Plasmaman: Difference between revisions

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Lore Update
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(Lore Update)
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{{RacePageHeader
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|specietype = PLASMAMEN
|specietype = PLASMAMEN
|speciename = Plasmamen
|speciename = Plasmamen
|homeworld = Centration
|homeworld = Logatio
|central authority = Scattered collectives
|central authority = Tribal Leaders
|restricted job roles = Command Roles
|restricted job roles = Command Roles
|guides = No external guides
|guides = This one is it
}}
}}


 
''From the planet Logatio in the Zara system, the men of plasma have stalked their prey for generations with brutal steady determination. This terrifying skeletal species is the only sentient race known to not require oxygen and the first inorganic sentient race. Highly discriminated in all of Commonwealth space, this species primarily works for Nanotrasen, and are known for their determined, solitary, and apathetic nature''
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 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, burn, and brute damage is greater against plasmamen, making them especially fragile. Under normal circumstances they cannnot survive surgical procedures.
 
=History=
 
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=
==Naming Convention==
Plasmamen have adopted names encouraging high organization and ease of communication. Their names follow the trope of a name followed by roman numerals, with their forename always being related to the periodic table, such as “Radon”, “Krypton”, or “Lithium”. Prior to their first encounter with civilized space, Plasmamen names were just a series of numbers, but civilized space required them to adapt their naming conventions.


'''NOTE:''' Plasmamen start with their sealed clothing, a plasma tank in hand and a breath mask in addition to their job's equipment. '''Keep you internals on at all times, so that you don't suffocate from a lack of plasma.'''
==Racial Benefits==
*Plasmamen boast complete rad immunity.
*They have a strong resistance to cold temperatures.
*When wearing a fire suit, plasmamen can spacewalk.
*They can heal via drinking milk.
*Due to their inorganic nature, they have no blood.
*Additionally, due to being inorganic, they have little to no food requirements. Rarely on station does a plasmaman have to eat.
*Lastly due to being inorganic, they are mostly resistant to all diseases and viruses.


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.
==Racial Drawbacks==
*Due to their lack of skin and skeletal nature, they take additional damage from brute force.
*Due to their bones being partly made of plasma, they take additional damage from heat and burn damage.
*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.


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.  
==Diet==
*Plasmamen do not need to eat like other organic races, but if they choose to eat, they have dislikes and likes.
*Plasmamen hate fruits, and strongly dislike them.
*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.


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 jumpsuit nor helmet are fireproof.
==Unique Mechanics==
*When gibbed they drop plasma.
*Plasmamen are one of the least customizable races. This creates an abundance of visual homogeny.
*Plasmamen lack any signs of damage like bloodied clothes, due to their lack of blood.


Plasmamen may eat, but must take off their helmet and breath mask to do so. They are not supposed to suffer hunger, but during some long rounds you may become hungry anyway.
=Lore=
==Logatio==
Logatio is one of the largest known solid worlds across all of civilized space, and is the largest inhabited world. Before their encounter with civilization the plasmamen lived in clan-like tribes all across the surface. The world itself is coated in plasma gas, which is extremely valuable to certain corporations, however due to Commonwealth regulations, gas harvesting is strictly prohibited. Currently, few tribes remain in the hinterlands of the planet, with many having moved to the major cities where plasma gas is canned for plasmamen working abroad.  


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.
==Culture==
Plasmaman culture is highly focused on bonds between their tribes, and tribal benefit. There are currently over 200 known tribes that plasmamen are a part of. The most important aspect of these tribes is their central housing, sheltering the entire tribe at once. These homes were used between hunts, and in the modern-day, they have created new homes in the large cities. Within these homes, they would have an elderly tribal leader rule the house and the tribe by extension. The leader's role was to primarily assign chiefs who lead the subtribes and to run the house itself and its care. Over time the leaders have become more powerful leading the politics of the tribes, and the planet of Logatio as a whole. These tribal names have been translated into famous scientists throughout Commonwealth history such as Oppenheimer, Edison, and Copernicus. However, even more, important in their culture is their belief in working for tribal benefit. All plasmamen are to bring wealth and prestige to their culture in any way necessary. Additionally, plasmamen have highly valued the hunt. For weeks on end, plasmamen would stalk their prey across the plains of Logatio separate from one another leading to them being less talkative than other races. In modern-day hunting is not done the same, but a new tradition has emerged called the great hunt. The best hunters of tribes will compete to gain the glory of the largest kill. The hunters have one week to achieve this, and the tribe who wins this competition is seen as the leading tribe for the year. They are allowed to use any technology for this, however, the prey must be wild. This hunting culture has contributed to their work ethic and solitary nature. This, and their unshakable determination, has led to plasmamen being known to be some of the most productive workers in civilized space.  


Plasmamen take 50% more damage from heat, burn, and brute damage. They have no blood to remove from them. Chemicals, including food and drinks, can be injected into their bodies through their jumpsuits. Plasmamen are not susceptible to any virus or disease, including appendicitis.  
==Lifespan==
Plasmamen have a uniquely long lifespan of upwards of five hundred years. This long lifespan is due to their uniquely inorganic nature. However, this long lifespan has correlated to an extremely long reproduction cycle. Plasmamen reproduce only once every ten years, leading to very slow population growth. Plasmamen population size is by far the smallest, in comparison to all other sentient races.


Once dead, a plasmaman's chances of being brought back to life are smaller than the average crew member. Defibrillators don't work, because plasmamen do not have a heart. Cloning a plasmaman is possible but requires more care; measures such as brain transplants or building cloning machines in a room with no oxygen are possible too. 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).
==History==
===Before Commonwealth===
Extremely little is known of plasmaman history before their encounter with civilized space. However, they were known to be a tribal species who utilized their slow metabolism to steadily run their prey down for days. Their skeletal nature prevented them from taking on prey in a head-on approach, so their main method of hunting was depriving their prey of sleep to kill them at their weakest. This steady and long-term determinism in their hunt has translated into an unstoppable work ethic in the modern era.. When first encountering the Commonwealth, many tribes decided to work with the Commonwealth and Nanotrasen to further their tribes. This led to a cascade of tribes joining the Commonwealth to obtain greater status and wealth.


[[Surgery]] can be performed to remove a plasmaman's brain from their often burning body; fortunately the brain won't burst into flames and can be used like any other brain.
===After Commonwealth===
 
Commonwealth explorers discovered plasmamen in 2551, a mere 5 years before the events on Space Station 13. This recency has meant that the planet Logatio hasn’t even been fully colonized, due to its early technological nature. Currently, plasmamen are never seen outside of the Ciastor sector, and the political impact plasmamen have is non-existent. However, the local Ciastor Nanotrasen CentComm has begun using plasmamen across NT stations and workplaces. Their implementation as workers has been highly successful, due to their hardworking nature. Additionally, Logatio is planned to have an election in 2557, for the planet’s governors and senator for the Commonwealth Senate.
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.


=Suggested Roleplay=
*Plasmamen are known to be solitary, hardworking, and prideful people. Here are some suggestions to roleplay Plasmamen, but as with any species, these are just suggestions.
*Plasmamen are known to be solitary and straight to the point in conversation. RP Examples: Talking to gain knowledge or wealth or prestige is encouraged, Be brutally honest in conversation, and keep minimal small talk.
*Plasmamen are known to be hard-working individuals. RP Examples: Working hard to bring in large amounts of ores as a Miner, making super-efficient engines in Engineering, and generally keeping on task.
*Plasmamen are known to want their accomplishments to be known to bring glory to their tribe. RP Examples: Bring attention to your accomplishments, defend your tribe's name, and take an insult to a fellow tribe member as an insult to yourself.


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[[Category:Lore]]
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