Ethereals: Difference between revisions
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|restricted job roles = Command Roles | |restricted job roles = Command Roles | ||
|guides = No external guides | |guides = No external guides | ||
|languages = [[Languages#Galactic Common|Galactic Common]], [[Languages#Voltaic|Voltaic]] | |||
}} | }} | ||
Ethereals are organic humanoid beings with a blood that has strange luminiscent and electrical properties. Ethereals are barred from most authority roles on Nanotrasen stations and are not protected by the AI's default Asimov laws. | Ethereals are organic humanoid beings with a blood that has strange luminiscent and electrical properties. Ethereals are barred from most authority roles on Nanotrasen stations and are not protected by the AI's default Asimov laws. | ||
=Lore= | |||
See [[Common Core:Ethereals]] | |||
= | =Roleplay= | ||
Ethereal names are of the form "[celestial body] [two capital letters]". Celestial bodies include planets, stars, and galaxies. Vega HD, Pluto EP, and Andromeda LX are examples of good ethereal names. | |||
=Gameplay= | =Gameplay= | ||
Ethereals are a optional playable race. When you create an Ethereal character, you can customize the color of your glow. | Ethereals are a optional playable race. When you create an Ethereal character, you can customize the color of your glow. However, [[emag|emags]] make your glow change color like a disco ball. | ||
When attacking with their hands, Ethereals deal burn instead of brute damage. | When attacking with their hands, Ethereals deal burn instead of brute damage. Ethereals take 1.25x as much brute damage as humans do. | ||
===Charge Mechanics=== | |||
Instead of nutrition, they have to keep an eye on their electrical charge — if it gets too low, their glow fades, they become even more vulnerable to brute damage and will start taking toxin damage (compared to a complete discharge, [[Xenos|chestbusters]]' toxin damages tickle). 75–100 is the ideal power charge to have. Overloading will also cause toxin damages; from 100–125 you will begin to take minor toxin damage. Above 125, you take more toxin damage, and there is a 10% chance each tick for you to begin a discharge process, shooting arcs of electricity. There is a 10% chance to get a heart attack during a discharge. The shock is weak. | |||
Their nutrition/charge can be recharged with [[Machines#Cyborg_Recharging_Station|cyborg recharging stations]], by touching lightbulbs, touching energy cells, or by consuming special food like High-power energy bars and [[Food#Burgers|empowered burgers]]. You can also charge through APC's: touch an APC while {{Combat_Mode}} is on to drain its energy. | |||
Additionally, Ethereals that get struck by electric shocks take a little less damage while gaining some charge. | |||
{{ | {{Races}} | ||
[[Category: | [[Category:Races]] |
Latest revision as of 17:41, 14 August 2024
Ethereal | |
Ethereal |
Genus: Ethereal Homeworld: Sprout Central Authority: Scattered collectives Restricted Job Roles: Command Roles Guides: No external guides Spoken Languages: Galactic Common, Voltaic |
Ethereals are organic humanoid beings with a blood that has strange luminiscent and electrical properties. Ethereals are barred from most authority roles on Nanotrasen stations and are not protected by the AI's default Asimov laws.
Lore
Roleplay
Ethereal names are of the form "[celestial body] [two capital letters]". Celestial bodies include planets, stars, and galaxies. Vega HD, Pluto EP, and Andromeda LX are examples of good ethereal names.
Gameplay
Ethereals are a optional playable race. When you create an Ethereal character, you can customize the color of your glow. However, emags make your glow change color like a disco ball.
When attacking with their hands, Ethereals deal burn instead of brute damage. Ethereals take 1.25x as much brute damage as humans do.
Charge Mechanics
Instead of nutrition, they have to keep an eye on their electrical charge — if it gets too low, their glow fades, they become even more vulnerable to brute damage and will start taking toxin damage (compared to a complete discharge, chestbusters' toxin damages tickle). 75–100 is the ideal power charge to have. Overloading will also cause toxin damages; from 100–125 you will begin to take minor toxin damage. Above 125, you take more toxin damage, and there is a 10% chance each tick for you to begin a discharge process, shooting arcs of electricity. There is a 10% chance to get a heart attack during a discharge. The shock is weak.
Their nutrition/charge can be recharged with cyborg recharging stations, by touching lightbulbs, touching energy cells, or by consuming special food like High-power energy bars and empowered burgers. You can also charge through APC's: touch an APC while Combat Mode Enable with 4, disable with 1 or toggle with F by default. Left-clicking people with an empty hand will Harm them if on, or Help them if off. Prevents you from switching places or being pushed when colliding with people. is on to drain its energy.
Additionally, Ethereals that get struck by electric shocks take a little less damage while gaining some charge.
Humanoid Species on /tg/station | |
Roundstart | Ethereals, Humans, Lizardperson, Mothpeople, Plasmaman |
Other | Abductor, Flyperson, Golem, Podman, Jellypeople, Skeletons, Zombies, Shadowpeople |