Replicants
This section or article gives information that might be useful for you to know out of character, but in most cases, your in-game character should NOT know about it.
We recommend having your characters remain ignorant of this knowledge as it may be: Relatively unknown or only known to a small number of individuals. It should be expected that if your character is speaking about this information, other characters will look at them funny.
Failing to be categorized under any specific “species”, replicants themselves are the byproduct of the now-extinct Precursors, whose technological breakthroughs are still beyond the understanding of modern space faring civilizations. The easiest way to describe a replicant is to compare them to, essentially, ‘flesh proteans’. While their previous purposes are unknown, the only ‘intact’ instances of replicants were discovered being held in stasis within ‘VR pods’ in a completely catatonic state; lacking any sort of consciousness.
Replicant ‘shells’ are bioengineered bodies in varying sub castes that each have their own specialization, but all of them share an increased durability to handle trauma better than a baseline human, and the capacity to manipulate their forms to change their appearance to almost anything.
Overview
- Non-whitelisted variants of replicants may very rarely be found amongst ‘Crashed Alien Ship’ POIs that spawn on Virgo-Prime inside of interactable ‘VR pods’. These come in ‘Alpha’, ‘Beta’ and a third, unclassified variant. All of them have the ability to shapeshift, and share a 25% damage resistance across the board - whilst Alpha and Beta have their own, unique quirks. The crew-manned, Gamma variant uses the same organs and abilities as the Beta, at the cost of a high (50% more) aversion to electrocution, and a minor (20%) weakness to radiation.
- There are no ‘alive’ replicants aside from the ones that have gone completely insane due to the passage of time being stuck in an essentially* immortal shell, with the exception of modern-age people inhabiting Gamma variants. This leaves their personality, habits and diet completely to the shell’s new ‘user’!
- Much like Lleill and Hanner (albeit through completely different means) share the capacity to shapeshift: Change specific parts of their anatomy, or downright mimic another person to varying degrees of success, provided their organs can still fit somewhere in their bodies.
- Despite being classified as ‘Precursor’ technology, there is no way to distinguish what time, place a body was ‘manufactured’ in, mostly due to their amorphous properties not holding any sort of branding. Minor differences like blood color or composition may be present in varying bodies.
Applying for the whitelist
What we expect from someone applying for a whitelist from this species:
- To demonstrate that they understand the lore of the Replicants, and to play replicant characters according to it.
- Their character should still very clearly be a reasonable person to employ on the station and not overly powerful in any particular way.
- To have good standing and be able to be trusted with the ability to create walls and flooring. This has the potential to be quite disruptive to other players and we need players of the species to be able to demonstrate that they will not overuse this gimmick.
- The species is a little more combat capable than some other species, and we want to know that we can trust people not to powergame with this.
History
Given the absurd lack of generalized/archived knowledge regarding precursor-era technology in the less urbanized edges of the galaxy, some- if not most- of the existing data revolving around anomalies and various phenomena are either so rare they’ve yet to be encountered, or are only known by only those who’ve ever come to witness them in person, failing to leave any mark on history, or scientific pursuits as a whole.
Replicants, as researchers have dubbed them, fit into this category. The first ever encounter with one of these entities is lost to time, and any attempts to place the first conception of these ‘species’ has so far been ineffective due to the anomalous properties of materials used by ancient civilizations failing most radiocarbon dating attempts (not to mention the general scarcity of intact samples). Larger institutions focused on studying and linking anomalous objects to precursors generally place its origins back to a rough estimate anywhere between three- to twenty millenia.
To date, the only intact/live samples of these organisms located within the sector have generally been found within the confines of perfectly preserved ‘precursor’ ships being unearthed from mountains of rubble or meaninglessly drifting in the vast emptiness of space, kept within ‘pods’ that resemble, in essence, current-day recharging stations designed for synthetics. A willing participant has to manually engage the unlocking mechanism by climbing into the holding vessel (pod), whereas in the ‘quantum cortical entangler’ will intertwine the occupant’s and the replicant’s brain to form a wireless connection between the bodies and essentially grant overall motoric function over the now-activated replicant via the link.
For this exact reason, the Replicants are much less considered as a species than a potential tool employed by the civilizations of olde to perform subterfuge and various (dangerous) auxiliary tasks that might’ve resulted in the user’s death. Thanks to their timeless design, the body of both the replicant itself and its controlling ‘host’ remain perfectly preserved in time as the container itself is running off of its own ‘void’ powersource, with life support systems keeping whatever is within alive until they are called upon. Thanks to this design, ‘sentient’ varieties of replicants may be found around wreckages, making guttural, animalistic noises and attacking anything they deem remotely hostile on sight, their hosts having been mentally regressed after being abandoned and trapped for god-knows how long.
Anatomy
Baseline replicants resemble a generic, bald, black-eyed human bearing no special attributes aside from a symmetrical facial harmony, a slightly broader skeletal structure and blemishless, clean (albeit gleaming) skin, appearing nothing out of exceptionally ordinary from a distance, were it not for the uncanny valley-esque feeling of someone appearing so basic and ‘perfected’ at the same time. Touching them doesn’t betray their true identity either, although pulling on the skin would reveal a surprising malleability, stretching taut to atleast thrice it’s concurrent capacity and snapping back without any signs to show for it.
Autopsy (otherwise dissection) reveals their ‘flesh’ is composed of a biosynthetic compound vaguely familiar to current day synthflesh, rubbery in texture. Muscles are more densely formed than that of a humanoid, which, when paired with its other properties, make for a very basic subdermal armor to effectively dampen physical force and negate injuries caused by burning, whilst the skeletal structure at large remains to stay unmodified or consisting of any special materials - the only ‘exotic’ oddity of them remain that all joints seem omnidirectional, gimbal-like. Dislocation requires serious effort.
One notable property of the mental interface through the pod is that upon first activation, the body itself seems to mend- and meld to match the user’s peripheral nerves and general body structure to help its controller adapt to the newfound form, helping against the potential body dysmorphia or ‘sleeving sickness’ that might come with attempting to jack into a body without any prior training beforehand.
Their blood is a light blue, suggesting that the main oxygen-carrying component is hemocyanin (in higher concentration) as opposed to hemoglobin. Their organs share the same composition as the rest of their flesh, comprised of the same ‘synthflesh’-like material, and possessing the same set as what a human would have; Essentially one to one, barring a few additional, auxiliary organs for the varying castes. Generic, unspecialized replicants possess as an additional ‘immune hub’ in the general shape of a thousand little strings (nerves) dug into the various parts of someone’s intravenous- and nervous system, known as a ‘lymphomatic control web’. It, in essence, negates immune response due to an organ rejection.
Organs
Replicants share the relatively same combination of organs as many of the species across the (charted) universe, bearing similarities to that of the average human in their functions, with the exception that (thanks to their unique biosynthetic makeup) have the capacity to be installed in a large majority of other species, including those of a different blood type without an immune reaction from the body, effectively making them incapable to be rejected, and molding to the organ-transplantees genetics.
A few, specialized organs can be found in the variants, though;
Replicant assimilation web
A mesh of jiggling rubber strings that dig at nearby flesh.
- Nullifies the possibility of an organ rejection due to species, or blood incompatibility.
Replicant malleoshift node
A strange clump of rubbery meat that likes to move around.
- Grants the host the ability to mold their flesh, essentially giving them the capabilities of a shapeshifter.
Quantum cortical entangler
An ominous device.
- Located in the head, replicant variations that spawn from VR pods are linked to it via this organ. Removing it cuts the connection, making them unable to be controlled from afar.
Alpha Replicant
Replicant adrenal heart A mass of rubber, muscle, and complex chemical networks used for pumping fluid.
- Grants the host a ‘berserk’-like state with increased attack speed and melee damage for twenty seconds after a certain damage threshold is reached.
Replicant hive lung
A pair of rubbery sacs with large portions dedicated to honeycombed nanite filters.
- Grants the host the ability to slowly repair their heart, kidneys, voicebox and phorogenic sac over time.
Replicant phorogenic sac
A bulbous, rubbery mass that converts nutrients from the host into a biological compound eerily similar to phoron.
- Generates ‘plasma’ at a slow rate with a maximum capacity of 500 units. Used up by the replicant aerosol tubule and the replicant biomesh spinner.
- Can be regenerated quicker by injecting phoron into the host. Having the organ does not, in fact, protect the host from the consequent poisoning.
The following are only found in Alpha variants:
Replicant aerosol tubule
A long, rubbery tube that ends in a hard plastic-like bulb.
- Grants the host the ability to spit three types of acid:
Corrosive acid (200 cost)
- Stuck on objects; melting anything short of materials harder than plastitanium.
Neurotoxin (40 cost)
- Shoots a paralyzing toxin spit that stuns the target.
Acid spit (50 cost)
- Shoots an acidic spit that burns the target hit.
Beta Replicant
Replicant adrenal heart A mass of rubber, muscle, and complex chemical networks used for pumping fluid.
- Grants the host a ‘berserk’-like state with increased attack speed and melee damage for twenty seconds after a certain damage threshold is reached.
Replicant hive lung
A pair of rubbery sacs with large portions dedicated to honeycombed nanite filters.
- Grants the host the ability to slowly repair their heart, kidneys, voicebox and phorogenic sac over time.
Replicant phorogenic sac
A bulbous, rubbery mass that converts nutrients from the host into a biological compound eerily similar to phoron.
- Generates ‘plasma’ at a slow rate with a maximum capacity of 500 units. Used up by the replicant aerosol tubule and the replicant biomesh spinner.
- Can be regenerated quicker by injecting phoron into the host. Having the organ does not, in fact, protect the host from the consequent poisoning.
Replicant biomesh spinner
A rubbery mass with protrusions for molding organic material.
- Grants the host the ability to construct a variety of things out of resin, such as:
- Walls,
- Doors,
- Windows,
- Nests,
- And nodes that spread and grow a resin floor over a certain range.
Morphoplastic node
A strange clump of meat that doesn’t quite stay in place.
- Grants the host the ability to ventcrawl.
Gamma Replicant
…share the same organs as Beta Replicants, albeit:
- The quantum cortical entangler has been removed altogether, forcing the host to persistently remain in the body.
- The replicant adrenal heart’s per-use cooldown is increased to one hour.
- The replicant hive lungs repair organs slower.
- The phorogenic sac produces twice as much by itself.
Gameplay Mechanics
Gamma Replicants possess the same abilities as their Beta counterparts, being able to construct a variety of things out of their resin. While niche use cases exist (such as on-the spot airlocks), most people will assume there’s a xenomorph infestation.
Secrete Resin (75)
Using 75 of your stored resin, you’re able to produce:
Resin door
- Only openable by Replicants (or xenomorphs)
- Blocks atmos
Resin wall
A disgusting mass of purple slime solidified into a wall.
- 200 health
- Blocks atmos!
Resin membrane
A revolting mass of purple slime, it appears to be stretched enough to be transparent.
- 120 health
- Blocks atmos!
Alien nest
It's a gruesome pile of thick, sticky resin shaped like a nest.
- 100 health
Otherwise useable as a way to restrain people for xenomorphs, replicants do not possess the organs to make use of it.
Resin blob
A blob of resin.
- Good research stats!
- Material 8
- Phoron 4
- Bluespace 4
- Biological 7
- Used for crafting all of the above manually, by non-replicants at a higher price.
Plant Weeds (50)
- Creates a resin node underneath the user, causing glowing growth to scatter in a 3 tile radius around it
- The node emits a faint, purple light
- Easily removed with a welder (but anything works, really). Be sure to remove the node first!
Transfer Plasma
- Used for transferring plasma between replicants (or whoever has a phorogenic sac).
Pointers
“...so they’re, like… over-engineered bioweapons/tools that were only able to be made by a species that doesn’t exist anymore? How am I supposed to be playing one, then?”
Gamma Replicants are achievable through a variety of ways, whether they not have a proper background or not. The most common appearance in their limited numbers will always likely be overenthusiastic scientists or madmen that try to either ‘be something greater’ or have an overindulging interest in applying Precursor technology in the modern day. This can be done through a variety of ways. The designation Gamma is only to discern them from their unaltered, ancient counterparts.
The nerfs to its baseline stats compared to the spawn-only variants can be chalked up to OOC balancing reasons, but you can incorporate it as to why you’re not the ultimate, be-all end-all to human evolution that is literally superior to most species.
These shouldn’t be hard-limits as to how or why your character might’ve wanted to be a flesh homunculus, they’re inspiration at best!
For example:
- Pulling an empty shell out of an artifact digsite to prod, study and manipulate it into a workable, suitable condition for long term usage - whether that be done through genetics, biosynthetics or limiting its capabilities so that the body doesn’t overexert and kill itself.
- Being an actual, autonomous replicant who never made it out of stasis and was only activated due to a scientist poking the VR pod too hard. Possibly an amnesiac, but likely the most capable of manipulating their body (whether into an eldritch horror or an expert facsimile)
- Hand-crafted! One of the ones that could be a far stretch, but some less-moral scientists have drawn connections between the eerie similarity between replicant and xenomorph organs in the past… With its own up- and downsides, of course.
Do note that applications for replicants are a bit more heavily taken into consideration than others thanks to their inherently unique nature (and griefing potential). Reading into Precursor lore and being a bit more knowledgeable about Virgo-Erigone as a whole might help in figuring out how your character’d be one!
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