---
# System prepended metadata

title: Species Traits
tags: [Design, Ideas Guy]

---

# Species Traits

###### tags: `Ideas Guy` `Design`

## WTF?

Species specific traits that are designed to give more diversity of needs/play to non-human characters.

## How?

Reduces the pool of available traits to non-human races, effectively giving humans a specific set by default.

Should initially add 2 negative traits and 1 positive trait per species.

Adds the following traits for each species:

### Moths

* Nocturnal Pattern (+2) - You were raised to work during the night. Too much time under bright lights can be disorienting and affect your mood.
    * Implementation: Easy. Inverse of nyctophobia.

* TODO (+2) -

* TODO (-3) - 

### Lizards

* Amphibious Scales (+2) - You have to wet your scales regularly, or risk disease.
    * Implementation: Easy. Shower + Hygiene bots reset this timer.

* Cold-Blooded (+2) - You have the cold-blooded gene like most reptiles, and are more sensitive to cold. Colder temperatures increase the likelyhood of falling asleep, and inflict burn damage.
    * Implementation: Medium. Change the threshold for temperature, add chance to sleep based on temperature difference

* Gecko Pads (-3) - Like the gecko, you have gripping hands and feet. You're harder to disarm when not wearing gloves, and you have the chance to resist being thrown around by depressurization events if barefoot.
    * Implementation: Difficult. Requires hooking into specific events related to disarms and going prone for the former, copying magboot behavior for the latter.

### Squids

* Deep-Sea Genome (+2) - You were uplifted from a specific species of deep-sea squid. You suffer increased brute damage from low pressure environments.
    * Implementation: Easy. Change threshold for atmos pressure damage.

* Hunter Instinct (+2) - Your brain is still wired to enjoy the hunt. Eating without having recently made a kill on a non-humanoid creature causes a mood debuff.
    * Implementation: Medium. Need to determine if an attack made by the player has killed a creature recently.

* Aerosolized Ink (-3) - Your ink sprays in a fine mist, causing people who walk through it to have a temporarily reduced vision radius. The mist lingers in the air for only a few seconds before dispersing.
    * Implementation: Medium. Similar to existing ink behavior, just with a expiration timer + blinding effect on people who move through.

### IPCs

* Custom Made Parts (+2) - Your components are artisan made back on Earth. They take twice as much effort to repair and the on-station replacements aren't compatible with your custom modded drivers.
    * Implementation: Medium. Repair rates are moot, but modifying the surgery procedures based on the trait might take some effort.

* Liquid-Cooled Processor (+2) - You require regular fluids to keep your processor cool. Alcohol may be consumed to sate your needs. Running out of coolant will inflict increasing burn damage until death.
    * Implementation: Difficult. Mouth + Stomach organs from scratch, plus metabolization requiring ethanol.

* Embedded Toolset (-3) - Your chassis was manufactured specifically for engineering and construction work. You start with a partial set of embedded tools. (Screwdriver, Crowbar, Wrench)
    * Implementation: Easy. Subclass the tool implant, add it roundstart.

### Arachnids

* Nesting Instinct (+2) - Your drive to form a nest is incredibly strong. The first area you build a web in is your nest. You lose mood while outside of the nest for prolonged periods, and gain mood while inside your nest. This effect applies even if you haven't selected a nest. If your mood drops too low due to this trait, you may begin to hallucinate or self-harm.
    * Implementation: Medium. Need to track the area the first web is built in, set the memory for the player as to their nest location, and add a process hook that ticks up/down mood based on location.

* Hydrostatic Limbs (+2) - Your limbs have adapted to a pressurized circulatory system, and require constant pressure to exert their full strength. You can randomly, temporarily, lose control of arms or legs if your blood drops below 90%.
    * Implementation: Easy. Basically just a disease that dishes out symptoms.

* Armored Chitin (-3) - You gain innate chitionus armor that reduces incoming brute damage by 15%. Multiple hits in a short period of time will negate this bonus, until you are able to regenerate your exoskeleton with a nutrient-consuming ability.
    * Implementation: Difficult. Mainly tricky based on the need to regenerate after taking significant enough damage to disable the ability.

### Ethereals

(Same with moths, but tf is this race anyways?)

### Plasmamen

* Chiral Crystal Liver (+2) - Your crystalline liver has a more difficult time processing toxins from the environment. You have a lower crit threshold for toxin damage, and suffer organ damage if your toxin goes over 40%.
    * Implementation: Easy. Subclass the liver, add process tick to deal organ damage on high toxicity levels.

* Rich Burn Mix (+2) - Your body consumes plasma at a significant rate, halving the consumption time provided by the standard internals tank. You also choke twice as fast without internals.
    * Implementation: Easy. Numerical tweaks.

* Heated Fists (-3) - Your fists can be tricked into burning hot by allowing limited exposure to normal atmosphere. Punches using this effect deal 5 burn damage in addition to their normal damage, but you also take 1 burn damage per tick continously while active.
    * Implementation: Medium. Couple process checks + actions, but will need significant testing to ensure balanced/working properly.
