Preternis

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PRETERNIS
Preternis.png
Preternis
Genus: Mechinosus Vir Prudens
Homeworld: Ur’lan
Central Authority: Remnants of Vxtvul
Allowed Command Roles: Chief Engineer, Research Director
Guides: [1]

Preterni are a hybrid organic-synthetic species consisting of a simple, mechanical chassis that holds an assortment of augmented organs comprised of flesh and metal. Lost relics of the ancient Vxtvul Empire, preterni used to serve their creators, the Vxtrin. Now, they function as effective industrial workers within the Commonwealth of Orion, simultaneously seeking to create their own, independent people.

Gameplay

Power management

Instead of needing food, Preternis feed on power from power cells, APCs, SMES cells, mechs or Cyborgs (but don't expect them to be too happy about it!) by alt-clicking with an empty hand. An inducer applied on their chest can also charge them at the cost of inflicting burn damage. When they run out of power, they will die, needing to be cloned or recharged with an inducer before being revived via other means. Preternis can eat normal food to recharge their energy, however the energy gained is negligible at best. A preternis cannot recharge while wearing insulated gloves and other types of gloves will slow down the recharge rate, so take then off before recharging.

While their eyes are in good condition,Preternis can use a night vision ability similar to a Ghost's "Toggle Darkness" setting, letting them see at any distance in darkness. This removes their need for light as long as their eyes are in good shape, conveniently their eyes also constantly repair themselves when in their body.

Health management

Preternis take 1.25 times more brute damage, and 1.5 times more burn damage, and chems that heal either of these do not work(chemicals that cause brute/burn damage, however, still work), including sutures and mesh, as well as cryo. Instead, a Preternis can heal brute damage with a welder(don't forget your welding protection(or don't since your eyes repair themselves quickly)), and burn damage using cable coils, in the same way one would fix a prosthetic limb. Should a dead or dying Preternis end up in your medbay, check their bag or toolbelt for these tools, as almost all of them will keep those with them. Preternis also can heal burn damage through drinking oil or welding fuel, though welding fuel is both less effective and also gives toxin damage.

They are completely immune to radiation including radiation storms, however they can still spread radiation to others and genetics can still modify their DNA even if the radstorm won't. Reagents in their system are automatically purged after 20 cycles, however drunkenness will still remain. Preternis have a 33% lower oxygen requirement than humans (12kpa internals) but are more sensitive to breathing air that's too cold or hot, and can survive breathing trace amounts of plasma. Thanks to their upgraded metabolism, they're less likely to catch a virus (80% of infection attempts will fail) but if they do catch one, it will stick around and be harder to get rid of than it would be for a human.

Crippling weaknesses

Malicious crew members with access to restricted tech can hack Preternis twice for a short stun each time. The first hack will cause massive brain damage to the Preternis and the second hack will cause permanent damage to their visual cortex. EMPs will also heavily debilitate a Preternis, stunning them, dealing substancial brute and burn damage and heavily draining their remaining battery life. People looking to easily disable a Preternis can take advantage of the low hp of robot limbs(35) by targeting them to disable them, disablers are especially effective at doing this, a single shot being able to disable a limb.

Misc

  • Preternis also share an exclusive language with cyborgs and the AI, usable by preceding your message with ,6.
  • Preternis require more stim gas in order for it to be effective
  • Preternis eyeballs when implanted in other species will take constant damage which will over time remove their ability to toggle the night vision ability and eventually make them nonfunctional, putting them back in a Preternis will repair them.

Lore

History

The origins of preterni lie in the many creations of the Vxtvul Empire. Seeking a solution to the massive radiation that spilled out in their plasma-enriched engines, the insectoids opted to work to make their silicon intelligence capable of working and maintaining the engines, which led to the creation of the first cyborg units in existence. However, the first units suffered from significant mechanical coordination issues, and their circuitry would fail and fry in the presence of extreme fusion burns. Furthermore, their inability to act freely of their laws made them an unideal fit for a worker that needed to be independent and self-sufficient for massive periods of time, as the decontamination process of any object leaving a burn chamber proved to be an endeavor that often required organic confirmation. It is not known exactly when the first preternis unit was made, but the beings combined the best of both organics and silicons for their purposes. Namely, preterni had standard anthropomorphic appendages and free will, while also having an augmented exterior to their fleshy insides, which permitted theorized infinite exposure to radiation, as their chassis implemented plasma alloys into its shielding, as well as their lungs being more capable of filtering out plasma particles. Preterni were then one of the many species implemented into the Vxtvul Empire for the rest of its lifespan. They primarily served as chemical, nuclear, and otherwise industrial workers due to their capability to withstand significantly hazardous conditions. At some point, the factory lathes that produced the species implemented a capability for preterni to perform self-surgery with typical tools. Mainly, this was an attempt to make them even more capable of sustaining their own bodies in the hellish environments they often existed in.

When the Vxtrin inexplicably disappeared and their empire went dark in a matter of microseconds, so too did preterni factories shut down. It was only until 2431, on the planet of Ur’lan, did Indonesian colonists sponsored by Sano-Waltfield Industries, a subsidiary of Nanotrasen, come across and accidentally re-activate one of the many, decrepit preterni factories that span the Milky Way. Aided by two of the first silicon crew that had been reverse-engineered from the uncovering of MMI technology in 2419, the recently built preterni were able to communicate and learn Galactic Common through explanation of decoding of binary in order to speak the lingua franca. The organic hybrids then expressed confusion at the disappearance of their creators, before quickly confirming that approximately seventeen millennia had passed since the last production cycle of the factory.

When news of the new constructs finally passed through the several communication beams back to Luna, Nanotrasen immediately swooped in to purchase the colony rights for more than one thousand times the value of the original contract. At first, the corporation attempted to claim the preterni as property, arguing that the mechanical beings were constructs that belonged to them under the prerogative of alien salvage, as they had before with the uncovering of silicon life twelve years ago. When Commonwealth representatives were able to quickly ascertain the free will and sapience of the preterni, the Orion Chamber quickly moved to decide the next steps for the species. Eventually, a conclusion was reached that it was in the best interest of humanity that the preterni become allies to help the Commonwealth uncover more of the Vxtul’s ancient structures, as well as maybe start learning more about what caused such a civilization to seemingly go extinct. When offered a treaty and recognition of rights under Commonwealth law, the preterni unified into the Remnants of Vxtvul, a skeletal government that would quickly grow to become a legitimate ruler of several different Vxtvian planets while offering their hospitality where applicable. Concerns about the preterni finding and enabling a weapon that could turn the military advantage on the Commonwealth’s several nations continued to mark xeno relation discussions within the Chamber. To this day, these fears have not been realized, though several different intelligence agencies from the various nations in the Commonwealth keep a wary eye on the Remnant’s expansion and re-activation of more and more preterni factories.

Secretly, several Commonwealth factions and companies moved to attempt to intercept and discover a preterni factory before the Remnants claimed it as their own, and several factories were deconstructed, sabotaged, or otherwise made unworkable through fanatical or research-based work. Skirmishes between opposing forces were common over the ancient tech, and while Nanotrasen proved to reverse-engineer the protolathe technology first, opposing interests such as Cybersun Industries also obtained the schematics and knowledge of how to re-utilize the technology, though their scientists still work to try to mold it to their own ends. When the Remnants inevitably discovered evidence of human conflict or interference on many sites, diplomatic tensions flared, though the preterni, with no navy or significant military presence established yet, begrudgingly bore the blow, though a widespread animosity for humanity began to spread through their culture. Some attempted to justify and excuse their actions, but their societies still remain fairly divisive on the issue that still rampantly continues.

In the present day, a level of wariness still poses between the two powers, though the Remnants have begun to defend their own space as well as sizing a modest fleet that’s primarily meant to defend existing sites from would-be scavengers. Humans are accepted in their several settlements and stations, though often watched with caution and screened extensively as to the purpose of their visit or migration. Very few manage to obtain citizenship, though they become idealized targets for corporate employment or diplomatic integration.

Naming Conventions

Preterni naming conventions range from unit titles that a preternis is created with, a working nickname they designate upon themself, or a standard human name with a surname. While preterni do not have conventional families, those who often feel close emotional bonds take on the same surname, either as an ease of organization, or as a way to integrate into a human-majority community. For some, it's simply a matter of identity for a largely identical species.

Culture

Data logs indicate that, in the ancient past, most customs and practices that preterni acted were commonly in the middle of work. Most frequent was the tuning and harmonization of key whistles outputted via the speaker that permitted preterni to speak binary. These robotic melodies could range from folk hymns about Vxtvul mythology to worker chants, akin to shanties. With the little time they spent away from their labor, preterni would often consume whatever media they could obtain, or simply work to ensure they were recharged and maintained for the next day. One day each work cycle saw every preterni in a housing division free from their responsibilities. The festival on these days could delve into drink and song, the participants taking the time to either engage in pleasantries with one another, or, more rarely, each would remove a non-vital bolt from their chassis and mix them in a bowl. The bolts were then handed out randomly and re-attached as a form of bonding between the individuals. Generally, a preterni would grow to form a strong emotional bond with their respective housing division as a result. While preterni are exempt from common romantic interests, these bonds could rarely incite irrational action, though such impulses were often short and abruptly stopped. As a curious note, there were reported instances- enough to be noted as a pattern, in which one or two preterni would attempt to include a silicon unit in the process, to the confused but willing acceptance of said units.

Now, the various planets and communities in which preterni settlers make their foundations borrow some commonalities of culture in millennia past, though the contact with humans combined with their new independence has led to several curiosities. Firstly, some preterni take on naming conventions akin to humans, while it's become fairly commonplace for preterni to implant hair that matches those of humans onto their heads. Other human traditions adopted include preterni "birthdays", which tends to be marked as a sign of accomplishment and increased competence, though they lack the traditional gift-giving that humans participate in. They are possessive of owned properties, tending toward a greater care for their objects as well as a less common likelihood to share, though they abhor the idea of a collective goal being stopped by petty belongings.

Works and projects are seen as more important than one's character, with spiritual fulfillment often coming from the realization of one's utilitarian completions, rather than the evolution and constant improvement of their own spirit. A common, firm preterni tenant is that of the value of the external- that which is present, which is visible, and which is made. As it is their chassis that protects them from exceedingly lethal doses of radiation, this is unsurprising.

The most common religion, Vxulism, focuses on the Vxtrin and all that they effected for the preternis race in their existence, often hailing their goals and objects to cultivate the stars themselves. While some have converted to other galactic religions, common ones often see preterni flocks branch off rapidly, as a result of the ancient history that preterni are a part of, which can vastly contradict with core scripture in many faiths.

Lifespan and Health

Records report that preterni can live up to 120 years after their creation, though this assumes their chassis and internal organs are being properly maintained through the several hazardous environments they tend to exist in. As they're able to take standard cybernetic organs which are manufactured in bulk, it is old age that eventually wears at their brain, before it is rendered unable to act as the body's nerve center. They are notable resistant to infections due to the mechanized filter on their lungs as well as a highly advanced immune system.

Mentally and emotionally, there seem to be no significant variations from traditional human trends: assumed to generally be consequences of sapience.

Roleplay Traits

  • Robotic in their mannerisms and speech, though not necessarily emotionally flat
  • Considering their uniform exteriors, some synthetically install hair or wigs to better personify themselves
  • Can be wary and distrusting of a human’s intentions, though not paranoid. Typically prefers to handle machinery or do their assigned job rather than let someone else substitute
  • Lives slightly longer than humans, upwards of 120 years
  • Often works with and gets along with plasmamen in integrated labor environments
  • Tend to be a fan of fatty, high-sugar foods, though they typically only eat for pleasantries or if in dire need of energy
  • Highly innovative and work-centric, creative in their application of tools as well as generally displaying a high drive for achievement or excellence
  • Some take pride in their unique position between organic and silicon, even going so far as to try and act as a diplomat for servile silicon units
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