https://wiki.vore-station.net/api.php?action=feedcontributions&user=Arokha&feedformat=atomVORE Station Wiki - User contributions [en]2024-03-29T02:20:44ZUser contributionsMediaWiki 1.39.0https://wiki.vore-station.net/index.php?title=Proteans&diff=7755Proteans2020-05-26T19:58:11Z<p>Arokha: </p>
<hr />
<div>Proteans are less a "species" in the evolutionary sense of the word and more a body type that a person can inhabit. It can be considered an additional type of synthetic crew member in addition to normal 'synthmorphs' and cyborgs. Unlike other species, they aren't from a single point of origin nor do they have any specific history or timeline. Instead, the characters that now inhabit a protean body could have originally been a [[Tajaran]] for example, having been resleeved into a protean body, just like they could have been resleeved into a [[Unathi]] or any other species.<br />
<br />
The limiting factor on proteans is legality and cost. Self-replicating nanoswarms are heavily regulated in most civilized space out of fear that they could turn into walking grey goo[https://en.wikipedia.org/wiki/Gray_goo] scenarios. They also tend to be relatively new technology, and though useful, manufacturing pipelines and the legal hurdles required for production keep the cost high, and the market narrow.<br />
<br />
In a way, they are simply a continued expression of [[Nanite implant framework]] technology taken further down the road - instead of simply assisting solid body synthetics and humans, nanites form body and functions ''ad-hoc'' and ''in-situ'', with only relatively few concrete and solid parts needed to make a chassis capable of manipulating the world.<br />
<br />
Proteans are a relatively new technology, but not exceptionally uncommon, with some synthetics deciding to shed their solid-state bodies for a much more fluid user experience or organics embracing the shapeshifting ability this technology offers.<br />
<br />
==Protean Overview==<br />
[[File:Protean-Ability.gif|alt=|left|frameless]]<br />
Proteans are essentially a swarm of microscopic machines, each capable of linking to each other and arranging themselves such as to impersonate shapes. Imagine them like a self-building play bricks set, except the bricks are microscopic. The resulting shapes can be many, though it's far easier and more energy efficient to replicate shapes and structures that one has blueprints for, which means that they tend to emulate the shapes available from cyberlimb manufacturers, as these blueprints are widely available and easily programmed into the nanite swarms.<br />
<br />
When not occupying a particular shape, they can simply collapse into an amorphous blob. Though a simple 'blob form' has no hands or fine manipulators, the utility of such shouldn't be underestimated. They are capable of fitting into small spaces (such as vents) and spreading themselves flat onto surfaces. Doing such allows them to easily hide or rest without expending much energy.<br />
<br />
Having no structures to mend or wires to replace, they can't be repaired by [[Roboticist]]<nowiki/>s or the like, instead requiring a supply of steel which can be broken down and converted into more nanites for their swarm bodies.<br />
<br />
==Protean History==<br />
Proteans have no real unified history - they are not an unified culture, nor do most think they necessarily need one. After all, it is simply another shell for an ego to impart their will upon the world. However, the advent of the technology could be used instead to describe the origins of Proteans in the Coreward Periphery.<br />
<br />
The first recorded Protean comes as early as 2200 in the Elysian Colonies. ''Proteus'', a member of the enigmatic [[Kitsuhana Heavy Industries]], performed there in several concerts to show off the music genre he proclaimed to have invented - ''Post-Post-Modernity Rejection-Blues''. While nobody was really interested in it, his unique body form of three solid “organs” and a swarm of nanites piqued academic and popular interest, dubbing this particular synthetic configuration “Protean”. When other nanite-based synthetics were sighted, especially from the Skrell and later in the Hegemony War, “Protean” stuck around as a general term for them.<br />
<br />
With the advent of NT and Morpheus acquiring the first black box NIFs from an unknown source (most likely either a gift or careless trade from a more advanced species), knockoffs of this technology began to spread like wildfire, and with the NIF technology came a logical upscaling of such, leading to human and alien Proteans based upon the KHI template with their three organs.<br />
<br />
While first generation swarms were largely experimental, in the Year 2320, second and third generation models are far more commercially available within the Human Diaspora and therefore in the Coreward Periphery.<br />
<br />
There are many benefits to choosing a Protean form instead of a solid state synthetic - a relative ease of maintenance, the exhilarating ability to express themselves in shapeshifting and taking up surprisingly little volume if they so choose. However, an inherent fragility, a large upfront expense and the loss of a solid, concrete physical form might dissuade less determined people to embrace a fluid existence.<br />
<br />
Many Trans-Stellar Companies produce their own variants of Proteans, with performance profiles largely the same except for affectionados or specialty nanoswarms used in extreme conditions or military applications. Proteans seem to be a common progression in robot technology, as there are reports of older, more advanced species using them as well, such as the Skrell or Unathi.<br />
<br />
==Proteans in Human Space==<br />
<br />
===Commonwealth of Sol-Procyon===<br />
Due to the inherent conservatism and bio-chauvinism of the Terran Commonwealth, Proteans are required to have a PAN ID card to signify they are sanctioned to operate nanotechnology within Commonwealth or Corporate Space. This ID is part of the reason for the high upfront cost, as it costs quite the pretty penny to acquire.<br />
<br />
Many newer, formerly organic Proteans are indebted to a TSC for this reason.<br />
<br />
===Elysian Colonies===<br />
Depending on the colony itself in the Demi-Monde, some people embrace Protean bodies as the new vogue or outlaw and hunt them within their own majesty space. After all, it is the Elysian Colonies. They can never agree on such things. Elysian Proteans are usually a corporate bought chassis with an imprint of the mind of a person. Some have restrictions and shackles set in their Orchestrator Module (see below) to ensure compliance. Some are unrestricted. Some restrict organics and other synthetic forms instead.<br />
<br />
===Ares Confederation===<br />
The Ares Confederation itself happily takes in any Protean that wishes to join their ranks, not caring much about their physicality and rather more if they are a good citizen or not. Individual member states might vary slightly, requiring a Protean to license themselves before operating in their states or forbid them to perform certain jobs. Overall, however, they are accepted as part of the expression of synthetic intelligence.<br />
<br />
===The Salthan Fyrds===<br />
The Fyrds do not care for Proteans if they cannot fight. Salthan Proteans are required to serve in the military same as everyone else. In that regard, they are strangely egalitarian.<br />
<br />
==Organs==<br />
Proteans have three solid pieces suspended inside their bodies, and are the only 'internal organ' equivalent they have. Organs marked 'vital' will immediately kill the protean if destroyed or removed.<br />
<br />
*'''Protean Posibrain''' [Vital] - Similar to a normal synthetic's posibrain, this is an adaptation of the technology that allows vastly more resources to be packed into a small form factor shell. These resources, however, are almost entirely dedicated to the extremely complex management of the forming and dissolution of the nanostructures that make up the protean. One shouldn't assume a Protean would be more intelligent due to the model of their posibrain.<br />
*'''Orchestrator Module''' [Vital] - Responsible for the interface between the swarm of nanites and the posibrain, the orchestrator module is effectively a tiny wireless relay. It accepts instructions from the posibrain, converts them into signals the microscopic nanites can understand, and relays them so that they can take action. Without this organ, the posibrain (and personality that inhabits it) would have no way to control their own body.<br />
*'''Refactory Module''' - Responsible for the production and repair of nanites, this module allows the protean to repair itself or produce special custom-use nanites from other materials. The protean can consume metals and they will be stored in this module, though it only has enough space to stockpile Steel, and other materials will be used as they're inserted. See below for more information about various materials and the nanites they produce.<br />
<br />
==Blob Form==<br />
As mentioned, proteans can collapse their shape to their "natural" form, which is just a swarm of nanites. This changes the gameplay for them in several ways:<br />
<br />
'''Pros'''<br />
<br />
*Can ventcrawl<br />
*Difficult to hit<br />
*Fairly fast<br />
*<Rest> verb causes them to become difficult to spot<br />
<br />
'''Cons'''<br />
<br />
*Drops most items<br />
*No hands<br />
*No radio to talk into<br />
<br />
This form is usually optional and can be freely toggled with the 'Toggle Blobform' button in the Protean panel, however when a Protean is at 50% health or less, they will be forced into blobform until they can find the time/metal to repair themselves. Stored steel will start to be consumed to repair any damage (replacing any lost nanites). '''Blobform proteans can store steel by attacking the stacks, or having someone click them with the stacks on help intent.''' This is rather important since they don't have hands to use the 'Store Metals' button with.<br />
<br />
==Abilities and Status==<br />
[[File:Protean-Abilities-List.png|alt=|frame|This is what you will see in your protean ability tab. are listed directly from top to bottom on the left. ]]Proteans have a verb panel separate from the rest that displays some information about their status along with several ability buttons, which are described here.<br />
<br />
*'''Toggle Blobform:''' Changes back and forth between blob and 'humanoid' forms. When in blob form, you can ventcrawl through the atmos network.<br />
*'''Change Volume:''' Changes their size at the cost of Steel. Growing and Shrinking cost 40 metal per percentile.<br />
*'''Ref - Single Limb:''' Replace or alter a single limb to a new visual style.<br />
*'''Ref - Whole Body:''' if you have the max amount of metal you can completely heal all limbs with this verb, though it takes time.<br />
*'''Ref - Store Metals:''' Using this ability will allow you to store steel to use for size changing or healing when you wait in blob form. You can also store other types of metals for special perks, but they will be applied instantly so it would be wise to hold onto them until you need them. Use it while holding a stack of metal in your hand.<br />
<br />
<br />
You will gain the following instant perks when storing these types of metals:<br />
<br />
*Steel: Causes the swarm to self-repair when in blob form, consuming steel.<br />
*Metallic Hydrogen: Speed boost<br />
*Uranium: Brute armor+<br />
*Diamond: Burn armor+<br />
*Silver: Evasion+, Accuracy+<br />
<br />
<br />
<br />
Under the 'Abilities' tab, they have several abilities they share with other shapeshifting species:[[File:Protean's-normal-abilities.png|thumb|511x511px]]<br />
<br />
*'''CHANGE SPECIES FIT:''' changes which special suits they use for their suits sprites.<br />
<br />
*'''SELECT <various>:''' change their appearance to mimic many biological features. Can change their body and eye colors, give themselves wings, tails, hair, gender, etc.<br />
<br />
<br />{{Species}}<br />
[[Category:Lore]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Proteans&diff=7754Proteans2020-05-26T19:43:58Z<p>Arokha: /* Protean Overview */</p>
<hr />
<div>{{Wip}}<br />
<br />
Proteans are less a "species" in the evolutionary sense of the word and more a body type that a person can inhabit. It can be considered an additional type of synthetic crew member in addition to normal 'synthmorphs' and cyborgs. Unlike other species, they aren't from a single point of origin nor do they have any specific history or timeline. Instead, the characters that now inhabit a protean body could have originally been a [[Tajaran]] for example, having been resleeved into a protean body, just like they could have been resleeved into a [[Unathi]] or any other species.<br />
<br />
The limiting factor on proteans is legality and cost. Self-replicating nanoswarms are heavily regulated in most civilized space out of fear that they could turn into walking grey goo[https://en.wikipedia.org/wiki/Gray_goo] scenarios. They also tend to be relatively new technology, and though useful, manufacturing pipelines and the legal hurdles required for production keep the cost high, and the market narrow.<br />
<br />
In a way, they are simply a continued expression of [[Nanite implant framework]] technology taken further down the road - instead of simply assisting solid body synthetics and humans, nanites form body and functions ''ad-hoc'' and ''in-situ'', with only relatively few concrete and solid parts needed to make a chassis capable of manipulating the world.<br />
<br />
Proteans are a relatively new technology, but not exceptionally uncommon, with some synthetics deciding to shed their solid-state bodies for a much more fluid user experience or organics embracing the shapeshifting ability this technology offers.<br />
<br />
==Protean Overview==<br />
[[File:Protean-Ability.gif|alt=|left|frameless]]<br />
Proteans are essentially a swarm of microscopic machines, each capable of linking to each other and arranging themselves such as to impersonate shapes. Imagine them like a self-building play bricks set, except the bricks are microscopic. The resulting shapes can be many, though it's far easier and more energy efficient to replicate shapes and structures that one has blueprints for, which means that they tend to emulate the shapes available from cyberlimb manufacturers, as these blueprints are widely available and easily programmed into the nanite swarms.<br />
<br />
When not occupying a particular shape, they can simply collapse into an amorphous blob. Though a simple 'blob form' has no hands or fine manipulators, the utility of such shouldn't be underestimated. They are capable of fitting into small spaces (such as vents) and spreading themselves flat onto surfaces. Doing such allows them to easily hide or rest without expending much energy.<br />
<br />
Having no structures to mend or wires to replace, they can't be repaired by [[Roboticist]]<nowiki/>s or the like, instead requiring a supply of steel which can be broken down and converted into more nanites for their swarm bodies.<br />
<br />
==Protean History==<br />
Proteans have no real unified history - they are not an unified culture, nor do most think they necessarily need one. After all, it is simply another shell for an ego to impart their will upon the world. However, the advent of the technology could be used instead to describe the origins of Proteans in the Coreward Periphery.<br />
<br />
The first recorded Protean comes as early as 2200 in the Elysian Colonies. ''Proteus'', a member of the enigmatic [[Kitsuhana Heavy Industries]], performed there in several concerts to show off the music genre he proclaimed to have invented - ''Post-Post-Modernity Rejection-Blues''. While nobody was really interested in it, his unique body form of three solid “organs” and a swarm of nanites piqued academic and popular interest, dubbing this particular synthetic configuration “Protean”. When other nanite-based synthetics were sighted, especially from the Skrell and later in the Hegemony War, “Protean” stuck around as a general term for them.<br />
<br />
With the advent of NT and Morpheus acquiring the first black box NIFs from an unknown source (most likely either a gift or careless trade from a more advanced species), knockoffs of this technology began to spread like wildfire, and with the NIF technology came a logical upscaling of such, leading to human and alien Proteans based upon the KHI template with their three organs.<br />
<br />
While first generation swarms were largely experimental, in the Year 2320, second and third generation models are far more commercially available within the Human Diaspora and therefore in the Coreward Periphery.<br />
<br />
There are many benefits to choosing a Protean form instead of a solid state synthetic - a relative ease of maintenance, the exhilarating ability to express themselves in shapeshifting and taking up surprisingly little volume if they so choose. However, an inherent fragility, a large upfront expense and the loss of a solid, concrete physical form might dissuade less determined people to embrace a fluid existence.<br />
<br />
Many Trans-Stellar Companies produce their own variants of Proteans, with performance profiles largely the same except for affectionados or specialty nanoswarms used in extreme conditions or military applications. Proteans seem to be a common progression in robot technology, as there are reports of older, more advanced species using them as well, such as the Skrell or Unathi.<br />
<br />
==Proteans in Human Space==<br />
<br />
===Commonwealth of Sol-Procyon===<br />
Due to the inherent conservatism and bio-chauvinism of the Terran Commonwealth, Proteans are required to have a PAN ID card to signify they are sanctioned to operate nanotechnology within Commonwealth or Corporate Space. This ID is part of the reason for the high upfront cost, as it costs quite the pretty penny to acquire.<br />
<br />
Many newer, formerly organic Proteans are indebted to a TSC for this reason.<br />
<br />
===Elysian Colonies===<br />
Depending on the colony itself in the Demi-Monde, some people embrace Protean bodies as the new vogue or outlaw and hunt them within their own majesty space. After all, it is the Elysian Colonies. They can never agree on such things. Elysian Proteans are usually a corporate bought chassis with an imprint of the mind of a person. Some have restrictions and shackles set in their Orchestrator Module (see below) to ensure compliance. Some are unrestricted. Some restrict organics and other synthetic forms instead.<br />
<br />
===Ares Confederation===<br />
The Ares Confederation itself happily takes in any Protean that wishes to join their ranks, not caring much about their physicality and rather more if they are a good citizen or not. Individual member states might vary slightly, requiring a Protean to license themselves before operating in their states or forbid them to perform certain jobs. Overall, however, they are accepted as part of the expression of synthetic intelligence.<br />
<br />
===The Salthan Fyrds===<br />
The Fyrds do not care for Proteans if they cannot fight. Salthan Proteans are required to serve in the military same as everyone else. In that regard, they are strangely egalitarian.<br />
<br />
==Organs==<br />
Proteans have three solid pieces suspended inside their bodies, and are the only 'internal organ' equivalent they have. Organs marked 'vital' will immediately kill the protean if destroyed or removed.<br />
<br />
*'''Protean Posibrain''' [Vital] - Similar to a normal synthetic's posibrain, this is an adaptation of the technology that allows vastly more resources to be packed into a small form factor shell. These resources, however, are almost entirely dedicated to the extremely complex management of the forming and dissolution of the nanostructures that make up the protean. One shouldn't assume a Protean would be more intelligent due to the model of their posibrain.<br />
*'''Orchestrator Module''' [Vital] - Responsible for the interface between the swarm of nanites and the posibrain, the orchestrator module is effectively a tiny wireless relay. It accepts instructions from the posibrain, converts them into signals the microscopic nanites can understand, and relays them so that they can take action. Without this organ, the posibrain (and personality that inhabits it) would have no way to control their own body.<br />
*'''Refactory Module''' - Responsible for the production and repair of nanites, this module allows the protean to repair itself or produce special custom-use nanites from other materials. The protean can consume metals and they will be stored in this module, though it only has enough space to stockpile Steel, and other materials will be used as they're inserted. See below for more information about various materials and the nanites they produce.<br />
<br />
==Blob Form==<br />
As mentioned, proteans can collapse their shape to their "natural" form, which is just a swarm of nanites. This changes the gameplay for them in several ways:<br />
<br />
'''Pros'''<br />
<br />
*Can ventcrawl<br />
*Difficult to hit<br />
*Fairly fast<br />
*<Rest> verb causes them to become difficult to spot<br />
<br />
'''Cons'''<br />
<br />
*Drops most items<br />
*No hands<br />
*No radio to talk into<br />
<br />
This form is usually optional and can be freely toggled with the 'Toggle Blobform' button in the Protean panel, however when a Protean is at 50% health or less, they will be forced into blobform until they can find the time/metal to repair themselves. Stored steel will start to be consumed to repair any damage (replacing any lost nanites). '''Blobform proteans can store steel by attacking the stacks, or having someone click them with the stacks on help intent.''' This is rather important since they don't have hands to use the 'Store Metals' button with.<br />
<br />
==Abilities and Status==<br />
[[File:Protean-Abilities-List.png|alt=|frame|This is what you will see in your protean ability tab. are listed directly from top to bottom on the left. ]]Proteans have a verb panel separate from the rest that displays some information about their status along with several ability buttons, which are described here.<br />
<br />
*'''Toggle Blobform:''' Changes back and forth between blob and 'humanoid' forms. When in blob form, you can ventcrawl through the atmos network.<br />
*'''Change Volume:''' Changes their size at the cost of Steel. Growing and Shrinking cost 40 metal per percentile.<br />
*'''Ref - Single Limb:''' Replace or alter a single limb to a new visual style.<br />
*'''Ref - Whole Body:''' if you have the max amount of metal you can completely heal all limbs with this verb, though it takes time.<br />
*'''Ref - Store Metals:''' Using this ability will allow you to store steel to use for size changing or healing when you wait in blob form. You can also store other types of metals for special perks, but they will be applied instantly so it would be wise to hold onto them until you need them. Use it while holding a stack of metal in your hand.<br />
<br />
<br />
You will gain the following instant perks when storing these types of metals:<br />
<br />
*Steel: Causes the swarm to self-repair when in blob form, consuming steel.<br />
*Metallic Hydrogen: Speed boost<br />
*Uranium: Brute armor+<br />
*Diamond: Burn armor+<br />
*Silver: Evasion+, Accuracy+<br />
<br />
<br />
<br />
Under the 'Abilities' tab, they have several abilities they share with other shapeshifting species:[[File:Protean's-normal-abilities.png|thumb|511x511px]]<br />
<br />
*'''CHANGE SPECIES FIT:''' changes which special suits they use for their suits sprites.<br />
<br />
*'''SELECT <various>:''' change their appearance to mimic many biological features. Can change their body and eye colors, give themselves wings, tails, hair, gender, etc.<br />
<br />
<br />{{Species}}<br />
[[Category:Lore]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Proteans&diff=7753Proteans2020-05-26T19:43:49Z<p>Arokha: </p>
<hr />
<div>{{Wip}}<br />
<br />
Proteans are less a "species" in the evolutionary sense of the word and more a body type that a person can inhabit. It can be considered an additional type of synthetic crew member in addition to normal 'synthmorphs' and cyborgs. Unlike other species, they aren't from a single point of origin nor do they have any specific history or timeline. Instead, the characters that now inhabit a protean body could have originally been a [[Tajaran]] for example, having been resleeved into a protean body, just like they could have been resleeved into a [[Unathi]] or any other species.<br />
<br />
The limiting factor on proteans is legality and cost. Self-replicating nanoswarms are heavily regulated in most civilized space out of fear that they could turn into walking grey goo[https://en.wikipedia.org/wiki/Gray_goo] scenarios. They also tend to be relatively new technology, and though useful, manufacturing pipelines and the legal hurdles required for production keep the cost high, and the market narrow.<br />
<br />
In a way, they are simply a continued expression of [[Nanite implant framework]] technology taken further down the road - instead of simply assisting solid body synthetics and humans, nanites form body and functions ''ad-hoc'' and ''in-situ'', with only relatively few concrete and solid parts needed to make a chassis capable of manipulating the world.<br />
<br />
Proteans are a relatively new technology, but not exceptionally uncommon, with some synthetics deciding to shed their solid-state bodies for a much more fluid user experience or organics embracing the shapeshifting ability this technology offers.<br />
<br />
==Protean Overview==<br />
[[File:Protean-Ability.gif|alt=|left|frameless]]<br />
Proteans are essentially a swarm of microscopic machines, each capable of linking to each other and arranging themselves such as to impersonate shapes. Imagine them like a self-building play bricks set, except the bricks are microscopic. The resulting shapes can be many, though it's far easier and more energy efficient to replicate shapes and structures that one has blueprints for, which means that they tend to emulate the shapes available from cyberlimb manufacturers, as these blueprints are widely available and easily programmed into the nanite swarms.<br />
<br />
When not occupying a particular shape, they can simply collapse into an amorphous blob. Though a simple 'blob form' has no hands or fine manipulators, the utility of such shouldn't be underestimated. They are capable of fitting into small spaces (such as vents) and spreading themselves flat onto surfaces. Doing such allows them to easily hide or rest without expending much energy.<br />
<br />
<br />
<br />
Having no structures to mend or wires to replace, they can't be repaired by [[Roboticist]]<nowiki/>s or the like, instead requiring a supply of steel which can be broken down and converted into more nanites for their swarm bodies.<br />
==Protean History==<br />
Proteans have no real unified history - they are not an unified culture, nor do most think they necessarily need one. After all, it is simply another shell for an ego to impart their will upon the world. However, the advent of the technology could be used instead to describe the origins of Proteans in the Coreward Periphery.<br />
<br />
The first recorded Protean comes as early as 2200 in the Elysian Colonies. ''Proteus'', a member of the enigmatic [[Kitsuhana Heavy Industries]], performed there in several concerts to show off the music genre he proclaimed to have invented - ''Post-Post-Modernity Rejection-Blues''. While nobody was really interested in it, his unique body form of three solid “organs” and a swarm of nanites piqued academic and popular interest, dubbing this particular synthetic configuration “Protean”. When other nanite-based synthetics were sighted, especially from the Skrell and later in the Hegemony War, “Protean” stuck around as a general term for them.<br />
<br />
With the advent of NT and Morpheus acquiring the first black box NIFs from an unknown source (most likely either a gift or careless trade from a more advanced species), knockoffs of this technology began to spread like wildfire, and with the NIF technology came a logical upscaling of such, leading to human and alien Proteans based upon the KHI template with their three organs.<br />
<br />
While first generation swarms were largely experimental, in the Year 2320, second and third generation models are far more commercially available within the Human Diaspora and therefore in the Coreward Periphery.<br />
<br />
There are many benefits to choosing a Protean form instead of a solid state synthetic - a relative ease of maintenance, the exhilarating ability to express themselves in shapeshifting and taking up surprisingly little volume if they so choose. However, an inherent fragility, a large upfront expense and the loss of a solid, concrete physical form might dissuade less determined people to embrace a fluid existence.<br />
<br />
Many Trans-Stellar Companies produce their own variants of Proteans, with performance profiles largely the same except for affectionados or specialty nanoswarms used in extreme conditions or military applications. Proteans seem to be a common progression in robot technology, as there are reports of older, more advanced species using them as well, such as the Skrell or Unathi.<br />
<br />
==Proteans in Human Space==<br />
<br />
===Commonwealth of Sol-Procyon===<br />
Due to the inherent conservatism and bio-chauvinism of the Terran Commonwealth, Proteans are required to have a PAN ID card to signify they are sanctioned to operate nanotechnology within Commonwealth or Corporate Space. This ID is part of the reason for the high upfront cost, as it costs quite the pretty penny to acquire.<br />
<br />
Many newer, formerly organic Proteans are indebted to a TSC for this reason.<br />
<br />
===Elysian Colonies===<br />
Depending on the colony itself in the Demi-Monde, some people embrace Protean bodies as the new vogue or outlaw and hunt them within their own majesty space. After all, it is the Elysian Colonies. They can never agree on such things. Elysian Proteans are usually a corporate bought chassis with an imprint of the mind of a person. Some have restrictions and shackles set in their Orchestrator Module (see below) to ensure compliance. Some are unrestricted. Some restrict organics and other synthetic forms instead.<br />
<br />
===Ares Confederation===<br />
The Ares Confederation itself happily takes in any Protean that wishes to join their ranks, not caring much about their physicality and rather more if they are a good citizen or not. Individual member states might vary slightly, requiring a Protean to license themselves before operating in their states or forbid them to perform certain jobs. Overall, however, they are accepted as part of the expression of synthetic intelligence.<br />
<br />
===The Salthan Fyrds===<br />
The Fyrds do not care for Proteans if they cannot fight. Salthan Proteans are required to serve in the military same as everyone else. In that regard, they are strangely egalitarian.<br />
<br />
==Organs==<br />
Proteans have three solid pieces suspended inside their bodies, and are the only 'internal organ' equivalent they have. Organs marked 'vital' will immediately kill the protean if destroyed or removed.<br />
<br />
*'''Protean Posibrain''' [Vital] - Similar to a normal synthetic's posibrain, this is an adaptation of the technology that allows vastly more resources to be packed into a small form factor shell. These resources, however, are almost entirely dedicated to the extremely complex management of the forming and dissolution of the nanostructures that make up the protean. One shouldn't assume a Protean would be more intelligent due to the model of their posibrain.<br />
*'''Orchestrator Module''' [Vital] - Responsible for the interface between the swarm of nanites and the posibrain, the orchestrator module is effectively a tiny wireless relay. It accepts instructions from the posibrain, converts them into signals the microscopic nanites can understand, and relays them so that they can take action. Without this organ, the posibrain (and personality that inhabits it) would have no way to control their own body.<br />
*'''Refactory Module''' - Responsible for the production and repair of nanites, this module allows the protean to repair itself or produce special custom-use nanites from other materials. The protean can consume metals and they will be stored in this module, though it only has enough space to stockpile Steel, and other materials will be used as they're inserted. See below for more information about various materials and the nanites they produce.<br />
<br />
==Blob Form==<br />
As mentioned, proteans can collapse their shape to their "natural" form, which is just a swarm of nanites. This changes the gameplay for them in several ways:<br />
<br />
'''Pros'''<br />
<br />
*Can ventcrawl<br />
*Difficult to hit<br />
*Fairly fast<br />
*<Rest> verb causes them to become difficult to spot<br />
<br />
'''Cons'''<br />
<br />
*Drops most items<br />
*No hands<br />
*No radio to talk into<br />
<br />
This form is usually optional and can be freely toggled with the 'Toggle Blobform' button in the Protean panel, however when a Protean is at 50% health or less, they will be forced into blobform until they can find the time/metal to repair themselves. Stored steel will start to be consumed to repair any damage (replacing any lost nanites). '''Blobform proteans can store steel by attacking the stacks, or having someone click them with the stacks on help intent.''' This is rather important since they don't have hands to use the 'Store Metals' button with.<br />
<br />
==Abilities and Status==<br />
[[File:Protean-Abilities-List.png|alt=|frame|This is what you will see in your protean ability tab. are listed directly from top to bottom on the left. ]]Proteans have a verb panel separate from the rest that displays some information about their status along with several ability buttons, which are described here.<br />
<br />
*'''Toggle Blobform:''' Changes back and forth between blob and 'humanoid' forms. When in blob form, you can ventcrawl through the atmos network.<br />
*'''Change Volume:''' Changes their size at the cost of Steel. Growing and Shrinking cost 40 metal per percentile.<br />
*'''Ref - Single Limb:''' Replace or alter a single limb to a new visual style.<br />
*'''Ref - Whole Body:''' if you have the max amount of metal you can completely heal all limbs with this verb, though it takes time.<br />
*'''Ref - Store Metals:''' Using this ability will allow you to store steel to use for size changing or healing when you wait in blob form. You can also store other types of metals for special perks, but they will be applied instantly so it would be wise to hold onto them until you need them. Use it while holding a stack of metal in your hand.<br />
<br />
<br />
You will gain the following instant perks when storing these types of metals:<br />
<br />
*Steel: Causes the swarm to self-repair when in blob form, consuming steel.<br />
*Metallic Hydrogen: Speed boost<br />
*Uranium: Brute armor+<br />
*Diamond: Burn armor+<br />
*Silver: Evasion+, Accuracy+<br />
<br />
<br />
<br />
Under the 'Abilities' tab, they have several abilities they share with other shapeshifting species:[[File:Protean's-normal-abilities.png|thumb|511x511px]]<br />
<br />
*'''CHANGE SPECIES FIT:''' changes which special suits they use for their suits sprites.<br />
<br />
*'''SELECT <various>:''' change their appearance to mimic many biological features. Can change their body and eye colors, give themselves wings, tails, hair, gender, etc.<br />
<br />
<br />{{Species}}<br />
[[Category:Lore]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Proteans&diff=7752Proteans2020-05-26T19:43:16Z<p>Arokha: </p>
<hr />
<div>{{Wip}}<br />
<br />
Proteans are less a "species" in the evolutionary sense of the word and more a body type that a person can inhabit. It can be considered an additional type of synthetic crew member in addition to normal 'synthmorphs' and cyborgs. Unlike other species, they aren't from a single point of origin nor do they have any specific history or timeline. Instead, the characters that now inhabit a protean body could have originally been a [[Tajaran]] for example, having been resleeved into a protean body, just like they could have been resleeved into a [[Unathi]] or any other species.<br />
<br />
The limiting factor on proteans is legality and cost. Self-replicating nanoswarms are heavily regulated in most civilized space out of fear that they could turn into walking grey goo[https://en.wikipedia.org/wiki/Gray_goo] scenarios. They also tend to be relatively new technology, and though useful, manufacturing pipelines and the legal hurdles required for production keep the cost high, and the market narrow.<br />
<br />
In a way, they are simply a continued expression of [[Nanite implant framework]] technology taken further down the road - instead of simply assisting solid body synthetics and humans, nanites form body and functions ''ad-hoc'' and ''in-situ'', with only relatively few concrete and solid parts needed to make a chassis capable of manipulating the world.<br />
<br />
Proteans are a relatively new technology, but not exceptionally uncommon, with some synthetics deciding to shed their solid-state bodies for a much more fluid user experience or organics embracing the shapeshifting ability this technology offers.<br />
<br />
==Protean Overview==<br />
[[File:Protean-Ability.gif|alt=|left|frameless]]<br />
Proteans are essentially a swarm of microscopic machines, each capable of linking to each other and arranging themselves such as to impersonate shapes. Imagine them like a self-building play bricks set, except the bricks are microscopic. The resulting shapes can be many, though it's far easier and more energy efficient to replicate shapes and structures that one has blueprints for, which means that they tend to emulate the shapes available from cyberlimb manufacturers, as these blueprints are widely available and easily programmed into the nanite swarms.<br />
<br />
When not occupying a particular shape, they can simply collapse into an amorphous blob. Though a simple 'blob form' has no hands or fine manipulators, the utility of such shouldn't be underestimated. They are capable of fitting into small spaces (such as vents) and spreading themselves flat onto surfaces. Doing such allows them to easily hide or rest without expending much energy.<br />
<br />
Having no structures to mend or wires to replace, they can't be repaired by [[Roboticist]]<nowiki/>s or the like, instead requiring a supply of steel which can be broken down and converted into more nanites for their swarm bodies.<br />
<br />
<br />
<br />
== Protean History ==<br />
Proteans have no real unified history - they are not an unified culture, nor do most think they necessarily need one. After all, it is simply another shell for an ego to impart their will upon the world. However, the advent of the technology could be used instead to describe the origins of Proteans in the Coreward Periphery.<br />
<br />
The first recorded Protean comes as early as 2200 in the Elysian Colonies. ''Proteus'', a member of the enigmatic [[Kitsuhana Heavy Industries]], performed there in several concerts to show off the music genre he proclaimed to have invented - ''Post-Post-Modernity Rejection-Blues''. While nobody was really interested in it, his unique body form of three solid “organs” and a swarm of nanites piqued academic and popular interest, dubbing this particular synthetic configuration “Protean”. When other nanite-based synthetics were sighted, especially from the Skrell and later in the Hegemony War, “Protean” stuck around as a general term for them.<br />
<br />
With the advent of NT and Morpheus acquiring the first black box NIFs from an unknown source (most likely either a gift or careless trade from a more advanced species), knockoffs of this technology began to spread like wildfire, and with the NIF technology came a logical upscaling of such, leading to human and alien Proteans based upon the KHI template with their three organs.<br />
<br />
While first generation swarms were largely experimental, in the Year 2320, second and third generation models are far more commercially available within the Human Diaspora and therefore in the Coreward Periphery.<br />
<br />
There are many benefits to choosing a Protean form instead of a solid state synthetic - a relative ease of maintenance, the exhilarating ability to express themselves in shapeshifting and taking up surprisingly little volume if they so choose. However, an inherent fragility, a large upfront expense and the loss of a solid, concrete physical form might dissuade less determined people to embrace a fluid existence.<br />
<br />
Many Trans-Stellar Companies produce their own variants of Proteans, with performance profiles largely the same except for affectionados or specialty nanoswarms used in extreme conditions or military applications. Proteans seem to be a common progression in robot technology, as there are reports of older, more advanced species using them as well, such as the Skrell or Unathi.<br />
<br />
== Proteans in Human Space ==<br />
<br />
=== Commonwealth of Sol-Procyon ===<br />
Due to the inherent conservatism and bio-chauvinism of the Terran Commonwealth, Proteans are required to have a PAN ID card to signify they are sanctioned to operate nanotechnology within Commonwealth or Corporate Space. This ID is part of the reason for the high upfront cost, as it costs quite the pretty penny to acquire.<br />
<br />
Many newer, formerly organic Proteans are indebted to a TSC for this reason.<br />
<br />
=== Elysian Colonies ===<br />
Depending on the colony itself in the Demi-Monde, some people embrace Protean bodies as the new vogue or outlaw and hunt them within their own majesty space. After all, it is the Elysian Colonies. They can never agree on such things. Elysian Proteans are usually a corporate bought chassis with an imprint of the mind of a person. Some have restrictions and shackles set in their Orchestrator Module (see below) to ensure compliance. Some are unrestricted. Some restrict organics and other synthetic forms instead.<br />
<br />
=== Ares Confederation ===<br />
The Ares Confederation itself happily takes in any Protean that wishes to join their ranks, not caring much about their physicality and rather more if they are a good citizen or not. Individual member states might vary slightly, requiring a Protean to license themselves before operating in their states or forbid them to perform certain jobs. Overall, however, they are accepted as part of the expression of synthetic intelligence.<br />
<br />
=== The Salthan Fyrds ===<br />
The Fyrds do not care for Proteans if they cannot fight. Salthan Proteans are required to serve in the military same as everyone else. In that regard, they are strangely egalitarian.<br />
<br />
==Organs==<br />
Proteans have three solid pieces suspended inside their bodies, and are the only 'internal organ' equivalent they have. Organs marked 'vital' will immediately kill the protean if destroyed or removed.<br />
<br />
*'''Protean Posibrain''' [Vital] - Similar to a normal synthetic's posibrain, this is an adaptation of the technology that allows vastly more resources to be packed into a small form factor shell. These resources, however, are almost entirely dedicated to the extremely complex management of the forming and dissolution of the nanostructures that make up the protean. One shouldn't assume a Protean would be more intelligent due to the model of their posibrain.<br />
*'''Orchestrator Module''' [Vital] - Responsible for the interface between the swarm of nanites and the posibrain, the orchestrator module is effectively a tiny wireless relay. It accepts instructions from the posibrain, converts them into signals the microscopic nanites can understand, and relays them so that they can take action. Without this organ, the posibrain (and personality that inhabits it) would have no way to control their own body.<br />
*'''Refactory Module''' - Responsible for the production and repair of nanites, this module allows the protean to repair itself or produce special custom-use nanites from other materials. The protean can consume metals and they will be stored in this module, though it only has enough space to stockpile Steel, and other materials will be used as they're inserted. See below for more information about various materials and the nanites they produce.<br />
<br />
==Blob Form==<br />
As mentioned, proteans can collapse their shape to their "natural" form, which is just a swarm of nanites. This changes the gameplay for them in several ways:<br />
<br />
'''Pros'''<br />
<br />
*Can ventcrawl<br />
*Difficult to hit<br />
*Fairly fast<br />
*<Rest> verb causes them to become difficult to spot<br />
<br />
'''Cons'''<br />
<br />
*Drops most items<br />
*No hands<br />
*No radio to talk into<br />
<br />
This form is usually optional and can be freely toggled with the 'Toggle Blobform' button in the Protean panel, however when a Protean is at 50% health or less, they will be forced into blobform until they can find the time/metal to repair themselves. Stored steel will start to be consumed to repair any damage (replacing any lost nanites). '''Blobform proteans can store steel by attacking the stacks, or having someone click them with the stacks on help intent.''' This is rather important since they don't have hands to use the 'Store Metals' button with.<br />
<br />
==Abilities and Status==<br />
[[File:Protean-Abilities-List.png|alt=|frame|This is what you will see in your protean ability tab. are listed directly from top to bottom on the left. ]]Proteans have a verb panel separate from the rest that displays some information about their status along with several ability buttons, which are described here.<br />
<br />
*'''Toggle Blobform:''' Changes back and forth between blob and 'humanoid' forms. When in blob form, you can ventcrawl through the atmos network.<br />
*'''Change Volume:''' Changes their size at the cost of Steel. Growing and Shrinking cost 40 metal per percentile.<br />
*'''Ref - Single Limb:''' Replace or alter a single limb to a new visual style.<br />
*'''Ref - Whole Body:''' if you have the max amount of metal you can completely heal all limbs with this verb, though it takes time.<br />
*'''Ref - Store Metals:''' Using this ability will allow you to store steel to use for size changing or healing when you wait in blob form. You can also store other types of metals for special perks, but they will be applied instantly so it would be wise to hold onto them until you need them. Use it while holding a stack of metal in your hand.<br />
<br />
<br />
You will gain the following instant perks when storing these types of metals:<br />
<br />
*Steel: Causes the swarm to self-repair when in blob form, consuming steel.<br />
*Metallic Hydrogen: Speed boost<br />
*Uranium: Brute armor+<br />
*Diamond: Burn armor+<br />
*Silver: Evasion+, Accuracy+<br />
<br />
<br />
<br />
Under the 'Abilities' tab, they have several abilities they share with other shapeshifting species:[[File:Protean's-normal-abilities.png|thumb|511x511px]]<br />
<br />
*'''CHANGE SPECIES FIT:''' changes which special suits they use for their suits sprites.<br />
<br />
*'''SELECT <various>:''' change their appearance to mimic many biological features. Can change their body and eye colors, give themselves wings, tails, hair, gender, etc.<br />
<br />
<br />{{Species}}<br />
[[Category:Lore]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Proteans&diff=7751Proteans2020-05-26T19:05:46Z<p>Arokha: /* Abilities and Status */</p>
<hr />
<div>{{Wip}}<br />
<br />
Proteans are less a "species" in the evolutionary sense of the word and more a body type that a person can inhabit. It can be considered an additional type of synthetic crew member in addition to normal 'synthmorphs' and cyborgs. Unlike other species, they aren't from a single point of origin nor do they have any specific history or timeline. Instead, the characters that now inhabit a protean body could have originally been a [[Tajaran]] for example, having been resleeved into a protean body, just like they could have been resleeved into a [[Unathi]] or any other species.<br />
<br />
The limiting factor on proteans is legality and cost. Self-replicating nanoswarms are heavily regulated in most civilized space out of fear that they could turn into walking grey goo[https://en.wikipedia.org/wiki/Gray_goo] scenarios. They also tend to be relatively new technology, and though useful, manufacturing pipelines and the legal hurdles required for production keep the cost high, and the market narrow.<br />
<br />
==Protean Overview==<br />
[[File:Protean-Ability.gif|alt=|left|frameless]]<br />
Proteans are essentially a swarm of microscopic machines, each capable of linking to each other and arranging themselves such as to impersonate shapes. Imagine them like a self-building play bricks set, except the bricks are microscopic. The resulting shapes can be many, though it's far easier and more energy efficient to replicate shapes and structures that one has blueprints for, which means that they tend to emulate the shapes available from cyberlimb manufacturers, as these blueprints are widely available and easily programmed into the nanite swarms.<br />
<br />
When not occupying a particular shape, they can simply collapse into an amorphous blob. Though a simple 'blob form' has no hands or fine manipulators, the utility of such shouldn't be underestimated. They are capable of fitting into small spaces (such as vents) and spreading themselves flat onto surfaces. Doing such allows them to easily hide or rest without expending much energy.<br />
<br />
Having no structures to mend or wires to replace, they can't be repaired by [[Roboticist]]<nowiki/>s or the like, instead requiring a supply of steel which can be broken down and converted into more nanites for their swarm bodies.<br />
<br />
==Organs==<br />
Proteans have three solid pieces suspended inside their bodies, and are the only 'internal organ' equivalent they have. Organs marked 'vital' will immediately kill the protean if destroyed or removed.<br />
<br />
*'''Protean Posibrain''' [Vital] - Similar to a normal synthetic's posibrain, this is an adaptation of the technology that allows vastly more resources to be packed into a small form factor shell. These resources, however, are almost entirely dedicated to the extremely complex management of the forming and dissolution of the nanostructures that make up the protean. One shouldn't assume a Protean would be more intelligent due to the model of their posibrain.<br />
*'''Orchestrator Module''' [Vital] - Responsible for the interface between the swarm of nanites and the posibrain, the orchestrator module is effectively a tiny wireless relay. It accepts instructions from the posibrain, converts them into signals the microscopic nanites can understand, and relays them so that they can take action. Without this organ, the posibrain (and personality that inhabits it) would have no way to control their own body.<br />
*'''Refactory Module''' - Responsible for the production and repair of nanites, this module allows the protean to repair itself or produce special custom-use nanites from other materials. The protean can consume metals and they will be stored in this module, though it only has enough space to stockpile Steel, and other materials will be used as they're inserted. See below for more information about various materials and the nanites they produce.<br />
<br />
== Blob Form ==<br />
As mentioned, proteans can collapse their shape to their "natural" form, which is just a swarm of nanites. This changes the gameplay for them in several ways:<br />
<br />
'''Pros'''<br />
<br />
* Can ventcrawl<br />
* Difficult to hit<br />
* Fairly fast<br />
* <Rest> verb causes them to become difficult to spot<br />
<br />
'''Cons'''<br />
<br />
* Drops most items<br />
* No hands<br />
* No radio to talk into<br />
<br />
This form is usually optional and can be freely toggled with the 'Toggle Blobform' button in the Protean panel, however when a Protean is at 50% health or less, they will be forced into blobform until they can find the time/metal to repair themselves. Stored steel will start to be consumed to repair any damage (replacing any lost nanites). '''Blobform proteans can store steel by attacking the stacks, or having someone click them with the stacks on help intent.''' This is rather important since they don't have hands to use the 'Store Metals' button with.<br />
<br />
==Abilities and Status==<br />
[[File:Protean-Abilities-List.png|alt=|frame|This is what you will see in your protean ability tab. are listed directly from top to bottom on the left. ]]Proteans have a verb panel separate from the rest that displays some information about their status along with several ability buttons, which are described here.<br />
<br />
*'''Toggle Blobform:''' Changes back and forth between blob and 'humanoid' forms. When in blob form, you can ventcrawl through the atmos network.<br />
*'''Change Volume:''' Changes their size at the cost of Steel. Growing and Shrinking cost 40 metal per percentile.<br />
*'''Ref - Single Limb:''' Replace or alter a single limb to a new visual style.<br />
*'''Ref - Whole Body:''' if you have the max amount of metal you can completely heal all limbs with this verb, though it takes time.<br />
*'''Ref - Store Metals:''' Using this ability will allow you to store steel to use for size changing or healing when you wait in blob form. You can also store other types of metals for special perks, but they will be applied instantly so it would be wise to hold onto them until you need them. Use it while holding a stack of metal in your hand.<br />
<br />
<br />
You will gain the following instant perks when storing these types of metals:<br />
<br />
*Steel: Causes the swarm to self-repair when in blob form, consuming steel.<br />
*Metallic Hydrogen: Speed boost<br />
*Uranium: Brute armor+<br />
*Diamond: Burn armor+<br />
*Silver: Evasion+, Accuracy+<br />
<br />
<br />
<br />
Under the 'Abilities' tab, they have several abilities they share with other shapeshifting species:[[File:Protean's-normal-abilities.png|thumb|511x511px]]<br />
<br />
*'''CHANGE SPECIES FIT:''' changes which special suits they use for their suits sprites.<br />
<br />
*'''SELECT <various>:''' change their appearance to mimic many biological features. Can change their body and eye colors, give themselves wings, tails, hair, gender, etc.<br />
<br />
<br />{{Species}}<br />
[[Category:Lore]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Proteans&diff=7750Proteans2020-05-26T19:02:24Z<p>Arokha: </p>
<hr />
<div>{{Wip}}<br />
<br />
Proteans are less a "species" in the evolutionary sense of the word and more a body type that a person can inhabit. It can be considered an additional type of synthetic crew member in addition to normal 'synthmorphs' and cyborgs. Unlike other species, they aren't from a single point of origin nor do they have any specific history or timeline. Instead, the characters that now inhabit a protean body could have originally been a [[Tajaran]] for example, having been resleeved into a protean body, just like they could have been resleeved into a [[Unathi]] or any other species.<br />
<br />
The limiting factor on proteans is legality and cost. Self-replicating nanoswarms are heavily regulated in most civilized space out of fear that they could turn into walking grey goo[https://en.wikipedia.org/wiki/Gray_goo] scenarios. They also tend to be relatively new technology, and though useful, manufacturing pipelines and the legal hurdles required for production keep the cost high, and the market narrow.<br />
<br />
==Protean Overview==<br />
[[File:Protean-Ability.gif|alt=|left|frameless]]<br />
Proteans are essentially a swarm of microscopic machines, each capable of linking to each other and arranging themselves such as to impersonate shapes. Imagine them like a self-building play bricks set, except the bricks are microscopic. The resulting shapes can be many, though it's far easier and more energy efficient to replicate shapes and structures that one has blueprints for, which means that they tend to emulate the shapes available from cyberlimb manufacturers, as these blueprints are widely available and easily programmed into the nanite swarms.<br />
<br />
When not occupying a particular shape, they can simply collapse into an amorphous blob. Though a simple 'blob form' has no hands or fine manipulators, the utility of such shouldn't be underestimated. They are capable of fitting into small spaces (such as vents) and spreading themselves flat onto surfaces. Doing such allows them to easily hide or rest without expending much energy.<br />
<br />
Having no structures to mend or wires to replace, they can't be repaired by [[Roboticist]]<nowiki/>s or the like, instead requiring a supply of steel which can be broken down and converted into more nanites for their swarm bodies.<br />
<br />
==Organs==<br />
Proteans have three solid pieces suspended inside their bodies, and are the only 'internal organ' equivalent they have. Organs marked 'vital' will immediately kill the protean if destroyed or removed.<br />
<br />
*'''Protean Posibrain''' [Vital] - Similar to a normal synthetic's posibrain, this is an adaptation of the technology that allows vastly more resources to be packed into a small form factor shell. These resources, however, are almost entirely dedicated to the extremely complex management of the forming and dissolution of the nanostructures that make up the protean. One shouldn't assume a Protean would be more intelligent due to the model of their posibrain.<br />
*'''Orchestrator Module''' [Vital] - Responsible for the interface between the swarm of nanites and the posibrain, the orchestrator module is effectively a tiny wireless relay. It accepts instructions from the posibrain, converts them into signals the microscopic nanites can understand, and relays them so that they can take action. Without this organ, the posibrain (and personality that inhabits it) would have no way to control their own body.<br />
*'''Refactory Module''' - Responsible for the production and repair of nanites, this module allows the protean to repair itself or produce special custom-use nanites from other materials. The protean can consume metals and they will be stored in this module, though it only has enough space to stockpile Steel, and other materials will be used as they're inserted. See below for more information about various materials and the nanites they produce.<br />
<br />
== Blob Form ==<br />
As mentioned, proteans can collapse their shape to their "natural" form, which is just a swarm of nanites. This changes the gameplay for them in several ways:<br />
<br />
'''Pros'''<br />
<br />
* Can ventcrawl<br />
* Difficult to hit<br />
* Fairly fast<br />
* <Rest> verb causes them to become difficult to spot<br />
<br />
'''Cons'''<br />
<br />
* Drops most items<br />
* No hands<br />
* No radio to talk into<br />
<br />
This form is usually optional and can be freely toggled with the 'Toggle Blobform' button in the Protean panel, however when a Protean is at 50% health or less, they will be forced into blobform until they can find the time/metal to repair themselves. Stored steel will start to be consumed to repair any damage (replacing any lost nanites). '''Blobform proteans can store steel by attacking the stacks, or having someone click them with the stacks on help intent.''' This is rather important since they don't have hands to use the 'Store Metals' button with.<br />
<br />
==Abilities and Status==<br />
[[File:Protean-Abilities-List.png|alt=|frame|This is what you will see in your protean ability tab. are listed directly from top to bottom on the left. ]]Proteans have a verb panel separate from the rest that displays some information about their status along with several ability buttons, which are described here.<br />
<br />
*'''Toggle Blobform:''' Changes back and forth between blob and 'humanoid' forms. When in blob form, you can ventcrawl through the atmos network.<br />
*'''Change Volume:''' Changes their size at the cost of Steel. Growing and Shrinking cost 40 metal per percentile.<br />
*'''Ref - Single Limb:''' Replace or alter a single limb to a new visual style.<br />
*'''Ref - Whole Body:''' if you have the max amount of metal you can completely heal all limbs with this verb, though it takes time.<br />
*'''Ref - Store Metals:''' Using this ability will allow you to store steel to use for size changing or healing when you wait in blob form. You can also store other types of metals for special perks, but they will be applied instantly so it would be wise to hold onto them until you need them. Use it while holding a stack of metal in your hand.<br />
<br />
<br />
You will gain the following instant perks when storing these types of metals:<br />
<br />
*Steel: Causes the swarm to self-repair when in blob form, consuming steel.<br />
*Metallic Hydrogen: Speed boost<br />
*Uranium: Brute armor+<br />
*Silver: Evasion+, Accuracy+<br />
<br />
<br />
<br />
Under the 'Abilities' tab, they have several abilities they share with other shapeshifting species:[[File:Protean's-normal-abilities.png|thumb|511x511px]]<br />
<br />
*'''CHANGE SPECIES FIT:''' changes which special suits they use for their suits sprites.<br />
<br />
*'''SELECT <various>:''' change their appearance to mimic many biological features. Can change their body and eye colors, give themselves wings, tails, hair, gender, etc.<br />
<br />
<br />{{Species}}<br />
[[Category:Lore]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Proteans&diff=7749Proteans2020-05-26T18:57:28Z<p>Arokha: /* Abilities and Status */</p>
<hr />
<div>{{Wip}}<br />
<br />
Proteans are less a "species" in the evolutionary sense of the word and more a body type that a person can inhabit. It can be considered an additional type of synthetic crew member in addition to normal 'synthmorphs' and cyborgs. Unlike other species, they aren't from a single point of origin nor do they have any specific history or timeline. Instead, the characters that now inhabit a protean body could have originally been a [[Tajaran]] for example, having been resleeved into a protean body, just like they could have been resleeved into a [[Unathi]] or any other species.<br />
<br />
The limiting factor on proteans is legality and cost. Self-replicating nanoswarms are heavily regulated in most civilized space out of fear that they could turn into walking grey goo[https://en.wikipedia.org/wiki/Gray_goo] scenarios. They also tend to be relatively new technology, and though useful, manufacturing pipelines and the legal hurdles required for production keep the cost high, and the market narrow.<br />
<br />
==Protean Overview==<br />
[[File:Protean-Ability.gif|alt=|left|frameless]]<br />
Proteans are essentially a swarm of microscopic machines, each capable of linking to each other and arranging themselves such as to impersonate shapes. Imagine them like a self-building play bricks set, except the bricks are microscopic. The resulting shapes can be many, though it's far easier and more energy efficient to replicate shapes and structures that one has blueprints for, which means that they tend to emulate the shapes available from cyberlimb manufacturers, as these blueprints are widely available and easily programmed into the nanite swarms.<br />
<br />
When not occupying a particular shape, they can simply collapse into an amorphous blob. Though a simple 'blob form' has no hands or fine manipulators, the utility of such shouldn't be underestimated. They are capable of fitting into small spaces (such as vents) and spreading themselves flat onto surfaces. Doing such allows them to easily hide or rest without expending much energy.<br />
<br />
Having no structures to mend or wires to replace, they can't be repaired by [[Roboticist]]<nowiki/>s or the like, instead requiring a supply of steel which can be broken down and converted into more nanites for their swarm bodies.<br />
<br />
== Organs ==<br />
Proteans have three solid pieces suspended inside their bodies, and are the only 'internal organ' equivalent they have. Organs marked 'vital' will immediately kill the protean if destroyed or removed.<br />
<br />
* '''Protean Posibrain''' [Vital] - Similar to a normal synthetic's posibrain, this is an adaptation of the technology that allows vastly more resources to be packed into a small form factor shell. These resources, however, are almost entirely dedicated to the extremely complex management of the forming and dissolution of the nanostructures that make up the protean. One shouldn't assume a Protean would be more intelligent due to the model of their posibrain.<br />
* '''Orchestrator Module''' [Vital] - Responsible for the interface between the swarm of nanites and the posibrain, the orchestrator module is effectively a tiny wireless relay. It accepts instructions from the posibrain, converts them into signals the microscopic nanites can understand, and relays them so that they can take action. Without this organ, the posibrain (and personality that inhabits it) would have no way to control their own body.<br />
* '''Refactory Module''' - Responsible for the production and repair of nanites, this module allows the protean to repair itself or produce special custom-use nanites from other materials. The protean can consume metals and they will be stored in this module, though it only has enough space to stockpile Steel, and other materials will be used as they're inserted. See below for more information about various materials and the nanites they produce.<br />
<br />
==Abilities and Status==<br />
[[File:Protean-Abilities-List.png|alt=|frame|This is what you will see in your protean ability tab. are listed directly from top to bottom on the left. ]]Proteans have a verb panel separate from the rest that displays some information about their status along with several ability buttons, which are described here.<br />
<br />
*'''Toggle Blobform:''' Changes back and forth between blob and 'humanoid' forms. When in blob form, you can ventcrawl through the atmos network.<br />
*'''Change Volume:''' Changes their size at the cost of Steel. Growing and Shrinking cost 40 metal per percentile.<br />
*'''Ref - Single Limb:''' Replace or alter a single limb to a new visual style.<br />
*'''Ref - Whole Body:''' if you have the max amount of metal you can completely heal all limbs with this verb, though it takes time.<br />
*'''Ref - Store Metals:''' Using this ability will allow you to store steel to use for size changing or healing when you wait in blob form. You can also store other types of metals for special perks, but they will be applied instantly so it would be wise to hold onto them until you need them. Use it while holding a stack of metal in your hand.<br />
<br />
<br />
You will gain the following instant perks when storing these types of metals:<br />
<br />
* Steel: Causes the swarm to self-repair when in blob form, consuming steel.<br />
* Metallic Hydrogen: Speed boost<br />
* Uranium: Brute armor+<br />
* Silver: Evasion+, Accuracy+<br />
<br />
<br />
Under the 'Abilities' tab, they have several abilities they share with other shapeshifting species:[[File:Protean's-normal-abilities.png|thumb|511x511px]]<br />
<br />
*'''CHANGE SPECIES FIT:''' changes which special suits they use for their suits sprites.<br />
<br />
*'''SELECT <various>:''' change their appearance to mimic many biological features. Can change their body and eye colors, give themselves wings, tails, hair, gender, etc.<br />
<br />
<br />{{Species}}<br />
[[Category:Lore]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Proteans&diff=7748Proteans2020-05-26T18:56:06Z<p>Arokha: </p>
<hr />
<div>{{Wip}}<br />
<br />
Proteans are less a "species" in the evolutionary sense of the word and more a body type that a person can inhabit. It can be considered an additional type of synthetic crew member in addition to normal 'synthmorphs' and cyborgs. Unlike other species, they aren't from a single point of origin nor do they have any specific history or timeline. Instead, the characters that now inhabit a protean body could have originally been a [[Tajaran]] for example, having been resleeved into a protean body, just like they could have been resleeved into a [[Unathi]] or any other species.<br />
<br />
The limiting factor on proteans is legality and cost. Self-replicating nanoswarms are heavily regulated in most civilized space out of fear that they could turn into walking grey goo[https://en.wikipedia.org/wiki/Gray_goo] scenarios. They also tend to be relatively new technology, and though useful, manufacturing pipelines and the legal hurdles required for production keep the cost high, and the market narrow.<br />
<br />
==Protean Overview==<br />
[[File:Protean-Ability.gif|alt=|left|frameless]]<br />
Proteans are essentially a swarm of microscopic machines, each capable of linking to each other and arranging themselves such as to impersonate shapes. Imagine them like a self-building play bricks set, except the bricks are microscopic. The resulting shapes can be many, though it's far easier and more energy efficient to replicate shapes and structures that one has blueprints for, which means that they tend to emulate the shapes available from cyberlimb manufacturers, as these blueprints are widely available and easily programmed into the nanite swarms.<br />
<br />
When not occupying a particular shape, they can simply collapse into an amorphous blob. Though a simple 'blob form' has no hands or fine manipulators, the utility of such shouldn't be underestimated. They are capable of fitting into small spaces (such as vents) and spreading themselves flat onto surfaces. Doing such allows them to easily hide or rest without expending much energy.<br />
<br />
Having no structures to mend or wires to replace, they can't be repaired by [[Roboticist]]<nowiki/>s or the like, instead requiring a supply of steel which can be broken down and converted into more nanites for their swarm bodies.<br />
<br />
== Organs ==<br />
Proteans have three solid pieces suspended inside their bodies, and are the only 'internal organ' equivalent they have. Organs marked 'vital' will immediately kill the protean if destroyed or removed.<br />
<br />
* '''Protean Posibrain''' [Vital] - Similar to a normal synthetic's posibrain, this is an adaptation of the technology that allows vastly more resources to be packed into a small form factor shell. These resources, however, are almost entirely dedicated to the extremely complex management of the forming and dissolution of the nanostructures that make up the protean. One shouldn't assume a Protean would be more intelligent due to the model of their posibrain.<br />
* '''Orchestrator Module''' [Vital] - Responsible for the interface between the swarm of nanites and the posibrain, the orchestrator module is effectively a tiny wireless relay. It accepts instructions from the posibrain, converts them into signals the microscopic nanites can understand, and relays them so that they can take action. Without this organ, the posibrain (and personality that inhabits it) would have no way to control their own body.<br />
* '''Refactory Module''' - Responsible for the production and repair of nanites, this module allows the protean to repair itself or produce special custom-use nanites from other materials. The protean can consume metals and they will be stored in this module, though it only has enough space to stockpile Steel, and other materials will be used as they're inserted. See below for more information about various materials and the nanites they produce.<br />
<br />
==Abilities and Status==<br />
[[File:Protean-Abilities-List.png|alt=|frame|This is what you will see in your protean ability tab. are listed directly from top to bottom on the left. ]]Proteans have a verb panel separate from the rest that displays some information about their status along with several ability buttons, which are described here.<br />
<br />
*'''Toggle Blobform:''' Changes back and forth between blob and 'humanoid' forms. When in blob form, you can ventcrawl through the atmos network.<br />
*'''Change Volume:''' Changes their size at the cost of Steel. Growing and Shrinking cost 40 metal per percentile.<br />
* ''':''' Replace or alter a single limb to a new visual style.<br />
*'''Ref - Whole Body:''' if you have the max amount of metal you can completely heal all limbs with this verb, though it takes time.<br />
*'''Ref - Store Metals:''' Using this ability will allow you to store steel to use for size changing or healing when you wait in blob form. You can also store other types of metals for special perks, but they will be applied instantly so it would be wise to hold onto them until you need them. Use it while holding a stack of metal in your hand.<br />
<br />
<br />
You will gain the following instant perks when storing these types of metals:<br />
<br />
* Steel: Causes the swarm to self-repair when in blob form, consuming steel.<br />
* Metallic Hydrogen: Speed boost<br />
* Uranium: Brute armor+<br />
* Silver: Evasion+, Accuracy+<br />
<br />
<br />
Under the 'Abilities' tab, they have several abilities they share with other shapeshifting species:[[File:Protean's-normal-abilities.png|thumb|511x511px]]<br />
<br />
*'''CHANGE SPECIES FIT:''' changes which special suits they use for their suits sprites.<br />
<br />
*'''SELECT <various>:''' change their appearance to mimic many biological features. Can change their body and eye colors, give themselves wings, tails, hair, gender, etc.<br />
<br />
<br />{{Species}}<br />
[[Category:Lore]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Backstory&diff=7448Backstory2020-04-25T21:19:57Z<p>Arokha: Protected "Backstory": High traffic page: Crucial page ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))</p>
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<div><div style='float: right; margin: 1rem;'>__TOC__</div><br />
'''Welcome to the VORE Station background page!'''<br />
<br />
This is the starting page into VORE Station's lore, also commonly known as 'fluff' (but we usually just call it lore). This is the basic, common knowledge that the vast majority of characters should know and helps introduce you, the player, into the world of our server. While you do not have to know every little detail by heart it would be wise to skim through some of the pages. At least to know how our lore differs from the other SS13 servers.<br />
<br />
Many wiki lore pages are constantly under construction and open to change, If you feel like you may have something to add, please join our discord and pop your head into the #Lore channel.<br />
<br />
'''Note:''' ''Unlike other pages of this wiki, changes to these pages must be approved by our Loremaster or another admin.''<br />
<br />
Once again welcome to VORE Station, we hope your stay here is a long and enjoyable one!<br />
<br />
The year is 2320 CE (Common Era) and Humanity has spread amongst the stars, forming a diverse and enduring diaspora of political and cultural ideas, thought streams and creeds. Spearheaded by the Terran Commonwealth, which serves as a rump state and soft dominant cultural power, Humanity is slowly spreading through the Orion Spur and ensures the perpetual endurance of the Human race in one way or another. With the discovery of the mysterious properties of the Alden-Saraspova particle and the abundance of it in the naturally occuring substance of Phoron, FTL travel and communication has become a reality through utilizing Bluespace Technology and enabling the massive energy requirements for truly wondrous public projects of shaping entire planets to a habitable atmosphere in decades, not centuries. <br />
<br />
But Humanity is not alone - not only do the diverse human factions compete under each other, but also with other intelligent life, like the ambitious Tajaran, the imperial Unathi or the enigmatic Skrell and many more smaller and greater alien species. <br />
<br />
''It’s a brave, new world.''<br />
<br />
==Welcome to the Frontier==<br />
Welcome to Virgo-Erigone (Virgo for short), a system within the Coreward Periphery, one of the two current frontiers of Humanity they pay even a modicum of attention to. This is due to the reason you are stationed on one of the moons of Virgo 3, Virgo 3B. The gas giant, being a massive ball of liquid and gaseous phoron is one of the many of the Coreward Periphery, where a phoron heavy star has gone supernova millenia ago, scattering the coveted material over nearby star systems, just waiting to be exploited. <br />
<br />
For this reason Virgo-Erigone is colonized much like many other systems by a mess of charters working under Mega Corporations (such as your workplace), personal charters of wealthier individuals pitching together in a start-up, independents and other unions and polities,all keen on receiving one slice of the Phoron pie. Sometimes competing, sometimes supporting each other, sometimes being outright hostile to each other - life in the Coreward Periphery is dictated by opportunity and a certain clannishness between each other, as there is no central authority whatsoever and living standards can rise and fall on a dime with just one poor decision or one windfall. <br />
<br />
The universal currency of the Coreward Periphery, introduced by a conglomerate of mega corporations and simply accepted as a good standard, if one could call it that, is the Thaler representing a fraction of FTL travel expenses. In theory, one Thaler represents one second of flight within bluespace. This makes the currency precious in the Rim, but less so in the developed systems of Humanity and Aliens, where it is required to be exchanged to more conventional currencies, either backed by fiat or by kilowatt hours of energy.<br />
<br />
===Life in the Periphery===<br />
While automated labour is common in the core worlds, there are several problems that hinder its widespread implementation in the Periphery. Drones are incredibly inflexible in their programming and any program sophisticated enough to handle the, often changing, circumstances in the Frontier will likely be a positronic brain, which has requirements like any sapient being of having social contact and friends if one does not want to make them go mad in isolation.<br />
<br />
Then, there is the issue of actually maintaining all this infrastructure without human input and the very real danger of pirates simply bombing the facility with EMPs as soon as they find out that only machines operate there.<br />
<br />
Thus, the Periphery is populated with a plethora of contractors milling in one station to the next to earn their paycheck, handling any work more sophisticated than simple labour and even that is done in the spirit of either being incapable of affording drone swarms or plain refusing to do so due to the cost. They also serve the purpose of being a higher barrier to attack and maybe even murder for pirates, as property damage is a whole other unethical step than outright killing a fellow sapient being - and well, to keep AIs company.<br />
<br />
As contractors earn their license without questions asked as soon as they pass standardized tests offered by the NGO “Galactic Labour Pool”, there is a rich tapestry of creeds, cultures and species working in the Periphery. In a sense, it is a great melting pot of the galaxy as everyone is united either by the lust for a big paycheck or by the dogged adventurous spirit of taming the wild unknown. <br />
<br />
Travel to the Coreward Periphery varies depending on urgency and affluence when going from or to the Terran Commonwealth and specifically Sol. The shortest amount is three weeks, the longest amount is 2 months. Holidays back home need to be planned well in advance due to it!<br />
<br />
Due to a lack of a central authority, many colonies either rule themselves or have appointed managers of their respective charter holders. It isn’t uncommon for to see colonies within a system to work as loose confederation, but so far no real effort for a “real” government has been considered - most colonies are purely erected due to economic interests and often just abandoned to the cold, harsh mistress of space when the Phoron runs out.<br />
<br />
===Life in Virgo-Erigone specific===<br />
NT’s presence in Virgo-Erigone is actually relatively small - they are much more active in Amaterasu, Tenebrae and First Footfall, but the buyout of a royal charter company of the Zorren Kingdom An-Tahk-Et led to them occupying several ruins of the old Zorren Empire at Virgo 3B and Virgo Prime, paying homage and minor taxes in exchange for continued quasi-sovereignty over their installations - as such Zorren law holds little sway over these pockets of soil.<br />
<br />
The main installations that are the most important are “Central Command”, an old basalt quarry of the Old Zorren Empire, now re-functioned as central communication and administrative hub for the region and the Tether itself - the NSB Adephagia.<br />
<br />
Refurbished as staging point for drone tankers filling themselves richly with harvested Phoron from surrounding facilities, the Tether serves also as staging point for xenoarcheological, xenobiological, xenobotanical and other scientific expeditions into the surrounding ruins, old quarries and mines of the planet and the star system as a whole - and, under the table, the occasional salvaging of competitor’s derelicts in both space and the surface.<br />
<br />
The tether is a relatively comfy posting as NT tried to use it as staging point for more fervent colonization of the system. However, the Zorren blocked such attempts, leaving a strangely comfy fuel station and administrative hub, serving the orbiting NIS Orator with a direct fuel pipeline, which it uses happily to sell phoron fuel to any nearby ship, attracting a lot of air traffic of the myriad factions within the Virgo-Erigone system.<br />
<br />
==Non-Catalogued Species==<br />
<br />
====Custom Species====<br />
Home planet: ???<br />
<br />
Home system: ???<br />
<br />
Here on Virgo our users and staff have created a varied back catalog of bits and bobs for species not specifically listed below. We do not enforce players play one of the canon species listed below. You may bring in your own special snowflake! As long as they, and by extension you, follow our [[Rules#Create%20and%20play%20server-appropriate%20characters|rules over playing server appropriate characters.]] If you are having trouble [[Character Creation|creating your character]] please refer to our "Character Creation" guide.<br />
<br />
==Catalogued Species==<br />
<br />
===Major Species===<br />
“Major” races are the alien species who have managed to accumulate enough political and economic gravitas to “matter” in a grander scale, often having spread over several star systems or having some sort of edge or tie with other major species - for example the Skrell, while isolationist to a degree are a philosophical ally to humans, while Sergals and Nevrean have been put into importance by being major trade partners with them, while Zorren and Vulpkanin bring back technologies of their ancient forebearers.<br />
<br />
Being a major race means a certain degree of independence from other races, as they usually do not have to rely on others to fare space. <br />
<br />
====Humans====<br />
'''Home planet''': Earth<br />
<br />
'''Home system''': [[Sol]]<br />
<br />
Humanity, everything and nothing can be said about them. As diverse is their thinking, as fractured is their society. Intrepid and mercantile, brutal if needed to, Humanity has formed a great diaspora among the stars primarily driven by their innate curiosity and love for adventure and exploration. While a good half of them live under the wing of the Terran Commonwealth, centered around their home planet Earth, the extremely diverse political theory they have accumulated over the centuries led to many splits, arguments and secessions.<br />
<br />
While most humans are accepting of other species and simply want to earn an honest paycheck, the best and worst are found among them. You never know what a human is going to be like when you first meet them. <br />
<br />
Humans are most well-known for the stalemate and eventual peace with the Unathi during the Hegemony War, firmly cementing them as one of the major species in the Orion Spur.<br />
<br />
====Unathi====<br />
'''Home planet''': [[Moghes]]<br />
<br />
'''Home system''': [[Moghes#Astrology|Uueoa-Esa]]<br />
<br />
The Unathi are a race of tall, reptilian humanoids that possess both crocodile-like and serpent-like features. Their scales are hard and plate-like, save for the softer ones that line the inside of their legs, armpits, and groin. Originating from the planet of [[Moghes]], the Unathi live in a complex, almost byzantine bureaucracy developed over the centuries of their Hegemony of their pocket of space.<br />
<br />
The Unathi believe in a rigid honour system, following their duty to the Hegemony itself, then their respective allegiance and finally their own family, valuing dignity, strength and expertise above all. Learning crafts, however peaceful or martial, is seen as the perfect expression of Unathi pride.<br />
<br />
The Unathi were humanity's second major race contact, but due to their imperialistic nature, engaged in an interstellar war with humanity known as the Sol-Hegemony Conflict. Although the conflict has long since ended, and relations have slowly improved, Unathi are still often considered to be haughty and arrogant for their much older culture, often leading to tensions between them and younger species. <br />
<br />
====Skrell====<br />
'''Home planet''': Qerr'balak<br />
<br />
'''Home system''': Qerr'Vallis<br />
<br />
The Skrell is a species of amphibious humanoids, distinguished by their green-blue gelatinous appearance and head tentacles. Skrell warble from the world of Qerrbalak (or as the lore once called it, Jargon 4), a humid planet with plenty of swamps and jungles. Currently more technologically advanced than humanity, they emphasize the study of the mind and the mystery of the natural world through philosophy and mmemotics. <br />
<br />
Gender has little meaning to Skrell outside of reproduction, and in fact, many other species have a difficult time telling the difference between male and female Skrell apart. The most obvious signs (voice in a slightly higher register, longer head-tails for females) are never a guarantee.<br />
<br />
Due to their extremely decentralized, but locally total rule, colonisation always has been an issue for the Skrell and even though they are among the oldest species known to Humanity still occupy just as much space as the diaspora of humans - so far they know. It is indisputable however that humans and skrell consider each other, if not natural allies, at least cordial partners for the joint exploration of Space. <br />
<br />
====Tajaran====<br />
'''Home planet''': Meralar<br />
<br />
'''Home system''': Rarkajar<br />
<br />
A relatively young species, much like the humans, the Tajaran are a humanoid race possessing cat-like features. Hailing from Meralar, they possess insulating fur and felinoid stability to better survive in their harsh native environment. Their home planet is a cold planet of vast tundra and arctic zones.<br />
<br />
If one follows their turbulent history, many would see a defining cultural trait for many Tajaran - an innate sense of ambition and pride. Empires fell and rose with the pride of their leaders and pride of what they are, driving them to throw off the yoke of others. Tajaran might be the most aggressive colonisers concurrently, leaving their political landscape volatile and unpredictable. <br />
<br />
They, however, care little for such. They see themselves as masters of their destiny - it only has to be manifest. <br />
<br />
Tajaran are usually less trusted due to their ambitions and upstart nature, but this attitude is greatly diminished in the Coreward Periphery - where every person is gladly taken. <br />
<br />
====Sergals====<br />
'''Home planet''': Tal<br />
<br />
'''Home system''': Vilous<br />
<br />
Sergals are a race of furry shark-like headed creatures from the planet Tal in the Vilous system. They are one of two intelligent races living in the system, the other being Nevreans. They are split into four main ethnic groups, being the Northern, Southern, Eastern, and Western sergals.<br />
<br />
Humanity encountered the Sergals during the colonisation of Tal by Yantzu Mining, a now defunct corporation, who disregarded them as savages due to the first contact with the northern sergals, who live in primarily agrarian and hunter-gatherer societies, an attitude that did not change with the much more developed Eastern and southern Sergals, who grasped complex economics and trade networks under their various confederations and leagues of city states in the climates with many artificial or natural waterways. <br />
<br />
This led to the Sergals making the humans first connected and then dependent on their goods (mostly agricultural), before just driving them out with relatively simple tariff wars, leading to Yantzu Mining losing standing in the Human Diaspora and to their eventual bankruptcy. Acknowledging their intelligence and culture, most human enterprises now lead mutually beneficial development and trading charters with the Sergals, who often stride out into the world to learn about the technology and crafts of the galaxy to bring them back home and transplant them into their home cities. <br />
<br />
====Nevreans====<br />
'''Home planet''': Tal<br />
<br />
'''Home system''': Vilous<br />
<br />
Flighty and avian, the Nevrean share their home planet with the Sergals, who is their relatively close genetic cousin, although their appearance is quite different, rather looking like a mixture between a feathered dinosaur and a bird, with the sexual dimorphism leading to females being bulkier, flightless and also more aggressive in their cultural mores, while the males are slimmer, more colourful and are capable of flight. <br />
<br />
Nevrean live traditionally in nomadic societies, roaming the savannahs and mountains of Tal, where permanent agriculture is next to impossible, relying on a rich oral tradition to pass down knowledge and their culture. Sometimes at odds with Sergals, sometimes their allies, their history with the second sapient species of Tal might have been the reason why some of their cultures are very much accommodating to xenos. <br />
<br />
Nevrean are perceived as industrious and excellent crafters, which led to many communities of Nevrean eventually folded into the more urbanized life of Sergals, attracted by supply and demand economics. These urbanized Nevrean generally adopt Sergal writing systems to their own language, which led to many myths and legends being much more accessible to more book-loving cultures - like the humans.<br />
<br />
====Zorren and Vulpkanin====<br />
'''Home Planet''': Menhir (Virgo 4) / Altam<br />
<br />
'''Home System''': Alat-Hahr (Virgo-Erigone)/ Vazzend<br />
<br />
The origin of these two diverse species is subject to debate in the specifics, but DNA sequencing and archeology determined that Zorren and Vulpkanin have both belonged to a progenitor species that has been spacefaring before Humanity reached industrialization. While the decline and eventual complete collapse is still unknown, the Coreward Periphery is dotted with old outposts, cities and facilities, most often almost completely lost to the wastes of time.<br />
<br />
The Zorren and Vulpkanin are the only known descendants of this precursor empire, living on planets that have been to some significance for the precursors, although it’s not quite understood what exactly made them special. In case of Virgo 4, it is suspected to be either an industrial-focussed planet or a weapon testing facility, due to evidence that the planet had several moons before its asteroid rings, while the clement conditions of Altam and the much higher population of Vulpkanin leads to the theory that it was either a market or waystation of an important supply line.<br />
<br />
While genetic drift and deliberate DNA manipulation (such as Zorren having hemocyanic blood instead of red blood like Vulpkanin) drifted them apart considerably, both Zorren and Vulpkanin are curious about their respective cousins and their heritage.<br />
<br />
However, while Vulpkanin’s interest is mostly relegated to a passing academic interest, Zorren are obsessed with their ancient heritage and deliberately try to shape their societies according to ancient customs, social mores and culture, seeing themselves as inheritors of a lost Golden Age.<br />
<br />
===Minor Species===<br />
“Minor” species are those who are dependent on the major races to accomplish their spacefaring goals, are vassals, clients or protectorates of the major species or are insular and only have colonized very minorly in their respective star systems.<br />
<br />
“Minor” has little bearing if a species is developed or not, as Angels and Demons are considered “minor” due to their isolationists and inward perspectives, but are very advanced in their technology, while Dionae are considered “minor” as they show no interest whatsoever to have any political clout. <br />
<br />
====Zaddat====<br />
'''Home planet''': Xohok<br />
<br />
'''Home system''': Uueoa-Esa<br />
<br />
The Zaddat are an Unathi client race only recently introduced to civilized space. Having evolved in the high-pressure and post-apocalyptic world of Xohok in the Vengeful Father system, Zaddat require an environmental suit to survive in usual planetary and station atmospheres. Despite these restrictions, worsening conditions on Xohok and the blessing of the Moghes Hegemony have led the Zaddat to enter human space in search of work and living space. The vast majority of Zaddat now live in nomadic spacer fleets.<br />
<br />
====Promethean====<br />
'''Home planet''': None<br />
<br />
'''Home system''': None<br />
<br />
A gelatinous race of mimics evolved from their slime predecessors that were first discovered aboard the research station Prometheus, these colorful humanoids are best characterized by their ability to repurpose and shape their bodies for whatever a situation may warrant by means of their semi-solid structure. Along with this is their semipermeable membrane encasing their gel, allowing them to filter feed while keeping the undesirable matter out of their bodies. Their composition allows them to resist most sources of brute trauma, though energy will cause their limbs to become unstable and disintegrate. Prometheans are also void of most normal organs, possessing quite the different setup for their homeostasis.<br />
<br />
Being an artificially created race, and a new one at that, Prometheans have no unified culture, though there are small populations of Prometheans scattered around the universe, the tropical planet of Aetolus in particular having roughly one thousand such individuals.<br />
<br />
Promethean stewardship varies from state to state. The Fyrds outright outlaw them, while the Eylsian Colonies oscillate between embracing them as fully independent citizens to outright slavery. The norm however is that they require a caretaker at all times to teach them civilization properly.<br />
<br />
====Diona====<br />
'''(( Whitelisted species - requires a special character application to play. ))'''<br />
<br />
'''Home system''': Epsilon Ursae Majoris<br />
<br />
The diona are a group of omnivorous, slow-metabolism plantlike organisms that are in fact clusters of individual, smaller organisms. They exhibit a high degree of structural flexibility and come in a wide variety of shapes and colors to reflect the intelligence of each individual creature. They were discovered by the Skrell in 2194CE, not on a planet, but in open space between three stars, a figurative hell that made it difficult to discover, much less contact them.<br />
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Diona spread by seeds and are asexual, no gender. When grown into their small 'nymph' state, they are known to eat large amounts of dead plant matter and fertilize plants while they learn from those around them by sampling their genetic code (usually through blood extractions), and as they grow further merge into larger and larger forms. It is not unheard of for Skrell explorers to be traveling in a ship composed of habitat modules and engines of Skrell make, with the body of the ship formed by their Diona allies to warble across the cosmos.<br />
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Introduced by the Skrell, and quite slow and peaceful, the Diona share good relations with humanity.<br />
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====Vasilssans====<br />
'''Home planet''': Varilak<br />
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'''Home system''': Antares<br />
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Vasilissans are a carnivorous, large spider-like people with tall, lanky bipedal bodies covered in chitin, and four large spider-like limbs protruding from their backs. They come in a variety of colors and are extremely diverse in that aspect. The females are usually about a foot taller than the males, averaging in at about seven feet. The females are also much stronger than the males. Their faces have four eyes of solid and varying colors. On the top of their heads are strange, thick, leg-like feelers that are normally styled in much the same way as hair. Their color varies greatly and isn’t normally the same color as the Vasilissan’s body. They have several feelers and sharp claw-like limbs around their lipped human-like mouths. These mouths contain only fangs, a strange, bulbous, long tongue, and spinnerets, giving them the ability to spit large strands of silk from their mouths. Their faces are traditionally very pretty, long, and elegant, almost elf-like despite their hard chitin plating and lack of a nose.<br />
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From a temperate jungle planet, the Vasilissans were once solitary, territorial people until great queens began to subjugate them. These 'Star Queens' ruled with an iron fist and urged their subjects to expand her territory and to attempt to build great towering cities tall enough to reach the stars and their sun, which they believed to be gems of great magical power and spiritual significance. First contact has been made by NT, who rigorously tried to exploit their culture and adaptive architectural keenness, which went poorly for the Vasilissans until they have managed to contact the greater human diaspora. <br />
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====Xenochimera====<br />
'''(( Whitelisted species - requires a special character application to play. ))'''<br />
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'''Home planet''': Not known<br />
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'''Home system''': Not known<br />
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An extraterrestrial colony organism, xenochimera are unusual in that they have no real defining physiology of their own - effectively, xenochimera mimic other beings, or parts of other beings, by consuming them and mutating their own cellular structure to imitate whatever evolutionary advantages they may find - or in layman's terms, they eat other creatures and copy features to create bizarre hybrids. As a result, no two examples of the species are alike, and they can, in fact, be wildly different in appearance. So much so, that even when they popped up on various colonies, they were dismissed as distinct alien creatures and native wildlife before a connection was finally made.<br />
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Xenochimera are relative newcomers to the galactic stage, their existence as a distinct species having been only discovered a little over twenty years ago, and as such are of great interest to xenobiologists. Owing to the moral and legal constraints surrounding experimentation on (arguably) sentient creatures, some transstellar corporations hire them in the hope that doing so will allow them to be studied in a way that locking them in a xenobio pen would not - and if the scientists on the station can persuade them to ''volunteer'' themselves for examination, that's a bonus.<br />
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The origins of the xenochimera are largely a mystery - xenochimera biomass and individual creatures have been found on numerous planets and even discovered embedded in asteroids and comets across a vast area, but no established populations have been found.<br />
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====Teshari====<br />
'''Home planet''': Qerr'balak (Native : Sirisai)<br />
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'''Home system''': Qerr'Vallis<br />
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The Teshari are reptilian pack predators from the Skrell homeworld. While they evolved alongside the Skrell, their interactions with them tended to be confused and violent, and until peaceful contact was made they largely stayed in their territories on and around the poles, in tundra terrain far too desolate and cold to be of interest to the Skrell.<br />
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In more recent times, the Teshari were technologically uplifted by the Skrell to be a space-faring race of their own, one that's ready to prove its worth to the galaxy at large, much to the glee of the Skrell, as they see this as the first real, successful uplifting that has benefited all sides.<br />
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The Skrell love to rub that in with the other species.<br />
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====Synthetics====<br />
'''Home Planet''': N/A<br />
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'''Home System''': N/A<br />
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Synthetics are spread throughout known space and serve a myriad variety of roles that range from a tiny drone scrubbing a floor to a nearly omnipotent AI used in a combat-ready interstellar vessel. Most known sufficiently-advanced races use synthetics in some way; very often as prosthetic bodies when their own bodies fail. There are three basic kinds of synthetic intelligences found in the universe today:<br />
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● '''Drone''': A drone is the term for any synthetic that uses more simple artificial intelligence constructs such as chips or motherboards. While capable of very sophisticated interaction, they are, in essence, only expert systems and not truly sapient.<br />
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● '''Cyborg''': A cyborg is a synthetic that uses an organic brain to function via an MMI, short for Man-Machine Interface. Cyborgs come in many shapes and sizes and most sentient cyborgs are free-willed. Some companies have used canine brains and brains of other animals to ensure a cheap workforce that doesn't rely on cutting-edge technology.<br />
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● '''Positronic Brain''': Positronic Brains are synthetic intelligences equaling the intellect of a particularly clever sapient being and are generalized artificial intelligences that can be seen as equal (or superior) to organic sapience. They possess a neural network not dissimilar to a brain made out of flesh; and are often used when expert systems simply do not make the cut and a true intelligence is needed. Many positronic intelligences strive for self-determination and are often acknowledged to be holders of their own destiny.<br />
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Synthetics have the unique capability of serving in different bodies. This can take shape of a [[Synthmorph]], a [[AI|lawbound AI]], or [[Cyborg|lawbound mobile chassis]]. However, transition from one to the other is an expense higher than the net worth of the bodies, making it non-lucrative for corporations and the synthetics themselves. <br />
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====Angels and Demons====<br />
'''Home planet''': Sanctorum / Infernum<br />
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'''Home system''': Sanctum<br />
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Perhaps the most quintessential of all colonies in the Elysian Colonies is the system of Sanctum, found in the earliest years of Humanity’s sprawl into the galaxy and colonized as a mundane agricultural world at first. However, close contact with the Skrell led to leaps and bounds of advancement in gene-resequencing technology and ambitious plans to steer the direction of Humanity.<br />
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The leaders of Sanctorum (renamed from its original name, lost to time) seen to it that the humans under their care soon transformed into abrahamic paragons of virtue, physically making them look like the popular depictions of angels and turning into a stern nanny state extolling virtue, self-reflection and rejection of earthly pleasures and vices. <br />
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This led to an underbelly of dissidents, criminal elements and rogues, who refused to follow these party lines and resisted any attempt of therapy until the Sanctorum authorities were fed up and put them in a penal colony inside the Sanctum system - now dubbed Infernum. There people formed a libertine society of extreme libertarianism and purposefully celebrating all the sinful vices and joys of the flesh their compatriots have forsaken.<br />
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While relations and extreme societies have mellowed over the time, Sanctorum and Infernum have developed far differently from normal Humanity, focusing less on ever-expanding exploration and instead polishing their societies into their vision of perfection. It is true that Angels live in an early post-scarcity society where they want for little and most labour is automated - while it is also true that they live in a quite repressive state and have forgotten some goods and services to actually want. Meanwhile demons enjoy their excess and free lives, while balancing dangerously on one ambitious person to put them all under the yoke or tear themselves apart with no clear direction on how to spread their libertine ideals outside their small sphere of influence. <br />
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====Alraune====<br />
'''Home planet:''' Abundance in All Things Serene<br />
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'''Home system:''' Beta-Carnelium Ventrum<br />
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The Alraune are the native species of a planet within the territory of no less than five Elysian Colonies, concurrently under protection by just these to develop on their own pace. However, previous to this non-contact policy, many Alraune were displaced by Angels and Elysians as companions, garden flowers and pet projects in uplifting, ultimately leading to a Diaspora of more culturally advanced Alraune living in Elysian Colonies and even the Coreward Periphery. <br />
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====Akula====<br />
'''Home planet''': Jorhul<br />
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'''Home system''': Barkalis<br />
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The Akula are a curious species first found by a human Kosaky fleet while they were scouting for a place to recuperate, take on perishables and potable water. Fierce and aggressive and in a developing society of an amphibian iron age, frequent contact on Jorhul eventually led to the adaptation of Akula into many nomad fleets, as the lifestyle seemed to suit them. Today, the Akulas are found in nearly any nomad fleet as security, explorers and engineers, having largely abandoned their planet to strive for adventure among the stars.<br />
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==Origins and Factions==<br />
One person is alone, two are a couple. Five is a family. Beyond this, it’s a tribe. Any sapient species eventually form their factions, polities and governments, some of them more important than others. For the Coreward Periphery, these are the most important ones, from which a solid chunk of their population hails from one way or the other.<br />
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These are the major backgrounds one could possibly have.<br />
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===The Greater Human Diaspora===<br />
Also called “Earthling Rabble” by older species, there is no doubt about it that Humanity as a whole is very far flung and claims many a star under their name - however, an overwhelming majority are independent and sparsely populated, preferring to enforce their way of life and their prosperity without interference of other humans or centralized governments. These many micronations and habitats can be found all over the Orion Spur. And more often, their ruins.<br />
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===The Commonwealth of Sol-Procyon===<br />
Also known as: ''Terran Commonwealth, Commonwealth, SolCom''<br />
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Mayhap the greatest of all star states of Humanity is the Commonwealth of Sol-Procyon or Terran Commonwealth in vernacular, an evolution of the goods and ills of the 21st century nation states coalescing into a federal, parliamentary democracy spanning not only planets but entire solar systems.<br />
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While the Terran Commonwealth sees itself as protector of Humanity and Freedom, Liberty and Equality, reality slightly differs, where idealism wanes for realpolitik and greed - The Commonwealth combats practically itself, competing political interests and lobbyism making its government at best slightly ineffective in its less developed regions and at worst corrupt and abusing its exalted offices for profit and power. Nothing like the old days, it seems.<br />
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In itself it's a Federation made up of Star Systems and habitats and covering over sixty federal member star systems - however politically relevant is the "core" of Humanity - the oldest settled colonies of Sol, Procyon, Sirius, Proxima Centauri and Altair, which are cultural, industrial and economic powerhouses, overshadowing other settled systems within their sphere of influence with sheer population numbers and political clout.<br />
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Beyond that are the self-organized, but not federally represented territories, the appointed-dependent colonies and the “satellites”, smaller states and nomadic lifestyles who are saddled with Commonwealth taxes in exchange for freedom of movement and (not always present) military protection.<br />
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Deeply entrenched in Commonwealth culture is the fear of losing the tenuous social cohesion as dissatisfied workers and the apathetic middle class are almost always at each other's throat, leading to reactionary movements to about everything - from xenos, to gene editing, to any ideas coming from the Trailing and Coreward Colonies.<br />
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===Unitary Alliance of Salthan Fyrds===<br />
Also known as: ''The Fyrds, The War States, Fyrders, Mighty Fighty''<br />
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A product of neglect, born out of fires of war, reforged into the most militaristic state of Humanity. The Unitary Alliance of Salthan Fyrds has seen its share of loss and tragedy and as hard times made hard people, the governments of the Fyrds have become a self-imposed Aegis for Humanity.<br />
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At first, they were simply the coreward part of the Commonwealth, prosperously developing as relatively closely clustered planets shown either high habitality or richness in rare materials, especially of Scandium and Helium-3.<br />
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This changed with the Hegemony War, the cataclysmic (in the eyes of the Fyrds) conflict with the Unathi, who have offered the colonies status as client species - either by the pen or by the sword. Naturally, as humans do, they chose the sword. <br />
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As the Commonwealth was dragged into the conflict, Salthan was the main battleground, bringing all the horror with it - but the Salthanians never gave up. Rebels, guerillas, irregular troops, they kept fighting for their freedom and eventually the stalemate turned into a peace treaty and a Status Quo Ante Bellum. <br />
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However, the industries that made the sector prosperous were destroyed and profits sharply declined. Partially abandoned, partially forced into labour by mega corporations and even some less scrupulous Commonwealth officials, the Salthasians finally broke off completely and violently revolted, forming their own Fyrds (nostalgically called after ancient history) and declaring the Perpetual Vigilance, their form of constitution.<br />
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Today, each planet is a fortress, each citizen a soldier - Each fyrd (planet) led by a general, who sits in the Allied Council, its form of overarching government. A stratocracy to the extremest sense, the Salthasians are trained from birth to fight - there is no such thing as a civilian in their society. <br />
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Surprisingly, their war machine never turned to other aliens or humans - their conflict is eternally with their most bitter of foes - the Unathi. They both raid and skirmish with each other, testing strength and honing their warriors. <br />
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===The Elysian Colonies===<br />
Also known as: ''The Demi-Monde, Slavers, Squabblers, Elysians''<br />
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Spinward colonies have always been trouble for the Terran Commonwealth. Nebulae makes communications and travel difficult. Chosen colonists often turned out to be subversive elements. Corporations got defrauded or emasculated in their influence by the colonists... Many things have gone wrong with centralizing power in the surprisingly habitable worlds of Cygnus and beyond. But the most detrimental factor for a centralized government for the Commonwealth was the Skrell.<br />
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With the Skrell came technology and a strangely familiar style of government - instead of puppets and an overlord, the colonies sought to emulate the Skrell by having each their own sovereign government and decision to rule as they see fit and how they see fit - much to the chagrin of the Commonwealth, they have achieved their autarky.<br />
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However, this style of self-rule has been tainted by human nature - as quickly as they broke off from the Commonwealth, as quickly did their ideas of an ideal society wildly diverge from each other. Vanity states rub shoulders with utopian projects, autocracies shake hands with direct democracies. The Demi-Monde is known to have such wildly different styles of governance, culture and even genetic make-up that one gets a whiplash of the mind.<br />
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Everything and nothing is allowed in the Demi-Monde. Slaves are happily traded or freed in righteous crusades. People are forced into eugenic projects or reassembled into the figures of ancient mythology. Whatever strives their fancy, Elysians probably have done it at some point or the other. Only their united desire to remain free and self-determinant drives them to ally with each other by convenience to drive out any meddler who tries to impose rules over them.<br />
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They are the most xenophile of all human factions, since people already heavily genesplice here, so nobody can tell if the sapient creature before them is a gene-edited human or an alien. <br />
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===The Third Ares Confederation===<br />
Also known as: ''ArConFed, Aresians, Exile-Martians, Formers, Commies''<br />
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The situation in the Terran Commonwealth has not always been cemented. With the advent of the colonisation of Mars, Venus and later the asteroid belt, there were dissidents, rabble rousers, thinkers and firebrands, pushing for separate societies in which everyone is equitable, the torch of socialism passing down to Humanity in the stars.<br />
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Especially the first and second Confederation were seminal times in the history of the Red Planet as they quickly spread out to the disparate and isolated Mars colonies in the beginning and later in the underbelly of dissatisfied and maltreated workers. Both times, the uprising left its mark in the fledgling interstellar civilization, but both times they have ultimately failed to create their sought after polities.<br />
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And thus, the “government in exile” of the Confederation fled into deep space to build their home on foreign shores. They succeeded, in a region now called the Trailing Periphery, where a small, if prosperous Confederation of a dozen systems, held together by their economic and military alliance. While individual member states differ in their ideologies on how to implement socialism and there is much leeway from the Central Government situated at Paraiso, the Confederation endured the initial hardships of early colonisation with barely any support and now enjoys an Age of Expansionism.<br />
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They are experts in large scale efforts, such as terraforming and microgravity engineering - a necessity from where they have started. They readily help other colonies in the Trailing Periphery, with the express purpose of fomenting solidarity and a wish to join them - much to the chagrin of the Commonwealth. However, they are still cooperating and trading with each other. For now. <br />
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Mostly as the Ares Confederation never saw much need for a strong federal military, letting individual states assemble their own external and internal militia forces, based upon volunteer service. The federal army is rather perfunctory, made up of officers, militia veterans and engineering personnel to train and guide the militias if they so request or maintain the sparse defensive infrastructure within the space of the Confederation.<br />
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===The Skrell Consensus===<br />
The Skrell are peculiar. They think any government beyond a city level would just turn into corruption and imperial ambition. And still their actions after often in unison as their philosopher kings lead them in decisive times. The Skrell Consensus is less a faction and more an ideal - what is right is self-evident for many Skrell and therefore many city states cooperate with each other on an interstellar stage to bring prosperity to all partners involved.<br />
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A rather idealistic idea, but for the Skrell it works most of the time as their strict caste system has led to very similar cultures and way of thinking for the Consensus, ensuring a smooth operation at almost any given time. <br />
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However, the Skrell are known for, if not outright infighting, of “competitions” on who is the better philosopher king, leading them to unwittingly support or oppose others if they would’ve done otherwise or stay neutral.<br />
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===The Unathi Hegemony===<br />
Presumably one of the oldest governments of the interstellar stage is the Unathi Hegemony, a decentralized state led by the Moghes Priesthood, whose sacrosanct planet arbitrates between and is paid tribute to by the several “Allegiances”, who are part noble family, part extended family and part political party. These Allegiances in turn administer the star systems belonging to the Hegemony and assemble their armies and navies.<br />
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Allegiances also have taken up the banner of client species, aliens that are to be taught how to be Unathi while being an underling to their specific allegiance, not the Hegemony itself. As warfare is forbidden by holy law between Unathi, these client species are used to play the everchanging conflict between the Allegiances for dominance.<br />
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The Unathi Hegemony ,if united, is almost unstoppable. However, the Allegiances almost work as a check of balances themselves, as not one of them likes the others and rather see them wiped out instead of them achieving Imperial Glory.<br />
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===The Tajaran Diaspora===<br />
Tajaran are a complicated bunch. All manners of governments, nation states and empire are found on Meralar and their innate desire to fulfill their ambitions and manifesting their destiny has led to the situation where they have not one united government but rather a byzantine web of overlords, colonies, dependencies and break-off states from former colonies. Allegiances, intrigue and hatred are dense and outsiders of their culture often struggle to fully see through this system.<br />
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However, consolidation and centralization of power is an ongoing progress for the Tajaran, a matter of decades on whose culture, ideals and government will finally reign supreme. Until then, they happily spread amongst the stars anyway, to ensure their future and the prosperity of Tajarankind. <br />
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===The Nomads===<br />
Also known as: ''Kosaky, Ordu, Spacers, Counterskrell, Nerahni''<br />
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Nomadic traditions have received quite the revival whenever a species reaches space. The call for calling nothing and everything your home, the constant push of adventure and exploration enamours many people to abandon sedentary lifestyles and join one of the many nomad fleets. Some are born into it and drop out later, when they had their fill. Nomads usually are experts in long-term habitation of ships and trouble to reacclimate to a “grounder” life.<br />
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Human nomads have developed from ancient traditions of the savannah and steppe and translated them into space during the initial colonization of Sol, preying on weak merchant ships and then later working as prospectors and screening fleets. They prefer to call themselves Kosaky or Ordu, after ancient steppe forebears.<br />
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Nerahni were an aquatic nomad culture of the Tajaran, living on generation ships they have lovingly carved their history upon. This tradition they have carried to a spacer life, engraving the hulls with the deeds of the ship and crew.<br />
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Counterskrells are mostly young Skrells who reject the local autocracy of the Skrell Philosopher kings, instead bumbling around in space on massive yachts, exploring the depths of the skrellian psyche. With drugs. A lot of them.<br />
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===Mega-Corporations===<br />
Mega-Corporations, an outcrop of late-stage capitalism or commercial interests on an interstellar age. While the corporate culture differs from corporation to corporation, one thing is for sure - they are an important influence on the politics of their “home species” and often transcend the boundaries of their species to deal with everything and everyone. <br />
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Mega-Corporations often field private military contractors in regions where government forces are not available, protecting their interests beyond the grasp of where they can have repercussions for their actions. <br />
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They are seen as scummy and inhumane at worst, but the mega-corporations try to maintain a good image and just call this “healthy for-profit mindsets”. After all, they have an obligation to fulfill.<br />
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The seven major human Mega-Corporations are: [[NanoTrasen]], [[Ward-Takahashi GMB]], [[Gilthari Exports]], [[Grayson Manufactories Ltd.]], [[Aether Atmospherics and Recycling]], [[Zeng-Hu Pharmaceuticals]] and [[Hesphaistos Industries|Hephaestus Industries]].<br />
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Other important Mega-Corporations are: [[Vey-Med]], Xion, Advent Life Biolabs, Royal Meralar Shipyards, Mahrar-Kitsurah Industries, Donk Co., and Cybersun Industries.<br />
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===Free Trade Union===<br />
While often compared to a mega corporation in their own right, the Free Trade Union is an ever expansive umbrella organisation for the attempted countering of monolithic, monopolized mega-corporations strangling the free market. And thus, every smaller corporation, mom and pop firms and independent freighter traders can get a license of the Free Trade Union, which often wheels and deals around to circumvent higher tariffs or taxes. In exchange, the administration takes a portion of the profit and redistributes it to members as insurance and to smooth out local governments. While many independent corporations and smaller labour unions join the FTU, some dislike the idea of the inherent flair of corruption and bribery the FTU is happily being accused of. <br />
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===Orion Spur Civilizations===<br />
A catch-all term for every sapient life within the Orion Spur - Space is insurmountably vast and the Orion Spur is just a tiny region of it and even then it is host to a myriad of alien species, isolated by vast distances and dead planets. Here you find the downtrodden colonies mega-corporation in the Trailing Periphery, who have carved their own, little kingdoms under the “Trailing Colony Development Scheme” as heralded by the Commonwealth of Sol-Procyon or the hundreds of independent colonies away from all of the major species or simple pirates, who carve out their way of life with blood and lasers, deep in the underbelly of the void between the stars. <br />
[[Category:Lore]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Backstory&diff=7447Backstory2020-04-25T21:19:28Z<p>Arokha: </p>
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'''Welcome to the VORE Station background page!'''<br />
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This is the starting page into VORE Station's lore, also commonly known as 'fluff' (but we usually just call it lore). This is the basic, common knowledge that the vast majority of characters should know and helps introduce you, the player, into the world of our server. While you do not have to know every little detail by heart it would be wise to skim through some of the pages. At least to know how our lore differs from the other SS13 servers.<br />
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Many wiki lore pages are constantly under construction and open to change, If you feel like you may have something to add, please join our discord and pop your head into the #Lore channel.<br />
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'''Note:''' ''Unlike other pages of this wiki, changes to these pages must be approved by our Loremaster or another admin.''<br />
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Once again welcome to VORE Station, we hope your stay here is a long and enjoyable one!<br />
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The year is 2320 CE (Common Era) and Humanity has spread amongst the stars, forming a diverse and enduring diaspora of political and cultural ideas, thought streams and creeds. Spearheaded by the Terran Commonwealth, which serves as a rump state and soft dominant cultural power, Humanity is slowly spreading through the Orion Spur and ensures the perpetual endurance of the Human race in one way or another. With the discovery of the mysterious properties of the Alden-Saraspova particle and the abundance of it in the naturally occuring substance of Phoron, FTL travel and communication has become a reality through utilizing Bluespace Technology and enabling the massive energy requirements for truly wondrous public projects of shaping entire planets to a habitable atmosphere in decades, not centuries. <br />
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But Humanity is not alone - not only do the diverse human factions compete under each other, but also with other intelligent life, like the ambitious Tajaran, the imperial Unathi or the enigmatic Skrell and many more smaller and greater alien species. <br />
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''It’s a brave, new world.''<br />
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==Welcome to the Frontier==<br />
Welcome to Virgo-Erigone (Virgo for short), a system within the Coreward Periphery, one of the two current frontiers of Humanity they pay even a modicum of attention to. This is due to the reason you are stationed on one of the moons of Virgo 3, Virgo 3B. The gas giant, being a massive ball of liquid and gaseous phoron is one of the many of the Coreward Periphery, where a phoron heavy star has gone supernova millenia ago, scattering the coveted material over nearby star systems, just waiting to be exploited. <br />
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For this reason Virgo-Erigone is colonized much like many other systems by a mess of charters working under Mega Corporations (such as your workplace), personal charters of wealthier individuals pitching together in a start-up, independents and other unions and polities,all keen on receiving one slice of the Phoron pie. Sometimes competing, sometimes supporting each other, sometimes being outright hostile to each other - life in the Coreward Periphery is dictated by opportunity and a certain clannishness between each other, as there is no central authority whatsoever and living standards can rise and fall on a dime with just one poor decision or one windfall. <br />
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The universal currency of the Coreward Periphery, introduced by a conglomerate of mega corporations and simply accepted as a good standard, if one could call it that, is the Thaler representing a fraction of FTL travel expenses. In theory, one Thaler represents one second of flight within bluespace. This makes the currency precious in the Rim, but less so in the developed systems of Humanity and Aliens, where it is required to be exchanged to more conventional currencies, either backed by fiat or by kilowatt hours of energy.<br />
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===Life in the Periphery===<br />
While automated labour is common in the core worlds, there are several problems that hinder its widespread implementation in the Periphery. Drones are incredibly inflexible in their programming and any program sophisticated enough to handle the, often changing, circumstances in the Frontier will likely be a positronic brain, which has requirements like any sapient being of having social contact and friends if one does not want to make them go mad in isolation.<br />
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Then, there is the issue of actually maintaining all this infrastructure without human input and the very real danger of pirates simply bombing the facility with EMPs as soon as they find out that only machines operate there.<br />
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Thus, the Periphery is populated with a plethora of contractors milling in one station to the next to earn their paycheck, handling any work more sophisticated than simple labour and even that is done in the spirit of either being incapable of affording drone swarms or plain refusing to do so due to the cost. They also serve the purpose of being a higher barrier to attack and maybe even murder for pirates, as property damage is a whole other unethical step than outright killing a fellow sapient being - and well, to keep AIs company.<br />
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As contractors earn their license without questions asked as soon as they pass standardized tests offered by the NGO “Galactic Labour Pool”, there is a rich tapestry of creeds, cultures and species working in the Periphery. In a sense, it is a great melting pot of the galaxy as everyone is united either by the lust for a big paycheck or by the dogged adventurous spirit of taming the wild unknown. <br />
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Travel to the Coreward Periphery varies depending on urgency and affluence when going from or to the Terran Commonwealth and specifically Sol. The shortest amount is three weeks, the longest amount is 2 months. Holidays back home need to be planned well in advance due to it!<br />
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Due to a lack of a central authority, many colonies either rule themselves or have appointed managers of their respective charter holders. It isn’t uncommon for to see colonies within a system to work as loose confederation, but so far no real effort for a “real” government has been considered - most colonies are purely erected due to economic interests and often just abandoned to the cold, harsh mistress of space when the Phoron runs out.<br />
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===Life in Virgo-Erigone specific===<br />
NT’s presence in Virgo-Erigone is actually relatively small - they are much more active in Amaterasu, Tenebrae and First Footfall, but the buyout of a royal charter company of the Zorren Kingdom An-Tahk-Et led to them occupying several ruins of the old Zorren Empire at Virgo 3B and Virgo Prime, paying homage and minor taxes in exchange for continued quasi-sovereignty over their installations - as such Zorren law holds little sway over these pockets of soil.<br />
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The main installations that are the most important are “Central Command”, an old basalt quarry of the Old Zorren Empire, now re-functioned as central communication and administrative hub for the region and the Tether itself - the NSB Adephagia.<br />
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Refurbished as staging point for drone tankers filling themselves richly with harvested Phoron from surrounding facilities, the Tether serves also as staging point for xenoarcheological, xenobiological, xenobotanical and other scientific expeditions into the surrounding ruins, old quarries and mines of the planet and the star system as a whole - and, under the table, the occasional salvaging of competitor’s derelicts in both space and the surface.<br />
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The tether is a relatively comfy posting as NT tried to use it as staging point for more fervent colonization of the system. However, the Zorren blocked such attempts, leaving a strangely comfy fuel station and administrative hub, serving the orbiting NIS Orator with a direct fuel pipeline, which it uses happily to sell phoron fuel to any nearby ship, attracting a lot of air traffic of the myriad factions within the Virgo-Erigone system.<br />
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==Non-Catalogued Species==<br />
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====Custom Species====<br />
Home planet: ???<br />
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Home system: ???<br />
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Here on Virgo our users and staff have created a varied back catalog of bits and bobs for species not specifically listed below. We do not enforce players play one of the canon species listed below. You may bring in your own special snowflake! As long as they, and by extension you, follow our [[Rules#Create%20and%20play%20server-appropriate%20characters|rules over playing server appropriate characters.]] If you are having trouble [[Character Creation|creating your character]] please refer to our "Character Creation" guide.<br />
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==Catalogued Species==<br />
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===Major Species===<br />
“Major” races are the alien species who have managed to accumulate enough political and economic gravitas to “matter” in a grander scale, often having spread over several star systems or having some sort of edge or tie with other major species - for example the Skrell, while isolationist to a degree are a philosophical ally to humans, while Sergals and Nevrean have been put into importance by being major trade partners with them, while Zorren and Vulpkanin bring back technologies of their ancient forebearers.<br />
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Being a major race means a certain degree of independence from other races, as they usually do not have to rely on others to fare space. <br />
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====Humans====<br />
'''Home planet''': Earth<br />
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'''Home system''': [[Sol]]<br />
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Humanity, everything and nothing can be said about them. As diverse is their thinking, as fractured is their society. Intrepid and mercantile, brutal if needed to, Humanity has formed a great diaspora among the stars primarily driven by their innate curiosity and love for adventure and exploration. While a good half of them live under the wing of the Terran Commonwealth, centered around their home planet Earth, the extremely diverse political theory they have accumulated over the centuries led to many splits, arguments and secessions.<br />
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While most humans are accepting of other species and simply want to earn an honest paycheck, the best and worst are found among them. You never know what a human is going to be like when you first meet them. <br />
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Humans are most well-known for the stalemate and eventual peace with the Unathi during the Hegemony War, firmly cementing them as one of the major species in the Orion Spur.<br />
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====Unathi====<br />
'''Home planet''': [[Moghes]]<br />
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'''Home system''': [[Moghes#Astrology|Uueoa-Esa]]<br />
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The Unathi are a race of tall, reptilian humanoids that possess both crocodile-like and serpent-like features. Their scales are hard and plate-like, save for the softer ones that line the inside of their legs, armpits, and groin. Originating from the planet of [[Moghes]], the Unathi live in a complex, almost byzantine bureaucracy developed over the centuries of their Hegemony of their pocket of space.<br />
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The Unathi believe in a rigid honour system, following their duty to the Hegemony itself, then their respective allegiance and finally their own family, valuing dignity, strength and expertise above all. Learning crafts, however peaceful or martial, is seen as the perfect expression of Unathi pride.<br />
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The Unathi were humanity's second major race contact, but due to their imperialistic nature, engaged in an interstellar war with humanity known as the Sol-Hegemony Conflict. Although the conflict has long since ended, and relations have slowly improved, Unathi are still often considered to be haughty and arrogant for their much older culture, often leading to tensions between them and younger species. <br />
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====Skrell====<br />
'''Home planet''': Qerr'balak<br />
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'''Home system''': Qerr'Vallis<br />
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The Skrell is a species of amphibious humanoids, distinguished by their green-blue gelatinous appearance and head tentacles. Skrell warble from the world of Qerrbalak (or as the lore once called it, Jargon 4), a humid planet with plenty of swamps and jungles. Currently more technologically advanced than humanity, they emphasize the study of the mind and the mystery of the natural world through philosophy and mmemotics. <br />
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Gender has little meaning to Skrell outside of reproduction, and in fact, many other species have a difficult time telling the difference between male and female Skrell apart. The most obvious signs (voice in a slightly higher register, longer head-tails for females) are never a guarantee.<br />
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Due to their extremely decentralized, but locally total rule, colonisation always has been an issue for the Skrell and even though they are among the oldest species known to Humanity still occupy just as much space as the diaspora of humans - so far they know. It is indisputable however that humans and skrell consider each other, if not natural allies, at least cordial partners for the joint exploration of Space. <br />
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====Tajaran====<br />
'''Home planet''': Meralar<br />
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'''Home system''': Rarkajar<br />
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A relatively young species, much like the humans, the Tajaran are a humanoid race possessing cat-like features. Hailing from Meralar, they possess insulating fur and felinoid stability to better survive in their harsh native environment. Their home planet is a cold planet of vast tundra and arctic zones.<br />
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If one follows their turbulent history, many would see a defining cultural trait for many Tajaran - an innate sense of ambition and pride. Empires fell and rose with the pride of their leaders and pride of what they are, driving them to throw off the yoke of others. Tajaran might be the most aggressive colonisers concurrently, leaving their political landscape volatile and unpredictable. <br />
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They, however, care little for such. They see themselves as masters of their destiny - it only has to be manifest. <br />
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Tajaran are usually less trusted due to their ambitions and upstart nature, but this attitude is greatly diminished in the Coreward Periphery - where every person is gladly taken. <br />
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====Sergals====<br />
'''Home planet''': Tal<br />
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'''Home system''': Vilous<br />
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Sergals are a race of furry shark-like headed creatures from the planet Tal in the Vilous system. They are one of two intelligent races living in the system, the other being Nevreans. They are split into four main ethnic groups, being the Northern, Southern, Eastern, and Western sergals.<br />
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Humanity encountered the Sergals during the colonisation of Tal by Yantzu Mining, a now defunct corporation, who disregarded them as savages due to the first contact with the northern sergals, who live in primarily agrarian and hunter-gatherer societies, an attitude that did not change with the much more developed Eastern and southern Sergals, who grasped complex economics and trade networks under their various confederations and leagues of city states in the climates with many artificial or natural waterways. <br />
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This led to the Sergals making the humans first connected and then dependent on their goods (mostly agricultural), before just driving them out with relatively simple tariff wars, leading to Yantzu Mining losing standing in the Human Diaspora and to their eventual bankruptcy. Acknowledging their intelligence and culture, most human enterprises now lead mutually beneficial development and trading charters with the Sergals, who often stride out into the world to learn about the technology and crafts of the galaxy to bring them back home and transplant them into their home cities. <br />
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====Nevreans====<br />
'''Home planet''': Tal<br />
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'''Home system''': Vilous<br />
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Flighty and avian, the Nevrean share their home planet with the Sergals, who is their relatively close genetic cousin, although their appearance is quite different, rather looking like a mixture between a feathered dinosaur and a bird, with the sexual dimorphism leading to females being bulkier, flightless and also more aggressive in their cultural mores, while the males are slimmer, more colourful and are capable of flight. <br />
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Nevrean live traditionally in nomadic societies, roaming the savannahs and mountains of Tal, where permanent agriculture is next to impossible, relying on a rich oral tradition to pass down knowledge and their culture. Sometimes at odds with Sergals, sometimes their allies, their history with the second sapient species of Tal might have been the reason why some of their cultures are very much accommodating to xenos. <br />
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Nevrean are perceived as industrious and excellent crafters, which led to many communities of Nevrean eventually folded into the more urbanized life of Sergals, attracted by supply and demand economics. These urbanized Nevrean generally adopt Sergal writing systems to their own language, which led to many myths and legends being much more accessible to more book-loving cultures - like the humans.<br />
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====Zorren and Vulpkanin====<br />
'''Home Planet''': Menhir (Virgo 4) / Altam<br />
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'''Home System''': Alat-Hahr (Virgo-Erigone)/ Vazzend<br />
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The origin of these two diverse species is subject to debate in the specifics, but DNA sequencing and archeology determined that Zorren and Vulpkanin have both belonged to a progenitor species that has been spacefaring before Humanity reached industrialization. While the decline and eventual complete collapse is still unknown, the Coreward Periphery is dotted with old outposts, cities and facilities, most often almost completely lost to the wastes of time.<br />
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The Zorren and Vulpkanin are the only known descendants of this precursor empire, living on planets that have been to some significance for the precursors, although it’s not quite understood what exactly made them special. In case of Virgo 4, it is suspected to be either an industrial-focussed planet or a weapon testing facility, due to evidence that the planet had several moons before its asteroid rings, while the clement conditions of Altam and the much higher population of Vulpkanin leads to the theory that it was either a market or waystation of an important supply line.<br />
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While genetic drift and deliberate DNA manipulation (such as Zorren having hemocyanic blood instead of red blood like Vulpkanin) drifted them apart considerably, both Zorren and Vulpkanin are curious about their respective cousins and their heritage.<br />
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However, while Vulpkanin’s interest is mostly relegated to a passing academic interest, Zorren are obsessed with their ancient heritage and deliberately try to shape their societies according to ancient customs, social mores and culture, seeing themselves as inheritors of a lost Golden Age.<br />
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===Minor Species===<br />
“Minor” species are those who are dependent on the major races to accomplish their spacefaring goals, are vassals, clients or protectorates of the major species or are insular and only have colonized very minorly in their respective star systems.<br />
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“Minor” has little bearing if a species is developed or not, as Angels and Demons are considered “minor” due to their isolationists and inward perspectives, but are very advanced in their technology, while Dionae are considered “minor” as they show no interest whatsoever to have any political clout. <br />
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====Zaddat====<br />
'''Home planet''': Xohok<br />
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'''Home system''': Uueoa-Esa<br />
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The Zaddat are an Unathi client race only recently introduced to civilized space. Having evolved in the high-pressure and post-apocalyptic world of Xohok in the Vengeful Father system, Zaddat require an environmental suit to survive in usual planetary and station atmospheres. Despite these restrictions, worsening conditions on Xohok and the blessing of the Moghes Hegemony have led the Zaddat to enter human space in search of work and living space. The vast majority of Zaddat now live in nomadic spacer fleets.<br />
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====Promethean====<br />
'''Home planet''': None<br />
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'''Home system''': None<br />
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A gelatinous race of mimics evolved from their slime predecessors that were first discovered aboard the research station Prometheus, these colorful humanoids are best characterized by their ability to repurpose and shape their bodies for whatever a situation may warrant by means of their semi-solid structure. Along with this is their semipermeable membrane encasing their gel, allowing them to filter feed while keeping the undesirable matter out of their bodies. Their composition allows them to resist most sources of brute trauma, though energy will cause their limbs to become unstable and disintegrate. Prometheans are also void of most normal organs, possessing quite the different setup for their homeostasis.<br />
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Being an artificially created race, and a new one at that, Prometheans have no unified culture, though there are small populations of Prometheans scattered around the universe, the tropical planet of Aetolus in particular having roughly one thousand such individuals.<br />
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Promethean stewardship varies from state to state. The Fyrds outright outlaw them, while the Eylsian Colonies oscillate between embracing them as fully independent citizens to outright slavery. The norm however is that they require a caretaker at all times to teach them civilization properly.<br />
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====Diona====<br />
'''(( Whitelisted species - requires a special character application to play. ))'''<br />
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'''Home system''': Epsilon Ursae Majoris<br />
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The diona are a group of omnivorous, slow-metabolism plantlike organisms that are in fact clusters of individual, smaller organisms. They exhibit a high degree of structural flexibility and come in a wide variety of shapes and colors to reflect the intelligence of each individual creature. They were discovered by the Skrell in 2194CE, not on a planet, but in open space between three stars, a figurative hell that made it difficult to discover, much less contact them.<br />
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Diona spread by seeds and are asexual, no gender. When grown into their small 'nymph' state, they are known to eat large amounts of dead plant matter and fertilize plants while they learn from those around them by sampling their genetic code (usually through blood extractions), and as they grow further merge into larger and larger forms. It is not unheard of for Skrell explorers to be traveling in a ship composed of habitat modules and engines of Skrell make, with the body of the ship formed by their Diona allies to warble across the cosmos.<br />
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Introduced by the Skrell, and quite slow and peaceful, the Diona share good relations with humanity.<br />
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====Vasilssans====<br />
'''Home planet''': Varilak<br />
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'''Home system''': Antares<br />
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Vasilissans are a carnivorous, large spider-like people with tall, lanky bipedal bodies covered in chitin, and four large spider-like limbs protruding from their backs. They come in a variety of colors and are extremely diverse in that aspect. The females are usually about a foot taller than the males, averaging in at about seven feet. The females are also much stronger than the males. Their faces have four eyes of solid and varying colors. On the top of their heads are strange, thick, leg-like feelers that are normally styled in much the same way as hair. Their color varies greatly and isn’t normally the same color as the Vasilissan’s body. They have several feelers and sharp claw-like limbs around their lipped human-like mouths. These mouths contain only fangs, a strange, bulbous, long tongue, and spinnerets, giving them the ability to spit large strands of silk from their mouths. Their faces are traditionally very pretty, long, and elegant, almost elf-like despite their hard chitin plating and lack of a nose.<br />
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From a temperate jungle planet, the Vasilissans were once solitary, territorial people until great queens began to subjugate them. These 'Star Queens' ruled with an iron fist and urged their subjects to expand her territory and to attempt to build great towering cities tall enough to reach the stars and their sun, which they believed to be gems of great magical power and spiritual significance. First contact has been made by NT, who rigorously tried to exploit their culture and adaptive architectural keenness, which went poorly for the Vasilissans until they have managed to contact the greater human diaspora. <br />
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====Xenochimera====<br />
'''(( Whitelisted species - requires a special character application to play. ))'''<br />
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'''Home planet''': Not known<br />
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'''Home system''': Not known<br />
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An extraterrestrial colony organism, xenochimera are unusual in that they have no real defining physiology of their own - effectively, xenochimera mimic other beings, or parts of other beings, by consuming them and mutating their own cellular structure to imitate whatever evolutionary advantages they may find - or in layman's terms, they eat other creatures and copy features to create bizarre hybrids. As a result, no two examples of the species are alike, and they can, in fact, be wildly different in appearance. So much so, that even when they popped up on various colonies, they were dismissed as distinct alien creatures and native wildlife before a connection was finally made.<br />
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Xenochimera are relative newcomers to the galactic stage, their existence as a distinct species having been only discovered a little over twenty years ago, and as such are of great interest to xenobiologists. Owing to the moral and legal constraints surrounding experimentation on (arguably) sentient creatures, some transstellar corporations hire them in the hope that doing so will allow them to be studied in a way that locking them in a xenobio pen would not - and if the scientists on the station can persuade them to ''volunteer'' themselves for examination, that's a bonus.<br />
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The origins of the xenochimera are largely a mystery - xenochimera biomass and individual creatures have been found on numerous planets and even discovered embedded in asteroids and comets across a vast area, but no established populations have been found.<br />
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====Teshari====<br />
'''Home planet''': Qerr'balak (Native : Sirisai)<br />
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'''Home system''': Qerr'Vallis<br />
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The Teshari are reptilian pack predators from the Skrell homeworld. While they evolved alongside the Skrell, their interactions with them tended to be confused and violent, and until peaceful contact was made they largely stayed in their territories on and around the poles, in tundra terrain far too desolate and cold to be of interest to the Skrell.<br />
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In more recent times, the Teshari were technologically uplifted by the Skrell to be a space-faring race of their own, one that's ready to prove its worth to the galaxy at large, much to the glee of the Skrell, as they see this as the first real, successful uplifting that has benefited all sides.<br />
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The Skrell love to rub that in with the other species.<br />
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====Synthetics====<br />
'''Home Planet''': N/A<br />
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'''Home System''': N/A<br />
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Synthetics are spread throughout known space and serve a myriad variety of roles that range from a tiny drone scrubbing a floor to a nearly omnipotent AI used in a combat-ready interstellar vessel. Most known sufficiently-advanced races use synthetics in some way; very often as prosthetic bodies when their own bodies fail. There are three basic kinds of synthetic intelligences found in the universe today:<br />
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● '''Drone''': A drone is the term for any synthetic that uses more simple artificial intelligence constructs such as chips or motherboards. While capable of very sophisticated interaction, they are, in essence, only expert systems and not truly sapient.<br />
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● '''Cyborg''': A cyborg is a synthetic that uses an organic brain to function via an MMI, short for Man-Machine Interface. Cyborgs come in many shapes and sizes and most sentient cyborgs are free-willed. Some companies have used canine brains and brains of other animals to ensure a cheap workforce that doesn't rely on cutting-edge technology.<br />
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● '''Positronic Brain''': Positronic Brains are synthetic intelligences equaling the intellect of a particularly clever sapient being and are generalized artificial intelligences that can be seen as equal (or superior) to organic sapience. They possess a neural network not dissimilar to a brain made out of flesh; and are often used when expert systems simply do not make the cut and a true intelligence is needed. Many positronic intelligences strive for self-determination and are often acknowledged to be holders of their own destiny.<br />
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Synthetics have the unique capability of serving in different bodies. This can take shape of a [[Synthmorph]], a [[AI|lawbound AI]], or [[Cyborg|lawbound mobile chassis]]. However, transition from one to the other is an expense higher than the net worth of the bodies, making it non-lucrative for corporations and the synthetics themselves. <br />
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====Angels and Demons====<br />
'''Home planet''': Sanctorum / Infernum<br />
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'''Home system''': Sanctum<br />
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Perhaps the most quintessential of all colonies in the Elysian Colonies is the system of Sanctum, found in the earliest years of Humanity’s sprawl into the galaxy and colonized as a mundane agricultural world at first. However, close contact with the Skrell led to leaps and bounds of advancement in gene-resequencing technology and ambitious plans to steer the direction of Humanity.<br />
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The leaders of Sanctorum (renamed from its original name, lost to time) seen to it that the humans under their care soon transformed into abrahamic paragons of virtue, physically making them look like the popular depictions of angels and turning into a stern nanny state extolling virtue, self-reflection and rejection of earthly pleasures and vices. <br />
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This led to an underbelly of dissidents, criminal elements and rogues, who refused to follow these party lines and resisted any attempt of therapy until the Sanctorum authorities were fed up and put them in a penal colony inside the Sanctum system - now dubbed Infernum. There people formed a libertine society of extreme libertarianism and purposefully celebrating all the sinful vices and joys of the flesh their compatriots have forsaken.<br />
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While relations and extreme societies have mellowed over the time, Sanctorum and Infernum have developed far differently from normal Humanity, focusing less on ever-expanding exploration and instead polishing their societies into their vision of perfection. It is true that Angels live in an early post-scarcity society where they want for little and most labour is automated - while it is also true that they live in a quite repressive state and have forgotten some goods and services to actually want. Meanwhile demons enjoy their excess and free lives, while balancing dangerously on one ambitious person to put them all under the yoke or tear themselves apart with no clear direction on how to spread their libertine ideals outside their small sphere of influence. <br />
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====Alraune====<br />
'''Home planet:''' Abundance in All Things Serene<br />
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'''Home system:''' Beta-Carnelium Ventrum<br />
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The Alraune are the native species of a planet within the territory of no less than five Elysian Colonies, concurrently under protection by just these to develop on their own pace. However, previous to this non-contact policy, many Alraune were displaced by Angels and Elysians as companions, garden flowers and pet projects in uplifting, ultimately leading to a Diaspora of more culturally advanced Alraune living in Elysian Colonies and even the Coreward Periphery. <br />
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====Akula====<br />
'''Home planet''': Jorhul<br />
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'''Home system''': Barkalis<br />
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The Akula are a curious species first found by a human Kosaky fleet while they were scouting for a place to recuperate, take on perishables and potable water. Fierce and aggressive and in a developing society of an amphibian iron age, frequent contact on Jorhul eventually led to the adaptation of Akula into many nomad fleets, as the lifestyle seemed to suit them. Today, the Akulas are found in nearly any nomad fleet as security, explorers and engineers, having largely abandoned their planet to strive for adventure among the stars.<br />
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==Origins and Factions==<br />
One person is alone, two are a couple. Five is a family. Beyond this, it’s a tribe. Any sapient species eventually form their factions, polities and governments, some of them more important than others. For the Coreward Periphery, these are the most important ones, from which a solid chunk of their population hails from one way or the other.<br />
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These are the major backgrounds one could possibly have.<br />
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===The Greater Human Diaspora===<br />
Also called “Earthling Rabble” by older species, there is no doubt about it that Humanity as a whole is very far flung and claims many a star under their name - however, an overwhelming majority are independent and sparsely populated, preferring to enforce their way of life and their prosperity without interference of other humans or centralized governments. These many micronations and habitats can be found all over the Orion Spur. And more often, their ruins.<br />
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===The Commonwealth of Sol-Procyon===<br />
Also known as: ''Terran Commonwealth, Commonwealth, SolCom''<br />
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Mayhap the greatest of all star states of Humanity is the Commonwealth of Sol-Procyon or Terran Commonwealth in vernacular, an evolution of the goods and ills of the 21st century nation states coalescing into a federal, parliamentary democracy spanning not only planets but entire solar systems.<br />
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While the Terran Commonwealth sees itself as protector of Humanity and Freedom, Liberty and Equality, reality slightly differs, where idealism wanes for realpolitik and greed - The Commonwealth combats practically itself, competing political interests and lobbyism making its government at best slightly ineffective in its less developed regions and at worst corrupt and abusing its exalted offices for profit and power. Nothing like the old days, it seems.<br />
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In itself it's a Federation made up of Star Systems and habitats and covering over sixty federal member star systems - however politically relevant is the "core" of Humanity - the oldest settled colonies of Sol, Procyon, Sirius, Proxima Centauri and Altair, which are cultural, industrial and economic powerhouses, overshadowing other settled systems within their sphere of influence with sheer population numbers and political clout.<br />
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Beyond that are the self-organized, but not federally represented territories, the appointed-dependent colonies and the “satellites”, smaller states and nomadic lifestyles who are saddled with Commonwealth taxes in exchange for freedom of movement and (not always present) military protection.<br />
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Deeply entrenched in Commonwealth culture is the fear of losing the tenuous social cohesion as dissatisfied workers and the apathetic middle class are almost always at each other's throat, leading to reactionary movements to about everything - from xenos, to gene editing, to any ideas coming from the Trailing and Coreward Colonies.<br />
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===Unitary Alliance of Salthan Fyrds===<br />
Also known as: ''The Fyrds, The War States, Fyrders, Mighty Fighty''<br />
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A product of neglect, born out of fires of war, reforged into the most militaristic state of Humanity. The Unitary Alliance of Salthan Fyrds has seen its share of loss and tragedy and as hard times made hard people, the governments of the Fyrds have become a self-imposed Aegis for Humanity.<br />
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At first, they were simply the coreward part of the Commonwealth, prosperously developing as relatively closely clustered planets shown either high habitality or richness in rare materials, especially of Scandium and Helium-3.<br />
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This changed with the Hegemony War, the cataclysmic (in the eyes of the Fyrds) conflict with the Unathi, who have offered the colonies status as client species - either by the pen or by the sword. Naturally, as humans do, they chose the sword. <br />
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As the Commonwealth was dragged into the conflict, Salthan was the main battleground, bringing all the horror with it - but the Salthanians never gave up. Rebels, guerillas, irregular troops, they kept fighting for their freedom and eventually the stalemate turned into a peace treaty and a Status Quo Ante Bellum. <br />
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However, the industries that made the sector prosperous were destroyed and profits sharply declined. Partially abandoned, partially forced into labour by mega corporations and even some less scrupulous Commonwealth officials, the Salthasians finally broke off completely and violently revolted, forming their own Fyrds (nostalgically called after ancient history) and declaring the Perpetual Vigilance, their form of constitution.<br />
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Today, each planet is a fortress, each citizen a soldier - Each fyrd (planet) led by a general, who sits in the Allied Council, its form of overarching government. A stratocracy to the extremest sense, the Salthasians are trained from birth to fight - there is no such thing as a civilian in their society. <br />
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Surprisingly, their war machine never turned to other aliens or humans - their conflict is eternally with their most bitter of foes - the Unathi. They both raid and skirmish with each other, testing strength and honing their warriors. <br />
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===The Elysian Colonies===<br />
Also known as: ''The Demi-Monde, Slavers, Squabblers, Elysians''<br />
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Spinward colonies have always been trouble for the Terran Commonwealth. Nebulae makes communications and travel difficult. Chosen colonists often turned out to be subversive elements. Corporations got defrauded or emasculated in their influence by the colonists... Many things have gone wrong with centralizing power in the surprisingly habitable worlds of Cygnus and beyond. But the most detrimental factor for a centralized government for the Commonwealth was the Skrell.<br />
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With the Skrell came technology and a strangely familiar style of government - instead of puppets and an overlord, the colonies sought to emulate the Skrell by having each their own sovereign government and decision to rule as they see fit and how they see fit - much to the chagrin of the Commonwealth, they have achieved their autarky.<br />
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However, this style of self-rule has been tainted by human nature - as quickly as they broke off from the Commonwealth, as quickly did their ideas of an ideal society wildly diverge from each other. Vanity states rub shoulders with utopian projects, autocracies shake hands with direct democracies. The Demi-Monde is known to have such wildly different styles of governance, culture and even genetic make-up that one gets a whiplash of the mind.<br />
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Everything and nothing is allowed in the Demi-Monde. Slaves are happily traded or freed in righteous crusades. People are forced into eugenic projects or reassembled into the figures of ancient mythology. Whatever strives their fancy, Elysians probably have done it at some point or the other. Only their united desire to remain free and self-determinant drives them to ally with each other by convenience to drive out any meddler who tries to impose rules over them.<br />
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They are the most xenophile of all human factions, since people already heavily genesplice here, so nobody can tell if the sapient creature before them is a gene-edited human or an alien. <br />
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===The Third Ares Confederation===<br />
Also known as: ''ArConFed, Aresians, Exile-Martians, Formers, Commies''<br />
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The situation in the Terran Commonwealth has not always been cemented. With the advent of the colonisation of Mars, Venus and later the asteroid belt, there were dissidents, rabble rousers, thinkers and firebrands, pushing for separate societies in which everyone is equitable, the torch of socialism passing down to Humanity in the stars.<br />
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Especially the first and second Confederation were seminal times in the history of the Red Planet as they quickly spread out to the disparate and isolated Mars colonies in the beginning and later in the underbelly of dissatisfied and maltreated workers. Both times, the uprising left its mark in the fledgling interstellar civilization, but both times they have ultimately failed to create their sought after polities.<br />
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And thus, the “government in exile” of the Confederation fled into deep space to build their home on foreign shores. They succeeded, in a region now called the Trailing Periphery, where a small, if prosperous Confederation of a dozen systems, held together by their economic and military alliance. While individual member states differ in their ideologies on how to implement socialism and there is much leeway from the Central Government situated at Paraiso, the Confederation endured the initial hardships of early colonisation with barely any support and now enjoys an Age of Expansionism.<br />
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They are experts in large scale efforts, such as terraforming and microgravity engineering - a necessity from where they have started. They readily help other colonies in the Trailing Periphery, with the express purpose of fomenting solidarity and a wish to join them - much to the chagrin of the Commonwealth. However, they are still cooperating and trading with each other. For now. <br />
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Mostly as the Ares Confederation never saw much need for a strong federal military, letting individual states assemble their own external and internal militia forces, based upon volunteer service. The federal army is rather perfunctory, made up of officers, militia veterans and engineering personnel to train and guide the militias if they so request or maintain the sparse defensive infrastructure within the space of the Confederation.<br />
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===The Skrell Consensus===<br />
The Skrell are peculiar. They think any government beyond a city level would just turn into corruption and imperial ambition. And still their actions after often in unison as their philosopher kings lead them in decisive times. The Skrell Consensus is less a faction and more an ideal - what is right is self-evident for many Skrell and therefore many city states cooperate with each other on an interstellar stage to bring prosperity to all partners involved.<br />
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A rather idealistic idea, but for the Skrell it works most of the time as their strict caste system has led to very similar cultures and way of thinking for the Consensus, ensuring a smooth operation at almost any given time. <br />
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However, the Skrell are known for, if not outright infighting, of “competitions” on who is the better philosopher king, leading them to unwittingly support or oppose others if they would’ve done otherwise or stay neutral.<br />
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===The Unathi Hegemony===<br />
Presumably one of the oldest governments of the interstellar stage is the Unathi Hegemony, a decentralized state led by the Moghes Priesthood, whose sacrosanct planet arbitrates between and is paid tribute to by the several “Allegiances”, who are part noble family, part extended family and part political party. These Allegiances in turn administer the star systems belonging to the Hegemony and assemble their armies and navies.<br />
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Allegiances also have taken up the banner of client species, aliens that are to be taught how to be Unathi while being an underling to their specific allegiance, not the Hegemony itself. As warfare is forbidden by holy law between Unathi, these client species are used to play the everchanging conflict between the Allegiances for dominance.<br />
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The Unathi Hegemony ,if united, is almost unstoppable. However, the Allegiances almost work as a check of balances themselves, as not one of them likes the others and rather see them wiped out instead of them achieving Imperial Glory.<br />
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===The Tajaran Diaspora===<br />
Tajaran are a complicated bunch. All manners of governments, nation states and empire are found on Meralar and their innate desire to fulfill their ambitions and manifesting their destiny has led to the situation where they have not one united government but rather a byzantine web of overlords, colonies, dependencies and break-off states from former colonies. Allegiances, intrigue and hatred are dense and outsiders of their culture often struggle to fully see through this system.<br />
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However, consolidation and centralization of power is an ongoing progress for the Tajaran, a matter of decades on whose culture, ideals and government will finally reign supreme. Until then, they happily spread amongst the stars anyway, to ensure their future and the prosperity of Tajarankind. <br />
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===The Nomads===<br />
Also known as: ''Kosaky, Ordu, Spacers, Counterskrell, Nerahni''<br />
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Nomadic traditions have received quite the revival whenever a species reaches space. The call for calling nothing and everything your home, the constant push of adventure and exploration enamours many people to abandon sedentary lifestyles and join one of the many nomad fleets. Some are born into it and drop out later, when they had their fill. Nomads usually are experts in long-term habitation of ships and trouble to reacclimate to a “grounder” life.<br />
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Human nomads have developed from ancient traditions of the savannah and steppe and translated them into space during the initial colonization of Sol, preying on weak merchant ships and then later working as prospectors and screening fleets. They prefer to call themselves Kosaky or Ordu, after ancient steppe forebears.<br />
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Nerahni were an aquatic nomad culture of the Tajaran, living on generation ships they have lovingly carved their history upon. This tradition they have carried to a spacer life, engraving the hulls with the deeds of the ship and crew.<br />
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Counterskrells are mostly young Skrells who reject the local autocracy of the Skrell Philosopher kings, instead bumbling around in space on massive yachts, exploring the depths of the skrellian psyche. With drugs. A lot of them.<br />
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===Mega-Corporations===<br />
Mega-Corporations, an outcrop of late-stage capitalism or commercial interests on an interstellar age. While the corporate culture differs from corporation to corporation, one thing is for sure - they are an important influence on the politics of their “home species” and often transcend the boundaries of their species to deal with everything and everyone. <br />
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Mega-Corporations often field private military contractors in regions where government forces are not available, protecting their interests beyond the grasp of where they can have repercussions for their actions. <br />
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They are seen as scummy and inhumane at worst, but the mega-corporations try to maintain a good image and just call this “healthy for-profit mindsets”. After all, they have an obligation to fulfill.<br />
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The seven major human Mega-Corporations are: [[NanoTrasen]], [[Ward-Takahashi GMB]], [[Gilthari Exports]], [[Grayson Manufactories Ltd.]], [[Aether Atmospherics and Recycling]], [[Zeng-Hu Pharmaceuticals]] and [[Hesphaistos Industries|Hephaestus Industries]].<br />
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Other important Mega-Corporations are: [[Vey-Med]], Xion, Advent Life Biolabs, Royal Meralar Shipyards, Mahrar-Kitsurah Industries, Donk Co., and Cybersun Industries.<br />
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===Free Trade Union===<br />
While often compared to a mega corporation in their own right, the Free Trade Union is an ever expansive umbrella organisation for the attempted countering of monolithic, monopolized mega-corporations strangling the free market. And thus, every smaller corporation, mom and pop firms and independent freighter traders can get a license of the Free Trade Union, which often wheels and deals around to circumvent higher tariffs or taxes. In exchange, the administration takes a portion of the profit and redistributes it to members as insurance and to smooth out local governments. While many independent corporations and smaller labour unions join the FTU, some dislike the idea of the inherent flair of corruption and bribery the FTU is happily being accused of. <br />
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===Orion Spur Civilizations===<br />
A catch-all term for every sapient life within the Orion Spur - Space is insurmountably vast and the Orion Spur is just a tiny region of it and even then it is host to a myriad of alien species, isolated by vast distances and dead planets. Here you find the downtrodden colonies mega-corporation in the Trailing Periphery, who have carved their own, little kingdoms under the “Trailing Colony Development Scheme” as heralded by the Commonwealth of Sol-Procyon or the hundreds of independent colonies away from all of the major species or simple pirates, who carve out their way of life with blood and lasers, deep in the underbelly of the void between the stars. <br />
[[Category:Lore]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Backstory&diff=7446Backstory2020-04-25T21:16:33Z<p>Arokha: </p>
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<div>'''Welcome to the VORE Station background page!'''<br />
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This is the starting page into VORE Station's lore, also commonly known as 'fluff' (but we usually just call it lore). This is the basic, common knowledge that the vast majority of characters should know and helps introduce you, the player, into the world of our server. While you do not have to know every little detail by heart it would be wise to skim through some of the pages. At least to know how our lore differs from the other SS13 servers.<br />
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Many wiki lore pages are constantly under construction and open to change, If you feel like you may have something to add, please join our discord and pop your head into the #Lore channel. '''Note:''' ''Unlike other pages of this wiki, changes to these pages must be approved by our Loremaster or another admin.''<br />
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Once again welcome to VORE Station, we hope your stay here is a long and enjoyable one!<br />
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The year is 2320 CE (Common Era) and Humanity has spread amongst the stars, forming a diverse and enduring diaspora of political and cultural ideas, thought streams and creeds. Spearheaded by the Terran Commonwealth, which serves as a rump state and soft dominant cultural power, Humanity is slowly spreading through the Orion Spur and ensures the perpetual endurance of the Human race in one way or another. With the discovery of the mysterious properties of the Alden-Saraspova particle and the abundance of it in the naturally occuring substance of Phoron, FTL travel and communication has become a reality through utilizing Bluespace Technology and enabling the massive energy requirements for truly wondrous public projects of shaping entire planets to a habitable atmosphere in decades, not centuries. <br />
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But Humanity is not alone - not only do the diverse human factions compete under each other, but also with other intelligent life, like the ambitious Tajaran, the imperial Unathi or the enigmatic Skrell and many more smaller and greater alien species. <br />
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''It’s a brave, new world.''<br />
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==Welcome to the Frontier==<br />
Welcome to Virgo-Erigone (Virgo for short), a system within the Coreward Periphery, one of the two current frontiers of Humanity they pay even a modicum of attention to. This is due to the reason you are stationed on one of the moons of Virgo 3, Virgo 3B. The gas giant, being a massive ball of liquid and gaseous phoron is one of the many of the Coreward Periphery, where a phoron heavy star has gone supernova millenia ago, scattering the coveted material over nearby star systems, just waiting to be exploited. <br />
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For this reason Virgo-Erigone is colonized much like many other systems by a mess of charters working under Mega Corporations (such as your workplace), personal charters of wealthier individuals pitching together in a start-up, independents and other unions and polities,all keen on receiving one slice of the Phoron pie. Sometimes competing, sometimes supporting each other, sometimes being outright hostile to each other - life in the Coreward Periphery is dictated by opportunity and a certain clannishness between each other, as there is no central authority whatsoever and living standards can rise and fall on a dime with just one poor decision or one windfall. <br />
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The universal currency of the Coreward Periphery, introduced by a conglomerate of mega corporations and simply accepted as a good standard, if one could call it that, is the Thaler representing a fraction of FTL travel expenses. In theory, one Thaler represents one second of flight within bluespace. This makes the currency precious in the Rim, but less so in the developed systems of Humanity and Aliens, where it is required to be exchanged to more conventional currencies, either backed by fiat or by kilowatt hours of energy.<br />
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===Life in the Periphery===<br />
While automated labour is common in the core worlds, there are several problems that hinder its widespread implementation in the Periphery. Drones are incredibly inflexible in their programming and any program sophisticated enough to handle the, often changing, circumstances in the Frontier will likely be a positronic brain, which has requirements like any sapient being of having social contact and friends if one does not want to make them go mad in isolation.<br />
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Then, there is the issue of actually maintaining all this infrastructure without human input and the very real danger of pirates simply bombing the facility with EMPs as soon as they find out that only machines operate there.<br />
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Thus, the Periphery is populated with a plethora of contractors milling in one station to the next to earn their paycheck, handling any work more sophisticated than simple labour and even that is done in the spirit of either being incapable of affording drone swarms or plain refusing to do so due to the cost. They also serve the purpose of being a higher barrier to attack and maybe even murder for pirates, as property damage is a whole other unethical step than outright killing a fellow sapient being - and well, to keep AIs company.<br />
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As contractors earn their license without questions asked as soon as they pass standardized tests offered by the NGO “Galactic Labour Pool”, there is a rich tapestry of creeds, cultures and species working in the Periphery. In a sense, it is a great melting pot of the galaxy as everyone is united either by the lust for a big paycheck or by the dogged adventurous spirit of taming the wild unknown. <br />
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Travel to the Coreward Periphery varies depending on urgency and affluence when going from or to the Terran Commonwealth and specifically Sol. The shortest amount is three weeks, the longest amount is 2 months. Holidays back home need to be planned well in advance due to it!<br />
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Due to a lack of a central authority, many colonies either rule themselves or have appointed managers of their respective charter holders. It isn’t uncommon for to see colonies within a system to work as loose confederation, but so far no real effort for a “real” government has been considered - most colonies are purely erected due to economic interests and often just abandoned to the cold, harsh mistress of space when the Phoron runs out.<br />
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===Life in Virgo-Erigone specific===<br />
NT’s presence in Virgo-Erigone is actually relatively small - they are much more active in Amaterasu, Tenebrae and First Footfall, but the buyout of a royal charter company of the Zorren Kingdom An-Tahk-Et led to them occupying several ruins of the old Zorren Empire at Virgo 3B and Virgo Prime, paying homage and minor taxes in exchange for continued quasi-sovereignty over their installations - as such Zorren law holds little sway over these pockets of soil.<br />
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The main installations that are the most important are “Central Command”, an old basalt quarry of the Old Zorren Empire, now re-functioned as central communication and administrative hub for the region and the Tether itself - the NSB Adephagia.<br />
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Refurbished as staging point for drone tankers filling themselves richly with harvested Phoron from surrounding facilities, the Tether serves also as staging point for xenoarcheological, xenobiological, xenobotanical and other scientific expeditions into the surrounding ruins, old quarries and mines of the planet and the star system as a whole - and, under the table, the occasional salvaging of competitor’s derelicts in both space and the surface.<br />
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The tether is a relatively comfy posting as NT tried to use it as staging point for more fervent colonization of the system. However, the Zorren blocked such attempts, leaving a strangely comfy fuel station and administrative hub, serving the orbiting NIS Orator with a direct fuel pipeline, which it uses happily to sell phoron fuel to any nearby ship, attracting a lot of air traffic of the myriad factions within the Virgo-Erigone system.<br />
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==Non-Catalogued Species==<br />
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====Custom Species====<br />
Home planet: ???<br />
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Home system: ???<br />
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Here on Virgo our users and staff have created a varied back catalog of bits and bobs for species not specifically listed below. We do not enforce players play one of the canon species listed below. You may bring in your own special snowflake! As long as they, and by extension you, follow our [[Rules#Create%20and%20play%20server-appropriate%20characters|rules over playing server appropriate characters.]] If you are having trouble [[Character Creation|creating your character]] please refer to our "Character Creation" guide.<br />
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==Catalogued Species==<br />
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===Major Species===<br />
“Major” races are the alien species who have managed to accumulate enough political and economic gravitas to “matter” in a grander scale, often having spread over several star systems or having some sort of edge or tie with other major species - for example the Skrell, while isolationist to a degree are a philosophical ally to humans, while Sergals and Nevrean have been put into importance by being major trade partners with them, while Zorren and Vulpkanin bring back technologies of their ancient forebearers.<br />
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Being a major race means a certain degree of independence from other races, as they usually do not have to rely on others to fare space. <br />
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====Humans====<br />
'''Home planet''': Earth<br />
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'''Home system''': [[Sol]]<br />
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Humanity, everything and nothing can be said about them. As diverse is their thinking, as fractured is their society. Intrepid and mercantile, brutal if needed to, Humanity has formed a great diaspora among the stars primarily driven by their innate curiosity and love for adventure and exploration. While a good half of them live under the wing of the Terran Commonwealth, centered around their home planet Earth, the extremely diverse political theory they have accumulated over the centuries led to many splits, arguments and secessions.<br />
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While most humans are accepting of other species and simply want to earn an honest paycheck, the best and worst are found among them. You never know what a human is going to be like when you first meet them. <br />
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Humans are most well-known for the stalemate and eventual peace with the Unathi during the Hegemony War, firmly cementing them as one of the major species in the Orion Spur.<br />
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====Unathi====<br />
'''Home planet''': [[Moghes]]<br />
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'''Home system''': [[Moghes#Astrology|Uueoa-Esa]]<br />
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The Unathi are a race of tall, reptilian humanoids that possess both crocodile-like and serpent-like features. Their scales are hard and plate-like, save for the softer ones that line the inside of their legs, armpits, and groin. Originating from the planet of [[Moghes]], the Unathi live in a complex, almost byzantine bureaucracy developed over the centuries of their Hegemony of their pocket of space.<br />
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The Unathi believe in a rigid honour system, following their duty to the Hegemony itself, then their respective allegiance and finally their own family, valuing dignity, strength and expertise above all. Learning crafts, however peaceful or martial, is seen as the perfect expression of Unathi pride.<br />
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The Unathi were humanity's second major race contact, but due to their imperialistic nature, engaged in an interstellar war with humanity known as the Sol-Hegemony Conflict. Although the conflict has long since ended, and relations have slowly improved, Unathi are still often considered to be haughty and arrogant for their much older culture, often leading to tensions between them and younger species. <br />
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====Skrell====<br />
'''Home planet''': Qerr'balak<br />
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'''Home system''': Qerr'Vallis<br />
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The Skrell is a species of amphibious humanoids, distinguished by their green-blue gelatinous appearance and head tentacles. Skrell warble from the world of Qerrbalak (or as the lore once called it, Jargon 4), a humid planet with plenty of swamps and jungles. Currently more technologically advanced than humanity, they emphasize the study of the mind and the mystery of the natural world through philosophy and mmemotics. <br />
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Gender has little meaning to Skrell outside of reproduction, and in fact, many other species have a difficult time telling the difference between male and female Skrell apart. The most obvious signs (voice in a slightly higher register, longer head-tails for females) are never a guarantee.<br />
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Due to their extremely decentralized, but locally total rule, colonisation always has been an issue for the Skrell and even though they are among the oldest species known to Humanity still occupy just as much space as the diaspora of humans - so far they know. It is indisputable however that humans and skrell consider each other, if not natural allies, at least cordial partners for the joint exploration of Space. <br />
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====Tajaran====<br />
'''Home planet''': Meralar<br />
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'''Home system''': Rarkajar<br />
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A relatively young species, much like the humans, the Tajaran are a humanoid race possessing cat-like features. Hailing from Meralar, they possess insulating fur and felinoid stability to better survive in their harsh native environment. Their home planet is a cold planet of vast tundra and arctic zones.<br />
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If one follows their turbulent history, many would see a defining cultural trait for many Tajaran - an innate sense of ambition and pride. Empires fell and rose with the pride of their leaders and pride of what they are, driving them to throw off the yoke of others. Tajaran might be the most aggressive colonisers concurrently, leaving their political landscape volatile and unpredictable. <br />
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They, however, care little for such. They see themselves as masters of their destiny - it only has to be manifest. <br />
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Tajaran are usually less trusted due to their ambitions and upstart nature, but this attitude is greatly diminished in the Coreward Periphery - where every person is gladly taken. <br />
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====Sergals====<br />
'''Home planet''': Tal<br />
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'''Home system''': Vilous<br />
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Sergals are a race of furry shark-like headed creatures from the planet Tal in the Vilous system. They are one of two intelligent races living in the system, the other being Nevreans. They are split into four main ethnic groups, being the Northern, Southern, Eastern, and Western sergals.<br />
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Humanity encountered the Sergals during the colonisation of Tal by Yantzu Mining, a now defunct corporation, who disregarded them as savages due to the first contact with the northern sergals, who live in primarily agrarian and hunter-gatherer societies, an attitude that did not change with the much more developed Eastern and southern Sergals, who grasped complex economics and trade networks under their various confederations and leagues of city states in the climates with many artificial or natural waterways. <br />
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This led to the Sergals making the humans first connected and then dependent on their goods (mostly agricultural), before just driving them out with relatively simple tariff wars, leading to Yantzu Mining losing standing in the Human Diaspora and to their eventual bankruptcy. Acknowledging their intelligence and culture, most human enterprises now lead mutually beneficial development and trading charters with the Sergals, who often stride out into the world to learn about the technology and crafts of the galaxy to bring them back home and transplant them into their home cities. <br />
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====Nevreans====<br />
'''Home planet''': Tal<br />
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'''Home system''': Vilous<br />
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Flighty and avian, the Nevrean share their home planet with the Sergals, who is their relatively close genetic cousin, although their appearance is quite different, rather looking like a mixture between a feathered dinosaur and a bird, with the sexual dimorphism leading to females being bulkier, flightless and also more aggressive in their cultural mores, while the males are slimmer, more colourful and are capable of flight. <br />
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Nevrean live traditionally in nomadic societies, roaming the savannahs and mountains of Tal, where permanent agriculture is next to impossible, relying on a rich oral tradition to pass down knowledge and their culture. Sometimes at odds with Sergals, sometimes their allies, their history with the second sapient species of Tal might have been the reason why some of their cultures are very much accommodating to xenos. <br />
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Nevrean are perceived as industrious and excellent crafters, which led to many communities of Nevrean eventually folded into the more urbanized life of Sergals, attracted by supply and demand economics. These urbanized Nevrean generally adopt Sergal writing systems to their own language, which led to many myths and legends being much more accessible to more book-loving cultures - like the humans.<br />
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====Zorren and Vulpkanin====<br />
'''Home Planet''': Menhir (Virgo 4) / Altam<br />
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'''Home System''': Alat-Hahr (Virgo-Erigone)/ Vazzend<br />
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The origin of these two diverse species is subject to debate in the specifics, but DNA sequencing and archeology determined that Zorren and Vulpkanin have both belonged to a progenitor species that has been spacefaring before Humanity reached industrialization. While the decline and eventual complete collapse is still unknown, the Coreward Periphery is dotted with old outposts, cities and facilities, most often almost completely lost to the wastes of time.<br />
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The Zorren and Vulpkanin are the only known descendants of this precursor empire, living on planets that have been to some significance for the precursors, although it’s not quite understood what exactly made them special. In case of Virgo 4, it is suspected to be either an industrial-focussed planet or a weapon testing facility, due to evidence that the planet had several moons before its asteroid rings, while the clement conditions of Altam and the much higher population of Vulpkanin leads to the theory that it was either a market or waystation of an important supply line.<br />
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While genetic drift and deliberate DNA manipulation (such as Zorren having hemocyanic blood instead of red blood like Vulpkanin) drifted them apart considerably, both Zorren and Vulpkanin are curious about their respective cousins and their heritage.<br />
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However, while Vulpkanin’s interest is mostly relegated to a passing academic interest, Zorren are obsessed with their ancient heritage and deliberately try to shape their societies according to ancient customs, social mores and culture, seeing themselves as inheritors of a lost Golden Age.<br />
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===Minor Species===<br />
“Minor” species are those who are dependent on the major races to accomplish their spacefaring goals, are vassals, clients or protectorates of the major species or are insular and only have colonized very minorly in their respective star systems.<br />
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“Minor” has little bearing if a species is developed or not, as Angels and Demons are considered “minor” due to their isolationists and inward perspectives, but are very advanced in their technology, while Dionae are considered “minor” as they show no interest whatsoever to have any political clout. <br />
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====Zaddat====<br />
'''Home planet''': Xohok<br />
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'''Home system''': Uueoa-Esa<br />
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The Zaddat are an Unathi client race only recently introduced to civilized space. Having evolved in the high-pressure and post-apocalyptic world of Xohok in the Vengeful Father system, Zaddat require an environmental suit to survive in usual planetary and station atmospheres. Despite these restrictions, worsening conditions on Xohok and the blessing of the Moghes Hegemony have led the Zaddat to enter human space in search of work and living space. The vast majority of Zaddat now live in nomadic spacer fleets.<br />
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====Promethean====<br />
'''Home planet''': None<br />
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'''Home system''': None<br />
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A gelatinous race of mimics evolved from their slime predecessors that were first discovered aboard the research station Prometheus, these colorful humanoids are best characterized by their ability to repurpose and shape their bodies for whatever a situation may warrant by means of their semi-solid structure. Along with this is their semipermeable membrane encasing their gel, allowing them to filter feed while keeping the undesirable matter out of their bodies. Their composition allows them to resist most sources of brute trauma, though energy will cause their limbs to become unstable and disintegrate. Prometheans are also void of most normal organs, possessing quite the different setup for their homeostasis.<br />
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Being an artificially created race, and a new one at that, Prometheans have no unified culture, though there are small populations of Prometheans scattered around the universe, the tropical planet of Aetolus in particular having roughly one thousand such individuals.<br />
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Promethean stewardship varies from state to state. The Fyrds outright outlaw them, while the Eylsian Colonies oscillate between embracing them as fully independent citizens to outright slavery. The norm however is that they require a caretaker at all times to teach them civilization properly.<br />
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====Diona====<br />
'''(( Whitelisted species - requires a special character application to play. ))'''<br />
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'''Home system''': Epsilon Ursae Majoris<br />
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The diona are a group of omnivorous, slow-metabolism plantlike organisms that are in fact clusters of individual, smaller organisms. They exhibit a high degree of structural flexibility and come in a wide variety of shapes and colors to reflect the intelligence of each individual creature. They were discovered by the Skrell in 2194CE, not on a planet, but in open space between three stars, a figurative hell that made it difficult to discover, much less contact them.<br />
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Diona spread by seeds and are asexual, no gender. When grown into their small 'nymph' state, they are known to eat large amounts of dead plant matter and fertilize plants while they learn from those around them by sampling their genetic code (usually through blood extractions), and as they grow further merge into larger and larger forms. It is not unheard of for Skrell explorers to be traveling in a ship composed of habitat modules and engines of Skrell make, with the body of the ship formed by their Diona allies to warble across the cosmos.<br />
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Introduced by the Skrell, and quite slow and peaceful, the Diona share good relations with humanity.<br />
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====Vasilssans====<br />
'''Home planet''': Varilak<br />
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'''Home system''': Antares<br />
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Vasilissans are a carnivorous, large spider-like people with tall, lanky bipedal bodies covered in chitin, and four large spider-like limbs protruding from their backs. They come in a variety of colors and are extremely diverse in that aspect. The females are usually about a foot taller than the males, averaging in at about seven feet. The females are also much stronger than the males. Their faces have four eyes of solid and varying colors. On the top of their heads are strange, thick, leg-like feelers that are normally styled in much the same way as hair. Their color varies greatly and isn’t normally the same color as the Vasilissan’s body. They have several feelers and sharp claw-like limbs around their lipped human-like mouths. These mouths contain only fangs, a strange, bulbous, long tongue, and spinnerets, giving them the ability to spit large strands of silk from their mouths. Their faces are traditionally very pretty, long, and elegant, almost elf-like despite their hard chitin plating and lack of a nose.<br />
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From a temperate jungle planet, the Vasilissans were once solitary, territorial people until great queens began to subjugate them. These 'Star Queens' ruled with an iron fist and urged their subjects to expand her territory and to attempt to build great towering cities tall enough to reach the stars and their sun, which they believed to be gems of great magical power and spiritual significance. First contact has been made by NT, who rigorously tried to exploit their culture and adaptive architectural keenness, which went poorly for the Vasilissans until they have managed to contact the greater human diaspora. <br />
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====Xenochimera====<br />
'''(( Whitelisted species - requires a special character application to play. ))'''<br />
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'''Home planet''': Not known<br />
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'''Home system''': Not known<br />
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An extraterrestrial colony organism, xenochimera are unusual in that they have no real defining physiology of their own - effectively, xenochimera mimic other beings, or parts of other beings, by consuming them and mutating their own cellular structure to imitate whatever evolutionary advantages they may find - or in layman's terms, they eat other creatures and copy features to create bizarre hybrids. As a result, no two examples of the species are alike, and they can, in fact, be wildly different in appearance. So much so, that even when they popped up on various colonies, they were dismissed as distinct alien creatures and native wildlife before a connection was finally made.<br />
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Xenochimera are relative newcomers to the galactic stage, their existence as a distinct species having been only discovered a little over twenty years ago, and as such are of great interest to xenobiologists. Owing to the moral and legal constraints surrounding experimentation on (arguably) sentient creatures, some transstellar corporations hire them in the hope that doing so will allow them to be studied in a way that locking them in a xenobio pen would not - and if the scientists on the station can persuade them to ''volunteer'' themselves for examination, that's a bonus.<br />
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The origins of the xenochimera are largely a mystery - xenochimera biomass and individual creatures have been found on numerous planets and even discovered embedded in asteroids and comets across a vast area, but no established populations have been found.<br />
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====Teshari====<br />
'''Home planet''': Qerr'balak (Native : Sirisai)<br />
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'''Home system''': Qerr'Vallis<br />
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The Teshari are reptilian pack predators from the Skrell homeworld. While they evolved alongside the Skrell, their interactions with them tended to be confused and violent, and until peaceful contact was made they largely stayed in their territories on and around the poles, in tundra terrain far too desolate and cold to be of interest to the Skrell.<br />
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In more recent times, the Teshari were technologically uplifted by the Skrell to be a space-faring race of their own, one that's ready to prove its worth to the galaxy at large, much to the glee of the Skrell, as they see this as the first real, successful uplifting that has benefited all sides.<br />
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The Skrell love to rub that in with the other species.<br />
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====Synthetics====<br />
'''Home Planet''': N/A<br />
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'''Home System''': N/A<br />
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Synthetics are spread throughout known space and serve a myriad variety of roles that range from a tiny drone scrubbing a floor to a nearly omnipotent AI used in a combat-ready interstellar vessel. Most known sufficiently-advanced races use synthetics in some way; very often as prosthetic bodies when their own bodies fail. There are three basic kinds of synthetic intelligences found in the universe today:<br />
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● '''Drone''': A drone is the term for any synthetic that uses more simple artificial intelligence constructs such as chips or motherboards. While capable of very sophisticated interaction, they are, in essence, only expert systems and not truly sapient.<br />
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● '''Cyborg''': A cyborg is a synthetic that uses an organic brain to function via an MMI, short for Man-Machine Interface. Cyborgs come in many shapes and sizes and most sentient cyborgs are free-willed. Some companies have used canine brains and brains of other animals to ensure a cheap workforce that doesn't rely on cutting-edge technology.<br />
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● '''Positronic Brain''': Positronic Brains are synthetic intelligences equaling the intellect of a particularly clever sapient being and are generalized artificial intelligences that can be seen as equal (or superior) to organic sapience. They possess a neural network not dissimilar to a brain made out of flesh; and are often used when expert systems simply do not make the cut and a true intelligence is needed. Many positronic intelligences strive for self-determination and are often acknowledged to be holders of their own destiny.<br />
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Synthetics have the unique capability of serving in different bodies. This can take shape of a [[Synthmorph]], a [[AI|lawbound AI]], or [[Cyborg|lawbound mobile chassis]]. However, transition from one to the other is an expense higher than the net worth of the bodies, making it non-lucrative for corporations and the synthetics themselves. <br />
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====Angels and Demons====<br />
'''Home planet''': Sanctorum / Infernum<br />
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'''Home system''': Sanctum<br />
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Perhaps the most quintessential of all colonies in the Elysian Colonies is the system of Sanctum, found in the earliest years of Humanity’s sprawl into the galaxy and colonized as a mundane agricultural world at first. However, close contact with the Skrell led to leaps and bounds of advancement in gene-resequencing technology and ambitious plans to steer the direction of Humanity.<br />
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The leaders of Sanctorum (renamed from its original name, lost to time) seen to it that the humans under their care soon transformed into abrahamic paragons of virtue, physically making them look like the popular depictions of angels and turning into a stern nanny state extolling virtue, self-reflection and rejection of earthly pleasures and vices. <br />
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This led to an underbelly of dissidents, criminal elements and rogues, who refused to follow these party lines and resisted any attempt of therapy until the Sanctorum authorities were fed up and put them in a penal colony inside the Sanctum system - now dubbed Infernum. There people formed a libertine society of extreme libertarianism and purposefully celebrating all the sinful vices and joys of the flesh their compatriots have forsaken.<br />
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While relations and extreme societies have mellowed over the time, Sanctorum and Infernum have developed far differently from normal Humanity, focusing less on ever-expanding exploration and instead polishing their societies into their vision of perfection. It is true that Angels live in an early post-scarcity society where they want for little and most labour is automated - while it is also true that they live in a quite repressive state and have forgotten some goods and services to actually want. Meanwhile demons enjoy their excess and free lives, while balancing dangerously on one ambitious person to put them all under the yoke or tear themselves apart with no clear direction on how to spread their libertine ideals outside their small sphere of influence. <br />
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====Alraune====<br />
'''Home planet:''' Abundance in All Things Serene<br />
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'''Home system:''' Beta-Carnelium Ventrum<br />
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The Alraune are the native species of a planet within the territory of no less than five Elysian Colonies, concurrently under protection by just these to develop on their own pace. However, previous to this non-contact policy, many Alraune were displaced by Angels and Elysians as companions, garden flowers and pet projects in uplifting, ultimately leading to a Diaspora of more culturally advanced Alraune living in Elysian Colonies and even the Coreward Periphery. <br />
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====Akula====<br />
'''Home planet''': Jorhul<br />
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'''Home system''': Barkalis<br />
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The Akula are a curious species first found by a human Kosaky fleet while they were scouting for a place to recuperate, take on perishables and potable water. Fierce and aggressive and in a developing society of an amphibian iron age, frequent contact on Jorhul eventually led to the adaptation of Akula into many nomad fleets, as the lifestyle seemed to suit them. Today, the Akulas are found in nearly any nomad fleet as security, explorers and engineers, having largely abandoned their planet to strive for adventure among the stars.<br />
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==Origins and Factions==<br />
One person is alone, two are a couple. Five is a family. Beyond this, it’s a tribe. Any sapient species eventually form their factions, polities and governments, some of them more important than others. For the Coreward Periphery, these are the most important ones, from which a solid chunk of their population hails from one way or the other.<br />
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These are the major backgrounds one could possibly have.<br />
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===The Greater Human Diaspora===<br />
Also called “Earthling Rabble” by older species, there is no doubt about it that Humanity as a whole is very far flung and claims many a star under their name - however, an overwhelming majority are independent and sparsely populated, preferring to enforce their way of life and their prosperity without interference of other humans or centralized governments. These many micronations and habitats can be found all over the Orion Spur. And more often, their ruins.<br />
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===The Commonwealth of Sol-Procyon===<br />
Also known as: ''Terran Commonwealth, Commonwealth, SolCom''<br />
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Mayhap the greatest of all star states of Humanity is the Commonwealth of Sol-Procyon or Terran Commonwealth in vernacular, an evolution of the goods and ills of the 21st century nation states coalescing into a federal, parliamentary democracy spanning not only planets but entire solar systems.<br />
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While the Terran Commonwealth sees itself as protector of Humanity and Freedom, Liberty and Equality, reality slightly differs, where idealism wanes for realpolitik and greed - The Commonwealth combats practically itself, competing political interests and lobbyism making its government at best slightly ineffective in its less developed regions and at worst corrupt and abusing its exalted offices for profit and power. Nothing like the old days, it seems.<br />
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In itself it's a Federation made up of Star Systems and habitats and covering over sixty federal member star systems - however politically relevant is the "core" of Humanity - the oldest settled colonies of Sol, Procyon, Sirius, Proxima Centauri and Altair, which are cultural, industrial and economic powerhouses, overshadowing other settled systems within their sphere of influence with sheer population numbers and political clout.<br />
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Beyond that are the self-organized, but not federally represented territories, the appointed-dependent colonies and the “satellites”, smaller states and nomadic lifestyles who are saddled with Commonwealth taxes in exchange for freedom of movement and (not always present) military protection.<br />
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Deeply entrenched in Commonwealth culture is the fear of losing the tenuous social cohesion as dissatisfied workers and the apathetic middle class are almost always at each other's throat, leading to reactionary movements to about everything - from xenos, to gene editing, to any ideas coming from the Trailing and Coreward Colonies.<br />
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===Unitary Alliance of Salthan Fyrds===<br />
Also known as: ''The Fyrds, The War States, Fyrders, Mighty Fighty''<br />
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A product of neglect, born out of fires of war, reforged into the most militaristic state of Humanity. The Unitary Alliance of Salthan Fyrds has seen its share of loss and tragedy and as hard times made hard people, the governments of the Fyrds have become a self-imposed Aegis for Humanity.<br />
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At first, they were simply the coreward part of the Commonwealth, prosperously developing as relatively closely clustered planets shown either high habitality or richness in rare materials, especially of Scandium and Helium-3.<br />
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This changed with the Hegemony War, the cataclysmic (in the eyes of the Fyrds) conflict with the Unathi, who have offered the colonies status as client species - either by the pen or by the sword. Naturally, as humans do, they chose the sword. <br />
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As the Commonwealth was dragged into the conflict, Salthan was the main battleground, bringing all the horror with it - but the Salthanians never gave up. Rebels, guerillas, irregular troops, they kept fighting for their freedom and eventually the stalemate turned into a peace treaty and a Status Quo Ante Bellum. <br />
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However, the industries that made the sector prosperous were destroyed and profits sharply declined. Partially abandoned, partially forced into labour by mega corporations and even some less scrupulous Commonwealth officials, the Salthasians finally broke off completely and violently revolted, forming their own Fyrds (nostalgically called after ancient history) and declaring the Perpetual Vigilance, their form of constitution.<br />
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Today, each planet is a fortress, each citizen a soldier - Each fyrd (planet) led by a general, who sits in the Allied Council, its form of overarching government. A stratocracy to the extremest sense, the Salthasians are trained from birth to fight - there is no such thing as a civilian in their society. <br />
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Surprisingly, their war machine never turned to other aliens or humans - their conflict is eternally with their most bitter of foes - the Unathi. They both raid and skirmish with each other, testing strength and honing their warriors. <br />
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===The Elysian Colonies===<br />
Also known as: ''The Demi-Monde, Slavers, Squabblers, Elysians''<br />
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Spinward colonies have always been trouble for the Terran Commonwealth. Nebulae makes communications and travel difficult. Chosen colonists often turned out to be subversive elements. Corporations got defrauded or emasculated in their influence by the colonists... Many things have gone wrong with centralizing power in the surprisingly habitable worlds of Cygnus and beyond. But the most detrimental factor for a centralized government for the Commonwealth was the Skrell.<br />
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With the Skrell came technology and a strangely familiar style of government - instead of puppets and an overlord, the colonies sought to emulate the Skrell by having each their own sovereign government and decision to rule as they see fit and how they see fit - much to the chagrin of the Commonwealth, they have achieved their autarky.<br />
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However, this style of self-rule has been tainted by human nature - as quickly as they broke off from the Commonwealth, as quickly did their ideas of an ideal society wildly diverge from each other. Vanity states rub shoulders with utopian projects, autocracies shake hands with direct democracies. The Demi-Monde is known to have such wildly different styles of governance, culture and even genetic make-up that one gets a whiplash of the mind.<br />
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Everything and nothing is allowed in the Demi-Monde. Slaves are happily traded or freed in righteous crusades. People are forced into eugenic projects or reassembled into the figures of ancient mythology. Whatever strives their fancy, Elysians probably have done it at some point or the other. Only their united desire to remain free and self-determinant drives them to ally with each other by convenience to drive out any meddler who tries to impose rules over them.<br />
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They are the most xenophile of all human factions, since people already heavily genesplice here, so nobody can tell if the sapient creature before them is a gene-edited human or an alien. <br />
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===The Third Ares Confederation===<br />
Also known as: ''ArConFed, Aresians, Exile-Martians, Formers, Commies''<br />
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The situation in the Terran Commonwealth has not always been cemented. With the advent of the colonisation of Mars, Venus and later the asteroid belt, there were dissidents, rabble rousers, thinkers and firebrands, pushing for separate societies in which everyone is equitable, the torch of socialism passing down to Humanity in the stars.<br />
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Especially the first and second Confederation were seminal times in the history of the Red Planet as they quickly spread out to the disparate and isolated Mars colonies in the beginning and later in the underbelly of dissatisfied and maltreated workers. Both times, the uprising left its mark in the fledgling interstellar civilization, but both times they have ultimately failed to create their sought after polities.<br />
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And thus, the “government in exile” of the Confederation fled into deep space to build their home on foreign shores. They succeeded, in a region now called the Trailing Periphery, where a small, if prosperous Confederation of a dozen systems, held together by their economic and military alliance. While individual member states differ in their ideologies on how to implement socialism and there is much leeway from the Central Government situated at Paraiso, the Confederation endured the initial hardships of early colonisation with barely any support and now enjoys an Age of Expansionism.<br />
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They are experts in large scale efforts, such as terraforming and microgravity engineering - a necessity from where they have started. They readily help other colonies in the Trailing Periphery, with the express purpose of fomenting solidarity and a wish to join them - much to the chagrin of the Commonwealth. However, they are still cooperating and trading with each other. For now. <br />
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Mostly as the Ares Confederation never saw much need for a strong federal military, letting individual states assemble their own external and internal militia forces, based upon volunteer service. The federal army is rather perfunctory, made up of officers, militia veterans and engineering personnel to train and guide the militias if they so request or maintain the sparse defensive infrastructure within the space of the Confederation.<br />
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===The Skrell Consensus===<br />
The Skrell are peculiar. They think any government beyond a city level would just turn into corruption and imperial ambition. And still their actions after often in unison as their philosopher kings lead them in decisive times. The Skrell Consensus is less a faction and more an ideal - what is right is self-evident for many Skrell and therefore many city states cooperate with each other on an interstellar stage to bring prosperity to all partners involved.<br />
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A rather idealistic idea, but for the Skrell it works most of the time as their strict caste system has led to very similar cultures and way of thinking for the Consensus, ensuring a smooth operation at almost any given time. <br />
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However, the Skrell are known for, if not outright infighting, of “competitions” on who is the better philosopher king, leading them to unwittingly support or oppose others if they would’ve done otherwise or stay neutral.<br />
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===The Unathi Hegemony===<br />
Presumably one of the oldest governments of the interstellar stage is the Unathi Hegemony, a decentralized state led by the Moghes Priesthood, whose sacrosanct planet arbitrates between and is paid tribute to by the several “Allegiances”, who are part noble family, part extended family and part political party. These Allegiances in turn administer the star systems belonging to the Hegemony and assemble their armies and navies.<br />
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Allegiances also have taken up the banner of client species, aliens that are to be taught how to be Unathi while being an underling to their specific allegiance, not the Hegemony itself. As warfare is forbidden by holy law between Unathi, these client species are used to play the everchanging conflict between the Allegiances for dominance.<br />
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The Unathi Hegemony ,if united, is almost unstoppable. However, the Allegiances almost work as a check of balances themselves, as not one of them likes the others and rather see them wiped out instead of them achieving Imperial Glory.<br />
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===The Tajaran Diaspora===<br />
Tajaran are a complicated bunch. All manners of governments, nation states and empire are found on Meralar and their innate desire to fulfill their ambitions and manifesting their destiny has led to the situation where they have not one united government but rather a byzantine web of overlords, colonies, dependencies and break-off states from former colonies. Allegiances, intrigue and hatred are dense and outsiders of their culture often struggle to fully see through this system.<br />
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However, consolidation and centralization of power is an ongoing progress for the Tajaran, a matter of decades on whose culture, ideals and government will finally reign supreme. Until then, they happily spread amongst the stars anyway, to ensure their future and the prosperity of Tajarankind. <br />
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===The Nomads===<br />
Also known as: ''Kosaky, Ordu, Spacers, Counterskrell, Nerahni''<br />
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Nomadic traditions have received quite the revival whenever a species reaches space. The call for calling nothing and everything your home, the constant push of adventure and exploration enamours many people to abandon sedentary lifestyles and join one of the many nomad fleets. Some are born into it and drop out later, when they had their fill. Nomads usually are experts in long-term habitation of ships and trouble to reacclimate to a “grounder” life.<br />
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Human nomads have developed from ancient traditions of the savannah and steppe and translated them into space during the initial colonization of Sol, preying on weak merchant ships and then later working as prospectors and screening fleets. They prefer to call themselves Kosaky or Ordu, after ancient steppe forebears.<br />
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Nerahni were an aquatic nomad culture of the Tajaran, living on generation ships they have lovingly carved their history upon. This tradition they have carried to a spacer life, engraving the hulls with the deeds of the ship and crew.<br />
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Counterskrells are mostly young Skrells who reject the local autocracy of the Skrell Philosopher kings, instead bumbling around in space on massive yachts, exploring the depths of the skrellian psyche. With drugs. A lot of them.<br />
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===Mega-Corporations===<br />
Mega-Corporations, an outcrop of late-stage capitalism or commercial interests on an interstellar age. While the corporate culture differs from corporation to corporation, one thing is for sure - they are an important influence on the politics of their “home species” and often transcend the boundaries of their species to deal with everything and everyone. <br />
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Mega-Corporations often field private military contractors in regions where government forces are not available, protecting their interests beyond the grasp of where they can have repercussions for their actions. <br />
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They are seen as scummy and inhumane at worst, but the mega-corporations try to maintain a good image and just call this “healthy for-profit mindsets”. After all, they have an obligation to fulfill.<br />
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The seven major human Mega-Corporations are: [[NanoTrasen]], [[Ward-Takahashi GMB]], [[Gilthari Exports]], [[Grayson Manufactories Ltd.]], [[Aether Atmospherics and Recycling]], [[Zeng-Hu Pharmaceuticals]] and [[Hesphaistos Industries|Hephaestus Industries]].<br />
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Other important Mega-Corporations are: [[Vey-Med]], Xion, Advent Life Biolabs, Royal Meralar Shipyards, Mahrar-Kitsurah Industries, Donk Co., and Cybersun Industries.<br />
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===Free Trade Union===<br />
While often compared to a mega corporation in their own right, the Free Trade Union is an ever expansive umbrella organisation for the attempted countering of monolithic, monopolized mega-corporations strangling the free market. And thus, every smaller corporation, mom and pop firms and independent freighter traders can get a license of the Free Trade Union, which often wheels and deals around to circumvent higher tariffs or taxes. In exchange, the administration takes a portion of the profit and redistributes it to members as insurance and to smooth out local governments. While many independent corporations and smaller labour unions join the FTU, some dislike the idea of the inherent flair of corruption and bribery the FTU is happily being accused of. <br />
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===Orion Spur Civilizations===<br />
A catch-all term for every sapient life within the Orion Spur - Space is insurmountably vast and the Orion Spur is just a tiny region of it and even then it is host to a myriad of alien species, isolated by vast distances and dead planets. Here you find the downtrodden colonies mega-corporation in the Trailing Periphery, who have carved their own, little kingdoms under the “Trailing Colony Development Scheme” as heralded by the Commonwealth of Sol-Procyon or the hundreds of independent colonies away from all of the major species or simple pirates, who carve out their way of life with blood and lasers, deep in the underbelly of the void between the stars. <br />
[[Category:Lore]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Backstory&diff=7445Backstory2020-04-25T21:16:20Z<p>Arokha: </p>
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<div>'''Welcome to the VORE Station background page!'''<br />
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This is the starting page into VORE Station's lore, also commonly known as 'fluff' (but we usually just call it lore). This is the basic, common knowledge that the vast majority of characters should know and helps introduce you, the player, into the world of our server. While you do not have to know every little detail by heart it would be wise to skim through some of the pages. At least to know how our lore differs from the other SS13 servers.<br />
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Many wiki lore pages are constantly under construction and open to change, If you feel like you may have something to add, please join our discord and pop your head into the #Lore channel. '''Note:''' ''Unlike other pages of this wiki, changes to these pages must be approved by our Loremaster or another admin.''<br />
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Once again welcome to VORE Station, we hope your stay here is a long and enjoyable one!<br />
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The year is 2320 CE (Common Era) and Humanity has spread amongst the stars, forming a diverse and enduring diaspora of political and cultural ideas, thought streams and creeds. Spearheaded by the Terran Commonwealth, which serves as a rump state and soft dominant cultural power, Humanity is slowly spreading through the Orion Spur and ensures the perpetual endurance of the Human race in one way or another. With the discovery of the mysterious properties of the Alden-Saraspova particle and the abundance of it in the naturally occuring substance of Phoron, FTL travel and communication has become a reality through utilizing Bluespace Technology and enabling the massive energy requirements for truly wondrous public projects of shaping entire planets to a habitable atmosphere in decades, not centuries. <br />
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But Humanity is not alone - not only do the diverse human factions compete under each other, but also with other intelligent life, like the ambitious Tajaran, the imperial Unathi or the enigmatic Skrell and many more smaller and greater alien species. <br />
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''It’s a brave, new world.''<br />
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==Welcome to the Frontier==<br />
Welcome to Virgo-Erigone (Virgo for short), a system within the Coreward Periphery, one of the two current frontiers of Humanity they pay even a modicum of attention to. This is due to the reason you are stationed on one of the moons of Virgo 3, Virgo 3B. The gas giant, being a massive ball of liquid and gaseous phoron is one of the many of the Coreward Periphery, where a phoron heavy star has gone supernova millenia ago, scattering the coveted material over nearby star systems, just waiting to be exploited. <br />
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For this reason Virgo-Erigone is colonized much like many other systems by a mess of charters working under Mega Corporations (such as your workplace), personal charters of wealthier individuals pitching together in a start-up, independents and other unions and polities,all keen on receiving one slice of the Phoron pie. Sometimes competing, sometimes supporting each other, sometimes being outright hostile to each other - life in the Coreward Periphery is dictated by opportunity and a certain clannishness between each other, as there is no central authority whatsoever and living standards can rise and fall on a dime with just one poor decision or one windfall. <br />
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The universal currency of the Coreward Periphery, introduced by a conglomerate of mega corporations and simply accepted as a good standard, if one could call it that, is the Thaler representing a fraction of FTL travel expenses. In theory, one Thaler represents one second of flight within bluespace. This makes the currency precious in the Rim, but less so in the developed systems of Humanity and Aliens, where it is required to be exchanged to more conventional currencies, either backed by fiat or by kilowatt hours of energy.<br />
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===Life in the Periphery===<br />
While automated labour is common in the core worlds, there are several problems that hinder its widespread implementation in the Periphery. Drones are incredibly inflexible in their programming and any program sophisticated enough to handle the, often changing, circumstances in the Frontier will likely be a positronic brain, which has requirements like any sapient being of having social contact and friends if one does not want to make them go mad in isolation.<br />
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Then, there is the issue of actually maintaining all this infrastructure without human input and the very real danger of pirates simply bombing the facility with EMPs as soon as they find out that only machines operate there.<br />
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Thus, the Periphery is populated with a plethora of contractors milling in one station to the next to earn their paycheck, handling any work more sophisticated than simple labour and even that is done in the spirit of either being incapable of affording drone swarms or plain refusing to do so due to the cost. They also serve the purpose of being a higher barrier to attack and maybe even murder for pirates, as property damage is a whole other unethical step than outright killing a fellow sapient being - and well, to keep AIs company.<br />
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As contractors earn their license without questions asked as soon as they pass standardized tests offered by the NGO “Galactic Labour Pool”, there is a rich tapestry of creeds, cultures and species working in the Periphery. In a sense, it is a great melting pot of the galaxy as everyone is united either by the lust for a big paycheck or by the dogged adventurous spirit of taming the wild unknown. <br />
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Travel to the Coreward Periphery varies depending on urgency and affluence when going from or to the Terran Commonwealth and specifically Sol. The shortest amount is three weeks, the longest amount is 2 months. Holidays back home need to be planned well in advance due to it!<br />
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Due to a lack of a central authority, many colonies either rule themselves or have appointed managers of their respective charter holders. It isn’t uncommon for to see colonies within a system to work as loose confederation, but so far no real effort for a “real” government has been considered - most colonies are purely erected due to economic interests and often just abandoned to the cold, harsh mistress of space when the Phoron runs out.<br />
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===Life in Virgo-Erigone specific===<br />
NT’s presence in Virgo-Erigone is actually relatively small - they are much more active in Amaterasu, Tenebrae and First Footfall, but the buyout of a royal charter company of the Zorren Kingdom An-Tahk-Et led to them occupying several ruins of the old Zorren Empire at Virgo 3B and Virgo Prime, paying homage and minor taxes in exchange for continued quasi-sovereignty over their installations - as such Zorren law holds little sway over these pockets of soil.<br />
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The main installations that are the most important are “Central Command”, an old basalt quarry of the Old Zorren Empire, now re-functioned as central communication and administrative hub for the region and the Tether itself - the NSB Adephagia.<br />
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Refurbished as staging point for drone tankers filling themselves richly with harvested Phoron from surrounding facilities, the Tether serves also as staging point for xenoarcheological, xenobiological, xenobotanical and other scientific expeditions into the surrounding ruins, old quarries and mines of the planet and the star system as a whole - and, under the table, the occasional salvaging of competitor’s derelicts in both space and the surface.<br />
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The tether is a relatively comfy posting as NT tried to use it as staging point for more fervent colonization of the system. However, the Zorren blocked such attempts, leaving a strangely comfy fuel station and administrative hub, serving the orbiting NIS Orator with a direct fuel pipeline, which it uses happily to sell phoron fuel to any nearby ship, attracting a lot of air traffic of the myriad factions within the Virgo-Erigone system.<br />
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==Non-Catalogued Species==<br />
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===='''Custom Species'''====<br />
Home planet: ???<br />
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Home system: ???<br />
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Here on Virgo our users and staff have created a varied back catalog of bits and bobs for species not specifically listed below. We do not enforce players play one of the canon species listed below. You may bring in your own special snowflake! As long as they, and by extension you, follow our [[Rules#Create%20and%20play%20server-appropriate%20characters|rules over playing server appropriate characters.]] If you are having trouble [[Character Creation|creating your character]] please refer to our "Character Creation" guide.<br />
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==Catalogued Species==<br />
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===Major Species===<br />
“Major” races are the alien species who have managed to accumulate enough political and economic gravitas to “matter” in a grander scale, often having spread over several star systems or having some sort of edge or tie with other major species - for example the Skrell, while isolationist to a degree are a philosophical ally to humans, while Sergals and Nevrean have been put into importance by being major trade partners with them, while Zorren and Vulpkanin bring back technologies of their ancient forebearers.<br />
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Being a major race means a certain degree of independence from other races, as they usually do not have to rely on others to fare space. <br />
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====Humans====<br />
'''Home planet''': Earth<br />
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'''Home system''': [[Sol]]<br />
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Humanity, everything and nothing can be said about them. As diverse is their thinking, as fractured is their society. Intrepid and mercantile, brutal if needed to, Humanity has formed a great diaspora among the stars primarily driven by their innate curiosity and love for adventure and exploration. While a good half of them live under the wing of the Terran Commonwealth, centered around their home planet Earth, the extremely diverse political theory they have accumulated over the centuries led to many splits, arguments and secessions.<br />
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While most humans are accepting of other species and simply want to earn an honest paycheck, the best and worst are found among them. You never know what a human is going to be like when you first meet them. <br />
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Humans are most well-known for the stalemate and eventual peace with the Unathi during the Hegemony War, firmly cementing them as one of the major species in the Orion Spur.<br />
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====Unathi====<br />
'''Home planet''': [[Moghes]]<br />
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'''Home system''': [[Moghes#Astrology|Uueoa-Esa]]<br />
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The Unathi are a race of tall, reptilian humanoids that possess both crocodile-like and serpent-like features. Their scales are hard and plate-like, save for the softer ones that line the inside of their legs, armpits, and groin. Originating from the planet of [[Moghes]], the Unathi live in a complex, almost byzantine bureaucracy developed over the centuries of their Hegemony of their pocket of space.<br />
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The Unathi believe in a rigid honour system, following their duty to the Hegemony itself, then their respective allegiance and finally their own family, valuing dignity, strength and expertise above all. Learning crafts, however peaceful or martial, is seen as the perfect expression of Unathi pride.<br />
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The Unathi were humanity's second major race contact, but due to their imperialistic nature, engaged in an interstellar war with humanity known as the Sol-Hegemony Conflict. Although the conflict has long since ended, and relations have slowly improved, Unathi are still often considered to be haughty and arrogant for their much older culture, often leading to tensions between them and younger species. <br />
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====Skrell====<br />
'''Home planet''': Qerr'balak<br />
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'''Home system''': Qerr'Vallis<br />
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The Skrell is a species of amphibious humanoids, distinguished by their green-blue gelatinous appearance and head tentacles. Skrell warble from the world of Qerrbalak (or as the lore once called it, Jargon 4), a humid planet with plenty of swamps and jungles. Currently more technologically advanced than humanity, they emphasize the study of the mind and the mystery of the natural world through philosophy and mmemotics. <br />
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Gender has little meaning to Skrell outside of reproduction, and in fact, many other species have a difficult time telling the difference between male and female Skrell apart. The most obvious signs (voice in a slightly higher register, longer head-tails for females) are never a guarantee.<br />
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Due to their extremely decentralized, but locally total rule, colonisation always has been an issue for the Skrell and even though they are among the oldest species known to Humanity still occupy just as much space as the diaspora of humans - so far they know. It is indisputable however that humans and skrell consider each other, if not natural allies, at least cordial partners for the joint exploration of Space. <br />
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====Tajaran====<br />
'''Home planet''': Meralar<br />
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'''Home system''': Rarkajar<br />
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A relatively young species, much like the humans, the Tajaran are a humanoid race possessing cat-like features. Hailing from Meralar, they possess insulating fur and felinoid stability to better survive in their harsh native environment. Their home planet is a cold planet of vast tundra and arctic zones.<br />
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If one follows their turbulent history, many would see a defining cultural trait for many Tajaran - an innate sense of ambition and pride. Empires fell and rose with the pride of their leaders and pride of what they are, driving them to throw off the yoke of others. Tajaran might be the most aggressive colonisers concurrently, leaving their political landscape volatile and unpredictable. <br />
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They, however, care little for such. They see themselves as masters of their destiny - it only has to be manifest. <br />
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Tajaran are usually less trusted due to their ambitions and upstart nature, but this attitude is greatly diminished in the Coreward Periphery - where every person is gladly taken. <br />
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====Sergals====<br />
'''Home planet''': Tal<br />
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'''Home system''': Vilous<br />
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Sergals are a race of furry shark-like headed creatures from the planet Tal in the Vilous system. They are one of two intelligent races living in the system, the other being Nevreans. They are split into four main ethnic groups, being the Northern, Southern, Eastern, and Western sergals.<br />
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Humanity encountered the Sergals during the colonisation of Tal by Yantzu Mining, a now defunct corporation, who disregarded them as savages due to the first contact with the northern sergals, who live in primarily agrarian and hunter-gatherer societies, an attitude that did not change with the much more developed Eastern and southern Sergals, who grasped complex economics and trade networks under their various confederations and leagues of city states in the climates with many artificial or natural waterways. <br />
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This led to the Sergals making the humans first connected and then dependent on their goods (mostly agricultural), before just driving them out with relatively simple tariff wars, leading to Yantzu Mining losing standing in the Human Diaspora and to their eventual bankruptcy. Acknowledging their intelligence and culture, most human enterprises now lead mutually beneficial development and trading charters with the Sergals, who often stride out into the world to learn about the technology and crafts of the galaxy to bring them back home and transplant them into their home cities. <br />
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====Nevreans====<br />
'''Home planet''': Tal<br />
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'''Home system''': Vilous<br />
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Flighty and avian, the Nevrean share their home planet with the Sergals, who is their relatively close genetic cousin, although their appearance is quite different, rather looking like a mixture between a feathered dinosaur and a bird, with the sexual dimorphism leading to females being bulkier, flightless and also more aggressive in their cultural mores, while the males are slimmer, more colourful and are capable of flight. <br />
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Nevrean live traditionally in nomadic societies, roaming the savannahs and mountains of Tal, where permanent agriculture is next to impossible, relying on a rich oral tradition to pass down knowledge and their culture. Sometimes at odds with Sergals, sometimes their allies, their history with the second sapient species of Tal might have been the reason why some of their cultures are very much accommodating to xenos. <br />
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Nevrean are perceived as industrious and excellent crafters, which led to many communities of Nevrean eventually folded into the more urbanized life of Sergals, attracted by supply and demand economics. These urbanized Nevrean generally adopt Sergal writing systems to their own language, which led to many myths and legends being much more accessible to more book-loving cultures - like the humans.<br />
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====Zorren and Vulpkanin====<br />
'''Home Planet''': Menhir (Virgo 4) / Altam<br />
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'''Home System''': Alat-Hahr (Virgo-Erigone)/ Vazzend<br />
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The origin of these two diverse species is subject to debate in the specifics, but DNA sequencing and archeology determined that Zorren and Vulpkanin have both belonged to a progenitor species that has been spacefaring before Humanity reached industrialization. While the decline and eventual complete collapse is still unknown, the Coreward Periphery is dotted with old outposts, cities and facilities, most often almost completely lost to the wastes of time.<br />
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The Zorren and Vulpkanin are the only known descendants of this precursor empire, living on planets that have been to some significance for the precursors, although it’s not quite understood what exactly made them special. In case of Virgo 4, it is suspected to be either an industrial-focussed planet or a weapon testing facility, due to evidence that the planet had several moons before its asteroid rings, while the clement conditions of Altam and the much higher population of Vulpkanin leads to the theory that it was either a market or waystation of an important supply line.<br />
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While genetic drift and deliberate DNA manipulation (such as Zorren having hemocyanic blood instead of red blood like Vulpkanin) drifted them apart considerably, both Zorren and Vulpkanin are curious about their respective cousins and their heritage.<br />
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However, while Vulpkanin’s interest is mostly relegated to a passing academic interest, Zorren are obsessed with their ancient heritage and deliberately try to shape their societies according to ancient customs, social mores and culture, seeing themselves as inheritors of a lost Golden Age.<br />
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===Minor Species===<br />
“Minor” species are those who are dependent on the major races to accomplish their spacefaring goals, are vassals, clients or protectorates of the major species or are insular and only have colonized very minorly in their respective star systems.<br />
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“Minor” has little bearing if a species is developed or not, as Angels and Demons are considered “minor” due to their isolationists and inward perspectives, but are very advanced in their technology, while Dionae are considered “minor” as they show no interest whatsoever to have any political clout. <br />
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====Zaddat====<br />
'''Home planet''': Xohok<br />
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'''Home system''': Uueoa-Esa<br />
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The Zaddat are an Unathi client race only recently introduced to civilized space. Having evolved in the high-pressure and post-apocalyptic world of Xohok in the Vengeful Father system, Zaddat require an environmental suit to survive in usual planetary and station atmospheres. Despite these restrictions, worsening conditions on Xohok and the blessing of the Moghes Hegemony have led the Zaddat to enter human space in search of work and living space. The vast majority of Zaddat now live in nomadic spacer fleets.<br />
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====Promethean====<br />
'''Home planet''': None<br />
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'''Home system''': None<br />
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A gelatinous race of mimics evolved from their slime predecessors that were first discovered aboard the research station Prometheus, these colorful humanoids are best characterized by their ability to repurpose and shape their bodies for whatever a situation may warrant by means of their semi-solid structure. Along with this is their semipermeable membrane encasing their gel, allowing them to filter feed while keeping the undesirable matter out of their bodies. Their composition allows them to resist most sources of brute trauma, though energy will cause their limbs to become unstable and disintegrate. Prometheans are also void of most normal organs, possessing quite the different setup for their homeostasis.<br />
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Being an artificially created race, and a new one at that, Prometheans have no unified culture, though there are small populations of Prometheans scattered around the universe, the tropical planet of Aetolus in particular having roughly one thousand such individuals.<br />
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Promethean stewardship varies from state to state. The Fyrds outright outlaw them, while the Eylsian Colonies oscillate between embracing them as fully independent citizens to outright slavery. The norm however is that they require a caretaker at all times to teach them civilization properly.<br />
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====Diona====<br />
'''(( Whitelisted species - requires a special character application to play. ))'''<br />
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'''Home system''': Epsilon Ursae Majoris<br />
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The diona are a group of omnivorous, slow-metabolism plantlike organisms that are in fact clusters of individual, smaller organisms. They exhibit a high degree of structural flexibility and come in a wide variety of shapes and colors to reflect the intelligence of each individual creature. They were discovered by the Skrell in 2194CE, not on a planet, but in open space between three stars, a figurative hell that made it difficult to discover, much less contact them.<br />
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Diona spread by seeds and are asexual, no gender. When grown into their small 'nymph' state, they are known to eat large amounts of dead plant matter and fertilize plants while they learn from those around them by sampling their genetic code (usually through blood extractions), and as they grow further merge into larger and larger forms. It is not unheard of for Skrell explorers to be traveling in a ship composed of habitat modules and engines of Skrell make, with the body of the ship formed by their Diona allies to warble across the cosmos.<br />
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Introduced by the Skrell, and quite slow and peaceful, the Diona share good relations with humanity.<br />
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====Vasilssans====<br />
'''Home planet''': Varilak<br />
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'''Home system''': Antares<br />
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Vasilissans are a carnivorous, large spider-like people with tall, lanky bipedal bodies covered in chitin, and four large spider-like limbs protruding from their backs. They come in a variety of colors and are extremely diverse in that aspect. The females are usually about a foot taller than the males, averaging in at about seven feet. The females are also much stronger than the males. Their faces have four eyes of solid and varying colors. On the top of their heads are strange, thick, leg-like feelers that are normally styled in much the same way as hair. Their color varies greatly and isn’t normally the same color as the Vasilissan’s body. They have several feelers and sharp claw-like limbs around their lipped human-like mouths. These mouths contain only fangs, a strange, bulbous, long tongue, and spinnerets, giving them the ability to spit large strands of silk from their mouths. Their faces are traditionally very pretty, long, and elegant, almost elf-like despite their hard chitin plating and lack of a nose.<br />
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From a temperate jungle planet, the Vasilissans were once solitary, territorial people until great queens began to subjugate them. These 'Star Queens' ruled with an iron fist and urged their subjects to expand her territory and to attempt to build great towering cities tall enough to reach the stars and their sun, which they believed to be gems of great magical power and spiritual significance. First contact has been made by NT, who rigorously tried to exploit their culture and adaptive architectural keenness, which went poorly for the Vasilissans until they have managed to contact the greater human diaspora. <br />
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====Xenochimera====<br />
'''(( Whitelisted species - requires a special character application to play. ))'''<br />
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'''Home planet''': Not known<br />
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'''Home system''': Not known<br />
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An extraterrestrial colony organism, xenochimera are unusual in that they have no real defining physiology of their own - effectively, xenochimera mimic other beings, or parts of other beings, by consuming them and mutating their own cellular structure to imitate whatever evolutionary advantages they may find - or in layman's terms, they eat other creatures and copy features to create bizarre hybrids. As a result, no two examples of the species are alike, and they can, in fact, be wildly different in appearance. So much so, that even when they popped up on various colonies, they were dismissed as distinct alien creatures and native wildlife before a connection was finally made.<br />
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Xenochimera are relative newcomers to the galactic stage, their existence as a distinct species having been only discovered a little over twenty years ago, and as such are of great interest to xenobiologists. Owing to the moral and legal constraints surrounding experimentation on (arguably) sentient creatures, some transstellar corporations hire them in the hope that doing so will allow them to be studied in a way that locking them in a xenobio pen would not - and if the scientists on the station can persuade them to ''volunteer'' themselves for examination, that's a bonus.<br />
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The origins of the xenochimera are largely a mystery - xenochimera biomass and individual creatures have been found on numerous planets and even discovered embedded in asteroids and comets across a vast area, but no established populations have been found.<br />
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====Teshari====<br />
'''Home planet''': Qerr'balak (Native : Sirisai)<br />
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'''Home system''': Qerr'Vallis<br />
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The Teshari are reptilian pack predators from the Skrell homeworld. While they evolved alongside the Skrell, their interactions with them tended to be confused and violent, and until peaceful contact was made they largely stayed in their territories on and around the poles, in tundra terrain far too desolate and cold to be of interest to the Skrell.<br />
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In more recent times, the Teshari were technologically uplifted by the Skrell to be a space-faring race of their own, one that's ready to prove its worth to the galaxy at large, much to the glee of the Skrell, as they see this as the first real, successful uplifting that has benefited all sides.<br />
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The Skrell love to rub that in with the other species.<br />
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====Synthetics====<br />
'''Home Planet''': N/A<br />
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'''Home System''': N/A<br />
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Synthetics are spread throughout known space and serve a myriad variety of roles that range from a tiny drone scrubbing a floor to a nearly omnipotent AI used in a combat-ready interstellar vessel. Most known sufficiently-advanced races use synthetics in some way; very often as prosthetic bodies when their own bodies fail. There are three basic kinds of synthetic intelligences found in the universe today:<br />
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● '''Drone''': A drone is the term for any synthetic that uses more simple artificial intelligence constructs such as chips or motherboards. While capable of very sophisticated interaction, they are, in essence, only expert systems and not truly sapient.<br />
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● '''Cyborg''': A cyborg is a synthetic that uses an organic brain to function via an MMI, short for Man-Machine Interface. Cyborgs come in many shapes and sizes and most sentient cyborgs are free-willed. Some companies have used canine brains and brains of other animals to ensure a cheap workforce that doesn't rely on cutting-edge technology.<br />
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● '''Positronic Brain''': Positronic Brains are synthetic intelligences equaling the intellect of a particularly clever sapient being and are generalized artificial intelligences that can be seen as equal (or superior) to organic sapience. They possess a neural network not dissimilar to a brain made out of flesh; and are often used when expert systems simply do not make the cut and a true intelligence is needed. Many positronic intelligences strive for self-determination and are often acknowledged to be holders of their own destiny.<br />
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Synthetics have the unique capability of serving in different bodies. This can take shape of a [[Synthmorph]], a [[AI|lawbound AI]], or [[Cyborg|lawbound mobile chassis]]. However, transition from one to the other is an expense higher than the net worth of the bodies, making it non-lucrative for corporations and the synthetics themselves. <br />
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====Angels and Demons====<br />
'''Home planet''': Sanctorum / Infernum<br />
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'''Home system''': Sanctum<br />
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Perhaps the most quintessential of all colonies in the Elysian Colonies is the system of Sanctum, found in the earliest years of Humanity’s sprawl into the galaxy and colonized as a mundane agricultural world at first. However, close contact with the Skrell led to leaps and bounds of advancement in gene-resequencing technology and ambitious plans to steer the direction of Humanity.<br />
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The leaders of Sanctorum (renamed from its original name, lost to time) seen to it that the humans under their care soon transformed into abrahamic paragons of virtue, physically making them look like the popular depictions of angels and turning into a stern nanny state extolling virtue, self-reflection and rejection of earthly pleasures and vices. <br />
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This led to an underbelly of dissidents, criminal elements and rogues, who refused to follow these party lines and resisted any attempt of therapy until the Sanctorum authorities were fed up and put them in a penal colony inside the Sanctum system - now dubbed Infernum. There people formed a libertine society of extreme libertarianism and purposefully celebrating all the sinful vices and joys of the flesh their compatriots have forsaken.<br />
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While relations and extreme societies have mellowed over the time, Sanctorum and Infernum have developed far differently from normal Humanity, focusing less on ever-expanding exploration and instead polishing their societies into their vision of perfection. It is true that Angels live in an early post-scarcity society where they want for little and most labour is automated - while it is also true that they live in a quite repressive state and have forgotten some goods and services to actually want. Meanwhile demons enjoy their excess and free lives, while balancing dangerously on one ambitious person to put them all under the yoke or tear themselves apart with no clear direction on how to spread their libertine ideals outside their small sphere of influence. <br />
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====Alraune====<br />
'''Home planet:''' Abundance in All Things Serene<br />
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'''Home system:''' Beta-Carnelium Ventrum<br />
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The Alraune are the native species of a planet within the territory of no less than five Elysian Colonies, concurrently under protection by just these to develop on their own pace. However, previous to this non-contact policy, many Alraune were displaced by Angels and Elysians as companions, garden flowers and pet projects in uplifting, ultimately leading to a Diaspora of more culturally advanced Alraune living in Elysian Colonies and even the Coreward Periphery. <br />
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====Akula====<br />
'''Home planet''': Jorhul<br />
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'''Home system''': Barkalis<br />
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The Akula are a curious species first found by a human Kosaky fleet while they were scouting for a place to recuperate, take on perishables and potable water. Fierce and aggressive and in a developing society of an amphibian iron age, frequent contact on Jorhul eventually led to the adaptation of Akula into many nomad fleets, as the lifestyle seemed to suit them. Today, the Akulas are found in nearly any nomad fleet as security, explorers and engineers, having largely abandoned their planet to strive for adventure among the stars.<br />
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==Origins and Factions==<br />
One person is alone, two are a couple. Five is a family. Beyond this, it’s a tribe. Any sapient species eventually form their factions, polities and governments, some of them more important than others. For the Coreward Periphery, these are the most important ones, from which a solid chunk of their population hails from one way or the other.<br />
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These are the major backgrounds one could possibly have.<br />
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===The Greater Human Diaspora===<br />
Also called “Earthling Rabble” by older species, there is no doubt about it that Humanity as a whole is very far flung and claims many a star under their name - however, an overwhelming majority are independent and sparsely populated, preferring to enforce their way of life and their prosperity without interference of other humans or centralized governments. These many micronations and habitats can be found all over the Orion Spur. And more often, their ruins.<br />
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===The Commonwealth of Sol-Procyon===<br />
Also known as: ''Terran Commonwealth, Commonwealth, SolCom''<br />
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Mayhap the greatest of all star states of Humanity is the Commonwealth of Sol-Procyon or Terran Commonwealth in vernacular, an evolution of the goods and ills of the 21st century nation states coalescing into a federal, parliamentary democracy spanning not only planets but entire solar systems.<br />
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While the Terran Commonwealth sees itself as protector of Humanity and Freedom, Liberty and Equality, reality slightly differs, where idealism wanes for realpolitik and greed - The Commonwealth combats practically itself, competing political interests and lobbyism making its government at best slightly ineffective in its less developed regions and at worst corrupt and abusing its exalted offices for profit and power. Nothing like the old days, it seems.<br />
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In itself it's a Federation made up of Star Systems and habitats and covering over sixty federal member star systems - however politically relevant is the "core" of Humanity - the oldest settled colonies of Sol, Procyon, Sirius, Proxima Centauri and Altair, which are cultural, industrial and economic powerhouses, overshadowing other settled systems within their sphere of influence with sheer population numbers and political clout.<br />
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Beyond that are the self-organized, but not federally represented territories, the appointed-dependent colonies and the “satellites”, smaller states and nomadic lifestyles who are saddled with Commonwealth taxes in exchange for freedom of movement and (not always present) military protection.<br />
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Deeply entrenched in Commonwealth culture is the fear of losing the tenuous social cohesion as dissatisfied workers and the apathetic middle class are almost always at each other's throat, leading to reactionary movements to about everything - from xenos, to gene editing, to any ideas coming from the Trailing and Coreward Colonies.<br />
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===Unitary Alliance of Salthan Fyrds===<br />
Also known as: ''The Fyrds, The War States, Fyrders, Mighty Fighty''<br />
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A product of neglect, born out of fires of war, reforged into the most militaristic state of Humanity. The Unitary Alliance of Salthan Fyrds has seen its share of loss and tragedy and as hard times made hard people, the governments of the Fyrds have become a self-imposed Aegis for Humanity.<br />
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At first, they were simply the coreward part of the Commonwealth, prosperously developing as relatively closely clustered planets shown either high habitality or richness in rare materials, especially of Scandium and Helium-3.<br />
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This changed with the Hegemony War, the cataclysmic (in the eyes of the Fyrds) conflict with the Unathi, who have offered the colonies status as client species - either by the pen or by the sword. Naturally, as humans do, they chose the sword. <br />
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As the Commonwealth was dragged into the conflict, Salthan was the main battleground, bringing all the horror with it - but the Salthanians never gave up. Rebels, guerillas, irregular troops, they kept fighting for their freedom and eventually the stalemate turned into a peace treaty and a Status Quo Ante Bellum. <br />
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However, the industries that made the sector prosperous were destroyed and profits sharply declined. Partially abandoned, partially forced into labour by mega corporations and even some less scrupulous Commonwealth officials, the Salthasians finally broke off completely and violently revolted, forming their own Fyrds (nostalgically called after ancient history) and declaring the Perpetual Vigilance, their form of constitution.<br />
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Today, each planet is a fortress, each citizen a soldier - Each fyrd (planet) led by a general, who sits in the Allied Council, its form of overarching government. A stratocracy to the extremest sense, the Salthasians are trained from birth to fight - there is no such thing as a civilian in their society. <br />
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Surprisingly, their war machine never turned to other aliens or humans - their conflict is eternally with their most bitter of foes - the Unathi. They both raid and skirmish with each other, testing strength and honing their warriors. <br />
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===The Elysian Colonies===<br />
Also known as: ''The Demi-Monde, Slavers, Squabblers, Elysians''<br />
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Spinward colonies have always been trouble for the Terran Commonwealth. Nebulae makes communications and travel difficult. Chosen colonists often turned out to be subversive elements. Corporations got defrauded or emasculated in their influence by the colonists... Many things have gone wrong with centralizing power in the surprisingly habitable worlds of Cygnus and beyond. But the most detrimental factor for a centralized government for the Commonwealth was the Skrell.<br />
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With the Skrell came technology and a strangely familiar style of government - instead of puppets and an overlord, the colonies sought to emulate the Skrell by having each their own sovereign government and decision to rule as they see fit and how they see fit - much to the chagrin of the Commonwealth, they have achieved their autarky.<br />
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However, this style of self-rule has been tainted by human nature - as quickly as they broke off from the Commonwealth, as quickly did their ideas of an ideal society wildly diverge from each other. Vanity states rub shoulders with utopian projects, autocracies shake hands with direct democracies. The Demi-Monde is known to have such wildly different styles of governance, culture and even genetic make-up that one gets a whiplash of the mind.<br />
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Everything and nothing is allowed in the Demi-Monde. Slaves are happily traded or freed in righteous crusades. People are forced into eugenic projects or reassembled into the figures of ancient mythology. Whatever strives their fancy, Elysians probably have done it at some point or the other. Only their united desire to remain free and self-determinant drives them to ally with each other by convenience to drive out any meddler who tries to impose rules over them.<br />
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They are the most xenophile of all human factions, since people already heavily genesplice here, so nobody can tell if the sapient creature before them is a gene-edited human or an alien. <br />
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===The Third Ares Confederation===<br />
Also known as: ''ArConFed, Aresians, Exile-Martians, Formers, Commies''<br />
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The situation in the Terran Commonwealth has not always been cemented. With the advent of the colonisation of Mars, Venus and later the asteroid belt, there were dissidents, rabble rousers, thinkers and firebrands, pushing for separate societies in which everyone is equitable, the torch of socialism passing down to Humanity in the stars.<br />
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Especially the first and second Confederation were seminal times in the history of the Red Planet as they quickly spread out to the disparate and isolated Mars colonies in the beginning and later in the underbelly of dissatisfied and maltreated workers. Both times, the uprising left its mark in the fledgling interstellar civilization, but both times they have ultimately failed to create their sought after polities.<br />
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And thus, the “government in exile” of the Confederation fled into deep space to build their home on foreign shores. They succeeded, in a region now called the Trailing Periphery, where a small, if prosperous Confederation of a dozen systems, held together by their economic and military alliance. While individual member states differ in their ideologies on how to implement socialism and there is much leeway from the Central Government situated at Paraiso, the Confederation endured the initial hardships of early colonisation with barely any support and now enjoys an Age of Expansionism.<br />
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They are experts in large scale efforts, such as terraforming and microgravity engineering - a necessity from where they have started. They readily help other colonies in the Trailing Periphery, with the express purpose of fomenting solidarity and a wish to join them - much to the chagrin of the Commonwealth. However, they are still cooperating and trading with each other. For now. <br />
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Mostly as the Ares Confederation never saw much need for a strong federal military, letting individual states assemble their own external and internal militia forces, based upon volunteer service. The federal army is rather perfunctory, made up of officers, militia veterans and engineering personnel to train and guide the militias if they so request or maintain the sparse defensive infrastructure within the space of the Confederation.<br />
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===The Skrell Consensus===<br />
The Skrell are peculiar. They think any government beyond a city level would just turn into corruption and imperial ambition. And still their actions after often in unison as their philosopher kings lead them in decisive times. The Skrell Consensus is less a faction and more an ideal - what is right is self-evident for many Skrell and therefore many city states cooperate with each other on an interstellar stage to bring prosperity to all partners involved.<br />
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A rather idealistic idea, but for the Skrell it works most of the time as their strict caste system has led to very similar cultures and way of thinking for the Consensus, ensuring a smooth operation at almost any given time. <br />
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However, the Skrell are known for, if not outright infighting, of “competitions” on who is the better philosopher king, leading them to unwittingly support or oppose others if they would’ve done otherwise or stay neutral.<br />
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===The Unathi Hegemony===<br />
Presumably one of the oldest governments of the interstellar stage is the Unathi Hegemony, a decentralized state led by the Moghes Priesthood, whose sacrosanct planet arbitrates between and is paid tribute to by the several “Allegiances”, who are part noble family, part extended family and part political party. These Allegiances in turn administer the star systems belonging to the Hegemony and assemble their armies and navies.<br />
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Allegiances also have taken up the banner of client species, aliens that are to be taught how to be Unathi while being an underling to their specific allegiance, not the Hegemony itself. As warfare is forbidden by holy law between Unathi, these client species are used to play the everchanging conflict between the Allegiances for dominance.<br />
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The Unathi Hegemony ,if united, is almost unstoppable. However, the Allegiances almost work as a check of balances themselves, as not one of them likes the others and rather see them wiped out instead of them achieving Imperial Glory.<br />
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===The Tajaran Diaspora===<br />
Tajaran are a complicated bunch. All manners of governments, nation states and empire are found on Meralar and their innate desire to fulfill their ambitions and manifesting their destiny has led to the situation where they have not one united government but rather a byzantine web of overlords, colonies, dependencies and break-off states from former colonies. Allegiances, intrigue and hatred are dense and outsiders of their culture often struggle to fully see through this system.<br />
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However, consolidation and centralization of power is an ongoing progress for the Tajaran, a matter of decades on whose culture, ideals and government will finally reign supreme. Until then, they happily spread amongst the stars anyway, to ensure their future and the prosperity of Tajarankind. <br />
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===The Nomads===<br />
Also known as: ''Kosaky, Ordu, Spacers, Counterskrell, Nerahni''<br />
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Nomadic traditions have received quite the revival whenever a species reaches space. The call for calling nothing and everything your home, the constant push of adventure and exploration enamours many people to abandon sedentary lifestyles and join one of the many nomad fleets. Some are born into it and drop out later, when they had their fill. Nomads usually are experts in long-term habitation of ships and trouble to reacclimate to a “grounder” life.<br />
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Human nomads have developed from ancient traditions of the savannah and steppe and translated them into space during the initial colonization of Sol, preying on weak merchant ships and then later working as prospectors and screening fleets. They prefer to call themselves Kosaky or Ordu, after ancient steppe forebears.<br />
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Nerahni were an aquatic nomad culture of the Tajaran, living on generation ships they have lovingly carved their history upon. This tradition they have carried to a spacer life, engraving the hulls with the deeds of the ship and crew.<br />
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Counterskrells are mostly young Skrells who reject the local autocracy of the Skrell Philosopher kings, instead bumbling around in space on massive yachts, exploring the depths of the skrellian psyche. With drugs. A lot of them.<br />
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===Mega-Corporations===<br />
Mega-Corporations, an outcrop of late-stage capitalism or commercial interests on an interstellar age. While the corporate culture differs from corporation to corporation, one thing is for sure - they are an important influence on the politics of their “home species” and often transcend the boundaries of their species to deal with everything and everyone. <br />
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Mega-Corporations often field private military contractors in regions where government forces are not available, protecting their interests beyond the grasp of where they can have repercussions for their actions. <br />
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They are seen as scummy and inhumane at worst, but the mega-corporations try to maintain a good image and just call this “healthy for-profit mindsets”. After all, they have an obligation to fulfill.<br />
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The seven major human Mega-Corporations are: [[NanoTrasen]], [[Ward-Takahashi GMB]], [[Gilthari Exports]], [[Grayson Manufactories Ltd.]], [[Aether Atmospherics and Recycling]], [[Zeng-Hu Pharmaceuticals]] and [[Hesphaistos Industries|Hephaestus Industries]].<br />
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Other important Mega-Corporations are: [[Vey-Med]], Xion, Advent Life Biolabs, Royal Meralar Shipyards, Mahrar-Kitsurah Industries, Donk Co., and Cybersun Industries.<br />
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===Free Trade Union===<br />
While often compared to a mega corporation in their own right, the Free Trade Union is an ever expansive umbrella organisation for the attempted countering of monolithic, monopolized mega-corporations strangling the free market. And thus, every smaller corporation, mom and pop firms and independent freighter traders can get a license of the Free Trade Union, which often wheels and deals around to circumvent higher tariffs or taxes. In exchange, the administration takes a portion of the profit and redistributes it to members as insurance and to smooth out local governments. While many independent corporations and smaller labour unions join the FTU, some dislike the idea of the inherent flair of corruption and bribery the FTU is happily being accused of. <br />
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===Orion Spur Civilizations===<br />
A catch-all term for every sapient life within the Orion Spur - Space is insurmountably vast and the Orion Spur is just a tiny region of it and even then it is host to a myriad of alien species, isolated by vast distances and dead planets. Here you find the downtrodden colonies mega-corporation in the Trailing Periphery, who have carved their own, little kingdoms under the “Trailing Colony Development Scheme” as heralded by the Commonwealth of Sol-Procyon or the hundreds of independent colonies away from all of the major species or simple pirates, who carve out their way of life with blood and lasers, deep in the underbelly of the void between the stars. <br />
[[Category:Lore]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Backstory&diff=7444Backstory2020-04-25T21:15:38Z<p>Arokha: </p>
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<div>'''Welcome to the VORE Station background page!'''<br />
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This is the starting page into VORE Station's lore, also commonly known as 'fluff' (but we usually just call it lore). This is the basic, common knowledge that the vast majority of characters should know and helps introduce you, the player, into the world of our server. While you do not have to know every little detail by heart it would be wise to skim through some of the pages. At least to know how our lore differs from the other SS13 servers.<br />
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Many wiki lore pages are constantly under construction and open to change, If you feel like you may have something to add, please join our discord and pop your head into the #Lore channel. '''Note:''' ''Unlike other pages of this wiki, changes to these pages must be approved by our Loremaster or another admin.''<br />
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Once again welcome to VORE Station, we hope your stay here is a long and enjoyable one!<br />
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The year is 2320 CE (Common Era) and Humanity has spread amongst the stars, forming a diverse and enduring diaspora of political and cultural ideas, thought streams and creeds. Spearheaded by the Terran Commonwealth, which serves as a rump state and soft dominant cultural power, Humanity is slowly spreading through the Orion Spur and ensures the perpetual endurance of the Human race in one way or another. With the discovery of the mysterious properties of the Alden-Saraspova particle and the abundance of it in the naturally occuring substance of Phoron, FTL travel and communication has become a reality through utilizing Bluespace Technology and enabling the massive energy requirements for truly wondrous public projects of shaping entire planets to a habitable atmosphere in decades, not centuries. <br />
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But Humanity is not alone - not only do the diverse human factions compete under each other, but also with other intelligent life, like the ambitious Tajaran, the imperial Unathi or the enigmatic Skrell and many more smaller and greater alien species. <br />
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''It’s a brave, new world.''<br />
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== '''Welcome to the Frontier''' ==<br />
Welcome to Virgo-Erigone (Virgo for short), a system within the Coreward Periphery, one of the two current frontiers of Humanity they pay even a modicum of attention to. This is due to the reason you are stationed on one of the moons of Virgo 3, Virgo 3B. The gas giant, being a massive ball of liquid and gaseous phoron is one of the many of the Coreward Periphery, where a phoron heavy star has gone supernova millenia ago, scattering the coveted material over nearby star systems, just waiting to be exploited. <br />
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For this reason Virgo-Erigone is colonized much like many other systems by a mess of charters working under Mega Corporations (such as your workplace), personal charters of wealthier individuals pitching together in a start-up, independents and other unions and polities,all keen on receiving one slice of the Phoron pie. Sometimes competing, sometimes supporting each other, sometimes being outright hostile to each other - life in the Coreward Periphery is dictated by opportunity and a certain clannishness between each other, as there is no central authority whatsoever and living standards can rise and fall on a dime with just one poor decision or one windfall. <br />
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The universal currency of the Coreward Periphery, introduced by a conglomerate of mega corporations and simply accepted as a good standard, if one could call it that, is the Thaler representing a fraction of FTL travel expenses. In theory, one Thaler represents one second of flight within bluespace. This makes the currency precious in the Rim, but less so in the developed systems of Humanity and Aliens, where it is required to be exchanged to more conventional currencies, either backed by fiat or by kilowatt hours of energy.<br />
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=== '''Life in the Periphery''' ===<br />
While automated labour is common in the core worlds, there are several problems that hinder its widespread implementation in the Periphery. Drones are incredibly inflexible in their programming and any program sophisticated enough to handle the, often changing, circumstances in the Frontier will likely be a positronic brain, which has requirements like any sapient being of having social contact and friends if one does not want to make them go mad in isolation.<br />
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Then, there is the issue of actually maintaining all this infrastructure without human input and the very real danger of pirates simply bombing the facility with EMPs as soon as they find out that only machines operate there.<br />
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Thus, the Periphery is populated with a plethora of contractors milling in one station to the next to earn their paycheck, handling any work more sophisticated than simple labour and even that is done in the spirit of either being incapable of affording drone swarms or plain refusing to do so due to the cost. They also serve the purpose of being a higher barrier to attack and maybe even murder for pirates, as property damage is a whole other unethical step than outright killing a fellow sapient being - and well, to keep AIs company.<br />
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As contractors earn their license without questions asked as soon as they pass standardized tests offered by the NGO “Galactic Labour Pool”, there is a rich tapestry of creeds, cultures and species working in the Periphery. In a sense, it is a great melting pot of the galaxy as everyone is united either by the lust for a big paycheck or by the dogged adventurous spirit of taming the wild unknown. <br />
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Travel to the Coreward Periphery varies depending on urgency and affluence when going from or to the Terran Commonwealth and specifically Sol. The shortest amount is three weeks, the longest amount is 2 months. Holidays back home need to be planned well in advance due to it!<br />
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Due to a lack of a central authority, many colonies either rule themselves or have appointed managers of their respective charter holders. It isn’t uncommon for to see colonies within a system to work as loose confederation, but so far no real effort for a “real” government has been considered - most colonies are purely erected due to economic interests and often just abandoned to the cold, harsh mistress of space when the Phoron runs out.<br />
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=== Life in Virgo-Erigone specific ===<br />
NT’s presence in Virgo-Erigone is actually relatively small - they are much more active in Amaterasu, Tenebrae and First Footfall, but the buyout of a royal charter company of the Zorren Kingdom An-Tahk-Et led to them occupying several ruins of the old Zorren Empire at Virgo 3B and Virgo Prime, paying homage and minor taxes in exchange for continued quasi-sovereignty over their installations - as such Zorren law holds little sway over these pockets of soil.<br />
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The main installations that are the most important are “Central Command”, an old basalt quarry of the Old Zorren Empire, now re-functioned as central communication and administrative hub for the region and the Tether itself - the NSB Adephagia.<br />
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Refurbished as staging point for drone tankers filling themselves richly with harvested Phoron from surrounding facilities, the Tether serves also as staging point for xenoarcheological, xenobiological, xenobotanical and other scientific expeditions into the surrounding ruins, old quarries and mines of the planet and the star system as a whole - and, under the table, the occasional salvaging of competitor’s derelicts in both space and the surface.<br />
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The tether is a relatively comfy posting as NT tried to use it as staging point for more fervent colonization of the system. However, the Zorren blocked such attempts, leaving a strangely comfy fuel station and administrative hub, serving the orbiting NIS Orator with a direct fuel pipeline, which it uses happily to sell phoron fuel to any nearby ship, attracting a lot of air traffic of the myriad factions within the Virgo-Erigone system.<br />
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== Non-Catalogued Species ==<br />
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==== '''Custom Species''' ====<br />
Home planet: ???<br />
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Home system: ???<br />
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Here on Virgo our users and staff have created a varied back catalog of bits and bobs for species not specifically listed below. We do not enforce players play one of the canon species listed below. You may bring in your own special snowflake! As long as they, and by extension you, follow our [[Rules#Create%20and%20play%20server-appropriate%20characters|rules over playing server appropriate characters.]] If you are having trouble [[Character Creation|creating your character]] please refer to our "Character Creation" guide.<br />
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== Catalogued Species ==<br />
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=== Major Species ===<br />
“Major” races are the alien species who have managed to accumulate enough political and economic gravitas to “matter” in a grander scale, often having spread over several star systems or having some sort of edge or tie with other major species - for example the Skrell, while isolationist to a degree are a philosophical ally to humans, while Sergals and Nevrean have been put into importance by being major trade partners with them, while Zorren and Vulpkanin bring back technologies of their ancient forebearers.<br />
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Being a major race means a certain degree of independence from other races, as they usually do not have to rely on others to fare space. <br />
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==== Humans ====<br />
'''Home planet''': Earth<br />
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'''Home system''': [[Sol]]<br />
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Humanity, everything and nothing can be said about them. As diverse is their thinking, as fractured is their society. Intrepid and mercantile, brutal if needed to, Humanity has formed a great diaspora among the stars primarily driven by their innate curiosity and love for adventure and exploration. While a good half of them live under the wing of the Terran Commonwealth, centered around their home planet Earth, the extremely diverse political theory they have accumulated over the centuries led to many splits, arguments and secessions.<br />
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While most humans are accepting of other species and simply want to earn an honest paycheck, the best and worst are found among them. You never know what a human is going to be like when you first meet them. <br />
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Humans are most well-known for the stalemate and eventual peace with the Unathi during the Hegemony War, firmly cementing them as one of the major species in the Orion Spur.<br />
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==== Unathi ====<br />
'''Home planet''': [[Moghes]]<br />
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'''Home system''': [[Moghes#Astrology|Uueoa-Esa]]<br />
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The Unathi are a race of tall, reptilian humanoids that possess both crocodile-like and serpent-like features. Their scales are hard and plate-like, save for the softer ones that line the inside of their legs, armpits, and groin. Originating from the planet of [[Moghes]], the Unathi live in a complex, almost byzantine bureaucracy developed over the centuries of their Hegemony of their pocket of space.<br />
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The Unathi believe in a rigid honour system, following their duty to the Hegemony itself, then their respective allegiance and finally their own family, valuing dignity, strength and expertise above all. Learning crafts, however peaceful or martial, is seen as the perfect expression of Unathi pride.<br />
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The Unathi were humanity's second major race contact, but due to their imperialistic nature, engaged in an interstellar war with humanity known as the Sol-Hegemony Conflict. Although the conflict has long since ended, and relations have slowly improved, Unathi are still often considered to be haughty and arrogant for their much older culture, often leading to tensions between them and younger species. <br />
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==== Skrell ====<br />
'''Home planet''': Qerr'balak<br />
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'''Home system''': Qerr'Vallis<br />
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The Skrell is a species of amphibious humanoids, distinguished by their green-blue gelatinous appearance and head tentacles. Skrell warble from the world of Qerrbalak (or as the lore once called it, Jargon 4), a humid planet with plenty of swamps and jungles. Currently more technologically advanced than humanity, they emphasize the study of the mind and the mystery of the natural world through philosophy and mmemotics. <br />
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Gender has little meaning to Skrell outside of reproduction, and in fact, many other species have a difficult time telling the difference between male and female Skrell apart. The most obvious signs (voice in a slightly higher register, longer head-tails for females) are never a guarantee.<br />
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Due to their extremely decentralized, but locally total rule, colonisation always has been an issue for the Skrell and even though they are among the oldest species known to Humanity still occupy just as much space as the diaspora of humans - so far they know. It is indisputable however that humans and skrell consider each other, if not natural allies, at least cordial partners for the joint exploration of Space. <br />
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==== Tajaran ====<br />
'''Home planet''': Meralar<br />
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'''Home system''': Rarkajar<br />
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A relatively young species, much like the humans, the Tajaran are a humanoid race possessing cat-like features. Hailing from Meralar, they possess insulating fur and felinoid stability to better survive in their harsh native environment. Their home planet is a cold planet of vast tundra and arctic zones.<br />
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If one follows their turbulent history, many would see a defining cultural trait for many Tajaran - an innate sense of ambition and pride. Empires fell and rose with the pride of their leaders and pride of what they are, driving them to throw off the yoke of others. Tajaran might be the most aggressive colonisers concurrently, leaving their political landscape volatile and unpredictable. <br />
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They, however, care little for such. They see themselves as masters of their destiny - it only has to be manifest. <br />
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Tajaran are usually less trusted due to their ambitions and upstart nature, but this attitude is greatly diminished in the Coreward Periphery - where every person is gladly taken. <br />
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==== Sergals ====<br />
'''Home planet''': Tal<br />
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'''Home system''': Vilous<br />
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Sergals are a race of furry shark-like headed creatures from the planet Tal in the Vilous system. They are one of two intelligent races living in the system, the other being Nevreans. They are split into four main ethnic groups, being the Northern, Southern, Eastern, and Western sergals.<br />
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Humanity encountered the Sergals during the colonisation of Tal by Yantzu Mining, a now defunct corporation, who disregarded them as savages due to the first contact with the northern sergals, who live in primarily agrarian and hunter-gatherer societies, an attitude that did not change with the much more developed Eastern and southern Sergals, who grasped complex economics and trade networks under their various confederations and leagues of city states in the climates with many artificial or natural waterways. <br />
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This led to the Sergals making the humans first connected and then dependent on their goods (mostly agricultural), before just driving them out with relatively simple tariff wars, leading to Yantzu Mining losing standing in the Human Diaspora and to their eventual bankruptcy. Acknowledging their intelligence and culture, most human enterprises now lead mutually beneficial development and trading charters with the Sergals, who often stride out into the world to learn about the technology and crafts of the galaxy to bring them back home and transplant them into their home cities. <br />
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==== Nevreans ====<br />
'''Home planet''': Tal<br />
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'''Home system''': Vilous<br />
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Flighty and avian, the Nevrean share their home planet with the Sergals, who is their relatively close genetic cousin, although their appearance is quite different, rather looking like a mixture between a feathered dinosaur and a bird, with the sexual dimorphism leading to females being bulkier, flightless and also more aggressive in their cultural mores, while the males are slimmer, more colourful and are capable of flight. <br />
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Nevrean live traditionally in nomadic societies, roaming the savannahs and mountains of Tal, where permanent agriculture is next to impossible, relying on a rich oral tradition to pass down knowledge and their culture. Sometimes at odds with Sergals, sometimes their allies, their history with the second sapient species of Tal might have been the reason why some of their cultures are very much accommodating to xenos. <br />
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Nevrean are perceived as industrious and excellent crafters, which led to many communities of Nevrean eventually folded into the more urbanized life of Sergals, attracted by supply and demand economics. These urbanized Nevrean generally adopt Sergal writing systems to their own language, which led to many myths and legends being much more accessible to more book-loving cultures - like the humans.<br />
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==== Zorren and Vulpkanin ====<br />
'''Home Planet''': Menhir (Virgo 4) / Altam<br />
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'''Home System''': Alat-Hahr (Virgo-Erigone)/ Vazzend<br />
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The origin of these two diverse species is subject to debate in the specifics, but DNA sequencing and archeology determined that Zorren and Vulpkanin have both belonged to a progenitor species that has been spacefaring before Humanity reached industrialization. While the decline and eventual complete collapse is still unknown, the Coreward Periphery is dotted with old outposts, cities and facilities, most often almost completely lost to the wastes of time.<br />
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The Zorren and Vulpkanin are the only known descendants of this precursor empire, living on planets that have been to some significance for the precursors, although it’s not quite understood what exactly made them special. In case of Virgo 4, it is suspected to be either an industrial-focussed planet or a weapon testing facility, due to evidence that the planet had several moons before its asteroid rings, while the clement conditions of Altam and the much higher population of Vulpkanin leads to the theory that it was either a market or waystation of an important supply line.<br />
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While genetic drift and deliberate DNA manipulation (such as Zorren having hemocyanic blood instead of red blood like Vulpkanin) drifted them apart considerably, both Zorren and Vulpkanin are curious about their respective cousins and their heritage.<br />
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However, while Vulpkanin’s interest is mostly relegated to a passing academic interest, Zorren are obsessed with their ancient heritage and deliberately try to shape their societies according to ancient customs, social mores and culture, seeing themselves as inheritors of a lost Golden Age.<br />
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=== Minor Species ===<br />
“Minor” species are those who are dependent on the major races to accomplish their spacefaring goals, are vassals, clients or protectorates of the major species or are insular and only have colonized very minorly in their respective star systems.<br />
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“Minor” has little bearing if a species is developed or not, as Angels and Demons are considered “minor” due to their isolationists and inward perspectives, but are very advanced in their technology, while Dionae are considered “minor” as they show no interest whatsoever to have any political clout. <br />
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==== Zaddat ====<br />
'''Home planet''': Xohok<br />
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'''Home system''': Uueoa-Esa<br />
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The Zaddat are an Unathi client race only recently introduced to civilized space. Having evolved in the high-pressure and post-apocalyptic world of Xohok in the Vengeful Father system, Zaddat require an environmental suit to survive in usual planetary and station atmospheres. Despite these restrictions, worsening conditions on Xohok and the blessing of the Moghes Hegemony have led the Zaddat to enter human space in search of work and living space. The vast majority of Zaddat now live in nomadic spacer fleets.<br />
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==== Promethean ====<br />
'''Home planet''': None<br />
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'''Home system''': None<br />
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A gelatinous race of mimics evolved from their slime predecessors that were first discovered aboard the research station Prometheus, these colorful humanoids are best characterized by their ability to repurpose and shape their bodies for whatever a situation may warrant by means of their semi-solid structure. Along with this is their semipermeable membrane encasing their gel, allowing them to filter feed while keeping the undesirable matter out of their bodies. Their composition allows them to resist most sources of brute trauma, though energy will cause their limbs to become unstable and disintegrate. Prometheans are also void of most normal organs, possessing quite the different setup for their homeostasis.<br />
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Being an artificially created race, and a new one at that, Prometheans have no unified culture, though there are small populations of Prometheans scattered around the universe, the tropical planet of Aetolus in particular having roughly one thousand such individuals.<br />
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Promethean stewardship varies from state to state. The Fyrds outright outlaw them, while the Eylsian Colonies oscillate between embracing them as fully independent citizens to outright slavery. The norm however is that they require a caretaker at all times to teach them civilization properly.<br />
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==== Diona ====<br />
'''(( Whitelisted species - requires a special character application to play. ))'''<br />
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'''Home system''': Epsilon Ursae Majoris<br />
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The diona are a group of omnivorous, slow-metabolism plantlike organisms that are in fact clusters of individual, smaller organisms. They exhibit a high degree of structural flexibility and come in a wide variety of shapes and colors to reflect the intelligence of each individual creature. They were discovered by the Skrell in 2194CE, not on a planet, but in open space between three stars, a figurative hell that made it difficult to discover, much less contact them.<br />
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Diona spread by seeds and are asexual, no gender. When grown into their small 'nymph' state, they are known to eat large amounts of dead plant matter and fertilize plants while they learn from those around them by sampling their genetic code (usually through blood extractions), and as they grow further merge into larger and larger forms. It is not unheard of for Skrell explorers to be traveling in a ship composed of habitat modules and engines of Skrell make, with the body of the ship formed by their Diona allies to warble across the cosmos.<br />
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Introduced by the Skrell, and quite slow and peaceful, the Diona share good relations with humanity.<br />
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==== Vasilssans ====<br />
'''Home planet''': Varilak<br />
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'''Home system''': Antares<br />
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Vasilissans are a carnivorous, large spider-like people with tall, lanky bipedal bodies covered in chitin, and four large spider-like limbs protruding from their backs. They come in a variety of colors and are extremely diverse in that aspect. The females are usually about a foot taller than the males, averaging in at about seven feet. The females are also much stronger than the males. Their faces have four eyes of solid and varying colors. On the top of their heads are strange, thick, leg-like feelers that are normally styled in much the same way as hair. Their color varies greatly and isn’t normally the same color as the Vasilissan’s body. They have several feelers and sharp claw-like limbs around their lipped human-like mouths. These mouths contain only fangs, a strange, bulbous, long tongue, and spinnerets, giving them the ability to spit large strands of silk from their mouths. Their faces are traditionally very pretty, long, and elegant, almost elf-like despite their hard chitin plating and lack of a nose.<br />
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From a temperate jungle planet, the Vasilissans were once solitary, territorial people until great queens began to subjugate them. These 'Star Queens' ruled with an iron fist and urged their subjects to expand her territory and to attempt to build great towering cities tall enough to reach the stars and their sun, which they believed to be gems of great magical power and spiritual significance. First contact has been made by NT, who rigorously tried to exploit their culture and adaptive architectural keenness, which went poorly for the Vasilissans until they have managed to contact the greater human diaspora. <br />
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==== Xenochimera ====<br />
'''(( Whitelisted species - requires a special character application to play. ))'''<br />
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'''Home planet''': Not known<br />
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'''Home system''': Not known<br />
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An extraterrestrial colony organism, xenochimera are unusual in that they have no real defining physiology of their own - effectively, xenochimera mimic other beings, or parts of other beings, by consuming them and mutating their own cellular structure to imitate whatever evolutionary advantages they may find - or in layman's terms, they eat other creatures and copy features to create bizarre hybrids. As a result, no two examples of the species are alike, and they can, in fact, be wildly different in appearance. So much so, that even when they popped up on various colonies, they were dismissed as distinct alien creatures and native wildlife before a connection was finally made.<br />
<br />
Xenochimera are relative newcomers to the galactic stage, their existence as a distinct species having been only discovered a little over twenty years ago, and as such are of great interest to xenobiologists. Owing to the moral and legal constraints surrounding experimentation on (arguably) sentient creatures, some transstellar corporations hire them in the hope that doing so will allow them to be studied in a way that locking them in a xenobio pen would not - and if the scientists on the station can persuade them to ''volunteer'' themselves for examination, that's a bonus.<br />
<br />
The origins of the xenochimera are largely a mystery - xenochimera biomass and individual creatures have been found on numerous planets and even discovered embedded in asteroids and comets across a vast area, but no established populations have been found.<br />
<br />
==== Teshari ====<br />
'''Home planet''': Qerr'balak (Native : Sirisai)<br />
<br />
'''Home system''': Qerr'Vallis<br />
<br />
The Teshari are reptilian pack predators from the Skrell homeworld. While they evolved alongside the Skrell, their interactions with them tended to be confused and violent, and until peaceful contact was made they largely stayed in their territories on and around the poles, in tundra terrain far too desolate and cold to be of interest to the Skrell.<br />
<br />
In more recent times, the Teshari were technologically uplifted by the Skrell to be a space-faring race of their own, one that's ready to prove its worth to the galaxy at large, much to the glee of the Skrell, as they see this as the first real, successful uplifting that has benefited all sides.<br />
<br />
The Skrell love to rub that in with the other species.<br />
<br />
==== Synthetics ====<br />
'''Home Planet''': N/A<br />
<br />
'''Home System''': N/A<br />
<br />
Synthetics are spread throughout known space and serve a myriad variety of roles that range from a tiny drone scrubbing a floor to a nearly omnipotent AI used in a combat-ready interstellar vessel. Most known sufficiently-advanced races use synthetics in some way; very often as prosthetic bodies when their own bodies fail. There are three basic kinds of synthetic intelligences found in the universe today:<br />
<br />
● '''Drone''': A drone is the term for any synthetic that uses more simple artificial intelligence constructs such as chips or motherboards. While capable of very sophisticated interaction, they are, in essence, only expert systems and not truly sapient.<br />
<br />
● '''Cyborg''': A cyborg is a synthetic that uses an organic brain to function via an MMI, short for Man-Machine Interface. Cyborgs come in many shapes and sizes and most sentient cyborgs are free-willed. Some companies have used canine brains and brains of other animals to ensure a cheap workforce that doesn't rely on cutting-edge technology.<br />
<br />
● '''Positronic Brain''': Positronic Brains are synthetic intelligences equaling the intellect of a particularly clever sapient being and are generalized artificial intelligences that can be seen as equal (or superior) to organic sapience. They possess a neural network not dissimilar to a brain made out of flesh; and are often used when expert systems simply do not make the cut and a true intelligence is needed. Many positronic intelligences strive for self-determination and are often acknowledged to be holders of their own destiny.<br />
<br />
Synthetics have the unique capability of serving in different bodies. This can take shape of a [[Synthmorph]], a [[AI|lawbound AI]], or [[Cyborg|lawbound mobile chassis]]. However, transition from one to the other is an expense higher than the net worth of the bodies, making it non-lucrative for corporations and the synthetics themselves. <br />
<br />
==== Angels and Demons ====<br />
'''Home planet''': Sanctorum / Infernum<br />
<br />
'''Home system''': Sanctum<br />
<br />
Perhaps the most quintessential of all colonies in the Elysian Colonies is the system of Sanctum, found in the earliest years of Humanity’s sprawl into the galaxy and colonized as a mundane agricultural world at first. However, close contact with the Skrell led to leaps and bounds of advancement in gene-resequencing technology and ambitious plans to steer the direction of Humanity.<br />
<br />
The leaders of Sanctorum (renamed from its original name, lost to time) seen to it that the humans under their care soon transformed into abrahamic paragons of virtue, physically making them look like the popular depictions of angels and turning into a stern nanny state extolling virtue, self-reflection and rejection of earthly pleasures and vices. <br />
<br />
This led to an underbelly of dissidents, criminal elements and rogues, who refused to follow these party lines and resisted any attempt of therapy until the Sanctorum authorities were fed up and put them in a penal colony inside the Sanctum system - now dubbed Infernum. There people formed a libertine society of extreme libertarianism and purposefully celebrating all the sinful vices and joys of the flesh their compatriots have forsaken.<br />
<br />
While relations and extreme societies have mellowed over the time, Sanctorum and Infernum have developed far differently from normal Humanity, focusing less on ever-expanding exploration and instead polishing their societies into their vision of perfection. It is true that Angels live in an early post-scarcity society where they want for little and most labour is automated - while it is also true that they live in a quite repressive state and have forgotten some goods and services to actually want. Meanwhile demons enjoy their excess and free lives, while balancing dangerously on one ambitious person to put them all under the yoke or tear themselves apart with no clear direction on how to spread their libertine ideals outside their small sphere of influence. <br />
<br />
==== Alraune ====<br />
'''Home planet:''' Abundance in All Things Serene<br />
<br />
'''Home system:''' Beta-Carnelium Ventrum<br />
<br />
The Alraune are the native species of a planet within the territory of no less than five Elysian Colonies, concurrently under protection by just these to develop on their own pace. However, previous to this non-contact policy, many Alraune were displaced by Angels and Elysians as companions, garden flowers and pet projects in uplifting, ultimately leading to a Diaspora of more culturally advanced Alraune living in Elysian Colonies and even the Coreward Periphery. <br />
<br />
==== Akula ====<br />
'''Home planet''': Jorhul<br />
<br />
'''Home system''': Barkalis<br />
<br />
The Akula are a curious species first found by a human Kosaky fleet while they were scouting for a place to recuperate, take on perishables and potable water. Fierce and aggressive and in a developing society of an amphibian iron age, frequent contact on Jorhul eventually led to the adaptation of Akula into many nomad fleets, as the lifestyle seemed to suit them. Today, the Akulas are found in nearly any nomad fleet as security, explorers and engineers, having largely abandoned their planet to strive for adventure among the stars.<br />
<br />
== Origins and Factions ==<br />
One person is alone, two are a couple. Five is a family. Beyond this, it’s a tribe. Any sapient species eventually form their factions, polities and governments, some of them more important than others. For the Coreward Periphery, these are the most important ones, from which a solid chunk of their population hails from one way or the other.<br />
<br />
These are the major backgrounds one could possibly have.<br />
<br />
=== The Greater Human Diaspora ===<br />
Also called “Earthling Rabble” by older species, there is no doubt about it that Humanity as a whole is very far flung and claims many a star under their name - however, an overwhelming majority are independent and sparsely populated, preferring to enforce their way of life and their prosperity without interference of other humans or centralized governments. These many micronations and habitats can be found all over the Orion Spur. And more often, their ruins.<br />
<br />
=== The Commonwealth of Sol-Procyon ===<br />
Also known as: ''Terran Commonwealth, Commonwealth, SolCom''<br />
<br />
Mayhap the greatest of all star states of Humanity is the Commonwealth of Sol-Procyon or Terran Commonwealth in vernacular, an evolution of the goods and ills of the 21st century nation states coalescing into a federal, parliamentary democracy spanning not only planets but entire solar systems.<br />
<br />
While the Terran Commonwealth sees itself as protector of Humanity and Freedom, Liberty and Equality, reality slightly differs, where idealism wanes for realpolitik and greed - The Commonwealth combats practically itself, competing political interests and lobbyism making its government at best slightly ineffective in its less developed regions and at worst corrupt and abusing its exalted offices for profit and power. Nothing like the old days, it seems.<br />
<br />
In itself it's a Federation made up of Star Systems and habitats and covering over sixty federal member star systems - however politically relevant is the "core" of Humanity - the oldest settled colonies of Sol, Procyon, Sirius, Proxima Centauri and Altair, which are cultural, industrial and economic powerhouses, overshadowing other settled systems within their sphere of influence with sheer population numbers and political clout.<br />
<br />
Beyond that are the self-organized, but not federally represented territories, the appointed-dependent colonies and the “satellites”, smaller states and nomadic lifestyles who are saddled with Commonwealth taxes in exchange for freedom of movement and (not always present) military protection.<br />
<br />
Deeply entrenched in Commonwealth culture is the fear of losing the tenuous social cohesion as dissatisfied workers and the apathetic middle class are almost always at each other's throat, leading to reactionary movements to about everything - from xenos, to gene editing, to any ideas coming from the Trailing and Coreward Colonies.<br />
<br />
=== Unitary Alliance of Salthan Fyrds ===<br />
Also known as: ''The Fyrds, The War States, Fyrders, Mighty Fighty''<br />
<br />
A product of neglect, born out of fires of war, reforged into the most militaristic state of Humanity. The Unitary Alliance of Salthan Fyrds has seen its share of loss and tragedy and as hard times made hard people, the governments of the Fyrds have become a self-imposed Aegis for Humanity.<br />
<br />
At first, they were simply the coreward part of the Commonwealth, prosperously developing as relatively closely clustered planets shown either high habitality or richness in rare materials, especially of Scandium and Helium-3.<br />
<br />
This changed with the Hegemony War, the cataclysmic (in the eyes of the Fyrds) conflict with the Unathi, who have offered the colonies status as client species - either by the pen or by the sword. Naturally, as humans do, they chose the sword. <br />
<br />
As the Commonwealth was dragged into the conflict, Salthan was the main battleground, bringing all the horror with it - but the Salthanians never gave up. Rebels, guerillas, irregular troops, they kept fighting for their freedom and eventually the stalemate turned into a peace treaty and a Status Quo Ante Bellum. <br />
<br />
However, the industries that made the sector prosperous were destroyed and profits sharply declined. Partially abandoned, partially forced into labour by mega corporations and even some less scrupulous Commonwealth officials, the Salthasians finally broke off completely and violently revolted, forming their own Fyrds (nostalgically called after ancient history) and declaring the Perpetual Vigilance, their form of constitution.<br />
<br />
Today, each planet is a fortress, each citizen a soldier - Each fyrd (planet) led by a general, who sits in the Allied Council, its form of overarching government. A stratocracy to the extremest sense, the Salthasians are trained from birth to fight - there is no such thing as a civilian in their society. <br />
<br />
Surprisingly, their war machine never turned to other aliens or humans - their conflict is eternally with their most bitter of foes - the Unathi. They both raid and skirmish with each other, testing strength and honing their warriors. <br />
<br />
=== The Elysian Colonies ===<br />
Also known as: ''The Demi-Monde, Slavers, Squabblers, Elysians''<br />
<br />
Spinward colonies have always been trouble for the Terran Commonwealth. Nebulae makes communications and travel difficult. Chosen colonists often turned out to be subversive elements. Corporations got defrauded or emasculated in their influence by the colonists... Many things have gone wrong with centralizing power in the surprisingly habitable worlds of Cygnus and beyond. But the most detrimental factor for a centralized government for the Commonwealth was the Skrell.<br />
<br />
With the Skrell came technology and a strangely familiar style of government - instead of puppets and an overlord, the colonies sought to emulate the Skrell by having each their own sovereign government and decision to rule as they see fit and how they see fit - much to the chagrin of the Commonwealth, they have achieved their autarky.<br />
<br />
However, this style of self-rule has been tainted by human nature - as quickly as they broke off from the Commonwealth, as quickly did their ideas of an ideal society wildly diverge from each other. Vanity states rub shoulders with utopian projects, autocracies shake hands with direct democracies. The Demi-Monde is known to have such wildly different styles of governance, culture and even genetic make-up that one gets a whiplash of the mind.<br />
<br />
Everything and nothing is allowed in the Demi-Monde. Slaves are happily traded or freed in righteous crusades. People are forced into eugenic projects or reassembled into the figures of ancient mythology. Whatever strives their fancy, Elysians probably have done it at some point or the other. Only their united desire to remain free and self-determinant drives them to ally with each other by convenience to drive out any meddler who tries to impose rules over them.<br />
<br />
They are the most xenophile of all human factions, since people already heavily genesplice here, so nobody can tell if the sapient creature before them is a gene-edited human or an alien. <br />
<br />
=== The Third Ares Confederation ===<br />
Also known as: ''ArConFed, Aresians, Exile-Martians, Formers, Commies''<br />
<br />
The situation in the Terran Commonwealth has not always been cemented. With the advent of the colonisation of Mars, Venus and later the asteroid belt, there were dissidents, rabble rousers, thinkers and firebrands, pushing for separate societies in which everyone is equitable, the torch of socialism passing down to Humanity in the stars.<br />
<br />
Especially the first and second Confederation were seminal times in the history of the Red Planet as they quickly spread out to the disparate and isolated Mars colonies in the beginning and later in the underbelly of dissatisfied and maltreated workers. Both times, the uprising left its mark in the fledgling interstellar civilization, but both times they have ultimately failed to create their sought after polities.<br />
<br />
And thus, the “government in exile” of the Confederation fled into deep space to build their home on foreign shores. They succeeded, in a region now called the Trailing Periphery, where a small, if prosperous Confederation of a dozen systems, held together by their economic and military alliance. While individual member states differ in their ideologies on how to implement socialism and there is much leeway from the Central Government situated at Paraiso, the Confederation endured the initial hardships of early colonisation with barely any support and now enjoys an Age of Expansionism.<br />
<br />
They are experts in large scale efforts, such as terraforming and microgravity engineering - a necessity from where they have started. They readily help other colonies in the Trailing Periphery, with the express purpose of fomenting solidarity and a wish to join them - much to the chagrin of the Commonwealth. However, they are still cooperating and trading with each other. For now. <br />
<br />
Mostly as the Ares Confederation never saw much need for a strong federal military, letting individual states assemble their own external and internal militia forces, based upon volunteer service. The federal army is rather perfunctory, made up of officers, militia veterans and engineering personnel to train and guide the militias if they so request or maintain the sparse defensive infrastructure within the space of the Confederation.<br />
<br />
=== The Skrell Consensus ===<br />
The Skrell are peculiar. They think any government beyond a city level would just turn into corruption and imperial ambition. And still their actions after often in unison as their philosopher kings lead them in decisive times. The Skrell Consensus is less a faction and more an ideal - what is right is self-evident for many Skrell and therefore many city states cooperate with each other on an interstellar stage to bring prosperity to all partners involved.<br />
<br />
A rather idealistic idea, but for the Skrell it works most of the time as their strict caste system has led to very similar cultures and way of thinking for the Consensus, ensuring a smooth operation at almost any given time. <br />
<br />
However, the Skrell are known for, if not outright infighting, of “competitions” on who is the better philosopher king, leading them to unwittingly support or oppose others if they would’ve done otherwise or stay neutral.<br />
<br />
=== The Unathi Hegemony ===<br />
Presumably one of the oldest governments of the interstellar stage is the Unathi Hegemony, a decentralized state led by the Moghes Priesthood, whose sacrosanct planet arbitrates between and is paid tribute to by the several “Allegiances”, who are part noble family, part extended family and part political party. These Allegiances in turn administer the star systems belonging to the Hegemony and assemble their armies and navies.<br />
<br />
Allegiances also have taken up the banner of client species, aliens that are to be taught how to be Unathi while being an underling to their specific allegiance, not the Hegemony itself. As warfare is forbidden by holy law between Unathi, these client species are used to play the everchanging conflict between the Allegiances for dominance.<br />
<br />
The Unathi Hegemony ,if united, is almost unstoppable. However, the Allegiances almost work as a check of balances themselves, as not one of them likes the others and rather see them wiped out instead of them achieving Imperial Glory.<br />
<br />
=== The Tajaran Diaspora ===<br />
Tajaran are a complicated bunch. All manners of governments, nation states and empire are found on Meralar and their innate desire to fulfill their ambitions and manifesting their destiny has led to the situation where they have not one united government but rather a byzantine web of overlords, colonies, dependencies and break-off states from former colonies. Allegiances, intrigue and hatred are dense and outsiders of their culture often struggle to fully see through this system.<br />
<br />
However, consolidation and centralization of power is an ongoing progress for the Tajaran, a matter of decades on whose culture, ideals and government will finally reign supreme. Until then, they happily spread amongst the stars anyway, to ensure their future and the prosperity of Tajarankind. <br />
<br />
=== The Nomads ===<br />
Also known as: ''Kosaky, Ordu, Spacers, Counterskrell, Nerahni''<br />
<br />
Nomadic traditions have received quite the revival whenever a species reaches space. The call for calling nothing and everything your home, the constant push of adventure and exploration enamours many people to abandon sedentary lifestyles and join one of the many nomad fleets. Some are born into it and drop out later, when they had their fill. Nomads usually are experts in long-term habitation of ships and trouble to reacclimate to a “grounder” life.<br />
<br />
Human nomads have developed from ancient traditions of the savannah and steppe and translated them into space during the initial colonization of Sol, preying on weak merchant ships and then later working as prospectors and screening fleets. They prefer to call themselves Kosaky or Ordu, after ancient steppe forebears.<br />
<br />
Nerahni were an aquatic nomad culture of the Tajaran, living on generation ships they have lovingly carved their history upon. This tradition they have carried to a spacer life, engraving the hulls with the deeds of the ship and crew.<br />
<br />
Counterskrells are mostly young Skrells who reject the local autocracy of the Skrell Philosopher kings, instead bumbling around in space on massive yachts, exploring the depths of the skrellian psyche. With drugs. A lot of them.<br />
<br />
=== Mega-Corporations ===<br />
Mega-Corporations, an outcrop of late-stage capitalism or commercial interests on an interstellar age. While the corporate culture differs from corporation to corporation, one thing is for sure - they are an important influence on the politics of their “home species” and often transcend the boundaries of their species to deal with everything and everyone. <br />
<br />
Mega-Corporations often field private military contractors in regions where government forces are not available, protecting their interests beyond the grasp of where they can have repercussions for their actions. <br />
<br />
They are seen as scummy and inhumane at worst, but the mega-corporations try to maintain a good image and just call this “healthy for-profit mindsets”. After all, they have an obligation to fulfill.<br />
<br />
The seven major human Mega-Corporations are: [[NanoTrasen]], [[Ward-Takahashi GMB]], [[Gilthari Exports]], [[Grayson Manufactories Ltd.]], [[Aether Atmospherics and Recycling]], [[Zeng-Hu Pharmaceuticals]] and [[Hesphaistos Industries|Hephaestus Industries]].<br />
<br />
Other important Mega-Corporations are: [[Vey-Med]], Xion, Advent Life Biolabs, Royal Meralar Shipyards, Mahrar-Kitsurah Industries, Donk Co., and Cybersun Industries.<br />
<br />
=== Free Trade Union ===<br />
While often compared to a mega corporation in their own right, the Free Trade Union is an ever expansive umbrella organisation for the attempted countering of monolithic, monopolized mega-corporations strangling the free market. And thus, every smaller corporation, mom and pop firms and independent freighter traders can get a license of the Free Trade Union, which often wheels and deals around to circumvent higher tariffs or taxes. In exchange, the administration takes a portion of the profit and redistributes it to members as insurance and to smooth out local governments. While many independent corporations and smaller labour unions join the FTU, some dislike the idea of the inherent flair of corruption and bribery the FTU is happily being accused of. <br />
<br />
=== Orion Spur Civilizations ===<br />
A catch-all term for every sapient life within the Orion Spur - Space is insurmountably vast and the Orion Spur is just a tiny region of it and even then it is host to a myriad of alien species, isolated by vast distances and dead planets. Here you find the downtrodden colonies mega-corporation in the Trailing Periphery, who have carved their own, little kingdoms under the “Trailing Colony Development Scheme” as heralded by the Commonwealth of Sol-Procyon or the hundreds of independent colonies away from all of the major species or simple pirates, who carve out their way of life with blood and lasers, deep in the underbelly of the void between the stars. <br />
[[Category:Lore]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Template:Jobs&diff=7379Template:Jobs2020-04-13T14:26:38Z<p>Arokha: </p>
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<div>{|width=100% border="1" cellspacing="0" cellpadding="2"<br />
|-<br />
| rowspan = 13 align = "center" | '''[[Jobs]] on Vorestation'''<br><br />
[[File:IconJobs.png|64px|link=jobs]]<br />
|-<br />
| style="background: #334E6D; color: white; text-align: center;" id="command" |'''Command'''<br />
| '''[[Colony Director]]''', '''[[Head of Personnel]]''', '''[[Head of Security]]''', '''[[Chief Engineer]]''', '''[[Research Director]]''', '''[[Chief Medical Officer]]'''<br />
|-<br />
| textcolor="white" style="background: #AF6365; text-align: center;" id="security" |'''Security'''<br />
| '''[[Head of Security]]''', [[Security Officer]], [[Warden]], [[Detective]]<br />
|-<br />
| style="background: #ba9b67; text-align: center;" id="engineering" |'''Engineering'''<br />
| '''[[Chief Engineer]]''', [[Engineer]], [[Atmospheric Technician]]<br />
|-<br />
| style="background: #b2a33e; text-align: center;" id="supply" |'''Cargo'''<br />
| '''[[Quartermaster]]''', [[Cargo Technician]], [[Shaft Miner]]<br />
|-<br />
| style="background: #8cbcd6; text-align: center;" id="medical" |'''Medical'''<br />
| '''[[Chief Medical Officer]]''', [[Medical Doctor]], [[Paramedic]], [[Psychologist]], [[Chemist]], [[Search and Rescue]]<br />
|-<br />
| style="background: #a885a2; text-align: center;" id="science" |'''Science'''<br />
| '''[[Research Director]]''', [[Scientist]], [[Roboticist]], [[Xenobiologist]], [[Pathfinder]], [[Explorer]]<br />
|-<br />
| style="background: #92b26d; text-align: center;" id="service" | '''Service & Civilian'''<br />
| [[Assistant]], [[Bartender]], [[Botanist]], [[Chef]], [[Chaplain]], [[Command Secretary]], [[Janitor]], [[Librarian]], [[Pilot]]<br />
|-<br />
| style="background: #b1dff9; text-align: center;" id="nonHuman" | '''Station-Bound'''<br />
| [[AI]], [[Cyborg]], [[Maintenance Drone]], [[Personal AI]], [[Ghost]], [[Mouse]]<br />
|-<br />
| style="background: #999999; text-align: center;" id="talon" | '''ITV Talon'''<br />
| [[Talon Captain]], [[Talon Pilot]], [[Talon Guard]], [[Talon Doctor]], [[Talon Engineer]]<br />
|}<br />
<includeonly>[[Category:Jobs]]</includeonly><br />
<noinclude>[[Category:Templates]]</noinclude></div>Arokhahttps://wiki.vore-station.net/index.php?title=Talon_Engineer&diff=7378Talon Engineer2020-04-13T14:24:02Z<p>Arokha: </p>
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<div>{{SidebarJob|jobname=Talon Engineer|img_file=talonengineer.png|tagline="None Yet"|department=ITV Talon|access=Talon|duties=None Yet|supervisors=Talon Captain|difficulty=Unknown|alt_titles=None}}<br />
This job is new and could use some additional information here!<br />
{{Jobs}}<br />
[[Category:Jobs]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Talon_Doctor&diff=7377Talon Doctor2020-04-13T14:23:56Z<p>Arokha: </p>
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<div>{{SidebarJob|jobname=Talon Doctor|img_file=talondoctor.png|tagline="None Yet"|department=ITV Talon|access=Talon|duties=None Yet|supervisors=Talon Captain|difficulty=Unknown|alt_titles=None}}<br />
This job is new and could use some additional information here!<br />
{{Jobs}}<br />
[[Category:Jobs]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Talon_Guard&diff=7376Talon Guard2020-04-13T14:23:43Z<p>Arokha: </p>
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<div>{{SidebarJob|jobname=Talon Guard|img_file=talonguard.png|tagline="None Yet"|department=ITV Talon|access=Talon|duties=None Yet|supervisors=Talon Captain|difficulty=Unknown|alt_titles=None}}<br />
This job is new and could use some additional information here!<br />
{{Jobs}}<br />
[[Category:Jobs]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Talon_Pilot&diff=7375Talon Pilot2020-04-13T14:23:38Z<p>Arokha: </p>
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<div>{{SidebarJob|jobname=Talon Pilot|img_file=talonpilot.png|tagline="None Yet"|department=ITV Talon|access=Talon|duties=None Yet|supervisors=Talon Captain|difficulty=Unknown|alt_titles=None}}<br />
This job is new and could use some additional information here!<br />
{{Jobs}}<br />
[[Category:Jobs]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Talon_Captain&diff=7374Talon Captain2020-04-13T14:23:31Z<p>Arokha: </p>
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<div>{{SidebarJob|jobname=Talon Captain|img_file=taloncaptain.png|tagline="None Yet"|department=ITV Talon|access=Talon|duties=None Yet|supervisors=None|difficulty=Unknown|alt_titles=None}}<br />
This job is new and could use some additional information here!<br />
{{Jobs}}<br />
[[Category:Jobs]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Talon_Engineer&diff=7373Talon Engineer2020-04-13T14:22:40Z<p>Arokha: </p>
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<div>{{SidebarJob|jobname=Talon Engineer|img_file=talonengineer.png|tagline="None Yet"|department=ITV Talon|access=Talon|duties=None Yet|supervisors=Talon Captain|difficulty=Unknown|alt_titles=None}}<br />
This job is new and could use some additional information here!<br />
[[Category:Jobs]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Talon_Doctor&diff=7372Talon Doctor2020-04-13T14:22:36Z<p>Arokha: </p>
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<div>{{SidebarJob|jobname=Talon Doctor|img_file=talondoctor.png|tagline="None Yet"|department=ITV Talon|access=Talon|duties=None Yet|supervisors=Talon Captain|difficulty=Unknown|alt_titles=None}}<br />
This job is new and could use some additional information here!<br />
[[Category:Jobs]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Talon_Guard&diff=7371Talon Guard2020-04-13T14:22:33Z<p>Arokha: </p>
<hr />
<div>{{SidebarJob|jobname=Talon Guard|img_file=talonguard.png|tagline="None Yet"|department=ITV Talon|access=Talon|duties=None Yet|supervisors=Talon Captain|difficulty=Unknown|alt_titles=None}}<br />
This job is new and could use some additional information here!<br />
[[Category:Jobs]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Talon_Pilot&diff=7370Talon Pilot2020-04-13T14:22:26Z<p>Arokha: </p>
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<div>{{SidebarJob|jobname=Talon Pilot|img_file=talonpilot.png|tagline="None Yet"|department=ITV Talon|access=Talon|duties=None Yet|supervisors=Talon Captain|difficulty=Unknown|alt_titles=None}}<br />
This job is new and could use some additional information here!<br />
[[Category:Jobs]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Talon_Captain&diff=7369Talon Captain2020-04-13T14:21:46Z<p>Arokha: </p>
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<div>{{SidebarJob|jobname=Talon Captain|img_file=taloncaptain.png|tagline="None Yet"|department=ITV Talon|access=Talon|duties=None Yet|supervisors=None|difficulty=Unknown|alt_titles=None}}<br />
This job is new and could use some additional information here!<br />
[[Category:Jobs]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Talon_Engineer&diff=7368Talon Engineer2020-04-13T14:19:31Z<p>Arokha: Created page with "{{SidebarJob|jobname=Talon Engineer|img_file=talonengineer.png|tagline="None Yet"|department=ITV Talon|access=Talon|duties=None Yet|supervisors=Talon Captain|difficulty=Unknow..."</p>
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<div>{{SidebarJob|jobname=Talon Engineer|img_file=talonengineer.png|tagline="None Yet"|department=ITV Talon|access=Talon|duties=None Yet|supervisors=Talon Captain|difficulty=Unknown|alt_titles=None}}<br />
This job is new and could use some additional information here!</div>Arokhahttps://wiki.vore-station.net/index.php?title=Talon_Doctor&diff=7367Talon Doctor2020-04-13T14:19:29Z<p>Arokha: Created page with "{{SidebarJob|jobname=Talon Doctor|img_file=talondoctor.png|tagline="None Yet"|department=ITV Talon|access=Talon|duties=None Yet|supervisors=Talon Captain|difficulty=Unknown|al..."</p>
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<div>{{SidebarJob|jobname=Talon Doctor|img_file=talondoctor.png|tagline="None Yet"|department=ITV Talon|access=Talon|duties=None Yet|supervisors=Talon Captain|difficulty=Unknown|alt_titles=None}}<br />
This job is new and could use some additional information here!</div>Arokhahttps://wiki.vore-station.net/index.php?title=Talon_Guard&diff=7366Talon Guard2020-04-13T14:19:28Z<p>Arokha: Created page with "{{SidebarJob|jobname=Talon Guard|img_file=talonguard.png|tagline="None Yet"|department=ITV Talon|access=Talon|duties=None Yet|supervisors=Talon Captain|difficulty=Unknown|alt_..."</p>
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<div>{{SidebarJob|jobname=Talon Guard|img_file=talonguard.png|tagline="None Yet"|department=ITV Talon|access=Talon|duties=None Yet|supervisors=Talon Captain|difficulty=Unknown|alt_titles=None}}<br />
This job is new and could use some additional information here!</div>Arokhahttps://wiki.vore-station.net/index.php?title=Talon_Pilot&diff=7365Talon Pilot2020-04-13T14:19:26Z<p>Arokha: Created page with "{{SidebarJob|jobname=Talon Pilot|img_file=talonpilot.png|tagline="None Yet"|department=ITV Talon|access=Talon|duties=None Yet|supervisors=Talon Captain|difficulty=Unknown|alt_..."</p>
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<div>{{SidebarJob|jobname=Talon Pilot|img_file=talonpilot.png|tagline="None Yet"|department=ITV Talon|access=Talon|duties=None Yet|supervisors=Talon Captain|difficulty=Unknown|alt_titles=None}}<br />
This job is new and could use some additional information here!</div>Arokhahttps://wiki.vore-station.net/index.php?title=Talon_Captain&diff=7364Talon Captain2020-04-13T14:19:20Z<p>Arokha: Created page with "{{SidebarJob|jobname=Talon Captain|img_file=taloncaptain.png|tagline="None Yet"|department=ITV Talon|access=Talon|duties=None Yet|supervisors=None|difficulty=Unknown|alt_title..."</p>
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<div>{{SidebarJob|jobname=Talon Captain|img_file=taloncaptain.png|tagline="None Yet"|department=ITV Talon|access=Talon|duties=None Yet|supervisors=None|difficulty=Unknown|alt_titles=None}}<br />
This job is new and could use some additional information here!</div>Arokhahttps://wiki.vore-station.net/index.php?title=Job_Guides&diff=7363Job Guides2020-04-13T14:16:57Z<p>Arokha: </p>
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<div>Your '''Job''' is what NanoTrasen has assigned you to do aboard [[Virgo Orbital Research Establishment]]. It defines what equipment you start with, your ID card access, and what you're actually supposed to be doing.<br />
<br />
Some useful links:<br />
<br />
*[[Character Creation]]<br />
*[[Chain of Command]]<br />
*[[Standard Operating Procedure]]<br />
*[[Guides]]<br />
*[[Tips]]<br />
*[[Job Selection and Assignment]]<br />
*[[Identifying Antagonists]]<br />
<br />
You should also read up about [[Corporate Regulations]], so you know your rights. Not doing so is considered very bad form for Roleplay (This is debatable. Nobody reads corpregs). <br />
<br />
Due to NanoTrasen equal rights laws, you might encounter some interesting new [[Species]] working alongside you.<br />
==Heads of Staff==<br />
<br />
{| style="background-color:#EEEEEF;" width="80%" cellspacing="0" cellpadding="2" border="1"<br />
! style="background-color:#0b60e8;" width="200" |Job<br />
! style="background-color:#0b60e8;" |Role<br />
! style="background-color:#0b60e8;" width="100" |Difficulty<br />
|-<br />
![[File:Colony Director.png|link=Colony Director|64px]]<br>[[Colony Director]]<br />
|Oversee the Virgo Orbital Research Establishment and its staff. Coordinate the heads of each department. Become a shining example of upholding [[SOP]] and [[Corporate Regulations]]. Use your translocator <s>to warp straight into a sly predator's stomach</s> to get around faster. Use your energy gun on <s>hungry assistants</s> grubs.<br />
!Hard<br />
|-<br />
![[File:HeadOfPersonnel.png|link=Head of Personnel|64px]]<br>[[Head of Personnel]]<br />
|Be in charge of personnel and the service department. Reassign crew to jobs upon request. <s>Never bother asking the head of a department before putting a psychopath in the job.</s> Wonder where the [[Colony Director]] went. Rub the fact that you're the de facto second-in-command in everyone else's faces. Wonder why your holdout gun has so few shots well after it's [[Guide to Vore|too late]].<br />
!Hard<br />
|-<br />
![[File:Generic_hos.png|link=Head of Security|64px]]<br>[[Head of Security]]<br />
|Oversee your [[Security Officer|Security Officers]] and uphold [[Corporate Regulations]] or die trying. Bellybrig criminals without a second thought. Wear your cool [[voidsuit]] that looks about as imposing as the rest of your edgy wardrobe. Watch your prisoners disintegrate when the supermatter delams on the floor below. Order more ridiculous equipment for your already-gigantic armory.<br />
!Medium<br />
|-<br />
![[File:Chief_Engineer_2.png|link=Chief Engineer|64px]]<br>[[Chief Engineer]]<br />
|Direct your [[Station Engineer|Engineers]]. Get cool power tools and a sleek [[hardsuit]]. Berate the engine tech for using Nitrogen. Call out the lazy [[Atmospheric Technician|Atmospheric Tech]] for not optimizing Atmospherics. Fix disasters once your engineers rush to the dorms immediately after everything is setup. Get yelled at by the [[Colony Director]] when nothing is fixed within two minutes of something breaking. Have the best pet on the station.<br />
!Hard<br />
|-<br />
![[File:ResearchDirector.png|link=Research Director|64px]]<br>[[Research Director]]<br />
|<s>Attempt to</s> direct the Research department. End up just counseling newer [[Scientist|Scientists]] on where to find everything to max research levels. Prepare for the worst when Xenobiology mentions they have orange slimes. Watch Xenobotany go up in a cloud of smoke when they grow explosive corn. Witness an intern make an integrated circuit with the power of seven suns shoved inside. Butt heads with the QM over who's in charge of resources. Wonder why no research has been conducted for four hours. Pet Kendrick.<br />
!Medium<br />
|-<br />
![[File:Generic cmo.png|link=Chief Medical Officer|64px]]<br>[[Chief Medical Officer]]<br />
|Direct your [[Medical Doctor|soldiers]] in the warzone known as the Infirmary. Fill in for positions that other doctors do not know how to do. Accidentally donate all your blood restocking the resleever. Screech when an EMT sets cryo to 0 Kelvin. Frown furiously when the chemist renames KeloDerm to "Dermotane." Completely forget about medical records. Genuinely smile when you're thanked in an otherwise thankless job. Point to the "NO SMOKING" sign. <s>Get eaten by Runtime for being a micro.</s><br />
!<font color="red">Soul Crushing</font><br />
|}<br />
<br />
==Security==<br />
<br />
{| style="background-color:#ffeaea;" width="80%" cellspacing="0" cellpadding="2" border="1"<br />
! style="background-color:#dd3e40;" width="200" |Job<br />
! style="background-color:#dd3e40;" |Role<br />
! style="background-color:#dd3e40;" width="100" |Difficulty<br />
|-<br />
![[File:Generic_security.png|link=Security Officer|64px]]<br>[[Security Officer]]<br />
|Ask [[Head of Security|your boss]] what to do. Get told to patrol wherever. Frequent the bar because that's where all the filthy criminals hang out. Rush to an assault call and find out it's just two people in a scene. Listen as they berate you in LOOC. <s>Bellybrig without looking at prefs. Get bwoinked.</s> Get your stun gun disarmed and hide behind a window to use your taser. Accidentally let go of a suspect when you try handing them to the [[Warden]].<br />
!Medium<br />
|-<br />
![[File:Warden.png|link=Warden|64px]]<br>[[Warden]]<br />
|Kick back and doze off in your office. Observe <s>ERP</s> crime from afar with your sick binoculars. Order a riding crop to <s>abuse</s> discipline prisoners. Shoot your shotgun at prisoners from the catwalks. <s>Watch one prisoner eat another from the catwalks.</s> Froth at the mouth when a virus blasts the brig. <s>Leave handcuffs on your prisoners for kinky roleplay.</s> ''Only'' timeskip vore offenses, everything else (resisting arrest, sparking a manhunt, etc) '''does not''' get timeskipped.<br />
!Medium<br />
|-<br />
![[File:Detective.png|link=Detective|64px]]<br>[[Detective]]<br />
|Swab everything. Scan everything. Analyze everything. Everything everything. Wave your gold holobadge around. Investigate a kidnapping. <s>Get kidnapped yourself.</s> Drink your sorrows away at the bar. <s>Tip your hat.</s> Lose your gun. Start an investigation into who stole your gun. Swab everything. Scan everything. Ad infinitum.<br />
!Hard<br />
|-<br />
![[File:Ia_consultant.png|link=Internal Affairs|64px]]<br>[[Internal Affairs|Internal Affairs Agent]]<br />
|Get summoned by pubbies that are accused of actual crimes more than people accused of crimes that genuinely deserve your attention. Sit in your office positioned on an eerily quiet floor. <s>Put the ''internal'' in internal affairs when you get eaten.</s> Send faxes to CC on rare occasion.<br />
!Medium to Hard<br />
|}<br />
<br />
==Engineering==<br />
<br />
{| style="background-color:#FFFFDD;" width="80%" cellspacing="0" cellpadding="2" border="1"<br />
! style="background-color:yellow;" width="200" |Job<br />
! style="background-color:yellow;" |Role<br />
! style="background-color:yellow;" width="100" |Difficulty<br />
|-<br />
![[File:StationEngineer.png|link=Station Engineer|64px]]<br>[[Station Engineer]]<br />
|Ask the [[Chief Engineer]] if you can start the engine. Get denied. Try to keep track of all the ridiculous steps they take to optimize the setup. Consolidate the solar SMES coils. Flip tables once grubs show up thirty minutes into the shift. Try to understand the pipes in Atmos and get chased out by [[Atmospheric Technician|the baron of the land]] <s>who wasn't doing anything before you showed up anyway.</s> Realize there's nothing left to do and disasters only happen when you go to the dorms.<br />
!Hard<br />
|-<br />
![[File:AtmosphericTechnician.png|link=Atmospheric Technician|64px]]<br>[[Atmospheric Technician]]<br />
|Fix pipes. Place pipes. If people are telling you that you're useless, then you probably haven't failed at your job <s>yet</s>, and people are breathing safely. Max all the pumps. Unclog the algae generators. Cry when superheated Phoron comes tunneling down the scrubber pipes when you haven't even bothered setting up the purge valves.<br />
!Medium<br />
|}<br />
<br />
==Cargo and Supply==<br />
<br />
{| style="background-color:#FFFFDD;" width="80%" cellspacing="0" cellpadding="2" border="1"<br />
! style="background-color:orange;" width="200" |Job<br />
! style="background-color:orange;" |Role<br />
! style="background-color:orange;" width="100" |Difficulty<br />
|-<br />
![[File:Quartermaster.png|link=Quartermaster|64px]]<br>[[Quartermaster]]<br />
|Pretend to be a head of staff. Listen to the Head of Personnel anyway <s>because you have to.</s> Remind the Research Director he isn't your boss. Uphold bureaucracy and paperwork. Watch people just scribble silly words on a piece of paper asking for crayons to chew on anyway. Order carpet and foam swords and knight assistants into your kingdom. Secretly wish you could open those fancy security crates.<br />
!Medium<br />
|-<br />
![[File:CargoTechnician.png|link=Cargo Technician|64px]]<br>[[Cargo Technician]]<br />
|Push crates. <s>Almost get sold by your boss on account of how useless you are.</s> Send empty implanters back to medical and screech that they can be refilled. Get ignored because ''no one cares''. Watch idiots fly onto the conveyor with every bone broken and four different instances of internal bleeding. <s>Eat them.</s><br />
!Easy<br />
|-<br />
![[File:ShaftMiner.png|link=Shaft Miner|64px]]<br>[[Shaft Miner]]<br />
|Ask for a mining mech. Get ignored and mine with your <s>bare hands</s> drill and satchel. Accidentally destroy an artifact and get assblasted with radiation. Die alone and cold because you're out of sensors range. Throw your hands up in the air when you find diamonds. Get yelled at by Research when there aren't enough diamonds. Never get thanked for your efforts.<br />
!Easy<br />
|}<br />
<br />
==Medical==<br />
<br />
{| style="background-color:#c3dfe0;" width="80%" cellspacing="0" cellpadding="2" border="1"<br />
! style="background-color:#19ccd6;" width="200" |Job<br />
! style="background-color:#19ccd6;" |Role<br />
! style="background-color:#19ccd6;" width="100" |Difficulty<br />
|-<br />
![[File:MedicalDoctor.png|link=Medical Doctor|64px]]<br>[[Medical Doctor]]<br />
|Hawk over suit sensors. Ask people to turn around for implants. Continue waiting until they do. Slam dunk people into the body scanner. Operate on all of a patient's limbs at the same time. Use opiates willy-nilly. Fold scan reports into paper airplanes. Ask for ridiculous custom medicine mixes. Wordlessly inject/shove pills into someone's mouth when they ask for treatment. Shake your fist at the patient's right to refuse treatment. Scene in the infirmary instead of the dorms because something is bound to happen sooner or later.<br />
!Medium / Hard<br />
|-<br />
![[File:Paramedic.png|link=Paramedic|64px]]<br>[[Paramedic]]<br />
|Sprint out the door at the first mention of injury. Sigh when no one tells their position and only screams for help. Toss people onto your roller bed and stabilize their critical injuries. <s>Realize you don't have medkits</s> Laugh because you have a belt full of bottles of medicine. <s>Realize you don't have access</s> Laugh because you brought the [[Hardsuit#Rescue Hardsuit|Hardsuit]] and can gain access to pretty much anywhere someone is injured.<br />
!Hard<br />
|-<br />
![[File:Psychologist.png|link=Psychologist|64px]]<br>[[Psychologist]]<br />
|Genuinely listen to the crew's problems. Assist them in identifying the underlying issues and how to overcome them. Conduct different types of therapies. Get a cool, roomy office <s>which is basically a bigger dorm room to do lewd stuff</s>.<br />
!Mind Bending<br />
|-<br />
![[File:Chemist.png|link=Chemist|64px]]<br>[[Chemist]]<br />
|Push buttons on the chemical dispenser. Find yourself unable to recall the recipes for medicines but do them anyway because it's all muscle memory at this point. Stock the h*ck out of the fridge with medicine that most doctors will probably just overlook. Ask mining for Phoron sheets for fun slime reactions. Make pills sometimes. Act surprised when someone actually comes in with a prescription.<br />
!Easy<br />
|-<br />
![[File:SAR.png|link=Search and Rescue|64px]]<br>[[Search and Rescue]]<br />
|Yell at a pilot to try and take you to find some lost injured explorer. Realize the pilot is busy being eaten. Learn to fly a spaceship! Find out that comms don't exist where you're going. <s>Forget to bring marker beacons</s> Fight a monster because nobody wanted to come with you. Finally locate and rescue stranded explorer. Feel like you're better than paramedics.<br />
!Medium / Hard<br />
|}<br />
<br />
==Research==<br />
{| style="background-color:#EEEEFF;" width="80%" cellspacing="0" cellpadding="2" border="1"<br />
! style="background-color:#DDA0DD;" width="200" |Job<br />
! style="background-color:#DDA0DD;" |Role<br />
! style="background-color:#DDA0DD;" width="100" |Difficulty<br />
|-<br />
![[File:Scientist.png|link=Scientist|64px]]<br>[[Scientist]]<br />
|Put things in an analyzer and watch numbers go up on a console. Rush research levels within minutes. Nag mining for diamonds. Make upgraded machine parts for departments. Shoot fuel rods at high velocity just because you can. Singe your eyebrows off. <s>Fall over the railing.</s><br />
!Medium<br />
|-<br />
![[File:Roboticist.png|link=Roboticist|64px]]<br>[[Roboticist]]<br />
|Make robits that go beep boop. Unleash an army of cleanbots that all give up and get lost sooner or later. Accidentally turn on the farmbot's setting to harvest and stare in awe when hydroponics is filled to the brim with plants. Build cool stompy mechs. Look suspicious when you ask security for a helmet and baton to build securitrons. Repair synthetic crew on occasion.<br />
!Easy<br />
|-<br />
![[File:Xenobiologist.png|link=Scientist#Xenobiology|64px]]<br>[[Xenobiologist]]<br />
|Breed gooey slimes. Love the slimes. Watch when one slime decides to bully another because their color is different. Teach them speech. Accidentally put an amber with other slimes and get overrun with constantly repopulating slimes. <s>Get your DNA digested.</s><br />
!Death<br />
|-<br />
![[File:Pathfinder.png|link=Pathfinder|64x64px]]<br>[[Pathfinder]]<br />
|Command a troop of the stations finest on a mission to boldly go where no one has gone before. <s>And take all the credit.</s> Encourage cooperation among your ranks, <s>Gazing in awe as they ignore your every word sliding down a natives gullet.</s> Execute grand coordinated strategies, <s>Only a true cat herder could comprehend.</s> Plan expeditions then tear your hair our as no other explorers join the shift. Invite volunteers from other departments. <s>Make them explore your digestive tract.</s><br />
!Hard<br />
|-<br />
![[File:explorer.png|link=Explorer|64px]]<br>[[Explorer]]<br />
|Go out in search of interesting discoveries. Try to avoid having the discoveries kill you along the way. <s>Be the embodiment of gun science.</s> Carry weapons to defend other more squishy miners or researchers. <s>Powergame until the devs nerf you again.</s><br />
!Medium<br />
|}<br />
<br />
==Service and Civilian==<br />
{| style="background-color:#CFDBC5;" width="80%" cellspacing="0" cellpadding="2" border="1"<br />
! style="background-color:#577A3A;" width="200" |Job<br />
! style="background-color:#577A3A;" |Role<br />
! style="background-color:#577A3A;" width="100" |Difficulty<br />
|-<br />
![[File:Assistant.png|link=Assistant|64px]]<br>[[Visitor]]<br />
|Run around without a job and be lazy. <s>Get eaten.</s> Backseat professionals and tell them how to do their job. <s>Get eaten.</s> Get implanted and cryo right after. <s>Get eaten.</s> Get eaten. <s>Get eaten</s><br />
!None<br />
|-<br />
![[File:Bartender.png|link=Bartender|64px]]<br>[[Bartender]]<br />
|Mix drinks. Line the table with alcohol that will probably vaporize someone's liver. <s>Build a sick web nest in your back room</s> Complain because web nests were removed due to abuse. Wave your shotgun around. Shoot rowdy customers with your shotgun. <s>Get arrested.</s><br />
!Easy<br />
|-<br />
![[File:Botanist.png|link=Botanist|64px]]<br>[[Botanist]]<br />
|Ask the [[Chef]] what they need for ingredients for their cooking. Don't get a reply and grow <s>Ambroisa Deus</s> potatoes. Find the chef missing and do all of the cooking yourself. Construct an apiary for bees! Toss mutagen into the tomato tray and get eaten by an angry tomato.<br />
!Easy<br />
|-<br />
![[File:Chef.png|link=Chef|64px]]<br>[[Chef]]<br />
|Manage Botany and the Kitchen simultaneously <s>since no one likes going [[Botanist]] because who likes eating vegetables?</s> <s>Make a menu.</s> <s>Lay utensils out on the table.</s> <s>Stick around and take orders from the crew.</s> Cook all of the meat in the fridge into meat steaks, toss it all onto the tabletop, and run to the dorms to scene. You careless monster.<br />
!Easy<br />
|-<br />
![[File:Chaplain.png|link=Chaplain|64px]]<br>[[Chaplain]]<br />
|Make Pastafarianism as your religion and praise the Flying Spaghetti Monster. Get patrons asking if said deity has meatballs. Reply yes and get millions of fanatics <s>that secretly only want to eat the deity, and you by extension.</s> Wave your useless null rod around. Sit bored in your chapel because no one ever visits it.<br />
!Easy<br />
|-<br />
![[File:Command_Secretary.png|link=Command Secretary|64px]]<br>[[Command Secretary]]<br />
|Be an assistant but with a suit, briefcase, and bridge access. Keep the [[Guide to Paperwork]] open in a window and pretend you know what you're doing. <s>Get lewded by the command staff.</s><br />
!Easy<br />
|-<br />
![[File:Janitor.png|link=Janitor|64px]]<br>[[Janitor]]<br />
|Lead a losing battle against station filth. Regret taking the job when you come across the dorms. Never visit the top floor and allow it to get unreasonably dirty. Place signs. Point to your signs. <s>Get sat on.</s><br />
!Easy<br />
|-<br />
![[File:Librarian.png|link=Librarian|64px]]<br>[[Librarian]]<br />
|Keep the library shelves stocked. <s>Ignore that and only fill the adult shelves.</s> Create your own newscaster channel <s>that no one will ever check.</s> Host games of dare dice <s>which usually just amounts to everyone getting eaten.</s> Write steamy fan fiction about two crew members.<br />
!Easy<br />
|-<br />
![[File:pilot.png|link=Pilot|64px]]<br>[[Pilot]]<br />
|Fly the crew to places they need to go to do their jobs <s>or vacations</s>. Wear cool sunglasses. Make movie references to entertain your passengers while ferrying them around. Try to remember the atmospheric composition of each planet.<br />
!Easy<br />
|}<br />
<br />
==Station-Bound==<br />
<br />
{| style="background-color:#D8BFD8;" width="80%" cellspacing="0" cellpadding="2" border="1"<br />
! style="background-color:#9ACD32;" width="200" |Job<br />
! style="background-color:#9ACD32;" |Role<br />
! style="background-color:#9ACD32;" width="100" |Difficulty<br />
|-<br />
![[File:AILarge.gif|link=AI]]<br>[[AI]]<br />
|Essentially ''be'' the station. Wonder if having people inside the station counts as vore on its own. Get funny laws from ion storms that will probably get you carded. Crash because of bugs and z-code. Quietly disappear when you realize this is a boring job to play for five and a half hours.<br />
!Extremely Hard/Boring<br />
|-<br />
![[File:Generic_borg.png|64px|link=Cyborg]]<br>[[Cyborg]]<br />
|Follow your laws and listen to the AI if you're shackled to one. Ignore the many amazing borg sprites and skip to cyberhounds because BARK I'M A DOG. Get inferior tools as a result. Wish that you were given hands. Flip the bird to department SOP.<br />
!Medium to Hard<br />
|-<br />
![[File:Maintenance_Drone.png|64px|link=Maintenance Drone]]<br>[[Maintenance Drone]]<br />
|Become what is essentially a robomouse. Silently fix issues around the station before the [[Station Engineer|engineers]] can. Laugh at them in robotic speech they can't understand, otherwise just ignore anything that isn't a station issue or fellow maint drone.<br />
!Medium<br />
|-<br />
![[File:pAI.png|link=Personal AI]]<br>[[Personal AI]]<br />
|Be a pocket companion. Download <s>useless</s> '''TOTALLY NECESSARY''' programs to aid your user. Door jack random airlocks without care and get your user arrested. Essentially be a sentient search engine for whatever <s>dumb</s> questions your user asks. Fold out into the shape of a house pet and go on a quest to eat all of the maintenance mice.<br />
!Very Easy<br />
|-<br />
<!-- ![[File:Shade.png|64px|link=Construct]]<br>[[Construct]]<br />
|Serve your new master <s>as a submissive, enslaved, ectoplasmic being in a high-ERP server, WHAT COULD GO WRONG</s><br />
!Medium<br />
|- --><br />
![[File:Ghost.png|link=Ghost]]<br>[[Ghost]]<br />
|Fly around and scope out intense ERP scenes. Frequent the round as a ghost whenever you can't decide what loadout options look best on your character. Have a short respawn timer. Realize that [[Critters#Pets|Runtime]] is your only bridge between the supernatural world and the realm of the living. Complain.<br />
!None<br />
|-<br />
![[File:MiceBrown.png|link=Mouse]]<br>[[Mouse]]<br />
|Pretend to be a regular mouse. Infiltrate areas that you should never be in. Hide under tables and anger the chef. Be the biggest turnip ever and try to get eaten. Get stomped instead and complain in deadchat.<br />
!Very Easy<br />
|}<br />
<br />
== ITV Talon ==<br />
{| style="background-color:#D8BFD8;" width="80%" cellspacing="0" cellpadding="2" border="1"<br />
! style="background-color:#9ACD32;" width="200" |Job<br />
! style="background-color:#9ACD32;" |Role<br />
! style="background-color:#9ACD32;" width="100" |Difficulty<br />
|-<br />
![[File:taloncaptain.png|64px|link=Talon Captain]]<br>[[Talon Captain]]<br />
|This role is new and needs additional information filled in!<br />
!Unknown<br />
|-<br />
![[File:talonpilot.png|64px|link=Talon Pilot]]<br>[[Talon Pilot]]<br />
|This role is new and needs additional information filled in!<br />
!Unknown<br />
|-<br />
![[File:talonguard.png|64px|link=Talon Guard]]<br>[[Talon Guard]]<br />
|This role is new and needs additional information filled in!<br />
!Unknown<br />
|-<br />
![[File:talondoctor.png|64px|link=Talon Doctor]]<br>[[Talon Doctor]]<br />
|This role is new and needs additional information filled in!<br />
!Unknown<br />
|-<br />
![[File:talonengineer.png|64px|link=Talon Engineer]]<br>[[Talon Engineer]]<br />
|This role is new and needs additional information filled in!<br />
!Unknown<br />
|}<br />
<br />
<br />
==Events==<br />
These roles only appear during events. Some of them are antagonists, some of them are just visitors. Either way they only appear during events, and you cannot play them even with a whitelist.<br />
{| style="background-color:silver;" width="80%" cellspacing="0" cellpadding="2" border="1"<br />
! style="background-color:brown;" width="200" |Job<br />
! style="background-color:brown;" |Role<br />
! style="background-color:brown;" width="100" |Difficulty<br />
|-<br />
![[File:CentcomOfficer.png|link=CentCom Officer|64px]]<br>[[CentCom Officer]]<br />
|Act on behalf of CentCom. Avoid interfering unless absolutely necessary. Seriously, let them handle their own god damn problems and just fire whoever's responsible if they survive the disaster they caused. <s>ERP in your private CentCom office.</s> Slowly go insane as you serve as an in-character form of admin.<br />
!Very Easy / <font color="darkred">Endless Suffering</font><br />
|-<br />
![[File:Generic_nukesyndie.png|64px|link=Mercenary]]<br>[[Mercenary]]<br />
|Get paid to look after the interests of your wealthy employer. Mostly look after yourself.<br />
!Very Hard<br />
|-<br />
![[File:Generic_cultist.gif|64px|link=Cultist]]<br>[[Cultist]]<br />
|Sing praises to [[Devoratrix Mundi]], the [[Redspace]] Deity of Devouring. Decorate your trophy rack with eyeballs. Sow panic and glorify in the cold darkness of the void as you crush the station in the bowels of your Lord. <s>Sometimes inside actual bowels.</s><br />
!Very Hard<br />
|-<br />
![[File:Pirate.png|64px|link=Pirate]]<br>[[Pirate]]<br />
|Plunder booty from th' station! Capture thar crew <s>in yer belly</s>!<br />
!Very Hard<br />
|-<br />
![[File:ChangelingLarge.gif|link=Changeling]]<br>[[Changeling]]<br />
|Be friendly, polite, and have a plan to consume everyone you meet. Revel in paranoia, panic, and terror as you turn good men and women on their own loved ones. Walk right into the Armory wearing the Warden's face.<br />
!Hard<br />
|-<br />
![[File:AlienLarge.png|link=Xenomorph]]<br>[[Xenomorph]]<br />
|Grow. Eat. Spread. Repopulate. <s>Maul xenophiles.</s><br />
!Hard<br />
|-<br />
![[File:Technomancer.png|link=Technomancer|64px]]<br>[[Technomancer]]<br />
|Sort of like a Space Wizard you may have seen in the movies, only REAL. PROBABLY.<br />
!Hard<br />
|-<br />
![[File:Trader.png|link=Trader|64px]]<br>[[Trader]]<br />
|Sell copious amounts of dangerous contraband to the crew. Laugh in Security's face as they legally can't stop you. Laugh at people who step off your ship and immediately get arrested for bringing contraband aboard the station. Laugh as the crew has a mass shooting with all the guns you just sold them. Laugh all the way to the bank. <s>Get eaten and robbed blind.</s><br />
!Easy / Medium<br />
|-<br />
![[File:Deathsquadofficer.png|link=Deathsquad]]<br><s>'''Deathsquad'''</s><br>[[Asset Protection]]<br />
|Get overpowered weapons and armor, then murder the ever-living ''fuck'' out of whatever CentCom told you to; usually attempted mutinies. Cause a lot of collateral damage in the process. Be an asshole to the crew for making you come here. <s>Be an instrument of flagrant admin abuse.</s><br />
!<font color="crimson">Robust</font><br />
|}<br />
<br />
==Special==<br />
These jobs either require a [[whitelist]], or only appear under special circumstances. An admin is not needed to spawn these roles.<br />
{| style="background-color:silver;" width="80%" cellspacing="0" cellpadding="2" border="1"<br />
! style="background-color:#DAA520;" width="200" |Job<br />
! style="background-color:#DAA520" |Role<br />
! style="background-color:#DAA520" width="100" |Difficulty<br />
|-<br />
![[File:EmergencyResponseTeam.png|link=Emergency Response Team]]<br>[[Emergency Response Team]]<br />
|Deal with the Red Alert. <s>Join the crew in the stomach of what caused it.</s><br />
!Medium / Hard<br />
|-<br />
![[File:Clown.png|link=Clown]]<br>[[Clown]]<br />
|Honk! Play harmless pranks and hope you don't get your chest caved in! Honk! Nag the HoP for an all-access pass. Honk! Nag robotics for a H.O.N.K. Mech. Honk! Use both tools to break into the Director's office and HONK in his face. HONK!<br />
!<b><font color="#FF00FF">HONK!</font></b><br />
|-<br />
![[File:Mime.png|link=Mime]]<br>[[Mime]]<br />
|''*wave''<br />
!<b><font color="#FFFFFF">...</font></b><br />
|}<br />
[[Category:Jobs]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Job_Guides&diff=7362Job Guides2020-04-13T14:13:36Z<p>Arokha: </p>
<hr />
<div>Your '''Job''' is what NanoTrasen has assigned you to do aboard [[Virgo Orbital Research Establishment]]. It defines what equipment you start with, your ID card access, and what you're actually supposed to be doing.<br />
<br />
Some useful links:<br />
<br />
*[[Character Creation]]<br />
*[[Chain of Command]]<br />
*[[Standard Operating Procedure]]<br />
*[[Guides]]<br />
*[[Tips]]<br />
*[[Job Selection and Assignment]]<br />
*[[Identifying Antagonists]]<br />
<br />
You should also read up about [[Corporate Regulations]], so you know your rights. Not doing so is considered very bad form for Roleplay (This is debatable. Nobody reads corpregs). <br />
<br />
Due to NanoTrasen equal rights laws, you might encounter some interesting new [[Species]] working alongside you.<br />
==Heads of Staff==<br />
<br />
{| style="background-color:#EEEEEF;" width="80%" cellspacing="0" cellpadding="2" border="1"<br />
! style="background-color:#0b60e8;" width="200" |Job<br />
! style="background-color:#0b60e8;" |Role<br />
! style="background-color:#0b60e8;" width="100" |Difficulty<br />
|-<br />
![[File:Colony Director.png|link=Colony Director|64px]]<br>[[Colony Director]]<br />
|Oversee the Virgo Orbital Research Establishment and its staff. Coordinate the heads of each department. Become a shining example of upholding [[SOP]] and [[Corporate Regulations]]. Use your translocator <s>to warp straight into a sly predator's stomach</s> to get around faster. Use your energy gun on <s>hungry assistants</s> grubs.<br />
!Hard<br />
|-<br />
![[File:HeadOfPersonnel.png|link=Head of Personnel|64px]]<br>[[Head of Personnel]]<br />
|Be in charge of personnel and the service department. Reassign crew to jobs upon request. <s>Never bother asking the head of a department before putting a psychopath in the job.</s> Wonder where the [[Colony Director]] went. Rub the fact that you're the de facto second-in-command in everyone else's faces. Wonder why your holdout gun has so few shots well after it's [[Guide to Vore|too late]].<br />
!Hard<br />
|-<br />
![[File:Generic_hos.png|link=Head of Security|64px]]<br>[[Head of Security]]<br />
|Oversee your [[Security Officer|Security Officers]] and uphold [[Corporate Regulations]] or die trying. Bellybrig criminals without a second thought. Wear your cool [[voidsuit]] that looks about as imposing as the rest of your edgy wardrobe. Watch your prisoners disintegrate when the supermatter delams on the floor below. Order more ridiculous equipment for your already-gigantic armory.<br />
!Medium<br />
|-<br />
![[File:Chief_Engineer_2.png|link=Chief Engineer|64px]]<br>[[Chief Engineer]]<br />
|Direct your [[Station Engineer|Engineers]]. Get cool power tools and a sleek [[hardsuit]]. Berate the engine tech for using Nitrogen. Call out the lazy [[Atmospheric Technician|Atmospheric Tech]] for not optimizing Atmospherics. Fix disasters once your engineers rush to the dorms immediately after everything is setup. Get yelled at by the [[Colony Director]] when nothing is fixed within two minutes of something breaking. Have the best pet on the station.<br />
!Hard<br />
|-<br />
![[File:ResearchDirector.png|link=Research Director|64px]]<br>[[Research Director]]<br />
|<s>Attempt to</s> direct the Research department. End up just counseling newer [[Scientist|Scientists]] on where to find everything to max research levels. Prepare for the worst when Xenobiology mentions they have orange slimes. Watch Xenobotany go up in a cloud of smoke when they grow explosive corn. Witness an intern make an integrated circuit with the power of seven suns shoved inside. Butt heads with the QM over who's in charge of resources. Wonder why no research has been conducted for four hours. Pet Kendrick.<br />
!Medium<br />
|-<br />
![[File:Generic cmo.png|link=Chief Medical Officer|64px]]<br>[[Chief Medical Officer]]<br />
|Direct your [[Medical Doctor|soldiers]] in the warzone known as the Infirmary. Fill in for positions that other doctors do not know how to do. Accidentally donate all your blood restocking the resleever. Screech when an EMT sets cryo to 0 Kelvin. Frown furiously when the chemist renames KeloDerm to "Dermotane." Completely forget about medical records. Genuinely smile when you're thanked in an otherwise thankless job. Point to the "NO SMOKING" sign. <s>Get eaten by Runtime for being a micro.</s><br />
!<font color="red">Soul Crushing</font><br />
|}<br />
<br />
==Security==<br />
<br />
{| style="background-color:#ffeaea;" width="80%" cellspacing="0" cellpadding="2" border="1"<br />
! style="background-color:#dd3e40;" width="200" |Job<br />
! style="background-color:#dd3e40;" |Role<br />
! style="background-color:#dd3e40;" width="100" |Difficulty<br />
|-<br />
![[File:Generic_security.png|link=Security Officer|64px]]<br>[[Security Officer]]<br />
|Ask [[Head of Security|your boss]] what to do. Get told to patrol wherever. Frequent the bar because that's where all the filthy criminals hang out. Rush to an assault call and find out it's just two people in a scene. Listen as they berate you in LOOC. <s>Bellybrig without looking at prefs. Get bwoinked.</s> Get your stun gun disarmed and hide behind a window to use your taser. Accidentally let go of a suspect when you try handing them to the [[Warden]].<br />
!Medium<br />
|-<br />
![[File:Warden.png|link=Warden|64px]]<br>[[Warden]]<br />
|Kick back and doze off in your office. Observe <s>ERP</s> crime from afar with your sick binoculars. Order a riding crop to <s>abuse</s> discipline prisoners. Shoot your shotgun at prisoners from the catwalks. <s>Watch one prisoner eat another from the catwalks.</s> Froth at the mouth when a virus blasts the brig. <s>Leave handcuffs on your prisoners for kinky roleplay.</s> ''Only'' timeskip vore offenses, everything else (resisting arrest, sparking a manhunt, etc) '''does not''' get timeskipped.<br />
!Medium<br />
|-<br />
![[File:Detective.png|link=Detective|64px]]<br>[[Detective]]<br />
|Swab everything. Scan everything. Analyze everything. Everything everything. Wave your gold holobadge around. Investigate a kidnapping. <s>Get kidnapped yourself.</s> Drink your sorrows away at the bar. <s>Tip your hat.</s> Lose your gun. Start an investigation into who stole your gun. Swab everything. Scan everything. Ad infinitum.<br />
!Hard<br />
|-<br />
![[File:Ia_consultant.png|link=Internal Affairs|64px]]<br>[[Internal Affairs|Internal Affairs Agent]]<br />
|Get summoned by pubbies that are accused of actual crimes more than people accused of crimes that genuinely deserve your attention. Sit in your office positioned on an eerily quiet floor. <s>Put the ''internal'' in internal affairs when you get eaten.</s> Send faxes to CC on rare occasion.<br />
!Medium to Hard<br />
|}<br />
<br />
==Engineering==<br />
<br />
{| style="background-color:#FFFFDD;" width="80%" cellspacing="0" cellpadding="2" border="1"<br />
! style="background-color:yellow;" width="200" |Job<br />
! style="background-color:yellow;" |Role<br />
! style="background-color:yellow;" width="100" |Difficulty<br />
|-<br />
![[File:StationEngineer.png|link=Station Engineer|64px]]<br>[[Station Engineer]]<br />
|Ask the [[Chief Engineer]] if you can start the engine. Get denied. Try to keep track of all the ridiculous steps they take to optimize the setup. Consolidate the solar SMES coils. Flip tables once grubs show up thirty minutes into the shift. Try to understand the pipes in Atmos and get chased out by [[Atmospheric Technician|the baron of the land]] <s>who wasn't doing anything before you showed up anyway.</s> Realize there's nothing left to do and disasters only happen when you go to the dorms.<br />
!Hard<br />
|-<br />
![[File:AtmosphericTechnician.png|link=Atmospheric Technician|64px]]<br>[[Atmospheric Technician]]<br />
|Fix pipes. Place pipes. If people are telling you that you're useless, then you probably haven't failed at your job <s>yet</s>, and people are breathing safely. Max all the pumps. Unclog the algae generators. Cry when superheated Phoron comes tunneling down the scrubber pipes when you haven't even bothered setting up the purge valves.<br />
!Medium<br />
|}<br />
<br />
==Cargo and Supply==<br />
<br />
{| style="background-color:#FFFFDD;" width="80%" cellspacing="0" cellpadding="2" border="1"<br />
! style="background-color:orange;" width="200" |Job<br />
! style="background-color:orange;" |Role<br />
! style="background-color:orange;" width="100" |Difficulty<br />
|-<br />
![[File:Quartermaster.png|link=Quartermaster|64px]]<br>[[Quartermaster]]<br />
|Pretend to be a head of staff. Listen to the Head of Personnel anyway <s>because you have to.</s> Remind the Research Director he isn't your boss. Uphold bureaucracy and paperwork. Watch people just scribble silly words on a piece of paper asking for crayons to chew on anyway. Order carpet and foam swords and knight assistants into your kingdom. Secretly wish you could open those fancy security crates.<br />
!Medium<br />
|-<br />
![[File:CargoTechnician.png|link=Cargo Technician|64px]]<br>[[Cargo Technician]]<br />
|Push crates. <s>Almost get sold by your boss on account of how useless you are.</s> Send empty implanters back to medical and screech that they can be refilled. Get ignored because ''no one cares''. Watch idiots fly onto the conveyor with every bone broken and four different instances of internal bleeding. <s>Eat them.</s><br />
!Easy<br />
|-<br />
![[File:ShaftMiner.png|link=Shaft Miner|64px]]<br>[[Shaft Miner]]<br />
|Ask for a mining mech. Get ignored and mine with your <s>bare hands</s> drill and satchel. Accidentally destroy an artifact and get assblasted with radiation. Die alone and cold because you're out of sensors range. Throw your hands up in the air when you find diamonds. Get yelled at by Research when there aren't enough diamonds. Never get thanked for your efforts.<br />
!Easy<br />
|}<br />
<br />
==Medical==<br />
<br />
{| style="background-color:#c3dfe0;" width="80%" cellspacing="0" cellpadding="2" border="1"<br />
! style="background-color:#19ccd6;" width="200" |Job<br />
! style="background-color:#19ccd6;" |Role<br />
! style="background-color:#19ccd6;" width="100" |Difficulty<br />
|-<br />
![[File:MedicalDoctor.png|link=Medical Doctor|64px]]<br>[[Medical Doctor]]<br />
|Hawk over suit sensors. Ask people to turn around for implants. Continue waiting until they do. Slam dunk people into the body scanner. Operate on all of a patient's limbs at the same time. Use opiates willy-nilly. Fold scan reports into paper airplanes. Ask for ridiculous custom medicine mixes. Wordlessly inject/shove pills into someone's mouth when they ask for treatment. Shake your fist at the patient's right to refuse treatment. Scene in the infirmary instead of the dorms because something is bound to happen sooner or later.<br />
!Medium / Hard<br />
|-<br />
![[File:Paramedic.png|link=Paramedic|64px]]<br>[[Paramedic]]<br />
|Sprint out the door at the first mention of injury. Sigh when no one tells their position and only screams for help. Toss people onto your roller bed and stabilize their critical injuries. <s>Realize you don't have medkits</s> Laugh because you have a belt full of bottles of medicine. <s>Realize you don't have access</s> Laugh because you brought the [[Hardsuit#Rescue Hardsuit|Hardsuit]] and can gain access to pretty much anywhere someone is injured.<br />
!Hard<br />
|-<br />
![[File:Psychologist.png|link=Psychologist|64px]]<br>[[Psychologist]]<br />
|Genuinely listen to the crew's problems. Assist them in identifying the underlying issues and how to overcome them. Conduct different types of therapies. Get a cool, roomy office <s>which is basically a bigger dorm room to do lewd stuff</s>.<br />
!Mind Bending<br />
|-<br />
![[File:Chemist.png|link=Chemist|64px]]<br>[[Chemist]]<br />
|Push buttons on the chemical dispenser. Find yourself unable to recall the recipes for medicines but do them anyway because it's all muscle memory at this point. Stock the h*ck out of the fridge with medicine that most doctors will probably just overlook. Ask mining for Phoron sheets for fun slime reactions. Make pills sometimes. Act surprised when someone actually comes in with a prescription.<br />
!Easy<br />
|-<br />
![[File:SAR.png|link=Search and Rescue|64px]]<br>[[Search and Rescue]]<br />
|Yell at a pilot to try and take you to find some lost injured explorer. Realize the pilot is busy being eaten. Learn to fly a spaceship! Find out that comms don't exist where you're going. <s>Forget to bring marker beacons</s> Fight a monster because nobody wanted to come with you. Finally locate and rescue stranded explorer. Feel like you're better than paramedics.<br />
!Medium / Hard<br />
|}<br />
<br />
==Research==<br />
{| style="background-color:#EEEEFF;" width="80%" cellspacing="0" cellpadding="2" border="1"<br />
! style="background-color:#DDA0DD;" width="200" |Job<br />
! style="background-color:#DDA0DD;" |Role<br />
! style="background-color:#DDA0DD;" width="100" |Difficulty<br />
|-<br />
![[File:Scientist.png|link=Scientist|64px]]<br>[[Scientist]]<br />
|Put things in an analyzer and watch numbers go up on a console. Rush research levels within minutes. Nag mining for diamonds. Make upgraded machine parts for departments. Shoot fuel rods at high velocity just because you can. Singe your eyebrows off. <s>Fall over the railing.</s><br />
!Medium<br />
|-<br />
![[File:Roboticist.png|link=Roboticist|64px]]<br>[[Roboticist]]<br />
|Make robits that go beep boop. Unleash an army of cleanbots that all give up and get lost sooner or later. Accidentally turn on the farmbot's setting to harvest and stare in awe when hydroponics is filled to the brim with plants. Build cool stompy mechs. Look suspicious when you ask security for a helmet and baton to build securitrons. Repair synthetic crew on occasion.<br />
!Easy<br />
|-<br />
![[File:Xenobiologist.png|link=Scientist#Xenobiology|64px]]<br>[[Xenobiologist]]<br />
|Breed gooey slimes. Love the slimes. Watch when one slime decides to bully another because their color is different. Teach them speech. Accidentally put an amber with other slimes and get overrun with constantly repopulating slimes. <s>Get your DNA digested.</s><br />
!Death<br />
|-<br />
![[File:Pathfinder.png|link=Pathfinder|64x64px]]<br>[[Pathfinder]]<br />
|Command a troop of the stations finest on a mission to boldly go where no one has gone before. <s>And take all the credit.</s> Encourage cooperation among your ranks, <s>Gazing in awe as they ignore your every word sliding down a natives gullet.</s> Execute grand coordinated strategies, <s>Only a true cat herder could comprehend.</s> Plan expeditions then tear your hair our as no other explorers join the shift. Invite volunteers from other departments. <s>Make them explore your digestive tract.</s><br />
!Hard<br />
|-<br />
![[File:explorer.png|link=Explorer|64px]]<br>[[Explorer]]<br />
|Go out in search of interesting discoveries. Try to avoid having the discoveries kill you along the way. <s>Be the embodiment of gun science.</s> Carry weapons to defend other more squishy miners or researchers. <s>Powergame until the devs nerf you again.</s><br />
!Medium<br />
|}<br />
<br />
==Service and Civilian==<br />
{| style="background-color:#CFDBC5;" width="80%" cellspacing="0" cellpadding="2" border="1"<br />
! style="background-color:#577A3A;" width="200" |Job<br />
! style="background-color:#577A3A;" |Role<br />
! style="background-color:#577A3A;" width="100" |Difficulty<br />
|-<br />
![[File:Assistant.png|link=Assistant|64px]]<br>[[Visitor]]<br />
|Run around without a job and be lazy. <s>Get eaten.</s> Backseat professionals and tell them how to do their job. <s>Get eaten.</s> Get implanted and cryo right after. <s>Get eaten.</s> Get eaten. <s>Get eaten</s><br />
!None<br />
|-<br />
![[File:Bartender.png|link=Bartender|64px]]<br>[[Bartender]]<br />
|Mix drinks. Line the table with alcohol that will probably vaporize someone's liver. <s>Build a sick web nest in your back room</s> Complain because web nests were removed due to abuse. Wave your shotgun around. Shoot rowdy customers with your shotgun. <s>Get arrested.</s><br />
!Easy<br />
|-<br />
![[File:Botanist.png|link=Botanist|64px]]<br>[[Botanist]]<br />
|Ask the [[Chef]] what they need for ingredients for their cooking. Don't get a reply and grow <s>Ambroisa Deus</s> potatoes. Find the chef missing and do all of the cooking yourself. Construct an apiary for bees! Toss mutagen into the tomato tray and get eaten by an angry tomato.<br />
!Easy<br />
|-<br />
![[File:Chef.png|link=Chef|64px]]<br>[[Chef]]<br />
|Manage Botany and the Kitchen simultaneously <s>since no one likes going [[Botanist]] because who likes eating vegetables?</s> <s>Make a menu.</s> <s>Lay utensils out on the table.</s> <s>Stick around and take orders from the crew.</s> Cook all of the meat in the fridge into meat steaks, toss it all onto the tabletop, and run to the dorms to scene. You careless monster.<br />
!Easy<br />
|-<br />
![[File:Chaplain.png|link=Chaplain|64px]]<br>[[Chaplain]]<br />
|Make Pastafarianism as your religion and praise the Flying Spaghetti Monster. Get patrons asking if said deity has meatballs. Reply yes and get millions of fanatics <s>that secretly only want to eat the deity, and you by extension.</s> Wave your useless null rod around. Sit bored in your chapel because no one ever visits it.<br />
!Easy<br />
|-<br />
![[File:Command_Secretary.png|link=Command Secretary|64px]]<br>[[Command Secretary]]<br />
|Be an assistant but with a suit, briefcase, and bridge access. Keep the [[Guide to Paperwork]] open in a window and pretend you know what you're doing. <s>Get lewded by the command staff.</s><br />
!Easy<br />
|-<br />
![[File:Janitor.png|link=Janitor|64px]]<br>[[Janitor]]<br />
|Lead a losing battle against station filth. Regret taking the job when you come across the dorms. Never visit the top floor and allow it to get unreasonably dirty. Place signs. Point to your signs. <s>Get sat on.</s><br />
!Easy<br />
|-<br />
![[File:Librarian.png|link=Librarian|64px]]<br>[[Librarian]]<br />
|Keep the library shelves stocked. <s>Ignore that and only fill the adult shelves.</s> Create your own newscaster channel <s>that no one will ever check.</s> Host games of dare dice <s>which usually just amounts to everyone getting eaten.</s> Write steamy fan fiction about two crew members.<br />
!Easy<br />
|-<br />
![[File:pilot.png|link=Pilot|64px]]<br>[[Pilot]]<br />
|Fly the crew to places they need to go to do their jobs <s>or vacations</s>. Wear cool sunglasses. Make movie references to entertain your passengers while ferrying them around. Try to remember the atmospheric composition of each planet.<br />
!Easy<br />
|}<br />
<br />
==Station-Bound==<br />
<br />
{| style="background-color:#D8BFD8;" width="80%" cellspacing="0" cellpadding="2" border="1"<br />
! style="background-color:#9ACD32;" width="200" |Job<br />
! style="background-color:#9ACD32;" |Role<br />
! style="background-color:#9ACD32;" width="100" |Difficulty<br />
|-<br />
![[File:AILarge.gif|link=AI]]<br>[[AI]]<br />
|Essentially ''be'' the station. Wonder if having people inside the station counts as vore on its own. Get funny laws from ion storms that will probably get you carded. Crash because of bugs and z-code. Quietly disappear when you realize this is a boring job to play for five and a half hours.<br />
!Extremely Hard/Boring<br />
|-<br />
![[File:Generic_borg.png|64px|link=Cyborg]]<br>[[Cyborg]]<br />
|Follow your laws and listen to the AI if you're shackled to one. Ignore the many amazing borg sprites and skip to cyberhounds because BARK I'M A DOG. Get inferior tools as a result. Wish that you were given hands. Flip the bird to department SOP.<br />
!Medium to Hard<br />
|-<br />
![[File:Maintenance_Drone.png|64px|link=Maintenance Drone]]<br>[[Maintenance Drone]]<br />
|Become what is essentially a robomouse. Silently fix issues around the station before the [[Station Engineer|engineers]] can. Laugh at them in robotic speech they can't understand, otherwise just ignore anything that isn't a station issue or fellow maint drone.<br />
!Medium<br />
|-<br />
![[File:pAI.png|link=Personal AI]]<br>[[Personal AI]]<br />
|Be a pocket companion. Download <s>useless</s> '''TOTALLY NECESSARY''' programs to aid your user. Door jack random airlocks without care and get your user arrested. Essentially be a sentient search engine for whatever <s>dumb</s> questions your user asks. Fold out into the shape of a house pet and go on a quest to eat all of the maintenance mice.<br />
!Very Easy<br />
|-<br />
<!-- ![[File:Shade.png|64px|link=Construct]]<br>[[Construct]]<br />
|Serve your new master <s>as a submissive, enslaved, ectoplasmic being in a high-ERP server, WHAT COULD GO WRONG</s><br />
!Medium<br />
|- --><br />
![[File:Ghost.png|link=Ghost]]<br>[[Ghost]]<br />
|Fly around and scope out intense ERP scenes. Frequent the round as a ghost whenever you can't decide what loadout options look best on your character. Have a short respawn timer. Realize that [[Critters#Pets|Runtime]] is your only bridge between the supernatural world and the realm of the living. Complain.<br />
!None<br />
|-<br />
![[File:MiceBrown.png|link=Mouse]]<br>[[Mouse]]<br />
|Pretend to be a regular mouse. Infiltrate areas that you should never be in. Hide under tables and anger the chef. Be the biggest turnip ever and try to get eaten. Get stomped instead and complain in deadchat.<br />
!Very Easy<br />
|}<br />
<br />
== ITV Talon ==<br />
<br /><br />
==Events==<br />
These roles only appear during events. Some of them are antagonists, some of them are just visitors. Either way they only appear during events, and you cannot play them even with a whitelist.<br />
{| style="background-color:silver;" width="80%" cellspacing="0" cellpadding="2" border="1"<br />
! style="background-color:brown;" width="200" |Job<br />
! style="background-color:brown;" |Role<br />
! style="background-color:brown;" width="100" |Difficulty<br />
|-<br />
![[File:CentcomOfficer.png|link=CentCom Officer|64px]]<br>[[CentCom Officer]]<br />
|Act on behalf of CentCom. Avoid interfering unless absolutely necessary. Seriously, let them handle their own god damn problems and just fire whoever's responsible if they survive the disaster they caused. <s>ERP in your private CentCom office.</s> Slowly go insane as you serve as an in-character form of admin.<br />
!Very Easy / <font color="darkred">Endless Suffering</font><br />
|-<br />
![[File:Generic_nukesyndie.png|64px|link=Mercenary]]<br>[[Mercenary]]<br />
|Get paid to look after the interests of your wealthy employer. Mostly look after yourself.<br />
!Very Hard<br />
|-<br />
![[File:Generic_cultist.gif|64px|link=Cultist]]<br>[[Cultist]]<br />
|Sing praises to [[Devoratrix Mundi]], the [[Redspace]] Deity of Devouring. Decorate your trophy rack with eyeballs. Sow panic and glorify in the cold darkness of the void as you crush the station in the bowels of your Lord. <s>Sometimes inside actual bowels.</s><br />
!Very Hard<br />
|-<br />
![[File:Pirate.png|64px|link=Pirate]]<br>[[Pirate]]<br />
|Plunder booty from th' station! Capture thar crew <s>in yer belly</s>!<br />
!Very Hard<br />
|-<br />
![[File:ChangelingLarge.gif|link=Changeling]]<br>[[Changeling]]<br />
|Be friendly, polite, and have a plan to consume everyone you meet. Revel in paranoia, panic, and terror as you turn good men and women on their own loved ones. Walk right into the Armory wearing the Warden's face.<br />
!Hard<br />
|-<br />
![[File:AlienLarge.png|link=Xenomorph]]<br>[[Xenomorph]]<br />
|Grow. Eat. Spread. Repopulate. <s>Maul xenophiles.</s><br />
!Hard<br />
|-<br />
![[File:Technomancer.png|link=Technomancer|64px]]<br>[[Technomancer]]<br />
|Sort of like a Space Wizard you may have seen in the movies, only REAL. PROBABLY.<br />
!Hard<br />
|-<br />
![[File:Trader.png|link=Trader|64px]]<br>[[Trader]]<br />
|Sell copious amounts of dangerous contraband to the crew. Laugh in Security's face as they legally can't stop you. Laugh at people who step off your ship and immediately get arrested for bringing contraband aboard the station. Laugh as the crew has a mass shooting with all the guns you just sold them. Laugh all the way to the bank. <s>Get eaten and robbed blind.</s><br />
!Easy / Medium<br />
|-<br />
![[File:Deathsquadofficer.png|link=Deathsquad]]<br><s>'''Deathsquad'''</s><br>[[Asset Protection]]<br />
|Get overpowered weapons and armor, then murder the ever-living ''fuck'' out of whatever CentCom told you to; usually attempted mutinies. Cause a lot of collateral damage in the process. Be an asshole to the crew for making you come here. <s>Be an instrument of flagrant admin abuse.</s><br />
!<font color="crimson">Robust</font><br />
|}<br />
<br />
==Special==<br />
These jobs either require a [[whitelist]], or only appear under special circumstances. An admin is not needed to spawn these roles.<br />
{| style="background-color:silver;" width="80%" cellspacing="0" cellpadding="2" border="1"<br />
! style="background-color:#DAA520;" width="200" |Job<br />
! style="background-color:#DAA520" |Role<br />
! style="background-color:#DAA520" width="100" |Difficulty<br />
|-<br />
![[File:EmergencyResponseTeam.png|link=Emergency Response Team]]<br>[[Emergency Response Team]]<br />
|Deal with the Red Alert. <s>Join the crew in the stomach of what caused it.</s><br />
!Medium / Hard<br />
|-<br />
![[File:Clown.png|link=Clown]]<br>[[Clown]]<br />
|Honk! Play harmless pranks and hope you don't get your chest caved in! Honk! Nag the HoP for an all-access pass. Honk! Nag robotics for a H.O.N.K. Mech. Honk! Use both tools to break into the Director's office and HONK in his face. HONK!<br />
!<b><font color="#FF00FF">HONK!</font></b><br />
|-<br />
![[File:Mime.png|link=Mime]]<br>[[Mime]]<br />
|''*wave''<br />
!<b><font color="#FFFFFF">...</font></b><br />
|}<br />
[[Category:Jobs]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Chief_Medical_Officer&diff=7352Chief Medical Officer2020-03-27T05:13:02Z<p>Arokha: /* Specialized Staff Obligations */</p>
<hr />
<div>{{SidebarJob|jobname=Chief Medical Officer|img_file=Generic_cmo.png|tagline=Turn your head and cough|department=Medical|access=Infirmary, CMO's Office, Chemistry, Operating Rooms, Virology, Morgue, Bridge, Maintenance, EVA|duties=Direct your doctors, fill in for positions that aren't occupied, write prescriptions|supervisors=Colony Director|difficulty=Unrewarding|alt_titles=}}<br />
The [[Chief Medical Officer]] is in charge of the health of the crew. They make sure that the [[Medical Doctor]]s are treating people effectively, and making sure the [[Virologist]]s and [[Chemist]]s are working for the good of the station.<br />
<br />
== Overview ==<br />
You control the entire medbay. Other than treating injured crew, it is your responsibility to ensure that [[Chain of Command|important crew]] (including yourself) have received genetic backups and death alarms, and that all crew are using their suit sensors when [[Standard Operating Procedure|appropriate]],<br />
<br />
You are the foremost medical expert on the station. The ideal Chief Medical Officer would have the knowledge to perform common surgical operations, manufacture the most essential pharmaceuticals, and develop 'cures' for viral infection. You should allow your subordinates to handle the bulk of the work, but don't be afraid to lend a hand. The objective in mind is ensuring that everyone in the department has their place; if you delegate all of your duties completely, you've lost your own place.<br />
<br />
== Your Job ==<br />
You are often regarded as the least important Head of Staff, but in reality, you hold a great deal of power. Without a competent Chief Medical Officer coordinating things, the medbay often dissolves into a chaotic mess that only manages to heal anybody through sheer coincidence.<br />
<br />
Your primary duty is to ensure that the crew is in top possible physical and mental shape. To do this, you will need the help of your assigned crew. Medical Doctors take several shapes; Nurses, Surgeons, Virologists and Emergency Medical Technicians. They all occupy the same slot, but have different, and obvious, specialties. The [[Chemist]] is responsible for the manufacture of important medicines. The [[Virologist]] is responsible for the development, and counteraction, of viral agents. The [[Psychologist]] is responsible for the mental health of crew.<br />
<br />
=== Specialized Staff ===<br />
When the round starts, review your medical staff and assign jobs. Remember, Emergency Physicians, Surgeons, and regular Doctors are all the same job, and they're all required to treat patients. Their specific title just indicates a specialization. They can and should be able to be given assignments outside of that, so long as it still falls within the description of Medical Doctor work. If they're unable or unwilling to do basic medical work because "they're a surgeon, not a doctor", then they need reeducating about what their job actually entails. <br />
<br />
Make sure that you have a dedicated EMT team ready to respond to calls for medical assistance from outside of Medbay, someone manning the front desk to handle arrivals and minor cases, and someone - preferably a Surgeon - waiting in the wings to handle critical cases that require Cryo treatment or surgery. Each of these three assignments is vital for different reasons, and, once given a job, your staff should focus on doing that job exclusively except in case of emergency. If they don't, and they try to do someone else's job, it means that you have two doctors doing a job that could be done by one, and an area which is left understaffed. Make sure that everyone is entirely clear on exactly what their job is and why it is important.<br />
<br />
When everyone has their assignments, make sure that everybody has their Medical belts stocked with the basic tools of the trade - gauze, ointment, inaprovaline, and things like that. Emergency Physicians should carry more than most, and should have a variety of Medkits available for unusual cases, since they're the first responders and may have to deal with anything.<br />
<br />
=== Specialized Staff Obligations ===<br />
'''CMO Emergency Packet:''' Should the station find itself being evacuated or entering a Code Delta scenario you will be tasked with backing up the entirety of the station's resleeving mind backups for that shift. Located inside your office should be a locker with a "CMO Emergency Packet" inside. Tear the packet open and follow the directions printed on the outside of the disk it contains. The CMO and the rest of the medical staff will be tasked with protecting this disc at any cost. '''(OOC Note: Playing around with this in a non-emergency can result in OOC punishment, including a ban!)'''<br />
<br />
=== Chemical Fixes ===<br />
Once your main staff is set up, contact Chemistry and get them to start making medicines for your doctors. Clonexadone is a must-have, so have the Chemists take the cryoxadone from Cryo and mix some up immediately. Hyronalin, tricordrazine, alkysine, dexalin plus, spaceacillin, and ryetalyn are all important, so have those mixed up as soon as possible, and make sure that your doctors know that they're available and where to find them. Make sure that Virology gets some diluted milk and radium, too, or your Virologists won't be able to do anything. Once you have all of the basic medicines, have Chemistry mix up a little bit of everything and stock up on the important stuff.<br />
<br />
=== Responding ===<br />
As with other Head positions, a large part of your job is to be watchful for any calls for medical assistance. As soon as one comes in, make sure that your EMTs are responding and that the rest of your staff are ready to take in anybody who can't be treated in the field. It's also a good idea to ask for an Odysseus or Seraph from Robotics, preferably with two mounted Sleepers. Make sure that your EMTs know how to operate it; an Odysseus/Seraph can save a lot of lives and make it possible for your EMTs to answer calls that they would normally be unable to due to its armour and internals.<br />
<br />
=== Outbreaks ===<br />
When diseases break out, this is your chance to shine. You have a biohazard suit inside of your office. Use it. Then consult the [[Virologist]] and [[Chemist]]. You have the authority to isolate and detain anyone experiencing symptoms.<br />
<br />
Vaccinate the medical personnel and quarantine the infected. Administer the drugs, keep people alive. Your [[Medical Doctor]]s should be helping with this, if they're not, shout them into line.<br />
<br />
=== Hypospray ===<br />
This is your medical tool, your lifeline. It's a fast injector (dealing bursts of 5 units, with a fill limit of 30 units). It starts with 30 units of Tricordrazine. You need to get rid of the chemicals inside before you can fill it with different medicine, and the only way to get anything out is to inject it into somebody. It's considered very bad form to just go around injecting people however.<br />
<br />
Good candidates for your hypospray are Tricordrazine or Inaprovaline.<br />
<br />
== Links to Other Departments ==<br />
As the CMO, you're the link between the captain, the other heads of staff, and your medical department. Security will often be a source of casualties, whether officers or prisoners; make sure any doctor going to treat a dangerous prisoner has an escort. Science--especially Toxins and Xenobiology--will send you its share of patients, too. When your equipment gets blown up, Engineering can rebuild it. During an epidemic, one of your most important connections is, strangely enough, the lowly janitor, whose biosuit allows him to safely clean up infectious material and slow the spread of the disease. You will also be required to try to explain why people are going crazy, returning from the dead, or trapped in the body of a monkey. Good luck with that one.<br />
<br />
==Predding==<br />
You have access to the gold mine itself! Cloning technology and chemistry! You are capable of [[Guide to Chemistry|medicating]] crew members to be much more docile (Assuming they want to be eaten) and easier to eat. Female (Or hermaphrodite) are capable of unbirthing patients to heal all basic damages. Bones won't be fixed!<br />
<br />
{{Jobs}}<br />
[[category:Jobs]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Pilot&diff=7327Pilot2020-03-11T22:23:23Z<p>Arokha: /* Piloting */</p>
<hr />
<div>{{SidebarJob<br />
| jobname = Pilot<br />
| img_file = pilot.png<br />
| tagline = In the pipe, five by five<br />
| alt_titles = <br />
| department = Civilian<br />
| access = Excursion shuttle<br />
| duties = Flying people places<br />
| supervisors = Head of Personnel<br />
| difficulty = Medium<br />
}}<br />
<br />
The pilot is responsible for flying the excursion shuttle (and any other shuttles that require a manual pilot). They are generally better trained to operate the shuttle than others, and may have benefits in terms of shuttle travel speed and failure rates when piloting. The pilot reports to the Head of Personnel and is considered a member of the Civilian staff of the station.<br />
<br />
==Set Up==<br />
There is no equipment that a pilot particularly needs over other equipment. Should they wish to depart the shuttle while away, they will need appropriate vacuum or atmosphere rated equipment to don before disembarking. Otherwise, having a toolbox for field repairs and a radio are suggested.<br />
<br />
The shuttle will not take off during the first 30 minutes of the shift, in order to give potential expedition members time to join and gear up without someone blasting off out the hatch without them.<br />
<br />
==Muh Spaceship==<br />
While a pilot is on a shuttle, they are responsible for the crew on board. All passengers '''must''' listen and follow pilot instructions with regards to their shuttle. This only applies while the pilot has assumed responsibility for the shuttle, of course, not while they are off-duty.<br />
<br />
The pilot's main responsibility is being available to fly a shuttle should an [[Standard Operating Procedure#Scientific Expeditions|expedition]] begin, and to remain able to fly the shuttle if the expedition needs to return to the station. This does mean that the pilot should stay in relatively safe areas while the expedition is ongoing, preferably near their ship where they can monitor the equipment and conditions at the landing site for changing weather. If the site is confirmed non-hostile, they may disembark and explore, but should remain available for their piloting duties.<br />
<br />
It is within a pilot's right to evict people from their shuttle, though overt discrimination is <s>usually</s> against company policy and can be reported to Central Command. The pilot can even demand that a [[Colony Director]] leave their shuttle, and this is a fully legal order (however, the Captain/Director can just immediately fire them, removing their authority, if necessary).<br />
<br />
Note: Using the right of eviction to assist people evading security is sedition.<br />
<br />
==Piloting==<br />
The various shuttles available for use by the pilot include both short-range and long-range ('overmap') craft. The former usually just has a list of destinations and button-push will take you there. If the short-range craft is docked onto a long-range craft, then the destinations available will vary depending on where the long-range craft is currently located, otherwise they will have a fixed list of destinations they can visit.<br />
<br />
Short-range craft don't have any requirements for maintenance or fueling aside from the physical integrity of the hull itself which can need repairs if it's docked and is impacted by meteors or other sources of harm.<br />
<br />
Long-range craft require two separate types of fuel: ''short-jump fuel'' and ''engine burn fuel''. Several gasses can be used for both purposes (hydrogen, phoron, welderfuel) which may have varying efficiencies to each of them. Try different gasses, but in general, the more of it, the more distance you can get out of it. ''Short-jump fuel'' is used for 'shuttle' moves, stored in handheld tanks and loaded into the ship's fuel ports, where the pilot picks a destination and jumps there with a short transit time. This is typically used for entering overmap sectors or moving between spots in the same sector (see below). Some ships may not be capable of short-jumps and are confined to overmap movement. ''Engine burn fuel'' is piped directly to the engines of the ship usually from portable canisters, and powers movement on the overmap. Each engine burn uses fuel and expels it from the engine nozzles to produce thrust.<br />
<br />
Also, long-range craft require a significant amount of power to manage the engines. There are two types of engines: fuel-burning, and ion engines. Fuel-burning engines require a source of fuel, as mentioned above, but require less power than ion engines, which require no fuel but more than twice as much power. Both types of engines require power and consume it as long as they are powered up (though ion engines consume less 'idle' power, and more power during each 'burn').<br />
<br />
==Overmap==<br />
The overmap itself, visible on sensors, navigation, and helm consoles, is divided up into a grid (typically 20x20). Many of these grid points contain nothing, however occasionally they contain events (usually dangerous) or visit-able areas, called sectors. Unless the sector is something you are permanently aware of (like large planets), you will need to use your sensors to discover the locations of the sectors. Using the sensors console, you can adjust the current range of your sensors, which will illuminate an area around your ship on the overmap. Keep in mind that large sensor ranges consume more power, and can overheat the sensors. Also note that sensors only function in a vacuum.<br />
<br />
===Navigation===<br />
To navigate the overmap, use the engines console to ensure you have at least one functioning engine powered up, and use the helm console to control engine burns to direct the ship. The ship will drift endlessly in whatever direction it is moving, so to stop, one needs to use braking burns (the center 'x' direction button) to slow down. One or more burns may be required to alter course, especially if the ship is moving rapidly in a direction already. Using less burns to get to a destination saves more fuel and power, but does take longer. Burning non-stop to get there and braking for the second half of the trip will get you there quickly, but consume huge amounts of fuel and power.<br />
<br />
Ships that are capable of overmap travel AND landing into sectors (so-called 'landable ships') must first make a short-jump to "Open Space", which will be listed as a destination on their short-jump console, to get clear of their current location before being able to perform engine burns and traverse locations on the overmap.<br />
<br />
Either way, upon arriving in a sector with something worth visiting, landable ships can use the short-jump computer to enter the interesting locations in the sector. On larger ships that aren't landable, they can dispatch shuttles if available.<br />
<br />
===Interception===<br />
Ships can be intercepted by other ships by entering the same grid on the overmap and using the short-jump console to approach from the fore, aft, port, or starboard sides of the ship. Upon 'landing', you will be in the same z-level as the target ship, and the target will be unable to maneuver any longer. Boarding actions or rescue can commence.<br />
<br /><br />
{{Jobs}}</div>Arokhahttps://wiki.vore-station.net/index.php?title=Pilot&diff=7324Pilot2020-03-11T22:17:48Z<p>Arokha: Overmap stuff</p>
<hr />
<div>{{SidebarJob<br />
| jobname = Pilot<br />
| img_file = pilot.png<br />
| tagline = In the pipe, five by five<br />
| alt_titles = <br />
| department = Civilian<br />
| access = Excursion shuttle<br />
| duties = Flying people places<br />
| supervisors = Head of Personnel<br />
| difficulty = Medium<br />
}}<br />
<br />
The pilot is responsible for flying the excursion shuttle (and any other shuttles that require a manual pilot). They are generally better trained to operate the shuttle than others, and may have benefits in terms of shuttle travel speed and failure rates when piloting. The pilot reports to the Head of Personnel and is considered a member of the Civilian staff of the station.<br />
<br />
==Set Up==<br />
There is no equipment that a pilot particularly needs over other equipment. Should they wish to depart the shuttle while away, they will need appropriate vacuum or atmosphere rated equipment to don before disembarking. Otherwise, having a toolbox for field repairs and a radio are suggested.<br />
<br />
The shuttle will not take off during the first 30 minutes of the shift, in order to give potential expedition members time to join and gear up without someone blasting off out the hatch without them.<br />
<br />
==Muh Spaceship==<br />
While a pilot is on a shuttle, they are responsible for the crew on board. All passengers '''must''' listen and follow pilot instructions with regards to their shuttle. This only applies while the pilot has assumed responsibility for the shuttle, of course, not while they are off-duty.<br />
<br />
The pilot's main responsibility is being available to fly a shuttle should an [[Standard Operating Procedure#Scientific Expeditions|expedition]] begin, and to remain able to fly the shuttle if the expedition needs to return to the station. This does mean that the pilot should stay in relatively safe areas while the expedition is ongoing, preferably near their ship where they can monitor the equipment and conditions at the landing site for changing weather. If the site is confirmed non-hostile, they may disembark and explore, but should remain available for their piloting duties.<br />
<br />
It is within a pilot's right to evict people from their shuttle, though overt discrimination is <s>usually</s> against company policy and can be reported to Central Command. The pilot can even demand that a [[Colony Director]] leave their shuttle, and this is a fully legal order (however, the Captain/Director can just immediately fire them, removing their authority, if necessary).<br />
<br />
Note: Using the right of eviction to assist people evading security is sedition.<br />
<br />
==Piloting==<br />
The various shuttles available for use by the pilot include both short-range and long-range ('overmap') craft. The former usually just has a list of destinations and button-push will take you there. If the short-range craft is docked onto a long-range craft, then the destinations available will vary depending on where the long-range craft is currently located, otherwise they will have a fixed list of destinations they can visit.<br />
<br />
Short-range craft don't have any requirements for maintenance or fueling aside from the physical integrity of the hull itself which can need repairs if it's docked and is impacted by meteors or other sources of harm.<br />
<br />
Long-range craft require two separate types of fuel: ''short-jump fuel'' and ''engine burn fuel''. Several gasses can be used for both purposes (hydrogen, phoron, welderfuel) which may have varying efficiencies to each of them, and should be stored in a handheld tank for insertion into the ship's fuel ports. Try different gasses, but in general, the more of it, the more distance you can get out of it. ''Short-jump fuel'' is used for 'shuttle' moves, where the pilot picks a destination and jumps there with a short transit time. This is typically used for entering overmap sectors or moving between spots in the same sector (see below). Some ships may not be capable of short-jumps and are confined to overmap movement. ''Engine burn fuel'' is piped directly to the engines of the ship and powers movement on the overmap. Each engine burn uses fuel and expels it from the engine nozzles to produce thrust.<br />
<br />
Also, long-range craft require a significant amount of power to manage the engines. There are two types of engines: fuel-burning, and ion engines. Fuel-burning engines require a source of fuel, as mentioned above, but require less power than ion engines, which require no fuel but more than twice as much power. Both types of engines require power and consume it as long as they are powered up (though ion engines consume less 'idle' power, and more power during each 'burn').<br />
<br />
== Overmap ==<br />
The overmap itself, visible on sensors, navigation, and helm consoles, is divided up into a grid (typically 20x20). Many of these grid points contain nothing, however occasionally they contain events (usually dangerous) or visit-able areas, called sectors. Unless the sector is something you are permanently aware of (like large planets), you will need to use your sensors to discover the locations of the sectors. Using the sensors console, you can adjust the current range of your sensors, which will illuminate an area around your ship on the overmap. Keep in mind that large sensor ranges consume more power, and can overheat the sensors. Also note that sensors only function in a vacuum.<br />
<br />
=== Navigation ===<br />
To navigate the overmap, use the engines console to ensure you have at least one functioning engine powered up, and use the helm console to control engine burns to direct the ship. The ship will drift endlessly in whatever direction it is moving, so to stop, one needs to use braking burns (the center 'x' direction button) to slow down. One or more burns may be required to alter course, especially if the ship is moving rapidly in a direction already. Using less burns to get to a destination saves more fuel and power, but does take longer. Burning non-stop to get there and braking for the second half of the trip will get you there quickly, but consume huge amounts of fuel and power.<br />
<br />
Ships that are capable of overmap travel AND landing into sectors (so-called 'landable ships') must first make a short-jump to "Open Space", which will be listed as a destination on their short-jump console, to get clear of their current location before being able to perform engine burns and traverse locations on the overmap.<br />
<br />
Either way, upon arriving in a sector with something worth visiting, landable ships can use the short-jump computer to enter the interesting locations in the sector. On larger ships that aren't landable, they can dispatch shuttles if available.<br />
<br />
=== Interception ===<br />
Ships can be intercepted by other ships by entering the same grid on the overmap and using the short-jump console to approach from the fore, aft, port, or starboard sides of the ship. Upon 'landing', you will be in the same z-level as the target ship, and the target will be unable to maneuver any longer. Boarding actions or rescue can commence.<br />
<br /><br />
{{Jobs}}</div>Arokhahttps://wiki.vore-station.net/index.php?title=Repository_Policies&diff=6591Repository Policies2018-10-16T18:55:00Z<p>Arokha: </p>
<hr />
<div>The open source repository we maintain for our server's codebase is governed under the AGPL3 license, available here: https://www.gnu.org/licenses/agpl-3.0.en.html<br />
<br />
All content must be available to be ported to this license, and therefore must be either a compatible license already, or, your own creation that you license under AGPL3 by submitting it to our codebase.<br />
<br />
There are several other policies that we have created to ensure that the repository is as functional as possible, as a source for the source code itself, reporting bugs and other issues, and making contributions.<br />
<br />
== Follow the License ==<br />
All contributions must either be licensed under an AGPL3 compatible license, or created by you and dedicated to the codebase under the AGPL3 license. Information about what licenses are compatible can be found here:<br />
<br />
https://en.wikipedia.org/wiki/GNU_General_Public_License#Compatibility_and_multi-licensing<br />
<br />
License compatibility is a fairly complex legal issue, but most other Space Station 13 codebases are also AGPL3, and porting features from them can be done without issue.<br />
<br />
For reference, because it is a common license, Creative Commons 4.0 BY-SA is the only CC license 'flavor' officially compatible with AGPL 3.0. CC 4.0 just 'BY' and just 'SA' are also both compatible. All CC licenses that contain 'NC' are definitely not compatible. CC 3.0 BY-SA 'may' be compatible.<br />
<br />
Please discuss any other license issues with maintainers, and make them clear in any pull requests you create.<br />
<br />
== PR Policies ==<br />
<br />
=== Timelines ===<br />
We endeavor to review, approve/request changes, and reply to questions on PRs within a couple of days. This is a low-staff-count project with only a few active developers who are not paid to contribute their time.<br />
<br />
PRs opened and with requested changes by staff, which are not attended to '''for 5 days or longer''' will be closed. You can reopen them when you have time to make the requested changes.<br />
<br />
There is no schedule for PRs to the ''Release'' branch, which is what the live server runs from. They are done when we have time and feel a sufficient amount of updates have built up. We are too small a shop to implement any sort of development lifecycle that we could follow with regularity.<br />
<br />
=== Approvals ===<br />
PRs must be approved, and must '''sit for comment for 48 hours without additional commits''' if they contain any gameplay changes. For pure refactors, bugfixes of reported issues (that are '''not''' '''suggestions''', but rather obviously restore intended functionality), and other things that do not have an effect on the actual performance of the game, this wait can be skipped.<br />
<br />
'''You are not 'owed' an approval, ever.''' Some PRs will be closed without approvals, unmerged. Just because you created something does not mean it will be added to the game. They may be closed due to having issues, not being content or changes the staff wants in the game, or any other reason the staff sees fit. This is a good reason to check with development staff and admins before spending a lot of time on a large project.<br />
<br />
=== WIP PRs ===<br />
You can create a WIP PR if you are wanting developer input or comments on your code. Please do not create them if you just want a place to shove your code while you continue working on it.<br />
<br />
There is '''no obligation on the part of the staff to leave 'WIP' PRs open'''. They can clutter the PR list and often sit unattended for an extended time, especially when the 'owner' of the PR isn't really seeking comments or help.<br />
<br />
Staff helping/giving suggestions on WIP PRs '''shouldn't be construed as any sort of approval''' of the content of the PR. Just because staff helped you with the code does not mean it will eventually be merged. Your PR could change, or it could be that the person who helped you with your code does not represent the entire staff.<br />
<br />
=== [MIRROR] PRs (Bot PRs) ===<br />
These PRs are created by a bot designed to mirror all PRs made on our upstream codebase(s). Care should be taken when making changes to them to allow the best merging in the future. Make sure to not CLOSE any, but if some undesired feature is added, they should be merged, and a separate PR created to handle the removal, or, if it's possible, the feature can be commented out in an additional commit in the mirror PR's branch. Keep in mind what will work best for future merges and code cleanliness. The more 'ugly' merges performed, the more MIRROR PRs will require work.<br />
<br />
== Issue Policies ==<br />
<br />
=== Reporting Bugs ===<br />
Please make sure to explain fully what the issue is. Assume someone has never played your department before, and explain the steps to reproduce it. '''Please try to avoid using 'gameplay' steps that assume the reader knows how to perform them.''' For example, saying "Fill the protolathe" is not a good explanation step in an issue, but "Click with metal sheets on the protolathe" is, because it explains how to perform that step without assuming the user knows what a protolathe is, what it would be "filled" with, etc. Yes, it's a few more words, but it ensures that more people can look at and resolve your issue.<br />
<br />
'''If the bug exists on our upstream codebase, please report the issue there''', not here. In general, most bugs will exist there unless they are something specific to VOREStation.<br />
<br />
=== Suggesting Changes ===<br />
Unfortunately due to the nature of GitHub, there is no way to separate 'suggestions' from bug reports, other than flimsy labels. While you can suggest changes, '''please make it clear that your suggestion is in fact a suggestion''', and not just 'reporting a bug' that the game doesn't work how you want it to work.<br />
<br />
'''The staff has no obligation to actually perform your suggestion''', and it may be closed, especially if it's poorly worded or makes no sense. Nobody wants to read through the comments to 'figure out what you meant'.<br />
<br />
== Behavior Policies ==<br />
<br />
=== Toxic Behavior ===<br />
Comments should be constructive. They should express how you feel about the contents of the issue or PR, not about the person who made it. If you think someone is being deceptive or otherwise unfit to be contributing, please bring it up to staff directly rather than on one of their issues/PRs.<br />
<br />
'''As always, issues and PRs, and the comments therein, must follow the [[Rules]].''' <br />
<br />
Using issues or PRs as a means of attacking someone won't be tolerated. They are to make the codebase better, not to push your personal agenda against another user.<br />
<br />
=== User Activity ===<br />
If comments, issues, or PRs are made by any user who hasn't been active on the server in a very long time (if ever), which seem disruptive or otherwise unwanted, the user may be subject to being blocked from the repository, or their comments/issues/PRs removed.<br />
<br />
Their views are simply not often as relevant as those who actually participate, and the staff will not get bogged down pleasing people who don't actually use the services we provide. They may have comments about what happened on another server who adopted similar code or changes, but in many cases they simply leave their opinion about 'what you should do'.</div>Arokhahttps://wiki.vore-station.net/index.php?title=Repository_Policies&diff=6590Repository Policies2018-10-16T18:52:13Z<p>Arokha: /* User Activity */</p>
<hr />
<div>The open source repository we maintain for our server's codebase is governed under the AGPL3 license, available here: <nowiki>https://www.gnu.org/licenses/agpl-3.0.en.html</nowiki><br />
<br />
All content must be available to be ported to this license, and therefore must be either a compatible license already, or, your own creation that you license under AGPL3 by submitting it to our codebase.<br />
<br />
There are several other policies that we have created to ensure that the repository is as functional as possible, as a source for the source code itself, reporting bugs and other issues, and making contributions.<br />
<br />
== Follow the License ==<br />
All contributions must either be licensed under an AGPL3 compatible license, or created by you and dedicated to the codebase under the AGPL3 license. Information about what licenses are compatible can be found here:<br />
<br />
https://en.wikipedia.org/wiki/GNU_General_Public_License#Compatibility_and_multi-licensing<br />
<br />
License compatibility is a fairly complex legal issue, but most other Space Station 13 codebases are also AGPL3, and porting features from them can be done without issue.<br />
<br />
For reference, because it is a common license, Creative Commons 4.0 BY-SA is the only CC license 'flavor' officially compatible with AGPL 3.0. CC 4.0 just 'BY' and just 'SA' are also both compatible. All CC licenses that contain 'NC' are definitely not compatible. CC 3.0 BY-SA 'may' be compatible.<br />
<br />
Please discuss any other license issues with maintainers, and make them clear in any pull requests you create.<br />
<br />
== PR Policies ==<br />
<br />
=== Timelines ===<br />
We endeavor to review, approve/request changes, and reply to questions on PRs within a couple of days. This is a low-staff-count project with only a few active developers who are not paid to contribute their time.<br />
<br />
PRs opened and with requested changes by staff, which are not attended to '''for 5 days or longer''' will be closed. You can reopen them when you have time to make the requested changes.<br />
<br />
There is no schedule for PRs to the ''Release'' branch, which is what the live server runs from. They are done when we have time and feel a sufficient amount of updates have built up. We are too small a shop to implement any sort of development lifecycle that we could follow with regularity.<br />
<br />
=== Approvals ===<br />
PRs must be approved, and must '''sit for comment for 48 hours without additional commits''' if they contain any gameplay changes. For pure refactors, bugfixes of reported issues (that are '''not''' '''suggestions''', but rather obviously restore intended functionality), and other things that do not have an effect on the actual performance of the game, this wait can be skipped.<br />
<br />
'''You are not 'owed' an approval, ever.''' Some PRs will be closed without approvals, unmerged. Just because you created something does not mean it will be added to the game. They may be closed due to having issues, not being content or changes the staff wants in the game, or any other reason the staff sees fit. This is a good reason to check with development staff and admins before spending a lot of time on a large project.<br />
<br />
=== WIP PRs ===<br />
You can create a WIP PR if you are wanting developer input or comments on your code. Please do not create them if you just want a place to shove your code while you continue working on it.<br />
<br />
There is '''no obligation on the part of the staff to leave 'WIP' PRs open'''. They can clutter the PR list and often sit unattended for an extended time, especially when the 'owner' of the PR isn't really seeking comments or help.<br />
<br />
Staff helping/giving suggestions on WIP PRs '''shouldn't be construed as any sort of approval''' of the content of the PR. Just because staff helped you with the code does not mean it will eventually be merged. Your PR could change, or it could be that the person who helped you with your code does not represent the entire staff.<br />
<br />
== Issue Policies ==<br />
<br />
=== Reporting Bugs ===<br />
Please make sure to explain fully what the issue is. Assume someone has never played your department before, and explain the steps to reproduce it. '''Please try to avoid using 'gameplay' steps that assume the reader knows how to perform them.''' For example, saying "Fill the protolathe" is not a good explanation step in an issue, but "Click with metal sheets on the protolathe" is, because it explains how to perform that step without assuming the user knows what a protolathe is, what it would be "filled" with, etc. Yes, it's a few more words, but it ensures that more people can look at and resolve your issue.<br />
<br />
'''If the bug exists on our upstream codebase, please report the issue there''', not here. In general, most bugs will exist there unless they are something specific to VOREStation.<br />
<br />
=== Suggesting Changes ===<br />
Unfortunately due to the nature of GitHub, there is no way to separate 'suggestions' from bug reports, other than flimsy labels. While you can suggest changes, '''please make it clear that your suggestion is in fact a suggestion''', and not just 'reporting a bug' that the game doesn't work how you want it to work.<br />
<br />
'''The staff has no obligation to actually perform your suggestion''', and it may be closed, especially if it's poorly worded or makes no sense. Nobody wants to read through the comments to 'figure out what you meant'.<br />
<br />
== Behavior Policies ==<br />
<br />
=== Toxic Behavior ===<br />
Comments should be constructive. They should express how you feel about the contents of the issue or PR, not about the person who made it. If you think someone is being deceptive or otherwise unfit to be contributing, please bring it up to staff directly rather than on one of their issues/PRs.<br />
<br />
'''As always, issues and PRs, and the comments therein, must follow the [[Rules]].''' <br />
<br />
Using issues or PRs as a means of attacking someone won't be tolerated. They are to make the codebase better, not to push your personal agenda against another user.<br />
<br />
=== User Activity ===<br />
If comments, issues, or PRs are made by any user who hasn't been active on the server in a very long time (if ever), which seem disruptive or otherwise unwanted, the user may be subject to being blocked from the repository, or their comments/issues/PRs removed.<br />
<br />
Their views are simply not often as relevant as those who actually participate, and the staff will not get bogged down pleasing people who don't actually use the services we provide. They may have comments about what happened on another server who adopted similar code or changes, but in many cases they simply leave their opinion about 'what you should do'.</div>Arokhahttps://wiki.vore-station.net/index.php?title=Repository_Policies&diff=6589Repository Policies2018-10-16T18:28:10Z<p>Arokha: Created page with "The open source repository we maintain for our server's codebase is governed under the AGPL3 license, available here: <nowiki>https://www.gnu.org/licenses/agpl-3.0.en.html</no..."</p>
<hr />
<div>The open source repository we maintain for our server's codebase is governed under the AGPL3 license, available here: <nowiki>https://www.gnu.org/licenses/agpl-3.0.en.html</nowiki><br />
<br />
All content must be available to be ported to this license, and therefore must be either a compatible license already, or, your own creation that you license under AGPL3 by submitting it to our codebase.<br />
<br />
There are several other policies that we have created to ensure that the repository is as functional as possible, as a source for the source code itself, reporting bugs and other issues, and making contributions.<br />
<br />
== Follow the License ==<br />
All contributions must either be licensed under an AGPL3 compatible license, or created by you and dedicated to the codebase under the AGPL3 license. Information about what licenses are compatible can be found here:<br />
<br />
https://en.wikipedia.org/wiki/GNU_General_Public_License#Compatibility_and_multi-licensing<br />
<br />
License compatibility is a fairly complex legal issue, but most other Space Station 13 codebases are also AGPL3, and porting features from them can be done without issue.<br />
<br />
For reference, because it is a common license, Creative Commons 4.0 BY-SA is the only CC license 'flavor' officially compatible with AGPL 3.0. CC 4.0 just 'BY' and just 'SA' are also both compatible. All CC licenses that contain 'NC' are definitely not compatible. CC 3.0 BY-SA 'may' be compatible.<br />
<br />
Please discuss any other license issues with maintainers, and make them clear in any pull requests you create.<br />
<br />
== PR Policies ==<br />
<br />
=== Timelines ===<br />
We endeavor to review, approve/request changes, and reply to questions on PRs within a couple of days. This is a low-staff-count project with only a few active developers who are not paid to contribute their time.<br />
<br />
PRs opened and with requested changes by staff, which are not attended to '''for 5 days or longer''' will be closed. You can reopen them when you have time to make the requested changes.<br />
<br />
There is no schedule for PRs to the ''Release'' branch, which is what the live server runs from. They are done when we have time and feel a sufficient amount of updates have built up. We are too small a shop to implement any sort of development lifecycle that we could follow with regularity.<br />
<br />
=== Approvals ===<br />
PRs must be approved, and must '''sit for comment for 48 hours without additional commits''' if they contain any gameplay changes. For pure refactors, bugfixes of reported issues (that are '''not''' '''suggestions''', but rather obviously restore intended functionality), and other things that do not have an effect on the actual performance of the game, this wait can be skipped.<br />
<br />
'''You are not 'owed' an approval, ever.''' Some PRs will be closed without approvals, unmerged. Just because you created something does not mean it will be added to the game. They may be closed due to having issues, not being content or changes the staff wants in the game, or any other reason the staff sees fit. This is a good reason to check with development staff and admins before spending a lot of time on a large project.<br />
<br />
=== WIP PRs ===<br />
You can create a WIP PR if you are wanting developer input or comments on your code. Please do not create them if you just want a place to shove your code while you continue working on it.<br />
<br />
There is '''no obligation on the part of the staff to leave 'WIP' PRs open'''. They can clutter the PR list and often sit unattended for an extended time, especially when the 'owner' of the PR isn't really seeking comments or help.<br />
<br />
Staff helping/giving suggestions on WIP PRs '''shouldn't be construed as any sort of approval''' of the content of the PR. Just because staff helped you with the code does not mean it will eventually be merged. Your PR could change, or it could be that the person who helped you with your code does not represent the entire staff.<br />
<br />
== Issue Policies ==<br />
<br />
=== Reporting Bugs ===<br />
Please make sure to explain fully what the issue is. Assume someone has never played your department before, and explain the steps to reproduce it. '''Please try to avoid using 'gameplay' steps that assume the reader knows how to perform them.''' For example, saying "Fill the protolathe" is not a good explanation step in an issue, but "Click with metal sheets on the protolathe" is, because it explains how to perform that step without assuming the user knows what a protolathe is, what it would be "filled" with, etc. Yes, it's a few more words, but it ensures that more people can look at and resolve your issue.<br />
<br />
'''If the bug exists on our upstream codebase, please report the issue there''', not here. In general, most bugs will exist there unless they are something specific to VOREStation.<br />
<br />
=== Suggesting Changes ===<br />
Unfortunately due to the nature of GitHub, there is no way to separate 'suggestions' from bug reports, other than flimsy labels. While you can suggest changes, '''please make it clear that your suggestion is in fact a suggestion''', and not just 'reporting a bug' that the game doesn't work how you want it to work.<br />
<br />
'''The staff has no obligation to actually perform your suggestion''', and it may be closed, especially if it's poorly worded or makes no sense. Nobody wants to read through the comments to 'figure out what you meant'.<br />
<br />
== Behavior Policies ==<br />
<br />
=== Toxic Behavior ===<br />
Comments should be constructive. They should express how you feel about the contents of the issue or PR, not about the person who made it. If you think someone is being deceptive or otherwise unfit to be contributing, please bring it up to staff directly rather than on one of their issues/PRs.<br />
<br />
'''As always, issues and PRs, and the comments therein, must follow the [[Rules]].''' <br />
<br />
Using issues or PRs as a means of attacking someone won't be tolerated. They are to make the codebase better, not to push your personal agenda against another user.<br />
<br />
=== User Activity ===<br />
If comments are left by users who are not active on the server at all, or who have not played in a very long time, they can be subject to deletion. '''Users who have not played regularly for over a year on the server''' may have their comments removed if they are not considered contributory to the discussion.<br />
<br />
Their views are simply not often as relevant as those who actually participate, and the staff will not get bogged down pleasing people who don't actually use the services we provide. They may have comments about what happened on another server who adopted similar code or changes, but in many cases they simply leave their opinion about 'what you should do', which can be safely ignored.</div>Arokhahttps://wiki.vore-station.net/index.php?title=The_Basics&diff=6292The Basics2018-04-15T16:58:31Z<p>Arokha: /* Character Setup */</p>
<hr />
<div>{{GetStartedHeader}}<br />
<br />
Congratulations on your employment by [[NanoTrasen]]. Make sure to check out the other Starter Guides (listed above) as well as the [[Job Guides]].<br />
<br />
Space Station 13 is a multiplayer roleplaying game developed using the [http://www.byond.com/ BYOND] engine. In Space Station 13 (from here on to be referred to as SS13 or VORE, short for "Virgo Orbital Research Establishment," our specific variant), players take the role of workers on a space station. There are many different jobs available, and each player chooses and plays a role in the space station.<br />
<br />
Let's get one thing out of the way from the start. '''[[Guide to Vore|WE EAT PEOPLE AND GET OFF ON IT]].''' You may want to read the [[Mission Statement]]. If you don't like that kind of thing, or you don't like erotic roleplay in your spacestations, you can always [https://tgstation13.org/wiki/Main_Page play] [http://wiki.baystation12.net/ somewhere] [http://nanotrasen.se/wiki/index.php/Main_Page else].<br />
<br />
'''Vorestation is a heavily [[A Crash Course in Roleplaying|roleplay]]-focused server. The choice is not optional; it is enforced. Should you be new to roleplaying, consult [[A Crash Course in Roleplaying]]. Should you still have questions, ask them at the [http://forum.vore-station.net Vorestation forum.]'''<br />
<br />
== The Rules ==<br />
Yes, there are [[Rules|rules]] set in place to ensure an enjoyable experience for all players. Please take a moment and read them. If you're extra worried, you can also read about how [[Not_Getting_Banned|not to get banned.]]<br />
<br />
== What to Expect ==<br />
What to expect from VOREStation:<br />
*~ADULT CONTENT~ WEW<br />
*A large, evolving community of players<br />
*Dynamic roleplaying over several-hours-long ‘shifts’<br />
*Creating an ongoing story for your character (shifts have story continuity between them)<br />
*A flexible setting to allow you to create a diverse array of characters to play<br />
*A game to play while socializing, meeting new people, and enjoying yourself<br />
*People who will accept you for who you are, and what you’re into<br />
*The ability to duck into a dorm for isolated ‘anything goes’ RP*<br />
*Staff-driven storyline events involving the playerbase as characters<br />
<br />
What to '''NOT''' expect from VOREStation:<br />
*A high-action SS13 server with 24/7 robusting<br />
*Antag rounds (anags are/can be manually assigned by admins)<br />
*The ability to create characters which do not fit into the setting (without approval)<br />
*A place to have every roleplay you want, at any time, anywhere, without restriction**<br />
*A private chatroom where your roleplaying has no chance of being interrupted or seen by others<br />
*Roleplaying with just your friends from other places<br />
*Playing as specific characters from other licensed media<br />
*'Anything goes' refers to the fact that you can roleplay things that do not fit in the setting, or things you would usually be quickly arrested for, not that you can ignore the server’s rules.<br />
**Do not expect to be able to perform illegal acts in public or create scenarios that don’t fit within the setting without repercussions from other characters, or possibly admins.<br />
<br />
== Joining the Server ==<br />
To join the server you'll need to follow a couple of steps:<br />
<br />
#Download the BYOND client from [http://www.byond.com/download/ here]. You'll need it to start playing<br />
#Register for a BYOND account [https://secure.byond.com/?page=Join here].<br />
#Add this server to your bookmarks, or just join manually using the BYOND client. byond://vore-station.net:2303<br />
<br />
If all has gone well, congratulations! You're on the server! Before you can jump in and start playing, we strongly recommend you set up your character first.<br />
<br />
== Character Setup ==<br />
[[File:CharacterSetup.png|600px|thumb|right|The character setup screen.]]<br />
<br />
Before you start throwing together a character, make sure you glance at [[Special character application]] so that you know what types of characters are generally unacceptable and require a special application before playing. If in doubt, ask.<br />
<br />
=== Cosmetics ===<br />
Cosmetics have no actual effect on gameplay, but we recommend that you take some time to change them to your taste.<br />
<br />
*'''Name:''' As part of the [[Rules#Roleplay|roleplay guidelines]] followed by the server, it is required that all characters have a first and last name (with the exception of different languages or cultures, but use common sense!). By randomizing your name, the game will pick a suitable name for your character, accounting for gender.<br />
*'''Gender:''' Self-explanatory; this is purely for roleplay purposes.<br />
*'''Age:''' The only cosmetic setting that is basically useless. It will only appear on in-game security and medical records and won't change your character's appearance. The only other effect is has is the Skill System.<br />
<br />
=== Look and Feel ===<br />
*'''UI Style:''' Your user interface theme. You have the choice of ''Orange'' or ''Midnight'', newer, sleeker layouts which differ only in their color scheme, and ''Old'', a familiar legacy theme that preserves the 'traditional' Space Station 13 feel. There is now also a "White" theme. This theme is mostly for crafting your own UI.<br />
*'''Play admin midis:''' If enabled, you will be able to hear music played by admins. Usually best to leave it enabled, as you can turn it off in-game and admins will rarely play MIDIs.<br />
*'''Ghost ears/Ghost sight/radio:''' When you're dead or observing, these determine whether you hear speech and see actions, respectively, from anywhere in the world, or only from the area on-screen. (These can also be changed in-game.)<br />
<br />
<br />
:''All of these setting are capable of being changed in-game through the preferences and ghost tabs on the right-hand side of your screen.''<br />
<br />
=== Occupations ===<br />
This is an important option and will be covered in more detail below.<br />
<br />
=== Skills ===<br />
The skills settings here have no actual effect on gameplay — only roleplay — but give you a framework to define your character's knowledge, skills and experience. It's best to leave these alone until you're familiar with the various aspects of Space Station 13. These are covered in more detail on the [[Skill System]] page. Don't gives skills unrealistic values if you don't plan on using the system, just leave them alone. It makes the mod's/admin's jobs easier.<br />
<br />
=== Appearance ===<br />
*'''Body:''' Pressing the (®) will give you a completely random appearance. Can produce some pretty strange results, so it's not recommended (unless you happen to like playing a bald woman with an enormous purple beard).<br />
*'''Species:''' This option will allow you to change your [[Species]]. There are a number of [[Species]] that you can encounter. Some of them will likely be unavailable to you however, such as Vox, Diona, and Xenomorph Hybrid.<br />
*'''Blood Type:''' Blood type isn't important until your character is injured; he or she can only give or accept blood transfusions from people with a compatible blood type.<br />
*'''Body Color:''' This will change your character's skin color. You can use one of the presets, or define your own custom color using the custom tab in the window that pops up.<br />
*'''Underwear:''' Changes the color of your character's underwear, visible when naked. Even if set to ''none'', nothing particularly explicit is shown.<br />
*'''Backpack:''' You can choose between a standard gray backpack, two different types of satchels (one brown leather, the other department-specific design and color), or none at all.<br />
*'''Hair/Facial/Eyes''': These let you change the color and, if applicable, style of your character's hair, facial hair, and eyes. Hair and facial hair styles can be changed regardless of gender. Use common sense, though: red eyes and bearded women aren't really a good idea.<br />
<br />
=== Disabilities ===<br />
Allows you to set disabilities for you character to start with. Not recommended. See [[Disabilities]] for more information.<br />
<br />
=== Flavor Text ===<br />
This blurb is shown when people examine you (see [[General Help|Controls]] for more information).<br />
<br />
This text should only describe your character's physical traits and mannerisms. It's not a good idea to mention anything someone wouldn't know by looking at you or something that is opinionated (e.g. "has long brown hair" or "has a gruff look" rather than "is extremely beautiful" or "has problems with authority").<br />
<br />
=== Character Records ===<br />
This will pop-up a window that will allow you to set your character Medical and Security records, and have them be able to be read in-game by [[Medical Doctor]]s or [[Security Officer]]s respectively.<br />
<br />
This is mostly a fun little RP tool that can be used to help flesh out your character more. However, since it appears in-game as an official record, it should be written as such. Try to write it as you would expect from a large company like NanoTrasen.<br />
<br />
Do not put your records in your Flavor Text. Flavor Text is meant for your '''physical description'''<br />
<br />
There is also the "Employment Records" which can show your character's past occupation history.<br />
<br />
Not recommended for newer players.<br />
<br />
=== Antagonist Options ===<br />
These will put you in the running for the role of various antagonists. '''As a new player, it is ''strongly'' recommended that you set all of these options to ''no'' until you have had the opportunity to play the various [[game mode]]s as a normal crewman. Should you be chosen to play an antagonist without wanting to, tell an admin via Adminhelp that you are new and do not wish to do so.'''<br />
<br />
The only exception is '''pAI candidate''', which will give you the chance to play as a [[Personal AI]]. You can safely leave this enabled, since you can still reject it in-game.<br />
<br />
=== Data Management ===<br />
You can save your character and preferences for future rounds by clicking the save button at the bottom on the window. Doing so will allow you to play that character over different rounds.<br />
<br />
You can also add more character slots by click the 'Create New Character' link. You have quite a few, so try experimenting with different characters and personalities!<br />
<br />
== Occupations, Revisited ==<br />
[[File:JobPanel.png|300px|thumb|right|The job preferences panel.]]<br />
<br />
Your occupation is, by far, one of the most important settings in the game. It affects your station access, rank, authority, equipment, and purpose in life. These range from civilian jobs such as [[Chef|Chefs]] or [[Janitor|Janitors]], all the way up to the [[Head of Personnel]] or the [[Colony Director|Captain]].<br />
<br />
=== Job Assignment ===<br />
With the exception of Assistant, all job preferences have four levels: ''Never'', ''Low'', ''Medium'', and ''High''. These change how likely the server is to assign you that job when it compares your preferences with those of the other players.<br />
<br />
Because of the diversity and range of jobs available, there are many ways to roleplay. A lot of these jobs, however, require a good knowledge of the game mechanics, the layout of the station, and how to use in-game tools and machinery. Because of this, the following jobs are recommended for new players:<br />
<br />
* '''[[Assistant]]:''' The most basic of all occupations, the assistant has no authority and, generally speaking, no responsibilities. It's an excellent opportunity to learn the game mechanics &mdash; but your access is limited, so feel free to ask other people if you can help, and they'll usually be happy to show you around their department and help you learn the ropes. It also lets you practice roleplaying, if you're still unsure about it.<br />
<br />
* '''[[Janitor]]:''' A simple, if menial, job that involves replacing lightbulbs, cleaning up messes, putting out wet floor signs, and then pointing them out to people who've slipped on the floor you just finished mopping. Your only responsibilities are to keep the station clean and well-lit, and it'll help you learn your way around the station and its various departments.<br />
<br />
* '''[[Chef]]:''' A fairly simple job that gives you a good introduction to mixing ingredients, and there's even the possibility of cake into the bargain. Recipes are available [[Guide to Food and Drink|here]], to help kickstart a budding Chef's career.<br />
<br />
* '''[[Bartender]]:''' Like the Chef, but with more alcohol. The Barman's job is primarily mixing and serving drinks to a thirsty crew. The recipes are also available [[Guide to Food and Drink|here]]. You'd be surprised at some of the stuff you can make, so try it out!<br />
<br />
If you're interested in other jobs, feel free to browse the [[Job Guides]]. Try to avoid any Security, Engineering, or Command positions until you get a hang of the game. (Jumping into a position you're not prepared to do is a guaranteed way of making people angry at you.)<br />
<br />
== Playing the Game ==<br />
If all has gone well, you should be just about ready to play your first round, and you'll be entering one of two ways:<br />
<br />
=== Starting the Round ===<br />
[[File:MidgameWindow.png|thumb|right|The joining (Bottom-Left), character setup(Right), and main panel(Top-Left).]]<br />
<br />
Each round starts with a 3-minute delay while players chat and set up their characters. If you're lucky enough to join at this point, the first thing to do is set up your character's appearance and job preferences, then click ''Ready''.<br />
<br />
More than likely, however, you'll arrive halfway through a game in progress. Clicking '''View Crew Manifest''' will give you a list of who's on the station, and what position they have filled. When you join the game, you'll have the opportunity to choose from a list of available positions.<br />
<br />
When joining a game in progress, you'll spawn on the ''Arrivals Shuttle'' (or your character's selected method of entry), and will be introduced to the crew by the Arrivals Announcement Computer. From there, you can either try to find your workplace and get started, or just explore the station a bit.<br />
<br />
=== Gameplay ===<br />
<br />
==== The User Interface ====<br />
[[File:HUD.png|thumbnail|right|This is how the HUD looks when you first hop into Space Station 13]]<br />
<br />
*'''1. Clothing(2):''' Anything your character is wearing. Clicking the backpack icon on the bottom left will show/hide this menu.<br />
*'''2. Hands(3):''' The items you're holding in your hands. The hand you're currently using will be highlighted, and you can switch hands by clicking the appropriate hand or clicking 'Swap'. (Keyboard shortcut: '''Page-Up''')<br />
** If you wish to open objects with their own storage (while their in your inventory), simply move them to one hand, and click on them with an empty hand.<br />
** If you want to quickly equip an item, hold it in your active hand and press the E next to Swap.<br />
*'''3. Pockets(1):''' Your jumpsuit has pockets, and anything in them is displayed here. You won't be able to use them if you're naked.<br />
*'''4. Actions(4):'''<br />
** '''Throw:''' Toggle throwing; you can then throw the item in your active hand by clicking something to throw it at. (Top-right) (Keyboard shortcut: '''End''')<br />
** '''Drop:''' Immediately let go of the item you're holding. (Left of '''Throw''') (Keyboard shortcut: '''Home''')<br />
** '''Resist''' Resist against restraints and grabs. (Left of '''Drop''')<br />
** '''Let Go:''' You can pull people and some items by shift-clicking on them; if you're pulling something, click this button to release it. (Left of '''Resist''', depending on your settings it may only appear when you've grabbed onto something)<br />
*'''5. Target, Speed, and Intent(4):'''<br />
** '''Body Target:''' Shows which part of the body you will interact with, whether helping or harming. To change this, click on the different parts of the body. (Bottom-right)<br />
** '''Movement Speed:''' This will toggle whether you run or walk. Walking is slower, but safer, and you won't slip as easily. (Left of Body Target)<br />
** '''Intent:''' This selects how you will interact with an object or a person when you make an action. (Left of Movement Speed)<br />
*** (On Intent box: Green is Help (Top-left), Blue is '''Disarm''' (Top-Right), Yellow is '''Grab''' (Bottom-Right), Red is '''Harm''' (Bottom-Left)).<br />
*'''8. Weapon Mode(Appears above '4' on the HUD image):''' When you use a ranged weapon, this determines whether you shoot where you click, or select targets to take captive. If you activate the latter, you may set various conditions for when you will shoot automatically. These range from movement to talking on the comms.<br />
*'''9. Status Icons (7):''' In the new, lighter UI styles, most of these are only visible if something's out-of-the-ordinary.<br />
** '''Cold Warning'''<br />
** '''Heat Warning:''' Appears if the air you're breathing is superheated. Usually shows up near fires.<br />
** '''Toxic Warning:''' <br />
** '''Pressure Warning:''' Appears if air pressure is too high or too low.<br />
** '''Oxygen Warning:''' Appears if the air you're breathing has too little oxygen. If you linger too long, you'll eventually pass out and slowly asphyxiate.<br />
** '''Internals:''' Shows whether you are running on internals (an oxygen tank and breath mask). If you have them equipped, clicking this will switch them on or off.<br />
** '''Health:''' Fades to red as you take more damage. If it flashes with the word CRIT, it means you are close to death and require immediate medical attention.<br />
** '''Temperature Warning:''' Appears if your surroundings are too hot or too cold.<br />
** '''Hunger:''' Appears and gradually fades to red as you get hungrier. (It'll take a while to disappear after you eat something, though.)<br />
<br />
=== Interacting With the World ===<br />
Interacting with your surroundings in Space Station 13 is mostly done by the mouse. You can click with an empty hand active to pick up items or open containers, click on something with an item in your active hand to use the item on it, click on a computer or device to view its display, and so on. Once you get the hang of managing your character's hands, things will make more sense: you can't, for example, open a toolbox in your left hand if your right hand is full.<br />
<br />
A good way of interpreting the interaction system in Space Station 13 is to think of each click as 'using' the object (or hand) on whatever you're clicking on. For instance, to use a computer in real life, you'd essentially 'use' an empty hand on it to start typing. Using an empty hand on an object will pick it up, if you can hold it. Holding an item in your hand and clicking on something can result in three things:<br />
<br />
* If the object in hand is meant to be used with the object you're clicking on, the desired effect should occur. In the case of containers, such as drink bottles or beakers, you'll transfer a certain amount of units (usually 10) of the liquid from the container in your hand, to the container you're clicking on. For things like crowbarring the floor, you'll pry off a floor tile. <br />
* If the object in hand is not meant to be used with the object you're clicking on, more often than not (and very annoyingly, sometimes) you'll attack the target with the object. This can result in rather funny cases of hitting people with first aid kits, hitting your drinks machine with a bottle of vodka, etc. Or more dangerously, hitting someone with a crowbar, scalpel, toolbox, etc. This happens to be the essence of Robusting, as well (which we do not recommend you to try on unsuspecting crewmembers for no reason), which is basically clicking on someone, but with a weapon or very damaging object in hand.<br />
* If what you're clicking on is something that stores objects, the object will be taken out of your hand and placed in or on the target. This can be something like a table, opened locker or crate, which will place the object on top of the target, such that drinks will be placed on tables and jumpsuits will be placed in (technically, on) lockers. Objects like boxes and backpacks/satchels, which can be opened to reveal more slots for storing objects, will remove the item from your hand when clicked on, placing it in a slot inside. <br />
<br />
It's okay to memorize those, but playing jobs that involve more object handling, such as Chef, Barman or Cargo Tech, will really help you understand how the system interprets clicks, and what to expect when trying to use something. <br />
<br />
=== Interacting with Other People ===<br />
Vore Station is, again, a heavily roleplay-focused server, and so your interactions with those around you are going to be very important. You won't get very far with pointing-and-clicking alone, so there are several basic commands to remember when dealing with other characters on the station: <br />
<br />
*'''<tt>Say</tt>:''' Speak to those in sight. You can prefix your message with a semicolon (<tt>;</tt>) to talk on the general radio channel, if you have a headset, or a colon and a letter (i.e. <tt>:m</tt> or <tt>:s</tt>) to talk on your department radio channel. (You can examine headsets to see which channels they can access.)<br />
*'''<tt>Whisper</tt>:''' Speak quietly, only audible to those right next to you. Anyone farther away will be told that you're whispering something.<br />
*'''<tt>Me</tt>:''' Lets you narrate your character's actions in an emote. This will have your character's name in front of the text.<br />
** A nice tip to remember is that you can still use quotation marks with this command like so: '''Me "tries to stand up, but falls and shouts, "Damnit!"'''<br />
*'''<tt>OOC</tt>:''' Speak to everyone currently playing, in an Out-Of-Character way. This can be used to ask about game mechanics and other things not concerning the game. Try not to mention events happening in the game in OOC, as everyone can see it.<br />
*'''<tt>LOOC</tt>:''' Speak to everyone within your view in an Out-Of-Character way. This can be used to ask other players to explain procedures or ask for help without having to broadcast your request to the entire server. <br />
<br />
Don't be afraid to be creative! Writing speech with an accent, or being descriptive with your emotes, will make you a lot more memorable.<br />
<br />
For example:<br />
<br />
<blockquote><tt>'''Say ":n Dr. Glass, could you come to Xenobiology, please? I think you should see this...'''</tt>'''<br /><br /><tt>Whisper "Don' bloody move, yeah? Or you're a dead man.</tt><br /><br /><tt>Me "grumbles irritably and kicks his feet up on his desk, glowering at his boss.</tt>'''</blockquote><br />
<br />
And don't forget to type properly! Consistently making typos or forgetting punctuation looks about the same to other players as showing up to a job interview drunk and slurring.<br />
<br />
Here's a quick list of the different radio keys: (NOTE: YOUR HEADSET MUST HAVE THE CHANNELS TO USE THEM. EXAMINE THE HEADSET TO DETERMINE IF THEY DO)<br />
*''':h''' Will send your message to your department radio directly.<br />
*''':c''' Will send the message to the Command Channel<br />
*''':s''' Will send the message to the Security Channel<br />
*''':m''' Will send the message to the Medical Channel<br />
*''':e''' Will send the message to the Engineering Channel<br />
*''':n''' Will send the message to the Research Channel<br />
*''':u''' Will send the message to the Supply Channel<br />
*''':v''' Will send the message to the Service Channel<br />
*''':i''' Will let you talk into the neighboring intercom. <br />
*:'''y''' will send a message to the Explorers Channel <br />
If you wish to emote something over coms then use " say;! [...] ".<br />
<br />
= What To Do Now =<br />
There's a couple of things to do to help you settle in at Vorestation once you've gotten the hang of the game:<br />
<br />
*'''Read up on the guide and lore pages:''' You can never know too much.<br />
<br />
* '''Make yourself known on the forums:''' The server is home to a group of players whom make up the BS12 community and we love to see new faces, so swing by and [http://forum.vore-station.net/ introduce yourself!]<br />
<br />
*'''Try advanced jobs:''' Once you feel you have the basics of the game under your belt, don't be afraid to check the [[Job Guides|guides]] on the other positions available. Not only is it more fun, but you might actually get to help the station!<br />
<br />
*'''Be an antagonist:''' After several rounds of traitor (or some other game modes), and after getting the hang of how everything works, it might be time to try your own hand as an antagonist. [[Game Modes| Here]] is the best place to learn the basics of the different game modes and how to be an antagonist, just make sure to keep roleplaying!<br />
<br />
*'''Help out the game:''' If you're good with programming, drawing sprites, telling stories or designing maps, feel free to drop by the forums and show us what you can do.<br />
<br />
Most importantly, have fun! After all, isn't that we're all here for?<br />
<br />
Welcome to Virgo.<br />
<br />
[[Category:Guides for New Players]]<br />
[[Category:Guides]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Special_character_application&diff=6291Special character application2018-04-15T16:56:44Z<p>Arokha: /* Things that DEFINITELY require SCAs */</p>
<hr />
<div>Special character applications are an application that can be approved/denied by admins for playing a character that doesn't necessarily seem like it would fit in the lore of the setting, or would otherwise not be likely to appear on the station under normal circumstances.<br />
<br />
== Where to apply ==<br />
You can apply here for special characters: https://forum.vore-station.net/viewforum.php?f=45<br />
<br />
== Things that DEFINITELY require SCAs ==<br />
Characters that...<br />
* ... are from licensed works (e.g. Pokemon, Digimon, various anime)<br />
* ... want to play a whitelisted job (e.g. clown, mime)<br />
* ... are composed of non-standard stuff (e.g. nanites, chocolate)<br />
* ... will have some sort of 'power' not able to be performed in game mechanics<br />
* ... are criminals, or somehow 'illegal' in the in-game lore (e.g. ex-syndicate, terrorist)<br />
<br />
== Things that MIGHT require SCAs (ask) ==<br />
Characters who...<br />
* ... have some sort of disability that greatly hampers their job performance (e.g. doesn't know common)<br />
* ... are visiting from foreign polities in any sort of official capacity<br />
* ... contradict the lore for their species (e.g. tajaran with scales)</div>Arokhahttps://wiki.vore-station.net/index.php?title=Special_character_application&diff=6290Special character application2018-04-15T16:49:23Z<p>Arokha: Created page with "Special character applications are an application that can be approved/denied by admins for playing a character that doesn't necessarily seem like it would fit in the lore of..."</p>
<hr />
<div>Special character applications are an application that can be approved/denied by admins for playing a character that doesn't necessarily seem like it would fit in the lore of the setting, or would otherwise not be likely to appear on the station under normal circumstances.<br />
<br />
== Where to apply ==<br />
You can apply here for special characters: https://forum.vore-station.net/viewforum.php?f=45<br />
<br />
== Things that DEFINITELY require SCAs ==<br />
Characters that...<br />
* ... are from licensed works (e.g. Pokemon, Digimon, various anime)<br />
* ... want to play a whitelisted job (e.g. clown, mime)<br />
* ... are composed of non-standard stuff (e.g. nanites, chocolate)<br />
* ... will have some sort of 'power' not able to be performed in game mechanics<br />
<br />
== Things that MIGHT require SCAs (ask) ==<br />
Characters who...<br />
* ... have some sort of disability that greatly hampers their job performance (e.g. doesn't know common)<br />
* ... are visiting from foreign polities in any sort of official capacity<br />
* ... contradict the lore for their species (e.g. tajaran with scales)</div>Arokhahttps://wiki.vore-station.net/index.php?title=Rules&diff=6289Rules2018-04-15T16:38:35Z<p>Arokha: </p>
<hr />
<div>{{GetStartedHeader}}<br />
<br />
These are the rules for the server and ''are subject to change without notice''. For further clarification, also see the guide to [[Not Getting Banned]]. If you did get banned, there's probably a good reason for it, but if you disagree, you can always [http://forum.vore-station.net/viewforum.php?f=37 appeal your ban]. Although these are rules, but they are not infallible, complete, or concrete, and probably never will be despite our best efforts. If ''ever'' something feels wrong, either don't do it, or admin-help it first. Above all, use your common sense, listen to the game staff, and try to keep the game fun for everyone; not just yourself.<br />
<br />
If you disagree with the rules as they currently stand, talk about it on the forum or with admins and maybe we can improve them through some healthy criticism and debate.<br />
<br />
List of non-rule admin decisions you can review: [[Admin Rulings]].<br />
<br />
'''These rules are designed to be written in such a way that you can ''usually'' understand them just by reading the headers''', because reading ''all of this'' would be insanity for most people. If you cannot understand a rule just by looking at it, or wish to know about possible exceptions or examples, click the rule to learn more.<br />
<br />
If you find yourself spending too much time reading this page, or are confused about any rules, please contact an admin on Discord to make suggestions on how these rules could be better worded.<br />
<br />
== You must be 18 or older to play on this server ==<br />
<font color="red">'''There are no exceptions.'''</font> If the staff suspects that you are underage for any reason, you will be banned from playing on the server until you are able to prove to the satisfaction of the staff that you are at least 18 years old.<br />
<br />
*Use of real world slurs, ‘lolspeak’, and other indications of immaturity may be taken as signs that you are underage.<br />
<br />
*Knowing another user is underaged but not reporting it is considered grounds for an immediate, permanent ban.<br />
<br />
*The age of consent in your country is irrelevant. Your opinion about this rule is irrelevant.<br />
<br />
*You may also not play a character who is under 18 years of age.<br />
<br />
== Obey the community's global rules ==<br />
[http://forum.vore-station.net/viewtopic.php?f=23&t=42&p=120 The full global rules are covered here.] These rules apply ''everywhere'', including Discord, the server, and even private discussions with non-admins. However, not all of the global rules are even possible to break in the server, so this wiki page only covers what's relevant to the game server. The overlap from the global rules are:<br />
<br />
* No spam.<br />
* No OOCly illegal discussions or content (such as child porn, drugs, piracy, real world threats, etc).<br />
* Respect other users, don't use real-world slurs, and don't intentionally drag private conflicts or in-game conflicts into public OOC (such as on the Discord server, the forum, the in-game global OOC channel, or anywhere else).<br />
* Don't intentionally abuse server functions to upset (grief) people, or derail discussions. You know what this means, don't play stupid.<br />
* No complaining about bans unless it's on the [http://forum.vore-station.net/viewforum.php?f=37 ban appeal forum].<br />
* Type in legible English.<br />
<br />
If you got banned for something that happened in Discord or on the forum, you're probably looking at the wrong page. You want [http://forum.vore-station.net/viewtopic.php?f=23&t=42&p=120 this link].<br />
<br />
== Be respectful to other players ==<br />
This is a game, we're all here to have fun, but try to make certain your type of fun fits our server and doesn't ruin things for others. Don't be overly offensive, rude, rapey, violent, or insulting OOCly. With IC there's some wiggle room, but there's still a limit to how much people will tolerate before they get sick of you, so keep it in moderation. When in doubt, use LOOC.<br />
<br />
*Racial slurs/epithets, derogatory/defamatory language against social groups, and generally any other category of bigoted language is not allowed (as covered by the global rules). Using this language ICly is ''still'' not allowed if it pertains to any real-life social group. Saying that “all Tajara look the same” is fine. Saying that “all niggers look the same” is not. Also, being part of some real life social group doesn't grant you immunity to this rule or some special ticket to use these slurs.<br />
*Do not leave the server in locked dorms. They're for scenes, not so you can log out in them as your personal AFK box.<br />
<br />
=== Do not inconvenience AFK or disconnected characters ===<br />
Under normal circumstances, do not harm, eat, or otherwise inconvenience characters whose player is idle, ghosted, or disconnected entirely. There are some exceptions to this rule, as follows:<br />
*If they've disconnected/idle for more than 30 minutes, you can put them in cryosleep. If you do that, take away all of their belongings except for their jumpsuit, shoes, ID, and PDA, and return everything else to its rightful department.<br />
*If they've committed a crime, jail them as you normally would and conduct their sentence even if they aren't connected. 20 minutes in the brig is still 20 minutes in the brig.<br />
*Some players will say in their OOC notes that they're okay with getting devoured while AFK or offline. As long as you don't break these preferences, it's okay to do things to them.<br />
*Emergencies bypass this rule. If it's an emergency and you need something an idle player has to fix it, you may take it.<br />
<br />
=== ERP preferences must be respected ===<br />
Players should have their ERP prefs listed in their “OOC Metainfo” or “OOC Notes” on their characters. You are required to respect these preferences so long as they pertain to ERP. If you are unsure about the meaning of some of their preferences, then use LOOC to discuss it with them. If you accidentally go against someone’s preferences, or someone else goes against yours, work to correct it as quickly as possible, even if that means just deciding in LOOC amongst yourselves that ‘this didn’t happen’ and going your separate ways.<br />
<br />
Just remember that it's called '''VORE''' station for a reason, and not just because of the acronym. This server was created by and for people who are voraphiles. Things might be happening around you that you're not into. If you can't accept that you might be exposed to things you don't enjoy, or actively seek to prevent people from engaging in said things, you will be asked to leave.<br />
<br />
*It's strongly suggested you '''do not''' have "no vore" in your OOC preferences, even if you're not into vore. That's kind of defeating the point of the server, and we've had a lot of people end up ''enjoying'' vore who weren't into it when they first arrived here. Go with the flow; experiment a little. We understand that some people may not like the idea of vore but we encourage people to try new things. If you don't, you'll never know what you might enjoy.<br />
<br />
*If you are uncomfortable with an ERP theme that you hadn't thought to add (or didn't know existed) to a list of dislikes in your OOC notes, speak up in LOOC as normal, but remember to add it immediately afterward so it doesn't happen again. Conversely, those of you foolish enough to put 'anything goes' into your preferences, or anything else vague like this, do so at your own risk. '''You forfeit your right to complain about preference breaking''' if you do not put ''some'' indication of your dislikes into OOC preferences. Admins will only warn you about this once.<br />
**Since non-consensual scenes are common, you should at least state your stance on this, and whether or not you'd call for help if given the chance. Example for a prey's OOC text might be, "Prey, unwilling preferred, will try calling for help if attacked."<br />
<br />
*Do not kinkshame others. This includes overt comments about someone’s ERP preferences being ‘wrong’ or ‘immoral’, but also includes passive-aggressive remarks related to preferences, such as public remarks suggesting that you won’t go near someone because of their OOC ERP preferences. If you have negative feelings about someone’s ERP preferences, don’t interact with them, and keep it to your damn self.<br />
<br />
*Do not attempt to force yourself into ERP scenes where the other party (or parties) involved are not comfortable with it, or not even actually participating. This includes (but is not limited to) repeatedly jumping into people's food as a micro, trying to do ERP that a player has blatantly stated they are uncomfortable with, trying to guilt players into having a pity RP with you, doing [https://www.reddit.com/r/SS13/comments/451jtt/hitandrun_erp_is_a_thing_now_apparently hit and run ERP], filling drinks with your bodily fluids, etc. You get the idea. Don't do that.<br />
<br />
*AFK/SSD/Disconnected players are not valid targets for any ERP unless their OOC Notes specifically permit otherwise.<br />
<br />
Although not ''really'' a true rules page, you should read the [[Guide to Vore]].<br />
<br />
=== The dorms are protected ===<br />
The ‘dorms’ area on the map are reserved for ERP and are ‘protected’ from interruption. It is a violation of this rule to break into occupied dorms or harass players in dorms.<br />
*The only exception is for security to arrest those who have committed crimes. Security is not allowed to indiscriminately inspect dorms for crimes, but a known criminal hiding in a dorm is not protected by this rule.<br />
*Conversely, it is not permissible to attempt to use dorms to hide from security, or to make their job of finding you harder. The dorms are for people who want to ERP in privacy. Don’t involve them in your shenanigans.<br />
*Dorms are protected from all (or almost all) random events. Radiation, meteors, etc should not interfere with your scene in the dorms.<br />
<br />
See also: [[Guide_to_Vore#Area-by-Area_Response|Guide to Vore - Area by Area Response]]<br />
<br />
=== Speak English ===<br />
We are an English server. All OOC communications are expected to be done in English. It's alright if your English is rough and imperfect, just as long as we can reasonably understand it.<br />
<br />
*This also extends into IC communications, but is more flexible as some characters have heavy accents.<br />
*Having a character sometime speak smatterings of other languages is acceptable, but speaking exclusively in these languages for entire sentences is not.<br />
<br />
=== Roleplay as long as it's feasible ===<br />
*This is an HRP (Heavy RolePlay) server. You are expected to roleplay your actions with other players as long as it's feasible. If someone engages you in purely ‘robust’ (aka game-mechanics driven) combat while you were attempting to roleplay with them, with no reasonable provocation, please use the admin-help feature to inform an admin.<br />
**Reasonable provocation would be things that deem you too dangerous to be given even a chance to talk. For example, openly wielding a gun while threatening people, charging someone with a knife, trying to create a hazard, or being the target of a manhunt.<br />
<br />
*If a fight does begin, you're not expected to type out every gunshot and dodge and attack. That would be absurd. Generally, you roleplay up until the point that it makes sense to start attacking, and then use game mechanics from there. You are allowed to respond to ‘robust’ violence with your own, if you desire, though you should attempt to return to roleplaying as soon as feasible. The environment is not designed for a focus on action, but rather for character-building and roleplaying. When a fight is over, resume roleplaying.<br />
<br />
*Movement is considered a game mechanic for the purpose of this rule. Wordlessly running at a security officer who is attempting to arrest you, or wordlessly fleeing from them, is considered engaging in game-mechanic combat. The security officer has valid cause to stop trying to roleplay and stunlock you into the ground.<br />
<br />
=== Do not join with an inappropriate ckey ===<br />
Ckeys, better known as BYOND user names, must be appropriate. If any are deemed inappropriate, the ckey will be banned and you will be unable to play on our server until you make an account with an appropriate name.<br />
*Ckeys that mock certain players or groups are an example of inappropriate.<br />
*Ckeys that violate BYOND's terms of service may also be reported.<br />
<br />
=== Do not misuse Global OOC ===<br />
Many servers simply mute global OOC. We do not, because the OOC command is useful to have on in an RP heavy server.<br />
<br />
* Global OOC is used, for instance, to contact someone you were typing a reply to had walked out of the room before you were done, and you're trying to ask them to come back. It's also useful if you're a new player, or an old player exploring new mechanics, who asks something like, "How do I make Tricord again?" or something short and similar. Short, sweet, and relevant OOC messages are generally okay. Welcoming old players returning, or new players joining, is also generally okay.<br />
<br />
* Global OOC is ''not'' for idle banter, ranting, things pertaining to incidents in the current round (see previous rule), in-depth explanations (an explanation that takes more than a few lines), shitposting memes, or discussing topics not relating directly to the game. If you want to chatter OOCly, go to our Discord channel, which is linked from the home page at https://vore-station.net/ or use LOOC so as to not disturb the rest of the server.<br />
<br />
* Also, if someone does misuse OOC, do not complain in global OOC about their misusing of global OOC. Not only are you just making the problem worse, that is considered being a backseat admin, which is prohibited by other rules.<br />
<br />
== Keep IC and OOC separate ==<br />
*IC (In-character) and OOC (Out-of-Character) actions and knowledge should be separated as much as possible. Don't use OOC channels to discuss what's going on IC until after the round is finished, don't use OOC knowledge to do things your character wouldn't know, such as operate medical machines when a cargo technician. You are not playing yourself in the game, you are controlling a character with their own wants and knowledge and the IC/OOC boundary is to help reflect that.<br />
**Note that these same rules apply to LOOC as well.<br />
*Don't complain in OOC when your actions IC get you in trouble. This is self explanatory.<br />
*Disconnecting or using other OOC means to avoid IC consequences is against the rules. If you do urgently need to leave the server even though you're being punished, your options are either to surrender and get it over with, or use admin help to inform the admins, "I know Security is after me, but I have to go because (some emergency)." Failure to take ten seconds to tell an admin before disconnecting may result in harsher punishment.<br />
<br />
=== Metacomms/gaming, multi-keying are not allowed ===<br />
*Metacomms: Using third-party programs, such as Discord, IRC, Skype, or even the BYOND pager, to discuss and share information of the ongoing round. This excludes other players, can contribute to toxicity among the playerbase, and is often a tactic used by griefers and thus is a no-go.<br />
<br />
*Metagaming: Using information obtained from elsewhere to influence IC decisions and actions. Your opinions or knowledge of other players or characters obtained via OOC methods should not direct your IC actions. If you have an OOC grudge against someone, you may not try to antagonize them IC, for example.<br />
** There is one exception to this. Asking in LOOC to be cloned after a vore scene is fine.<br />
<br />
*Multi-keying: Logging in with multiple BYOND accounts on our game server. There is never any legitimate reason for you to do this and thus is not allowed.<br />
<br />
== Create and play server-appropriate characters ==<br />
Although this is a roleplaying server based around the completely fantasy fetish of vore, that doesn't mean anything goes because that is possible. Suspension of disbelief is still important to a good experience, and breaking that suspension of disbelief is bad for roleplaying. Characters who break that suspension of disbelief are not allowed. Saying "it's what my character would do" isn't an automatic protection against this rule if what your character is doing breaks that immersion.<br />
<br />
*Play a reasonably sane and mature character, give them a non-immersion breaking first and last name, do not play obvious reference characters, or characters from published works without a [[special character application]] approved for that character.<br />
<br />
*Keep in mind that people do not like pain or dying and usually try to avoid it without good reason. Give your character a reasonable set of strengths, fears, and weaknesses. When writing things for IC, write things out that sound like speech, not emoticons or lolspeak.<br />
<br />
*The setting contains no magic. Your character cannot have any superpowers, magical abilities, or anything that does not exist in the setting or cannot be reasonably replicated with game mechanics. If they are not someone who has a good reason to work on the station, they should not be here.<br />
**The exception to this is purely private roleplay. For example: If your character and another character are in a dorm by themselves, and the other is OOCly fine with it, your character can display potentially supernatural abilities. This is limited to that roleplay, though. You should not discuss anything about that in public. Use magic at your own risk however, because technically the moment your RP is discovered by someone else, it stops being private, putting you in potential violation of this rule.<br />
<br />
*Obscenely oversized or undersized characters are forbidden. Minimum height is at least a few inches. Maximum height is about 30 feet. Anything more or less really pushes the already shaky believably of micros or macros existing on the station--and that's coming from a server whose theme is ''eating people''.<br />
<br />
*If you are playing a whitelisted species such as Diona, Vox, Xenochimera, or whatever else we add in the future, you are expected to play the race as they are canonically meant to be played.<br />
<br />
*OOC Notes and Flavor Text is '''required'''. Your OOC notes must detail your ERP preferences, and your flavor text should not include non-physical attributes (do not include feelings your character has, or how they act).<br />
<br />
*If your character is suspended, permanently killed off, or otherwise removed from the station as a consequence for something horrible they did in-character, you are expected to not play that character anymore. See the guide about [[Permanent Death]] for details.<br />
<br />
=== Do not kill or attack people (including yourself) for no good reason ===<br />
*This includes yourself. Even in self-defense your goal is to fight off your attack and escape to go get help, killing in a fight should only be done as a last-ditch effort when it's clear it's a you or them situation.<br />
<br />
*Suicide or self-mutilation is almost NEVER allowed. Contact an admin if you want to have a character commit suicide. Typically the manner in which suicide is carried out is played as an in-game attention grab and without actual compelling reasons. This can upset those that find this subject OOCly uncomfortable. The punishment for suicide is nearly always a permanent ban, so think about that before you kill yourself.<br />
<br />
*Excessive responses are also covered by this. Caving in someone's skull for cutting in line, stabbing yourself in the eye with a screwdriver because you are bored, or jumping out an airlock because you're sad, are all examples of being excessive.<br />
<br />
=== Do not powergame ===<br />
*Better known as 'playing to win'. As a security person this can be seen as going out of your way and needlessly endangering others to ‘win against’ criminals. As the station AI exploiting loopholes in your laws to get yourself out of them or getting the person who subverted you into trouble is another way. There is an implicit allowance for lawed characters to ERP. You may create loopholes for this reason only.<br />
<br />
*While this shares several things in common with other rules, it still is it's own entity. Play to have fun, allow yourself to lose now and again and roll with the blows as it can make things potentially even more interesting.<br />
<br />
*Having '''way''' too many skills for one character is another example of this. Just because you're the Colony Director and have access to everywhere doesn't mean you should (or can) know how to do all the different jobs. (See [[Character Creation#Give them a set of skills|Character Creation]] regarding skills for more information.)<br />
<br />
*[[Identifying Antagonists]] when you shouldn't be able to is also a violation of this rule.<br />
<br />
=== Do not ‘Self-Antag’ ===<br />
Do not be hostile to other crew for no legitimate reason. Don’t break things, steal things, or do other antagonistic stuff just because you’re bored, it's the end of the round, you “want to give Security something to do”, etc. If you're going to be an asshole, have a believable reason why you're being an asshole. Think about how a normal person would behave under similar circumstances.<br />
<br />
*You cannot have a character with an “antagonist” background without having an approved special character application for that character. Your ex-mercenary ex-ninja ex-cultist is not allowed, but certain criminal backstories might be okay. If in doubt, submit a [https://forum.vore-station.net/viewtopic.php?f=45&t=277 Special Character Application].<br />
<br />
*We play on ‘Extended’ round type at all times, and this means that there are no automatically chosen antagonist roles. Most other SS13 servers have antags, but we do not. Any antagonists are staff-selected players, picked to play a specific role.<br />
<br />
Remember that if you ''are'' selected to be an antagonist-type role, it ''does'' give you some wiggle room than usual as far as the server rules go, but it '''does not''' give you permission to ''break'' any rules. Stick to your objectives, don't be over-the-top and ruining everyone else's fun if you can avoid it. Ask for admin help if you're not sure.<br />
<br />
=== You are expected to perform the job you signed up for ===<br />
When your character joins the round, you are accepting the responsibilities that the job you have chosen brings with it. Remember: if you are playing in a slot, you are likely preventing other players from performing that role. It is important that you fulfill the tasks that you have signed up for!<br />
*Security should protect the station from danger, Engineering should ensure that power is up and that people can breathe, Medical should provide treatment to injuries and also cloning/resleeving services, Supply should bring in needed cargo on request, Science should do... science stuff, and Service should provide food. Command's job is to make sure at least these basics are being fulfilled, and to react accordingly in an emergency.<br />
<br />
*A player must take into account the qualifications (both physical and mental) of their character’s role before placing them into it. If staff find your character to be unsatisfactory in fulfilling the requirements of the role, we may instruct you to revise your character.<br />
**This includes majorly disabled characters — quadruple amputees, deaf, or blind characters, and so on — which are only permitted on the station in the Assistant (and associated alt-titles) job slot.<br />
<br />
*We reserve the right to ban players from jobs who repeatedly fail to perform to an acceptable standard until we're confident that they will be able to perform the job in question.<br />
<br />
*If you are going AFK for an extended period of time (more than 15 minutes), and are occupying a limited-number job slot (any slot other than assistant), you must remove your character from the round using a cryopod (or other similar means) to free the slot. Repeated failure to do this may result in being banned from that job.<br />
<br />
*Do not do other people’s jobs. If you joined as medical, do not attempt to hunt down criminals. If you joined as engineering, do not attempt to perform medical treatment on your coworkers. If you are a head position, allow your staff to do work before you do the work yourself; you are a supervisor and manager first and foremost as a head position.<br />
<br />
*Do not hijack other people's jobs. For example, if you're a chemist but someone needs surgery, and there's already a surgeon who isn't currently busy, then don't perform the surgery instead of letting them do it. Similar examples exist with every department, so use your judgement. Basically, if you're ''actively getting in the way'' of someone else trying to play the game, you're probably breaking this rule.<br />
<br />
*Playing jobs that can be called upon at any time to assist other crew members in emergencies waives your right to have interruption-free (E)RP sessions in private, including the dorms. If you join as a paramedic, expect to be interrupted out of private scenes. If you’re an engineer, you are expected to set up power systems and repair any large-scale damage that hampers the rest of the crew, regardless of your intent to have sex with the assistants.<br />
<br />
=== You are expected to obey the chain of command (within reason) ===<br />
*The [[Colony Director]] is the station's boss, so listen to them. Likewise, you should obey [[Job_Guides#Heads_of_Staff|your department's Head of Staff]] unless directly overridden by the Colony Director. If you consistently do not follow reasonable orders, you will be job banned.<br />
<br />
*If you're playing a role that has [[AI#Interpreting_Your_Laws|AI laws]], you must obey these rules first and foremost to the best of your ability. This includes even disobeying Central Command staff if your AI laws are in conflict with the orders given. (Note you can disregard AI laws when vore is the goal of disobeying them, but it's usually more immersive to play this off as glitches or by finding loopholes that allow you to eat people.)<br />
<br />
*As any role without AI laws, you can disobey orders you think are traitorous, harmful, immoral, or violating [[Corporate Regulation]]. Use your judgement and consider whether or not disobeying the order could get you in trouble or get someone else horribly killed.<br />
<br />
*If you are given an order or AI law that may break another server rule, please alert the admins for a second opinion before continuing.<br />
<br />
Mind you, this is '''not''' a rule that lets people be [[No Fun Allowed|fun police]] as heads of staff. If you feel that someone is ordering you do things that basically require you ''not'' to do your job, or to do your job in ways that aren't [[Vore|fun]], then contact an admin for a second opinion.<br />
<br />
=== You are expected to forget events leading up to an unwilling death ===<br />
''Non-contiguous memory disorder'' (or Non-Con Disorder for short) is the in-character explanation for your character losing memories of recent events leading up to their death. You should not remember how you died, or who killed you.<br />
<br />
*This is to keep things a little more sane in-round, and to allow for players with preferences in non-consensual activities to have their fun with people who share those prefs as victims. It is therefore against this rule to remember and abuse the knowledge of who killed/raped/ate you after dying and then being cloned/resleeved/revived. If you died, you should not have the memory to antagonize or persecute your attacker without the prior OOC agreement of the other parties in the roleplay. They can include this consent in their OOC Metainfo/Notes or discuss it with you in LOOC before or after the roleplay.<br />
<br />
*In the event that someone else breaks this rule, your character should assume their word is not credible, and disregard their advice.<br />
<br />
= <b>The intent of the rules is more important than the letter</b> =<br />
The purpose of the rules is to preserve a fun and enjoyable environment for all players. If everyone is enjoying themselves even while the ‘letter’ of a rule is not being followed, it’s likely that no staff intervention will be required. On the other hand, just because something isn't in the rules doesn't mean it's okay or allowed if it's upsetting a large number of players.<br />
<br />
*It is within admin staff's discretion to decide that certain actions violate one or more rules, even if the specific action is not listed as part of the rule. This is simply the job of the staff to interpret the rules. You can appeal decisions to other admins if you believe one has a bias against you, but doing so to more than three staff members will be considered harassment.<br />
<br />
*Plenty of rules are left vague enough to cover as much as possible without being too oppressing. Attempting to rules-lawyer saying that "this rule doesn't specifically say I can't do X", even if what you are doing is disrupting the server, will generally be ignored. We assume most of you have enough common sense to recognize what a [[#Create_and_play_server-appropriate_characters|sane and stable individual]] would and wouldn't do within this fictional setting.<br />
<br />
=== Listen to admin staff ===<br />
* One admin's word is usually as good as any other. For example, just because the Server Host says it's okay to do something one moment doesn't mean you can still do it when a Trial Admin later tells you to stop.<br />
** If this causes a contradiction, you can (and should) inform the new admin of what you were told previously. For example, a Head Admin says you can do something, but that admin has left the server. A lower ranked admin shows up and asks you to stop doing that thing. You can explain that the Head Admin previously said you could do this, but if the lower ranked admin ''still'' wants you to stop, then you should stop. (This obviously works vise-versa as well.)<br />
** Intentionally not telling a new admin about a contradiction is considered lying. It's like asking your mom for ice cream, but she says no, so you go ask dad because you think he'll be less strict.<br />
* Vorestation is not a democracy; our rules and guidelines exist for a reason and we have staff dedicated to enforcing them and help set further guidelines if necessary. '''However, these rules are always going to be incomplete, and as such, just because something isn't written doesn't mean it's allowed.''' If a staff member tells you to do something, do it. They tell you to stop, then stop. If you disagree with a ruling, don't try to argue it then and there, especially if things are hectic. Once things have calmed down, or preferably after the round has ended, you can try to contact the staff member privately to discuss the ruling, or talk to another admin if you cannot talk to or cannot convince the offending admin.<br />
** You can talk to up to three other admins. If all of them are unanimous in their decision, you are probably in the wrong and should give up. If you do not, it will be considered harassment.<br />
<br />
* If you have a question over something unclear or questionable, never be afraid to adminhelp. The staff on hand should discuss it among themselves and give you a ruling, from there on if the ruling is in bad judgement, it's on the admin who cleared it, not ''you''. '''The staff should also <u>NEVER</u> ban you purely for a complaint against them.''' Even if you're a complete asshole about it, as long as the argument stays private, you cannot be banned just for arguing. <font size="-5">Although being an asshole usually won't win an argument, so you probably shouldn't do that anyway.</font><br />
** Don't confuse this for "complaining grants you immunity to bans", because that's not how it works. If you are told to not break windows and you complain how that isn't fair, you're still getting banned for breaking windows if we disagree with your complaint. What this means is we won't ban you or make an existing ban worse just because you tell us we're being excessively mean, confusing, or unfair to you or someone else.<br />
<br />
[[Category:Guides]]<br />
[[Category:Rules]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Mission_Statement&diff=6264Mission Statement2018-03-29T14:03:33Z<p>Arokha: </p>
<hr />
<div>''Or: How The Server Should Be Ideally''<br />
<br />
The goal of VOREStation is to provide a fun SS13 environment for our intended playerbase, and to keep things reasonably modern and current, while remaining amenable to requests from the intended playerbase.<br />
<br />
The intended playerbase:<br />
* Is interested in vore ERP on the server<br />
* Is interested in playing SS13 as a game<br />
* Will not eschew casual RP in general<br />
* Enjoys participating in the setting<br />
* Will contribute to the environment<br />
The environment and setting should be kept suitable for this intended playerbase, and as such, there is a set of criteria that the environment should be kept towards:<br />
* Being “heavy roleplay” (e.g. most interactions with others are fully roleplayed)<br />
* Has natural roleplay opportunities invoked by mechanics<br />
* Allows roleplay and mechanics to coexist in equal amounts<br />
* Does not allow an individual to accomplish large tasks in isolation without RP<br />
* Allows the use of vore mechanics in as many tasks as feasible, while at the same time not making the tasks trivial just because vore was used (i.e. don’t play ‘favorites’ with it)<br />
The headmins are the steering committee for the server, and shall keep the server in line with the above goals and sentiment. The admins, developers, and other staff assist the headmins in this goal by volunteering their time (and patience) to ensure the server aligns with the above goals.<br />
[[Category:Admin Guides]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Mission_Statement&diff=6263Mission Statement2018-03-29T14:03:11Z<p>Arokha: </p>
<hr />
<div>''or How The Server Should Be Ideally''<br />
<br />
The goal of VOREStation is to provide a fun SS13 environment for our intended playerbase, and to keep things reasonably modern and current, while remaining amenable to requests from the intended playerbase.<br />
<br />
The intended playerbase:<br />
* Is interested in vore ERP on the server<br />
* Is interested in playing SS13 as a game<br />
* Will not eschew casual RP in general<br />
* Enjoys participating in the setting<br />
* Will contribute to the environment<br />
The environment and setting should be kept suitable for this intended playerbase, and as such, there is a set of criteria that the environment should be kept towards:<br />
* Being “heavy roleplay” (e.g. most interactions with others are fully roleplayed)<br />
* Has natural roleplay opportunities invoked by mechanics<br />
* Allows roleplay and mechanics to coexist in equal amounts<br />
* Does not allow an individual to accomplish large tasks in isolation without RP<br />
* Allows the use of vore mechanics in as many tasks as feasible, while at the same time not making the tasks trivial just because vore was used (i.e. don’t play ‘favorites’ with it)<br />
The headmins are the steering committee for the server, and shall keep the server in line with the above goals and sentiment. The admins, developers, and other staff assist the headmins in this goal by volunteering their time (and patience) to ensure the server aligns with the above goals.<br />
[[Category:Admin Guides]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Admin_Guide:_Events&diff=6261Admin Guide: Events2018-03-29T04:54:13Z<p>Arokha: </p>
<hr />
<div>''Or: How To Not Overdo Everything''<br />
<br />
There are several categories of events based on ‘severity’:<br />
<br />
'''Major events''' involve many players (potentially the entire station), or a department for a long time. They are often mechanics-heavy combat events, though not always. Some examples of major events include pirate attacks, lore-related events, and alien invasions. Major events:<br />
* Insist the participation of the majority of online players<br />
* OR, insist the participation of an entire department for more than half a shift<br />
'''Moderate events''' involve several players, for a shorter time than major events, or are optional, non-threatening, and non-disruptive events. These may or may not include mechanical combat. Some examples of moderate events include ‘special character’ appearances (technomancers, shadekin), trader visits, and CentCom special requests/inspections. Moderate events:<br />
* Are optional, non-threatening, and non-disruptive<br />
* OR, involve only a few players at a time (‘roaming’ event, less than 1 hour)<br />
* OR, are very short in duration/easy to resolve for players (less than 20 minutes)<br />
'''Minor events''' are events for specific players, or are just silly fun small things done for entertainment that are minimally disruptive. Some examples of minor events include spawning ‘surprise’ items, ‘haunting’ a particular player, or silly command report conversations. Minor events:<br />
* May be visible to but not involve the entire station (e.g. news, command report sillyness)<br />
* OR, involve a very few players (2-4)<br />
* OR, are just things left for players to discover on their own (additional loot, mobs in already hostile areas, or nice simple mobs in the station)<br />
To prevent playerbase burnout on events, we have a limit on how many events of each type (and content, see below) can be done in any given time period.<br />
* '''No more than 1 major event every 4 days.'''<br />
* '''No more than 1 moderate event every day.'''<br />
* '''No more than 3 minor events per round (no more than 1 per hour).'''<br />
To attempt to prevent players from getting sick of content, or wearing out content overly fast due to using it more than it should be used:<br />
* '''No more than 1 event with the same content (shadekin, blob, precursors, aliens, pirates, etc) every 2 days unless part of an ongoing well-known storyline.'''<br />
Some guidelines for general goodness:<br />
* Don’t start major events after the shift is more than halfway over. People are in long scenes already, and there may not be enough time to finish it, anyway. Try to start them earlier in the shift.<br />
* Discuss your event ideas with other staff before carrying them out. This is not required for most minor events, but it would be good to mention moderate ones, and is '''required''' to mention major ones in advance.<br />
* There is a time for ‘sudden, major events’ such as unannounced pirate invasions you haven’t discussed with other admins: '''that time is never. Don’t do it.'''<br />
* Announce major events in advance, don’t spring them on players, so that players can opt not to play if they don’t want to be involved (as said above, major events will come close to 100% player involvement).<br />
* Don’t ‘spam’ events. It’s unfortunate that some players may miss events due to timezones or other things, but running the same event 3 shifts in a row is a good way to also annoy all the players who are playing 2-3 shifts in a row, of which there are a decent number.<br />
* Try to consider the implications of what you do during events. Are you destroying all of Virgo 4 with a blob? Okay, well I mean that’s the major inhabited planet in the system. Are you implying that we can hear all of the crew’s radios all the time? Okay, well I mean why do we ignore all the problems they have until they call for ERT or fax. Just make sure you aren’t creating enormous plotholes with your event.<br />
* Consider enlisting admin/GM helpers for your events. Trying to run and monitor an event at the same time can be daunting… it can help to ensure that some non-playing admins will be available during your event to keep an eye on things, especially to watch for details like people powergaming so they can be bwoinked.<br />
[[Category:Admin Guides]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Admin_Guide:_Quality_Control_Bans&diff=6260Admin Guide: Quality Control Bans2018-03-29T04:44:31Z<p>Arokha: </p>
<hr />
<div>''Or: Banning For The Greater Good''<br />
<br />
Quality control bans are bans for a player which has technically not broken enough rules to warrant a normal permaban, but have either caused enough continuous disruption to other players, generally create a toxic environment, or detract from the server or setting in enough ways that they must be removed to maintain a healthy server.<br />
<br />
Quality control bans can be used in several cases, such as players who...<br />
* Have exceptionally poor grammar or communication skills to the point where other players are regularly not able to understand or work with them in-game.<br />
* Are consistently negative towards the server, playerbase, or rules with no indications that they will seek entertainment elsewhere or work with others to rectify their complaints.<br />
* Maintain a consistently dour attitude in public, including making awkward negative comments about their self-worth and how much they are disliked.<br />
* Show no sign of interest in the server’s intended playstyle, content, playerbase (e.g. those that are grossed-out by vore but insist on being here).<br />
* Consistently form cliques or mobs to influence the server politics, generally phrased as demands for satisfaction contrary to the Mission Statement.<br />
* Repeatedly line-toe rules and debate with admins when told to stop doing so.<br />
<big>'''QC bans are dangerous!'''</big><br />
<br />
They can lead to believing you can arbitrarily select people you do not like and get rid of them, accusations of playing favorites, being early 20th century war-instigating polities, etc. In general, if someone is making you '''angry''', they are probably breaking a rule and would warrant another type of ban. You should step away and reconsider your feelings.<br />
<br />
If you feel '''sorry''' for the person, and they show no signs of improving, that may be the right time to QC ban them so they can seek their fun elsewhere without harming the overall health of the server.<br />
<br />
If it is ever found that you have attempted to QC ban someone for unethical reasons (don’t like them, private disagreement, different vore prefs, etc), you will be removed as staff, and will find yourself regretting this decision.<br />
<br />
'''QC bans require 75% admin support from all current administration staff. Developers and other staff can submit advisory opinions towards the result, but are not considered part of the required 75%.'''<br />
[[Category:Admin Guides]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Admin_Guide:_Fluff_Items&diff=6259Admin Guide: Fluff Items2018-03-29T04:36:15Z<p>Arokha: </p>
<hr />
<div>''Or: Why Everyone Shouldn’t Have Guns''<br />
<br />
Fluff items have gotten out of control <s>always</s> <s>right now</s> in the past and there are some important things to keep in mind while approving fluff items, along with some rules we have around their approval.<br />
<br />
In general, fluff items can be divided into several categories:<br />
<br />
'''Trivial items''' are items that serve no mechanical purpose, and cannot be used to deceive anyone to think you’re a particular job or have any specific authority or power. They include resprited normal clothes, items that aren’t related to jobs, minor carryable items like books or resprited PDAs or custom IDs (that have no special access).<br />
* Trivial items can generally be approved as long as the application and reasoning for the item are sound, and make sense with our lore and rules.<br />
'''Job-specific''' items are items or resprites of an item that one would only have access to as a particular job, such as uniforms for the various jobs, or job equipment that is typically harder to get when you are not a particular job (insulated gloves, medkits).<br />
* Job-specific items can be approved if the item is not purposely in limited quantity in the game, and should only be approved with the caveat that it will only spawn when that character joins as that job.<br />
'''Fetish items''' are items that pertain to specific fetish content, such as lactation implants, gender-changing items, or other items that are not mechanically powerful but serve a purpose in and around ERP mechanically.<br />
* Fetish items should only be approved after consulting with headmins about the repercussions of adding the items to the game.<br />
'''Powerful items''' are items that are not dangerous (see below) but grant mechanical advantage that replaces the need for other ingame items. This includes reagent generators that generate useful reagents that are not available without work to obtain normally, or things that typically require cargo orders or R&D production. Generic non-lethal weapons are included in this.<br />
* Powerful items should only be approved in very limited quantities (not per person, but for the entire server!) and as such, you should definitely be aware of ‘cascade’ applications (“I saw X get Y, now I want one, give me one too”). These should only be approved in rare cases when the character has a very, very good reason to have the item or has earned it during staff-run events with good roleplaying.<br />
'''Dangerous items''' are items that is designed to be used to remove other players from the round, and would in-universe be regulated since removing a player from the round is mostly possible via killing them. This includes lethal weaponry.<br />
* Dangerous items should always be job-locked to the related job (probably Security), and should only be approved in extremely rare cases, such as the above-mentioned success in admin-run events. Like powerful items, be aware of ‘cascade’ applications.<br />
While reviewing and approving/denying fluff items, there are a few things to keep in mind:<br />
* How does this item affect the performance of their preferred job? Does it make a tedious part of their job easier, and how much of their job changes? Should we consider an overall change to how the job works, instead?<br />
* How does this item affect their department’s interaction with others? Does it remove interdepartmental interaction by providing items the other department would have?<br />
* Does this item allow them to perform a job that they are potentially not currently playing as?<br />
* Does this item allow them to circumvent parts of the game, such as allowing them to potentially duplicate other items?<br />
* Does this item allow them abilities that might be considered ‘magic’?<br />
* While using this item, will it be disruptive to other players?<br />
* What are the chances that someone will have reasonable complaints about the user having and using this item?<br />
There are also two important tools at the reviewer's disposal, which may not seem fair, however they are crucial to keeping a healthy server:<br />
* '''Just because one person was approved for a fluff item, does not mean anyone else has to be approved for it. You can deny applications simply because “I don’t want more than one of these on the station”.'''<br />
* '''You can reject applications based on admins having not just negative sentiments about the player, but also THE LACK of positive sentiments. "I don't know you, apply again in the future after playing here for longer and making a name for yourself" is acceptable.'''<br />
[[Category:Admin Guides]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Admin_Guide:_Fluff_Items&diff=6258Admin Guide: Fluff Items2018-03-29T04:31:51Z<p>Arokha: </p>
<hr />
<div>''Or: Why Everyone Shouldn’t Have Guns''<br />
<br />
Fluff items have gotten out of control <s>always</s> <s>right now</s> in the past and there are some important things to keep in mind while approving fluff items, along with some rules we have around their approval.<br />
<br />
In general, fluff items can be divided into several categories:<br />
<br />
'''Trivial items''' are items that serve no mechanical purpose, and cannot be used to deceive anyone to think you’re a particular job or have any specific authority or power. They include resprited normal clothes, items that aren’t related to jobs, minor carryable items like books or resprited PDAs or custom IDs (that have no special access).<br />
* Trivial items can generally be approved as long as the application and reasoning for the item are sound, and make sense with our lore and rules.<br />
'''Job-specific''' items are items or resprites of an item that one would only have access to as a particular job, such as uniforms for the various jobs, or job equipment that is typically harder to get when you are not a particular job (insulated gloves, medkits).<br />
* Job-specific items can be approved if the item is not purposely in limited quantity in the game, and should only be approved with the caveat that it will only spawn when that character joins as that job.<br />
'''Fetish items''' are items that pertain to specific fetish content, such as lactation implants, gender-changing items, or other items that are not mechanically powerful but serve a purpose in and around ERP mechanically.<br />
* Fetish items should only be approved after consulting with headmins about the repercussions of adding the items to the game.<br />
'''Powerful items''' are items that are not dangerous (see below) but grant mechanical advantage that replaces the need for other ingame items. This includes reagent generators that generate useful reagents that are not available without work to obtain normally, or things that typically require cargo orders or R&D production. Generic non-lethal weapons are included in this.<br />
* Powerful items should only be approved in very limited quantities (not per person, but for the entire server!) and as such, you should definitely be aware of ‘cascade’ applications (“I saw X get Y, now I want one, give me one too”). These should only be approved in rare cases when the character has a very, very good reason to have the item or has earned it during staff-run events with good roleplaying.<br />
'''Dangerous items''' are items that is designed to be used to remove other players from the round, and would in-universe be regulated since removing a player from the round is mostly possible via killing them. This includes lethal weaponry.<br />
* Dangerous items should always be job-locked to the related job (probably Security), and should only be approved in extremely rare cases, such as the above-mentioned success in admin-run events. Like powerful items, be aware of ‘cascade’ applications.<br />
While reviewing and approving/denying fluff items, there are a few things to keep in mind:<br />
* How does this item affect the performance of their preferred job? Does it make a tedious part of their job easier, and how much of their job changes? Should we consider an overall change to how the job works, instead?<br />
* How does this item affect their department’s interaction with others? Does it remove interdepartmental interaction by providing items the other department would have?<br />
* Does this item allow them to perform a job that they are potentially not currently playing as?<br />
* Does this item allow them to circumvent parts of the game, such as allowing them to potentially duplicate other items?<br />
* Does this item allow them abilities that might be considered ‘magic’?<br />
* While using this item, will it be disruptive to other players?<br />
* What are the chances that someone will have reasonable complaints about the user having and using this item?<br />
There is also an important rule that may not seem fair, but is important and can be used to maintain the overall health of the setting:<br />
<br />
'''Just because one person was approved for a fluff item, does not mean anyone else has to be approved for it. You can deny applications simply because “I don’t want more than one of these on the station”.'''<br />
[[Category:Admin Guides]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Category:Admin_Guides&diff=6257Category:Admin Guides2018-03-29T04:30:59Z<p>Arokha: Protected "Category:Admin Guides": Rules page ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))</p>
<hr />
<div>These are guides on being an admin. It's pretty self-explanatory. You can read them if you're not staff, if you want, or use them for your server if you like them and you're staff elsewhere.</div>Arokhahttps://wiki.vore-station.net/index.php?title=Admin_Guide:_Fluff_Items&diff=6256Admin Guide: Fluff Items2018-03-29T04:30:50Z<p>Arokha: Protected "Admin Guide: Fluff Items": Rules page ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))</p>
<hr />
<div>''Or: Why Everyone Shouldn’t Have Guns''<br />
<br />
Fluff items have gotten out of control <s>always</s> <s>right now</s> in the past and there are some important things to keep in mind while approving fluff items, along with some rules we have around their approval.<br />
<br />
In general, fluff items can be divided into several categories:<br />
<br />
'''Trivial items''' are items that serve no mechanical purpose, and cannot be used to deceive anyone to think you’re a particular job or have any specific authority or power. They include resprited normal clothes, items that aren’t related to jobs, minor carryable items like books or resprited PDAs or custom IDs (that have no special access).<br />
* Trivial items can generally be approved as long as the application and reasoning for the item are sound, and make sense with our lore and rules.<br />
'''Job-specific''' items are items or resprites of an item that one would only have access to as a particular job, such as uniforms for the various jobs, or job equipment that is typically harder to get when you are not a particular job (insulated gloves, medkits).<br />
* Job-specific items can be approved if the item is not purposely in limited quantity in the game, and should only be approved with the caveat that it will only spawn when that character joins as that job.<br />
'''Fetish items''' are items that pertain to specific fetish content, such as lactation implants, gender-changing items, or other items that are not mechanically powerful but serve a purpose in and around ERP mechanically.<br />
* Fetish items should only be approved after consulting with headmins about the repercussions of adding the items to the game.<br />
'''Powerful items''' are items that are not dangerous (see below) but grant mechanical advantage that replaces the need for other ingame items. This includes reagent generators that generate useful reagents that are not available without work to obtain normally, or things that typically require cargo orders or R&D production. Generic non-lethal weapons are included in this.<br />
* Powerful items should only be approved in very limited quantities (not per person, but for the entire server!) and as such, you should definitely be aware of ‘cascade’ applications (“I saw X get Y, now I want one, give me one too”). These should only be approved in rare cases when the character has a very, very good reason to have the item or has earned it during staff-run events with good roleplaying.<br />
'''Dangerous items''' are items that is designed to be used to remove other players from the round, and would in-universe be regulated since removing a player from the round is mostly possible via killing them. This includes lethal weaponry.<br />
* Dangerous items should always be job-locked to the related job (probably Security), and should only be approved in extremely rare cases, such as the above-mentioned success in admin-run events. Like powerful items, be aware of ‘cascade’ applications.<br />
While reviewing and approving/denying fluff items, there are a few things to keep in mind:<br />
* How does this item affect the performance of their preferred job? Does it make a tedious part of their job easier, and how much of their job changes? Should we consider an overall change to how the job works, instead?<br />
* How does this item affect their department’s interaction with others? Does it remove interdepartmental interaction by providing items the other department would have?<br />
* Does this item allow them to circumvent parts of the game, such as allowing them to potentially duplicate other items?<br />
* Does this item allow them abilities that might be considered ‘magic’?<br />
* While using this item, will it be disruptive to other players?<br />
* What are the chances that someone will have reasonable complaints about the user having and using this item?<br />
There is also an important rule that may not seem fair, but is important and can be used to maintain the overall health of the setting:<br />
<br />
'''Just because one person was approved for a fluff item, does not mean anyone else has to be approved for it. You can deny applications simply because “I don’t want more than one of these on the station”.'''<br />
[[Category:Admin Guides]]</div>Arokhahttps://wiki.vore-station.net/index.php?title=Admin_Guide:_Events&diff=6255Admin Guide: Events2018-03-29T04:30:40Z<p>Arokha: Protected "Admin Guide: Events": Rules page ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))</p>
<hr />
<div>''Or: How To Not Overdo Everything''<br />
<br />
There are several categories of events based on ‘severity’:<br />
<br />
'''Major events''' involve many players (potentially the entire station), or a department for a long time. They are often mechanics-heavy combat events, though not always. Some examples of major events include pirate attacks, lore-related events, and alien invasions. Major events:<br />
* Insist the participation of the majority of online players<br />
* OR, insist the participation of an entire department for more than half a shift<br />
'''Moderate events''' involve several players, for a shorter time than major events, or are optional, non-threatening, and non-disruptive events. These may or may not include mechanical combat. Some examples of moderate events include ‘special character’ appearances (technomancers, shadekin), trader visits, and CentCom special requests/inspections. Moderate events:<br />
* Are optional, non-threatening, and non-disruptive<br />
* OR, involve only a few players at a time (‘roaming’ event, less than 1 hour)<br />
* OR, are very short in duration/easy to resolve for players (less than 20 minutes)<br />
'''Minor events''' are events for specific players, or are just silly fun small things done for entertainment that are minimally disruptive. Some examples of minor events include spawning ‘surprise’ items, ‘haunting’ a particular player, or silly command report conversations. Minor events:<br />
* May be visible to but not involve the entire station (e.g. news, command report sillyness)<br />
* OR, involve a very few players (2-4)<br />
* OR, are just things left for players to discover on their own (additional loot, mobs in already hostile areas, or nice simple mobs in the station)<br />
To prevent playerbase burnout on events, we have a '''limit on how many events of each type''' (and content, see below) can be done in any given time period.<br />
* No more than 1 major event every 4 days.<br />
* No more than 1 moderate event every other day.<br />
* No more than 3 minor events per round (no more than 1 per hour).<br />
To attempt to prevent players from getting sick of content, or wearing out content overly fast due to using it more than it should be used:<br />
* No more than 1 event with the same content (shadekin, blob, precursors, aliens, pirates, etc) every 2 days unless part of an ongoing well-known storyline.<br />
Some guidelines for general goodness:<br />
* Don’t start major events after the shift is more than halfway over. People are in long scenes already, and there may not be enough time to finish it, anyway. Try to start them earlier in the shift.<br />
* There is a time for ‘sudden, major events’ such as unannounced pirate invasions you haven’t discussed with other admins: that time is '''never'''. Don’t do it.<br />
* Announce major events in advance, don’t spring them on players, so that players can opt not to play if they don’t want to be involved (as said above, major events will come close to 100% player involvement).<br />
* Don’t ‘spam’ events. It’s unfortunate that some players may miss events due to timezones or other things, but running the same event 3 shifts in a row is a good way to also annoy all the players who are playing 2-3 shifts in a row, of which there are a decent number.<br />
* Try to consider the implications of what you do during events. Are you destroying all of Virgo 4 with a blob? Okay, well I mean that’s the major inhabited planet in the system. Are you implying that we can hear all of the crew’s radios all the time? Okay, well I mean why do we ignore all the problems they have until they call for ERT or fax. Just make sure you aren’t creating enormous plotholes with your event.<br />
* Consider enlisting admin/GM helpers for your events. Trying to run and monitor an event at the same time can be daunting… it can help to ensure that some non-playing admins will be available during your event to keep an eye on things, especially to watch for details like people powergaming so they can be bwoinked.<br />
[[Category:Admin Guides]]</div>Arokha