Список рас
Вселенная — очень просторное место, и кроме людей NT использует множество различных разумных видов для целей разнообразия и так дешевой рабочей силы. Кроме того, известно что существует ряд странных мутаций и альтернативных форм жизни, некоторые из которых могут даже мирно существовать с экипажем.
Небольшое число рас могут быть выбраны во время создания персонажа, в то время как другие появляются только во время раунда, а некоторые крайне редки(или это просто щитспавн). Большинство из них имеют уникальные бонусы или дебаффы, и изменение расы может оказать заметное влияние на твою игру при различных обстоятельствах.
Раунд старт расы
Следующие расы могут быть выбраны в меню создания персонажа, а это означает что ты можешь ожидать увидеть их в большинстве раундов.
Люди
Самая простая раса, люди являются основателями NanoTrasen, и это дает им корпоративное превосходство над другими расами. И за этого только люди обычно принимаются на командные роли. Кроме того, набор законов Азимов по умолчанию заставляет ИИ подчиняться людям, хотя многие игроки на ИИ будут предлагать помощь другим расам, если это не мешает людям. Если возникает конфликт между человеком и другой расой, то ИИ встанет на сторону человека.
Геймплей
Веди себя как будто ты главный на этой станции, и это как раз правда. Разбивай черепа тулбоксом и напоминай всем, что ты по сути лысая обезьяна. Выставляй напоказ свое превосходство над низшими расами, только чтобы быть свергнутым недовольными ящерами/жуками/лампочками/скелетами/аниме кото девочками. Мутируй себя во что-то более интересное, а затем пожалей об этом, если ты оскорбил ИИ будучи человеком, то он убьет Тебя током. Диета
- Любят: Жареную еду и джанкфуд, ну или просто фастфуд.
- Не любят: Сырую еду, мерзкую еду (крыс, гниль и прочее...), ткань.
Плюсы
- Единственная раса которую защищает ИИ с набором Азимов.
- Возможность быть Главой.
- Таких как ты очень много.
Минусы
- Их нет.
Где найти:
- Везде.
Ящер
Граждане второго сорта в глазах многих людей, рептилии широко известные как ящеры, часто берут на себя более черную работу в NT, зарабатывая копейки. Хотя их часто высмеивают как крысоедов. Ящеров можно найти на любой станции NT. NT это делает чтобы включить их кулинарию из их родного мира, а культура и сама кухня ящеров очень интересна для историков NT. Многие ящеры имеют поразительную внешность, и они часто носят имена, которые точно не просто украдены у аргониан из Скайрима.
Геймплей
Назови себя «Джоном Чукакаброй». Надень самую разную одежду на себя и стань неузнаваемым сгустком пикселей. Получи блокировку на все важные роли. Пригрози ГП судебным иском, если он не повысит тебя до должности главы отдела и в итоге умри от его рук. Сделай так, чтобы никто на этой станции не понимал что ты сказал за своего коверканья. Получай насмешки в свой адрес.
Диета
- Любят: Мерзкую еду (мышей), морепродукты и мясо(желательно сырое).
- Не любят: Выпечку, молочку, слишком обработанную еду.
Плюсы
- 33% защиты от жара.
- Могут жить при более высоких температурах (260–360 кельвинов вместо 270–340)
- Больше вариантов для кастомизации.
- Можно стать драконом через ген дыхание огнём.
Минусы
- На 50% больше урона от холода.
- Не могут регулировать температуру крови(хладнокровные).
- Из тела ящеров можно делать еду и предметы.
- При потери хвоста получают дебаф к настроению.
- Халки могут крутить ящеров за хвост, нанося огромный урон.
- Жертвы космо расизма.
- Не человек по законам ИИ(азимов).
Где найти:
- Везде но не в качестве глав.
Плазмамен
Обнаруженный вид в результате странного несчастного случая, плазмамены фактически являются ожившими скелетными останками других видов, населенных микроскопическими грибами на основе плазмы, известными как колониды. Несмотря на тревожный внешний вид и требование уникальной атмосферы для их жизни, способность колонидов формировать разумные сети грибов привела к тому, что плазмамены были приняты NT как независимый вид по причинам, совершенно не связанным с их способностью перерабатывать останки мёртвых рабочих, пострадавших от несчастных случаев, в крайне продуктивных работников. Будучи такой недавно созданной расой, их культура все еще находится в зачаточном состоянии.
Геймплей
Используй свои невероятно сильные расовые черты, чтобы либо сжечь свои лёгкие, насыщенные кислородом, либо жить в аду из плазмы. Строй комнаты полные плазмой, чтобы использовать их в качестве курортов. Включай песни про скелетов в своих огнеопасных курортах. Умри, когда тебя обыскивает новичок на СБ.
Диета
- Любят: овощи.
- Не любят: фрукты.
Плюсы
- Полная защита от холода и радиации.
- Нету крови, значит и нету кровотечений.
- Нету генов.
- Иммунитет ко всем вирусам, но есть небольшое НО.
- Нету травм.
- Нету голода.
- Стандартный шлем снаряжен фонариком и сварочным визером.
- Стандартные перчатки имеют больше защиты от всех видов урона, а у некоторых работ есть бонусы:
- У инженеров у СЕ есть защита от тока, и в них можно работать с консолями (Обычные перчатки так не могут)
- Парамедики получают нитриловую версию перчаток.
- У ботаников защита от колючих растений.
Минусы
- Дышат плазмой а не воздухом.
- Горят при контакте с кислородом, но только если они не одеты в герметичные костюмы.
- Сложней проводить операции за их одежды.
- Получают на 50% урона бёрном, и на 50% больше урона от горячих температур.
- Не могут использовать мутаторы генов.
- Мало способов для кастомизации.
- Не человек по законам ИИ(азимов).
Где найти:
- Везде но не в качестве глав, часто в инженерном отделе.
Моли
Белолицые гуманойды-насекомые с крыльями и усиками, моли бывают самых разных цветов радуги. Их физиология позволяет им есть одежду и слегка летать без гравитации, но их поразительное сходство со старыми земными насекомыми делает их восприимчивыми к традиционным методам уничтожения вредителей.
Геймплей
Превратись в пыль, когда неправильно взломал дверь. Беги сверкая пятками от уборщика с мухобойкой. Смотри на лампу целую смену.
Диета
- Любят: Овощи, молочку, одежду.
- Не любят: Фрукты, мерзкую еду.
- Токсично: Сырая еда, любое мясо, морепродукты, просто не ешь то что недавно двигалось.
Плюсы
- Есть милые крылья которые позволяют летать на станции если нету гравитации.
- Могут есть одежду экипажа.
- Бонус к захвату если крылья не сгорели.
- Ты милая моль.
- Рядом всегда есть другие милые моли.
Минусы
- Горишь как спичка.
- Яркий свет(флешки и прочее) выжигает тебе глаза.
- Нужно носить маску для сварки что-бы не сжечь глаза.
- Получаешь много урона от мухобойки.
- Получаешь крайне много урона от пестецидов.
- Не человек по законам ИИ(азимов).
- У молей слишком большие глаза, за этого сварочные очки нельзя на них одеть.
Где найти:
- Везде но не в качестве глав. Рядом с лампочками, ну или рядом с главной молью на станции-Лампусом.
Эфириалы
Ходячие лампочки, обычно названные в честь небесных тел, эфириалы являются уникальными электрическими существами. Жидкое электричество течет по их венам, они поддерживают свою жизнь питаясь электричеством, и они постоянно светятся всеми цветами радуги.
Диета
- Любят: Кулинарию эфириалов (Батончики с током, бургеры с листом плазмы), ну или просто электричество из разных источников.
- НЕ любят: Всё.
Геймплей Стань медленным ходячим диско шаром если тебя емагнет предатель. Смейся в лицо СБ которые стреляют в тебя лазерами. Умри от голода если инженеры взорвали СМ. Назови себя FUNNI XD_777 и получи бан. Пиши 101 ахелп если твой кристал сломал ассистент.
Плюсы
- После смерти автоматически станешь кристалом, и через 5 минут воскреснешь, но его легко заметить и в итоге сломать.
- Тебе не нужен фонарик, ибо ты и есть ходячий прожектор.
- ЕМП или ЕМАГ делают тебя более цветастым.
- Получаешь бёрн урон вместо брута если тебя бьют.
- Большая защита от тока.
- Больше защиты от жара (будешь получать урон при 423+ кельвинах вместо 340+)
- Температура тела больше чем у людей, и это позволяет давать людям тёплые обнимашки (даёт больше настроения чем обычные обнимашки)
- Бесплатное настроение если ты заряжен.
Минусы
- Нельзя выключить свечение.
- На 25% больше урона брутом по тебе.
- Не человек по законам ИИ(азимов).
- Получаешь урон токсинами если ты слабо заряжен.
- Меньшая защита от холода (получаешь урон при 283 кельвинах вместо 270)
- Получаешь случайную вечную травму после воскрешение.
Где найти:
- Везде но не в качестве глав.
Felinids
Animal-Human hybrids of the cat variety, one of the most common Animalisation treatments performed. The species became widespread after the "Cloning Incident of 2560"; a secret Syndicate-backed bioterror attack on the factory that produced a key ingredient used in cloning. This incident resulted in the unintended transformation of recently cloned humans into the hybrids. The now named "Felinids" came to be viewed as no longer human, both by the public consciousness and by laws, and those receiving the treatments were shunned, leading them to coalesce into insular communities, and (many) to leave life in the Home Sector for the colonies, and eventually found their way into the ranks of Nanotrasen employment (even after the murderous race riots that took place aboard some stations).
While accepted aboard Nanotrasen installations for the cheap work, Nanotrasen executives agree that Felinids are not befitting of head roles for the same reason certain individuals are drawn to this species.
Their origins and culture are often avoided conversational topics.
Diet
- Likes: Seafood
- Dislikes: Raw meats (that aren't seafood), gross food.
Gameplay
NYAAA at the crew. Have "quality" interactions with the crew. Speak in barely understandable "OwO" speak for no reason. Behave like a poorly written female character created by a sweaty dude who's never actually spoken to a woman except for his mother (and a fast food cashier that one time). Get bullied by the rest of the crew as they take advantage of your drawbacks for the hell of it. Metafriend every other catperson, every single round. When in danger, get saved by said other catpeople suspiciously fast. Desperately avoid sliding down the slippery slope to getting banned for toeing the line of Rule 8.
Benefits
- Felinids can lick wounds to reduce bleeding, though it's unsanitary and can transfer diseases between others.
- Likes having their tail pulled!
- Like being tabled (🤨)! Cats love playing on tables!
- Alongside Galactic Common, has the ability to speak Nekomimetic.
Drawbacks
- Sensitive ears are hit harder by flashbangs.
- Distracted by laser pointers.
- Being sprayed with water interrupts any action they were in the process of doing (think climbing a table) and gives them a negative moodlet.
- Losing their tail ruins their mood!
- Hulks can spin them around by their tail and throw them for a lot of damage.
- Aren't allowed to have tattoos because it shames family.
- Relentlessly bullied by most other races.
- Not human under default AI laws.
Where to find them:
- Everywhere but command, but most likely in the dorms.
- Historically, felinids were removed from the list of roundstart races in January 2019, and reinstated following a series of divisive player polls in November 2019.
Uncommon Races
Over the course of a shift, you or someone you know may lose their humanity, or new life may rise. Many of these races are not born, but made. They remain relatively common, but cannot be selected in character creation.
Podpeople
Human blood, resurrected through a unique plant. Podpeople are rare to see, often only making an appearance if the doctors or defibrillators are gone, or Botany wants to embrace their true heritage. They thrive in light and can't survive darkness for too long.
Diet
- Likes: Light, Vegetables, Fruits, Grain food
- Dislikes: No light, meat, dairy, seafood
Gameplay
End up as a potato after getting husked and finding that the Botanist isn't too high to do his job. Forget that you photosynthesise and grow obese in the light. Start vegetating with relative ease.
Remember that you're basically a walking matchstick well after you marched into a plasma fire.
Benefits
- Heal and gain nutrition in well-lit areas.
- Immune to plant-based hazards such as space vines.
- Botanical monsters such as killer tomatoes and bees are friendly to them.
Drawbacks
- Lose nutrition in the dark, and take damage from starving.
- Easily eaten by goats.
- Tendency to be overweight simply by spending all their time in the light.
- Extra vulnerable to chemicals designed to kill plant life.
- Take 25% more burn damage and heats up quickly.
- Mutate if shot by a floral somatoray in mutation mode.
- Not human under default AI laws.
Where to find them:
Flypeople
Walking abominations of mismatched DNA caused by teleporter malfunctions. Careful use and upgrading of the teleporter can assure those that dabble with it don't end up in this sorry state. There's absolutely nothing redeemable about existing like this, unless you just enjoy being a freak.
Diet
- Likes: Gross things, such as vomit. Get your crewmates sick and never go hungry again!
- Dislikes: Anything with nutriment...the first time.
Gameplay
Annoy the chef for his cheese, vomit on his food and kill Pete because you need barf fuel muh self defense. Start getting voices in your head when you read the bee movie script over the radio.
Get lynched for attacking the botanist using pest spray, and get gibbed by the chef for 'no reason'. Become a fly as a command role and be violently demoted by your peers.
Benefits
- You can fill the entire station in vomit.
- You can spell out rude messages in vomit.
- You can then eat the vomit.
Drawbacks
- Quickly puke up any solid foods that aren't vomit..
- Buz-zz-zing lisp.
- Grotesque appearance.
- Take triple damage from pest spray.
- Take an absolutely ridiculous 30x more damage from flyswatters.
- Their organs are unidentifiable, making organ replacement by doctors a massive pain.
- Not human under default AI laws.
Where to find them:
- Near a teleporter, or in the bar, following around drunk people.
Jellypeople
Humanoids transformed into part-slime hybrids, these races are created in Xenobiology. Several subspecies exist, which each offer unique abilities.
Diet
- Likes: Meat, toxic chemicals.
- Dislikes: Anti-toxin medicines.
Gameplay
Spend 20 minutes working in Xenobiology, then transform yourself as soon as you get green slimes. Unleash the gooey hordes onto the crew. Mass produce yourself and be your own conga line, carry around 12 different slime cores for unique abilities, or form an assistant-only mental chatroom and refuse to let security join. Die because someone turned on an air conditioner.
Benefits
- Anything that would deal toxin damage (for example, plasma) will heal toxin damage instead.
- Will never be attacked by slimes.
- Take half burn damage from any source.
- Slime jelly instead of blood, which is poisonous to other species.
- Their lungs, "vacuole", generate jelly when breathing plasma, although they still require oxygen.
- Eating food and consuming toxic chemicals also generates jelly.
- Excess jelly can be expended to regrow lost limbs.
- Can gain additional abilities based on subspecies.
- Luminescents can absorb slime cores, "activating" them to trigger abilities that often replicate the cores' effects.
- Slimepeople can expend excess jelly to split into additional bodies, swapping between bodies when killed or at will.
- Stargazers can grab other beings and connect them to their "slimelinks", allowing all linked creatures to telepathically communicate.
Drawbacks
- Anything that would heal toxin damage deals it instead and lowers their jelly levels.
- Automatically reabsorb their limbs if their jelly levels drop too low.
- Take triple damage from cold temperatures.
- If they take the Foreign quirk, they cannot speak unless they learn a new language.
- Not human under default AI laws.
Where to find them:
Golems
Lumbering people of shining stone, golems are born into the servitude of their creators. While some will immediately gift these golems with freedom, others will keep them close as assistants, bodyguards, or attack dogs. Golems do not have a will of their own unless granted one by their creator, and are not directly responsible for their actions if commanded. Free golems found on Lavaland function equivalently to their station-born counterparts; however, they are not compelled to serve anyone.
Diet
- Likes: Whatever their master says. And rocks.
- Dislikes: Whatever their master says.
Gameplay
Act like dumb ogre, smash the fleshy idiot humies and trigger gods. Escalate conflicts to deadchat with your ogre fists. Dish out justice with your ogre squad. Kill people with your flashy radiation, and get banned for card golem counting. Scream at Miners for funny ores. Ghost and take another ogre after you lock down.
Benefits
- Completely immune to radiation.
- Can eat ores.
- Take no damage from temperature or pressure.
- Do not need to breathe.
- Have no blood, and cannot bleed out.
- Have no genes, and cannot be mutated.
- Immunity to viruses without the Inorganic Biology symptom.
- Cannot be affected by most chemicals.
- Most golems punch hard and are highly resistant to brute damage, with some exceptions.
- Have pocket-slots without wearing a jumpsuit.
- Many types of golems have additional benefits based on their material, ranging from anti-magic, to radiation, to self-combustion, to heightened resistances to specific damage types, and more.
Drawbacks
- Bound to the will of their creator unless freed.
- Must eat ores, else they will lock down.
- Most materials are much slower than humans.
- Can't give or receive CPR, or benefit from positive chemicals, viruses or mutations.
- Can't equip most clothing, although they have natural pockets.
- Their fingers are too big to fire any guns other than Kinetic Accelerators with modified trigger guards.
- Often prejudiced against and slain without mercy by the station at first sign of trouble.
- Not human under default AI laws.
For mineral specific benefits and drawbacks, see: Types of Golems
Where to find them:
- Xenobiology or Lavaland.
Abductors
Alien beings sent here to probe the station's crew. They cannot speak normally, but instead use a special frequency tuned to their mothership: different abductor teams have separate channels. Abductors created in different ways share a common abductor channel instead, and cannot hear natural abductors. If discovered by the station, the crew may try to communicate and make peace or deliver the Abductors to medbay/R&D for research purposes.
Diet
- Likes: Other abductors thinking about imaginary food.
- Dislikes: Not having a mouth.
Gameplay
Benefits
- Do not need to breathe.
- Have no blood, and cannot bleed out.
- Do not need to eat.
- Immune to viruses.
- Can use abductor-specific equipment.
- Can see in the dark for short ranges.
- Can communicate without restrictions with fellow abductors.
Drawbacks
- Can't use guns, except their special abductor firearms.
- Can't speak to anyone except other abductors on their team.
- Highly distrusted by the crew.
- Not human under default AI laws.
Where to find them:
- Abductor ships, on the station (behind you right now, about to kidnap you)
Exotic Races
These races have very few ways to come about, and often rely on antagonists, holidays, or very rare situations to exist at all.
Skeletons
The skeleton within, unleashed! Somehow still alive, a skeleton is just a sack of stark white bones, giving them a number of very useful resistances and traits. Skeletons can appear as pirate raiders, be summoned by wizards, or simply appear as a roundstart race during Halloween.
Diet
- Likes: Milk, Groos food, meat (cooked or raw)
- Dislikes: Bone Hurting Juice.
Gameplay
Rattle your bones. Raid the chef's fridge for that sweet sweet calcium. Abuse your numerous benefits. Form a pirate gang, help your wizard master, or just make boner jokes.
Benefits
- Completely immune to radiation.
- Do not need to breathe.
- Take no damage from temperatures or pressure, making them spaceproof.
- Have no blood, and cannot bleed out.
- Have no genes, and cannot be mutated.
- Cannot be affected by most chemicals.
- Immune to viruses without the Inorganic Biology symptom.
- Do not need to eat, although drinking milk heals them.
- Immune to embedded items and piercing effects (syringes, etc).
- Can reattach lost limbs by simply jamming them back into the socket.
Drawbacks
- Their limbs come off much easier than other races.
- Can't benefit from positive chemicals, mutations or viruses.
- Too spooky for many to handle.
- Not human under default AI laws.
Where to find them:
- Space pirate ships, with wizards, on the station on Halloween.
High-functioning Zombies
Unlike the zombies you find in movies, these high-functioning zombies don't crave your brains (despite what they might be compelled to say sometimes). It's perfectly possible to coexist with these zombies, though understanding their slurring speech might drive some to wish it wasn't. Not to be confused with Romerol zombies, which absolutely should not be coexisted with.
Diet
- Likes: Meat, raw meat, gross meat.
- Dislikes: Not much.
Gameplay
Lumber around, trying to convince the crew not to kill you. Perform improvised dance routines. Eat all the meat.
Benefits
- Completely immune to radiation.
- Do not need to breathe.
- Resistant to pressure damage.
- Cannot be affected by most chemicals.
- Do not need to eat.
- Can reattach lost limbs by simply jamming them back into the socket.
Drawbacks
- Their limbs come off much easier than other races.
- Easy to wound.
- Hard to understand.
- Tends to be confused with the infectious kind of zombie and murdered in a blind panic; unlike Romerol zombies, they have no infectious abilities or desire to destroy the living.
- Not human under default AI laws.
Where to find them:
- On the station on Halloween.
Romerol Zombies
Rotted remains of former humans, brought way less back to life. Unlike the zombies you meet on Halloween, Romerol zombies are aggressive by nature, and spread an infection when hitting other humanoids, causing them to turn into Romerol zombies on death. They also won't stay dead as long as the infection is active and their head is intact: to stop them permanently, the body must be destroyed or beheaded, or the infection must be surgically removed. If this does not happen, the zombie will revive at full health after some time.
The infection is concentrated in a tumor located in the brain. Should this tumor be removed surgically, the body will revert to a normal corpse, which can then be revived.
Diet
- Likes: The living.
- Dislikes: Not eating the living.
Gameplay
Be killed by a traitor, only to be revived as a zombie. Become the world's slowest murderboner. Very slowly take over the station, hunting down the living, and wander around aimlessly once the shuttle is called.
Benefits
- Completely immune to radiation.
- Do not need to breathe.
- Resistant to pressure damage.
- Cannot be affected by most chemicals.
- Do not need to eat.
- Strong claws that can even punch through airlocks.
- Revives after death unless decapitated or gibbed.
- Quickly heal wounds.
- Can see in the dark.
- Turn other species into romerol zombies on death, and raise corpses by attacking them.
Drawbacks
- Slow movement.
- Can only use claws to smash, and have no fine manipulation abilities.
- Automatically a high-priority antagonist; there is no way to co-exist with the crew, making it kill or be killed.
- Not human under default AI laws and will probably be slaughtered by the silicons for causing immense human harm.
Where to find them:
- On the station, after nukies buy Romerol or a traitor gets the romerol final objective
Shadowpeople
Cursed beings of darkness, shadows that cannot exist for long in the light. They skulk in darkened maintenance corridors or in workplaces with intentionally destroyed lighting. They are not intrinsically evil, but still invoke an understandable level of mistrust in pretty much everyone.
Nightmares can be considered "advanced" shadowpeople, with additional powers and an antagonistic role
Diet
- Likes: The darkness.
- Dislike: The light.
Gameplay
Desperately try to convince the heads to give the AI a law making lights harmful to humans. Go around smashing every light you see. Die because of a window leading to a tiny maintenance room with a single flashlight in it. Get into wars with the mothpeople and their love of lamps.
Benefits
- Completely immune to radiation.
- Do not need to breathe.
- Have no blood, and cannot bleed out.
- Gradually heal in the dark.
- Can see farther in the dark.
- Immune to viruses.
- Won't be attacked by Faithless monsters.
Drawbacks
- Will perish in the light.
- Automatically at odds with other races who enjoy being able to see more than two meters in front of them.
- Not human under default AI laws.
Where to find them:
- In the darkness.
Androids
Humanlike robots, distant cousins of synths. While visually identical to a fully augmented human, androids have some additional perks over simple metal-coated men.
Diet
- Likes: Pretending to eat.
- Dislikes: EMP blasts.
Gameplay
Get turned into a sick robot by the Chaplain. Attempt to find solidarity with your silicon brothers, only to realize you aren't human anymore.
Benefits
- Completely immune to radiation.
- Do not need to breathe.
- Take no damage from cold temperatures or pressure, making them spaceproof.
- Have no blood, and cannot bleed out.
- Have no genes, and cannot be mutated.
- Cannot be affected by most chemicals.
- Immune to viruses without the Inorganic Biology symptom.
- Do not need to eat.
- Cannot be lit on fire.
- Can reattach lost limbs by simply jamming them back into the socket.
- Immune to embedded items and piercing effects (syringes, etc).
- Can repair brute damage with welding tools, and burn damage with cable coils.
Drawbacks
- Cannot heal brute and burn damage by conventional means.
- Immune to beneficial chemicals, mutations or viruses.
- Paralyzed and heavily damaged by EMPs.
- Not human under default AI laws.
Where to find them:
- In the chapel, when the Chaplain selects a technophile sect.
Removed Races
These races have been completely removed from the code for one reason or another, but are kept here for legacy purposes.
Synths
Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and have to be repaired with synthflesh. May or may not actually be functional in the code. Extremely uncommon.
Diet
- Likes: ???
- Dislikes: ???
Gameplay
Have a bored admin spawn you, realize your entire species gimmick doesn't even work, and go fuck off to make burgers or something.
Benefits
- Do not need to breathe.
- Immune to viruses.
- Cannot be affected by chemicals except synthflesh.
- Can't be dismembered or have their limbs disabled.
- Do not need to eat.
- Gain some of the passive bonuses/immunities of the race they're disguised as, until the disguise falls.
- May be a Military Synth, with the following additional benefits:
- 25% damage resistance to everything.
- Increased punch damage and a high chance to stun on hit.
- More durable disguises.
Drawbacks
- Can only heal with synthflesh.
- The entire disguise mechanic doesn't even work right now, making them pretty much just weird humans.
- Probably valid.
- Not human under default AI laws. Probably.