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# System prepended metadata

title: Species Changes

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# Species Changes

## General
* Varying responses to chems- some medicines may be toxic to non-humans!
* Varying surgery steps- specific steps are laid out below per species.

## Lizard
* Dual Hearts (check feasibility)- second heart will improve blood recovery rate when uninjured, but increase rate of blood loss when injured.
* Heightened sense of taste- losing colour vision when losing tongue, to represent loss of finer senses
* Faster metabolism- quicker purging of chems- good when poisoned, bad when needing medication. Also needs to eat more, and has stronger penalties for starvation.
* Tail balance- random chance to fall over when running with tail cut off. May be anti-fun.
* Blue or green blood- 100% aesthetic, but looks cool.
* Regenerative body- slow regeneration of brute damage while well fed (given faster metabolism, not likely to be as strong as it sounds)
* Surgery- due to thick scales, cutting through takes longer.
* Innate weakness- lizards have an innate weakness to toxin damage, with all toxin damage sources receiving a small multiplier when applied to lizards.
* Feathers as hair replacement?
### New Mutations for Lizards
* Acid Spit- Fire strong stomach acid at your opponent. Aim for the eyes for **F U N**.
* Fangs- Gain fangs for a more powerful bite. Can inject from a small buffer of 5u chems.
* Chameleon Skin (Species-Exclusive)- Blend into the environment! Stand still for 5 seconds, and you'll fade away (note: only works while naked)!
* Gecko Grip- Gain a strong grip. While not wearing gloves, your grabs are harder to resist out of, and you are harder to disarm. While not wearing shoes, you can grip the floor in zero-G, allowing for proper movement.
* Tough Scales- Gain innate brute armour, at the cost of being unable to inject chems and receiving slower surgery.

## Moth
* Dual species- select from Frost Moths or Moss Moths at character select. Each brings a selection of advantages and disadvantages, as well as affecting available colour choices.
* Frost Moths- higher cold resistance (lower heat tolerance), 
* Moss Moths- higher heat resistance (lower cold tolerance).
* Surgery- exoskeleton exterior- requires saw to cut. No internal bones, so no saw needed internally.
* Moths hearing via antennae?
### New Mutations for Moths
* Dust Cloud- Shake off a dust cloud, creating a choking cloud which blinds enemies and causes them to cough. Has a cooldown of 5 minutes between uses.
* Reflective Scales- Gain a chance to reflect lasers.

## Plasmaman
* Organs- plasmamen have fewer organs, with only three major ones: the brain (synaptic nexus), the lungs (plasmic filter), and the heart (metabolic network). Eyes and tongue are rolled into the brain.
* Colony health- brute and burn damage deals brain damage to plasmamen. In return, they receive passive healing to brute and burn damage (and in turn, brain damage). Regular sources of brain damage do not apply. This represents the health of their fungal colony, which in turn acts as their brain (mostly). Gaining physical damage will result in slurred speech, reduced vision, and slower do-afters. The passive healing is fastest when near death, and very slow when near full health.
* Colonids- colonids are the building blocks of a plasmaman. They can be harvested from plasmamen, and stored for use as a quick healing item, used for revival, or in the worst case used on a corpse to revive it as another plasmaman.
* Surgery- no skin, no blood, very easy surgery- cut external membrane with scalpel, retract, cut bone with saw, retract. No tend wounds on plasmamen.
* Interactions with atmos- gases have strange effects on the plasmamen's non-organic physiology. BZ acts as an upper & hallucinogen, a la space drugs. N2O is, in small doses, beneficial to colony growth, and increases the rate of passive healing, while in high doses it is toxic. Oxygen must be avoided in internals at all cost, as it will cause burn damage due to small fires being started. Water vapour acts as a sedative.

## Languages
* High Draconic (Lizard)
* Low Moffic (Moth)- The common tongue of tribal moths. Mostly used by
* Lumic (Ethereal)
* Colonid (Plasmaman)