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Showing content with the highest reputation on 09/08/2021 in all areas
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5 points
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I like this idea. I've drafted up a rewrite following some of your suggestions for supply SOP(unfortunately the system for this isn't public) especially some of the cross referencing stuff. Also, having duplicate clauses a.k.a QM clause 1 and CT clause isn't necessarily bad practice, that reiteration is necessary to establish that it is both roles responsibilities especially one that is the primary purpose of that department. Unfortunately you can't really force cargo to be on top of their paperwork, if they are great, otherwise it's up to the IAA to actually cross check order papers as well as the received crate manifests. I also would like to add these clauses to replace the cross referencing issues. This is not an unrealistic expectation by any means, especially for players who play QM or decide to assist cargo as a shaft miner. 8. The Quartermaster is required to follow the guidelines put in place for Cargo Technicians; 8. Shaft Miners are bound by guidelines set for Cargo Technicians when inside the Cargo Office or Bay;3 points
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3 points
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Edgar is a very formal person generally. A bit quiet sometime as well. These are his civilian wear, I will post what else Edgars wears for warden, IAA, etc. You generally won't find him without dress shoes and cheap sunglasses. From Left to Right. On Business, edgar always wears this when he's performing administrative work General Wear, Edgar loves his purple suit jacket and like to roll with a soft yellowish brown jumpsuit(and blue tie) with the leather book bag. Investigative/Contract Work, whenever Edgar is working for an agency, doing detective work, or just in general being in the field outside of running business this is what he will wear, heavily inspired by the blues brothers. Chef's Wear, whenever Edgar is cooking at one of his franchises he always dons laborers overalls and a chef's hat, he'll occasionally have a utility apron as well.2 points
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This note confuses me - Do not wear magboots and mesons if crystal is active or scrubbers are siphoning. Why? Can you explain this in more detail? Or do you mean that you should not go inside at all?1 point
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CQC was re-added to the Traitor Uplink in this PR: https://github.com/ParadiseSS13/Paradise/pull/14474 Since then, it's seen its fair share of nerfs (unable to be discounted, unable to use as Vampire/Changeling). However, I don't think I'm alone in the belief that it is still an overwhelmingly strong purchase, and generally completely un-fun to play against. Is it rather fun to use? Of course, it's overpowered so it's rather fun. However, I cannot think of anything fun about being on the receiving end of many of the things CQC does. Putting aside the legsweep into an instant sleep, the instant grab sleep is also ridiculously strong, as well as all the other things CQC does. The most important thing about it, however, is that it's not an item - Sec can't detect it upon searching someone, and it can't be confiscated or disarmed in a fight. If sec does manage to catch the CQC user and perma them, they cannot remove the martial arts from them while they're in perma. CQC is balanced - for nukies, and it popping up in bundles is (generally) rare enough to make it not as much of a problem as it is now. As it stands, with certain traitors buying it every round and becoming near-unstoppable thanks to it, I would not say that CQC on traitors is a thing that benefits the general fun of most rounds, and think it should be restricted to nukies and the Bond bundle as a result. And hey - Sleeping Carp has been reworked to actually be both good (while not overpowered) and affordable, meaning it can honestly replace CQC as a martial arts choice for traitors. Now I wait for @Charliminator to tell me "it's a skill issue"1 point
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Literally just remove/nerf leg sweep please. There was a PR to nerf it heavily, but it was just closed because no head/maint cared to comment on it, which is kind of a shame.1 point
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Name: Korval Kellar Age: 21 Gender: Male Race: Unathi Blood Type: O+ General Occupational Role(s): -Chief Engineer -Engine Technician -Roboticist -Surgeon (Part time) -Researcher -Seasonal Captain Biography: Kellar was born in a small town on Moghes, in the year 2544 AD. Lived there for 17 years. At age 16, both his mother and father disappeared due to unknown reasons. Clan related tensions are suspect. For the next 14 months, Kellar earned his keep by building machines from scrap metal and selling them to anybody who would buy them. Eventually, he was taken offworld by a vox. Together they dealt in illegal arms trade. Kellar was designer and builder and the vox was the salesman. Despite gaining a respect for each other, the parted ways when Kellar was 19 years of age. At the age of 20, Kellar enlisted with Nanotrasen in the engineering department. Over the next year, Kellar branched out to other fields. Qualifications: Kellar has no recorded official qualifications outside of Nanotrasen's own certifications. Kellar's certifications include: Basic through Advanced command. Basic through Advanced Supermatter design and operation. Basic through Advanced Supermatter instruction. Basic through Moderate atmospherics operation. Basic certification in atmospheric design. Basic atmospheric instruction. Basic through advanced engineering. Basic through advanced engineering instruction. Basic Internal Affairs. Basic through Moderate first aid and general medical action. Basic through Moderate surgery. Basic through Moderate in robotics. Employment Records: During Kellar's time at Nanotrasen, he has recorded numerous hours in different jobs. These are ranked from highest to least. -Chief Engineer -Engine Technician -Station Engineer -Medical Doctor -Surgeon -Atmospheric Technician -Roboticist -Scientist -Shaft Miner -Internal Affairs Agent Security Records: Kellar has no criminal record aboard the NSS Cyberiad, but four warrants are currently out for his arrest in three different systems as a result of his history of illegal arms dealing. Medical Records: Hight: 5 feet 9 inches (1.75 meters) Weight: 175 pounds (79.4 kilos) Kellar's shortness appears to be genetic in nature. Kellar claims it is a result of genetic experimentation on his great grandfather in an attempt to produce a more apt mining subject. Supposedly it was passed down through the generations. Has reported being hard of hearing on several occasions. It is unknown if this can be linked to his preferred profession. As of his last observation, Kellar is in good physical health, but has been reported of having some signs of early depression. It is theorized that Kellar avoids sinking into a deeper depression via his work, but the validity and effectiveness of this is questionable. Therapy and close observation of Kellar is advisable. Kellar has been advised to carry a small plushie with him during regular hours for comfort. As of latest update, Kellar seems to have lost his depressive symptoms, but observation is still recommended. Personnel Photo:1 point
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Romantically Involved/Non-Romantic Love/Admire/Respect/Close Friend/Friend/Know/Dislike/Despise Oleksandra Yevhnivna Kozachenko "You know what they say about putting a ring on it." Letov Tarasovich "There's more to you, but I just can't pin it. One way or another, I owe you." Nika Yaschirka "I didn't know unathi could grow hair, but I could never forget yours." Izla Iolur "You remind me so much of myself when I was younger. Thank you for that." Usko Naes "Please, never grow up." Melinda Therral "Those books can hurt without my hardsuit on, you know." Fiona Philips "I believe we got off on the wrong foot, Fiona. But, I'm a firm believer in second chances." Meitnerium "Truly a master of his craft. One of the best atmospheric technicians around." Palladium "This arrogant, egotistical fuck? Again?" Skeksis "Your common is pretty good for a vox, you crazy bird. Good to have you around." Flows of Motor Oil "I like yo think you were a good friend and an even better atmos tech. Hope we'll meet again some sunny day." Malo "Hey, Malo! Good to see you again." Dantalion "One of the best engineering borgs around. Great to have you aboard." M3-V4 "Clever borg. Good to have you around. I'd offer to buy you a drink, but I'm not sure if you can..." Ivan Delaminov "How did you manage to pull that off?" (Totally did not steal this idea from Marm.)1 point
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Drawing from the round @Woje made a kickass bar as Fiona and I loitered around as Tidal. :> And some bonus stuff featuring @Tourte and @SlimeBird from the same round :]1 point
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Name: Freya Raan Age: 18 Gender: Female (she/her) Race: Human Blood Type: O- General Occupational Role(s): Librarian, Chef, Bartender, Station Engineer, and others Biography: Qualifications: Employment Records: No full time jobs before joining Nanotrasen Security Records: Medical Records: Personnel Photo (Appearance text): Other Notes: Despite being young, Freya has proven herself to be brave in the face of danger and has faced off against various paranormal entities on station. Freya's favorite food is pancakes. Her favorite drink - strictly nonalcoholic! - is tied between a Gibb Float and the standard milkshake. Despite not formally working in Botany, Freya has gotten the grasp of how the basics work from being bored and messing around in the Cyberiad's garden.1 point
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Name: Keziah "Elizabeth" Braun Age: 24 Gender: Female Race: Human Blood Type: O+ General Occupational Role(s): Nanotrasen Representative Magistrate Warden Head of Security Captain Research Director Biography: Keziah Braun was born on January 26, 2541 in a TSF owned colony. Her family, the Reeds loved the TSF down to the bone, unlike her who she had a low opinion of. Keziah hated her life and always tried to leave her colony at the nearest convenience. Regardless of her life she always loved her mother despite her giving the middle name Elizabet, which Keziah does not let anyone know about. After Keziah graduated from secondary school she quickly applied for a college, which she got accepted into. She had a passion in communications. But she didn't use it much besides a few side jobs. Soon Keziah learned that the Trans-solar federation and Nanotrasen were in a trade/alliance type pact. This intrigued her and soon she started to work for NT as a roboticist. NT soon recognized this exceeding talent and promoted her to Research Director, which she loved because the power of leading people was very enjoyable for her. A few months later Keziah started to represent NT on the NSS Cyberiad. [Clearance: Security] Keziah has had increased activity with the Syndicate weirdly enough. Impersonating CC officals or Solar Federation marines/Representatives. Is it suggested to keep an eye on her. Qualifications: Keziah Braun has basic knowledge in engineering, supply, and medical. But her knowledge in space law and SOP is very advanced. She has passed her exam that qualified her to represent NT and Supervise security as the Magistrate. Employment Records: Keziah Braun has worked for many companies in which she has leaded at least once department in. But she has done various scientifically jobs. Security Records: If Keziah Braun is ever a enemy to NT and the security team is attempting to detain her, it is suggested to do so very flashbangs, bolas, or pepper spray. She is very nimble and will attempt to escape at any chances she gets. Keziah Braun will likely never get close enough for hand to hand combat and if she goes expect something to be up her sleeve. Medical Records: Keziah Braun has mental lapses in which she may act as the King of the Cyberiad, impersonate Officials of various corporations, or just go full on crazy speaking about voices in her head and what not. If such happens please contain her and bring her to the nearest Psychiatrist. Height: 5'8 Weight: 170.6lbs Eye color: Hazel Physical state: Very healthy Psychosocial state: Might not be the most stable person Personnel Photo (Appearance text): Very beautiful woman with messy hair down to her ankles. She has glasses that fit her perfectly, and freckles across her face. She wears an annoyed face with a casual side eye to the nearest person. She always dresses to impress. Other Notes: If Keziah's middle name is somehow found out saying it will get you slapped. Even though Keziah is very beautiful she hasn't had many relationships. Keziah messes up her speech many times but will quickly correct it. You might randomly catch her saying V. Why, no one knows. I hate....writing back stories.....don't blame me for his @CourierAsy ALSO I'll make a relationship thing in a few.1 point
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1 point
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I mean, we could add a whitelist of what can be attached to borgs and then exclude everything that's not on there? So like, exclude bombs, grenades, grenade casings, and other items that don't make logical sense to tape to something (i.e. beakers, glasses, flaming objects)1 point
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1 point
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My name is Rhys Dallows. Starting as a simple Janitor, I moved my way up to Botany, then Genetics. Be warned all who wish to pursue a career where I am now; she is a sadistic temptress. She'll inflate your ego, believe you are God, decide who shall be ascended and who shall be lowly mortals on a whim, only to take your newfound hubris and crush you with it. Such as what will happen in this cautionary tale. Having put two monkeys through Hell and mapping the entire genome of defects and powers alike, I decided to show off the abilities I chose for myself during my lunch break. "Watch this," I said to onlookers in the hallway, before igniting myself on fire. They gasped, one woman screamed for a fire extinguisher, only to be dazzled by my coming out unscathed - thanks to my Heat Resistance. Many were amazed, some were amused, some even chastised me for provoking such panic. But one reaction immediately grabbed my attention. A hulking monolith of rock ran right up to me, sheer childlike wonder in his eyes. "CAN YOU IGNITE ME?" he gleefully asked. The catalyst for my own tale of Icarus. "Sure," I replied, ignorant, cocky. After all, manipulation of the genome had become as tedious and simple as... well, checking boxes, at this point. Of course I could make this rock a firey God. A simple trip to Genetics and an injection, and he would be giggling up and down the hallways, a literal trail blazer. Or so I thought. I let him into my lab, the smell of radioactive monkey skeletons not at all phasing either of us. He was too excited, and I was too used to it. I isolated the block with Thermal Combustion and put it into the syringe, with neither the respect nor the grace that this artistry demanded, and injected it into him. Surely, I would see a rock burst into flames, then thank me, O Mighty Master of the Genome, for allowing him such a gift, and be on his merry way. "IT DOESN'T WORK," My heart did not yet sink, for I could not be faulted, surely! I scoffed, with only a small hint of nervousness, to myself. Surely he had done something wrong, I thought, how much brain power could a rock have? I double checked the list - yes, this block gives Thermal Combustion. "Did you do it right?" I asked, re-instructing him how to use the abilities I had gifted him. Now, I thought, he would realise his mistake, whatever it was, and do it correctly. "NO, DOESN'T WORK," I felt dizzy, and I ended up leaning against my desk, the alternative was to collapse in my chair! This could not be! I was correct, my taming of the genome was correct! This rock was supposed to ignite himself! Both he and I were becoming increasingly destressed over the road block encountered. Could his DNA really be incompatible...? Was there nothing I could do? No, surely not. An idea formed, a desperate attempt to make him compatible. I humanised a fresh monkey and prepared the gene for Polymoprh. I warned him that this was irreversible, that he would no longer be the rock man I admit I had grown accustomed to. "I DON'T CARE. LET'S DO IT," His desperation was paramount. And at that point, I didn't care either. For my own pride, this had to work. I injected him with Polymorph and instructed him to target the monkey. "I CAN'T. IT DOESN'T WORK," Ok, no problem. I would simply have to shove him in the chamber and scan his structure, block by block, until- And then it came. The announcement that the shuttle was on its way. I felt sick to my stomach. I was good, but not good enough to change this man in 5 measly minutes. I had failed. This man had given me a task I deemed so simple, and I had failed him. We both sadly trundled to Departures, and sat, waiting. I tried to rationalise with myself, with him, as we waited. "For what it's worth, I really did try to help you," I mumbled. "But I guess, the technology isn't there yet," It was an excuse, and I knew it. I had grown too complacent in my job, and now it cost me. And then, something happened. We embraced. And he said the first, and only thing that he hadn't excitedly yelled at me since I had flagrantly shown off my undeserved powers in that hallway:1 point
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Firstly, antags do not need this buff. They are designed around the fact that they will eventually be caught and will need to go loud, the longer they're given a chance to snowball(stay stealthy) the more powered they're gonna be when discovered. They are designed around this core game mechanic of commons being available. I think you guys are missing an integral issue here. SS13 is all about your interactions with other players and this removes a very significant game design mechanic that revolves around that idea of interaction. [Common] provides context about the round to most if not all players. If you take away everyone's (most everyone) ability to talk on a global communication network quickly and easily, you take away that context. This in turn makes the game much more boring, uneventful, and confusing. Take this example: Over Commons you hear players begin shouting about some mysterious figure: "EMAG MAN." They say that a man in a blood-red hardsuit is running around the station emagging objects and machines. You can slowly trace their path as each respective department throws up their groans and complaints over comms as this "EMAG MAN" runs through their department amok. You can also hear security on comms frantically asking for the location of them. All of a sudden you see a man in a blood-red suit run in front of you and emag their way into maints. That is a very interesting and funny experience I've had on station in the past. Now Imagine that my only purview into that situation was the second part of that scenario, I did not hear anything on comms, infact I knew nothing about the situation until it crossed my path. Interesting? Maybe, I would probably forget about it and write it off since syndies are a common occurence in game. However, since I heard about this on comms for a few minutes before I had that experience, I now have context about this odd man running around and now my experiences are linked with the experiences of other people. This isn't some generic syndie/criminal, this is the notorious outlaw "EMAG MAN" and I just fucking crossed paths with them. It not only makes things less confusing to the player, it gives situations more meaning, impact, and weight. It builds on the story the game and the player work so hard to make. Take Another Example: You hear a massive explosion, it shakes the station and leaves you a bit dizzy from screen shake. Without Commons this would likely result in you, once again, writing it off since you have no reason to care about it. Now imagine that right before that explosion, over comms you hear: [Common] John Ham [Security Officer] "THE CLOWN'S GOT A BOMB!" [Common] Chuckles [Clown] "Get me the captain or I'll blow it all to hell!" Now that explosion isn't just any generic explosion, you understand the importance of it as well as getting the chance to experience the outcome of other players' experience even if it's across the station. You are brought into that experience, that story, by just listening in to what other players have to say. On top of context, commons provide organization for the entire crew. Communication has to be collective and not forced through the bottleneck of bureaucracy that is command, otherwise it will take 5 minutes for command to come to a decision and make an announcement about Blob, Tspider, Syndies, War, etc which can significantly reduce the crews chances of making an organized assault. This also has implications for special events and players doing gimmicks where now your average player has no way to advertise themselves besides begging a head to make an announcement. This is precisely why we should not limit commons, you are taking away player's access to information. You have the very easy ability of just disabling commons on your radio headset if you do not want to listen to commons. I think you are grossly overstating how often commons is used, it is not a constant flood of chat messages, certainly not enough to take away from an interaction you're having face-to-face with another player. Forcing players to run over to an intercom or sit by one in order to enjoy the benefits of commons actively makes this game less fun. I see absolutely zero benefit to this addition, all this does is make it harder for players to communicate and understand what's going on.1 point
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common coms are kinda needed for the game to even work as how it works it is a social game first and foremost getting rid of it takes away most of the social part. Also when coms are down you notice how big the difference is and most people do not like when coms are down.1 point
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I don't think this thread is any surprise to anyone that pays attention to the things I say on discord. Put simply... this stuff isn't particularly ideal, especially in regards to a few of these specific scenarios: A) Combat mechas can be freely pumped out at will on just code blue. You don't need combat mechas around until there's an actual deadly emergency at hand. B) With the exception of illegal combat implants, anyone can request nearly any type of implant/ augmentation they desire, and more or less be entitled towards getting it. It doesn't make too much sense for a civilian to be strutting about with secHUDs, a welding shield and a surgical toolset implant. C) Borgification is a very strange topic, and many consider it to be fairly LRP to randomly decide to get borged. However, as it's a fairly big topic that's laced deeply into Para's culture, I think that a basic change to enable roboticists to decide whether or not they want to perform any borgification at their own discretion would allow for more interesting RP for the time being--think along the lines of personal ethics/ morales. Perhaps also require a psychiatric check and signature (those poor therapists could afford something to actually do for once) if the roboticist is willing. EDIT: I've reworded point 3 to be more clear as to what I want to do with the SoP regarding borgifications at this time, rather than go on a personal rant.1 point
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Thank you Matt for this thread as I have WAY too many different looks for Tetra. As one of my friends mockingly said to me once "You like dressing up your characters in video games the same way a little girl enjoys playing with dolls"...a very true statement...so here we go: From Left to Right: Pod Pilot in EVA, Pod Pilot non EVA, Warden, Head of Security, Captain, Clown (Tetris Vegan...yes really), Chemist/Doctor/Paramedic Ghetto Brig Doc/Mechanic/Engineer, Security Officer, Blueshield, Magistrate, Civilian/Casual, Mime (Smokie), Shower (no peeking!) You can only see it on a few of these outfits but she has a Turquoise Snowflake tattoo on her right bicep :honk: Countless packs of Robusts were harmed in the making of this screenshot...1 point
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I spent about twenty minutes putting in zero effort, and half of these look dumb but heck you ANGELICA Although she seldom deviates from her typical style here on Paradise, the amount of times I've recreated this character in other games is ludicrous. Unfortunately, I can't really recreate Dark Souls 3 ANGELICA in Byond, so here's some filler ones I came up with off the top of my head. Casual attire: Sleepwear attire: Angel... dress... thing: Secret Angel: Apocolyptic survivor ANGELICA: Spark 5.5 Spark underwent many changes from their inception. Here are three: Superhero Spark: 'Military' Spark: (Current) Casual attire: I could do my twenty billion other characters, but I need sleep.1 point
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As of right now, wearing anything on your face will prevent people from cutting your hair, giving a message telling you to remove their headgear first. For some masks this makes sense, as you wouldn't be able to cut hair through a gas mask, but for normal breath masks, this is strange. It also prevents certain species from getting their hair cut at all, due to them being unable to take off their masks.1 point
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Hard agree. Barbers already don't get enough clients, restricting that even further (especially given the amount of Vox players on the server) is definitely not helping.1 point
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b-but voxxy wantings a haircut! Honestly though, good point1 point
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Well the semantics are just relevant here, I specifically avoided the word team because that's a rules thing, and they very clearly aren't a team antag. I'm not being pedantic, just making sure that the point I am making gets across. They have specific game mechanics that encourage cooperation, and those mechanics come into play often despite them not being required to use it (and sometimes using it to fuck each other over, in fact). Changelings do sometimes cooperate, because it's advantageous to do so if their objectives don't collide. It's just not fair for sec to carry around SR to rob them of the opportunity to use the mechanic.1 point
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NOTE: I am not writing this out of hate but out of a desire to fix the race so that they're not just "dog people". So I have an artist friend who deals a lot with animals, anthropology, and such and I asked them to draw my character. When attempting to explain what a Vulp is, I used the Wiki article and that's when we both discovered that there are some things that definitely need explained if this race is going to be anything other then "Dog Person". I have a background in medicine so we put our heads together and came up with a few things to point out. Based on their anatomy and physiology we determined that prior to NT finding them they were likely a hunter-gatherer society that likely had some amount of farming capability but primarily relied on tools and ambush tactics. This idea is supported by the fact that they have low light vision, opposable thumbs, and plantigrade feet which would not make them very fast in comparison to something like an actual dog. Their ribs are apparently fused in a web-like lattice structure. This structure, we deduced, has to be relatively flexible not only to suit their ambush tactics but if it was rigid, they'd have more 'barrel chested' appearances. Additionally, having this lattice like structure would actually give them more blood flow then a human (as humans have bundles of veins and arteries tucked under each rib in a small notch) since blood flow can go and reach just about anywhere in the chest cavity without major obstruction. This would require them to have rather tough lungs to help push up against their own chest. As far as organs are concerned, it is noted that they have two primary differences to humans: 1. A two chambered stomach. 2. A 'special' liver. Ill discuss these later. Their face will have to have center focused eyes (like a human) that don't offer as great of a field of vision as a prey would have. In addition, due to their overall structure and nature they can probably smell very well but at the cost of requiring them to have strong muzzles. Their jaws, on the other hand, don't need to be as strong nor do their necks as they don't appear to need to be able to hold thrashing animals in their teeth, thus their teeth aren't too tough in comparison to humans. Here are the things that we feel need to either be clarified or otherwise changed as to make the race actually make some means of practical sense. If Atlam was a temperate world, why the increased blood flow to the ears? You wouldn't need greater thermo-regulation in a temperate environment, regardless of how 'big' their ears are it's otherwise excessive. If you're saying it's an evolutionary adaptation, it's been about 4 generations since they've moved and become space fairing, that's very fast evolution by anyone's standards and while variances in height might be possible in that time, developing entire networks of collateral blood flow in ears to accommodate space? Color blindness and correction. The reason why a lot of creatures are colorblind is because they've got an advantage in light conditions that we as humans (who see more color) don't have. Most wild animals are able to see in low light areas which increases their ability to hunt. As we already mentioned, we're pretty sure that they were ambush predators who relied on hunting so them having relative color blindness in favor of low-light visibility makes sense. What doesn't make sense is if it's later corrected, they should, in theory, lose the ability to see in the dark as effectively as they previously could. Possible solution: Only one eye is usually fixed. The brain will be able to bridge the gap and fill in the color blindness while also allowing them to retain their low light visibility. Chest cavity. Due to how their chest is made up, it's got to be more flexible then a humans. This would be a lot more akin to our floating ribs due to their overall requirement of flexibility and allowing expansion during inhalation. The ribs, in conjunction with the muscles of the chest, would support them taking breaths in and would also do decent jobs protecting their chests from slashing damage but would be relatively shit at protecting them from blunt trauma. This is due to the fact that, unlike a human's semi-rigid chest thanks to the presence of a sternum, they have nothing but a flexible chest that prioritizes supporting their stream-like design rather then being protective and thus take more organ damage from blunt trauma. Organs. While their heart is likely 4 chambered, lungs will have to be different in the sense that they're more tough and able to support moving their chest in a uniform motion as they draw in a breath. Otherwise, the muscles on their chest have to be rather significant as they're always relying on these (what would be to a human 'accessory') muscles to help move their chest in a meaningful way. Additionally, their stomach is two chambered apparently? We actually figured this is reasonable if they're able to consume raw meat. We're aware that creatures like bears are able to do both with a single chambered stomach but we realized that while the stomach is very strong in a bear, it requires a ton of intestines to help support its large structure as the whole system is generally inefficient when compared to the relatively compact design we're going for here. Thus, the stomach should be noted to probably be able to handle raw meat a lot better then most other crew members could be able to. What about the specialized "vulpkanin liver" as when a vulp is gibbed, it's even denoted as such? Well that thing has to support a very fast metabolism which makes since with the +11% loss to hunger. In turn, medications, toxins, and food should all be processed quickly though the body but remain for very brief amounts of time. For example, if you give a vulp and a human the same med: The vulp will have the medicine activate sooner and end sooner then the human would by a significant amount. This means that vulp may require more medication to heal them then most crew. The issue with the tails: Since they're plantigrade creatures they are able to enjoy all the benefits that humans do with their hands and feet, like the ability to be bipedal, climb, pick things up, wear clothes, etc. Since their so plantigrade why have the tails in the first place? Tails are usually used as a means of providing some amount of balance to a creature as it moves in some form or fashion. Cats use it to turn while running and falling. Now, their tails do have some use in the way of communicating in their language as well as playing a role in their overall body language. Where this doesn't make sense is that their tail has a similar bone structure to a limb rather than a usual tail? Monkeys, dogs, cats, etc all have tails that are essentially part of their spines and play an active role in such. They are, thanks to their spinal nature, light weight and generally easy to control in some form or fashion. Vulps apparently have a bone structure more akin to a limb? For a vulp to wag their tail as they do in game, that means that we know it's at least greater than one to two bones (likely closer to around three to six at least) because the more long bones present, the less flexible and able to 'wag' the tail. This means that not only is their tail Heavy due to the bone presence but the flexibility required to communicate would be staunched greatly. Simple fix: have it as a part of their spine. Makes it light weight, non-weight bearing (can't pick shit up with them), but able to be controlled to some degree that would make it essential for communication. Simple fixes: Amend the wiki and potentially give them more organ damage as a result of blunt trauma to the chest.1 point