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For the aspiring [[Roboticist]], this guide will explain the creation and maintenance of [[Cyborg]], Bots, and Mechs.


=Cyborgs=
===== '''Welcome to the CHOMPstation lore page!''' =====
'''See also [[Guide to Paperwork#Robotics|Cyborgification Contracts]].'''
<div class="mw-collapsible-content">
These contracts are important - without a signed, stamped contract, making a man into a machine is technically murder - no matter how much he wants it!


The [[Cyborg]] is the Roboticist's primary creation and upkeep. They are tasked with helping the station's inhabitants in their daily life and trying to kill everyone when the [[AI]] is insane. Each cyborg is required to follow the AI's laws, and may choose one of the AIs in the event that more than one exists.
This is the overview page of CHOMPstation's lore, also commonly known as 'fluff' (but we usually just call it lore). This is the basic, common knowledge that the vast majority of characters should know and helps introduce you, the player, into the world of our server. While you do not have to know every little detail by heart it would be wise to skim through some of the pages to at least to know how our lore differs to the other SS13 servers.


==Making a Cyborg==
Many wiki lore pages are constantly under construction and open to change, so if you feel like you may have something to add please discuss your ideas with our Loremaster (Nadyr) via Discord. Note:''' ''Unlike other pages of this wiki, changes to these pages must be approved by Nadyr'' Please consult the [[Guide to Lore Writing]] before pitching an idea.  
# Fill the [[File:Exofab.png]] Exosuit Fabricator with as much [[File:Metal.png]] metal as it will hold.
# Click on the Exosuit Fabricator to open its menu. Select '''Add all parts to queue''' beside the '''Cyborg''' option, and then click '''Process Queue''' in the right sidebar (with a recent update, please note that adding "all parts" will print four extra components that are only used for repair, not construction).
# Wait for a few minutes for the pieces to be built. You will likely need to add additional metal to the Fabricator in order for it to finish.
# When putting the parts together, use the [[File:Cyborg endoskeleton.png]] Cyborg Endoskeleton as a base.
#* The Cyborg Head will need 2x [[File:Flash.png]] Flash.
#* The Cyborg Torso will need 1x [[File:CableCoils.png]] wires and 1x [[File:Powercell.png]] power cell.
#* The arms and legs can be done easily by simply picking them up and placing them on the Cyborg Endoskeleton.


===Extract a brain for the Cyborg===
Once again welcome to CHOMPstation, we hope your stay here is a long and enjoyable one!
'''Note:''' Check with the Chief Medical Officer before agreeing to perform a brain extraction on a living human. Medbay has anesthetics, which are optimal when someone is cutting into your skull with a circular saw.  Additionally, it will clear up bookkeeping problems regarding the addition of a new cadaver in the morgue.


# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].
</div>{{toc_right}}
# Aim for the organ's location in the [[File:Damage zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/liver/lungs, groin for appendix/kidney)
[[File:Planet_Sif.png|thumbnail|left|Sif]]The year is {{CurrentYear}} CE (Common Era). With the help of massive [[colony ship]]s, humanity had slowly spread and colonized our sun's neighboring systems. [[Alpha Centauri]], [[Tau Ceti]], [[Sirius]] and more are connected by a network of [[Warpgate|warpgates]] that makes travel between systems take as little as hours instead of decades. With the discovery of the seemingly supernatural [[Phoron and Bluespace|phoron]], [[Phoron and Bluespace|bluespace]], and the acquisition of [[Terraforming|Terraforming Machines]], on-ship [[Faster-than-Light Travel|FTL drives]] became a possibility, increasing the speed at which humanity expanded and colonized the stars at a never before imagined rate.
# Use a [[File:Scalpel.png]] '''scalpel''' to cut back the flesh.
# Use the [[File:Hemostat.png]] '''hemostat''' to stop any potential bleeding.
# Use your [[File:Retractor.png]] '''retractors''' to lift up the skin.
#  Use the [[File:Saw.png]] '''saw''' to cut through the bones.
#  Use the [[File:Retractor.png]] '''retractor''' to separate the bones.
#  Use the [[File:Scalpel.png]] '''scalpel'''. This will open up a window asking you which organ you'd like to cut loose. Select the Brain.
#  Use the [[File:Hemostat.png]] '''hemostat''. This will open up a window asking you which loose organ you'd like to remove. Select the Brain again.
#  Place the brain in an [[File:MMI empty.png]] MMI.
# (Optional) Before you give the Cyborg a new brain, you can name it anything you or your client wants. Grab a [[File:Pen.png]] pen and use the pen on the Cyborg to rename it. Once you place the brain in the Cyborg, this step will not be completable.
# Carry the [[File:MMI.png]] MMI over to your finished Cyborg construct that you made before, and click on it to add the brain into the Cyborg.


You can also use a normal table instead of an operating table, but this has a chance of missing one third of the time.
We aren't alone in this endeavor, the [[skrell]], [[akula]], [[unathi]], [[tajaran]], and more explore the stars alongside of us, expanding the frontier ever further for knowledge and profit.


===So You Decapitated Your Patient===
However, danger lurks just around the corner. From hostile aliens like the [[vox]], other, unknown entities whose true names are only whispered in the shadows and existence kept hidden from the common person, are blamed for damaging and causing the disappearances of ships, stations, and [[colonies]] out on the frontier. [[Phoron and Bluespace|phoron]], as beneficial as it is, is still relatively unknown and all of its dangers even more so. Finally, space itself is a cruel, uncaring mistress that countless have lost their lives to, from something as simple as a tear in their space suit to something more sinister to mankind being its own worst enemy.
Don't panic just yet!  You can still complete the brain extraction by placing their head on the operating table and following the same steps as above. You should probably apologize to them after putting their brain in an MMI, though.


== Cyborg Maintenance ==
It's a brave new world.
You'll often have Cyborgs run up to you with any number of problems. Here's how to deal with them most of the time.


=== Repair ===
==Welcome to the Frontier==
When Cyborgs get dented, they'll come to you for repairs. Luckily, most repairs are simple:
Welcome to [[Vir]], a system on the edge of colonized human space, the frontier. You are assigned to work on a space station orbiting [[Sif]], one of the most populated planets in the frontier. Several [[List of Trans-Stellar Corporations|Trans-Stellar Corporations]] (TSC's) including [[NanoTrasen|NanoTrasen Systems Inc.]] (NTS), the [[Free Trade Union]] (FTU) and countless independents hoping to strike it big at [[Vir]] are all vying for control of the system. Vir lacks a stable [[warpgate]], relying instead on ships capable of [[FTL|faster than light (FTL)]] speeds, so [[Sol Central]]'s presence in this system is almost nonexistent. In Vir, NanoTrasen is the de-facto governing body of the star system. They supply all the housing, nearly all of the infrastructure, all emergency services, and employ numerous [[Mercenary|military contractors]] to provide security—some of whom may or may not be playing both sides of any given conflict.
# Equip a [[File:WeldingHelmet.png]] welding helmet on your head.  
#* ''Note: Be sure to remember this step or you could go blind!''
# Place a [[File:Welderon.gif]] welder in your hand, click on it while it's in your hand to light it, then click on the Cyborg repeatedly to repair it. Engineer cyborgs can also repair themselves and other cyborgs like this.


Occasionally Cyborgs are inflicted by more advanced damage that hurts their internal wiring. If this is the case:
The universally accepted currency by all but a select few systems and regions is the [[Thaler]], which is backed and supported by Sol Central and its [[Sol Central#Allies|allies]]. It is represented by the symbol "$" (e.g. $130). With the advances of technology, the overall standard of living and education is high even out in the frontier, though glaring examples still exist.
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.
# [[File:Crowbar.png]] Crowbar open the panel.
# [[File:Power cell.png]] Remove the cyborg's power cell by clicking on it with an empty hand on grab intent.
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.
# [[File:CableCoils.png]] Use a cable coil to replace damaged wires.
# [[File:Screwdriver tool.png]] Screwdriver the cyborg to unexpose the wires.
# [[File:Power cell.png]] Reinsert the power cell by clicking on the cyborg.
# [[File:Crowbar.png]] Crowbar the panel shut.
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.


=== Cyborg Component Repair ===
==Life in Vir==
Sometimes robots will have damaged components that need to be removed and replaced. Removing them is pretty straightforward.
Out in the frontier, employers, be they a captain of a [[Free Trade Union|Free Trade]] vessel, a [[List of Trans-Stellar Corporations|Trans-Stellar]] executive, or just someone with money to spare and in need of an extra hand, are forced to take just about whoever is willing and apparently able. With [[Sol]] being months worth of spaceflight away—even with faster than light travel—running a full background check on a candidate is not viable, which means many questionable people get placed in even the most high-security positions and loyalty is 'by your word', which means in Vir, corporate backstabbing and criminal activity is quite high. This and a lack of available employees in general means employees who do prove themselves often find themselves promoted quickly, and put into positions that they are even the slightest bit capable of.
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.
# [[File:Crowbar.png]] Crowbar open the panel.
# [[File:Power cell.png]] Remove the cyborg's power cell by clicking on it with an empty hand on grab intent.
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.
# [[File:Crowbar.png]] Crowbar out the desired component.
Occasionally a robot will be so damaged that only the brain is salvageable, or perhaps it's volunteering for an AI core. You can remove the brain by following these steps.
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.
# [[File:Crowbar.png]] Crowbar open the panel.
# [[File:Power cell.png]] Remove the cyborg's power cell by clicking on it with an empty hand on grab intent.
# [[File:Screwdriver tool.png]] Use a screwdriver to expose the wires.
# [[File:Wirecutters.png]] Cut all five wires with wirecutters.
# [[File:Crowbar.png]] Use a crowbar to remove the MMI.
When finished, be sure to reinsert the power cell into the cyborg and close them back up with your crowbar.


=== Upgrading the Power Cell ===
Unlike in systems where the Sol has more influence such as [[Nyx]] or [[Tau Ceti]], the population in Vir is a rich melting pot of sentient species, be they natively born, hybrids, or outright artificial and made of genetically modified flesh or carefully crafted silicon. Your coworkers will often include alien species, some of which you might recognize, and others that you'll be seeing for the first time. Due to exposure to so many different cultures, many of these aliens have lost their accents or cultural identities.
Cyborgs that start when the game starts will likely come straight to you for an upgrade in the first few minutes of the game. Help them out by upgrading their power cell, which will lessen the amount of time they need to visit the recharging station. Click on the Cyborg with the following items (in order):
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.
# [[File:Crowbar.png]] Crowbar open the panel.
# Click on the Cyborg with an [[File:Empty_hand.png]] empty hand on grab intent to take out the [[File:Powercell.png]] power cell and replace it with the higher-capacity power cell.
#* ''Note: The default power cell capacity in Cyborgs is 7,500. All of the power cells you find in your office should be at least 10,000, and the Science Department can research power cells that reach 30,000.''
# [[File:Crowbar.png]] Crowbar the panel shut.
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.


=== Resetting Modules ===
Due to the lack of an official government, NanoTrasen is the de facto ruling body in the Vir system, as no other faction has the resources to provide social services, infrastructure, and security like NanoTrasen does. Most of the citizens living on Sif and nearby space stations are employees of the corporation or part of a subcontracted company that does business with NanoTrasen.
Once a player Cyborg chooses a module (Engineer, Janitor, Security, etc) they cannot change the module without your help. You can manually reset its module to allow it the option of choosing a new one by following this order:
# [[File:Id_regular.png]] Swipe an ID with Robotics access to unlock the panel.
# [[File:Crowbar.png]] Crowbar open the panel.
# [[File:Robotics_reset_module_circuit.png]] Print out a reset upgrade in the fabricator, and insert it into the cyborg.
# [[File:Crowbar.png]] Crowbar the panel shut.
# [[File:Id_regular.png]] Swipe an ID with Robotics access to relock the cover.


=== Cyborg Upgrades ===
Many of the inhabitants of Sif fly off-world to work aboard the {{StationName}}.
There are several cyborg upgrade modules that can be printed from the prosthetics fabricator in Robotics, assuming sufficient research has been done beforehand.
To apply an upgrade, open the cyborgs access panel and insert the upgrade inside it.


*'''Emergency Restart Module'''
== Non-Canon species ==
  The least expensive way to revive a cyborg that has fully died. After repairing sufficient damage to the cyborgs body, applying this upgrade will reactivate it.
[[File:Custom_Species_Fuckery.png|200px|thumbnail|right|Example species.
'''Custom Species'''
Home planet: ???


*'''Reclassification Board'''
Home system: ???
  When applied, changes the cyborgs name to one chosen by the user. The name is modified by activating the upgrade module inhand.


*'''Module Reset Board'''
Here in Vir our users and staff have created a varied back catalog of bits and bobs for species not specifically listed below. We do not enforce players play one of the canon species listed below. You may bring in your own special snowflake! As long as they, and by extension you, follow our [[Rules#Create and play server-appropriate characters|rules over playing server appropriate characters.]] If you are having trouble [[Character Creation|creating your character]] please refer to our "Character Creation" guide.
  Removes the cyborgs current module, allowing it to reselect a new one.


*'''VTEC Module'''
==Alien species you will meet==
  Kicks in a cyborgs VTEC systems, allowing them to move faster.
The below is a brief overview of humanity and aligned species in the known universe. The links in the name will redirect to further information about the species.


*'''Rapid Taser Cooling Module'''
'''NOTE: If you wish to play a whitelisted or a canon-bending version of one of the species listed below, please log into our forums and head to the [http://www.chompstation13.com/phpbb/viewforum.php?f=7 Species Whitelist] Section and fill out a whitelist form.''' See the [[whitelist]] page for more details.
  Increases the recharge rate of a security module cyborg's taser. Two can be applied before further ones will have no effect.


*'''Mining Robot Jetpack'''
(Please add new species to the [[:Template:Species|template]] as well.)
  Despite the name, can be applied to any type of cyborg. Gives the cyborg a CO2-filled jetpack.


*'''Advanced Health Analyzer Module'''
===[[Humans]]===
  Gives the cyborg an advanced health analyzer. While it can be applied to any cyborg, it is of limited use to non-medical modules.
[[file:Background-humans.png|left]]
'''Home planet''': [[Earth]]


*'''Scrambled Equipment Module'''
'''Home system''': [[Sol]]
  Unlocks a cyborg module's hidden equipment, which is normally activated with an emag. These are universally either lethal or disabling weaponry.


*'''Language Module'''
Humanity, everything and nothing can be said about them. They are the primary driving force for rapid space expansion and perhaps the most populated (known and sentient) species in the galaxy. From atop their [[United Systems of Sol Central|SolGov]] throne their economic prowess helps secure a position on the galactic stage. The vast majority of [[Trans-Stellar Corporations]] are owned by humans, and the mighty USDF is the main military presence in any system where humans make up the majority of the inhabitants. By this time men and women are treated all but equal, however there may still be exceptions.
  Allows a cyborg to speak nearly any language, instead of only understanding them. Clerical and Service module cyborgs have this function by default.


=== Modifications ===
While most humans are accepting of other species and simply want to earn an honest paycheck, the best and worst are found among them. You never know what a human is going to be like when you first meet them.


Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.
Due to their prevalence in current known space, and their ability to encompass all traits, good and bad, humanity is often considered the 'status quo'.


There are three lights in the cyborg with three corresponding wires:
===[[Skrell]]===
[[file:Background-Skrell.png|left]]
'''Home planet''': [[Qerr'balak]]


* '''LawSync''': If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.
'''Home system''': [[Qerr'Vallis]]
**''Pulsing'' does nothing.
**''Cutting'' will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it's laws.
**''Mending'' this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI's laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.


*'''AI Link''': If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI's orders.  
The skrell are a species of amphibious humanoids, distinguished by their green-blue gelatinous appearance and head tentacles. Skrell warble from the world of [[Qerrbalak]] (or as the lore once called it, [[Jargon 4]]), a humid planet with plenty of swamps and jungles. Currently more technologically
**''Pulsing'' this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.
advanced than humanity, they emphasize the study of the mind above all else.
**''Cutting'' this wire will cause the Cyborg to be unslaved from the AI and bound only by it's laws. This also turns off LawSync, as the cyborg has no AI to sync to.
**''Mending'' this wire does nothing. You need to pulse it to reconnect it to an AI.


*'''Module Lock''': If this light is on, the module of the cyborg cannot be changed.
Gender has little meaning to skrell outside of reproduction, and in fact, many other species have a difficult time telling the difference between male and female skrell apart. The most obvious signs (voice in a slightly higher register, longer head-tails for females) are never a guarantee.
**''Pulsing'' this will reset the module of a cyborg and allow it to pick a new one.
**''Cutting'' this wire will cause the cyborg to be locked to the standard module and be unable to change or use any items. They can still remote control devices however.
**''Mending'' this wire will allow the cyborg to change modules.


An emagged cyborg will have no LawSync or AI link and cannot be reset.
Due to their scientific focus on the mind and body, skrell tend to be more peaceful and their colonization has been slow, swiftly outpaced by humanity. They were the first contact sentient species, and are humanity's longest and closest ally in space.


Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn't work.
=== [[Teshari]] ===
[[file:Background-Teshari.png|128px|left]]
'''Home planet''': [[Qerr'balak]]


= Synthmorphs =
'''Home system''': [[Qerr'Vallis]]
The [[Synthmorph]] is something the Roboticist may encounter as well. This is essentially a person inside a bipedal mechanical body. They may have been referred to as '''IPC''' in the past, short for ''Integrated Positronic Chassis'', though not all favored this designation. Roboticists are not 'responsible' for these in the same way they are for Cyborgs, as Synthmorphs are effectively normal people with a different body. They may play doctor for them, however, as synthmorph repairs are within the robotics department domain.


== Creating a Synthmorph ==
The teshari are reptilian pack predators from the skrell homeworld. While they evolved alongside the skrell, their interactions with them tended to be confused and violent, and until peaceful contact was made they largely stayed in their territories on and around the poles in tundra terrain far too desolate and cold to be of interest to the skrell. In more recent times, the teshari were technologically uplifted by the skrell to be a space-faring race of their own, one that's ready to prove its worth to the galaxy at large.
While you can assemble a synthmorph's body, putting a mind in it is a whole other matter. Moving a previously-lawed entity (cyborg, AI) into a synthmorph body typically requires paperwork to be completed. Assembling the body is fairly straight-forward however, assuming you have the materials:


Most of the work is done at the [[File:Bioprinter.png]] Prosthetics Fabricator.
===[[Akula]]===
[[File:Background-Akula.png|left]]
'''Home planet''': Unknown


# Ensure R&D has performed enough research to allow you to create prosthetic torsos, heads, and eyes. You may wish to re-sync the Prosthetics Fabricator to make sure you're up to date.
'''Home system''': [[Qerr'Vallis]]
# Print all parts of a synthmorph, including torso, both hands and feet, both arms and legs, a head, and optical sensors. Make sure to select the manufacturer you want ahead of time. If you do not see the manufacturer you want, contact Cargo to order you blueprint discs.
# Place the torso onto a surgical table in robotics, and attach each limb one at a time, finishing with the head.
# Use a screwdriver, then a crowbar to open the head's maintenance panel and install the optical sensors into the head.
# At this time, you can also install a brain in an MMI or a Positronic Brain. Synthmorphs do not support having a normal organic brain.
# Use a crowbar to close the maintenance panel when done.
# Congratulations, you've given someone a new lease on life.


== Prosthetic/Synthmorph Repair ==
'''(Akula lore is pending a rewrite. Please follow what is written for now until a later date.)'''
You may be asked to repair damage to the artificial limbs of your fellow crew members.


To fix '''brute damage''', target the specific area that requires fixing, and use a welding tool on the area.
The akula is a species of amphibious humanoids like the skrell, but have an appearance very similar to that of a shark. They were first discovered as a primitive race of underwater-dwelling tribal creatures by the skrell. At first they were not believed to be noteworthy, but the akula proved to be such swift and clever learners that the skrell reclassified them as sentients. Allegedly, the akula was also the first sentient life that the skrell had ever encountered beside themselves, and thus the two species became swift allies over the next few hundred years. With the help of skrellean technology, the akula had their genome modified to be capable of surviving in open air for long periods of time. However, akula even today still require a high humidity environment to avoid drying out after a few days, which would make life on freezing world like Sif nearly impossible if it were not for skrellean technology to aid them.


To fix '''burn damage''', use a cable coil on the damaged area to replace the melted wiring.
Most akula today consider Qerr'Vallis to be their home where they live alongside their skrell allies, while their true homeworld has been forgotten over the ages. akula still tell legends of their homeworld, passed down through word of mouth, talking of great magical cities on the bottom of the ocean in a galaxy far away. skrell historians believe a great tragedy befell the akulan race which led to their near extinction, and the tribal akula they eventually discovered had actually descended from the survivors of this once technologically advanced species. The most widely accepted theory is that the akula originally hail from the [[Andromeda]] Galaxy. This is supported by the fact that varying races of akula have been found in scattered tribal communities across the galaxy, some more technologically advanced than others, but all without space travel of their own. Unfortunately, no one has the technology today to make such a journey to find out.


=== Internal Repairs ===
Gender as a cultural identity has little meaning to most akula, which is a result of skrellean cultural influence, but the difference between male and female among the akula is much more obvious than with the skrell. Like humans and tajaran, female akula have large breasts and curvaceous bodies, along with similar reproductive organs that appear almost mammalian in nature. Food also plays a huge role in their sexuality. The best way to an Akula's heart is through their stomach. Their demeanor will often change to docile and flirtatious while engorged with food—similar to Earthly sharks, or other shark-like creatures on other worlds with life. It would turn out that the shark is a popular evolutionary path for water-dwelling predators throughout the cosmos.
Sometimes the damage to a humanoid with prosthetics or a synthmorph may be severe enough to require internal repairs. This is akin to requiring surgery for an organic limb. Follow the steps below to perform these repairs.


# Have the subject '''lay flat''' on a table, preferably an operating table in the robotics lab.
Unlike the skrell, akula tends to be more arrogant and less intelligence focused, and will often find themselves in trouble with the law outside of skrell controlled systems. Popular professions for akula include piracy, smuggling operations, mining, and mercenary work. However, due to their mutual respect of the skrell, most will not engage in hostile activity against skrell or other akula.
# [[File:Screwdriver tool.png]] Use a '''screwdriver''' on the damaged limb to gain access to the maintenance panel.
# [[File:Crowbar.png]] Use a '''crowbar''' to pry the panel open to gain access to the limb's internals.
# Apply either '''welding''', '''cable coils''' or '''nanopaste''' as needed to the internals.
##Note that using nanopaste will also heal internal '''component/organ''' damage.
# [[File:Crowbar.png]] Use the '''crowbar''' to shut the maintenance panel when done. It will latch back into place.


==== Removing Internal Organs ====
=== [[Unathi]] ===
You might sometimes need to remove an organ from the body of a synth. The most common occurrence of this is removing a MMI or posibrain from a heavily damaged synth so it can be placed into the newly printed body. To remove any internal organ in a synth:
[[file:Background-unathi.png|left]]
# Have the subject '''lay flat''' on a table, preferably an operating table in the robotics lab.
'''Home planet''': [[Moghes]]
# [[File:Screwdriver tool.png]] Use a '''screwdriver''' on the damaged limb to gain access to the maintenance panel.
# [[File:Crowbar.png]] Use a '''crowbar''' to pry the panel open to gain access to the limb's internals.
# Use a '''multitool''' on them, this will bring up a window asking you which organ you want to prepare for removal.
# Select the organ and hit okay, this will cause a progress bar to appear.
# Once that bar is filled, you'll be able to use a '''hemostat''' on the patient to bring up a window asking you which organ you want to remove.
# Select the organ you want and hit okay, then wait for the progress bar to finish like before. With the '''hemostat''' you might have to try more than once, but failing 'to grab something' doesn't damage the patient.
# With that, the organ should be out!


=== In A Pinch ===
'''Home system''': [[Moghes#Astrology|Uueoa-Esa]]
Sometimes you might need to get repairs done urgently and lack the usual tools to do so, or perhaps have one that might help speed things along, two of which are:


===== Nanopaste =====
The unathi are a race of tall, reptilian humanoids that possess both crocodile-like and serpent-like features. Their scales are hard and plate-like, save for the softer ones that line the inside of their legs, armpits, and groin. Originating from the planet of [[Moghes]], the unathi live in an extremely religious society.
A nanite swarm in a bottle. Has ten uses and heals 20 burn damage and 20 brute damage if the patient is opened up properly. This healing applies to internal organs as well. If the patient isn't opened, it only does heals 10 brute and 10 burn damage and doesn't heal internal organs.


===== Screwdriver =====
The unathi generally believe in and closely follow a set of [[Unathi Culture#Religion, The Unity|Decrees]] laid out in their belief system, The Unity. unathi believes in living long, prosperous, honorable and productive lives. They firmly believe in improving the skills of their craft to reach a level where they can be considered to have mastered it.
If you lack nanopaste, the screwdriver can be used to repair internal organ damage with a 30% chance of failure which will damage the patient, so only use this if you lack nanopaste!


And remember: if you lack a surgery table, any old table will do. Using an ordinary table has a 34% chance of your surgery failing though, so do try to find a surgery table if possible.
The unathi were humanity's second alien contact, but due to their aggressive nature, engaged in an interstellar war with humanity known as the [[Sol-Hegemony Conflict]]. Although the conflict has long since ended, and relations have slowly improved, unathi are still often considered to be 'second-class' citizens and are rarely seen in jobs other than where muscle is needed. It is also still common for racial tensions to run high, although this is less common on the outskirts of SolGov's grasp.


== NIF Surgeries for Synthmorphs ==
===[[Tajaran]]===
Sometimes you’ll get a synth in who either wants a NIF installed, or one taken out for repairs. The two surgeries you'll find yourself doing are:
[[File:Background-tajaran.png|left]]
'''Home planet''': Meralar


==== NIF Installation ====
'''Home system''': Rarkajar
# Target the patient’s head and use a screwdriver.
# Use a crowbar to open their head up.
# Use the surgical drill to create a cavity.
# With the NIF in your active hand and the patient’s head still targeted, click the patient to place the NIF inside the cavity.
# Use a crowbar to close them up again.
Be sure to inform your patient about the after affects of the surgery before it's done.


==== NIF Maintenance ====
The tajaran are a humanoid race possessing cat-like features. Hailing from Meralar, they possess insulating fur and felinoid stability to better survive in their harsh native environment. Their home planet is a cold planet of vast tundra and arctic zones. For generations the tajaran were practically enslaved by the leading class who were recently overthrown. Males and females are treated roughly equal. There are three divisions of tajaran, two being sensible, the other... not so much.
# Target the patient’s head and use a screwdriver.
# Use a crowbar to open their head up.
# Use the hemostat to get the NIF out (may take more than one attempt).
# Pick up the NIF
# Screwdriver the NIF open
# Use a Cable Coil to fix burnt wires
# Use a Multi tool to reset the Capacitors
# Screwdriver the NIF closed
# Use the surgical drill to recreate the cavity.
# With the NIF in your active hand and the patient’s head still targeted, click the patient to place the NIF inside the cavity.
# Use a crowbar to close them up again.


== Resleeving a Synthmorph ==
Tajaran is one of the more recent contacts humanity has encountered. While plenty of tajaran hold reservations with their new allies, overall the alliance is accepted and welcome. Though, like the [[Unathi]], plenty of humans take advantage of the less than modern education, and it is rare to see a tajaran in a position of command outside of systems like Vir where the human population is limited.
Synths can be resleeved using the resleeving console next to the SynthFab 3000 machine. The SynthFab machine itself requires metal and glass to function (though it comes with an amount already provided) and the synth must have received a backup implant previously in the shift for their mind to be present in the database.


If both a body and mind backup are present, a roboticist can follow the [[Guide to Resleeving]] to resleeve the synth.
===[[Sergal]]===
[[File:Background-Sergal-Northen.png|left]]
[[file:Background-Sergal-Southern.png|left]]
'''Home planet''': [[Vilous#Tal|Tal]]


= Bots =
'''Home system''': [[Vilous]]
As a Roboticist, you serve another important purpose, making NPC robots. Robots can benefit the station in many ways, and are really easy to create. The current list of robots, and how to make them, is as follows:


==[[File:Medibot.gif]] Medibot==
These will only inject chemicals if the chemical helps with the target's damage by default. They can also be [[Syndicate Items#Electromagnetic Card|Emagged]] to repeatedly inject anyone with harmful chemicals. Note that these have a very limited selection of medicines by default: Tricordrazine for all damage, and Spaceaccilin for detected Viruses.


Combine the following ingredients in order:
'''(Sergal Lore is pending a rewrite. Please follow what is written for now until a later date.)'''
# Start with an Empty [[File:SMed.png]] Medkit.
#* ''Note: Differently colored medkits will also change the resulting color of your Medibot.''
# (Optional) Name the bot with a [[File:Pen.png]] pen.
# Add a Prosthetic Right or Left Arm.
# Add a Health[[File:Healthanalyzer.png]]Analyzer.
# Add a Proximity[[File:Proximitysensor.png]]Sensor.
# (Optional) Add a[[File:Beaker.png]]beaker filled with the medicine of your choice.


==[[File:Cleanbot.gif]] Cleanbot==
There are two subspecies of sergal, Southern and Northern. Northern sergals are a highly aggressive race that lives in the plains and tundra of their homeworld. They are characterized by long, fluffy fur bodies with cold colors; usually with white abdomens, somewhat short ears, and thick faces. Southern sergals are much more docile and live in the [[Gold Ring City]] and are scattered around the outskirts in rural areas and small towns. They have short, brown or yellow (or other "earthy" colors) fur, long ears, and a long, thin face. They are smaller than their Northern relatives. Both have strong racial tensions which have resulted in more than a number of wars and outright attempts at genocide. The southern sergals have mostly been on the losing side of this long conflict. Sergals have an incredibly long lifespan, but due to their lust for violence and a nasty habit of occasional cannibalism, only a handful have ever survived beyond the age of 80, such as the infamous and legendary General Rain Silves who is claimed to have lived to 5000. Although General Rain's historical existence is disputed, she is nonetheless a symbol of the Sergal's warrior culture.
Cleanbots are great, as they serve the exact same purpose as the Janitor. Even better is that it uses Space Cleaner to mop, so no slipping on everything!
# [[File:Bucket.png]] bucket (Grab it from the [[Janitor]] or make with [[Autolathe]])
# [[File:Proximitysensor.png]] proximity sensor.
# (Optional) Name the bot with a [[File:Pen.png]] pen.
# Prosthetic Right or Left Arm.


==[[File:Farmbot.png]] Farmbot==
Despite advances in technology, militant sergals still wear metal or leather armor and usually favor polearms or bladed weapons, and are capable of great physical feats thanks to their strong, wiry limbs with much denser muscles than humans, more akin to a chimpanzee's muscles. They are reluctant to embrace new technology and pride themselves on the old ways. Despite this, they have made great use of short-range space travel and have colonized much of their home system. This is not, however, to say they are not intelligent. Their intellect rivals that of the skrell but is focused mainly on military tactics and strategy, rather than science or history.
# [[File:Watertank.png]] on a watertank, use:
# Prosthetic Right or Left Arm;
# [[File:Plant_analyzer.png]] Plant analyser;
# [[File:Bucket.png]] Bucket;
# [[File:Minihoe.png]] Mini hoe;
# [[File:Proximitysensor.png]] proximity sensor.


==[[File:Floorbot.gif]] Floorbot==
Among sergals, females tend to be the dominant gender with larger, more muscular and bulky bodies, and a much more aggressive demeanor, especially among the northern race. This gender divide is most likely born out of the legacy of General Rain, or perhaps General Rain is a fictional character who is the result of this culture where females are often commanders and warriors in vast armies while males are hunters and farmers who may be one of multiple mates to a single female. Unlike many mammal-like creatures, sergals lack breasts and females also possess a unique prehensile hood over their genitalia which protects it from dust and infection.
Floorbots are nice to have around when some asshole starts crowbarring up floor tiles or some traitor has blown apart a section of the station. They zoom around and repair busted floor tiles.
To make:
# Empty [[File:btoolbox.png]] toolbox (Must be a blue one)
# [[File:Floor_Tiles.png]] Floor tile (click on a stack of metal while it's in your hand to open a menu for making these)
# [[File:Proximitysensor.png]] proximity sensor.
# (Optional) Name the bot with a [[File:Pen.png]] pen.
# Prosthetic Right or Left Arm.


Keep in mind that Floorbots have a limited number of floor tiles. This number can be observed by popping up their control panel.
Humanity encountered sergals in the year 2524, when the [[USDF Pathfinder]] discovered the planet Tal, but did not join the intergalactic community until late 2558 due to [[The Vilous Incident]], wherein a total of 1,057 USDF personnel and somewhere between 5,000 and 10,000 native sergals were killed in a brief military conflict. The Vilous system has been under USDF occupation ever since, and has only recently been officially annexed into [[SolGov]]'s influence.


==[[File:Securitron.gif|I AM THE LAW]] Securitron==
===[[Promethean]]===
Basically, Officer Beepsky without the personality. You usually won't need to build any of these, but they can be hilariously helpful for traitors whom have invested in a [[Syndicate Items#Electromagnetic Card|Electromagnetic Card]], as they tend to run around stunning and cuffing everyone in sight. Problem is, any of these that report a Level 10 Infraction when spotting people are obviously hacked.
[[File:Background-Promethians.png|left]]
To make:
'''Home planet''': [[Aetolus]]
* Use a [[Screwdriver]] on a [[Remote Signaling Device]]
* Combine with a [[Helmet]] (Get these from Security)
* [[Welding Tool|Hand Welder]] them together
* Add a [[Proximity Sensor]] and a Prosthetic Arm
* Toss in a [[Stun Baton]] (or use a Slime Baton to make the xenobio helpful version, i really need to find what the name is)
Note that destroying a Securitron or Officer Beepsky with a melee weapon is all but impossible by yourself; striking them causes them to immediately stun and cuff you. If you work with another person you can get several hits in while it is cuffing the other person, which is often enough to destroy it outright.


==[[File:ED209.png]] ED-209==
'''Home system''': [[Kataigal]]
Beepsky's bigger brother. Has all of the abilities of a standard Securitron with the addition of a ranged attack.
To make:
* Use a [[metal sheet]] on a Cyborg Endoskeleton to reinforce it.
* Add two Robot Legs and a [[security vest]]
* [[Welding Tool|Weld]] everything together
* Add in a security [[Helmet]]
* Attach a [[Proximity Sensor]] to the assembly
* Insert wires
* Add a [[Taser]] and attach it with a [[Screwdriver]]
* Insert a [[Power cell]]. Your own mecha is complete!
A emagged ED-209 fires deadly lasers AND attacks anyone on sight.


= Mechs =
A gelatinous race of mimics evolved from their slime predecessors that were first discovered aboard the NRS Prometheus, these colorful humanoids are best characterized by their ability to repurpose and shape their bodies for whatever a situation may warrant by means of their semi-solid structure. Along with this is their semipermeable membrane encasing their gel, allowing them to filter feed while keeping the undesirable matter out of their bodies. Their composition allows them to resist most sources of brute trauma, though energy will cause their limbs to become unstable and disintegrate. Prometheans are also void of most normal organs, only possessing a core and cytoskeleton, both of which are crucial to the slime's survival.
Construction of mechs are restricted by ID, so they are typically the product of [[roboticist]]s and the [[Research Director]]. These can be tremendously helpful or tremendously annoying depending on who uses it. They take more work to make than robots and require special circuits, which are obtained through the [[Quartermaster]] or the Research and Development console.
*To enter a mech once it's completed, right click on the mech while standing adjacent to it.


The current list of mechs is as follows.
Being an artificially created race, and a new one at that, prometheans have no unified culture, though there are small populations of prometheans scattered around the universe, the tropical planet of [[Aetolus]] in particular having roughly one thousand such individuals. Currently, prometheans ''must'' have a caretaker in accordance with USDF regulations, normally a xenobiologist or other trained caretaker.


==Ripley APLU==
===[[Nevrean]]===
[[File:Ripley.png|64px]]<br>
[[file:Background-Nevrean.png|left]]
The Ripley APLU (Autonomous Power Loading Unit) is a slow moving, decently protected mech. Generally, it can take down a Gygax because of the sheer power of the drill, but it does not make a good combat mech because it is slow and has no range. Best used against Spess carp invasions, blobs, Changelings, and for Revs (using it to breach high security areas)
'''Home planet''': [[Vilous#Eltus|Eltus]]
To make:
* Build all of the Ripley parts using the exosuit fabricator.
* Attach all of the parts to the Ripley chassis (Except the Clamp and Drill)
* [[Wrench]]
* [[Screwdriver]]
* 4 Lengths of Cable
* [[Wirecutters]]
* Ripley central control module (Can be ordered from the [[Quartermaster]])
* [[Screwdriver]]
* Ripley Peripherals control module (Can be ordered from the [[Quartermaster]])
* [[Screwdriver]]
* 5 sheets of steel
* [[Wrench]]
* [[Weldingtool]]
* 5 sheets of plasteel
* [[Wrench]]
* [[Weldingtool]]
* Recommended to build and attach a Hydraulic Clamp and a Drill to the finished Ripley
;Equipment slots
:'''1 Hull slot'''
:'''0 Weapon Slots'''
:'''3 Utility Slots'''
:'''1 Universal Slot'''
:'''1 Special Slot'''
;Stats
:'''Max Health''': 200
:'''Internal Damage Threshold''':60%
:'''Cargo Slots''': 10
:'''Max Temperature''': 20,000 K


==Firefighter APLU==
'''Home system''': [[Vilous]]
[[File:Firefighter.png|64px]]


Standard APLU chassis was refitted with additional thermal protection and cistern.
'''(Sergal Lore is pending a rewrite, which will also effect nevreans. Please follow what is written for now until a later date.)'''
* Create a Firefighter APLU chassis using the exosuit fabricator. It is listed under exosuit equipment.
* Create all parts of the Ripley APLU except for the chassis.
* Assemble all of the Ripley parts to the Firefighter chassis.
* Add a firesuit
* [[Wrench]]
* [[Screwdriver]]
* 4 Lengths of Cable
* [[Wirecutters]]
* Ripley central control module
* [[Screwdriver]]
* Ripley peripherals control module
* [[Screwdriver]]
* 5 pieces of plasteel
* [[Wrench]]
* [[Weldingtool]]
* 5 pieces of plasteel
* 5 pieces of plasteel
* [[Wrench]]
* [[Weldingtool]]
*'''Optimal Loadouts'''
**Hull Repairs: Clamp, RCD, Cable Layer
**Firefighting: Clamp, Extinguisher, Repair Droid
;Equipment Slots
: '''2 Hull slots'''
: '''0 Weapon slots'''
: '''2 Utility Slots'''
: '''1 Universal Slots'''
: '''1 Special slot'''
;Stats
:'''Max Health''': 250
:'''Damage Reductions''': 50% Fire, 20% Bullet, 50% Bomb
:'''Internal Damage Threshold''':60%
:'''Cargo Slots''': 10
:'''Max Temperature''': 65,000 K


== Odysseus ==
An avian species hailing from the planet Eltus in the Vilous system, characterized by their long whiplike tail-feathers. The species is generally matriarchal, with females tending towards duller, brown coloration and bulkier bodies, while males are slight and brightly colored. In both typical mannerisms, culture and physical build, the sexes are directly reversed when compared to traditional human society. Their build is somewhere between a bird and a feathered dinosaur. Females tend to have short feathers on their arms that are not capable of flight, while males often have more developed flight-feathers - on-station, these are often kept tucked away and folded under their jumpsuit sleeves.
[[File:Mecha odysseus.png|64px]]<br>These exosuits are developed and produced by Vey-Med. Odysseus is a medical focused mech, it is quick and able to mount sleepers and syringe guns.
* Create all of the Odysseus parts using the exosuit fabricator.
* Assemble all of the Odysseus parts to the chassis
* [[Wrench]]
* [[Screwdriver]]
* 4 Lengths of Cable
* [[Wirecutters]]
* Odysseus main board
* [[Screwdriver]]
* Odysseus peripherals board
* [[Screwdriver]]
* 5 sheets of steel
* [[Wrench]]
* [[Welder]]
* 5 sheets of plasteel
* [[Wrench]]
* [[Welder]]
;Equipment Slots
:'''1 Hull Slot'''
:'''0 Weapon Slots'''
:'''2 Utility Slots'''
:'''1 Universal Slot'''
:'''1 Special Slot'''
;Stats
:'''Max Health''': 120
:'''Deflect Chance''': 15%
:'''Internal Damage Threshold''':35%
:'''Cargo Slots''': 1
:'''Max Temperature''': 15,000 K


==Gygax==
There are no remaining records describing how the nevreans came to leave Eltus and relocate to Tal - they have little to no written history from that time, having a tradition of oral history and song, and most of what little history survives of their former homeworld is couched in myth, legend, stories, fairy tales and adventures. Humanity has not yet had time to study these stories and separate fact from fiction, and reality from metaphor, or what parts of the stories might hint at the then-primitive race having a visit from a spacefaring species. As a result, Eltus has attracted no small amount of interest from xenoarchaeologists.
[[File:Gygax.png|64px]]<br>
Rather fast security exosuit with good overall protection. Very low battery life, so be sure to watch it. Requires diamond sheets to complete.
*Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Gygax integrity drops below 2/3)


Instructions
After the exodus, nevreans coexisted alongside Sergals, though tend to be much more forward-looking when it comes to new technology. While sergals still tended towards traditional melee weapons and armor in battle, nevreans have no such hangups when it comes to more modern armaments and has earned a reputation as crafters and engineers in urban communities. Likewise, the urban groups have tended to adopt the written languages of other cultures, nevreans lacking any written form of their own tongue.
*Create all of the Gygax parts using the exosuit fabricator.
*Assemble all of the Gygax parts to the chassis (Except the Armor plates)
*[[Wrench]]
*[[Screwdriver]]
*4 Lengths of cable
*[[Wirecutters]]
*Gygax Main circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Gygax Peripherals circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Gygax Targeting circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Add an Advanced Scanning Module (Bug R&D)
*[[Screwdriver]]
*Add an Advanced Capacitor (Bug R&D)
*[[Screwdriver]]
*5 Sheets of Steel
*[[Wrench]]
*[[Weldingtool]]
*Add Gygax Armor Plates (Made in the exosuit fabricator)
*[[Wrench]]
*[[Weldingtool]]
;Equipment Slots
:'''1 Hull slots'''
:'''2 Weapon slots'''
:'''2 Utility Slots'''
:'''1 Universal Slot'''
:'''1 Special Slot'''
;Stats
:'''Max Health''': 300
:'''Deflect Chance''': 15%
:'''Damage Reductions''': 25% Brute, 20% Bullet, 30% laser, 15% Energy
:'''Internal Damage Threshold''': 35%
:'''Cargo Slots''': 1
:'''Max Temperature''': 25,000 K


==Serenity==
During [[The Vilous Incident]], most nevrean communities avoided confrontation, though a handful of urban groups took to asymmetric warfare tactics against USDF special forces when fighting entered the city.
A lightweight exosuit made from a modified Gygax chassis combined with proprietary VeyMed medical tech. It's faster and sturdier than most medical mechs, but much of the armor plating has been stripped out, leaving it more vulnerable than a regular Gygax.
This is the only medical mech with a proper weapon slot!<br>
*Leg Actuators Overload Function (Movement speed doubled and small amount of damage dealt with each step. Disables when Serenity integrity drops below 2/3)


Instructions
===[[Diona]]===
*Create a Serenity Chassis and all Gygax parts '''EXCEPT FOR ARMOR PLATING'''
[[File:Background-Dioan.png|left]]
*Assemble the Gygax parts to the Serenity Chassis
'''(( Whitelisted species - requires a special character application to play. ))'''
*[[Wrench]]
*[[Screwdriver]]
*Cable Coil
*[[Wirecutters]]
*Gygax Main circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Gygax Peripherals circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Serenity Medical Control circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Add an Advanced Scanning Module (Bug R&D)
*[[Screwdriver]]
*Add an Advanced Capacitor (Bug R&D)
*[[Screwdriver]]
*Add 5 Sheets of Steel
*[[Wrench]]
*[[Weldingtool]]
*Add 5 Sheets of Plasteel
*[[Wrench]]
*[[Weldingtool]]
;Equipment Slots
:'''1 Hull Slot'''
:'''1 Weapon slot'''
:'''2 Utility Slots'''
:'''1 Universal Slot'''
:'''1 Special slot'''
;Stats
:'''Max Health''': 150
:'''Deflect Chance''': 20%
:'''Damage Reductions''': 10% Brute, 10% Bullet, 20% Laser, 10% Energy
:'''Internal Damage Threshold''':35%
:'''Cargo Slots''': 1
:'''Max Temperature''': 20,000 K


==Durand==
'''Home system''': [[Epsilon Ursae Majoris]]
[[File:Durand.png|64px]]<br>
A Durand is more powerful than Gygax, it has more health and better armored, but slower. Requires silver sheets to complete.
*Defence Mode Function (Boosts Durand armor with the penalty of not being able to move or turn)


Instructions
The dionae are a group of omnivorous, slow-metabolism plantlike organisms that are in fact clusters of individual, smaller organisms. They exhibit a high degree of structural flexibility and come in a wide variety of shapes and colors to reflect the intelligence of each individual creature. They were discovered by the skrell in 2294CE, not on a planet, but in open space between three stars, a figurative hell that made it difficult to discover, much less contact them.
*Create all of the Durand parts using the exosuit fabricator.
*Assemble all of the Durand parts to the chassis (Except the Armor plates)
*[[Wrench]]
*[[Screwdriver]]
*4 Lengths of Cable
*[[Wirecutters]]
*Durand Main circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Durand Peripherals circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Durand Targeting circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Add an Advanced Scanning Module (Bug R&D)
*[[Screwdriver]]
*Add an Advanced Capacitor (Bug R&D)
*[[Screwdriver]]
*5 Sheets of Steel
*[[Wrench]]
*[[Weldingtool]]
*Add Durand Armor Plates (Made in the exosuit fabricator)
*[[Wrench]]
*[[Weldingtool]]
;Equipment Slots
:'''2 Hull Slots'''
:'''1 Weapon Slot'''
:'''2 Utility Slots'''
:'''1 Universal Slot'''
:'''1 Special Slot'''
;Stats
:'''Max Health''': 400
:'''Deflect Chance''': 20% / 35% in defense mode
:'''Damage Reductions''': 50% Brute, -10% Fire, 35% Bullet, 15% Laser, 10% Energy, 20% Bomb
:'''Internal Damage Threshold''':35%
:'''Cargo Slots''': 1
:'''Max Temperature''': 30,000 K


==Scarab==
Dionae spread by seeds and are asexual, no gender. When grown into their small 'nymph' state, they are known to eat large amounts of dead plant matter and fertilize plants while they learn from those around them by sampling their genetic code (usually through blood extractions), and as they grow further merger into larger and larger forms. It is not unheard of for skrell explorers to be traveling in a ship composed of habitat modules and engines of skrell make, with the body of the ship formed by their dionae allies to warble across the cosmos.
An extremely quick scout and targeting mech. It's survivability is very low. It practically sacrifices everything to move fast. It's small enough to see over!


Instructions
Introduced by the skrell, and quite slow and peaceful, the dionae share good relations with humanity.
*Create all of the Scarab parts using the exosuit fabricator.
*Assemble all of the Scarab parts to the chassis
*[[Wrench]]
*[[Screwdriver]]
*4 Lengths of cable
*[[Wirecutters]]
*Scarab Main circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Scarab Peripherals circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Scarab Targeting circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Add an Advanced Scanning Module (Bug R&D)
*[[Screwdriver]]
*Add an Advanced Capacitor (Bug R&D)
*[[Screwdriver]]
*5 Sheets of Steel
*[[Wrench]]
*[[Weldingtool]]
*Add 5 Sheets of Plasteel
*[[Wrench]]
*[[Weldingtool]]
;Equipment Slots
:'''1 Hull slots'''
:'''1 Weapon slots'''
:'''1 Utility Slots'''
:'''1 Universal Slot'''
:'''1 Special Slot'''
;Stats
:'''Max Health''': 250
:'''Deflect Chance''': 10%
:'''Damage Reductions''': 20% Brute, 20% Bullet, 20% laser
:'''Internal Damage Threshold''': 35%
:'''Cargo Slots''': 1
:'''Max Temperature''': 20,000 K


==Marauder==
===[[Synthetics|Synthetics]]===
[[File:Marauder.png|64px]]<br>
[[file:Background-Synthmorph.gif|128px|left]]
Used by the Deathsquad if the Admins want them to. A Marauder is equipped with:
Synthetics are spread throughout known space and serve a myriad variety of roles that range from a tiny drone scrubbing a floor to a nearly omnipotent AI used in a combat-ready interstellar vessel. Most known sufficiently-advanced races use synthetics in some way; very often as prosthetic bodies when their own bodies fail. There are three basic kinds of synthetic intelligences found in the universe today:
*Heavy Pulse Rifle
*'''Drone''': A drone is the term for any synthetic that uses more simple artificial intelligence constructs such as chips or motherboards. While capable of very sophisticated interaction, they are, in essence, only expert systems and not truly sapient.
*SRM-8 Missile launcher
*'''Cyborg''': A cyborg is a synthetic that uses an organic brain to function via an MMI, short for Man-Machine Interface. Cyborgs come in many shapes and sizes and most sentient cyborgs are free-willed. Some companies have used canine brains and brains of other animals to ensure a cheap workforce that doesn't rely on cutting-edge technology.
*Zoom Function (Allows you to see twice as far with the penalty of not being able to move or turn)
*'''Positronic Brain''': Positronic Brains are synthetic intelligences equaling the intellect of a particularly clever sapient being and are generalized artificial intelligences that can be seen as equal (or superior) to organic sapience. They possess a neural network not dissimilar to a brain made out of flesh; and are often used when expert systems simply do not make the cut and a true intelligence is needed. Many positronic intelligences strive for self-determination and are often acknowledged to be holders of their own destiny.
*Integrated Smoke Screen System
*Thrusters for EVA use
;Equipment Slots
:'''3 Hull slots'''
:'''3 Weapon Slots'''
:'''3 Utility Slots'''
:'''1 Universal Slot'''
:'''1 Special Slot'''
;Stats
:'''Max Health''': 500
:'''Deflect Chance''': 25%
:'''Damage Reductions''': 50% Brute, 30% Fire, 65% Bullet, 40% Laser, 30% Energy, 30% Bomb
:'''Internal Damage Threshold''':25%
:'''Cargo Slots''': 1
:'''Max Temperature''': 60,000 K


==Seraph==
Synthetics have the unique capability of serving in different bodies. This can take shape of a [[Synthmorph]], a [[AI|lawbound AI]], or [[Cyborg|lawbound mobile chassis]]. However, transition from one to the other is often more expensive than the net worth of the bodies and is thus done sparingly.
Heavy-duty, command-type exosuit. This is a custom model, utilized only by high-ranking military personnel.
*It's a much faster Marauder with 50 more health and a 5% lower Internal Damage Threshold.


==Mauler==
===[[Zorren]]===
Heavy-duty, combat exosuit, developed off of the existing Marauder model. It's a Syndie version of the Marauder.
[[file:Background-Zorren.png|left]]
'''Home Planet''': [[Virgo-Prime]]


==Gorilla==
'''Home System''': [[Virgo-Erigone]]
BLITZKRIEG! A Germanic inspired exosuit equipped with an insanely powerful 88mm Cannon that one shots enemy mechas and a MG60 with 1000 rounds. This mecha is neigh indestructible to boot!<br>
It's a badmin mech. Hopefully this thing is '''NEVER SEEN''' in it's current state


==Hoverpod==
The fox-like zorren are native to Virgo-Prime, however there are two distinct varieties of zorren one with large ears and shorter fur, and the other with longer fur that is a bit more vibrant. The long-eared, short-furred zorren have come to be known as "Flatland" zorren as that is where most of their settlements are located. The Flatland zorren are somewhat tribal and shamanistic as they have only recently started to be hired by the Trans-Stellar Corporations. The other variety of zorren are known as "Highland" zorren as they frequently settle in hilly and/or mountainous areas, they have a differing societal structure than the Flatland zorren having a more feudal social structure, like the Flatland zorren, the Highland zorren have also only recently been hired by the Trans-Stellar Corporations, but thanks to the different social structure they seem to have adjusted better to their new lives. Though similar fox-like beings have been seen they are different than the zorren.
[[File:Hoverpod.png|64px]]<br>
Orderable by [[supply crates|cargo]], hoverpods are handy for space exploration, and are a necessary part of any adventurer's quest.
A hoverpod has three attachment slots and five cargo slots, and comes pre-equipped with:
*A passenger compartment
*A hydraulic clamp
*Thrusters for EVA use
*Internal Airtank


== Gopher ==
===[[Vulpkanin]]===
[[file:Background-Vulpkanin.png|left]]
'''Home Planet''': Altam


The Gopher is a mining mech created for micro crew members that has the same functions of the ripley in a smaller, faster package with the drawback of no cargo hold for holding things that arent ore
'''Home System''': Vazzend


To make:
Vulpkanin or "Vulpa" is a species of sharp-witted canid bipeds residing on the planet Altam just barely within the binary Vazzend system. Their politically de-centralized society and independent natures have led them to become a species and culture both feared and respected for their scientific breakthroughs. Discovery, loyalty, and utilitarianism dominate their lifestyles to the degree it can cause conflict with more rigorous and strict authorities. They speak a guttural language known as 'Canilunzt' which has a heavy emphasis on utilizing tail positioning and ear twitches to communicate intent.
* Build all of the Gopher parts using the exosuit fabricator.
* Build a Miniature Drill and Mounted Ore Box
* Attach all of the parts to the Gopher chassis (Except the Scoop and Drill)
* [[Wrench]]
* [[Screwdriver]]
* 4 lengths of Cable
* [[Wirecutters]]
* Gopher central control module (Ordered from the [[Quartermaster]])
* [[Screwdriver]]
* Gopher Peripherals control module (Ordered from the [[Quartermaster]])
* [[Screwdriver]]
* 5 Sheets of Steel
* [[Wrench]]
* [[Weldingtool]]
* 5 Sheets of plasteel
* [[Wrench]]
* [[Weldingtool]]
* Add the Mounted Ore Box and Miniature Drill to the finished Gopher
;Equipment Slots
:'''1 Hull slot'''
:'''0 Weapon Slots'''
:'''2 Micro Utility slots'''
:'''0 Universal Slots''''
:'''1 Special Slot'''
;Stats
:'''Max Health''': 100
:'''Deflect Chance''': 10%
:'''Damage Reductions''': 10% Brute
:'''Internal Damage Threshold''':35%
:'''Max Temperature''': 15,000 K


== Polecat ==
Vulpkanin are an omnivorous (with preference of meat and fish) bipedal furred race vaguely reminiscent of Terran vulpines, and in some cases, reminiscent of Terran canines. Colorations are usually subdued but vary considerably on genetics, climate, and personal taste. Vulpa descended from the northern latitudes tend towards whites and rarely, very slight, almost unnoticeable blue tints. Vulpa descended from a more equatorial climate tend towards brighter browns and dusty reds. Vulpkanin in the between of both latitudes tend towards greys, muted reds, blacks, and tans. Bright colors, excluding whites from the arctic region, are unnatural as they are often dyes used by younger minded vulpkanin to stand out from littermates. Genetic resequencing can make an otherwise impossible color a standard which has become a trend not unlike human 'tattoo' culture.  
A small tracked exosuit designed for micro crewmembers. It's the slowest of the micro mechs but its well armored for it's size. Isn't it just adorable?


Instructions
Vazzend is a system undergoing significant solar activity due to the orbital habits of the primary F class star, Vazzend A also known as 'Kol', which due to the interaction between it and the M class star, Vazzend B 'Gol', causes large bouts of electromagnetic energy pulse out at significant range. The cycle is infrequent, but of great fascination. It was also a terror during the early industrial age of the vulpkanin peoples when they had just started to unlock the principles of electricity. Altam is the second planet of 4 orbiting Gol, which is near Earth-like conditions, if a touch warmer during summer. Jungles are thick, Forests are about the same, deserts larger and oceans a smidge smaller.
*Create all of the Polecat parts using the exosuit fabricator.
*Assemble all of the Polecat parts to the chassis (Except the Armor plates)
*[[Wrench]]
*[[Screwdriver]]
*Add 4 Lengths of Cable
*[[Wirecutters]]
*Polecat Main circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Polecat Peripherals circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Polecat Targeting circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Add an Advanced Scanning Module (Bug R&D)
*[[Screwdriver]]
*Add an Advanced Capacitor (Bug R&D)
*[[Screwdriver]]
*Add 5 sheets of Steel
*[[Wrench]]
*[[Weldingtool]]
*Add Polecat Armor Plates (Made in the exosuit fabricator)
*[[Wrench]]
*[[Weldingtool]]
;Equipment Slots
:'''1 Hull Slot'''
:'''3 Micro Weapon Slots'''
:'''0 Utility Slots'''
:'''0 Universal Slots'''
:'''1 Special slot'''
;Stats
:'''Max Health''': 150
:'''Deflect Chance''': 10%
:'''Damage Reductions''': 25% Brute, 20% Bullet, 30% Laser, 15% Energy,
:'''Internal Damage Threshold''':35%
:'''Cargo Slots''': 1
:'''Max Temperature''': 15,000 K


== Weasel ==
These flares promoted the cultural drive to discover what, why, and how and gave the entire civilization a means to reach for the stars through scientific focus. One of their most prized technologies is the degree of EM resistance built into everything they develop; enabling the small fleet of space, then starships to be nearly impossible to disable with ionic weaponry. It was this tech that promoted interest from the Federation and NanoTrasen directly for use in insulating sensitive power equipment, such as harnessing singularities larger than a few microns in size.  
An extremely speedy and lightly armored three wheeled combat exosuit designed for micro crewmembers.


Instructions
With access to both the stars and employment, vulpkanin people are quickly finding themselves as honest working Engineers and Scientists for hire, their propensity for group efforts using the meticulous use of their materials ensures they're highly prized to any project team. They are also apt security officers and wardens due to the hierarchical mindset of the pack, but only a rare handful have the traits to actually lead as an alpha.
*Create all of the Weasel parts using the exosuit fabricator.
*Assemble all of the Weasel parts to the chassis
*[[Wrench]]
*[[Screwdriver]]
*Cable Coil
*[[Wirecutters]]
*Weasel Main circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Weasel Peripherals circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Weasel Targeting circuit board (Bug R&D to research it)
*[[Screwdriver]]
*Add an Advanced Scanning Module (Bug R&D)
*[[Screwdriver]]
*Add an Advanced Capacitor (Bug R&D)
*[[Screwdriver]]
*Add 5 Steel sheets
*[[Wrench]]
*[[Weldingtool]]
*Add 5 Plasteel sheets
*[[Wrench]]
*[[Weldingtool]]
;Equipment Slots
:'''1 Hull Slot'''
:'''2 Weapon Slots'''
:'''0 Utility Slots'''
:'''1 Universal Slot'''
:'''1 Special Slot'''
;Stats
:'''Max Health''': 100
:'''Deflect Chance''': 5%
:'''Damage Reductions''': 10% Bullet, 20% Laser, 15% Energy
:'''Internal Damage Threshold''':20%
:'''Max Temperature''': 5,000 K


==Mech Equipment==
===[[Vasilissans]]===
Various tools and weapons can be attached to mechs, providng them with ability to perform different tasks. Mech Equipment is built by Mech Fabricator ("Exosuit Equipment" menu). To attach a tool or weapon, simply click with it on mecha.
[[file:Background-Vasilissans.png|left]]
'''Home planet''': Varilak


===Engineering/Mining Equipment===
'''Home system''': Antares
;Drill
:The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will gib them in a few seconds. So don't do that unless you're a traitor. When used for mining, targeted and two adjacent mineral deposits will be drilled. If Ripley exosuit is equipped with Hydraulic Clamp and has an Ore Box in cargo, all mined ore will be moved to Ore Box.
:'''Takes up a Utility Slot'''


;Diamond Drill
Vasilissans are a carnivorous, large spider-like people with tall, lanky bipedal bodies covered in chitin, and four large spider-like limbs protruding from their backs. They come in a variety of colors and are extremely diverse in that aspect.  The females are usually about a foot taller than the males, averaging in at about seven feet.  The females are also much stronger than the males.  Their faces have four eyes of solid and varying colors. On the top of their heads are strange, thick, leg-like feelers that are normally styled in much the same way as hair. Their color varies greatly and isn’t normally the same color as the Vasilissan’s body. They have several feelers and sharp claw-like limbs around their lipped human-like mouths.  These mouths contain only fangs, a strange, bulbous, long tongue, and spinnerets, giving them the ability to spit large strands of silk from their mouths.  Their faces are traditionally very pretty, long, and elegant, almost elf-like despite their hard chitin plating and lack of a nose.
:Essentially an upgraded drill. Isn't any stronger, but it is faster (all you need for mining really). Bug R&D to sync their servers and in no time mining can obliterate the asteroid (provided that they bring you diamonds first)
:'''Takes up a Utility Slot'''


;Surface Bore
From a temperate jungle planet, the vasilissans were once a solitary, territorial people until great queens began to subjugate them. These 'Star Queens' ruled with an iron fist and urged their subjects to expand her territory and to attempt to build great towering cities tall enough to reach the stars and their sun, which they believed to be gems of great magical power and spiritual significance.  They were eventually picked up and ‘uplifted’ by NT due to their world being rich in precious metals, but their ability to design and create vast, strong, and luxurious structures with their silk, stood out well among their talents, and due to their naturally somewhat solitary natures, they make great scouts and explorers.
:This drill is designed to dig straight down. It will uproot a large depth below it. Probably would work best combined with the Advanced Ore Detector
:'''Takes up a Utility Slot'''


;Miniature Drill
===[[Xenochimera]]===
:The drill can completely destroy most objects (with the exception of reinforced walls) in a few seconds. Using the drill on someone will gib them in a few seconds. So don't do that unless you're a traitor. When used for mining, targeted and two adjacent mineral deposits will be drilled. If Gopher exosuit is equipped with the Mounted Ore Box, all mined ore will be moved to Ore Box.
[[file:Background-Xenochimera.png|left]]
:'''Can only be attached to a Gopher'''
'''(( Whitelisted species - requires a special character application to play. ))'''
:'''Takes up a Micro Utility Slot'''


;Mounted Ore Box
'''Home planet''': Not known
:Lets you store and scoop mined ore.
:'''Can only be attached to a Gopher'''
'''Home system''': Not known
:'''Takes up a Micro Utility Slot'''
An extraterrestrial colony organism, xenochimera are unusual in that they have no real defining physiology of their own - effectively, xenochimera mimic other beings, or parts of other beings, by consuming them and mutating their own cellular structure to imitate whatever evolutionary advantages they may find - or in layman's terms, they eat other creatures and copy features to create bizarre hybrids. As a result, no two examples of the species are alike, and they can, in fact, be wildly different in appearance.


;Mounted Ore Scanner
===[[Xenomorph-Hybrid]]===
:An exosuit-mounted ore scanner.
[[file:Background-Xenomorph-Hybrid.png|left]]
:'''Can only be attached to a Ripley'''
:'''Takes up a Special Slot'''


;Hydraulic Clamp
'''Home planet''': N/A
:Gives it an ability to load objects into cargo compartment, or lets you crush people with it.
:'''Takes up a Utility Slot'''
'''Home system''': N/A
 
;Cable Layer
Xenomorph hybrids are an extraterrestrial species. The origins of xenomorphs are primarily unknown, although hybrids have been formed through various ways. One of the most common ways they are created is by genetic experimentation. This is done either by [[splicing]] xenomorph DNA into a humanoid, or splicing humanoid DNA into a xenomorph, although the former is much more common. This process creates a hybrid of the two species with them sharing various traits.
:An exosuit mounted cable layer.
:'''Takes up a Utility Slot'''
 
;Extinguisher
:Exosuit mounted extinguisher. Can be refilled by clicking on a Water Tank.
:'''Takes up Utility Slot'''
 
;Mounted RCD
:An exosuit-mounted Rapid Construction Device.
:'''Takes up a Special Slot'''
 
;Ion Jetpack
:Using directed ion bursts and cunning solar wind reflection technique, this device enables controlled space flight.
:'''Takes up a Utility Slot'''
 
;Ripley Leg Actuator Overdrive
:System enhancements and overdrives to make a ripley's legs move faster. This gets a Ripley moving at the same speed as a Durand
:'''Can Only be Attached to a Ripley'''
:'''Takes up a Hull Slot'''
 
;Pneumatic Wrench
:An exosuit-mounted hydraulic wrench.
:'''Takes up a Utility slot'''
 
;Pneumatic Prybar
:An exosuit-mounted pneumatic prybar.
:'''Takes up a Utility Slot'''
 
;BNI Flare Launcher
:Like a Flare gun, but bigger.
:'''Takes up a Utility Slot'''
 
;PB-23 "Phobos" Phoron Bore
:A mecha mounted phoron bore that fires a concentrated bolt. It will travel through up to 6 rocks, breaking these rocks and stripping materials out of the walls as it goes.
:'''Takes up a Utility Slot'''
 
===Medical Equipment===
;Syringe Gun
:Exosuit-mounted chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur.
:'''Can only be attached to a Medical Mech'''
:'''Takes up a Utility Slot'''
 
;Mounted Sleeper
:An exosuit mounted sleeper that automatically puts individuals into stasis and beings healing damage.
:'''Can Only be attached to Medical Mechs'''
:'''Takes up a Utility Slot'''
 
;Crisis Drone
:A small shoulder-mounted dronebay containing a rapid response drone capable of moderately stabilizing a patient near the exosuit.
:'''Takes up a Hull Slot'''
 
;Hazmat Drone
:A small shoulder-mounted dronebay containing a rapid response drone capable of purging a patient near the exosuit of radiation damage.
:'''Takes up a Hull Slot'''
 
;BL-3 "Phoenix" directed restoration system
:The BL-3 'Phoenix' is a portable medical system used to treat external injuries from afar.(shoots a beam that heals)
:'''Takes up a Utility Slot'''
 
===Misc Equipment===
;Teleporter
:Exosuitmounted teleporter. Can teleport exosuit to any location in view.
:(Currently Impossible to get by normal means)
:'''Takes up Special Slot'''
 
;Gravitational Catapult
:Can be used to throw objects around (S mode) or move them away from target location (P mode).
:'''Takes Up Utility Slot'''
 
;Wormhole Generator
:As the name implies, Wormhole Generator creates a wormhole (similar to ones spawned at Space-Time Anomalies event) at target location.
:'''Takes up a Special Slot'''
 
;Passenger Compartment
:A mountable passenger compartment for exosuits. Rather cramped.
:'''Takes up a Hull Slot'''
 
;Sound Emission Device
:A perfectly normal bike-horn, for your exosuit. HONK
:(Currently only spawnable by admins)
:'''Takes up a Special Equipment Slot'''
 
===Power Generation===
;Energy Relay
:Wirelessly drains energy from any available power channel in area. The performance index is quite low.
:'''Takes up a Utility slot'''
 
;Phoron Generator
:Generates power using solid phoron as fuel. Pollutes the environment.
:'''Takes up a Utility Slot'''
 
;ExoNuclear Reactor
:Generates power using uranium. Pollutes the environment.
:'''Takes up a Utility Slot'''
 
==Combat Equipment==
 
===Laser/Energy===
;CH-PS "Immolator" Laser
:A laser carbine's firing system mounted on a high-powered exosuit weapon socket. Fires a Laser bolt, identical to the "Laser Rifle".
:'''Takes up a Weapon Slot'''
 
;WS-19 "Torch" Laser Carbine
:A mounted laser-carbine for light exosuits. Fires a Laser Rifle equivalent bolt.
:'''Takes up a Micro Weapon Slot'''
 
;Jury-Rigged Welder-Laser"
:While not regulation, this inefficient weapon can be attached to working exo-suits in desperate, or malicious, times.
:'''Takes up a Utility Slot'''
 
;CH-XS "Penetrator" laser
:A large, mounted variant of the anti-armor xray rifle. Fires an Armor Piercing Laser. Slightly weaker than the Immolator but ignores half of your enemy's defense!
:'''Takes up a Weapon slot'''
 
;Jury-Rigged X-Ray Rifle
:"A modified wormhole modulation array and meson-scanning control system allow this abomination to produce concentrated blasts of xrays. A weaker version of the Penetrator
:'''Takes up a Utility Slot'''
 
;CH-LC "Solaris" Laser Cannon
:Fires a Heavy Laser bolt, identical to the "laser cannon".
:'''Takes up a Weapon Slot'''
 
;PC-20 "Lance" Light Laser Cannon
:A mounted laser cannon for light exosuits. Fires a heavy laser bolt similar to the Laser Cannon
:'''Takes up a Micro Weapon Slot'''
 
;Jury-Rigged Emitter Cannon
:While not regulation, this mining tool can be used as an inefficient weapon on working exo-suits in desperate, or malicious, times. When fired into rock, it will partially mine it. A bolts will destroy a rock.
:'''Takes up a Utility Slot'''
 
;eZ-13 mk2 Heavy pulse rifle
:An experimental Anti-Everything weapon. Fires a heavy pulse laser.
:'''Takes up a Weapon Slot'''
 
;PBT "Pacifier" Mounted Taser
:Fires a taser bolt, identical to the security taser.
:'''Takes up a Weapon Slot'''
 
;TS-12 "Suppressor" Integrated Taser
:A mounted taser for light exosuits.
:'''Takes up a Micro Weapon Slot'''
 
;Jury-Rigged Static Rifle
:A vaguely functional taser analog, inside an extinguisher casing. (currently
:'''Takes up A utility slot'''
 
;NT-PE "Scorpio" Phase-Emitter
:A specialist energy weapon intended for use against hostile wildlife. Fires a Phase bolt similar to the phase rifle
:'''Takes up a Utility slot'''
 
===Ballistics===
;LBX AC 10 "Scattershot"
:A massive shotgun designed to fill a large area with pellets.
:'''Takes up a Weapon Slot'''
 
;Remington C-12 "Boomstick"
:A mounted combat shotgun with integrated ammo-lathe. This one is designed for Micro Exosuits.
:'''Takes up a Micro Weapon Slot'''
 
;Jury Rigged Shrapnel Cannon
:The remains of some unfortunate RCD now doomed to kill, rather than construct.
:'''Takes up a Utility slot'''
 
;Ultra AC 2
:A superior version of the standard Solgov Autocannon MK2 design. Fires a 10mm equivalent round in bursts of three.
:'''Takes up a Weapon Slot'''
 
;Jury Rigged Machinegun
:The cross between a jackhammer and a whole lot of zipguns. Fires a 9mm equivalent round in bursts of three.
:'''Takes up a Utility Slot'''
 
===Anti-mech===
;mkIV Ion Heavy Cannon
:An upscaled variant of anti-mechanical weaponry constructed by NT, such as the EW Halicon. Fires a Ion bolt, identical to the "Ion rifle".
:'''Takes up a Weapon Slot'''
 
;Jury-Rigged Ion Cannon
:A tesla coil modified to amplify an ionic wave, and use it as a projectile. Fires a weaker Ion bolt similar to the ion pistol.
:'''Takes up a Utility Slot
 
===Fire===
;CR-3 Mark 8
:An imposing device, this weapon hurls balls of fire.
:'''Takes up a Weapon Slot'''


;AA-CR-1 Mark 4
Some of the traits xenomorph hybrids have are: A thick chitinous exoskeleton of varying hardness, much like a lobster, an elongated curved head, a toothed maw which hides a proboscis-like inner mouth, a jaw somewhat similar to a moray eel, green blood of varying acidity, a vertebrate-like body, and a long flexible tail. This can vary from hybrid to hybrid.
:An imposing device, this weapon hurls balls of fire. This one seems to have been jury rigged.
:'''Takes up a Utility Slot'''


===Explosives===
Additionally, most, if not all hybrids '''do not''' appear to share the hive-mind that most feral xenomorphs seem to possess, along with their ability to produce resin, and their increased ability to sense prey. This can also be assumed to be due to the intensive mutation process.
;SRM-8 Missile Rack
:A missile battery that holds eight missiles.
:'''Takes up a Weapon Slot'''


;Jury-Rigged Rocket Pod
===[[Rapala]]===
:A series of pipes, tubes, and cables that resembles a rocket pod. (Currently only spawnable by admins)
[[file:Rapala-background.png|left]]
:'''Takes up a Utility Slot'''
'''Home planet''': Verita


*'''WARNING GRENADE WEAPONS ARE UNABLE TO BE REARMED CURRENTLY'''
'''Home system''': Kastra-71
;SGL-6 Grenade Launcher
:A grenade launcher produced for SWAT use; fires flashbangs.
:'''Takes up a Weapon slot'''


;FP-20 mounted grenade launcher
An avian species, coming from a distant planet, the rapalas are the very proud race. Sol researchers have commented on them having a very close resemblance to the mythical race called 'Harpies', who are known for having massive winged arms and talons as feet. They've been clocked at speeds of over 35 miles per hour chasing the planet's many fish-like fauna. The rapalan's home-world 'Verita' is a strangely habitable gas giant, while no physical earth exists, there are fertile floating islands orbiting around the planet from past asteroid activity. 
:A mounted grenade launcher for smaller mechs. Fires a Micro Flashbang.
:'''Takes up a Micro Weapon Slot'''


;Jury-Rigged Pneumatic Flash launcher
:A grenade launcher constructed out of estranged blueprints; fires flashbangs.
:'''Takes up a Utility Slot'''


;SOP-6 grenade launcher
==Important Groups==
:A grenade launcher produced for use by government uprising subjugation forces, or that's what you might guess; fires matryoshka flashbangs. (Insane Cluster flashbangs)
===[[List of Trans-Stellar Corporations|Trans-Stellar Corporations]]===
:'''Takes up a Weapon Slot'''


;SGL-9 grenade launcher
These are the big corporate forces, major companies whose reach cover numerous star systems and are nearly government forces of their own. While [[Sol Central]] does keep them in check to make
:A military-grade grenade launcher that fires disorienting concussion grenades.
certain nothing too inhumane or against humanity's interest is being performed, they actually police each other in a way. Keep in mind while many corporations do have their own security forces, some of them armed well enough for 'asset protection' to make some governmental military forces jealous.
:'''Takes up a Weapon Slot'''


;HEP-I 5 grenade launcher
The major seven trans-stellars are: [[NanoTrasen]], [[Ward-Takahashi GMB]], [[Gilthari Exports]], [[Grayson Manufactories Ltd.]], [[Aether Atmospherics and Recycling]], [[Zeng-Hu Pharmaceuticals]] and [[Hesphaistos Industries]].
:A military-grade grenade launcher that fires anti-personnel fragmentation grenades.
:'''Takes up a Weapon Slot'''


;HEP-MI 6 grenade launcher
Other important trans-stellars are: [[Vey-Med]], [[Advent Life Biolabs]], [[mercenary|Aerospace Combat Escort Services]] (aka ACES), [[RauMauser]], [[Donk Co.]], and [[Cybersun Industries]].
:A military-grade grenade launcher that fires miniaturized anti-personnel fragmentation grenades.
:'''Takes up a Weapon Slot'''
*'''WARNING GRENADE WEAPONS ARE CURRENTLY UNABLE TO BE REARMED'''


;HEP RC 4 "Skyfall"
===[[Free Trade Union]]===
:A Hephaestus exosuit-mounted mortar for use on planetary-or-similar bodies. (Currently only spawnable by admins)
:'''Takes up a Weapon slot'''


===Defensive Equipment===
To keep the TSC's in check, and to help protect the smaller businesses striving to just make a living, the Free Trade Union was formed 200 years ago. Each FTU branch is different from system to system, but each offer lawyers, copyright enforcement, and even anti-pirate asset protection forces for any non-TSC business. All FTU stations are renowned for their open markets where all are welcomed to sell and trade, even the [[vox]]. They're the vocal defenders of the mom and pop stores, basically.
;Armor Booster Module (Close Combat Weaponry)
:Boosts exosuit armor against armed melee attacks. Requires energy to operate.
:'''Takes up a Hull Slot'''


;Armor Booster Module (Ranged Weaponry)
===[[Sol Central]]===
:Boosts exosuit armor against ranged attacks. Completely blocks taser shots. Requires energy to operate.
:'''Takes up a Hull Slot'''


;Exosuit Electrifier
The banner over which most of humanity is united under. They focus on keeping humanity's best interest in check and tend to keep out of a system's personal problems unless they are in a dire state of emergency. They are protected by the USDF.
:A device to electrify the external portions of a mecha in order to increase its defensive capabilities.
:'''Takes up a Hull Slot'''


;Repair Droid
===[[Military Groups]]===
:Automated repair droid. Scans exosuit for damage and repairs it. Can fix almost all types of external or internal damage.
:'''Takes up a Utility Slot'''


;Linear Combat Shield
Not only are there corporate interests out in deep space, but also military ones. These factions tend to be neutral to corporate empires like NanoTrasen, but occasionally NanoTrasen will find its self in the crossfire of an ongoing conflict.
:A shield generator that forms a rectangular, unidirectionally projectile-blocking wall in front of the exosuit.
:'''Takes up a Hull Slot'''


== Mech Maintenance==
The most well known trans-stellar military group is the [[United Sol Defense Force|United Sol Defense Forces]] (USDF), based out of Earth in Sol Central, as well as its mostly defunct grandfather organization, the United States Colonial Marines. NanoTrasen is non-hostile to the USDF and has a number of lobbyists in Sol Central's government to ensure the USDF's cooperation.
=== General Repair ===
* Equip a [[File:WeldingHelmet.png]] welding helmet on your head.  
** ''Note: Be sure to remember this step or you could go blind!''
* Place a [[File:Welderon.gif]] welder in your hand, click on it while it's in your hand to light it, then click on the Mech repeatedly to repair it.


=== Replacing Batteries ===
Another group, wary of the influence of Sol Central and hostile to any Trans-Stellar Corporation is the [[Ares Confederation]], a dozen of colony worlds on the fringe of human-occupied space. Obviously, considering NT is one of their "sworn" enemies, relationships are frosty at best, although no open hostility broke out yet. They are cordial to both the Soviets and the United Federation, while rumors persist that they back up the Syndicate as well.
*Make sure the ID upload panel is closed.
*Hit the mech with your ID card or PDA with one inside.
*[[Wrench]]
*[[Crowbar]]
*[[Screwdriver]]
*Replace cell.
*[[Screwdriver]]
*[[Crowbar]]
*[[Wrench]]
*ID


''Note:'' The default capacity of a power cell in any of the civilian mechs is 15,000. To have any effectiveness, replace with Super Capacity Cells (20,000) or Hyper Capacity Cells (30,000).
Also out of Sol Central is the [[3rd Soviet Union]], which hails from [[Europa]] and continues to exist despite tensions with the USDF thanks to supporters from scattered colonies and sympathizers across the galaxy providing weapons and resources. NanoTrasen maintains a shakey neutrality with the Soviets, often through the exchange of technology. The Soviets also purchase weapons from NanoTrasen to use against the USDF.


=== Internal Fire ===
Finally, there is the infamous [[Syndicate]] paramilitary group, of which cells still persist to this day from their infamous inception back in 2262. The chapter operating within Vilous is considered destroyed, however this does not stop independent mercenaries, operatives and criminals turn up with their equipment which has been salvaged in one way or another.
If the Exosuit has an internal fire, The temperature of the internal air tank will quickly rise to deadly temperatures. The internal fire will eventually go out as long as Life Support systems are still functioning. Return to an air port to cycle the internal tank.


=== Coordination System Calibration Failure===
To defend against belligerent forces, NanoTrasen also employs a vast number of mercenaries to serve in the [[NanoTrasen Defense Navy]], whose weapons and armaments are a mishmash of hardware purchased from surplus USDF military stockpiles or developed on their own.
This causes the mech to move in mostly random directions to fix:
*Use View Stats Verb
*Click '''Recalibrate'''
*wait


=== Gas Tank Breach===
==Pirates and Smugglers==
This causes the internal air tank to very rapidly lose pressure. To fix:
Not all in the Vir system seek to gain an honest paycheck. Crooks and creeps are commonplace in a system like Vir, far away from the governing bodies that would otherwise stomp them out of existence.
*[[File:Welderon.gif]] Weld
[[File:BullPirateFlag.png|200px|thumbnail|right|Blackstar Marauders Emblem]]
===Blackstar Marauders===
Consisting of a variety of alien species, the Blackstar Marauders are a group of ruthless space pirates once run by a man named Jarome Rognvaldr. When their leader was imprisoned by NanoTrasen five years ago, and later turned over to Earth government forces, the Blackstar Marauders were eventually taken over by an unknown individual who swiftly returned the group to its former glory as the largest piracy group on the outskirts of inhabited space. They prey mostly on cargo shuttles and fortunately a station like NCS Northern Star is of little interest as a target, but they do still occasionally perform kidnappings for ransom against NanoTrasen employees.


=== Removal of jammed user ===
Some of their former members who have been arrested over the years, including Jarome, now work for NanoTrasen. They are not to be trusted, but still, have old connections to the black market if you need to make a special order.
If the driver of a mecha is unconscious in his mech; you are able to remove him/her by following a series of steps.
* Make sure maintenance protocols are enabled.
* [[Wrench]]
* [[Crowbar]]
* [[Multitool]]


=== Short Circuit Repair ===
==Hostile Forces==
If the Exosuit has a short circuit it will continuously spark and the '''max charge''' of the current battery will be lowered with every spark. Fix it by:
*Hit with ID
*Initiate Maintenance Protocols
*[[Wrench]]
*[[Crowbar]]
*[[Cable Coil]]


=== Life Support Malfunction===
As mentioned before, there are several smaller antagonistic forces out in Vir, a brief overview of commonly known knowledge is below, further information can be found on the [[Identifying Antagonists]] page:
This prevents the mech from keeping a stable cabin temperature, meaning if you were in a super heated environment you would quickly get a toasted pilot if they weren't wearing protective gear. To fix:
*Hit with ID
*Initiate Maintenance Protocols
*[[Wrench]]
*[[Crowbar]]
*[[Screwdriver]]


== Mech Salvage ==
===Disloyals===
When a mech is destroyed, there is still a chance to pull the equipment or materials off of the mech.
Vir has many opportunities for less than loyal individuals to get themselves into important positions. Reasons for betrayal are many: some could be looking for money, have a personal agenda, extreme political/religious ideals, suffering from some form of insanity, or could be more than they appear. Either way, in Vir, the wise watch their back and do not give out their trust freely.
*Hitting the Mech with a lit welder will pull off metal or mecha parts
*Hitting the Mech with a wire cutter will give a whole spool of wire
*Hitting the Mech with a crowbar will attempt to pull off any equipment on the mech.


                  [[Category:Guides]]  
[[Category:Lore]]
{{Gameplay guides}}

Revision as of 06:06, 31 July 2020

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].


Welcome to the CHOMPstation lore page!

This is the overview page of CHOMPstation's lore, also commonly known as 'fluff' (but we usually just call it lore). This is the basic, common knowledge that the vast majority of characters should know and helps introduce you, the player, into the world of our server. While you do not have to know every little detail by heart it would be wise to skim through some of the pages to at least to know how our lore differs to the other SS13 servers.

Many wiki lore pages are constantly under construction and open to change, so if you feel like you may have something to add please discuss your ideas with our Loremaster (Nadyr) via Discord. Note: Unlike other pages of this wiki, changes to these pages must be approved by Nadyr Please consult the Guide to Lore Writing before pitching an idea.

Once again welcome to CHOMPstation, we hope your stay here is a long and enjoyable one!


Sif

The year is 2564 CE (Common Era). With the help of massive colony ships, humanity had slowly spread and colonized our sun's neighboring systems. Alpha Centauri, Tau Ceti, Sirius and more are connected by a network of warpgates that makes travel between systems take as little as hours instead of decades. With the discovery of the seemingly supernatural phoron, bluespace, and the acquisition of Terraforming Machines, on-ship FTL drives became a possibility, increasing the speed at which humanity expanded and colonized the stars at a never before imagined rate.

We aren't alone in this endeavor, the skrell, akula, unathi, tajaran, and more explore the stars alongside of us, expanding the frontier ever further for knowledge and profit.

However, danger lurks just around the corner. From hostile aliens like the vox, other, unknown entities whose true names are only whispered in the shadows and existence kept hidden from the common person, are blamed for damaging and causing the disappearances of ships, stations, and colonies out on the frontier. phoron, as beneficial as it is, is still relatively unknown and all of its dangers even more so. Finally, space itself is a cruel, uncaring mistress that countless have lost their lives to, from something as simple as a tear in their space suit to something more sinister to mankind being its own worst enemy.

It's a brave new world.

Welcome to the Frontier

Welcome to Vir, a system on the edge of colonized human space, the frontier. You are assigned to work on a space station orbiting Sif, one of the most populated planets in the frontier. Several Trans-Stellar Corporations (TSC's) including NanoTrasen Systems Inc. (NTS), the Free Trade Union (FTU) and countless independents hoping to strike it big at Vir are all vying for control of the system. Vir lacks a stable warpgate, relying instead on ships capable of faster than light (FTL) speeds, so Sol Central's presence in this system is almost nonexistent. In Vir, NanoTrasen is the de-facto governing body of the star system. They supply all the housing, nearly all of the infrastructure, all emergency services, and employ numerous military contractors to provide security—some of whom may or may not be playing both sides of any given conflict.

The universally accepted currency by all but a select few systems and regions is the Thaler, which is backed and supported by Sol Central and its allies. It is represented by the symbol "$" (e.g. $130). With the advances of technology, the overall standard of living and education is high even out in the frontier, though glaring examples still exist.

Life in Vir

Out in the frontier, employers, be they a captain of a Free Trade vessel, a Trans-Stellar executive, or just someone with money to spare and in need of an extra hand, are forced to take just about whoever is willing and apparently able. With Sol being months worth of spaceflight away—even with faster than light travel—running a full background check on a candidate is not viable, which means many questionable people get placed in even the most high-security positions and loyalty is 'by your word', which means in Vir, corporate backstabbing and criminal activity is quite high. This and a lack of available employees in general means employees who do prove themselves often find themselves promoted quickly, and put into positions that they are even the slightest bit capable of.

Unlike in systems where the Sol has more influence such as Nyx or Tau Ceti, the population in Vir is a rich melting pot of sentient species, be they natively born, hybrids, or outright artificial and made of genetically modified flesh or carefully crafted silicon. Your coworkers will often include alien species, some of which you might recognize, and others that you'll be seeing for the first time. Due to exposure to so many different cultures, many of these aliens have lost their accents or cultural identities.

Due to the lack of an official government, NanoTrasen is the de facto ruling body in the Vir system, as no other faction has the resources to provide social services, infrastructure, and security like NanoTrasen does. Most of the citizens living on Sif and nearby space stations are employees of the corporation or part of a subcontracted company that does business with NanoTrasen.

Many of the inhabitants of Sif fly off-world to work aboard the NLS Southern Cross.

Non-Canon species

[[File:Custom_Species_Fuckery.png|200px|thumbnail|right|Example species. Custom Species Home planet: ???

Home system: ???

Here in Vir our users and staff have created a varied back catalog of bits and bobs for species not specifically listed below. We do not enforce players play one of the canon species listed below. You may bring in your own special snowflake! As long as they, and by extension you, follow our rules over playing server appropriate characters. If you are having trouble creating your character please refer to our "Character Creation" guide.

Alien species you will meet

The below is a brief overview of humanity and aligned species in the known universe. The links in the name will redirect to further information about the species.

NOTE: If you wish to play a whitelisted or a canon-bending version of one of the species listed below, please log into our forums and head to the Species Whitelist Section and fill out a whitelist form. See the whitelist page for more details.

(Please add new species to the template as well.)

Humans

File:Background-humans.png

Home planet: Earth

Home system: Sol

Humanity, everything and nothing can be said about them. They are the primary driving force for rapid space expansion and perhaps the most populated (known and sentient) species in the galaxy. From atop their SolGov throne their economic prowess helps secure a position on the galactic stage. The vast majority of Trans-Stellar Corporations are owned by humans, and the mighty USDF is the main military presence in any system where humans make up the majority of the inhabitants. By this time men and women are treated all but equal, however there may still be exceptions.

While most humans are accepting of other species and simply want to earn an honest paycheck, the best and worst are found among them. You never know what a human is going to be like when you first meet them.

Due to their prevalence in current known space, and their ability to encompass all traits, good and bad, humanity is often considered the 'status quo'.

Skrell

File:Background-Skrell.png

Home planet: Qerr'balak

Home system: Qerr'Vallis

The skrell are a species of amphibious humanoids, distinguished by their green-blue gelatinous appearance and head tentacles. Skrell warble from the world of Qerrbalak (or as the lore once called it, Jargon 4), a humid planet with plenty of swamps and jungles. Currently more technologically advanced than humanity, they emphasize the study of the mind above all else.

Gender has little meaning to skrell outside of reproduction, and in fact, many other species have a difficult time telling the difference between male and female skrell apart. The most obvious signs (voice in a slightly higher register, longer head-tails for females) are never a guarantee.

Due to their scientific focus on the mind and body, skrell tend to be more peaceful and their colonization has been slow, swiftly outpaced by humanity. They were the first contact sentient species, and are humanity's longest and closest ally in space.

Teshari

Home planet: Qerr'balak

Home system: Qerr'Vallis

The teshari are reptilian pack predators from the skrell homeworld. While they evolved alongside the skrell, their interactions with them tended to be confused and violent, and until peaceful contact was made they largely stayed in their territories on and around the poles in tundra terrain far too desolate and cold to be of interest to the skrell. In more recent times, the teshari were technologically uplifted by the skrell to be a space-faring race of their own, one that's ready to prove its worth to the galaxy at large.

Akula

File:Background-Akula.png

Home planet: Unknown

Home system: Qerr'Vallis

(Akula lore is pending a rewrite. Please follow what is written for now until a later date.)

The akula is a species of amphibious humanoids like the skrell, but have an appearance very similar to that of a shark. They were first discovered as a primitive race of underwater-dwelling tribal creatures by the skrell. At first they were not believed to be noteworthy, but the akula proved to be such swift and clever learners that the skrell reclassified them as sentients. Allegedly, the akula was also the first sentient life that the skrell had ever encountered beside themselves, and thus the two species became swift allies over the next few hundred years. With the help of skrellean technology, the akula had their genome modified to be capable of surviving in open air for long periods of time. However, akula even today still require a high humidity environment to avoid drying out after a few days, which would make life on freezing world like Sif nearly impossible if it were not for skrellean technology to aid them.

Most akula today consider Qerr'Vallis to be their home where they live alongside their skrell allies, while their true homeworld has been forgotten over the ages. akula still tell legends of their homeworld, passed down through word of mouth, talking of great magical cities on the bottom of the ocean in a galaxy far away. skrell historians believe a great tragedy befell the akulan race which led to their near extinction, and the tribal akula they eventually discovered had actually descended from the survivors of this once technologically advanced species. The most widely accepted theory is that the akula originally hail from the Andromeda Galaxy. This is supported by the fact that varying races of akula have been found in scattered tribal communities across the galaxy, some more technologically advanced than others, but all without space travel of their own. Unfortunately, no one has the technology today to make such a journey to find out.

Gender as a cultural identity has little meaning to most akula, which is a result of skrellean cultural influence, but the difference between male and female among the akula is much more obvious than with the skrell. Like humans and tajaran, female akula have large breasts and curvaceous bodies, along with similar reproductive organs that appear almost mammalian in nature. Food also plays a huge role in their sexuality. The best way to an Akula's heart is through their stomach. Their demeanor will often change to docile and flirtatious while engorged with food—similar to Earthly sharks, or other shark-like creatures on other worlds with life. It would turn out that the shark is a popular evolutionary path for water-dwelling predators throughout the cosmos.

Unlike the skrell, akula tends to be more arrogant and less intelligence focused, and will often find themselves in trouble with the law outside of skrell controlled systems. Popular professions for akula include piracy, smuggling operations, mining, and mercenary work. However, due to their mutual respect of the skrell, most will not engage in hostile activity against skrell or other akula.

Unathi

File:Background-unathi.png

Home planet: Moghes

Home system: Uueoa-Esa

The unathi are a race of tall, reptilian humanoids that possess both crocodile-like and serpent-like features. Their scales are hard and plate-like, save for the softer ones that line the inside of their legs, armpits, and groin. Originating from the planet of Moghes, the unathi live in an extremely religious society.

The unathi generally believe in and closely follow a set of Decrees laid out in their belief system, The Unity. unathi believes in living long, prosperous, honorable and productive lives. They firmly believe in improving the skills of their craft to reach a level where they can be considered to have mastered it.

The unathi were humanity's second alien contact, but due to their aggressive nature, engaged in an interstellar war with humanity known as the Sol-Hegemony Conflict. Although the conflict has long since ended, and relations have slowly improved, unathi are still often considered to be 'second-class' citizens and are rarely seen in jobs other than where muscle is needed. It is also still common for racial tensions to run high, although this is less common on the outskirts of SolGov's grasp.

Tajaran

File:Background-tajaran.png

Home planet: Meralar

Home system: Rarkajar

The tajaran are a humanoid race possessing cat-like features. Hailing from Meralar, they possess insulating fur and felinoid stability to better survive in their harsh native environment. Their home planet is a cold planet of vast tundra and arctic zones. For generations the tajaran were practically enslaved by the leading class who were recently overthrown. Males and females are treated roughly equal. There are three divisions of tajaran, two being sensible, the other... not so much.

Tajaran is one of the more recent contacts humanity has encountered. While plenty of tajaran hold reservations with their new allies, overall the alliance is accepted and welcome. Though, like the Unathi, plenty of humans take advantage of the less than modern education, and it is rare to see a tajaran in a position of command outside of systems like Vir where the human population is limited.

Sergal

File:Background-Sergal-Northen.png
File:Background-Sergal-Southern.png

Home planet: Tal

Home system: Vilous


(Sergal Lore is pending a rewrite. Please follow what is written for now until a later date.)

There are two subspecies of sergal, Southern and Northern. Northern sergals are a highly aggressive race that lives in the plains and tundra of their homeworld. They are characterized by long, fluffy fur bodies with cold colors; usually with white abdomens, somewhat short ears, and thick faces. Southern sergals are much more docile and live in the Gold Ring City and are scattered around the outskirts in rural areas and small towns. They have short, brown or yellow (or other "earthy" colors) fur, long ears, and a long, thin face. They are smaller than their Northern relatives. Both have strong racial tensions which have resulted in more than a number of wars and outright attempts at genocide. The southern sergals have mostly been on the losing side of this long conflict. Sergals have an incredibly long lifespan, but due to their lust for violence and a nasty habit of occasional cannibalism, only a handful have ever survived beyond the age of 80, such as the infamous and legendary General Rain Silves who is claimed to have lived to 5000. Although General Rain's historical existence is disputed, she is nonetheless a symbol of the Sergal's warrior culture.

Despite advances in technology, militant sergals still wear metal or leather armor and usually favor polearms or bladed weapons, and are capable of great physical feats thanks to their strong, wiry limbs with much denser muscles than humans, more akin to a chimpanzee's muscles. They are reluctant to embrace new technology and pride themselves on the old ways. Despite this, they have made great use of short-range space travel and have colonized much of their home system. This is not, however, to say they are not intelligent. Their intellect rivals that of the skrell but is focused mainly on military tactics and strategy, rather than science or history.

Among sergals, females tend to be the dominant gender with larger, more muscular and bulky bodies, and a much more aggressive demeanor, especially among the northern race. This gender divide is most likely born out of the legacy of General Rain, or perhaps General Rain is a fictional character who is the result of this culture where females are often commanders and warriors in vast armies while males are hunters and farmers who may be one of multiple mates to a single female. Unlike many mammal-like creatures, sergals lack breasts and females also possess a unique prehensile hood over their genitalia which protects it from dust and infection.

Humanity encountered sergals in the year 2524, when the USDF Pathfinder discovered the planet Tal, but did not join the intergalactic community until late 2558 due to The Vilous Incident, wherein a total of 1,057 USDF personnel and somewhere between 5,000 and 10,000 native sergals were killed in a brief military conflict. The Vilous system has been under USDF occupation ever since, and has only recently been officially annexed into SolGov's influence.

Promethean

File:Background-Promethians.png

Home planet: Aetolus

Home system: Kataigal

A gelatinous race of mimics evolved from their slime predecessors that were first discovered aboard the NRS Prometheus, these colorful humanoids are best characterized by their ability to repurpose and shape their bodies for whatever a situation may warrant by means of their semi-solid structure. Along with this is their semipermeable membrane encasing their gel, allowing them to filter feed while keeping the undesirable matter out of their bodies. Their composition allows them to resist most sources of brute trauma, though energy will cause their limbs to become unstable and disintegrate. Prometheans are also void of most normal organs, only possessing a core and cytoskeleton, both of which are crucial to the slime's survival.

Being an artificially created race, and a new one at that, prometheans have no unified culture, though there are small populations of prometheans scattered around the universe, the tropical planet of Aetolus in particular having roughly one thousand such individuals. Currently, prometheans must have a caretaker in accordance with USDF regulations, normally a xenobiologist or other trained caretaker.

Nevrean

File:Background-Nevrean.png

Home planet: Eltus

Home system: Vilous

(Sergal Lore is pending a rewrite, which will also effect nevreans. Please follow what is written for now until a later date.)

An avian species hailing from the planet Eltus in the Vilous system, characterized by their long whiplike tail-feathers. The species is generally matriarchal, with females tending towards duller, brown coloration and bulkier bodies, while males are slight and brightly colored. In both typical mannerisms, culture and physical build, the sexes are directly reversed when compared to traditional human society. Their build is somewhere between a bird and a feathered dinosaur. Females tend to have short feathers on their arms that are not capable of flight, while males often have more developed flight-feathers - on-station, these are often kept tucked away and folded under their jumpsuit sleeves.

There are no remaining records describing how the nevreans came to leave Eltus and relocate to Tal - they have little to no written history from that time, having a tradition of oral history and song, and most of what little history survives of their former homeworld is couched in myth, legend, stories, fairy tales and adventures. Humanity has not yet had time to study these stories and separate fact from fiction, and reality from metaphor, or what parts of the stories might hint at the then-primitive race having a visit from a spacefaring species. As a result, Eltus has attracted no small amount of interest from xenoarchaeologists.

After the exodus, nevreans coexisted alongside Sergals, though tend to be much more forward-looking when it comes to new technology. While sergals still tended towards traditional melee weapons and armor in battle, nevreans have no such hangups when it comes to more modern armaments and has earned a reputation as crafters and engineers in urban communities. Likewise, the urban groups have tended to adopt the written languages of other cultures, nevreans lacking any written form of their own tongue.

During The Vilous Incident, most nevrean communities avoided confrontation, though a handful of urban groups took to asymmetric warfare tactics against USDF special forces when fighting entered the city.

Diona

File:Background-Dioan.png

(( Whitelisted species - requires a special character application to play. ))

Home system: Epsilon Ursae Majoris

The dionae are a group of omnivorous, slow-metabolism plantlike organisms that are in fact clusters of individual, smaller organisms. They exhibit a high degree of structural flexibility and come in a wide variety of shapes and colors to reflect the intelligence of each individual creature. They were discovered by the skrell in 2294CE, not on a planet, but in open space between three stars, a figurative hell that made it difficult to discover, much less contact them.

Dionae spread by seeds and are asexual, no gender. When grown into their small 'nymph' state, they are known to eat large amounts of dead plant matter and fertilize plants while they learn from those around them by sampling their genetic code (usually through blood extractions), and as they grow further merger into larger and larger forms. It is not unheard of for skrell explorers to be traveling in a ship composed of habitat modules and engines of skrell make, with the body of the ship formed by their dionae allies to warble across the cosmos.

Introduced by the skrell, and quite slow and peaceful, the dionae share good relations with humanity.

Synthetics

Synthetics are spread throughout known space and serve a myriad variety of roles that range from a tiny drone scrubbing a floor to a nearly omnipotent AI used in a combat-ready interstellar vessel. Most known sufficiently-advanced races use synthetics in some way; very often as prosthetic bodies when their own bodies fail. There are three basic kinds of synthetic intelligences found in the universe today:

  • Drone: A drone is the term for any synthetic that uses more simple artificial intelligence constructs such as chips or motherboards. While capable of very sophisticated interaction, they are, in essence, only expert systems and not truly sapient.
  • Cyborg: A cyborg is a synthetic that uses an organic brain to function via an MMI, short for Man-Machine Interface. Cyborgs come in many shapes and sizes and most sentient cyborgs are free-willed. Some companies have used canine brains and brains of other animals to ensure a cheap workforce that doesn't rely on cutting-edge technology.
  • Positronic Brain: Positronic Brains are synthetic intelligences equaling the intellect of a particularly clever sapient being and are generalized artificial intelligences that can be seen as equal (or superior) to organic sapience. They possess a neural network not dissimilar to a brain made out of flesh; and are often used when expert systems simply do not make the cut and a true intelligence is needed. Many positronic intelligences strive for self-determination and are often acknowledged to be holders of their own destiny.

Synthetics have the unique capability of serving in different bodies. This can take shape of a Synthmorph, a lawbound AI, or lawbound mobile chassis. However, transition from one to the other is often more expensive than the net worth of the bodies and is thus done sparingly.

Zorren

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Home Planet: Virgo-Prime

Home System: Virgo-Erigone

The fox-like zorren are native to Virgo-Prime, however there are two distinct varieties of zorren one with large ears and shorter fur, and the other with longer fur that is a bit more vibrant. The long-eared, short-furred zorren have come to be known as "Flatland" zorren as that is where most of their settlements are located. The Flatland zorren are somewhat tribal and shamanistic as they have only recently started to be hired by the Trans-Stellar Corporations. The other variety of zorren are known as "Highland" zorren as they frequently settle in hilly and/or mountainous areas, they have a differing societal structure than the Flatland zorren having a more feudal social structure, like the Flatland zorren, the Highland zorren have also only recently been hired by the Trans-Stellar Corporations, but thanks to the different social structure they seem to have adjusted better to their new lives. Though similar fox-like beings have been seen they are different than the zorren.

Vulpkanin

File:Background-Vulpkanin.png

Home Planet: Altam

Home System: Vazzend

Vulpkanin or "Vulpa" is a species of sharp-witted canid bipeds residing on the planet Altam just barely within the binary Vazzend system. Their politically de-centralized society and independent natures have led them to become a species and culture both feared and respected for their scientific breakthroughs. Discovery, loyalty, and utilitarianism dominate their lifestyles to the degree it can cause conflict with more rigorous and strict authorities. They speak a guttural language known as 'Canilunzt' which has a heavy emphasis on utilizing tail positioning and ear twitches to communicate intent.

Vulpkanin are an omnivorous (with preference of meat and fish) bipedal furred race vaguely reminiscent of Terran vulpines, and in some cases, reminiscent of Terran canines. Colorations are usually subdued but vary considerably on genetics, climate, and personal taste. Vulpa descended from the northern latitudes tend towards whites and rarely, very slight, almost unnoticeable blue tints. Vulpa descended from a more equatorial climate tend towards brighter browns and dusty reds. Vulpkanin in the between of both latitudes tend towards greys, muted reds, blacks, and tans. Bright colors, excluding whites from the arctic region, are unnatural as they are often dyes used by younger minded vulpkanin to stand out from littermates. Genetic resequencing can make an otherwise impossible color a standard which has become a trend not unlike human 'tattoo' culture.

Vazzend is a system undergoing significant solar activity due to the orbital habits of the primary F class star, Vazzend A also known as 'Kol', which due to the interaction between it and the M class star, Vazzend B 'Gol', causes large bouts of electromagnetic energy pulse out at significant range. The cycle is infrequent, but of great fascination. It was also a terror during the early industrial age of the vulpkanin peoples when they had just started to unlock the principles of electricity. Altam is the second planet of 4 orbiting Gol, which is near Earth-like conditions, if a touch warmer during summer. Jungles are thick, Forests are about the same, deserts larger and oceans a smidge smaller.

These flares promoted the cultural drive to discover what, why, and how and gave the entire civilization a means to reach for the stars through scientific focus. One of their most prized technologies is the degree of EM resistance built into everything they develop; enabling the small fleet of space, then starships to be nearly impossible to disable with ionic weaponry. It was this tech that promoted interest from the Federation and NanoTrasen directly for use in insulating sensitive power equipment, such as harnessing singularities larger than a few microns in size.

With access to both the stars and employment, vulpkanin people are quickly finding themselves as honest working Engineers and Scientists for hire, their propensity for group efforts using the meticulous use of their materials ensures they're highly prized to any project team. They are also apt security officers and wardens due to the hierarchical mindset of the pack, but only a rare handful have the traits to actually lead as an alpha.

Vasilissans

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Home planet: Varilak

Home system: Antares

Vasilissans are a carnivorous, large spider-like people with tall, lanky bipedal bodies covered in chitin, and four large spider-like limbs protruding from their backs. They come in a variety of colors and are extremely diverse in that aspect. The females are usually about a foot taller than the males, averaging in at about seven feet. The females are also much stronger than the males. Their faces have four eyes of solid and varying colors. On the top of their heads are strange, thick, leg-like feelers that are normally styled in much the same way as hair. Their color varies greatly and isn’t normally the same color as the Vasilissan’s body. They have several feelers and sharp claw-like limbs around their lipped human-like mouths. These mouths contain only fangs, a strange, bulbous, long tongue, and spinnerets, giving them the ability to spit large strands of silk from their mouths. Their faces are traditionally very pretty, long, and elegant, almost elf-like despite their hard chitin plating and lack of a nose.

From a temperate jungle planet, the vasilissans were once a solitary, territorial people until great queens began to subjugate them. These 'Star Queens' ruled with an iron fist and urged their subjects to expand her territory and to attempt to build great towering cities tall enough to reach the stars and their sun, which they believed to be gems of great magical power and spiritual significance. They were eventually picked up and ‘uplifted’ by NT due to their world being rich in precious metals, but their ability to design and create vast, strong, and luxurious structures with their silk, stood out well among their talents, and due to their naturally somewhat solitary natures, they make great scouts and explorers.

Xenochimera

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(( Whitelisted species - requires a special character application to play. ))

Home planet: Not known

Home system: Not known

An extraterrestrial colony organism, xenochimera are unusual in that they have no real defining physiology of their own - effectively, xenochimera mimic other beings, or parts of other beings, by consuming them and mutating their own cellular structure to imitate whatever evolutionary advantages they may find - or in layman's terms, they eat other creatures and copy features to create bizarre hybrids. As a result, no two examples of the species are alike, and they can, in fact, be wildly different in appearance.

Xenomorph-Hybrid

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Home planet: N/A

Home system: N/A

Xenomorph hybrids are an extraterrestrial species. The origins of xenomorphs are primarily unknown, although hybrids have been formed through various ways. One of the most common ways they are created is by genetic experimentation. This is done either by splicing xenomorph DNA into a humanoid, or splicing humanoid DNA into a xenomorph, although the former is much more common. This process creates a hybrid of the two species with them sharing various traits.

Some of the traits xenomorph hybrids have are: A thick chitinous exoskeleton of varying hardness, much like a lobster, an elongated curved head, a toothed maw which hides a proboscis-like inner mouth, a jaw somewhat similar to a moray eel, green blood of varying acidity, a vertebrate-like body, and a long flexible tail. This can vary from hybrid to hybrid.

Additionally, most, if not all hybrids do not appear to share the hive-mind that most feral xenomorphs seem to possess, along with their ability to produce resin, and their increased ability to sense prey. This can also be assumed to be due to the intensive mutation process.

Rapala

Home planet: Verita

Home system: Kastra-71

An avian species, coming from a distant planet, the rapalas are the very proud race. Sol researchers have commented on them having a very close resemblance to the mythical race called 'Harpies', who are known for having massive winged arms and talons as feet. They've been clocked at speeds of over 35 miles per hour chasing the planet's many fish-like fauna. The rapalan's home-world 'Verita' is a strangely habitable gas giant, while no physical earth exists, there are fertile floating islands orbiting around the planet from past asteroid activity.


Important Groups

Trans-Stellar Corporations

These are the big corporate forces, major companies whose reach cover numerous star systems and are nearly government forces of their own. While Sol Central does keep them in check to make certain nothing too inhumane or against humanity's interest is being performed, they actually police each other in a way. Keep in mind while many corporations do have their own security forces, some of them armed well enough for 'asset protection' to make some governmental military forces jealous.

The major seven trans-stellars are: NanoTrasen, Ward-Takahashi GMB, Gilthari Exports, Grayson Manufactories Ltd., Aether Atmospherics and Recycling, Zeng-Hu Pharmaceuticals and Hesphaistos Industries.

Other important trans-stellars are: Vey-Med, Advent Life Biolabs, Aerospace Combat Escort Services (aka ACES), RauMauser, Donk Co., and Cybersun Industries.

Free Trade Union

To keep the TSC's in check, and to help protect the smaller businesses striving to just make a living, the Free Trade Union was formed 200 years ago. Each FTU branch is different from system to system, but each offer lawyers, copyright enforcement, and even anti-pirate asset protection forces for any non-TSC business. All FTU stations are renowned for their open markets where all are welcomed to sell and trade, even the vox. They're the vocal defenders of the mom and pop stores, basically.

Sol Central

The banner over which most of humanity is united under. They focus on keeping humanity's best interest in check and tend to keep out of a system's personal problems unless they are in a dire state of emergency. They are protected by the USDF.

Military Groups

Not only are there corporate interests out in deep space, but also military ones. These factions tend to be neutral to corporate empires like NanoTrasen, but occasionally NanoTrasen will find its self in the crossfire of an ongoing conflict.

The most well known trans-stellar military group is the United Sol Defense Forces (USDF), based out of Earth in Sol Central, as well as its mostly defunct grandfather organization, the United States Colonial Marines. NanoTrasen is non-hostile to the USDF and has a number of lobbyists in Sol Central's government to ensure the USDF's cooperation.

Another group, wary of the influence of Sol Central and hostile to any Trans-Stellar Corporation is the Ares Confederation, a dozen of colony worlds on the fringe of human-occupied space. Obviously, considering NT is one of their "sworn" enemies, relationships are frosty at best, although no open hostility broke out yet. They are cordial to both the Soviets and the United Federation, while rumors persist that they back up the Syndicate as well.

Also out of Sol Central is the 3rd Soviet Union, which hails from Europa and continues to exist despite tensions with the USDF thanks to supporters from scattered colonies and sympathizers across the galaxy providing weapons and resources. NanoTrasen maintains a shakey neutrality with the Soviets, often through the exchange of technology. The Soviets also purchase weapons from NanoTrasen to use against the USDF.

Finally, there is the infamous Syndicate paramilitary group, of which cells still persist to this day from their infamous inception back in 2262. The chapter operating within Vilous is considered destroyed, however this does not stop independent mercenaries, operatives and criminals turn up with their equipment which has been salvaged in one way or another.

To defend against belligerent forces, NanoTrasen also employs a vast number of mercenaries to serve in the NanoTrasen Defense Navy, whose weapons and armaments are a mishmash of hardware purchased from surplus USDF military stockpiles or developed on their own.

Pirates and Smugglers

Not all in the Vir system seek to gain an honest paycheck. Crooks and creeps are commonplace in a system like Vir, far away from the governing bodies that would otherwise stomp them out of existence.

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Blackstar Marauders Emblem

Blackstar Marauders

Consisting of a variety of alien species, the Blackstar Marauders are a group of ruthless space pirates once run by a man named Jarome Rognvaldr. When their leader was imprisoned by NanoTrasen five years ago, and later turned over to Earth government forces, the Blackstar Marauders were eventually taken over by an unknown individual who swiftly returned the group to its former glory as the largest piracy group on the outskirts of inhabited space. They prey mostly on cargo shuttles and fortunately a station like NCS Northern Star is of little interest as a target, but they do still occasionally perform kidnappings for ransom against NanoTrasen employees.

Some of their former members who have been arrested over the years, including Jarome, now work for NanoTrasen. They are not to be trusted, but still, have old connections to the black market if you need to make a special order.

Hostile Forces

As mentioned before, there are several smaller antagonistic forces out in Vir, a brief overview of commonly known knowledge is below, further information can be found on the Identifying Antagonists page:

Disloyals

Vir has many opportunities for less than loyal individuals to get themselves into important positions. Reasons for betrayal are many: some could be looking for money, have a personal agenda, extreme political/religious ideals, suffering from some form of insanity, or could be more than they appear. Either way, in Vir, the wise watch their back and do not give out their trust freely.