Slow metabolism.
- (BUG?: At the moment Arachnid do NOT get poisoned.) Will get poisoned by Theobromine (Chocolate, Tea, Coffee) and Allicin (Onion, Garlic).
Special ability
- They have two extra pocket slots formed by webs.
- Silk: Can weive silk at the expense of hunger and craft various things.
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.
- 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.
Benefits
- Melee: Do Slashing damage instead of Blunt.
- Take significantly less barotrauma(spacing) damage.
- Metabolizes stuff in their stomach 50% slower. Meaning that they can go a a longer time without eating anything on a shift.
- Two extra pocket slots.
- Do not get poisoned from Mechatoxin (the poison space taranulas have).
Drawbacks
- While suffocating, takes 50% more Asphyxiation damage and recovers it only at half speed.
- Cannot use the outerwear storage slot.
- They have blue blood, requiring Copper instead of Iron to regenerate. Iron will poison them instead.
Diona
Tree-like plant people whose bodies react with fertilizer and weed-killing chemicals similar to regular plants. 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.
Naming Conventions: Common, Qualia[1] (ex. A Peaceful Sunrise)
Diet
- Can eat everything a Human can.
- They get hungry slower, and thirsty faster.
- Gets affected by chemicals that affects plants: Weed Killer poisons them and Robust Harvest heals them.
Special ability
- Plant Chemicals: They are affected by chemicals that affect plantsexcluding mutegants, 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.
- Death: Can gib themselves into Nymphs after death, then reform after 10 minutes.
- This will heal them from all injuries and even manage to revive themselve from unrevivable situations (ex: radiation damage).
- 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).
- Body: Reformed nymphs will have different body from the old Diona which will have different name and traits (such as gender).
- Memory: Reformed nymphs will keep their's character basic knowledge (only if it is an antagonist and the job), and looses any previous character's memories from it's death (other perhaps than the need to run away and find safety).
- Nymphs: There are normally 3 pet-like Nymphs. The original player take control of the "Brain" nymph. The only one able to talk. The other two can be taken over by ghosts if given cognizine.
- 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.
- 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 "restone" the Diona to their mobile state.
Benefits
- Take 20% less Slash damage.
- Take 30% less Blunt damage.
- Gets affected by chemicals that affects plants.
- While suffocating, takes half the Asphyxiation damage and recovers at the normal rate.
- They are heavier than other races and can shove/disarm other races easier.
Drawbacks
- Take 50% more Heat damage.
- Take 20% more Shock damage.
- 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).
- Gets affected by chemicals that affects plants.
- 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)
Vulpkanin
The Vulpkanin (vulp-ka-nin) are a race of humanoid canine-like beings.
Naming Conventions: Common (ex. John Smith)
Diet
- Can eat raw meat.
- Will get poisoned by Theobromine (Chocolate, Tea, Coffee) and Allicin (Onion, Garlic).
Special
- Trait: Have the Deuteranopia trait by default. This can be disabled via accessibility options.
Benefits
- Claws: do Slashing and Blunt damage.
- Their fur makes them able to withstand cold environments without the need of a coat.
Drawbacks
- They take 15% more Heat damage.
Moth People
Moth People, meanwhile, actually are 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.
Naming Convention: Common, (ex. John Doe)
Diet
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.
- clothings items
- moth-specific recepies
- fruit
Special ability
- 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.
- 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.
Benefits
- Take 30% less Cold damage from all sources.
- Having wings makes it easier to move in zero-gravity environments.
Drawbacks
- Take 30% more Heat damage from all sources.
- Take 33% more (or 3 times more?) Heat/Burn damage when on fire compared to other species.
- They start taking Heat damage much earlier at 5co lower than other races. Intense heat will quickly burn them.
- They are slightly easier to carry and shove than Humans.
- They are unable to swallow any pills due to their diet, requiring them to be dissolved in other mediums instead.
Vox
Vox are a strange lot, they're raptor-like creatures that can only breathe nitrogen, as oxygen is very hazardous to their health to the point where they take ticking poison damage as long as they'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.
Naming Convention: Common, Mono-name with Repetitive Random Syllables (ex. Hirixashahre, Xapikrikrik)
Diet
- Nothing special, similar to Humans.
Special None
Benefits
- Claws: Do Slash damage instead of Blunt on unarmed attacks.
Drawbacks
- 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.
Oni
Large, horned people that come in a variety of colors. Their accuracy with guns is terrible, but their physical strength brings them a lot of boons both in and out of combat.
Diet
- Nothing special, similar to Humans.
Benefits
- Take 15% less Blunt damage.
- Take 15% less Slash damage.
- Take 15% less Piercing damage.
- Do more damage in melee:
- 35% more Blunt and Asphyxiation.
- 20% more Slash and Piercing.
- Due to their big size, they can easily carry, shove and pull any other morphotypes.
- They are harder to shove.
- Slightly more stamina than Humans.
- They have an easier time prying open doors, taking around 50% less time than other species.
Drawbacks
- Their accuracy with guns is terrible.
- They are harder to carry and pull.
- They are bigger than Humans, making them easier to hit.
Species anatomy
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.
Uncommon Humanoids
Over the course of a shift, you or someone you know may lose their original form, or new life may rise. These races are usually encountered later in the shift. They remain relatively common, but cannot be selected in character creation.
Skeleton
Somehow still alive, a skeleton is just a sack of stark white bones, giving them a number of very useful resistances and traits.
Diet
- None.
Benefits
- Completely immune to Radiation.
- Takes 40% less Piercing and 20% less Slashing damage.
- Takes no damage from temperature or pressure, making them space-proof.
- Does not have blood and cannot bleed out.
- Does not have lungs and needs no oxygen.
- Does not experience hunger or thirst.
- Heals from having milk sprayed on them.
Drawbacks
- Takes 10% more Blunt damage.
- Usual Medical Chems will not heal them.
- Everything they say is followed by "ACK ACK!".
- Very spooky.
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