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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.
There are currently a bunch of playable morphotypes and races in Delta-V. Each has their own distinct stats, strengths, and weaknesses.
Roundstart Humanoids
The following morphotypes and races can currently be selected in the character creation menu, meaning you can expect to see most of them during any given round.
Every values in benefits and drawbacks are based of the unmutated humans.
Unmutated 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.
Diet
- Nothing special.
Benefits
- None.
Drawbacks
- None.
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.
Diet
- Can eat raw meat.
- Will get poisoned by Theobromine (Chocolate, Tea, Coffee) and Allicin (Onion, Garlic).
Benefits
- They are smaller than unmutated humans, making them harder to hit.
- Can fit in duffelbags.
- Have the ability to throw up an hairball to get rid of some of the chemicals from their bloodstream.
- Able to eat mice and rats after picking them up. This has the benefit of regenerating the hairball ability and feeding them.
- Uses their claws to do mostly Slashing damage instead of Blunt.
- Efficient in the art of stealing from people.
- Immunity to the OwOnavirus disease.
Drawbacks
- Takes 15% more Blunt, Slash and 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 unmutated humans.
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.
Benefits
- Takes 15% less Blunt, Slash and Piercing damage.
- Does 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 unmutated humans.
- They have an easier type prying open doors, taking around 50% less time than other morphotypes.
Drawbacks
- Incapable of aiming with guns.
- They are harder to carry and pull.
- They are bigger than unmutated humans, making them easier to hit.
Arachne
Vampiric spider women that need blood, or at least protein, to sustain themselves. They cannot wear shoes or hardsuits which make their ability to be certain roles way more challenging.
Diet
- Their stomach only metabolizes blood and proteins.
Benefits
- Takes 50% less Cold damage and 25% less Shock, Blunt, Slash and Piercing damage.
- Immune to Radiation and Genetic damage.
- Able to place webs and are not affected by webs move-speed reduction.
- A lot less affected by Barotrauma than unmutated humans.
- Walks 10% faster than unmutated humans.
- They have Demon's Blood.
- Immunity to the Bleeder's Bite disease.
Drawbacks
- Takes 25% more Heat damage.
- Vulnerable to Holy damage.
- Unable to wear shoes as they have a lot of legs.
- No hardsuits is available for their body type.
- Lacks genetics or DNA. This has interesting consequences for certain devices which rely on those.
Moth
Insect people with wings and antennae, mothpeople come in a variety of colors and patterns. Their physiology allows them to maneuver slightly without gravity.
Diet
- Can eat raw meat.
- Will get poisoned by Theobromine (Chocolate, Tea, Coffee) and Allicin (Onion, Garlic).
Benefits
- Takes 10% less Poison and 15% less Cold damage.
- Having wings makes it possible to move in zero-gravity environments to a degree.
- 10% more resistant to diseases than unmutated human.
Drawbacks
- Takes 15% more Slash and 25% more Heat damage.
- Takes double the amount of heat damage when in flames.
- Are slightly easier to carry and shove than unmutated humans.
Reptilian
Reptile-like humanoids with sharp claws, tough scales, and an appetite for raw meat.
Diet
- Can eat raw meat.
- Will get poisoned by Theobromine (Chocolate, Tea, Coffee) and Allicin (Onion, Garlic).
Benefits
- They take 10% less Slash, Heat and Poison damage.
- Can stand a greater heat temperature than unmutated humans (400 instead of 360)
- Are 10% more resistant to diseases.
- Uses their claws to deal mostly Slashing damage instead of Blunt.
Drawbacks
- Has a noticeable lisssp when speaking.
- Their threshold for cold temperature is worse than unmutated humans (285 instead of 260)
- Suffers 50% more Cold and 10% more Blunt damage
Slime
Gelatinous human-shaped masses of goo who breath nitrogen instead of oxygen, and exhale nitrous oxide.
Diet
- Nothing special.
Benefits
- Takes 40% less Blunt and 20% less Poison damage.
- They are almost immune to cancer as they take five times less Cellular damage.
- Immunity to the BleedersBite and Ultragigacancer disease.
- While suffocating, takes 80% less Asphyxiation damage and recovers at the normal rate.
Drawbacks
- Takes 20% more Piercing and Slashing damage.
- Takes 50% more Cold damage.
- Vulnerable to high and low pressure barotrauma.
- Breaths Nitrogen instead of Oxygen.
- Gets hurt by water, which deals Heat damage.
Diona
Tree-like plant people whose bodies react with fertilizer and weed-killing chemicals similar to regular plants.
Diet
- Can drink Robust Harvest to heal.
Benefits
- Takes 20% less Slash damage.
- Gets affected by chemicals that affects plants.
- While suffocating, takes half the Asphyxiation damage and recovers at the normal rate.
Drawbacks
- Takes 50% more Heat and 20% more Shock damage.
- Cannot wear shoes.
- Gets affected by chemicals that affects plants.
Vulpkanin
The Vulpkanin (vulp-ka-nin) are a race of humanoid canine-like beings.
Diet
- Can eat raw meat.
- Will get poisoned by Theobromine (Chocolate, Tea, Coffee) and Allicin (Onion, Garlic).
Benefits
- Uses their claws to do mostly Slashing damage instead of Blunt.
- Efficient in the art of stealing from people.
- Their fur makes them able to withstand cold environments without the need of a coat.
Drawbacks
- None.
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.
Dwarf
A humanoid of smaller stature that enjoys drinking and mining. They have a funny pseudo-scottish accent.
Diet
- Takes less poison damage from Ethanol and heals brute damage when they overdose on Ethanol.
Benefits
- None.
Drawbacks
- Looks like a squished human.
- While suffocating, takes twice the Asphyxiation damage.
Vox
Space bird people that are very vocal.
Diet
- Nothing special.
Benefits
- None.
Drawbacks
- Breaths Nitrogen instead of Oxygen.
- While suffocating, takes twice the Asphyxiation damage.
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.
Drawbacks
- Takes 10% more Blunt damage.
- Everything they say is followed by "ACK ACK!".
- Very spooky.
Golems
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.
Steel Golem
The most common Golem, the empty ones are generally found around the station, eagerly awaiting a soul stone to be attached to them.
Diet
- None.
Benefits
- Takes 30% less Blunt, Slash and Piercing damage.
- Have a flat damage reduction of 5 to Blunt and Heat.
- Immune against poison, genetic, toxin damages.
- Does not experience hunger or thirst.
- Does not have blood and cannot bleed out.
- Does not have lungs and needs no oxygen.
- Immune against all diseases.
- Not flammable.
- Due to their density, they can easily carry, shove and pull any other morphotypes.
Drawbacks
- Takes 20% more Shock damage.
- They don't go into a critical state but instead have their soul crystal pop off.
- Have to obey whoever is set as their master.
- Moves about 10% slower than unmutated humans.
- Always scream everything they say.
- Unable to use guns.
- Due to their density, they are harder to carry, shove and pull by other morphotypes.
Wood Golem
The perfect friend to the botanist.
Diet
- None.
Benefits
- Takes 50% less Blunt.
- Have a flat damage reduction of 5 to Blunt.
- Immune against Poison, Genetic, Toxin, Radiation damages.
- Does not experience hunger or thirst.
- Does not have blood and cannot bleed out.
- Does not have lungs and needs no oxygen.
- Immune against all diseases.
- Can have plants growing on their head.
- Due to their density, they can easily carry, shove and pull any other morphotypes.
Drawbacks
- Takes 20% more fire damage when on fire.
- Takes 100% more Slash and Heat damage.
- They don't go into a critical state but instead have their soul crystal pop off.
- Have to obey whoever is set as their master.
- Moves about 10% slower than unmutated humans.
- Always scream everything they say.
- Unable to use guns.
- Due to their density, they are harder to carry, shove and pull by other morphotypes.
Silver Golem
A fusion between soul and quantum machine, the epitome of epistemics.
Diet
- None.
Benefits
- Immune against poison, genetic, toxin, radiation damages.
- Does not experience hunger or thirst.
- Does not have blood and cannot bleed out.
- Does not have lungs and needs no oxygen.
- Immune against all diseases.
- They punch twice as hard as unmutated humans while also dealing holy damage. They also attack 50% faster.
- Move twice as fast as unmutated humans.
- Possess the Psychokinesis psionic ability by default.
- Not flammable.
- Due to their density, they can easily carry, shove and pull any other morphotypes.
Drawbacks
- They don't go into a critical state but instead have their soul crystal pop off.
- Have to obey whoever is set as their master.
- Always scream everything they say.
- Unable to use guns.
- Due to their density, they are harder to carry, shove and pull by other morphotypes.
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