# Disclaimer
So, as a heads up, none of this is final if you didn't read the title. This is just a massive loglist of ideas I wanted to jott down somewhere regarding a potential species rework to make every species more unique than just 'humanoid with X trait' like a majority of TG species currently are as of current.
## Moths
Moths were actually the species that spurred this HackMD into existance in the first place. For starters, lets go over their current unique species traits:
- Moths primarily eat cloth as nutrition instead of food
- Moths have extremely photosensitive eyes that are easily damaged/blinded by bright lights
- Moths can fly in zero-G enviroments using their wings, but can also lose them in fires
Overall, these traits are relatively well done, and do make moths one of the more unique species among others, but they don't pose much of a downside to the player aside from potentially losing a rarely used advantage. As a result, I'd like to introduce soe unique mechanics to them, that would help set them apart from other species.
- Moths no longer use ears to hear, instead hearing through the sensitive pilae of their antennae. These antennae are responsible for equilibrium and balance control, and without them they become progressively more nauseous and disoriented. At 100% organ damage, moths become unable to walk straight and suffer constant nausea to the point of vomiting, alongside deafness.
- Moths require specialized eyewear to be able to use eye-based equipment such as mesons or huds. Implants however, still work on them.
## Lizards
Lizards as of current are in what I would consider an 'okay' state, but I want to split their dichotomy up better to make them more flexible as a species. Lets go over their traits.
- Lizards have a primarily carnivorous diet, and eating anything else (such as breads) makes them sick
- Lizards have a unique blood type (L) that is harder to come by compared to regular blood, and cannot accept normal blood types
- Lizards are cold blooded, and can easily freeze to death if exposed to colder than ambient temperatures but are more tolerant of heat
Overall, these are pretty solid, but its the last one I want to focus on personally, by creating species-specific quirks.
- Lizards now can choose between being cold or warm blooded, each with their respective tradeoffs. Cold blooded lizards work identical to how they work currently, whilst warm blooded lizards have the inverse effect of being more tolerant of cold, but suffer from overheating in warmer than ambient enviroments. This selection is chosen through the quirks menu, but defaults to being cold blooded.
## Teshari
The odd one of the bunch, these small space raptors do not have much in the way of unique traits, their only unique traits being the following:
- Teshari constantly waddle due to their small stature
- Teshari can be picked up and thrown with alt-click
- Teshari are better suited for colder enviroments
- Teshari take 1.5x more damage than standard species
My ideas for reworking Teshari are rather far and few between, but this is what I personally propose.
- Teshari would gain a unique bloodtype (A) to give them a different type of blood better adapted to cold enviroments, that is much more difficult to manufacture than other bloodtypes due to being made of ammonia based compounds, and as a result must be imported from cargo.
- Teshari's preference for colder enviroments is further enforced by changing their heat and cold modifier to make them much less tolerant of warmer enviroments, at the cost of being able to handle colder ones closer to freezing.
## Ethereals
One of the lesser played species, but unique all the same. They are effectively walking crystal lightbulbs, and already are rather differentiated. I don't at this time plan to make any changes to them, but their traits are shown for posterity:
- Ethereals subsist off of electricity primarily, and can eat/charge directly from APC's, or using special ethereal food.
- Ethereals are able to passively generate their own light and as a result give off radiant light in darkness.
- Ethereals form a crystal around themselves when they die, returning them to life after a time at the cost of giving them a permenant brain trauma upon revival. They can still be revived normally otherwise however.
- Ethereals deal burn damage instead of brute with punches.
- Ethereals take toxin damage whilst starving instead of being just slowed.
## Plasmamen
A similarly rare species as their glowing cousins Ethereals, these plasma breathing strangers are unique among species in that they require Phoron to breathe instead of air, and violently combust otherwise. I also don't plan on changing them at this time, but their traits are shown for posterity:
- Plasmamen are completely immune to radiation, toxins, and non-adapted diseases.
- Plasmamen are much more tolerant to wounds compared to other species
- Plasmamen can heal by consuming plasma
- Plasmamen's special envirosuit helmet provide flash protection and an inbuilt, but weak flashlight
- Plasmamen instantly combust into flames when in an enviroment with oxygen
- Plasmamen require phoron to breathe, and start with a full tank of it.
- Plasmamen's special biology make them harder to treat in comparison to standard crew.
# Not Yet Implemented Species
These species are not yet implemented, but I wanted to get their mechanics down on paper for consistancy.
## Volexyians
These fish based sea-dwellers are a recent entrant to interstellar politics compared to other species, having just recently rediscovered SLS based FTL travel. As a result, little is known about them compared to the more populous species such as lizardfolk or moths. Their oceanic world (Volexyis) is an almost europa-esque world with liquid methane oceans and almost no landmass, with abyssal depth oceans. Their kind were once land-dwelling before a cataclysmic inter-species war destroyed their planets global biome, rendering the surface almost entirely uninhabitable. However, their mastery of genetic manipulation and flexible genome allowed them to adapt to their changing home, becoming an ocean dwelling species living in underwater colony habitats. A majority of their inter-colony transport is done through massive submersible vessels equipped for long distance travel between colonies. They were able to rediscover portions of their lost technology from the surface, eventually rejoining other civilizations among the stars once more.
Their proposed traits are as follows:
- Volexyians, due to having adapted entirely to underwater life require the use of specialized breathing equipment fueled by a methane-water slush reagent instead of gas. As a result of this, they do not require air to breathe.
- Volexyians are capable of surviving in temperatures as low as 80 Kelvin, due to their enviroment primarily being liquid methane slush, developing an extreme tolerance to cold. However, this renders them particularly susceptible to heat, making them take 1.5x more burn damage as a result.
- Volexyians specialized scales require a specialized jumpsuit to protect them from open air enviroments, insulating them from the normally warm air of the station. This makes them unable to wear most jumpsuits that aren't specialized to their bodies. Wearing anything else makes them slowly overheat.
- Volexyians, being a literal fish out of water, have less base stamina than other species, making them unable to sprint for long durations.
- Similarly to lizards, their diet is primarily carnivorous. This is less of a downside and more of a note.
## IPCs