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|headerbgcolor = purple
|headerbgcolor = purple
|headerfontcolor = white
|headerfontcolor = white
|genus = Ossis Pyrus
|genus = Mortis Sapien Ignis
|imagebgcolor = lightgrey
|imagebgcolor = lightgrey
|img_generic = Plasmaman.png
|img_generic = Plasmaman.png
|img =  
|img =  
|specietype = PLASMAMEN
|specietype = PLASMAMAN
|speciename = Plasmamen
|speciename = Plasmaman
|homeworld = Centration
|homeworld = N/A
|central authority = Scattered collectives
|central authority = Sol Interplanetary Coalition
|restricted job roles = Command Roles, Security roles, Amusement roles.
|allowed command roles = [[Head of Personnel]], [[Research Director]], [[Chief Engineer]], [[Chief Medical Officer]]
|guides = No external guides
|guides = This one is it}}
}}
'''Plasmamen''' are the sapient remains of those who have died in plasma fires and then resurrected under mysterious circumstances. As walking, charred skeletons, they only hold onto glimpses of their previous lives, discombobulated with the memories of others who shared in their unfortunate, incendiary fate. After proper rescue and retrieval, most plasmamen often return to work under whichever company they served. In most cases, this ends up being the lead of plasma-based research: '''[[Nanotrasen]]'''.
 
 
Not to be confused with [[Atmos_Tech|the men of plasma]].
 
Sometimes derogatorily referred to as "Hotheads" or "Gasbags", Plasmamen are sentient non-humans hired by Nanotrasen to fill in gaps in their [[Humans|Human]] workforce. Plasmamen are barred from most authority roles on Nanotrasen stations and are not protected by Asimov's laws of robotics.
 
Plasmamen are often referred to as a 'hard mode race' for Space Station 13: they move at a slower speed than other races; they must wear a special jumpsuit and helmet in order to avoid burning; they must breathe plasma instead of oxygen, forcing them to carry a plasma tank at all times; fire and laser damage is doubled against plasmamen, making them especially fragile. Under normal circumstances they cannnot survive cloning.
 
=History=
 
''This lore is nonsense by the way''--[[User:Bawhoppennn|Bawhoppennn]] ([[User talk:Bawhoppennn|talk]]) 10:59, 12 July 2016 (UTC)
 
Plasmamen (formal name 'Effigens', scientific name 'Ossius Pyrus') were only recently discovered by Nanotrasen explorers. They are primarily plasma-based creatures, lacking any significant internal anatomy. They breathe plasma gas in a way that appears similar to how humans breathe oxygen. They bear striking similarities to the human skeleton, which lends credence to the claim that there may be a common link between the races. Their clan-like colonies are fairly isolated, deep within the otherwise hazardous atmosphere of Gas Giants. Despite (Or perhaps due to) being a secluded species, they are quite inquisitive, and were eager to engage in a cultural exchange program with Nanotrasen. Personality-wise, they vary almost as much humans, although they tend towards being peaceful, ordered and non-aggressive. They are an industrious and scientific race, preferring to rely on technology rather than their form, especially in the "hazardous" environments that support human life.
 
Plasmamen, before Nanotrasen intervention, existed in complex societal structures, grouped into clans of convoluted hierarchies near-impossible for most humans to understand or care about. These clans appear to have co-existed peacefully for as long as most Plasmamen can remember, through continuous negotiations around fair resource allocation both between and within their clans. Some elder specimens interviewed do recall brutal conflict in the distant past, but the destructive nature of violent death caused far too much collateral damage to continue. Eventually, physical intervention was replaced by complicated hierarchical structures intended to prevent as much conflict and offence as possible. These attitudes towards careful respect remain evident in the majority of Plasmamen crew will encounter on station.
 
=Roleplay=
 
Plasmamen names are of the form "Name RomanNumeral", where the names should generally be something chemistry related. Names such as Halogen XVI, Ionium CVXI, Radon MXI, are generally good examples of the format. This name format is not used in random names; those are identical to human names.
 
In general, Plasmamen are steadfast, extremely polite and unreasonably concerned about the rank of themselves and others in the station hierarchy. They will often spend a great deal of effort ensuring they have the preferred honorific of those they address, appending it to the end of most sentences. Plasmamen respectfully use common honorifics such as Sir, Ma'am, Officer, Doctor, Captain for crew who request them. With each other, they may use any number of their own designations, with often unpronounceable consonant clusters based on their own clans and strange customs (Some recorded examples are: Kzzt, Krrn, Zrrn, Krkt, Tstfn and Qvlnl). Though sometimes slow and difficult to work with at first, once comfortable, Plasmamen tend to be among the most helpful crew on station, gladly assisting those of any rank above and below themselves, and always looking for opportunities to do so.
 
Plasmamen, despite their inclination to assist, are often extremely wary of physical intervention in violent events, except in self-defence or defence of the station. In their fragile suits, it is fairly expected that they wish to avoid physical confrontation, though if forced, some have been seen to demask, briefly igniting in a terrifying spectacle before rehooding as a form of threat. Whether this display is an ancient custom or newly acquired in the oxygen-rich environments of Nanotrasen stations is unknown, though it does seem to vary from clan to clan as many of their customs do. Do not be offended if a Plasmaman awaits the aftermath of a conflict before assisting those injured. They are merely preserving their own safety and that of others.
 
=Gameplay=
=Gameplay=
==Racial Benefits==
*Plasmamen boast complete rad immunity.
*They have a strong resistance to cold temperatures.
*When wearing an atmospherics fire suit, plasmamen can spacewalk.
*They can heal via drinking milk and plasma.
*They do not possess blood, thus do not ever suffer from blood loss.
*No need for sustenance.
*Mostly resistant to diseases due to their envirosuit and unique biological nature.
*The helmet provides '''specifically''' welding protection. It will not protect against flashes or other blinding effects.
*10 percent burn damage resistance.
==Racial Drawbacks==
*Due to their lack of skin and skeletal nature, they take additional damage from brute force.
*They lack traditionally researched genetics. This means they cannot gain powers from the Genetics department.
*Oxygen is toxic to them, requiring each plasmaman to carry a plasma tank with them which may run out of plasma over time.
*Oxygen is also flammable to them, so if they are not wearing a helmet and a suit, they will burn up.
*Will receive 30 percent more brute damage.
==Diet==
*Plasmamen do not need to eat like other organic races, but if they choose to eat, they have dislikes and likes.
*Plasmamen strongly dislike fruits.
*Plasmamen love grilled foods and vegetables when they have to eat.
*Lastly, due to their skeletal nature, plasmamen love milk, which will also heal them.
==Unique Mechanics==
*When gibbed they drop plasma.
*Plasmamen are one of the least customizable races; you can only customize their helmet. This creates an abundance of visual homogeny.
*Plasmamen lack any signs of damage like bloodied clothes, due to their lack of blood.
=Lore=
==History==
The first reported encounter with a plasmaman dates to the year 2384, not one year after Nanotrasen probes brought back sizable portions of '''baroxuldium''', the new Element 146, (quickly given the monicker of '''[[plasma]]''') to '''Luna''' to be tested. The solidified ore was brought into orbit, onto a research ship designated '''NVS Grey Voyager''' to be tested without endangering the rest of the lunar facility. Initial tests were successful. Plasma was found to bond with traditional metals such as iron with incredible ease in a liquid form to create the substance known as '''plasteel'''. However, it was noted that in a pressurized environment, exposure to oxygen and fire would cause the plasma to become an immensely efficient fuel for the ensuing fire. As a result, the synthesis of plasteel either had to be done in a vacuumed environment or in a safe protection chamber.


'''NOTE:''' Plasmamen start with their sealed clothing, a plasma tank in hand and a breath mask in addition to their job's equipment. '''You'll need to switch on your internals soon after joining so that you don't suffocate from a lack of plasma.'''
Approximately one month and seventeen days into testing, on October 24th, 2384, there was an incident that caused a plasma fire to erupt and burst through the pumping pipes to a chamber. Fire suppression systems failed as the massive heat capacity of plasma and its continuous pumping eventually melted and gnawed through the inner airlocks of the ship. Only the outer insulation to space prevented the plasma from leaking into the void. Once all the oxygen had been consumed, the plasma stopped but continued to fill the ship. The first responders to the incident were unable to hail the ship, and they presumed all crew aboard dead. However, biometric scanners picked up movement and activity on board. A burst of radioactive dusting revealed that there were moving skeletons aboard, and no traces of the crew’s bodies. After twenty-four hours of communication with '''CentCom Special Investigative Affairs''' and the '''Xenospecies Relationship Organization''' from the '''Sol Interplanetary Coalition''', a boarding party was finally sent to make contact, being a mixture of government officials and corporate emergency responders. The communication made marks the first contact between humanity and another sapient species. Only eleven out of fifty-seven crew were successfully extracted, as the boarding party did not immediately realize that plasma had fused to the skeleton’s bones and that their existing organic structures required plasma in order to function. While their livers and lungs had seemingly attached to their bones, the heart was notably missing. There were attempts to keep the incident under wraps, which massively failed. As soon as media outlets and ethical organizations caught wind of the incident and the existence of the quickly dubbed “plasmamen”, public opinion in the SIC split into several, spread opinions, with some believing in excessive, divine violence, others in humane treatment, and a select minority in research.


Plasmamen are a optional playable race. You can make a plasmaman character in the character panel. They do not have unique aspects that can be customized.
For their first few months of rebirth, the eleven plasmamen were confined and kept in specialized cells filled entirely with gaseous plasma in a secret SIC facility. Nanotrasen, at the behest of legendary chairwoman '''Julianna Deimi''', quickly developed and produced the first envirosuits, which were clunky but effective, a variation of the '''voidsuits''' that were far more resilient to environmental hazards, dubbed '''hardsuits'''. With reassurances that the plasmamen would be kept under a careful eye, as well as significant lobbying forcing the hands of SIC politicians, the remaining eleven crew of the NVS Grey Voyager were transferred from SIC scientists into the hands of Nanotrasen.  


Due to their Plasmic based biology, they spontaneously burst into flame in the presence of an oxidizer (oxygen). They have special sealed suits to prevent this, made up of a jumpsuit and a spaceworthy helmet.  
Interrogation of the plasmamen revealed that they remembered only flashes of their previous lives. Strangely, they also recalled histories not fitting themselves. Eventually, cross-referencing of interviews revealed that snippets of memories from each of the subjects had somehow been shared among them all. Overall, confusion about the self and one's own history were paramount, which made identification difficult. When asked and given their names, most refused to accept their old names. Instead, they requested that their name were to be an element from the periodic table followed by a pre-existing roman numeral. When queried, all their justifications had to do with a feeling of an innate bond with the element. No further understanding has been reached on this subject. Most displayed a heightened sense of apathy or distance from common, deep anxieties, such as death, starvation, and affection. While they still displayed self-preservation instincts, panic was not a prevalent response among the subjects. They still retained knowledge and their capability to speak, and very rarely resisted their imprisonment. It was only after the suggestions of researchers that they began to feel ambition once more, wishing to continue their work with Nanotrasen. The final notable development was when in shared cells, the plasmamen communicated using vocal sounds and fluctuations that matched with no pre-existing human language. When queried, the subjects were confused, stating that they had known the method of communication ever since their “resurrection”.


The jumpsuit contains a self-extinguisher with 5 charges, which activates when the plasmaman is wearing both the jumpsuit and helmet and is on fire. There is a cooldown between automatic extinguishes. Plasmamen helmets are flash-proof, so this lets the average plasmaman do welding without risking eye injury. The helmet obstructs eye and ear items from others, and only the plasmaman themself can take them off without removing their helmet. Neither item is fireproof.
Time went by and the '''Great Embarkment''' in 2400 saw humanity expand out into the rest of the '''Sol system''', as well as colonizing the nearby '''Val system''', which fueled them with significant portions of plasma to expand out at rapid paces. As the supply of plasma rose, so did the number of incidents. Not all plasma fires resulted in the creation of plasmamen, but as they became more common, so too did their life support become more stable. Creations of plasmamen groups and cultures began to spring out, and while most did not seek out their old lives, tribalistic desires increased as their numbers grew. In addition, the flickers of shared memories bequeathed a sense of intimacy between those who had died in the same fire; it was often these who grew the closest, seemingly undisturbed by the massive invasion of privacy.  


Plasmamen can eat, but must take off their helmet and breath mask to do so.
In the present, plasmamen still see discrimination and horror from fellow organics, but they also find more fulfillment and independence in their existence. While Nanotrasen policy is to suggest and attempt to retain a fresh plasmaman as an NT worker, not all plasmamen work in NT facilities, due to the increasing availability of the resource, despite the corporation’s best efforts to keep it on lockdown. As a result, plasmamen, while still rare, exist in several branches of civilized life: wherever their attitude, skills, and physiology are accepted.
==Naming Conventions ==
Plasmaman vary in their naming schemes. Rarely, they adopt their old names from their previous lives. More commonly others take on a name which consists of an element of the periodic table followed by a number in roman numerals. The element is often one that the plasmaman finds significant in their new existence, or feels a bonding with. Some report not knowing why they chose said name while being evasive on the topic. Regardless, scientists have noted that over time, the numeral associated with the chemical grows in size.
==Culture==
Plasmaman culture is little developed, due to the widespread apathy that tends to sweep through the species. However, plasmamen who display higher responsiveness and sensitivity to typical emotions tend to focus on gathering close with other plasmamen to discern some meaning for their new lives or to interrogate their newfound, intrusive memories. The creation of several "Lazarus groups" has spread through stations where plasmamen reside, acting as informative, philosophical communities.  


Plasmamen breathe plasma, and carry their own plasma gas tanks; unlike [[Atmospherics_items#Plasma Tank|standard plasma tanks]], these can be carried on their waist. These plasma tanks are not stocked on the station, but additional tanks may be ordered in [[supply crates]]. A plasmaman's body will not release plasma into their environment.
While plasmamen have little need for housing or a sense of home, they do tend to collect belongings and assign value to them as most organics typically do, as petty as the worth can be.  


Plasmamen take twice as much damage from fire and lasers. They cannot lose blood through an IV drip or via bleeding. Chemicals, including food and drinks, can be injected into their bodies through their jumpsuits. Plasmamen are not susceptible to viruses and illnesses.  
The question of religion is a widely dismissed question, though some plasmamen take their newfound existence to be some kind of divine intervention or miracle. Others can view it as a curse, though many quickly lose interest in the topic unless it is actively returned to in discussion.  


Once dead, a plasmaman's chances of being brought back to life are smaller than the average crew member. Defibrillators do work, but cloning a plasmaman will almost always fail, because the developing body will burn inside the cloning pod's atmosphere. Cloning a plasmaman is possible but difficult, requiring measures such as brain transplants or building cloning machines in a room filled with plasma and no oxygen. Blood cannot be drawn out of a plasmaman, so they cannot be turned into a [[podman|Podman]] (without turning them into some other species first).
Celebration and holidays are scarce, with most tirelessly working toward whatever goal they set for themselves upon their re-life. For most, this ends up being hazardous work in vacuum that others are reluctant to take. However, plasmamen have contributed to the arts, most notably in the field of music, where they typically become classical composers and synthetic artists. Music is also the form of media they enjoy the most, with some reporting the vibrations of sound as therapeutic, even in those that typically show a muffled response to happiness-inducing stimuli.  
 
==Lifespan and Health==
[[Surgery]] can be performed to remove a plasmaman's brain from their burning body; fortunately the brain won't burst into flames and can be used like any other brain. Plasmamen contain all of the organs you'd expect from a human, and all organs can safely exist outside the body.
It is theorized that plasmamen can live up to 300 years after their revival, after which their body suffers rapid organ failure, beginning with the brain before transitioning into the lungs. They are also immensely susceptible to common brain afflictions found in humans such as Alzheimer's and Parkinson's, with the rate of affliction notably higher for plasmamen over humans with a family history of the condition before their transformation.
 
The AI does not consider plasmamen human and is not obligated to listen to them. Also, [[Captain|certain]] [[Head of Personnel|crew members]] will show depths of racism previously reserved for the clown. Centcom also maintains a strict "Human-Only" policy for Command Staff appointments. But hey, flaming skeletons!
 
=Lore=
Plasmamen have evolved from a new type of Plasma based life, where Plasma substitutes for the Carbon in a normal human biology. This life developed in and on the surface of asteroids in the Centration belts, until eventually Plasmamen emerged. After spreading from rock to rock, Plasmamen did not form a unified society, and instead formed their own small clans of 10-100 people, living in carved out spaces inside the asteroids. Occasionally they attach engines to convert their homes into ships. They excel in gas works, and have minor skill in cloaking technology (their love of cloaked helmets comes to mind, though Nanotrasen has banned this aboard stations). However, the species has not created hyper-spatial travel, and operates on very outdated computer technology.


While distant and flat from emotional matters, plasmamen still possess expected and normal levels of self-preservation. Depression, PTSD, schizophrenia, RDS, and sociopathy are all significantly more prevalent in their psyches. The presence of alien memories can often lead to a conflicting impression of the self, which can be an immensely stressful experience.


Plasmamen shrink a few inches from their previous life, and their body mass is significantly lowered as a result of being a plasma-infused skeleton-carcass entity.
==Roleplay Traits==
*Often flat and direct, sometimes sarcastic
*Can vary from apathetic to hypersensitive in their general existence, often leaning toward the former
*Rarely interested in pleasantries or social relationships
*Sometimes disturbed by a variety of past memories, though most avoid conventional PTSD with a newfound distance from their existence
*May seek out hobbies, though limited in the number they can partake in
*Can live upwards of 300 years before their organic components fail from old age
*Mostly uninterested in religious questions or discussion
*Seemingly never tired, capable of working endlessly with little sustenance
*Possesses no need to sleep, though sleep can be artificially induced in them
*Sex indistinguishable, with gender self-reported
{{Jobs}}
{{Jobs}}
 
[[Category:Lore]]
[[Category:Backstory]]

Latest revision as of 19:04, 1 January 2024

PLASMAMAN
Plasmaman.png
Plasmaman
Genus: Mortis Sapien Ignis
Homeworld: N/A
Central Authority: Sol Interplanetary Coalition
Allowed Command Roles: Head of Personnel, Research Director, Chief Engineer, Chief Medical Officer
Guides: This one is it

Plasmamen are the sapient remains of those who have died in plasma fires and then resurrected under mysterious circumstances. As walking, charred skeletons, they only hold onto glimpses of their previous lives, discombobulated with the memories of others who shared in their unfortunate, incendiary fate. After proper rescue and retrieval, most plasmamen often return to work under whichever company they served. In most cases, this ends up being the lead of plasma-based research: Nanotrasen.

Gameplay

Racial Benefits

  • Plasmamen boast complete rad immunity.
  • They have a strong resistance to cold temperatures.
  • When wearing an atmospherics fire suit, plasmamen can spacewalk.
  • They can heal via drinking milk and plasma.
  • They do not possess blood, thus do not ever suffer from blood loss.
  • No need for sustenance.
  • Mostly resistant to diseases due to their envirosuit and unique biological nature.
  • The helmet provides specifically welding protection. It will not protect against flashes or other blinding effects.
  • 10 percent burn damage resistance.

Racial Drawbacks

  • Due to their lack of skin and skeletal nature, they take additional damage from brute force.
  • They lack traditionally researched genetics. This means they cannot gain powers from the Genetics department.
  • Oxygen is toxic to them, requiring each plasmaman to carry a plasma tank with them which may run out of plasma over time.
  • Oxygen is also flammable to them, so if they are not wearing a helmet and a suit, they will burn up.
  • Will receive 30 percent more brute damage.

Diet

  • Plasmamen do not need to eat like other organic races, but if they choose to eat, they have dislikes and likes.
  • Plasmamen strongly dislike fruits.
  • Plasmamen love grilled foods and vegetables when they have to eat.
  • Lastly, due to their skeletal nature, plasmamen love milk, which will also heal them.

Unique Mechanics

  • When gibbed they drop plasma.
  • Plasmamen are one of the least customizable races; you can only customize their helmet. This creates an abundance of visual homogeny.
  • Plasmamen lack any signs of damage like bloodied clothes, due to their lack of blood.

Lore

History

The first reported encounter with a plasmaman dates to the year 2384, not one year after Nanotrasen probes brought back sizable portions of baroxuldium, the new Element 146, (quickly given the monicker of plasma) to Luna to be tested. The solidified ore was brought into orbit, onto a research ship designated NVS Grey Voyager to be tested without endangering the rest of the lunar facility. Initial tests were successful. Plasma was found to bond with traditional metals such as iron with incredible ease in a liquid form to create the substance known as plasteel. However, it was noted that in a pressurized environment, exposure to oxygen and fire would cause the plasma to become an immensely efficient fuel for the ensuing fire. As a result, the synthesis of plasteel either had to be done in a vacuumed environment or in a safe protection chamber.

Approximately one month and seventeen days into testing, on October 24th, 2384, there was an incident that caused a plasma fire to erupt and burst through the pumping pipes to a chamber. Fire suppression systems failed as the massive heat capacity of plasma and its continuous pumping eventually melted and gnawed through the inner airlocks of the ship. Only the outer insulation to space prevented the plasma from leaking into the void. Once all the oxygen had been consumed, the plasma stopped but continued to fill the ship. The first responders to the incident were unable to hail the ship, and they presumed all crew aboard dead. However, biometric scanners picked up movement and activity on board. A burst of radioactive dusting revealed that there were moving skeletons aboard, and no traces of the crew’s bodies. After twenty-four hours of communication with CentCom Special Investigative Affairs and the Xenospecies Relationship Organization from the Sol Interplanetary Coalition, a boarding party was finally sent to make contact, being a mixture of government officials and corporate emergency responders. The communication made marks the first contact between humanity and another sapient species. Only eleven out of fifty-seven crew were successfully extracted, as the boarding party did not immediately realize that plasma had fused to the skeleton’s bones and that their existing organic structures required plasma in order to function. While their livers and lungs had seemingly attached to their bones, the heart was notably missing. There were attempts to keep the incident under wraps, which massively failed. As soon as media outlets and ethical organizations caught wind of the incident and the existence of the quickly dubbed “plasmamen”, public opinion in the SIC split into several, spread opinions, with some believing in excessive, divine violence, others in humane treatment, and a select minority in research.

For their first few months of rebirth, the eleven plasmamen were confined and kept in specialized cells filled entirely with gaseous plasma in a secret SIC facility. Nanotrasen, at the behest of legendary chairwoman Julianna Deimi, quickly developed and produced the first envirosuits, which were clunky but effective, a variation of the voidsuits that were far more resilient to environmental hazards, dubbed hardsuits. With reassurances that the plasmamen would be kept under a careful eye, as well as significant lobbying forcing the hands of SIC politicians, the remaining eleven crew of the NVS Grey Voyager were transferred from SIC scientists into the hands of Nanotrasen.

Interrogation of the plasmamen revealed that they remembered only flashes of their previous lives. Strangely, they also recalled histories not fitting themselves. Eventually, cross-referencing of interviews revealed that snippets of memories from each of the subjects had somehow been shared among them all. Overall, confusion about the self and one's own history were paramount, which made identification difficult. When asked and given their names, most refused to accept their old names. Instead, they requested that their name were to be an element from the periodic table followed by a pre-existing roman numeral. When queried, all their justifications had to do with a feeling of an innate bond with the element. No further understanding has been reached on this subject. Most displayed a heightened sense of apathy or distance from common, deep anxieties, such as death, starvation, and affection. While they still displayed self-preservation instincts, panic was not a prevalent response among the subjects. They still retained knowledge and their capability to speak, and very rarely resisted their imprisonment. It was only after the suggestions of researchers that they began to feel ambition once more, wishing to continue their work with Nanotrasen. The final notable development was when in shared cells, the plasmamen communicated using vocal sounds and fluctuations that matched with no pre-existing human language. When queried, the subjects were confused, stating that they had known the method of communication ever since their “resurrection”.

Time went by and the Great Embarkment in 2400 saw humanity expand out into the rest of the Sol system, as well as colonizing the nearby Val system, which fueled them with significant portions of plasma to expand out at rapid paces. As the supply of plasma rose, so did the number of incidents. Not all plasma fires resulted in the creation of plasmamen, but as they became more common, so too did their life support become more stable. Creations of plasmamen groups and cultures began to spring out, and while most did not seek out their old lives, tribalistic desires increased as their numbers grew. In addition, the flickers of shared memories bequeathed a sense of intimacy between those who had died in the same fire; it was often these who grew the closest, seemingly undisturbed by the massive invasion of privacy.

In the present, plasmamen still see discrimination and horror from fellow organics, but they also find more fulfillment and independence in their existence. While Nanotrasen policy is to suggest and attempt to retain a fresh plasmaman as an NT worker, not all plasmamen work in NT facilities, due to the increasing availability of the resource, despite the corporation’s best efforts to keep it on lockdown. As a result, plasmamen, while still rare, exist in several branches of civilized life: wherever their attitude, skills, and physiology are accepted.

Naming Conventions

Plasmaman vary in their naming schemes. Rarely, they adopt their old names from their previous lives. More commonly others take on a name which consists of an element of the periodic table followed by a number in roman numerals. The element is often one that the plasmaman finds significant in their new existence, or feels a bonding with. Some report not knowing why they chose said name while being evasive on the topic. Regardless, scientists have noted that over time, the numeral associated with the chemical grows in size.

Culture

Plasmaman culture is little developed, due to the widespread apathy that tends to sweep through the species. However, plasmamen who display higher responsiveness and sensitivity to typical emotions tend to focus on gathering close with other plasmamen to discern some meaning for their new lives or to interrogate their newfound, intrusive memories. The creation of several "Lazarus groups" has spread through stations where plasmamen reside, acting as informative, philosophical communities.

While plasmamen have little need for housing or a sense of home, they do tend to collect belongings and assign value to them as most organics typically do, as petty as the worth can be.

The question of religion is a widely dismissed question, though some plasmamen take their newfound existence to be some kind of divine intervention or miracle. Others can view it as a curse, though many quickly lose interest in the topic unless it is actively returned to in discussion.

Celebration and holidays are scarce, with most tirelessly working toward whatever goal they set for themselves upon their re-life. For most, this ends up being hazardous work in vacuum that others are reluctant to take. However, plasmamen have contributed to the arts, most notably in the field of music, where they typically become classical composers and synthetic artists. Music is also the form of media they enjoy the most, with some reporting the vibrations of sound as therapeutic, even in those that typically show a muffled response to happiness-inducing stimuli.

Lifespan and Health

It is theorized that plasmamen can live up to 300 years after their revival, after which their body suffers rapid organ failure, beginning with the brain before transitioning into the lungs. They are also immensely susceptible to common brain afflictions found in humans such as Alzheimer's and Parkinson's, with the rate of affliction notably higher for plasmamen over humans with a family history of the condition before their transformation.

While distant and flat from emotional matters, plasmamen still possess expected and normal levels of self-preservation. Depression, PTSD, schizophrenia, RDS, and sociopathy are all significantly more prevalent in their psyches. The presence of alien memories can often lead to a conflicting impression of the self, which can be an immensely stressful experience.

Plasmamen shrink a few inches from their previous life, and their body mass is significantly lowered as a result of being a plasma-infused skeleton-carcass entity.

Roleplay Traits

  • Often flat and direct, sometimes sarcastic
  • Can vary from apathetic to hypersensitive in their general existence, often leaning toward the former
  • Rarely interested in pleasantries or social relationships
  • Sometimes disturbed by a variety of past memories, though most avoid conventional PTSD with a newfound distance from their existence
  • May seek out hobbies, though limited in the number they can partake in
  • Can live upwards of 300 years before their organic components fail from old age
  • Mostly uninterested in religious questions or discussion
  • Seemingly never tired, capable of working endlessly with little sustenance
  • Possesses no need to sleep, though sleep can be artificially induced in them
  • Sex indistinguishable, with gender self-reported
Jobs on Yogstation

Jobstemp.png

Command Captain · Head of Personnel · Head of Security · Chief Engineer · Chief Medical Officer · Research Director
Security Head of Security · Security Officer · Warden · Detective · Lawyer
Engineering Chief Engineer · Station Engineer · Atmospheric Technician · Network Admin
Science Research Director · Scientist · Roboticist · Geneticist
Medical Chief Medical Officer · Medical Doctor · Chemist · Geneticist · Virologist · Paramedic · Psychiatrist · Mining Medic
Supply Head of Personnel · Quartermaster · Cargo Technician · Shaft Miner · Mining Medic
Service Janitor · Bartender · Cook · Botanist · Lawyer
Civilian Assistant · Tourist · Clown · Mime · Artist · Chaplain · Curator · Clerk
Non-Human AI · Cyborg · Positronic Brain · Drone · Personal AI · Construct · Golem · Ghost
Special Centcom Official · Death Squad Officer · Emergency Response Officer · Ian · HONK Squad Officer
Races Humans · Lizardpeople · Plasmaman · Phytosian · Preternis · Mothpeople · Ethereals · Polysmorph · Miscellaneous