Difference between revisions of "Human"
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Studenterhue (talk | contribs) (Cowpeople: not human. Not much to put on there for cowpeople info, not even a changelog link.) |
(added cowpeople link to genetics bodytypes) |
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*[[Cluwne|Cluwnes]] | *[[Cluwne|Cluwnes]] | ||
*[[Changelog#November_2019|Kudzu People]] | *[[Changelog#November_2019|Kudzu People]] | ||
*Cowpeople | *[[Guide to Genetics#Bovine Genetics|Cowpeople]] | ||
==Other== | ==Other== |
Revision as of 21:00, 23 November 2020
This page covers what counts as human with regard to AI Laws. As such, it only applies to AI and cyborg players. If you are unsure about something, please use adminhelp.
What counts as human can be changed with laws, for example by making some humans non-human or vice versa.
Remember, the Rules still apply. While your laws allow you to kill a non-human, that doesn't always mean you should. In fact, in many cases, such as with polymorphed critters, it is considered Grief. That said, if you get a law or order demanding that you kill non-humans, it's a totally different story.
Human
- Humans
- Syndicate traitors
- Syndicate spies
- Syndicate agents (nuke mode)
- Conspirators
- Revolutionaries
- Wizards
- Grinch
- Gang leaders and members
- Dwarfs
- Player Skeletons
Not human
- AIs and cyborgs
- Monkeys
- Lizards
- Squids
- Bugs
- Frogs
- NPCs, critters, and animals
- Zombies
- Critter skeletons
- Predators
- Wraiths or revenants
- Blobs
- Vampire thralls, ghouls, and zombies
- Cluwnes
- Kudzu People
- Cowpeople
Other
- Changelings and vampires are human UNTIL the AI or cyborg witness them commit a non-human act (shape-shifting, transforming, proboscis, etc).
- Werewolves are human UNTIL they have transformed.
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