50% Burn damage resistance from most sources (fires, laser weapons, etc.)
Ability to regrow lost limbs at the cost of their “blood”
Rapidly regenerate blood when breathing plasma
Non-sentient slimes will never attack them
Can speak slime language, allowing them to communicate with sentients
Cons:
300% burn damage taken from being exposed to cold temperatures.
All chems that affect toxin damage are reversed, which will lead to many confused doctors and dead jellypeople down the road. Taking toxin damage additionally drains “blood” rapidly.
Limbs recede into their body if low on “blood”, quickly resulting in a jelly nugget
Require oxygen to breathe, so breathing plasma to restore “blood” is either extremely dangerous or requires specially mixed internals
As they currently are right now, they’re a little bit on the strong side due to having a powerful innate resistance to laser weapons, so these are the proposed changes I offer and am bringing forward in polls:
Proposed Jellypeople for permanent race:
Pros:
Immunity to burn damage from high temperatures/fires, but not other sources. Clothing still burns off
Ability to regrow lost limbs at the cost of their “blood”
Rapidly regenerate blood when breathing plasma
Non-sentient slimes will never attack them
Can speak slime language, allowing them to communicate with sentients
Cons:
300% burn damage taken from being exposed to cold temperatures.
All chems that affect toxin damage are reversed, which will lead to many confused doctors and dead jellypeople down the road. Taking toxin damage additionally drains “blood” rapidly.
Limbs recede into their body if low on “blood”, quickly resulting in a jelly nugget
Require oxygen to breathe, so breathing plasma to restore “blood” is either extremely dangerous or requires specially mixed internals
Take X damage (and/or blood loss depending on poll) when exposed to water. Includes extinguishers and showers in addition to conventional methods.
Should Jellypeople be a permanent race?
Yes
No
0voters
Should they gain immunity to heat/fire at the cost of their burn damage resistance? (Nerf resistance to laser weapons, buff resistance to fires)
Yes
No
0voters
Should they have a weakness to water?* (Vote for every option you like)
Yes as brute damage
Yes as burn damage
Yes as toxin damage (also causes “blood” loss)
Yes but purely as “blood” loss instead of direct damage
No
0voters
Pyroxadone and Cryoxadone are always extremely toxic to jellypeople, so while cellular damage makes the most sense flavorfully, it can only reasonably be cured via rezadone which requires carpotoxin… so I excluded it from the options
Standard disclaimer: There is no guarantee this will be added to the game, but I intend to find, pester and potentially bribe a coder based on the results of the polls.
Currently they are more resistant to lasers than a person in a syndicate elite hardsuit, plus they can stack body armour on top of that. The fire immunity swap needs to happen before they become permanent.
Energized jelly isn’t even viable to make. It’s less than a third as effective as crank, and only a fifth as effective as Meth at mitigating stuns and comes with none of the speed boost. It also requires teslium to make which means it’s more complicated than both of the much more potent drugs. Due to blackpowder being involved in Teslium it even still has a risk of exploding in your face. So you get a much weaker drug with no overdose for the same amount of work.
On the other hand, regenerative jelly is… sorta good I guess? Here’s a quick breakdown:
Tricordrizine is also available at roundstart in chemistry
Heals 1 Brute, Burn and Toxin per tick
Costs 6 simple chemicals to make, Carbon, Silicon, Nitrogen, Potassium, Oxygen and Sugar.
Overdoses at 30u
Is widely overlooked because of how slowly it heals compared to alternatives
Regenerative Jelly
Heals 1 Brute, Burn and Toxin and Oxyloss per tick (Oxyloss already regens rapidly by itself)
Recipe is 50% tricordrizine, 50% sacrificing your own blood
No overdose threshold, which is admittedly pretty strong even on a weak chem… but it can’t be easily mass produced due to requiring your blood
Bicaridine + Kelotane is available from roundstart
Heals 2 brute and burn damage per tick
Recipe is literally incomplete tricordrizine and it’s better than tricordrizine for most applications
30u overdose threshold on both individually
Anti-toxin is available from roundstart
Heals 2 toxin damage per tick
Recipe is: Nitrogen, Silicon, Potassium
30u overdose threshold again
So yes, regenerative jelly being available from roundstart would definitely be new, but it’s certainly not powerful enough to write home about when compared to even the most basic of healing chems that are also already available at roundstart, especially with the limitation on its production… and the fact one of its ingredients is a healing chem with almost the same effectiveness as the jelly.
Someone can go through the work of getting a custom internals tank to aid in mass production, but that’s still going to be one hell of a tedious process just to stack very gradual healing for other crew
its not literally roundstart slimepeople. There is a pretty big difference between the two, being that jellypeople suffer all the drawbacks without any of the major abilities. like maybe 2 people at most will ask for green extracts from xenobio, so it doesnt really fuck them over. Just makes them need to please the crowds less with work they dont care a ton about. They are also drastically different in appearance from ehtereals, except that they are both colorful. Jellypeople are somewhat transparent, and dont change color as they die, nor do they glow. they also look like normal people other than the color and transparency, while ethereals look drastically different from normal people.
I’d like to see them as permanent, but not if they get nerfed so heavily. I’ve done a lot of xenobio and if you get hurt as a slime person people will not know how to treat you. Pretty sure even the medibots will screw you over, but I’m not sure about that part. If they need the nerf to be permanent I’d rather they weren’t added. Though my top choice is keep them as roundstart without changes. Its been a bit but can’t you end up with your body just gone pretty easily as well or just lose all the limbs? And if they do kill you you can’t be defibbed. Reading over it this could be me being confused about jelly people versus slime people, if the changes to jelly people don’t affect slime people just ignore me.
Jellypeople don’t have traditional blood - it can’t be mixed with mutagen to multiply it. I’ve been mentioning their blood in quotes for most part because of this. Their “blood” is slime jelly.
You mean like IPCs, Plasmapeople, and Lizards (to a lesser extent) already arguably are? Every aspect of the game is targeted for powergaming if it provides an advantage to what you want to do. The question is whether the advantages offered break the game or not, and whether the drawbacks are equivalent or greater to the advantages. Immunity to burning is great, but without immunity to pressure you’ll still take damage in large fires. If enough oxygen burns up you’ll still suffocate too.
Xenobio players are worried this makes the race too weak to be viable and players with little experience think the race is too powerful to consider. It’s a strange battle trying to convince non-believers it’s a good race
Which I’m trying to change, and if it doesn’t change will likely mean they don’t get added. Lizards already have innate resistance to burn damage as well, for the record.
Coupled with the ability to spontaneously lose limbs if you’re exposed to anything that deals(heals?) toxin damage, or otherwise lose enough “blood”
I’m not sure what defines a humanlike race in your book… are any of the races good to you? The only races I think are boring and without flavor are squids and felinids