Ashwalkers: Difference between revisions

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(Created page with "{{JobPageHeader|headerbgcolor=black|headerfontcolor=red|stafftype=EXTRATERRESTRIAL|img_generic=Ashwalker_generic.png|imagebgcolor=#BB0000|jobtitle=Ash Walker|img=Ashwalker_action.png|access=Lavaland|difficulty=Hard|superior=The Necropolis.|duties=Defend your nest,hunt amidst the plains, grow more of your kin, stop the invaders |guides=Crafting|quote=""}} If you are reading this text, hatchling, you are an ash walker, glorious child of the mother and the plains. The...")
 
(Very WIP!)
 
(One intermediate revision by one other user not shown)
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{{JobPageHeader|headerbgcolor=black|headerfontcolor=red|stafftype=EXTRATERRESTRIAL|img_generic=Ashwalker_generic.png|imagebgcolor=#BB0000|jobtitle=Ash Walker|img=Ashwalker_action.png|access=Lavaland|difficulty=Hard|superior=The Necropolis.|duties=Defend your nest,hunt amidst the plains, grow more of your kin, stop the invaders |guides=[[Crafting]]|quote=""}}
{{JobPageHeader|headerbgcolor=black|headerfontcolor=red|stafftype=EXTRATERRESTRIAL|img_generic=Ashwalker_generic.png|imagebgcolor=#BB0000|jobtitle=Ash Walker|img=Ashwalker_action.png|access=Lavaland|difficulty=Hard|superior=The Necropolis. / The Underground|duties=Protect the Tendril, remove the intruders |guides=This is the guide|quote="Allright, which one of you chucklefucksss releasssed the Legion?"}}


If you are reading this text, hatchling, you are an ash walker, glorious child of the mother and the plains. The lands are bountiful and rich, but the skyborn foreigners seek to tear apart all that the Necropolis has provided. You must go forth and defend the land.
If you are reading this text, hatchling, you are an ash walker, glorious child of the mother and the plains. The lands are bountiful and rich, but the skyborn foreigners seek to tear apart all that the Necropolis has provided. You must go forth and defend the land.
Line 5: Line 5:
'''Remember that you are primitives meant to be defending Lavaland. The time it takes for you to mash buttons on computer consoles should be a good clue. Do not attempt to invade the station directly without an OPFOR and the blessing of admins.'''
'''Remember that you are primitives meant to be defending Lavaland. The time it takes for you to mash buttons on computer consoles should be a good clue. Do not attempt to invade the station directly without an OPFOR and the blessing of admins.'''


==YOUR TOOLS==
You are an ash walker, one among [[Lavaland|the plains]]. The land is bountiful of prey and sustenance, but foreign powers move to exploit your land. You must build up your tribe and expel these aliens from your home.


TBD
You are essentially a group of tribal Lizards who must <s>craft low tech weapons and armor</s> pick up wepons from the ground and loot corpses to fight off the more technologically advanced, but fewer in number, Human (or Lizard or Plasmaman) invaders.
 
== Things to do ==
* Forage local plant fauna. Construct a [[Guide to hydroponics#Wood and Drying Racks|drying rack]] and smoke pipe to enjoy exotic mushrooms.
* Learn to fish. Construct a [[Fishing|fishing rod]] with equipment and test your skills fishing in the water pool, lava, and chasms.
* Become a carpenter or mason. By growing tower caps or digging to make sandstone blocks, you can craft a large amount of equipment and structures.
* Experiment with chemistry. Craft a [[Ashwalkers#Mortar|mortar]] and [[Ashwalkers#Pestle|pestle]] for [[Guide to Ghetto Chemistry|ghetto]] grinding.
* Practice your ranching skills. Gutlunchers can be breed and fed to increase health, speed, and damage.
==For the Underground==
{{Speech
|name=Sir Badmin VI
|text='''Please note that invading the station as an ash walker is very much in a grey area. If you're a shitter and scout out a path to the mining station, and go up to murderbone, you'll probably get bwoinked. Same goes for shitters who go up so they can intentionally be culted or rev-ed. At the same time, there is some leeway. If you've driven out all the miners from lavaland, and the tendril is secure and guarded, it's often acceptable to organize an invasion. Probably best to a-help first.
|image=[[File:Morph.png|64px|right]]
}}
Your base of operations is small and humble, its lifeblood: the ash walker nest, a tendril converted and tamed to rapidly grow Ash Walker eggs near instantly when fed. Whenever any dead biological corpse (Anything from Legion corpses to dead goliaths to miners) is brought next to the nest, it'll be consumed, its belongings and entrails scattered, and its blood used to feed the many eggs. Every pair of bodies sacrificed will produce a new egg, and with it the opportunity for a new member of the tribe.
 
Most importantly, your tendril provides a healing function. Simply sleep on a tile adjacent to the tendril (the lava tiles) and it will carefully pull your body, dropping all your gear and you will respawn fully healed near it after approximately 40 seconds. Your name will stay the same and your memories intact. Additionally, if your fellow walker has been killed and still has a soul or is in crit, you can pull them to the tendril for full healing and revival.
 
Also inside the nest are two adorable little friends: Gubbuck and Guthen. These gutlunches are the tribe's cattle, and they are extremely precious. As the nest consumes corpses, it will spill gibs and organs everywhere; Gubbuck and Guthen will happily slurp these up, producing delicious, frothy milk to fill a bucket with and share with the tribe. You might need to give them a little kick to get them to eat; this is normal, gutlunches don't typically get hungry unless they need to patch themselves up. Alternatively, you can hold these fussy eaters over the food till they start eating. Also, the milk happens to be a [[Guide to chemistry#Saline-Glucose Solution|Saline-glucose solution]], so it'll veeeery slowly heal those who drink it, and you can even use it as replacement blood in a pinch.
 
Outside there are a few small building, one with basic equipment for combat and farming, the other holding more advanced items, some necessary for exploration, and loot your tribe collected from past raids. Around the area you'll find a bonfire that can smelt ores, and a small garden where you can grow mushrooms.
 
The village and nest must be protected at all costs, its destruction would spell doom for your tribe.
 
==[[Shaft Miner|Foreign Invaders]]==
These strange aliens clad in dark clothing have begun to invade your village. You must drive them off. They are armed with better weapons and armour, but they are few in numbers and are far away from home. Use your numbers to your advantage and you'll kill them easily.
 
Their weapons are <s>too complex and advanced for your kind to understand</s> built for those with tiny, weak hands, and cannot accommodate the mighty, meaty mitts of an ashwalker. As such you cannot use them. Except the blasting spear they call the "crusher." That is fair game.
 
==The Wildlife==
In order to grow and prosper you must find and hunt down the wildlife of this land, for sustenance, reproduction and resources. The main reason to hunt the wildlife is to acquire bones and sinew, these resources are critical in crafting the more advanced tribal gear on offer to you. Please note that animals can't see you while you're in the room containing the tendril, so you can hide there if something goes wrong.
 
* Legions: The easiest prey, their attacks deal low damage and they are weak to your spears. The greatest advantage of the legions are their souls and their host. The host can be returned and reborn as an Ash Walker, while their Souls can be used for healing, or implanted to make them last. These creatures sadly do not drop crafting materials.
 
* Watchers: Deadly creatures, they should never be approached alone. Their freeze attacks will slow you in place while they rip you to shreds. Attack in numbers. Watchers drop the coveted sinew, which is a necessary component for crafting higher tier weapons and armour. They also drop a single piece of bone.
 
* Goliaths: Powerful creatures, but easily kited and killed by a skilled warrior. Do not allow them to stick you in place, keep mobile and rapidly move in, hit them, then move back. These creatures are a good prize to kill and can be killed by a single warrior. They are a worthy prey as they drop two bones and a goliath plate upon death.
 
* Megafauna: Don't. Just stop. You'll get annihilated and possibly lure the beast to your nest, killing everyone.
 
==Tribal Equipment==
The following is a list of tribal equipment you can craft
{| border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#FFFFDD;" class="wikitable sortable"
! scope="col" style="background-color:orange;" width=200|Item
! scope="col" class="unsortable" style="background-color:orange;" |Description
! scope="col" class="unsortable" style="background-color:orange;" |Material Needed
|-
![[File:bdagger.png|32px]]<br>Bone Dagger
|A respectable and cheap weapon to craft, deals 15 damage.
|Bone: 2
|-
![[File:bspear.png|32px]]<br>Bone Spear
|A powerful two handed weapon, deals 20 damage, 22 damage if thrown. Slightly armor piercing.
|Bone: 4<br>Sinew: 1
|-
![[File:baxe.png|32px]]<br>Bone Axe
|The most powerful crafted weapon avaliable, also needed to do surgery, deals 23 damage when dual-wielded.
|Bone: 6<br>Sinew: 3
|-
![[File:barmor.png|32px]]<br>Bone Armor
|Respectable armor, provides mediocre protection
melee = 35, bullet = 25, laser = 25, energy = 35, bomb = 25, fire = 50, acid = 50
|Bone: 6
|-
![[File:talisman.png|32px]]<br>Bone Talisman
|Attached to bone armor, provides a small boost to base protection but a massive boost to bomb and biological protection. (Useless if worn as an accessory, as those don't provide protection)
melee = 5, bullet = 5, laser = 5, energy = 5, bomb = 20, fire = 0, acid = 25
|Bone: 2<br>Sinew: 1
|-
![[File:bracer.png|32px]]<br>Bone Bracer
|Provides moderate protection to both arms of the wearer.
melee = 15, bullet = 25, laser = 15, energy = 15, bomb = 20, fire = 0, acid = 0
|Bone: 2<br>Sinew: 1
|-
![[File:shelmet.png|32px]]<br>Skull Helmet
|Provides moderate protection to the wearers head.
melee = 35, bullet = 25, laser = 25, energy = 35, bomb = 25, fire = 50, acid = 50
|Bone: 4
|}
 
===Your Starting Gear===
*You get a [[Syndicate Items#Fully Loaded Toolbox|Syndicate Toolbox]], useful if you want to take the fight to the mining base
*You also happen to get a Rapid Construction Device (RCD), also handy for breaking into a place in a pinch.
*You get an AI Combat Upgrade also. Firstly, this makes your tendril rather enticing for miners, as it gives the Station AI all the powers that a [[Guide to malfunction|Malfunctioning AI]] would have, without the whole plasma flooding and killing part of the equation. If you can somehow get an AI onto the station z-level which is subverted to you, and has a combat upgrade installed, fun things will happen.<br />
<u>''This page is extremely WIP, as Ashwalkers aren't the exact same as on /tg/station! The majority of the above is however sourced from their wiki, citation below!''</u>
 
* Page name: Ashwalkers
* Author: /tg/station 13 Wiki contributors
* Publisher: ''/tg/station 13 Wiki,'' .
* Date of last revision: 6 November 2023 12:12 UTC
* Date retrieved: 14 November 2024 01:26 UTC
* Permanent URL: <nowiki>https://tgstation13.org/wiki/index.php?title=Ashwalkers&oldid=52628</nowiki>
* Page Version ID: 52628
{{Jobs}}

Latest revision as of 01:26, 14 November 2024

EXTRATERRESTRIAL STAFF
File:Ashwalker generic.png File:Ashwalker action.png
Ash Walker
Access: Lavaland
Difficulty: Hard
Supervisors: The Necropolis. / The Underground
Duties: Protect the Tendril, remove the intruders
Guides: This is the guide
Quote: "Allright, which one of you chucklefucksss releasssed the Legion?"


If you are reading this text, hatchling, you are an ash walker, glorious child of the mother and the plains. The lands are bountiful and rich, but the skyborn foreigners seek to tear apart all that the Necropolis has provided. You must go forth and defend the land.

Remember that you are primitives meant to be defending Lavaland. The time it takes for you to mash buttons on computer consoles should be a good clue. Do not attempt to invade the station directly without an OPFOR and the blessing of admins.

You are an ash walker, one among the plains. The land is bountiful of prey and sustenance, but foreign powers move to exploit your land. You must build up your tribe and expel these aliens from your home.

You are essentially a group of tribal Lizards who must craft low tech weapons and armor pick up wepons from the ground and loot corpses to fight off the more technologically advanced, but fewer in number, Human (or Lizard or Plasmaman) invaders.

Things to do

  • Forage local plant fauna. Construct a drying rack and smoke pipe to enjoy exotic mushrooms.
  • Learn to fish. Construct a fishing rod with equipment and test your skills fishing in the water pool, lava, and chasms.
  • Become a carpenter or mason. By growing tower caps or digging to make sandstone blocks, you can craft a large amount of equipment and structures.
  • Experiment with chemistry. Craft a mortar and pestle for ghetto grinding.
  • Practice your ranching skills. Gutlunchers can be breed and fed to increase health, speed, and damage.

For the Underground

Template:Speech Your base of operations is small and humble, its lifeblood: the ash walker nest, a tendril converted and tamed to rapidly grow Ash Walker eggs near instantly when fed. Whenever any dead biological corpse (Anything from Legion corpses to dead goliaths to miners) is brought next to the nest, it'll be consumed, its belongings and entrails scattered, and its blood used to feed the many eggs. Every pair of bodies sacrificed will produce a new egg, and with it the opportunity for a new member of the tribe.

Most importantly, your tendril provides a healing function. Simply sleep on a tile adjacent to the tendril (the lava tiles) and it will carefully pull your body, dropping all your gear and you will respawn fully healed near it after approximately 40 seconds. Your name will stay the same and your memories intact. Additionally, if your fellow walker has been killed and still has a soul or is in crit, you can pull them to the tendril for full healing and revival.

Also inside the nest are two adorable little friends: Gubbuck and Guthen. These gutlunches are the tribe's cattle, and they are extremely precious. As the nest consumes corpses, it will spill gibs and organs everywhere; Gubbuck and Guthen will happily slurp these up, producing delicious, frothy milk to fill a bucket with and share with the tribe. You might need to give them a little kick to get them to eat; this is normal, gutlunches don't typically get hungry unless they need to patch themselves up. Alternatively, you can hold these fussy eaters over the food till they start eating. Also, the milk happens to be a Saline-glucose solution, so it'll veeeery slowly heal those who drink it, and you can even use it as replacement blood in a pinch.

Outside there are a few small building, one with basic equipment for combat and farming, the other holding more advanced items, some necessary for exploration, and loot your tribe collected from past raids. Around the area you'll find a bonfire that can smelt ores, and a small garden where you can grow mushrooms.

The village and nest must be protected at all costs, its destruction would spell doom for your tribe.

Foreign Invaders

These strange aliens clad in dark clothing have begun to invade your village. You must drive them off. They are armed with better weapons and armour, but they are few in numbers and are far away from home. Use your numbers to your advantage and you'll kill them easily.

Their weapons are too complex and advanced for your kind to understand built for those with tiny, weak hands, and cannot accommodate the mighty, meaty mitts of an ashwalker. As such you cannot use them. Except the blasting spear they call the "crusher." That is fair game.

The Wildlife

In order to grow and prosper you must find and hunt down the wildlife of this land, for sustenance, reproduction and resources. The main reason to hunt the wildlife is to acquire bones and sinew, these resources are critical in crafting the more advanced tribal gear on offer to you. Please note that animals can't see you while you're in the room containing the tendril, so you can hide there if something goes wrong.

  • Legions: The easiest prey, their attacks deal low damage and they are weak to your spears. The greatest advantage of the legions are their souls and their host. The host can be returned and reborn as an Ash Walker, while their Souls can be used for healing, or implanted to make them last. These creatures sadly do not drop crafting materials.
  • Watchers: Deadly creatures, they should never be approached alone. Their freeze attacks will slow you in place while they rip you to shreds. Attack in numbers. Watchers drop the coveted sinew, which is a necessary component for crafting higher tier weapons and armour. They also drop a single piece of bone.
  • Goliaths: Powerful creatures, but easily kited and killed by a skilled warrior. Do not allow them to stick you in place, keep mobile and rapidly move in, hit them, then move back. These creatures are a good prize to kill and can be killed by a single warrior. They are a worthy prey as they drop two bones and a goliath plate upon death.
  • Megafauna: Don't. Just stop. You'll get annihilated and possibly lure the beast to your nest, killing everyone.

Tribal Equipment

The following is a list of tribal equipment you can craft

Item Description Material Needed
File:Bdagger.png
Bone Dagger
A respectable and cheap weapon to craft, deals 15 damage. Bone: 2
File:Bspear.png
Bone Spear
A powerful two handed weapon, deals 20 damage, 22 damage if thrown. Slightly armor piercing. Bone: 4
Sinew: 1
File:Baxe.png
Bone Axe
The most powerful crafted weapon avaliable, also needed to do surgery, deals 23 damage when dual-wielded. Bone: 6
Sinew: 3
File:Barmor.png
Bone Armor
Respectable armor, provides mediocre protection

melee = 35, bullet = 25, laser = 25, energy = 35, bomb = 25, fire = 50, acid = 50

Bone: 6
File:Talisman.png
Bone Talisman
Attached to bone armor, provides a small boost to base protection but a massive boost to bomb and biological protection. (Useless if worn as an accessory, as those don't provide protection)

melee = 5, bullet = 5, laser = 5, energy = 5, bomb = 20, fire = 0, acid = 25

Bone: 2
Sinew: 1
File:Bracer.png
Bone Bracer
Provides moderate protection to both arms of the wearer.

melee = 15, bullet = 25, laser = 15, energy = 15, bomb = 20, fire = 0, acid = 0

Bone: 2
Sinew: 1
File:Shelmet.png
Skull Helmet
Provides moderate protection to the wearers head.

melee = 35, bullet = 25, laser = 25, energy = 35, bomb = 25, fire = 50, acid = 50

Bone: 4

Your Starting Gear

  • You get a Syndicate Toolbox, useful if you want to take the fight to the mining base
  • You also happen to get a Rapid Construction Device (RCD), also handy for breaking into a place in a pinch.
  • You get an AI Combat Upgrade also. Firstly, this makes your tendril rather enticing for miners, as it gives the Station AI all the powers that a Malfunctioning AI would have, without the whole plasma flooding and killing part of the equation. If you can somehow get an AI onto the station z-level which is subverted to you, and has a combat upgrade installed, fun things will happen.

This page is extremely WIP, as Ashwalkers aren't the exact same as on /tg/station! The majority of the above is however sourced from their wiki, citation below!

  • Page name: Ashwalkers
  • Author: /tg/station 13 Wiki contributors
  • Publisher: /tg/station 13 Wiki, .
  • Date of last revision: 6 November 2023 12:12 UTC
  • Date retrieved: 14 November 2024 01:26 UTC
  • Permanent URL: https://tgstation13.org/wiki/index.php?title=Ashwalkers&oldid=52628
  • Page Version ID: 52628
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Ghost Roles Dauntless Syndicate, Syndicate Hostage, Ashwalkers, Ice Walkers, Podperson
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