DeltaV species guidebook update (#3476)

* guidebook adjustments

* slash not slashing

* and feeds them

* minor fix

* standard highlighting, harpy fix, ipc and thaven tweaks

* newest peer rick
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<Box>
<GuideEntityEmbed Entity="PositronicBrain" Caption="Positronic Brain"/>
</Box>
Like borgs, IPCs have a positronic brain as their processing source. However, unlike them, IPCs can't be assembled. "It's cheaper to create a shell that obeys you than one that doesn't! *wink*"
Like borgs, IPCs have a positronic brain as their processing source. Their chassis can be printed at an exosuit fabricator, and any newly made IPCs must have a positronic brain or MMI surgically installed to function.
## Recharging an IPC
<Box>
@ -16,9 +16,9 @@
</Box>
IPCs can be recharged in three different ways:
APC Terminal: IPCs can use APC terminals to recharge. Press [color=yellow]Alt + left click[/color] on a terminal as many times as needed to fully recharge.
APC Terminal: IPCs can use APC terminals to recharge. Press [color=yellow]Alt + left click[/color] on a terminal to recharge.
Borg Rechargers: IPCs can use borg rechargers to recharge. Always prioritize the ones outside of the Sci area to avoid headaches.
Borg Rechargers: IPCs can use borg rechargers to recharge. Always prioritize the ones outside of Epistemics to avoid headaches.
Power Cell: IPCs have an internal power cell that serves as their battery. They can simply swap it out by opening the hatch and manually replacing it.
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<Box HorizontalAlignment="Stretch">
<GuideEntityEmbed Entity="CableApcStack" Caption="Cables (any type)"/>
Cables can be used to repair [color=yellow]Burns[/color], except for caustic.
</Box>
<Box HorizontalAlignment="Stretch">
<GuideEntityEmbed Entity="SheetSteel" Caption="Steel Sheets"/>
Steel can be used to repair [color=yellow]Caustic[/color] damage.
</Box>
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</Box>
<Box HorizontalAlignment="Stretch">
<GuideEntityEmbed Entity="Oilpack" Caption="Oil Packs"/>
IPCs have no blood, but they have Oil. Oil Packs can be used to replenish [color=red]Oil[/color].
IPCs have no blood, but instead have [color=orange]Oil[/color]. Oil packs, which replenish their oil levels, can be ordered by Logistics or printed by Robotics or Medical.
</Box>
<Box HorizontalAlignment="Stretch">
In the event an IPC dies, after being fully repaired, it should be restarted using the [color=yellow]"Restart"[/color] button (located by right-clicking).
In the event an IPC dies, after being fully repaired, it should be restarted using the [color=yellow]"Restart"[/color] button (located by right-clicking).
[color=red]NEVER ELECTROCUTE AN IPC with a defibrillator or in any other way while it is dead, as this will cause the battery to discharge energy rays outward![/color]
</Box>
[color=red]NEVER ELECTROCUTE AN IPC with a defibrillator or in any other way while it is dead, as this will cause the battery to discharge energy rays outward![/color]
</Document>

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- Can eat raw meat.
## Benefits
- Takes 80% less Radiation, 10% less Slash Blunt and Piercing.
- Their bodies naturally recover from light radiation damage up to a point, once they accumulate enough radiation they must purge it from their systems in the form of a small rock [color=#ff0f0f]WARNING:The Chitzite they expel is slightly radioactive [/color].
- They are Better at pulling and carrying things.
- They possess a bio light.
- They take [color=#1e90ff]80% less Radiation damage[/color] and [color=#1e90ff]10% less Slash, Blunt, and Piercing damage[/color].
- Their bodies naturally recover from light radiation damage up to a point, once they accumulate enough radiation they must purge it from their systems in the form of a small rock. [color=#ff0f0f]WARNING: The Chitzite they expel is slightly radioactive.[/color]
- They are better at pulling and carrying things.
- They possess a biological light.
## Drawbacks
- They take 15% more Shock damage due to their biology.
- Due to their hard shells normal syringes can not pierce them, requiring hypos to bypass the toughness.
- Thanks to their overactive systems they get hungry 33% faster.
- The cold does not agree with their biology and makes their movement sluggish the colder it gets, the cold also harms them more than others causing them to take 25% more damage from it.
- They are deceptively heavy due to their lifestyle and diet.
- Bug Blood.
- They take [color=#ffa500]15% more Shock damage[/color].
- Regular syringes can not penetrate their tough shells, but hyposprays can.
- Thanks to their overactive systems, they get hungry 33% faster.
- They are especially susceptible to low temperatures, [color=#ffa500]slowing down sooner and taking 10% more Cold damage[/color].
- Their unique biology and exoskeleton makes them heavier than they appear.
- They have Insect Blood, which can't be metabolised from Iron.
</Document>

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<GuideEntityEmbed Entity="MobFelinidDummy" Caption=""/>
</Box>
Small and mischievous cat-eared people. Being small in itself has lots of upsides and downsides. They can hide inside duffelbags.
Small and mischievous cat-eared people. Being small in itself has lots of upsides and downsides.
## Diet
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- They are smaller than 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 Slashing damage and Piercing damage.
- Can walk completely silently, but only while barefooted.
- Have the ability to throw up an hairball to get rid of some of the chemicals from their bloodstream. Eating mice or rats recharges this ability and feeds them.
- Their claws do Slash and Piercing damage.
- Can walk completely silently, but only while barefoot.
- Immunity to the OwOnavirus disease.
## Drawbacks
- Takes 15% more Blunt, Slash and Piercing damage.
- They take [color=#ffa500]15% more Blunt, Slash and Piercing damage[/color].
- 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 Humans.

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## Benefits
- Uses their jaws to do piercing damage, and harder than other species, rivaling Oni.
- Their cartilaginous skeleton allows them to resist blunt force trauma 10% more easily.
- Their adaptation to native environments allows them to resist the cold 10% more easily.
- Their biology allow them to breathe water vapour.
- Their strong jaws rival even an Oni in strength, dealing a large amount of Piercing damage.
- Well-adapted to dark, deep environments, they take [color=#1e90ff]10% less Blunt and Cold damage[/color].
- They can breathe both oxygen and water vapor.
## Drawbacks
- They take 10% more Slash damage.
- Gets thirsty 100% faster. That's faster than a Diona!
- They take [color=#ffa500]10% more Slash damage[/color].
- They get thirsty twice as fast. That's faster than a Diona!
- When thirst falls to "Parched" they begin to suffocate. Have water handy!
- Saline is too salty! It hydrates you much less!
- Your lungs are unremovable as theyre intergrated with your gills.
- Saline is too salty, and hydrates them much less.
- Their lungs are integrated with their gills and can not be removed.
</Document>

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## Benefits
- Somewhat smaller than Humans, although not as small as Felinids
- Uses their talons to deal Piercing damage
- Can imitate around 70% of the game's sound library through a huge list of voice emotes
- They can "Sing" midis by imitating instruments. Right click yourself to select an instrument
- Somewhat smaller than Humans, although not as small as Felinids.
- Their talons deal Piercing damage.
- Can imitate around 70% of the game's sound library through a huge list of voice emotes.
- They can "Sing" midis by imitating instruments. Harpies can select their imitated instrument by right-clicking on themselves.
- Moves 10% faster than other species.
## Special
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## Drawbacks
- Takes 15% more Blunt, Slash, and Piercing damage.
- Extreme low density, Harpies are lighter than even Felinids, and weigh half as much as a Human.
- They take [color=#ffa500]15% more Blunt, Slash, and Piercing damage.[/color]
- Their low bone density makes them very light, weighing half as much as a Human and less than even Felinids.
- A Harpy breathes in air twice as often as Humans, inhaling and exhaling every 3 seconds.
- - Air tanks last half as long and Harpies are more susceptible than usual to low air quality.
- - If a Harpy is exposed to at least 0.2 moles of combined CO2 and/or Miasma, they start struggling to take in oxygen.
- Air tanks last half as long and Harpies are more susceptible than usual to low air quality.
- If a Harpy is exposed to at least 0.2 moles of combined CO2 and/or Miasma, they start struggling to take in oxygen.
</Document>

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- Nothing special.
## Benefits
- Takes 15% less Blunt, Slash and Piercing damage.
- They take [color=#1e90ff]15% less Blunt, Slash, and Piercing damage[/color].
- 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.
- Due to their big size, they can easily carry, shove, and pull any other morphotypes.
- They are harder to shove.
- Slightly more stamina than Humans.
- They have an easier time prying open doors, taking around 50% less time than other species.

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## Benefits
- Uses their claws to do some Slashing and Blunt damage.
- Their claws do Slash and Blunt damage.
- Smaller than humans.
- Can fit in duffelbags.
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## Drawbacks
- Takes 30% more Blunt damage, and 15% more Slash and Piercing damage.
- They take [color=#ffa500]30% more Blunt damage[/color], and [color=#ffa500]15% more Slash and Piercing damage[/color].
- Always triggers mousetraps, regardless of whether or not they are wearing shoes.
- Gets hungry 33% faster.

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## Benefits
- Uses their claws to do some Slashing and Blunt damage.
- Their fur makes them able to withstand cold environments without the need of a coat.
- Their claws do Slash and Blunt damage.
- Their fur makes them able to withstand cold environments better than other species.
## Special
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## Drawbacks
- They take 15% more Heat damage.
- They take [color=#ffa500]15% more Heat damage[/color].
</Document>

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<GuideEntityEmbed Entity="PositronicBrain" Caption=""/>
</Box>
The Thaven have a unique brain structure, similar to a positronic brain, and thus have "Moods" which affect them similarly to a borg's Laws. [color=#ffa500]These Moods must be followed to the best of your ability![/color] [color=red]Breaking your moods is very distressing! Avoid it whenever possible![/color] [color=#ffa500]If a Thaven violates them, they will experience distress or discomfort. The specifics of that are up to you, but if a Mood is violated, you must seek to correct your mistake immediately if possible.[/color]
The Thaven have a unique brain structure, similar to a positronic brain, and thus have "Moods" which affect them similarly to a borg's Laws. [color=red]Breaking these moods is extremely distressing![/color] [color=#ffa500]As such, a Thaven must follow their moods to the best of their ability. The consequences of violating these moods is up to the player, but they should be very upset at any violations and seek to rectify them.[/color]
## Mood Swings
Thaven brains are susceptible to fluctuations in nöospheric fields. As a result, their ability to synchronize and regulate their Moods tends to degrade with extended exposure to the glimmer that builds up in NT research stations. [color=#ffa500]It also renders them vulnerable to glimmer discharges,[/color] which can sometimes give them additional, often severely debilitating moods.
Thaven brains are susceptible to fluctuations in noöspheric pressure. As a result, their ability to synchronize and regulate their Moods tends to degrade with extended exposure to the glimmer that builds up in NT research stations. [color=#ffa500]It also renders them vulnerable to glimmer discharges[/color], which can sometimes give them additional, often severely debilitating moods.
## Thaven Nerve Pinch
Thaven hand-to-hand martial arts have a focus on inflicting non-permanent damage. As a result, [color=#ffa500]their unarmed attacks are slow, and deal no damage,[/color] but [color=#1e90ff]cause a fair amount of stun buildup.[/color]
Thaven hand-to-hand martial arts have a focus on inflicting non-permanent damage. As a result, [color=#ffa500]their unarmed attacks are slow, and deal no damage[/color], but [color=#1e90ff]cause a fair amount of stun buildup[/color].
## Damage
Due to their relatively fragile bone structure and unique nervous system, they take [color=#ffa500]10% more damage from blunt, slash, pierce, and genetic, and 20% more damage from radiation,[/color] but their aquatic ancestry allows them to take [color=#1e90ff]10% less damage from heat, cold, and poison.[/color]
Due to their relatively fragile bone structure and unique nervous system, they take [color=#ffa500]10% more damage from Blunt, Slash, Piercing, and Genetic sources[/color], as well as [color=#ffa500]20% more damage from Radiation[/color]. However, their aquatic ancestry allows them to take [color=#1e90ff]10% less Heat, Cold, and Poison damage[/color].
## Thaven Naming Conventions
Thaven typically name themselves after a single virtue they hold dear. Sometimes these names can be long and unwieldy.