Ethereal: Difference between revisions

Update of gameplay and lore to match current code and world. History still needs to be fully rewritten, but everything else is up to date.
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(Update of gameplay and lore to match current code and world. History still needs to be fully rewritten, but everything else is up to date.)
 
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|specietype = ETHEREAL
|specietype = ETHEREAL
|speciename = Ethereal
|speciename = Ethereal
|homeworld = Borealia
|homeworld = Colourspace
|central authority = The Lightseers
|central authority = The Lightseers
|allowed command roles = [[Research Director]], [[Chief Engineer]], [[Chief Medical Officer]]
|allowed command roles = [[Research Director]], [[Chief Engineer]], [[Chief Medical Officer]]
|guides = This one is it}}
|guides = This one is it}}
'''Ethereals''' are bizarre, bipedal humanoids that are most notable for their bright, light-emitting skin and bodies composed primarily of liquid electricity. Without a doubt one of the most curious species on '''[[Nanotrasen]]''' stations, ethereals are a rather benign people that originate from the '''Elix System'''. Second to humanity in the great span of area they occupy, each individual ethereal, above all else, often longs to see new stars. With pilgrimages that fulfill spiritual and biological needs, they are most commonly found in '''Sol Interplanetary Coalition''' space either mid-journey or cultivating wealth to fund their never-ending journey of life.
'''Ethereals''' are bizarre, bipedal humanoids that are most notable for their bright, light-emitting skin and bodies composed primarily of liquid electricity. Without a doubt one of the most curious species on '''[[Nanotrasen]]''' stations, ethereals are a rather benign people that seem to originate from beyond the veil. Second to none in the number of star systems they can be encountered, each individual ethereal, above all else, often longs to see new stars. With wanderlust that fulfills spiritual and biological needs, they are most commonly found in '''Sol Interplanetary Coalition''' space either mid-journey or cultivating wealth to fund their never-ending journey of life.
= Gameplay=
= Gameplay=
Your nutrition is fundamentally tied to your Crystal Charge, which represents the strength of the electricity flowing through your body.
Your nutrition is fundamentally tied to your Crystal Charge, which represents the strength of the electricity flowing through your body.


Going above 100% Crystal Charge represents Overcharge, which will simply give a warning indicator from 100%->125%. In the range of 125%->150% (the latter is the highest you can go), there is a chance every second for you to begin a discharge process, which, after a small channel, will stabilize your energy and spawn a weak tesla arc on you, which will shock and chain from you to adjacent individuals. There is a 10% chance to suffer a heart attack after a discharge process. Being Overcharged increases the amount of brute damage you take, just like if your energy levels are below normal.
Going above 100% Crystal Charge represents Overcharge, which will simply give a warning indicator from 100%->125%. In the range of 125%->150% (the latter is the highest you can go), there is a chance every second for you to begin a discharge process, which, after a small channel, will stabilize your energy and spawn a weak tesla arc on you, which will shock and chain from you to adjacent individuals.


You are able to vent Overcharge earlier by ctrl+clicking on an APC with an open hand. This safely removes the energy without causing a tesla arc and has the added bonus of charging the APC.
You are able to vent Overcharge earlier by ctrl+clicking on an APC with an open hand. This safely removes the energy without causing a tesla arc and has the added bonus of charging the APC.
==Racial Benefits==
==Racial Benefits==
*Their body emits light of varying color, which is chosen on the character screen
* Slight resistance to electric shocks, burn, and heat
* Their body emits light of varying color, which is chosen on the character screen
*Their unarmed attacks deal burn damage instead of brute
*Their unarmed attacks deal burn damage instead of brute
* Slight resistance to electric shocks
*Liquid-electricity blood which electrocutes non-Ethereals
*Liquid-electricity blood which electrocutes non-Ethereals
*Hearts are incapable of decaying
*Hearts are incapable of decaying
*Features a self-revive system: once an ethereal has been dead for about 5 minutes, they will turn into a crystal. Afterwards, whenever 30 seconds passes, the ethereal will be revived, albeit with a random brain trauma.
*Features a self-revive system: once an ethereal has been dead for about 5 minutes, they will turn into a crystal. Afterwards, whenever 30 seconds passes, the ethereal will be revived, albeit with a random permanent brain trauma.
*Eyes have the ability to zoom in and out, similar to weaker binoculars
==Racial Drawbacks==
==Racial Drawbacks==
*Vulnerability to brute damage scaling with hunger
*Vulnerability to brute damage and cold
*Difficult to get blood replaced
*Difficult to get blood replaced
* Unable to consume normal food
* Unable to consume normal food
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=Lore=
=Lore=
==History ==
==History ==
History is getting a tweak to reference their new origins and biology, every other lore section is up to date don't worry
The ethereal people first came into being on the planet of '''Borealia'''. Their first creation came about due to the unstable atmosphere; a mixture of storms and proximity to a sun spontaneously resulted in a process that would then become known as '''electro-organic attunement''' (shortened to EOA). Via the specific combination of a pre-existing '''slime''' in specific barometric pressure alongside a presence of organic meat and lightning, a brilliant flash of light spawned the first generation of ethereals on the crystallized, high-g planet. The newly created ethereals began to generally subscribe to the same migrational cycle that the slimes on the planet did before. Borealia is notable for its long summers and longer winters. As a result, slimes tend to migrate underground into expansive, crystalline caverns that crackle with warmth and electricity for the winter, coming back up during the summer to find prey to feed on. As a result of the surface growing significantly more dangerous during times of winter (since ethereal bodies are massively unsuited to lower temperatures), settlements were primarily underground. Their natural light afforded them utility in the form of sight and also being able to better accurately gauge an individual’s health when there were few other sources, but it did prove problematic in marking them as bright beacons in the otherwise pitch-black darkness. Consequently, they often settled near basins of water that were already near electrical crystal packets, the former providing defense against slimes, the latter offering a limitless source of nutrition to the strange humanoids.
The ethereal people first came into being on the planet of '''Borealia'''. Their first creation came about due to the unstable atmosphere; a mixture of storms and proximity to a sun spontaneously resulted in a process that would then become known as '''electro-organic attunement''' (shortened to EOA). Via the specific combination of a pre-existing '''slime''' in specific barometric pressure alongside a presence of organic meat and lightning, a brilliant flash of light spawned the first generation of ethereals on the crystallized, high-g planet. The newly created ethereals began to generally subscribe to the same migrational cycle that the slimes on the planet did before. Borealia is notable for its long summers and longer winters. As a result, slimes tend to migrate underground into expansive, crystalline caverns that crackle with warmth and electricity for the winter, coming back up during the summer to find prey to feed on. As a result of the surface growing significantly more dangerous during times of winter (since ethereal bodies are massively unsuited to lower temperatures), settlements were primarily underground. Their natural light afforded them utility in the form of sight and also being able to better accurately gauge an individual’s health when there were few other sources, but it did prove problematic in marking them as bright beacons in the otherwise pitch-black darkness. Consequently, they often settled near basins of water that were already near electrical crystal packets, the former providing defense against slimes, the latter offering a limitless source of nutrition to the strange humanoids.


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In the present day, ethereals can very rarely be found in SIC space either in passing, in residence after their pilgrimage, or in work, seeking to fund their expeditions. While still targeted by less-than-benign individuals, the friendliness and presence of an ethereal have made their presence warmly accepted by most other sapient species, their empathy and soft nature portraying them as simultaneously naive and wholesome, despite the several pressures to be untrusting and selfish in the cruel space between the stars. Only a single alarming development threatens to pose them into alert: the strange, increasing rate of ship disappearance not tied to piracy. Some justify this as their traveling too far beyond the stars, teetering on the edge of a swallowing '''Void''' that consumes them whole. Others worry about technical difficulties with their designs of bluespace engines, as disappearance tends to occur after ignition. Regardless, most ethereals continue on, ignorant of the dread that has slowly begun to permeate their traditional travel.
In the present day, ethereals can very rarely be found in SIC space either in passing, in residence after their pilgrimage, or in work, seeking to fund their expeditions. While still targeted by less-than-benign individuals, the friendliness and presence of an ethereal have made their presence warmly accepted by most other sapient species, their empathy and soft nature portraying them as simultaneously naive and wholesome, despite the several pressures to be untrusting and selfish in the cruel space between the stars. Only a single alarming development threatens to pose them into alert: the strange, increasing rate of ship disappearance not tied to piracy. Some justify this as their traveling too far beyond the stars, teetering on the edge of a swallowing '''Void''' that consumes them whole. Others worry about technical difficulties with their designs of bluespace engines, as disappearance tends to occur after ignition. Regardless, most ethereals continue on, ignorant of the dread that has slowly begun to permeate their traditional travel.
==Naming Conventions==
==Naming Conventions==
Ethereal naming conventions in '''Galactic Common''' consist of a star's name followed by a number of roman numerals, ideally the next number in line, as some ethereals may use the same star, and so a communal database exists to keep track of this very purpose. This star is often the prime goal of one's first, if their only pilgrimage. While this is confused sometimes and leads to duplicate names, it's generally handwaved within ethereal space, as their general form of identification has to do with birthmarks, and whichever wavelength of starlight an ethereal is born under. While not translatable, a name effectively correlates to something regarding their wavelength, then their birthmark, then their chosen star at birth. A systemized form of counting is eschewed in this case. In the rare case that differentiation is still required, some notable, admirable social trait is tacked onto the end of the name, after an individual's fifth nameday. Very few ethereals incorporate these standards into Galactic Common, though some more traditional insist upon it.
Ethereal naming conventions in '''Galactic Common''' consist of a star's name followed by a number of roman numerals, ideally the next number in line, as some ethereals may use the same star, and so a communal database exists to keep track of this very purpose. This star is often the prime goal of one's first, if their only pilgrimage. While this is confused sometimes and leads to duplicate names, it's generally handwaved within ethereal space, as their general form of identification has to do with birthmarks, and whichever wavelength of colour an ethereal is born to. While not translatable, a name effectively correlates to something regarding their wavelength, then their birthmark, then their chosen star at birth. A systemized form of counting is eschewed in this case. In the rare case that differentiation is still required, some notable, admirable social trait is tacked onto the end of the name, after an individual's fifth nameday. Very few ethereals incorporate these standards into Galactic Common, though some more traditional insist upon it.


Some who eschew or care not to be identified by their pilgrimage will take on a simple name, one that often emphasizes vowels. Human researchers have noticed interesting parallels between their pronunciation and the written records of certain biblical figures, but whether this is coincidence or mysterious implication is unknown.
Some who eschew or care not to be identified by their pilgrimage will take on a simple name, one that often emphasizes vowels. Human researchers have noticed interesting parallels between their pronunciation and the written records of certain biblical figures, but whether this is coincidence or mysterious implication is unknown.
== Culture==
== Culture==
Ethereal culture, while it varies from colony to colony, tends toward extremely communal conditions mixed with a general theocratic hierarchy. As an ethereal's existence is relatively low-maintenance, community tends to be more about spiritual and social fulfillment, rather than pragmatic defense, as predators have mostly been removed or cordoned in their communities (such as the case with slimes, which must be maintained in order to ensure future generations of ethereals may exist). Older, longer-time members of a community, so long as they have fulfilled a pilgrimage, are considered to be wise in matters of all things. Those more experienced in travel can tend toward the clergy, whereas scientists or engineers might be respected, though not necessarily revered.
Ethereal culture, while it varies between normalspace and colourspace colonies, tends toward extremely communal conditions mixed with a general theocratic hierarchy. As an ethereal's existence is relatively low-maintenance, community tends to be more about spiritual and social fulfillment, rather than pragmatic defense, as predators have mostly been removed from their communities. Older, longer-time members of a community, so long as they have fulfilled a pilgrimage, are considered to be wise in matters of all things. Those more experienced in travel can tend toward the clergy, whereas scientists or engineers might be respected, though not necessarily revered. Once an elder has succumbed to full crystallization, they are transported to one of several grand halls, generally depending on their area of expertise. There they serve as both a library for future generations, as well as a form of governing body.


Their naivety has been mildly tempered by piracy and the outbreak of disease upon meeting the ex'hau, though weaponry and matters of military are still generally frowned upon. Most ethereals have never touched a firearm, nor do they relish the idea of resorting to violence. That being said, the idea of hiring mercenaries or bodyguards is generally handwaved as a necessity of galactic interactions.
Their desire to explore and experience are often tempered by constant warnings by elders of the dangers beyond colourspace, the oldest of which tell of threats dwelling in the darkest realms of the void or betrayal by those that live in normalspace.


Forms of media tend to be visually artistic in nature, though the jingling of wind chimes is exceptionally therapeutic to ethereals, as it's reminiscent of the crystalized percussion that would sound out for music on their homeworld. Visual art tends to be vague and interpretive, often a central structure surrounding by drapes. These exhibitions are two-fold, as ethereals constantly produce light. As a result, there's not only the structure immediately present in the middle of an art chamber, but the shadows cast by oneself can tell a tale on the canvases surrounding the structure. Such creative exhibits have been coined '''shadowtales''' by human anthropologists.
Forms of media tend to be visually artistic in nature, though the jingling of wind chimes is exceptionally therapeutic to ethereals, as it's reminiscent of the crystalized percussion that would sound out for music in colourspace. Visual art tends to be vague and interpretive, often a central structure surrounding by drapes. These exhibitions are two-fold, as ethereals constantly produce light. As a result, there's not only the structure immediately present in the middle of an art chamber, but the shadows cast by oneself can tell a tale on the canvases surrounding the structure. Such creative exhibits have been coined '''shadowtales''' by human anthropologists.


Literacy, while now commonplace among their people, is less regarded as a form of entertainment and more a necessity of life. Entertainment in this fashion tends to be vocal, ranging from sermons to plays. Drama as a form of presentation and play is exceptionally popular among their people, though traditional human tools such as spotlights are scarcely used. However, some troupes and popular plays utilize sheets to conceal one's light before they make a dazzling, splendid entrance onto the stage.
Literacy, while now commonplace among their people, is less regarded as a form of entertainment and more a necessity of life. Entertainment in this fashion tends to be vocal, ranging from sermons to plays. Drama as a form of presentation and play is exceptionally popular among their people, though traditional human tools such as spotlights are scarcely used. However, some troupes and popular plays utilize sheets to conceal one's light before they make a dazzling, splendid entrance onto the stage.
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While ethereals might commonly accept authority, they may question the ethos of any they serve under, to gauge their competence relative to their experience. Most curious is the surprisingly distasteful response ethereals have to systems such as nepotism. While some are polite about criticizing such forms of election of employment, others will directly address and confront employers or politicians with iron-solid belief in their righteousness and the foolishness of putting someone not qualified into a position where expertise is expected.
While ethereals might commonly accept authority, they may question the ethos of any they serve under, to gauge their competence relative to their experience. Most curious is the surprisingly distasteful response ethereals have to systems such as nepotism. While some are polite about criticizing such forms of election of employment, others will directly address and confront employers or politicians with iron-solid belief in their righteousness and the foolishness of putting someone not qualified into a position where expertise is expected.
==Lifespan and Health==
==Lifespan and Health==
Ethereals have massive life spans which offset their naturally low birth rate. Generally succumbing to old age at about 800 years of age, the deterioration they face is often a simple burnout of the body, as they are heavily correlated with starlight in their existence. Those less lucky can spontaneously, painfully combust before their light simply winks out, their charred husk slumping where they stood just moments prior. Very rarely do they die of other natural causes, such as disease or organ failure, though some extreme cases have been documented. As a result of disease being an extraordinary circumstance, the diminished glow of a sick individual often causes great distress to said individual and their community.
Ethereals have massive life spans which offset their naturally low birth rate. It's not entirely known just how old an Ethereal can get, but there doesn't seem to be a hard limit. As an Ethereal ages and their organs weaken, their body will struggle to reprocess crystals that naturally form within them. At first this won't be noticeable, but as aging progresses it will lead to impaired movement, and eventually permanent complete crystallization. While the ethereal is rendered immobile, they still maintain sentience and can converse with other ethereals by generating an internal resonance using the formed crystals. To an untrained ear this simply sounds like humming.


As a result of their exposure to high-g environments on Borealia, most enjoy a relatively leisurely experience in the artificial gravity that humanity induces in its stations and ships. As they rarely induce artificial gravity on their own ships, some can suffer from low-g bone and muscle deficiencies if they do not exercise properly. More recently, efforts to standardize exercise and body health among their populations has become paramount if they were to return to the homeland to regal others with their experiences and visions.
Very rarely do they die of other natural causes, such as disease or organ failure, though some extreme cases have been documented. As a result of disease being an extraordinary circumstance, the diminished glow of a sick individual often causes great distress to said individual and their community.


They are typically not a fan of any standardized foods, be it raw, cooked, processed, or natural. The only food within SIC they tend to enjoy are "energy bars" which are imported from Remnant space, typically meant to give charge to Preterni workers in an isolated environment but have sometimes been consumed by humans in an attempt to jolt themselves awake.
They are typically not a fan of any standardized foods, be it raw, cooked, processed, or natural. The only food within SIC they tend to enjoy are "energy bars" which are imported from Remnant space, typically meant to give charge to Preterni workers in an isolated environment but have sometimes been consumed by humans in an attempt to jolt themselves awake.


Mental ailments are few and far between, even those caused by substance abuse. While naive, very few suffer from trauma due to negative experiences or unideal environmental conditions.
Mental ailments are few and far between, even those caused by substance abuse. However, the few that do suffer from trauma have likely developed it due to near-death encounters or prolonged periods without light.


Ethereals generally stand shorter than humans and are genderless. Their average height is about 5'4", with a standard deviation of 4".
Ethereals generally stand shorter than humans and are genderless. Their average height is about 5'4", with a standard deviation of 4".
==Roleplay Traits ==
==Roleplay Traits ==
* Not necessarily pacifist, but tends toward amiability and friendliness, seeking to resolve conflicts in a cooperatively beneficial fashion
* Not necessarily pacifist, but tends toward amiability and friendliness, seeking to resolve conflicts in a cooperatively beneficial fashion
* Lives incredibly long; upwards of 800 years, in addition to rapid maturation. That being said, they are considered juvenile for the first 100 years of their life, also requiring they have completed their first pilgrimage before being recognized as an adult
* Lives incredibly long; upwards of 800 years before the onset of crystallization, in addition to rapid maturation. That being said, they are considered juvenile for the first 100 years of their life, also requiring they have completed their first pilgrimage before being recognized as an adult
* Depression and common mental ailments are exceptionally rare, though they can be prone to feeling nervous tics and anxiety for others as a result of heightened empathy
* Depression and common mental ailments are exceptionally rare, though they can be prone to feeling nervous tics and anxiety for others as a result of heightened empathy
* Particularly amused by ex’hai or mothpeople, due to their fascination with light
* Particularly amused by ex’hai or mothpeople, due to their fascination with light
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* Finds most beverages and liquids distasteful, preferring to avoid water altogether
* Finds most beverages and liquids distasteful, preferring to avoid water altogether
* Can either be wholly uninterested in reading as an activity or absolutely fascinated with the Latin alphabet used in Galactic Common
* Can either be wholly uninterested in reading as an activity or absolutely fascinated with the Latin alphabet used in Galactic Common
* Lacks lethargy in most cases, due to their homeworld existing at 1.7 g’s
* Lacks lethargy in most cases, due to their homeworld possessing immense pressure
{{Jobs}}
{{Jobs}}
[[Category:Lore]]
[[Category:Lore]]
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