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Species: Difference between revisions

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Some species lore is incomplete. You can help by expanding it
Some species lore is incomplete. You can help by expanding it
Most species have naming conventions, which are commonly used patterns when naming species. These are simply customs, not rules that players will get sanctioned for not following. Crew members may have names that are unconventional for their species (ex. a Diona named Follows-the-Sun, a conventionally Reptilian name) or even fall outside any conventions (ex. a Reptilian named Haj-Reev), so long as they stay within the server's [[rules]].
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*Employees capable of metabolizing reagents and experiencing their effects are strongly preferred  
*Employees capable of metabolizing reagents and experiencing their effects are strongly preferred  


<blockquote>
Most species have naming conventions, which are commonly used patterns when naming species. These are simply customs, not rules that players will get sanctioned for not following. Crew members may have names that are unconventional for their species (ex. a Diona named Follows-the-Sun, a conventionally Reptilian name) or even fall outside any conventions (ex. a Reptilian named Haj-Reev), so long as they stay within the server's [[rules]].
</blockquote>
== Humans ==
== Humans ==
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Latest revision as of 00:19, 23 June 2026

Notice: This page is still under construction, some details may be incorrect!

Some species lore is incomplete. You can help by expanding it

There are currently 10 space-faring species in Trauma Station which Nanotrasen deems fit for employment. Each one is distinct in their appearance, strengths, and weaknesses, with a few job requirements:

  • All species must be capable of equipping the same tools and items.
  • All species must understand and speak the language Tau-Ceti Basic.
  • Employees capable of metabolizing reagents and experiencing their effects are strongly preferred

Most species have naming conventions, which are commonly used patterns when naming species. These are simply customs, not rules that players will get sanctioned for not following. Crew members may have names that are unconventional for their species (ex. a Diona named Follows-the-Sun, a conventionally Reptilian name) or even fall outside any conventions (ex. a Reptilian named Haj-Reev), so long as they stay within the server's rules.

Humans

The guidebook is wrong :YThorror:

Biology

  • Humans have a very large brain in a head that is very large for the size of the body. This large brain enables a range of attributes, including the development of complex languages and the ability to make and use a complex range of tools.
  • Humans are very long lived, with an average age at death of nearly 80 years old.
  • Humans lack fur. Although there is localized hair covering the head and auxiliary regions, in terms of protection from cold, Humans are almost naked. The reason for this development is still much debated.

Technology and Lifestyle

Shuttles and Ships
  • In 2055, shortly after the end of WW3, the 'First Contact Incident' occurs when a Vox raider shuttle crash lands into Northern Europe, decimating the capital of Switzerland.
  • In 2065, the first commercial spacecraft took to the stars, after a now defunct company stole the Vox shuttle from the government of Switzerland, and swiftly patented the alien technologies within, loaning them out to companies such as Nanotrasen.
Language
  • Basic naming conventions (ex. John Smith)
  • The word Human derives from the Latin word hūmānus, meaning "of man" or "earthly being."
  • Humans on Earth have a long history of language, only recently compelling most of the planet to speak Tau-Ceti Basic
Nutritional Needs
  • Human nutrition is typical of omnivores. Requiring a balanced input of carbohydrates, fats, proteins, vitamins, and minerals; With few very specific needs.

Relations to Society

  • Humans in all civilizations are social animals, which use their language skills and tool making skills to communicate.
  • Communication enables civilizations to grow and allow for the production of art, literature and music, and for the development of technology.
  • The deployment of these skills has allowed the human race to largely dominate most regions of space, to the detriment of most of the other species.

Reptilians

They can eat raw meat and drink blood without any ill effects.
They can drag objects with their tail.
Their unarmed claw attacks deal Slash damage instead of Blunt.
They take 30% more Cold damage.



















Slime Persons

They breathe nitrogen instead of oxygen.
They take significant damage if sprayed or splashed with water, but can drink it safely to stay hydrated.
They exhale nitrous oxide and are unaffected by it.
Their bodies only process two toxins at a time.
They have an internal 2x3 storage inventory inside of their slime membrane. Anyone can see what's inside and take it out.
They have roughly double regeneration compared to other humanoids and can regenerate from far greater wounds.
They have no bones and their limbs come off easier.
They take 80% less Cellular damage, 40% less Blunt damage and 20% less Poison damage, but 50% more Cold damage, 15% more Slash damage and 15% more Piercing damage.

Biology

  • The majority of Slimes take on the form of a small blob, measuring about 27mm (about 1 inch) in its 'child' stage, growing up to a maximum of one foot tall and wide. This is considered the 'adult' stage, where a slime stops physically growing.
  • Despite common misconception, Slimes are not acid. It is not painful to have any part of your body inside a slime, unless it is actively 'biting' you. Instead of teeth, Slimes have acid.
  • As a Slime gets older, it gets smarter. Most adult Slimes have an IQ of at least 80. At the age of 20, most of all Slimes will have at least attempted a the form of a 'Slime-Person.' Two-thirds of those Slimes will then make this their solidified, permanent body, forming facsimiles of organs which fit within NanoTrasen's qualifications.
  • A Slime's color corresponds to its properties. Green and Blue Slimes are the most common on planets. Red and Yellow Slimes seem to have their bright color to warn potential predators. Slime Persons normally lose this upon solidifying.
  • Slime Persons require at least 12 hours of uninterrupted cryosleep to be "well rested," then they stay awake for almost 30. Slimes on stations have sometimes struggled to adapt to the sleeping patterns of their fellow employees, but this is possible within a few days to several months.
  • Slime separated from the main mass is considered a non-living liquid.
  • Nonliving Slime has several industrial uses. Including medicine, dish soap, and adhesive.
  • The difference between living and nonliving slime is not always obvious, use caution!
  • Unless feral, Slimes often fall prey to pests. Their bodies are an 78% water-nutrient mix, which some may enjoy the taste of, although drinking the blood of your coworkers is usually frowned upon.
  • A Slime becomes feral after it lives the first 5 to 10 years of its life with no slime 'mother.' This happens most commonly on space stations when Xenobiology's lab Slimes slip through the vents, colonizing under the floors. Officially recognized as a pest by corporate, they are to be killed without hesitation.

Technology and Lifestyle

Shuttles and Ships

Inspired by NanoTrasen's manufacturing using liquid slime, the few scientists living on the Slime Worlds began a project to form and genetically modify liquid slime into ship parts.

WIP. "Basically all slime things are same species, just genetically modified by slime people to do certain things" -NoElka
Language
  • Onomatopoeic naming conventions (ex. Foolp, Blorp)
  • A Slime's first language is always Bubblish. Those who don't know Tau-Ceti Basic learn it as part of onboarding.
  • From a young age Slimes can make squishing sounds, bubbling, popping, and vocal sounds such as screaming. With years of practice, they can speak languages.
Nutritional Needs
  • Slimes can eat practically anything, tasting it upon intake and dissolving it within the body (with some effort depending on the object).
  • Anything sweet, even sickeningly so, might be a slime's favorite food.
  • Dissolving metal is one of the only known ways a slime can become sick through food poisoning. The recovery time depends on the amount absorbed.

Relations to Society

  • All adult Slimes are recognized as crew under Space Law.
  • Older Slimes on planets may raise several Slimes at once in their own colony.
  • There is much debate to whether or not Slimes should ultimately be classified as an infestation, even amongst their own kind, the growing population of Feral Slimes being the only real concern.
  • Younger Slimes, like Feral Slimes, are often scolded by older Slimes for being 'rude' to people.
  • There is hardly any interaction between Slime colonies on planets. No trade, no war.
  • Slimes on planets have no hierarchy or official form of government. Each colony is largely treated by corporations as a Monarchical Republic, as the population of colonies are often represented by a 'King' or 'Queen' slime.
  • Most young Slimes in the wild do not see a problem with stealing water or food to further their own survival.

Dionas

They can't wear shoes, but are not slowed by Kudzu.
They get hungry and thirsty slower.
Their "blood" is tree sap and can't be metabolised from Iron.
They are made of heavy wood, allowing them to pull lighter species with ease.
Being plants, Weed Killer poisons them, while Robust Harvest heals them (but not without risk when overused!)
They take 30% less Blunt damage and 20% less Slash damage; but 50% more Heat damage, 20% more Shock damage, and they can easily catch on fire when receiving enough Heat damage from *any* source.
  • Being exposed to too much Robust Harvest will cause a Diona to grow out of control, turning into an immobile tree (dropping all their equipment). Cutting down the tree will "restore" the Diona to their mobile state.
  • After death, a Diona can voluntarily destroy their own body, releasing their "internal organs" as three Nymphs, with the player taking control of the Brain Nymph. It can talk but has no hands or inventory, and can't do much.
  • After 10 minutes, a Nymph can reform into a whole Diona. This will be a new randomised body with a random name, and there will be little to no evidence beyond their word about who they were before.



















Dwarves

Dwarves are similar to humans in most respects, however,
They are not poisoned by alcohol and instead are even slightly healed by it.
Their mining instincts allow them to feel nearby ore in 3 tile radius.
They are slightly smaller than humans, though are also slightly heavier.
They suffocate two times faster.

Biology

  • During Project Star Metal, advancements in gene splicing and mutation research led to a short tempered subspecies of Humans, better suited for the harsh environment of Kepler-572E. Once called 'The Golden Planet' due to its high content of rare alloys, the Dwarves have named it Doemkruul.
  • Insultingly nicknamed 'The Dwarves,' their bodies were designed to withstand the harsh gravity and the tight cave tunnels of the Golden Planet. Supplied with liters of freshly brewed beer, they would overdose on purpose to heal small amounts of damage. The trade off being that their bodies consume more oxygen, and that they suffocate twice as fast, due to them taking shorter breaths.
  • Many Dwarves on space stations have either worked, or know family who worked in the mines of the Golden Planet, which gives them a good understanding of general geology, allowing them to more easily locate minerals in terrain. This lead to the rumor that when they're near gold, "a funny feeling comes over them."

Technology and Lifestyle

Shuttles and Ships
  • In 2018 Kepler-572E is located. The Kepler satellite was found to have moved through an anomaly in space, ending up deeper in the Milky Way than any other probe had managed before. The first warp drives are still being researched.
  • Under Project Star metal, the first and last Void Piercer is built by first generation Dwarves. Made to recreate the anomaly that sent the Kepler probe across space, "Blue Reach" was the first fully manned ship installed with a reverse engineered warp drive from the 'First Contact Incident' of 2055, after many failed prototypes. This made it the most advanced vessel of its time.
  • In 2100, under the promise of humanity's next big step into reaching deep space and meeting new intelligent life, the Blue Reach launched on an expedition to establish control over the Golden Planet. Contact with Earth is quickly lost. For years, Nanotrasen had assumed that the ship and her crew were immediately obliterated in a bright flash upon activation of the warp drive. Really, in the blink of an eye, they were all looking at the Golden Planet
Planet
  • The first shuttles were sent with miners, engineers and combat mechs to the peak of the highest mountain, to establish the FOB that is now their great hold. Inside this giant fortress are elevators which lead into what used to be the ore mines. Now, they are full of underground cities. It was decided early on that the safest option for survival on the Golden Planet was to go underground.
  • After the feeling that they had been abandoned by humanity set in, they began to curse this planet as a 'cruel doom' for them. Through centuries of change in the language, the name stuck. By the time NanoTrasen traced the path of the Void Piercer, the Golden Planet was called Doemkruul.

Relations to Society

  • The name 'Dwarf' started as an insult made by humans. As the first few blue collar workers on the Blue Reach began to call themselves 'dwarf,' and each other 'dwarves', it quickly spread amongst the people as their name. A reminder of endless camaraderie amongst kin, and insatiable hatred for the Humans that abandoned them.
  • For most of history, Dwarves have fought and/or worked for their continued survival. Every waking hour of every single day.
  • Dwarves do not necessarily marry out of love. More often they do so to clean relations, or to raise a family and honor one's legacy.
  • Dwarves have little to no appreciation for comedy or art, but they have a deep appreciation of good craftsmanship in one's trade. Be it engineering, fighting, weaponsmithing, or ESPECIALLY brewing. They love to drink, revel, sing about their victories, and their fallen allies. Having been cut off from the concept of media or entertainment, they only see art in the quality of trades.
  • There is a major culture gap between Dwarves who were born on space stations and Dwarves who grew up on Doemkruul. Few wish to reintegrate into space society, preferring to live on their home world.
  • Doemkrull's system of government is based off old space command systems, with 'guild leaders' managing their 'guilds,' and the councils

Arachnids

They have two additional Pocket slots in their inventory.
They can eat raw meat without any ill effects, but some foods like chocolate and onion poisons them.
They suffocate 50% faster, and their Blue Blood can't be metabolised from Iron, being based on Copper instead.
Their unarmed attacks deal Piercing damage instead of Blunt.
Since they have 8 eyes, their peripheral vision is far stronger than other species.
Arachnids can create Websilk at the cost of hunger. Only they can craft bundles of websilk into various items. From clothing and shields to entire walls.

























Moth Persons

They can eat cotton, fabrics and clothing, but virtually none of the food that others would consider "edible".
They prefer a somewhat lower temperature range than humans.
Their wings give them better acceleration if there is no gravity on the station, but they still can't move without equipment when floating out in space. However they move 6.5% slower than other species due to their weak legs.
They take 30% less Cold damage but 30% more Heat and 6.5% more Brute damage, and catch on fire more easily.
They are also 6.5% lighter than most species.

























Vox

Vox always spawn wearing working nitrogen internals equipment.

A spare breathing mask and an emergency nitrogen canister is provided in their survival box.
Vox deal Slash damage with their unarmed attack.

Warning! This species is not recommended for new players due to their fatal allergy to oxygen!

Biology

  • Vox breathe nitrogen, and oxygen is toxic to them. Unfortunately, space stations tend to be full of oxygen, so Vox must use an internal nitrogen supply at almost all times to avoid fatal exposure.
  • Vox slowly recover from low levels of poison damage on their own, so long as they are careful not to exceed 20 poison damage. This allows them to endure breathing station air for up to thirty seconds at a time without lasting damage, letting them quickly eat, drink, take oral medication, and so on. A thirty second oxygen exposure takes them two minutes to recover from. If their health does not seem to improve within a minute of oxygen exposure, they should seek medical attention.
  • Due to them being half-organic and half-silicon, they do not rot, but it's also impossible to clone them.
  • As indirect decendents of chickens, they have slightly stronger peripheral vision of a prey animal.

Technology and Lifestyle

Shuttles and Ships
See gr4vestone :1_:
Nutritional Needs
  • In addition to regular foods, Vox can also eat various snack packaging, banana peels, eggshells, and raw meat without any ill effects. They also like to drink welding fuel.

Decapoids

Vox always spawn wearing working nitrogen internals equipment.

A spare breathing mask and an emergency nitrogen canister is provided in their survival box.
Vox deal Slash damage with their unarmed attack.

Caution! This species has several SEVERELY limiting game mechanics and is only recommended for highly experienced players. Some jobs and tasks may be difficult or impossible to perform by yourself with only one hand, and you will be limited to melee combat only.

Biology

  • Decapoids are a recent addition to Nanotrasen's list of accepted species, and are one of the more unusual species NT has encountered. Their carapace is uniquely adapted for cold temperatures, allowing them to completely ignore the effects of hypothermia. Perhaps as a result of this, they have developed an affinity for microgravity - they are capable of moving considerably faster in it.
  • This enormous benefit comes with a laundry list of detriments, however, when it comes to operating aboard a Nanotrasen vessel. Their unique configuration of lower limbs makes it impossible for them to wear shoes.
  • Their major claw is enormous and somewhat unwieldy. This left "hand" is useless for most of the tasks one might use a hand for, and functions primarily as a prying tool and cutting tool, though it can also serve as a competent melee weapon. Their minor claw isn't much more dextrous, and while its smaller size allows it to manipulate most tools, Decapoids are incapable of efficiently using firearms of any kind. It's not all bad, however - Their abundance of limbs allows them to drag objects without the use of their claws, and their immense physical strength negates the normal speed penalty for dragging.

IPCs

Vox always spawn wearing working nitrogen internals equipment.

A spare breathing mask and an emergency nitrogen canister is provided in their survival box.
Vox deal Slash damage with their unarmed attack.