From cd6f7fe3842bc9a0b8a4a2f19bce3b87fa79dc62 Mon Sep 17 00:00:00 2001 From: Lev Date: Wed, 11 Feb 2026 23:52:39 -0600 Subject: [PATCH 1/5] Add proposal for Twerg species rework This proposal outlines the rework of the Dwarf species into a new Crustacean/Isopod inspired species called Twerg. It includes changes to their appearance, abilities, and gameplay mechanics. --- .../character-species/proposals/twerg.md | 86 +++++++++++++++++++ 1 file changed, 86 insertions(+) create mode 100644 src/en/space-station-14/character-species/proposals/twerg.md diff --git a/src/en/space-station-14/character-species/proposals/twerg.md b/src/en/space-station-14/character-species/proposals/twerg.md new file mode 100644 index 0000000000..ba3fbdbff9 --- /dev/null +++ b/src/en/space-station-14/character-species/proposals/twerg.md @@ -0,0 +1,86 @@ +# Twerg Species/Dwarf Rework + +| Designers | Coders | Implemented | GitHub Links | +|---|---|---|---| +| Lev_ToBeContinued | Lev_ToBeContinued | :x: No | TBD | + + + + + +## Overview + + +This proposal seeks to cover a potential rework of SS14’s Dwarves as they currently are, into a Crustacean/Isopod +inspired species known as Twerg, based upon the old High German name for Dwarves, This name is notably subject to change if desired though. +This change will primarily concern the cosmetic aspects of Dwarves as a species, including +but not limited to custom sounds, new base sprites, and new additional sprites Ie. Speech boxes. +Beyond cosmetic changes mechanically Dwarves will be expanded upon, but not completely overhauled. + +The Scottish accent dwarves currently have will be moved into the base accent pool (or removed depending on current discussion), +replaced with a Norse one to reflect the inspirations I am taking from for this rework. + +Twerg will retain the dwarf’s ability to heal via metabolizing ethanol, however in exchange for buffing this healing, +Twerg will be more resistant to all other chems, this includes poison, but also medication. +The hope is that this could provide an interesting medical experience when treating Twerg, and to overall flesh out their pre-existing mechanic. +Once again, I am open to suggestions here in regards to balance and medical’s overall gameplay experience In addition to the pre-existing mechanic. +Twerg as a species will also be able to eat rotten food and trash to be in line with Isopods being detritivores. + +And lastly in addition to these changes, because of the removal of dwarves as they currently stand. +I seek to port over Trieste Port’s Dwarfism trait, along with its pixel consistent dwarf sprite found in +this PR (https://github.com/Pixeltheaertist/Trieste-Port-14/pull/262) to ensure that those who still wish to play as a dwarf-like character can still do so. + + +## Background + + +Dwarves have been very in need of a rework, essentially since they were first added into the game from my understanding, +and as they currently stand, they do not fit with Space Station 14’s current species standards. +Many people have expressed the desire for them to be something more than just humans but scaled down 20%. +Based upon original Norse folklore, which mentions dwarves as maggotlike, or to literally be maggots given human form, +I felt that bug-like dwarves would be an interesting way to go. Admittedly Isopods, are not really related to maggots or beetles, +but I felt they would be one of the more interesting ways to go, with crustaceans not really having a pre-existing niche within Space Station 14’s species. + + +## Design + + +### Core Visual Elements + +Twerg are an isopod inspired bipedal species which stand at the same height as current SS14 dwarves, +their main form of customization will come from a set of shell markings ranging from the base Isopod one, +to various other crustacean shells such as horseshoe crab shells or Puget Sound king crab shells. +Twerg are short, wide, hunched and digitigrade. Much like Vox, they have a very unique shape and silloquette. + +Aside from their shells, Twerg will be allowed limited custom facial hair, justified as antennae to retain part of the dwarf aesthetic, +and will be allowed a variety of colors inspired by real life crustaceans and Isopods, +which can range from vibrant pinks and yellows, to deep dark blacks and browns. + +Their noises will likely be bug-like clicking or other sounds derived from various stock bug noises, +though I am open to considerations regarding potential phobias related to these sounds. + +### Species Features + + +#### Alcoholic Healing + +Following current dwarf mechanics, Twerg are still healed by ethanol, with this healing even +increased from the base dwarf healing. This keeps the Dwarf’s tendency for alcoholism, while also making it more ingrained into the species, +and potentially part of medical’s strategy for treating Twerg + +#### Numbness to chemicals + +Twerg are a species who have evolved to be hardy, resistant to extreme conditions and substances. +Because of this they are numb to all chemicals aside from Ethanol which acts as mentioned above. +This could potentially provide an interesting flavor when it comes to medicine, and if people intend to poison dwarves. +Flavorwise this should coincide with Twerg finding human food, drinks, and chemicals weak and or bland, preferring strongly flavored consumables + +####Detritovore + +Twerg are able to eat things such as rotten meat and other various pieces of trash and ingest reagents +like mold, vomit and vent crud with no issue because of being detritivores, while in real life this is limited +to organic waste like dead leaves and carcasses, it would be interesting roleplaywise to see Twerg play the role of a small clean-up crew aboard the station. + + + + From 86e7fb9bacca8a085bcc594b6bb7d4b4372cde1d Mon Sep 17 00:00:00 2001 From: Lev Date: Wed, 11 Feb 2026 23:56:29 -0600 Subject: [PATCH 2/5] Add Twerg proposal to summary --- src/SUMMARY.md | 1 + 1 file changed, 1 insertion(+) diff --git a/src/SUMMARY.md b/src/SUMMARY.md index f0a2fa9b02..27aaaf4e0f 100644 --- a/src/SUMMARY.md +++ b/src/SUMMARY.md @@ -156,6 +156,7 @@ Space Station 14 - [PR Guidelines](en/space-station-14/character-species/guidelines.md) - [Proposals]() + - [Twerg](en/space-station-14/character-species/proposals/twerg.md) - [Vulpkanin](en/space-station-14/character-species/proposals/vulpkanin.md) - [Combat](en/space-station-14/combat.md) From 78ffeba9cf2e31d94041501fe0af9c2b981a7cc7 Mon Sep 17 00:00:00 2001 From: Lev Date: Wed, 11 Feb 2026 23:59:06 -0600 Subject: [PATCH 3/5] Fix header formatting for Detritovore section Corrected formatting of the 'Detritovore' section header. --- src/en/space-station-14/character-species/proposals/twerg.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/en/space-station-14/character-species/proposals/twerg.md b/src/en/space-station-14/character-species/proposals/twerg.md index ba3fbdbff9..2c8617c4b6 100644 --- a/src/en/space-station-14/character-species/proposals/twerg.md +++ b/src/en/space-station-14/character-species/proposals/twerg.md @@ -75,7 +75,7 @@ Because of this they are numb to all chemicals aside from Ethanol which acts as This could potentially provide an interesting flavor when it comes to medicine, and if people intend to poison dwarves. Flavorwise this should coincide with Twerg finding human food, drinks, and chemicals weak and or bland, preferring strongly flavored consumables -####Detritovore +#### Detritovore Twerg are able to eat things such as rotten meat and other various pieces of trash and ingest reagents like mold, vomit and vent crud with no issue because of being detritivores, while in real life this is limited From c9bb1251b537ed6a1d14c7beee368d51b7343737 Mon Sep 17 00:00:00 2001 From: Lev Date: Sat, 21 Feb 2026 21:08:14 -0600 Subject: [PATCH 4/5] Update Twerg Species proposal This proposal introduces the Twerg species, a Crustacean/Isopod inspired replacement for Dwarves, detailing their unique mechanics, visual elements, and naming conventions. Key features include custom sounds, new sprites, and specific abilities related to healing and chemical resistance. --- .../character-species/proposals/twerg.md | 120 ++++++++++++------ 1 file changed, 80 insertions(+), 40 deletions(-) diff --git a/src/en/space-station-14/character-species/proposals/twerg.md b/src/en/space-station-14/character-species/proposals/twerg.md index 2c8617c4b6..9e183f3e09 100644 --- a/src/en/space-station-14/character-species/proposals/twerg.md +++ b/src/en/space-station-14/character-species/proposals/twerg.md @@ -1,4 +1,4 @@ -# Twerg Species/Dwarf Rework +# Twerg Species Proposal | Designers | Coders | Implemented | GitHub Links | |---|---|---|---| @@ -11,35 +11,30 @@ ## Overview -This proposal seeks to cover a potential rework of SS14’s Dwarves as they currently are, into a Crustacean/Isopod -inspired species known as Twerg, based upon the old High German name for Dwarves, This name is notably subject to change if desired though. -This change will primarily concern the cosmetic aspects of Dwarves as a species, including -but not limited to custom sounds, new base sprites, and new additional sprites Ie. Speech boxes. -Beyond cosmetic changes mechanically Dwarves will be expanded upon, but not completely overhauled. +This proposal seeks to introduce a new species, the Crustacean/Isopod inspired species known as Twerg, +based upon the old High German name for Dwarves, This name is notably subject to change if desired though. -The Scottish accent dwarves currently have will be moved into the base accent pool (or removed depending on current discussion), -replaced with a Norse one to reflect the inspirations I am taking from for this rework. +This species will have custom sounds, brand new sprites, and new additional sprites Ie. Speech boxes. +Beyond cosmetic changes Twerg mechanics will be based on an expanded version of the abilities previously granted to Dwarves. -Twerg will retain the dwarf’s ability to heal via metabolizing ethanol, however in exchange for buffing this healing, -Twerg will be more resistant to all other chems, this includes poison, but also medication. -The hope is that this could provide an interesting medical experience when treating Twerg, and to overall flesh out their pre-existing mechanic. -Once again, I am open to suggestions here in regards to balance and medical’s overall gameplay experience In addition to the pre-existing mechanic. -Twerg as a species will also be able to eat rotten food and trash to be in line with Isopods being detritivores. +Twerg will have a norse-like accent, focused less on word replacements and more on speech pattern. -And lastly in addition to these changes, because of the removal of dwarves as they currently stand. -I seek to port over Trieste Port’s Dwarfism trait, along with its pixel consistent dwarf sprite found in -this PR (https://github.com/Pixeltheaertist/Trieste-Port-14/pull/262) to ensure that those who still wish to play as a dwarf-like character can still do so. +Twerg will have the ability to heal by metabolizing ethanol, however in exchange for buffing this healing, +Twerg will be more resistant to all other chems, this includes poison, but also medication. The hope is that this could provide an interesting +medical experience when treating Twerg, and to overall flesh out their pre-existing mechanic. +Once again, I am open to suggestions here in regards to balance and medical’s overall gameplay experience. +In addition to the pre-existing mechanic, Twerg as a species will also be able to eat rotten food and trash to be in line with Isopods being detritivores. ## Background -Dwarves have been very in need of a rework, essentially since they were first added into the game from my understanding, -and as they currently stand, they do not fit with Space Station 14’s current species standards. -Many people have expressed the desire for them to be something more than just humans but scaled down 20%. -Based upon original Norse folklore, which mentions dwarves as maggotlike, or to literally be maggots given human form, -I felt that bug-like dwarves would be an interesting way to go. Admittedly Isopods, are not really related to maggots or beetles, -but I felt they would be one of the more interesting ways to go, with crustaceans not really having a pre-existing niche within Space Station 14’s species. +Twerg were originally my stand-in for a dwarf replacement, but as of now dwarves no longer exist in Wizden servers. +I still believe this species is unique enough to stand on its own, and fill a niche that does not currently exist in SS14. +They are based upon Norse folklore for dwarves, which sometimes describes them as maggotlike, or to literally be maggots given human form. +So from there I decided on Isopods, which while aren’t related to maggots or beetles, are an interesting species, +and could be further expanded into representing more types of crustaceans like crabs or lobsters. + ## Design @@ -47,39 +42,84 @@ but I felt they would be one of the more interesting ways to go, with crustacean ### Core Visual Elements -Twerg are an isopod inspired bipedal species which stand at the same height as current SS14 dwarves, -their main form of customization will come from a set of shell markings ranging from the base Isopod one, -to various other crustacean shells such as horseshoe crab shells or Puget Sound king crab shells. -Twerg are short, wide, hunched and digitigrade. Much like Vox, they have a very unique shape and silloquette. +Twerg are a short isopod inspired bipedal species, their main form of customization will come from a +set of shell markings ranging from the base Isopod one, to various other crustacean shells such as +horseshoe crab shells or Puget Sound king crab shells. Twerg are short, wide, hunched and digitigrade. Much like Vox, they have a very unique shape and silloquette. -Aside from their shells, Twerg will be allowed limited custom facial hair, justified as antennae to retain part of the dwarf aesthetic, -and will be allowed a variety of colors inspired by real life crustaceans and Isopods, -which can range from vibrant pinks and yellows, to deep dark blacks and browns. +Aside from their shells, Twerg will be allowed limited custom facial hair, justified as antennae to lean into a more norse classically dwarfic aesthetic, +and will be allowed a variety of colors inspired by real life crustaceans and Isopods, which can range from vibrant pinks and yellows, to deep dark blacks and browns -Their noises will likely be bug-like clicking or other sounds derived from various stock bug noises, +Their noises will likely be bug-like clicking or other sounds derived from various stock bug noises, though I am open to considerations regarding potential phobias related to these sounds. +#### Naming Scheme +The Twerg naming scheme is inspired by the naming conventions of old norse cultures, with their given name, +or first name consisting of either one or two components derived from common words or phrases, +for example a name with just one component could be “Baggi,” meaning bag, or pack. +A name with two components could be “Bergljót” which comes from the roots “bjǫrg” and “ljótr”, meaning help/salvation and light respectively. +These names are not tied to the character of a Twerg, but rather to their family, as Twerg are often named after their ancestors. +Along with that, related siblings will often share similar given names, usually keeping the first couple of letters similar or the same. + +Twerg Surnames are based on Patronymics and Matronymics, a name that simply means “Son of [Blank]” or “Daughter of [Blank]”. +So for example, the son of a Twerg named Hallbjǫrg’s Surname would be “Hallbjǫrgsson, or the daughter of a Twerg named “Sveinn” would be “Sveinsdóttir.” + +This is somewhat of a simplification of what I could find regarding old Norse naming schemes, +and it does omit certain aspects such as the importance of word order and certain grammatical rules when it comes to Patronymics or Matronymics, +but for simplicity's sake this is what I’m going with. + + + ### Species Features #### Alcoholic Healing -Following current dwarf mechanics, Twerg are still healed by ethanol, with this healing even -increased from the base dwarf healing. This keeps the Dwarf’s tendency for alcoholism, while also making it more ingrained into the species, -and potentially part of medical’s strategy for treating Twerg +Twerg are able to uniquely metabolize ethanol, healing basic damage types like brute and heat, +This gives them a tendency toward alcoholism and may potentially add flavor to their roleplay or backgrounds, +and potentially part of medical’s strategy for treating Twerg. + #### Numbness to chemicals -Twerg are a species who have evolved to be hardy, resistant to extreme conditions and substances. -Because of this they are numb to all chemicals aside from Ethanol which acts as mentioned above. -This could potentially provide an interesting flavor when it comes to medicine, and if people intend to poison dwarves. -Flavorwise this should coincide with Twerg finding human food, drinks, and chemicals weak and or bland, preferring strongly flavored consumables +Twerg are a species who have evolved to be hardy, resistant to extreme conditions and substances. +Because of this they are resistant to all chemicals aside from Ethanol which acts as mentioned above. +This could potentially provide an interesting flavor when it comes to medicine, or antag play related to poison. +Flavorwise this should coincide with Twerg finding human food, drinks, and chemicals weak and or bland, +preferring strongly flavored consumables, this resistance can also come from their naturally sensitive immune system, +similar to that of Horseshoe crabs. + #### Detritovore -Twerg are able to eat things such as rotten meat and other various pieces of trash and ingest reagents -like mold, vomit and vent crud with no issue because of being detritivores, while in real life this is limited -to organic waste like dead leaves and carcasses, it would be interesting roleplaywise to see Twerg play the role of a small clean-up crew aboard the station. +Twerg are able to eat things such as rotten meat and other various pieces of trash and ingest reagents like mold, +vomit and vent crud with no issue because of being detritivores, while in real life this is limited to organic waste like dead leaves and carcasses, +it would be interesting roleplaywise to see Twerg play the role of a small clean-up crew aboard the station. + + + +#### Heat Resilience and damage resistances + +inspired by Isopods and certain, air breathing, tropical crabs Twerg take about 30% less heat damage, +however they are 20% weaker to cold damage + + +#### Claws + +Similarly to vox and Lizard, Twerg have claws which do slash damage instead of blunt. + + +#### Theobromine and Allicin Toxicity + +Theobromine is toxic to crabs, and allicin is toxic to Isopods, so both of these chemicals will poison Twerg, +though not nearly as much as it would poison Lizards or Vox. + + +#### Metabolism + +Twerg, much like Arachnids, have blue copper based blood due to both crabs and Isopods also having copper based blood. + +Twerg breath Oxygen like most other species, though they are able to extract oxygen from water vapor as well. + From ce8e1210aadf0c5bb06aaf8c80ed007b2e885336 Mon Sep 17 00:00:00 2001 From: Lev Date: Sat, 21 Feb 2026 22:20:20 -0600 Subject: [PATCH 5/5] Update Twerg surname explanation with nonbinary options that were brought to my attention Expanded explanation of Twerg surnames to include nonbinary naming conventions and additional examples. --- src/en/space-station-14/character-species/proposals/twerg.md | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/src/en/space-station-14/character-species/proposals/twerg.md b/src/en/space-station-14/character-species/proposals/twerg.md index 9e183f3e09..ff99c3c1f2 100644 --- a/src/en/space-station-14/character-species/proposals/twerg.md +++ b/src/en/space-station-14/character-species/proposals/twerg.md @@ -60,8 +60,9 @@ A name with two components could be “Bergljót” which comes from the roots These names are not tied to the character of a Twerg, but rather to their family, as Twerg are often named after their ancestors. Along with that, related siblings will often share similar given names, usually keeping the first couple of letters similar or the same. -Twerg Surnames are based on Patronymics and Matronymics, a name that simply means “Son of [Blank]” or “Daughter of [Blank]”. -So for example, the son of a Twerg named Hallbjǫrg’s Surname would be “Hallbjǫrgsson, or the daughter of a Twerg named “Sveinn” would be “Sveinsdóttir.” +Twerg Surnames are based on Patronymics and Matronymics, a name that simply means “Son of [Blank]”, “Daughter of [Blank]”, or "Child of [Blank]." +So for example, the son of a Twerg named Hallbjǫrg’s Surname would be “Hallbjǫrgsson, the daughter of a Twerg named “Sveinn” would be “Sveinsdóttir.”, or the nonbinary child of a twerg named "Stígandr" would be "Stíganarbur", or they might just drop the suffix and just have the surname "Stíganar" + This is somewhat of a simplification of what I could find regarding old Norse naming schemes, and it does omit certain aspects such as the importance of word order and certain grammatical rules when it comes to Patronymics or Matronymics,