A Crash Course In Roleplaying and Alraune: Difference between pages

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Roleplaying in CHOMPstation is a very important factor, more so than the other Space Station 13 versions out there (remember, different servers have different play styles!). This guide will go some way in helping you learn about roleplaying. The main rule for roleplaying is to not [[Rules|metagame]].
== Overview ==
* Alraune speak '''Al''', which consists of both verbal and visual signal cues.
* Most Alraune prefer '''not to wear clothes''', but most are perfectly capable.
* Alraune are '''omnivorous'''.
* Alraune often have a '''strange and pragmatic''' form of morality.
== Biology ==
=== The Basics ===
Alraune vary somewhat in their body type, able to change their forms with enough time and focus; this manifests most apparently in motility and outward appearance, though their underlying anatomy tends to be fairly uniform. All alraune possess many hypha-like tendrils running the length of their entire body. These tendrils also double as a neural network, giving the alraune a high awareness of their surroundings. Lower body parts may lack these tendrils or have only strings running down the lower body to protect their neural network. This aspect makes most alraune somewhat '''slower''' and '''less balanced''' on their feet. The lower body of an alraune tends to be either a collection of thick, vine-like tentacles; a set of human-like legs; or most commonly a bulb covered in large petals. Vines sprout out of the base of their bulb, which they use to absorb nutrients out of the soil. These vines are strong enough to allow for movement, although slow. Following contact with colonists, most alraune have begun to adopt human-like forms from the waist up, mostly feminine in nature, and taking on very bright colors or appetizing fruits.
Alraune possess relatively few organs and are rather simple organisms. Their digestive system is a series of chambers lined with modified leaves through which ingested material is broken down to its base components by means similar to a pitcher plant and stored as glucose and starch in other regions of the body, sublimated with large quantities of water. Sometimes this expresses in storage of berries, cereals and other edible plant parts peripheral to the alraune's body. Due to the diffuse nervous system alraune have, removing these parts is nearly painless and alraune are known to self-cannibalize to regain nutrients saved in such a way. Some alraune choose to grow edible sections with hallucinogenic properties to lure potential prey.
The skin of the alraune consists of three layers. The first layer is a '''thin, slightly waxy''' layer which prevents water loss. The second is a mottled, porous layer that enables respiration. The third layer is the mesophyll, which is responsible for most photosynthesis, and which gives their skin its green color. Deeper flesh is increasingly pale due to lack of light to stimulate chlorophyll production.
alraune possess two or more sensory organs capable of seeing light in the usual, humanoid visual spectrum with a slightly higher sensitivity to blue light, due to needing it for photosynthesis. The appearances of these can vary from complex, almost runic patterns, to irises, to simple spots. However, they are typically a '''bright red color'''. They also possess a vomeronasal organ, which allows them to both sample the air with a forked tongue, and pick up a wide array of frequencies. Hearing is accomplished through patches of their body that bear short, stiff trichome coverings, picking up vibrations in the air much the same the hair in a cochlea do. However, some have formed ears that appear similar to a human’s filled with hearing-trichomes. Alraune also possess two balancing organs along the back of their neck. Their ‘mouths’ have faux-teeth and a tongue which provides a sense of taste. Alraune have '''no anatomical difficulties''' speaking Galactic Common.
=== Diet ===
Alraune are capable of '''photosynthesis''', especially under blue light, but this is usually '''not enough''' to keep their systems working on full efficiency. An alraune solely relying on photosynthesis soon enough will feel torpor, dizziness and loss of higher brain functions. Thus, they supplement their diet with more '''predatory''' means.
Alraune are omnivores and are capable of breaking down conventional organic tissue meant for consumption. While they favor a certain amount of carbohydrates, they also crave essential proteins usually not found in plant life. Furthermore, alraune need a large amount of electrolytes, deriving them usually from a high sodium intake in form of salt or salt lick stones.
Alraune need a very large intake of water to function properly and absorb it best through their roots. Frequent dips and long periodic soaks are highly pleasurable for alraune.
Alraune show predatory behavior and prefer to swallow their prey whole, as their faux-teeth lack the strength to maim and kill prey on their own. Their usual diet includes long sun baths, followed by attracting their large, native insects with their stored food and snatching them out of the air before devouring them. However, they are perfectly capable of eating most processed foods as well. Spacefaring alraune will sometimes ingest liquid nutrients if suitable prey is not available.
Alraune live in a '''much denser atmosphere''' than the standard human. While this does not hinder respiration, their diet must be artificially supplemented to ensure optimum function. This includes alternative sources of carbon dioxide - the fizz in most soft drinks, for example. Nevertheless, overwhelming amounts of carbon dioxide can result in carbonic acid buildup with dangerous consequences.
=== Body Variations ===
Many alraune show '''significant differences''' in their appearance, especially in their lower extremities. Some alraune have a large bud with prehensile vines for movements, while others possess limber, quicker legs, and yet still others have winding tails or tentacles for movements.
Beyond that, the storage of excess nutrients and additional chloroplast foliage can differ widely. Some alraune have been shown to have flowers on their body which produce nectar; others have fruits, fruit-like structures, or cereals. These growths tend to be fairly uniform on one alraune, although differing widely between individuals.
This variance is attributed to the diverse biomes alraune have found themselves in, which have differing color spectrums and terrain. Mountainous and rugged biomes observe a higher percentage of legged alraune, level and flat biomes possess more of the bud-like forms, while heavily forested and aquatic areas tend to have tentacled variants. Fruits and flowers are based on genetics as well as some degree of choice, typically choosing a color which would stand out the most in their biome, primarily to attract prey. '''Sweetly-scented nectar''' and vivid foliage color are also observed to draw insects and other prey nearer to the alraune and lull them into a sense of safety. The alraune is a very patient '''ambush predator'''.
=== Reproduction ===
Naturally, alraune engage in '''sexual reproduction''', using flower-like structures that are typically internal and shaded by modified leaves to prevent contamination or their untimely physical removal. However, an alraune is just as capable of '''molding their reproductive parts''' as they are any other part of their anatomy.
In typical anatomy, the "female" bulb-like seeds grow at the end of a long, motile tendril. The seeds vary considerably but largely are around the size of a softball, possessing a firm rind with a narrow central opening. Colors vary from a very pale, green-tinted white to a nearly black aubergine color, and come with wildly varying surface coloration. The "male" parts are compartment-like structures, taking the form of a small motile slit or pore. It is bound by a similar rind, and produce pollen that, when a seed is inserted by the tendril, sprays out to fertilize it. By this same mechanism, alraune can '''self-fertilize'', being fully hermaphroditic.
After the seed is fertilized, it requires a period of two to four days in moist conditions for the central opening to close fully and to harden and retain water. Typically, this is by leaving it inside the recipient until it dislodges naturally around the time this process is complete. At this point the seed is viable and can be planted, cryogenically preserved for later use, etc.
Once either planted or otherwise left in a hospitable environment after the rind hardens up, root-like projections of a dendritic structure emerge, drawing moisture and nutrients from the substrate it is placed on. However, successful early development is obligately reliant on external energy, either relying on '''parasitizing nearby plants''' via root-like structures, intense hydroponic support, decomposing organic matter, or '''the body of a host creature''' to thrive. Over a period of a few months, the rind will steadily grow until it reaches the size of a '''large watermelon'''. Eventually the rind will spontaneously rupture and a newly born alraune emerges. It will whittle away the single umbilical-like root tendril joining it to the rind; in communal settings this umbilicus is ritualistically severed.
=== Behaviour ===
Alraune were found during the nascent stages of their civilization, comparatively similar to the early Neolithic period. Many alraune had large family groups of fifty to one hundred alraune; most lived off the land and its animals while performing some pastoral activities with tamed insect herds. A sizeable portion had adapted agriculture and animal breeding, making more succulent, docile and larger insects to farm and prey upon. Their native language is a very simple verbal communication, based on different language structures in different regions. Some alraune may even '''recall these times''', although many older alraune are either still on Roanoke or perished in the conflicts with the colonists.
Alraune are quick to adapt more complex languages, especially when they go spacefaring, and some even abandon their native language completely as it is generally impossible for other races to mimic it successfully.
The typical alraune is of human intelligence, if a bit slower to formulate thoughts and reacting to stimuli, owing to their largely decentralized neuro-stroma which have little specialization within. This, however, enables them to lose parts of it without significant losses to their memory, knowledge or reasoning. The typical alraune is even-tempered, patient and slow to anger. Alraune prefer precise work and time consuming tasks and can be known to forget their surroundings when focused.  Alraune are sociable and can empathize in some way with most other lifeforms, although they often possess an '''unusual, pragmatic sense of morality'''.
Although comparison can be drawn to dionae, Alraune are more easily integrated into the intergalactic society as they recognize themselves as individuals.  Alraune enjoy working with and tending to nature and plants, especially edible ones.
Alraune are capable of living up to 800 years, although towards the end of their lives they slowly become semi-dormant and stationary. Stationary alraune tend to be large and ornamental, often mimicking other local flora. This is believed to have an evolutionary purpose to '''lure prey''', including insects or larger animals. Less-dormant stationary alraune are also known to create '''false bodies''' to lure or interact with nearby prey. They are capable of communicating with others of their nature via long branches or crawling vines, and were used historically by alraune communities as a sort of telephone. Occasionally, a community of alraune centered around a stationary will remove one of her branches, burying it in rich soil and coating it with fresh meat or other sources of nutrients until it develops into a clone. These clones typically do not retain any memories of their original self, but tend to take on the same disposition and personality traits.
== History ==
The modern alraune is thought to have originated from an extinct species of carnivorous plant native to their planet. The adaptations required to digest animal prey resulted from their native nutrient-poor biome; alraune are unable to synthesize certain amino acids or or extract them from soil, and so they need to obtain them from other organisms. These plants developed alongside other life on their planet, gaining advanced mimicry techniques in order to lure and capture larger prey, eventually developing into proto-alraune. These proto-alraune were much better at mimicry than modern alraune, but were also smaller and less intelligent. It is believed that the intelligence of the modern alraune was developed in order to hunt and migrate with prey in a nomadic fashion; they developed tool use similar to primates in order to lay more complex traps for prey. This resulted in the development of a hunter-gatherer communal society centered around protecting and feeding stationary Alraune, who would both serve as a communication medium between groups, and as a repository of ancestral information.
Alraune were '''first encountered in 2343 CE''' when a small group of settlers arrived on their home world in order to semicolon it. These colonists were only present for a few months when reports of hostile wildlife were sent out; after this, however, the colony went dark and it was dismissed as an inhospitable planet unfit for colonization.
Almost a quarter of a century later, around '''2365 CE, a new wave of colonists arrived'''. These groups were much more organized and better equipped for the environment that awaited them there, and settled in the '''high mountains''' in order to avoid the high pressure, temperatures, and inhospitable atmosphere of the low-lying tropical forests. This substantially delayed their encounters with the alraune until they had already established themselves, converting what was a series of ambushes into a '''large-scale conflict'''.
Using the weaponry and technology from the '''few successful surprise attacks''' they managed, as well as the knowledge and skills of those '''captured in these ambushes''', the alraune began to bolster their scattered tribes into organized forces, marking the first example of alraune organization on a scale larger than communes, as well as demonstrating their remarkable ability for adaptation. Despite this, however, both sides sustained important and heavy losses; the alraune became known for taking prisoners, and the colonists managed to capture the land around several important stationary alraune.
This conflict was eventually ended when it was brought to the attention of SolGov, and a '''ceasefire''' was negotiated in '''2371 CE''' between the two parties following years of prolonged conventional and guerilla conflict: both would release their captives and cede their captured territory to the other party, and the colonists would be confined to the mountains until they could renegotiate the terms themselves.
Despite their rocky beginnings, some colonies have formed '''mutualistic relationships''' with their local alraune communes, as well as integrating some alraune who wished to join them. However, there were quite a few colonists who willingly '''joined the alraune''' even before the ceasefire; these individuals were typically used for their knowledge and skills, as translators, as manual labor, or even as bait for ambushing colonists. However, these individuals were almost never integrated into the commune; they were regarded with suspicion unless they were specifically working under a specific alraune, who often provided them with benefits, though these alraune '''often considered these colonists to be their property'''.
== Homeworld ==
Named by the native alraune simply as their tongue’s word for “loam,” '''Roanoke''' is a planet orbiting a main sequence B star with high UV and blue light output. Its atmosphere is mostly nitrogen, carbon dioxide and oxygen, with a pressure of around 2.7 atmospheres. Roanoke is a fairly large planet, with 89% of its surface is covered in water or tropical marshlands,  and is on the inner edge of its star’s Goldilocks Zone, giving it a higher median temperature than Earth. Fifty percent of the landmass is covered in '''tropical rainforest''', while the other regions are a mixture of semi-arid and temperate regions. Roanoke has only a small southern polar cap. Most people require voidsuits and internals to survive the high pressure and steep carbon dioxide content. Animal life on Roanoke is widely varied to fill various ecological niches, including megafauna, large insect life, and some small, niche species of lizards and mammals.
== Culture ==
Alraune names in Galactic Common tend to '''take after varieties of plants, including those native to Earth or other planets'''. Last names are an unfamiliar concept to many alraune, but given exposure to cultures that possess surnames, some choose to adopt one, often relating to a concept that is very important to them, or yet another plant name.
Since their introduction to the galactic community at large, a number of spacefaring alraune have come to be disenchanted with the new cultural artefacts that have been thrust upon them, believing that their true way of life, self-interest, has been disrupted by so-called '''(will-o-the)wisps''', such as morality, freedom, governance, and a united alraunekind. Though they seek to rebuke these wisps in their daily lives, a good alraune will use these wisps to her advantage. Some communes have formed into '''garlands''': solely self-interested alraune coming together in a non-hierarchical way to achieve a common goal. Most of these alraune do not fully understand human views on property, believing that so long as they can exert the force, their property is theirs. Some even view others as property.
== Post-Contact and Relations ==
Alraune were initially '''opposed to any sort of integration into galactic culture''', with a rather strong '''anti-assimilation faction''' dominating the early years after their discovery and the initiation of diplomatic contact. Despite this, they used scavenged resources to bolster their own technology, as well as trading with the few remaining colonies that managed neutral-to-friendly relations with nearby alraune communities. This led to a '''gradual association, though not integration, with galactic society'''; Roanoke itself still maintains only '''limited contact''' outside of the colonies there.
This also led to the '''rapid industrialization and technological expansion''' of some Alraune garlands; using both human knowledge and their own adaptability, they are quickly approaching the technological level of other members of galactic society, with both Alraune and non-Alraune working to use interesting aspects of their biology for scientific purposes.
Due to this, '''alraune are welcome as workers in many stations throughout the galaxy, especially in the frontier.''' However, they have a reputation for being particularly cunning, especially when involving deceit or scams.
SolGov only has tangential relations to spacefaring alraune, although after the initial resolution of the wars with settlers on Roanoke these relations are positive ones, as alraune usually consciously try to pose as sociable and amiable, even if it is only a front. Alraune who spent a considerable amount of time during and after contact on Roanoke, however, may be more closely affiliated with anti-SolGov factions. Likewise, those alraune who lived near allied colonies or integrated with them may be notably more genuine in their interactions with non-alraune.


== General Tips ==
{{Species}}
First thing's first, you are your character. You know absolutely NOTHING that they do not know. If you are an [[Intern]], you aren't going to know all the things the [[Medical Doctor]] does, how to start an engine, or what have you. If you, personally, don't know something (like a complicated medical procedure), but your character should, it is safe to assume that you will be able to perform it.
 
On the flipside, if a situation calls for you character to do something they aren't familiar with (e.g. performing first aid, or working a piece of equipment out of their knowledge), but you do, your character should NOT suddenly gain the appropriate knowledge. Try to roleplay doing something badly (e.g. applying bruise packs to the wrong body part, or not understanding a medical scanner readout). Remember, even if it only takes a couple of clicks from your side, it will be much more complicated for your character.
 
You should also try to act according to your position, e.g. be subservient to your superiors. You have no right to ignore the [[Captain]], unless, of course, you are the [[traitor]] (or he is and the entire station knows). This is especially true of your direct superiors; you need to try and listen to your section head: the [[Research Director]] for the science team, the [[Head of Security]] for the security officers, the [[Chief Engineer]] for the engineering crew, the [[Chief Medical Officer]] for medical, and the [[Head of Personnel]] for civilian roles.
 
Try using emotions in Roleplay, it helps to bring out your character. Being a completely emotionless, unafraid, Rambo-like character, is a bad thing to do.
 
This goes for the same in serious situations. Do '''NOT''' run into an area where a hostage(s) is being kept captive, and try to take out the hostage takers. That is a very good way to get banned.
 
Set your [[Skill System|skills]]! The [[Skill System]] give you some flexibility when roleplaying your character, giving you a little leeway and some defence for your actions. Without it, you're going to have a hard time justifying anything.
 
In terms of [[Rules|metagaming]], there are some very bad examples. For example, calling someone a 'Traitor' or [Insert name of whatever criminal organisation] if you happen to see someone committing a crime is very bad RP.
 
Unless you're a [[Head of Security]] or [[Captain]], you probably won't have much, if any, knowledge of what the Syndicate is, or what equipment they have access to (for example, your character would really have no idea what an emag is in most circumstances). Crying traitor all over the ship just because you found a mysterious package (which to your character is simply that, a 'mysterious package' and NOT C4) is a big no no too. For further information, see [[Identifying Antagonists]].
 
Using words like 'cultists', 'revs', 'revolutionaries', etc. is a very good way to have people label you as a metagamer. Don't do it.
 
== Getting In Character ==
Getting 'In Character' can be hard, but the below should give you an outline as to how to do it.
 
The first challenge of understanding your character is to get an idea of what they're like. Experienced roleplayers will notice that the personality of your character changes and evolves over time, but it's still useful to start out with a general idea. A few questions that you should be able to answer include:
 
* To strangers, is my character shy/extroverted/friendly/arrogant?
* How much does my character value his job / How obedient is she towards her higher-ups?
* How would my character react to stress / a combat situation / blood and gore?
* How much pain can my character take? / Is my character afraid of death?
* What skills does my character have outside her department?
 
Ask yourself these questions one by one and answer them. If you can't answer them right away, look at the way your character behaved so far, and use that as answer.
 
Now, there's a bit of a special case here. Is your character a person who can stay calm in any situation, regularly ignores orders, doesn't have a problem with bashing in someone's skull with a toolbox if needed, never even feels slightly sick at the sight of gore, can take crazy amounts of pain without going crazy, and is only mildly afraid of death? If most of these points apply to your character, chances are, you haven't been playing your character. You've been playing with your own personal goals in mind, while neglecting the feelings of the virtual entity on the screen.
 
Sure, you may be playing a character who can take a lot of pain, who isn't afraid of death and who doesn't raise an eyebrow at the sight of someone's exposed intestines. But quite frankly, these types aren't just rare, a lot of the time they're also pretty boring to play. If you have a character like this, I have a few suggestions for you to try out. And don't worry, if they don't fit your favorite character, you can always make a new one with different character traits.
 
* Try being shy. Use emotes like "blushes", or "can't hold eye-contact and looks to the ground"
* Try reacting to pain. When airflow smashes you against a wall, scream and shout your pain out for a minute. When someone takes blood from you, clench your teeth.
* Similarly, react to hunger. Why not ask your colleagues out for a meal?
* You're in space with a strict hierarchy. If you want to carry out a research project, maintain engine, etc., ask your higher-ups first. People who act on their own and mess up also will take all the blame, and you really don't want to be fired.
* As a Head, keep your crew in check. Invent working shifts (with unrealistically generous breaks), give out orders, ask people who missed a deadline to come to your office. Punish disobedience with measures such as docking their pay or suspending them from work.
* Talk with your colleagues about things. This is difficult in-game because you can't talk and do stuff at the same time like in real-life, but really, take the time. Talk about topics like your opinion of people on the ship, the quality of food, that hole in the window near arrivals. Also feel free to make facts up that happened outside of the scope of the ship.
* If you need help with something that your character is inexperienced with, ask an in-game friend, the responsible department, or a head.
* When someone is killed in front of you, scream, run away, cry, or otherwise show that this causes extreme emotions with you. Don't just continue on as usual as if nothing happened.
 
These are just a few small suggestions, and some of them don't fit all characters, but some of these things are simply not done enough. If you haven't played our your character to this extent yet, really, try it out. Talking with someone else's character about fictional topics for half an hour and enjoying a virtual beer, before puking because the roboticist decided to bring his latest extracted brain with him to the bar, can be way more rewarding than winning a traitor round.
 
== Antagonists ==
This is important. '''THE TRAITORS ARE MOSTLY UNKNOWN. HARDLY ANY KNOWLEDGE IS KNOWN ABOUT THEM OR THE EQUIPMENT THEY USE.''' Yelling 'traitors' is going to get you reprimanded in very short order. Again, see [[Identifying Antagonists]] for knowledge on what you character can, and cannot, identify.
 
As above, shouting 'revs', 'cultists', 'mercrenaries', or the like is a hallmark of a bad roleplayer. Try your hardest not to do it. There are some situations where there is a logical reason to do it (revolutionaries outing themselves and calling themselves revolutionaries would give a valid reason for example), though in general it's a bad idea.
 
As an antagonist, you should also try to roleplay. Killing your targets or converting people without saying anything is a bad way to go about it. Try to make it interesting for the other party. The general rule here is to not annoy the other person. If they believe they had an 'enjoyable' experience (from out of character point of view), you are much less likely to get reprimanded.
 
Admittedly, not everything can be fully played out, but if you're going to make a hasty kill/convert, you should adminhelp (before or after the fact) to make sure you're not going to get shouted at.
 
== Not Being Suspicious ==
Not reading this may result in you throwing a tantrum in a brig cell, because you were accused of doing something you "are not responsible for" or is "not that bad".
 
Remember that whenever a [[Security Officer]] stands besides you and asks "What are you doing?", or tries to perform a random search, not complying is suspicious, and it's his job to arrest suspicious individuals, so don't behave like one.
 
Do your job, and go only where you are supposed to go, unless given an order from one of your heads. Beware what you carry with you, because a barman is not supposed to carry a [[taser]], and that will look suspicious.
 
'''ALWAYS COMMUNICATE!''' This might seem obvious, but you should know that, in a heavy roleplay game, you talk with people around you a lot. And tell them what you are doing, or want to do, since that's how people behave in the real life.
 
Do not be an idiot and start making art in the ground with the wires while taking off floor tiles and expect security to cheer your artwork, when you are apparently vandalizing the station.
 
If you aren't doing anything wrong, stop where you are, don't run away. Criminals run away, and you're not a criminal, right? Explain what you were doing. Don't assume people won't understand, don't start calling names, and generally speaking, don't be an idiot.
 
== Command Tips ==
You're at the top. The highest of the of those around you. The elite of elites. You were elected to this position because you are superior in your career to everyone else, and also because you have the leadership ability that only a few people have.
 
What the station needs is what you need, and what you command is what happens. The simple tasks that require someone to actually work are not to be handled by you, but instead by your underlings. However, it's not because those are menial tasks not fit for a leader, but because if you lose time with those simple tasks, other parts of the station may end up being ignored and disasters will happen. As a Head, you oversee your part of the station, you don't step in unless absolutely necessary. If something goes wrong, you don't blame the engineers, you blame the Chief Engineer for not supervising them. You take responsibility for everything your team does. Be it great advancements or terrible mistakes.
 
* [[Captain]]
With great power, comes great responsibility. Being Captain means you only oversee one part of the station. All of it. It's quite a daunting job, and only you can handle it. Be confident or the crew may doubt you and mutiny may occur. The way you solve situations depends entirely on how you role play, either as an inflexible and rigid captain, or as a caring, charismatic leader. It WILL have repercussions, no matter how you solve it. But that's why you're the captain, because you are the only one with the courage to step forward and manage a whole ship. Always remember the guts it takes to hold that job, when you take on the responsibilities of the Captain.
 
* [[Head of Personnel]]
You're a bit of a pencil pusher. You're not security, engineering, science, or any department really. You manage jobs and make sure each department is staffed fully. Apart from that you assume the job of captain if he died, and you handle jobs and positions for everyone else. Total freedom means you can role play whatever you want, but don't expect people to remember you often, since you don't tend to interact much with them outside of your office.
 
* [[Head of Security]]
The top in the security chain, you coordinate your team in any crisis. Remember that if there are two situations happening at the same time, you must decide how many officers head to each, and you're the one who makes the plans in a hostage situation. You give tactics and battle experience, and you decide everything that has to do with security in the station. You can role play a battle hardened veteran or a paper pusher with little field experience but that is a brilliant technician and knows a lot of Corporate Regulations, for example.
 
* [[Chief Engineer]]
The engine, atmospherics, EVA, the AI, Telecomms, and a lot of repairs to make can be a huge responsibility, but you can take it. You are the CHIEF because you can hold the dam while your team fixes it. You are the master beaver, the one that finds the holes in the dam and knows how to fix them. But you don't do it yourself. If you were fixing a hole, you wouldn't notice the other four that just opened. Instead you have a whole team of "beavers", your engineers, that will fix all holes you point to, change the light bulbs in any room you tell them too. You have a simple job. Prevent station damage. And that's both serious and hard. That's why you are the CHIEF. Everyone can close a hole. But only you can find them all.
 
* [[Research Director]]
You supervise the team that thinks it gives a purpose to the station. The science team is a weird bunch, all quite different and with the tendency to not communicate much, since they have more important stuff to do. Which is fine with you since that's what you want most of the time, a productive and working science team. You could role play as the typical paper pusher, since you don't need to get in the labs;. You just need to tell them what you believe is more important right now. You can role play as a rigid director with a limited budget and time schedule, or you can be an eager scientist and a dreamer, hoping to see science changing the world around you, as your team discovers more and more ways to amaze the whole crew.
 
* [[Chief Medical Officer]]
The medbay is your domain. You're the one who knows all the answers when people walk through that door. You know people and how they work. You keep people sane and keep them healthy. Considering the crew you have to work with, this can be an almost impossible task. In times of medical crisis, it's your job to command, control and quarantine. You're an expert in your field, and you need to show it. For some reason or another, you're not seen as important by the other Heads. Next time there's a virus outbreak and everyone is in medbay yelling for someone to help them, you might be able to make them think otherwise.
 
== Security Tips ==
Security personnel should not take this job as a joke. At all. Unlike many other jobs, you'll be handling something much more dangerous than bombs, or singularities. Criminals. Human minds hellbent on making the whole station go kaput. And why are they more dangerous then bombs and singularities mixed together? Because it tends to be them who mix them. You're a trained para-military professional. Act like it. Don't abuse your power, and keep the station safe.
 
* [[Security Officer]]
You're well trained, well armed and ready for everything. Most of the time. You may actually be quite the opposite. The only thing you have to remember is that your job may be a bit dangerous, and the most important thing to role play is how you cope with it. Do you show patience with the crew, or do you brig everyone that steals a nickel from you? Do you ask and investigate the crimes or do you threaten and coerce a confession? Are you the good or the bad cop? Regardless, keep the station safe, don't abuse your power, and keep on going.
 
* [[Warden]]
You're less about running, and more about securing security. You're in charge of the brig. If someone tried to break in (or more likely, break out), it's your job to deal with it. Any criminals brought in are under your watch. You're there to make sure some over-zealous officer doesn't assign a ridiculous time for the crime. Keeping calm and collected is an important part of the job. Prisoners may hurl insults at you and try to break out. Just deal with it as it comes, and remember that criminals are there to be treated fairly, but firmly.
 
* [[Detective]]
You are the prime investigator. You're part of security, but not the running around catching pickpocket type of security. You're there for bigger fish. The high risk theft, the silent dead bodies, the locked room mysteries. Life and crime is one big puzzle, and you're there to put the pieces together. That's the big difference between you and the average security guard. You go into a crime scene and you get the proof. You go to the trial and you make sure the guilty party is locked up.
 
== Engineering Tips ==
Engineering is the brawn and muscle aboard the ship. You do the hard labor and without you the station would fall apart. You give air, power, and stability to everyone else. They need you, and they know it, even if they don't like to admit it.
 
* [[Station Engineer]]s
You care about the station. The station is your home and a man's home is his castle. Engineers and the like are know to use their brawn for unarmed combat, and they aren't defenseless. Being frequently exposed to life threatening situations tends to make you bold and as such you don't tend to fear death as much as Chemists for instance. Be wary of attacking engineers. They're pretty tough and fairly close. Taking one out may give you more trouble than it's worth. In the end, it's all about keep the station alive and you can do that spectacularly.
 
* [[Atmospheric Technician]]s
They're an odd group. They control the air, which is needed more often than not. They tend to be a bit quirky, or even geeky. Knowing how to decipher the mess of pipes that is Atmospherics can do that to you. You're not an engineer, but you know enough to keep your precious atmosphere inside the station. You're also the main one to call to fight fires that steal away your precious air. You keep everyone breathing. And in the end, that's all the really matters.
 
== Medical Tips ==
With the exception of some Med/Sci jobs, the pure medical department is rather small. Regardless, your job is to keep the crew alive and healthy. That dealing with anything or anyone that comes into medbay and treating whatever ailment they have. This is a tough job that attracts a wide variety of people with a single goal: keeping people alive.
 
* [[Medical Doctor]]
You can role play a doctor tired with all mountains of whiners that complaining, no matter how bad they are, but you still stick with them to help. Or you could role play a helpful fella with a smile in his face, ready to be kind and courteous to anyone and everyone. You're a bit of a general medic, dealing with anyone that comes into medbay and making sure they leave fully healthy. You basically know how to use and abuse everything and anything in medbay. Chemical mixing, cloning, and complicated surgery is probably a bit beyond you though.
 
* [[Surgeon]]
All [[Medical Doctor]]s have access to the operating theater, and you're no exception. However, delicate surgeries, such as limb reattachment, or eye surgery, are best left to your precise hands. The most patient contact you have will usually be while they're asleep, so you may be a bit abrasive at times. You're highly skilled individual however, so don't be afraid to flaunt it. You're skills are mostly centered on the equipment in the operating theater, but you should know a bit about general medicine too. Just don't go playing around with the cryo cells or other such things.
 
* [[Emergency Physician]]
A stressful job. You're constantly dealing with patient hovering on the brink of death, and it's your job to tip the balance. With the help of the [[Roboticist]] you can operate the Oddyseus and be able to transport critical patient back to medbay. You're not there to deal with the Janitor who comes in complaining about a burn from touching a lightbulb, but more often than not you'll be pulling double duty. This job attracts those who can deal with the stress, but it's tough. You're probably a bit abrasive and commanding, you need to take control in emergencies after all! At the end of the day though, you're the reason those people are still alive, and others will have to accept that, no matter how grudgingly.
 
== Science Tips ==
You are seen as a bit of an elitist group, with the exception of some of the Med/Sci crossover departments, such as Roboticists. Medical Doctors may not have much of a problem with blood and corpses, since they see that all the time, but the Scientist and Chemist wouldn't tend to handle them well.
 
Also, you are a '''Science Team.''' Not a Wrestling Team, or a Shooting Squad. That means you are most likely to run and call security then handle it yourself. You are valuable, and you use your brain, not your brawn. Let security handle the dangerous criminals, while you handle the dangerous chemicals, bombs, and diseases
 
* [[Chemist]]
You tend to have your chemical dispenser and consider it your "little world", caring little for what people do around the station as long as they don't touch that. However, remember that many people, especially doctors, expect you to make some medicines for them. You probably have a very good knowledge of medicines and how they work with the body. You are probably less good at the practical side of medicine however, and are probably unable to use complicated medical machinery (health analyzers, medical huds, body scanners, cryo, etc.)
 
* [[Virologist]]
You're another job stuck in the middle of Med/Sci. You cure and research disease, so it's unlikely you'll be a social butterfly. However, you're probably good at what you do, and unafraid to show it. When people come in dying of Radian's Syndrome, you're the guy who knows just how to cure it. That might inspire a bit of a 'God Complex' in you. You probably don't have a lot of patient contact, so the practical side of medicine may elude you. You may be called in to help in emergencies however, so you're expected to at least know the basics.
 
* [[Roboticist]]
You're the invisible helping hand of the station. Whenever a bot helps someone, it's because you made it; therefore, you are responsible for another life being saved. (Well, it's hard to imagine a clean bot having that much importance, but you get the point...) However, don't expect people to recognize you for that, since they saw the bot and not you. You main skill is your ability to make cyborgs and exosuits. These can change the station into a more durable and serious state, since cyborgs are all metal and no emotions, and exosuits increase productivity dramatically. You are not expected to be very emotional or social, much like the robots you make. Corpses don't bother you as much either, since you do some lobotomies from time to time. Performing live lobotomies is iffy. Try to get a Medical Doctor to do it for you. If you wish to undertake it yourself, always, always, use sleeping gas.
 
* [[Scientist]]s
You have many jobs, such as crafting plasma-based weaponry (especially bombs), dealing with lethal aliens, and creating highly experimental weaponry. You have a dangerous job that can potentially put all the crew in danger. Keep that in mind. It may make you a bit wacky, or more serious, but no matter what, you like what you do (probably, or you're one depressed scientist...). You know the power and responsibility in your hands and you're sane enough to keep yourself in check. Usually.
 
== Civilian Tips ==
Civilians have an easy life. Generally, if you role play this, you get to make any type of character, with no restriction whatsoever, but a common characteristic is that you want a simple life. You don't have the brain for a science position, the brawn for security or the know-how for engineering, but you always wanted to go to space. So you ended up as a one of those rather simple roles.
 
That doesn't mean you are not valuable. It just means you have an easier job, and people don't expect as much of you, so less stress for you. However, that also means that violence, death, and any other strange stuff like aliens and what not tend to make you freak out. Unless you are roleplaying a really bold individual (which is usually bad), or someone with no emotions...
 
* [[Intern]]
This is a completely free role. Roleplay however you want! Just remember, you must have done '''something''' to get on a space station.
 
* [[Bartender]] and [[Chef]]
Essentially the same in terms of function, since they are supposed to provide food/drink to the crew that wishes so. The only difference however is the fact that booze makes you "happy" while food just fills your stomach, making food a more healthy option. Play that card well and you can use it for good effects on role play.
 
* [[Chaplain]] or [[Counselor]]
Remember this is a role play job only. It's all you do, role play. So it becomes extremely important to know how to correctly role play this. The Counselor is the one in charge of the talking, as in, the discussion of the personal problems of people. Death tends to maim people psychologically, and you'll be needed to help them cope with it. It does not mean it doesn't affect you, but you must be strong and help the traumatized. Less stressing tasks may include someone choosing a new career if they are not happy with the one they have now. While as a Chaplain you may introduce a religious side to your consults, your main purpose is the above.
 
* [[Janitor]]
Quite a messy job. Since you only tend to have work when someone messes up. Usually the cause of the mess is long gone when you arrive,  so this is quite a laid back job, and you can get quite a lazy life with almost no one complaining. You can role play just about everyone, from a clean-freak that must every spot in the station clean to a lazy fat dude, that walks slowly and cleans even more slowly, since cleaning for him is a distraction of his lunch.
 
* [[Quartermaster]]
You are the one that supplies. You get stuff. You give people what they need. They also know you can't give everything to everyone, and as such, you can get a lot of people being nice to you just to get on your good side. Enjoy it as much as you want, and even turn to corruption if you wish, but remember there will be repercussions if the medical supplies ordered by the captain don't arrive...
 
* [[Cargo Technician]]s
Really nothing more than a bunch of crate pushers and mail men. You do what the Quartermaster says, but apart from that, you're about as free as an Intern.
 
* [[Shaft Miner]]s
A bunch of real labourers. They tend to be strong burly types, and generally thing of the station population as a bunch of wusses. They risk life on the fringes of a giant asteroid all day with almost no interaction with anyone but each other. That can inspire some rather deep connections, or just a bunch of weird loners. Most people don't care as long as their materials arrive on time. It's a tough job.
 
* [[Botanist]]
You love plants. That's fairly obvious. Maybe you like cooking to them or talking to them. Either way, you wouldn't have taken this job if you didn't like them. Right? Maybe you like them more than other people and are a rather introverted person. Or maybe you're just a friend to all living things. Just don't expect the living things to be friends back.
[[Category:Guides for New Players]]

Revision as of 10:10, 13 December 2020

Template:VirgoPage

This lore is from the VOREstation wiki.

This lore is taken from the VOREstation wiki, and should not be fully relied on for CHOMPstation. You can contact Nadyr if you want to work on it].


Overview

  • Alraune speak Al, which consists of both verbal and visual signal cues.
  • Most Alraune prefer not to wear clothes, but most are perfectly capable.
  • Alraune are omnivorous.
  • Alraune often have a strange and pragmatic form of morality.

Biology

The Basics

Alraune vary somewhat in their body type, able to change their forms with enough time and focus; this manifests most apparently in motility and outward appearance, though their underlying anatomy tends to be fairly uniform. All alraune possess many hypha-like tendrils running the length of their entire body. These tendrils also double as a neural network, giving the alraune a high awareness of their surroundings. Lower body parts may lack these tendrils or have only strings running down the lower body to protect their neural network. This aspect makes most alraune somewhat slower and less balanced on their feet. The lower body of an alraune tends to be either a collection of thick, vine-like tentacles; a set of human-like legs; or most commonly a bulb covered in large petals. Vines sprout out of the base of their bulb, which they use to absorb nutrients out of the soil. These vines are strong enough to allow for movement, although slow. Following contact with colonists, most alraune have begun to adopt human-like forms from the waist up, mostly feminine in nature, and taking on very bright colors or appetizing fruits. Alraune possess relatively few organs and are rather simple organisms. Their digestive system is a series of chambers lined with modified leaves through which ingested material is broken down to its base components by means similar to a pitcher plant and stored as glucose and starch in other regions of the body, sublimated with large quantities of water. Sometimes this expresses in storage of berries, cereals and other edible plant parts peripheral to the alraune's body. Due to the diffuse nervous system alraune have, removing these parts is nearly painless and alraune are known to self-cannibalize to regain nutrients saved in such a way. Some alraune choose to grow edible sections with hallucinogenic properties to lure potential prey. The skin of the alraune consists of three layers. The first layer is a thin, slightly waxy layer which prevents water loss. The second is a mottled, porous layer that enables respiration. The third layer is the mesophyll, which is responsible for most photosynthesis, and which gives their skin its green color. Deeper flesh is increasingly pale due to lack of light to stimulate chlorophyll production. alraune possess two or more sensory organs capable of seeing light in the usual, humanoid visual spectrum with a slightly higher sensitivity to blue light, due to needing it for photosynthesis. The appearances of these can vary from complex, almost runic patterns, to irises, to simple spots. However, they are typically a bright red color. They also possess a vomeronasal organ, which allows them to both sample the air with a forked tongue, and pick up a wide array of frequencies. Hearing is accomplished through patches of their body that bear short, stiff trichome coverings, picking up vibrations in the air much the same the hair in a cochlea do. However, some have formed ears that appear similar to a human’s filled with hearing-trichomes. Alraune also possess two balancing organs along the back of their neck. Their ‘mouths’ have faux-teeth and a tongue which provides a sense of taste. Alraune have no anatomical difficulties speaking Galactic Common.

Diet

Alraune are capable of photosynthesis, especially under blue light, but this is usually not enough to keep their systems working on full efficiency. An alraune solely relying on photosynthesis soon enough will feel torpor, dizziness and loss of higher brain functions. Thus, they supplement their diet with more predatory means. Alraune are omnivores and are capable of breaking down conventional organic tissue meant for consumption. While they favor a certain amount of carbohydrates, they also crave essential proteins usually not found in plant life. Furthermore, alraune need a large amount of electrolytes, deriving them usually from a high sodium intake in form of salt or salt lick stones. Alraune need a very large intake of water to function properly and absorb it best through their roots. Frequent dips and long periodic soaks are highly pleasurable for alraune. Alraune show predatory behavior and prefer to swallow their prey whole, as their faux-teeth lack the strength to maim and kill prey on their own. Their usual diet includes long sun baths, followed by attracting their large, native insects with their stored food and snatching them out of the air before devouring them. However, they are perfectly capable of eating most processed foods as well. Spacefaring alraune will sometimes ingest liquid nutrients if suitable prey is not available. Alraune live in a much denser atmosphere than the standard human. While this does not hinder respiration, their diet must be artificially supplemented to ensure optimum function. This includes alternative sources of carbon dioxide - the fizz in most soft drinks, for example. Nevertheless, overwhelming amounts of carbon dioxide can result in carbonic acid buildup with dangerous consequences.

Body Variations

Many alraune show significant differences in their appearance, especially in their lower extremities. Some alraune have a large bud with prehensile vines for movements, while others possess limber, quicker legs, and yet still others have winding tails or tentacles for movements. Beyond that, the storage of excess nutrients and additional chloroplast foliage can differ widely. Some alraune have been shown to have flowers on their body which produce nectar; others have fruits, fruit-like structures, or cereals. These growths tend to be fairly uniform on one alraune, although differing widely between individuals. This variance is attributed to the diverse biomes alraune have found themselves in, which have differing color spectrums and terrain. Mountainous and rugged biomes observe a higher percentage of legged alraune, level and flat biomes possess more of the bud-like forms, while heavily forested and aquatic areas tend to have tentacled variants. Fruits and flowers are based on genetics as well as some degree of choice, typically choosing a color which would stand out the most in their biome, primarily to attract prey. Sweetly-scented nectar and vivid foliage color are also observed to draw insects and other prey nearer to the alraune and lull them into a sense of safety. The alraune is a very patient ambush predator.

Reproduction

Naturally, alraune engage in sexual reproduction, using flower-like structures that are typically internal and shaded by modified leaves to prevent contamination or their untimely physical removal. However, an alraune is just as capable of molding their reproductive parts as they are any other part of their anatomy. In typical anatomy, the "female" bulb-like seeds grow at the end of a long, motile tendril. The seeds vary considerably but largely are around the size of a softball, possessing a firm rind with a narrow central opening. Colors vary from a very pale, green-tinted white to a nearly black aubergine color, and come with wildly varying surface coloration. The "male" parts are compartment-like structures, taking the form of a small motile slit or pore. It is bound by a similar rind, and produce pollen that, when a seed is inserted by the tendril, sprays out to fertilize it. By this same mechanism, alraune can 'self-fertilize, being fully hermaphroditic. After the seed is fertilized, it requires a period of two to four days in moist conditions for the central opening to close fully and to harden and retain water. Typically, this is by leaving it inside the recipient until it dislodges naturally around the time this process is complete. At this point the seed is viable and can be planted, cryogenically preserved for later use, etc. Once either planted or otherwise left in a hospitable environment after the rind hardens up, root-like projections of a dendritic structure emerge, drawing moisture and nutrients from the substrate it is placed on. However, successful early development is obligately reliant on external energy, either relying on parasitizing nearby plants via root-like structures, intense hydroponic support, decomposing organic matter, or the body of a host creature to thrive. Over a period of a few months, the rind will steadily grow until it reaches the size of a large watermelon. Eventually the rind will spontaneously rupture and a newly born alraune emerges. It will whittle away the single umbilical-like root tendril joining it to the rind; in communal settings this umbilicus is ritualistically severed.

Behaviour

Alraune were found during the nascent stages of their civilization, comparatively similar to the early Neolithic period. Many alraune had large family groups of fifty to one hundred alraune; most lived off the land and its animals while performing some pastoral activities with tamed insect herds. A sizeable portion had adapted agriculture and animal breeding, making more succulent, docile and larger insects to farm and prey upon. Their native language is a very simple verbal communication, based on different language structures in different regions. Some alraune may even recall these times, although many older alraune are either still on Roanoke or perished in the conflicts with the colonists. Alraune are quick to adapt more complex languages, especially when they go spacefaring, and some even abandon their native language completely as it is generally impossible for other races to mimic it successfully. The typical alraune is of human intelligence, if a bit slower to formulate thoughts and reacting to stimuli, owing to their largely decentralized neuro-stroma which have little specialization within. This, however, enables them to lose parts of it without significant losses to their memory, knowledge or reasoning. The typical alraune is even-tempered, patient and slow to anger. Alraune prefer precise work and time consuming tasks and can be known to forget their surroundings when focused. Alraune are sociable and can empathize in some way with most other lifeforms, although they often possess an unusual, pragmatic sense of morality. Although comparison can be drawn to dionae, Alraune are more easily integrated into the intergalactic society as they recognize themselves as individuals. Alraune enjoy working with and tending to nature and plants, especially edible ones. Alraune are capable of living up to 800 years, although towards the end of their lives they slowly become semi-dormant and stationary. Stationary alraune tend to be large and ornamental, often mimicking other local flora. This is believed to have an evolutionary purpose to lure prey, including insects or larger animals. Less-dormant stationary alraune are also known to create false bodies to lure or interact with nearby prey. They are capable of communicating with others of their nature via long branches or crawling vines, and were used historically by alraune communities as a sort of telephone. Occasionally, a community of alraune centered around a stationary will remove one of her branches, burying it in rich soil and coating it with fresh meat or other sources of nutrients until it develops into a clone. These clones typically do not retain any memories of their original self, but tend to take on the same disposition and personality traits.

History

The modern alraune is thought to have originated from an extinct species of carnivorous plant native to their planet. The adaptations required to digest animal prey resulted from their native nutrient-poor biome; alraune are unable to synthesize certain amino acids or or extract them from soil, and so they need to obtain them from other organisms. These plants developed alongside other life on their planet, gaining advanced mimicry techniques in order to lure and capture larger prey, eventually developing into proto-alraune. These proto-alraune were much better at mimicry than modern alraune, but were also smaller and less intelligent. It is believed that the intelligence of the modern alraune was developed in order to hunt and migrate with prey in a nomadic fashion; they developed tool use similar to primates in order to lay more complex traps for prey. This resulted in the development of a hunter-gatherer communal society centered around protecting and feeding stationary Alraune, who would both serve as a communication medium between groups, and as a repository of ancestral information. Alraune were first encountered in 2343 CE when a small group of settlers arrived on their home world in order to semicolon it. These colonists were only present for a few months when reports of hostile wildlife were sent out; after this, however, the colony went dark and it was dismissed as an inhospitable planet unfit for colonization. Almost a quarter of a century later, around 2365 CE, a new wave of colonists arrived. These groups were much more organized and better equipped for the environment that awaited them there, and settled in the high mountains in order to avoid the high pressure, temperatures, and inhospitable atmosphere of the low-lying tropical forests. This substantially delayed their encounters with the alraune until they had already established themselves, converting what was a series of ambushes into a large-scale conflict. Using the weaponry and technology from the few successful surprise attacks they managed, as well as the knowledge and skills of those captured in these ambushes, the alraune began to bolster their scattered tribes into organized forces, marking the first example of alraune organization on a scale larger than communes, as well as demonstrating their remarkable ability for adaptation. Despite this, however, both sides sustained important and heavy losses; the alraune became known for taking prisoners, and the colonists managed to capture the land around several important stationary alraune. This conflict was eventually ended when it was brought to the attention of SolGov, and a ceasefire was negotiated in 2371 CE between the two parties following years of prolonged conventional and guerilla conflict: both would release their captives and cede their captured territory to the other party, and the colonists would be confined to the mountains until they could renegotiate the terms themselves. Despite their rocky beginnings, some colonies have formed mutualistic relationships with their local alraune communes, as well as integrating some alraune who wished to join them. However, there were quite a few colonists who willingly joined the alraune even before the ceasefire; these individuals were typically used for their knowledge and skills, as translators, as manual labor, or even as bait for ambushing colonists. However, these individuals were almost never integrated into the commune; they were regarded with suspicion unless they were specifically working under a specific alraune, who often provided them with benefits, though these alraune often considered these colonists to be their property.

Homeworld

Named by the native alraune simply as their tongue’s word for “loam,” Roanoke is a planet orbiting a main sequence B star with high UV and blue light output. Its atmosphere is mostly nitrogen, carbon dioxide and oxygen, with a pressure of around 2.7 atmospheres. Roanoke is a fairly large planet, with 89% of its surface is covered in water or tropical marshlands, and is on the inner edge of its star’s Goldilocks Zone, giving it a higher median temperature than Earth. Fifty percent of the landmass is covered in tropical rainforest, while the other regions are a mixture of semi-arid and temperate regions. Roanoke has only a small southern polar cap. Most people require voidsuits and internals to survive the high pressure and steep carbon dioxide content. Animal life on Roanoke is widely varied to fill various ecological niches, including megafauna, large insect life, and some small, niche species of lizards and mammals.

Culture

Alraune names in Galactic Common tend to take after varieties of plants, including those native to Earth or other planets. Last names are an unfamiliar concept to many alraune, but given exposure to cultures that possess surnames, some choose to adopt one, often relating to a concept that is very important to them, or yet another plant name. Since their introduction to the galactic community at large, a number of spacefaring alraune have come to be disenchanted with the new cultural artefacts that have been thrust upon them, believing that their true way of life, self-interest, has been disrupted by so-called (will-o-the)wisps, such as morality, freedom, governance, and a united alraunekind. Though they seek to rebuke these wisps in their daily lives, a good alraune will use these wisps to her advantage. Some communes have formed into garlands: solely self-interested alraune coming together in a non-hierarchical way to achieve a common goal. Most of these alraune do not fully understand human views on property, believing that so long as they can exert the force, their property is theirs. Some even view others as property.

Post-Contact and Relations

Alraune were initially opposed to any sort of integration into galactic culture, with a rather strong anti-assimilation faction dominating the early years after their discovery and the initiation of diplomatic contact. Despite this, they used scavenged resources to bolster their own technology, as well as trading with the few remaining colonies that managed neutral-to-friendly relations with nearby alraune communities. This led to a gradual association, though not integration, with galactic society; Roanoke itself still maintains only limited contact outside of the colonies there. This also led to the rapid industrialization and technological expansion of some Alraune garlands; using both human knowledge and their own adaptability, they are quickly approaching the technological level of other members of galactic society, with both Alraune and non-Alraune working to use interesting aspects of their biology for scientific purposes. Due to this, alraune are welcome as workers in many stations throughout the galaxy, especially in the frontier. However, they have a reputation for being particularly cunning, especially when involving deceit or scams. SolGov only has tangential relations to spacefaring alraune, although after the initial resolution of the wars with settlers on Roanoke these relations are positive ones, as alraune usually consciously try to pose as sociable and amiable, even if it is only a front. Alraune who spent a considerable amount of time during and after contact on Roanoke, however, may be more closely affiliated with anti-SolGov factions. Likewise, those alraune who lived near allied colonies or integrated with them may be notably more genuine in their interactions with non-alraune.


Species on CHOMPstation
Station Crew
Akula - Demi-Humans - Dionae - Humans - Nevrean - Promethean - Rapala - Sergal - Skrell - Tajaran - Teshari - Unathi - Vasilissans - Vox - Vulpkanin - Xenochimera - Xenomorph-Hybrids - Zorren - Alraune