Abhuman: Difference between revisions
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===Bio-Morphs=== | ===Bio-Morphs=== | ||
Biomorphs are an opposite form of synth morphs. Instead of organics augmented with synthetic technology biomorphs are machines given organic parts and classified as abhuman as a result. Biomorphs are extremely uncommon and largely exclusive to small factions such as the Xinjiang. Biomorphs often have there organic parts scavenged from bodies, usually against the former persons wishes. Due to the unsavory method of creation biomorphs are extremely rare and largely used by less scrupulous factions as a form of servant due to inherent EMP shielding and absolute loyalty | Biomorphs are an opposite form of synth morphs. Instead of organics augmented with synthetic technology biomorphs are machines given organic parts and classified as abhuman as a result. Biomorphs are extremely uncommon and largely exclusive to small factions such as the Xinjiang. Biomorphs often have there organic parts scavenged from bodies, usually against the former persons wishes. Due to the unsavory method of creation biomorphs are extremely rare and largely used by less scrupulous factions as a form of servant due to inherent EMP shielding and absolute loyalty. Biomorphs are extremely illegal in the Sol federation and owning one is a serious crime, discovered biomorphs are often destroyed. | ||
===Vat Grown=== | ===Vat Grown=== |
Revision as of 18:34, 16 December 2022
Abhumans or 'splicers' are humans who have either gone under genetic alteration or have been born from parents/ancestors who have done so. Nearly all abhumans are citizens of the Sol federation and were originally united, either by choice or conquest, by the Sol military during the unification wars (sometimes called the conquering). Abhumans may have their lineage traced back to empires who had their own long and storied past but in present day all abhuman races, unless noted separately under an official core race, belong to the Sol federation as citizens though whether that be by conquest or alliance is up to individual players.
Quick-Start Guide
Abhumans still have human ancestry and thus retain the baseline attributes of humans.
- Abumans are similar to humans and such benefit from similar abilities such as their well known toughness and broad set of skills. All abumans gain +5 to every stat.
- Perk: Abhumans gain the perk "Tenacity" which allows them to stabilize and heal a very small amount (equal to 5u of tricordizine) every 15 minutes.
- Perk: Abhumans gain the perk "Guts and Glory" which allows them to halt all progressing damage and heal a small amount of internal bleeding and organ damage every 30 minutes. The strain of this effect however will make the user exhausted and may cause them to pass out as a result.
Summary
All creatures who are derived from earth animals or from a common fantasy staple are considered abhumans and were originally spliced from human stock. This includes traditionally furry races such as felines, canines, foxes, lizards, and avians. In addition, abhumans can come in the form of races from human fantasy and may include but are not limited to dragons, orcs, minotaurs, centaurs, elves, angels, and demons.
The term abhuman is synonymous with gene-splice, gene-modder, splicer, and in some rare wordings inhuman. Each word can be used entirely interchangeably and are they themselves not limited to an exact definition outside of being defined as someone who has modified there genetics through the use of technology. Abhumans come from all walks of life and are not limited to any singular origin outside of once having ancestry that was once human. Splicers may also come in more forms other than merely genetic adaptions and can be classified into sub-categories, such categories are as follows.
Standard
These represent the standard splicer or abhuman who is often spliced with one type of animal in varying degrees from exhibiting minor traits to being a fully anthropomorphized form of some animal. A standard gene-splice can also include a modification that is not inherently animistic, as such splicers who mimic creatures such as minotaurs, elves, orcs, and common fantasy tropes also fall into this category. In some circumstances an abhuman may be spliced from alien DNA, such as sudaks, despite this they are still considered gene-modders and have their humanity intact. Standard abhumans can also exhibit inhuman traits that distinguish them from regular humans or other abhumans such as sturdier bodies, slightly longer life spans, or different physical reactions to stimuli such as pain.
Exalt
Exalt humans are the end result of extensive genetic tampering in order to create more powerful humans. While successful, the process of creating an Exalt is quite expensive, and thus few are able to undergo the procedure. Exalt humans require more extensive and specialized care but boast enhanced organs, stronger and more capable bodies and minds, and generally outshine baseline humans in most ways. This does come with some drawbacks, however. As extensive genetic tampering leaves exalts with unstable genomes compared to baseline humans and thus a much higher cost of living, must set aside a portion of their hourly wages to handle the expense. The process has also made exalts stand apart from humans, with some saying they are less tenacious than their lower born kin. Like humans, exalts come in a large number of abhuman variations in addition to the genetic baseline.
Instead of the normal human modifiers, Exalt humans have the following effects:
- Long lives and genetic splicing make for a wider skillset, giving all exalt humans +5 to all stats instead of the usual +2.
- All components of all of an exalt human's body parts operate at 150% efficiency. This includes, among other things, the liver naturally healing toxins much faster, the leg and arm muscles providing enhanced speed and strength, and, less helpfully, the nerves providing increased pain. This only applies to their original limbs; robotic replacements will function the same as they do for anyone else.
- Exalt humans can see further in darkness than most species.
- Exalt humans get hungry negligibly faster than most species, by about 10%.
- Perk: Exalt humans gain the 'perk' "Debtor", which halves their hourly wages.
- Perk: Exalt humans gain the 'perk' "Splicer", which gives them 20 baseline genetic instability. This lowers the amount of genetic modification their bodies can take from Soteria, but has no effects otherwise.
Chimeric
This category represents gene-mods who are spliced from several different sources and often have stranger or more bizarre appearances. Chimeras are often the result of two differentiating abhumans mating and producing a child with both parents traits, however, nothing besides monetary cost restricts a person from becoming a chimeric splicer. Chimerics can often be mistaken for aliens at first glance due to not being easily recognizable and can exhibit the same slight alterations that a standard gene-splice may have but still retain a generally internally human body.
Synth-Morphs
This category represents individuals who choose to be synthetically augmented instead of choosing genetic modifications. Splicers in this category have machines grafted onto there body in such as way that it has become a core function for survival and life. Abhumans in this category are still majorly organic in nature but may have alterations such as, but not limited to:
- Synthetic limbs.
- Synthetic organs.
- Synthetic implants that enhance or modify bodily functions like cerebral enhancements or pacemakers.
- Synthetic covers or skin, such as machine plating or synth-flesh skin.
This label largely applies to anyone with many and noticeable synthetic augmentation, one or two internal implants rarely makes someone considered a synth-morph. In general, such classification is reserved to someone physically made primarily of metal.
Bio-Morphs
Biomorphs are an opposite form of synth morphs. Instead of organics augmented with synthetic technology biomorphs are machines given organic parts and classified as abhuman as a result. Biomorphs are extremely uncommon and largely exclusive to small factions such as the Xinjiang. Biomorphs often have there organic parts scavenged from bodies, usually against the former persons wishes. Due to the unsavory method of creation biomorphs are extremely rare and largely used by less scrupulous factions as a form of servant due to inherent EMP shielding and absolute loyalty. Biomorphs are extremely illegal in the Sol federation and owning one is a serious crime, discovered biomorphs are often destroyed.
Vat Grown
Vat grown abhumans are humanoids grown in a lab from the basic components of life (spermatozoa and an egg) that are used for a variety of purposes. Vat grown individuals are still considered people and are often used to shore up numbers in new colonies or to add to an existing workforce. Despite being considered equal citizens with rights most vat growns are still treated extremely poorly and often under paid and commonly treated as second class citizens fit only for menial labor. Vat growns tend to be a more common sight on hostile or border worlds due to being considered 'expendable' by the various corporations and groups that use them.
Additional information on brains and how they're used, especially in Vatgrowns, can be found Here
FBP (Full-Body Prosthetic)
A FBP is a fully robotic body given control through the brain of a intelligent 'humanoid' creature, it is a complete replacement of one's normal and organic body. How one became such depends on the circumstances of their life, whether their original body became so damaged and had to turn to a FBP body or one paid to transform themselves completely and utterly to such a body. Within these new bodies are advantages that they have but also different kinds of weaknesses. Soteria is known to make FBPs, especially durable ones for a multitude of purposes.
OOC Note
All species derived from human fantasy staples are always abhumans, though they may have their own histories and sizeable empires. Species derived from an animal may either be an abhuman (human genemod) or a unique minor faction.. All categories of splicers are required to be former sol citizens or from an empire conquered/annexed by the Sol Federation. Those wishing to play a race not affiliated with the Sol Federation or humanity should see the Minor Faction entry. Creating a minor faction is a larger investment in personal lore for a HRP server than being an abhuman.
Said lore does not need to be submitted as a full wiki entry, nor does it need to be more than a page. All that is required is a thought out and reasonable explanation as to what makes them unique compared to other groups. If you're unsure if your personal lore conflicts with established lore check with PinkestKitten#8019(Dasfox) on the server discord, we are more than happy to take a look and make suggestions if needed. Alternatively, we've created this guide as a framework for how to go about conforming to our lore. The rules stated here in this paragraph are considered hard rules as we want to have a consistent and quality lore instead of the free for all some other servers allow, as such we will enforce lore standards as required. We are generally pretty open to new ideas, but do be aware if you making something obviously conflicting with the lore you will be asked to change it.
You are not required to use the name abhuman or its synonyms in your species name even if they are one. You can simply put "Wolf" or "Hyena" and other such titles by themselves. You're not required to put "Abhuman Wolf" and such.
Canon Species in the Sojourn Universe |
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Core Species Akula - Kriosans - Humans - Mar'qua - Sablekyne - Naramad - Abhuman |
Non-Core Species Opifex - Cht’mant - Cindarite - Mycus - Folken - Aulvae - Minor Factions |