Ethereal: Difference between revisions

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|homeworld = Borealia
|homeworld = Borealia
|central authority = The Lightseers
|central authority = The Lightseers
|allowed command roles = [[Chief Engineer]], [[Research Director]]
|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 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.
= Gameplay=
= Gameplay=
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.
You are able to vent Overcharge earlier by clicking on an APC in Grab intent 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
*Their body emits light of varying color, which is chosen on the character screen
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* Slight resistance to electric shocks
* Slight resistance to electric shocks
*Liquid-electricity blood which electrocutes non-Ethereals
*Liquid-electricity blood which electrocutes non-Ethereals
*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.
==Racial Drawbacks==
==Racial Drawbacks==
*Vulnerability to brute damage scaling with hunger
*Vulnerability to brute damage scaling with hunger
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*Upon being emagged an Ethereals color goes disco mode for thirty seconds
*Upon being emagged an Ethereals color goes disco mode for thirty seconds
*EMP’s temporarily turn off their light
*EMP’s temporarily turn off their light
*Can light cigarettes with their own hands
*Ethereals have no gender
*Ethereals have no gender
*Blood will glow for a short time when it leaves the body
*Radiation charges Ethereals.
=Lore=
=Lore=
==History ==
==History ==
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Expanding out into their system, the ethereal people, over the span of a century, slowly began to construct new settlements and stations closer to Elix. Those who were born in this new age of space exploration began to push out and seek new stars from other systems. The greatest weakness of their spread, however, was their lack of information infrastructure. Due to the massive density and lack of literacy established among most of their people, efforts to make long-distance communication were difficult. As a result of the various groups and communities that set out into the cosmos almost immediately, fragmentation of religious belief as splintered groups experience different “revelations” began. While the Lightseers remained dominant due to their entrenched position on Borealia, several denominations began, and as wood and paper returned to the main system, literacy finally began to disperse among the people. Additional technologies, while primitive in relation to humanity’s progress by the 19th century, helped to form ethereals into a more connected people.
Expanding out into their system, the ethereal people, over the span of a century, slowly began to construct new settlements and stations closer to Elix. Those who were born in this new age of space exploration began to push out and seek new stars from other systems. The greatest weakness of their spread, however, was their lack of information infrastructure. Due to the massive density and lack of literacy established among most of their people, efforts to make long-distance communication were difficult. As a result of the various groups and communities that set out into the cosmos almost immediately, fragmentation of religious belief as splintered groups experience different “revelations” began. While the Lightseers remained dominant due to their entrenched position on Borealia, several denominations began, and as wood and paper returned to the main system, literacy finally began to disperse among the people. Additional technologies, while primitive in relation to humanity’s progress by the 19th century, helped to form ethereals into a more connected people.


2323 saw ethereals encounter the '''ex’hau''', a species of humanoid moths who quickly grew to admire the ethereals for their light-bending, heavenly forms, some going so far as to deify the creatures, to the express dismay of the pro-social, friendly ethereals. At this point, as the ethereals had gone and explored several other systems (such as '''Alpha Centauri''' or '''Palt'''), pilgrimages to varying stars to understand the spiritual ancestors of their people became paramount. 2465 saw the ex’hau reference ethereals to humanity. Diplomatic relations with the SIC remained quiet, though the Board lightly requested that respect would be shown to the Coalition’s borders. While some nations grew envious of the highly valuable crystals and worlds that the ethereals occupied, tensions with the '''Remnants of Vxtvul''' ensured that, despite their nigh non-existent military, none of the ethereals would see formal invasion. However, they remain a popular target for pirates, as their ships often carry valuable minerals or artifacts sought by anthropologists or archeologists.
2323 saw ethereals encounter the '''[[Mothperson|ex’hau]]''', a species of humanoid moths who quickly grew to admire the ethereals for their light-bending, heavenly forms, some going so far as to deify the creatures, to the express dismay of the pro-social, friendly ethereals. At this point, as the ethereals had gone and explored several other systems (such as '''Alpha Centauri''' or '''Palt'''), pilgrimages to varying stars to understand the spiritual ancestors of their people became paramount. 2465 saw the ex’hau reference ethereals to humanity. Diplomatic relations with the SIC remained quiet, though the Board lightly requested that respect would be shown to the Coalition’s borders. While some nations grew envious of the highly valuable crystals and worlds that the ethereals occupied, tensions with the '''Remnants of Vxtvul''' ensured that, despite their nigh non-existent military, none of the ethereals would see formal invasion. However, they remain a popular target for pirates, as their ships often carry valuable minerals or artifacts sought by anthropologists or archeologists.


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 the ignition of an FTL drive. 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 the ignition of an FTL drive. 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 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.
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 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.
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