User:NikoTheGuyDude/Cindarite/Summary

From Sojourn

This is a summary, made with the intent to show only the most relevant details about Cindarites to the reader. If you want to see the smaller (but still interesting) details, click here to go to the original page.

Introduction

Cindarites are a fractured race of anthro reptilians. They hail from a tomb world, Cindar, and due to the harsh radiation of the planet, have developed many mutations and a massive resistance to radiation. No two Cindarites will be the same, neither in society nor physiology.

Mechanics

  • Cindarites are widely skilled and reasonably tough due to their hard upbringing. They receive +2 to biology, mechanical, cognition, and toughness. An extra +3 can be gained if their homeworld is chosen in character setup.
  • Cindarites become cold much easier than humans but can withstand heat significantly better, as they are cold-blooded.
  • Cindarites are adapted to highly toxic and dangerous biomes and are entirely immune to (short-term) radiation while taking only half the toxin damage a human would.
  • Cindarite scales are quite tough and resilient even to intense heat and cause you to take 15% less burn damage than others.
  • Perk: Cindarites gain the active perk "Purge Toxins" which allows them to purge their bloodstream of toxins and remove addictions, though the effect makes them extremely tired and may make them fall asleep as a result. This can be used every fifteen minutes.
  • Perk: Cindarites have a second active perk, known as Uncanny Resilience, which injects chemicals that are equivalent to 5u of spaceacillin into their bloodstream. This fights off both infection and infectious disease.
  • Perk: Cindarites also gain the passive perk "Second Skin", which allows Cindarites to instantly equip and unequip all forms of armor, as well as ignore any and all slowdown applied by armor. Yes, this includes juggernaut and power armor.

Biology

  • Mutations are very common among Cindarites. Many of these biological features can be disregarded via mutation.
  • All Cindarites are cold-blooded. If you want, you can roleplay being chilly with this.
  • Cindarites are covered in scales which cover their leathery skin.
  • The most common coloring of Cindarite scales/skin are green, red, and brown, but many more exist, although a neon Cindarite has yet to be found.
  • Cindarite horns tend to grow with age, and are often smaller on female Cindarites.
  • Cindarites can be either digitigrade or plantigrade.
  • Cindarites possess 1-3 lines of mixed, omnivorous teeth within their snouts, depending on their age, as well as a serpentine tongue that doesn't usually cause a lisp. Cindarite teeth are quite thin, so having three rows doesn't quite interfere with their ability to eat or speak.
  • Cindarite children normally hatch teethless. As they age, their teeth rows start coming in, with the back row appearing first. Consequently, it is the back row that is the first to fall out as Cindarites begin to age even further. Teeth typically begin coming in around the age of 3, and will continue coming in every 4-7 years. After all rows are finally present, Cindarites will typically age 40-80 years until they begin losing teeth again, in which case rows will fall out at a rate of 1-13 years apart.

Gender-specific/sexual features

  • While most Cindarites fall into the binary figure of "male/female", hermaphodites (those possessing both male and female specific features), sexless, or intersex individuals have been reported to occur naturally, as a result of mutation.
  • Male Cindarites are typically more brawny and broad-shouldered, with more angular snouts and larger/more curved horns in comparison to the females of the species, although mutation can cause this to vary quite a bit.
  • The females of the species lay eggs instead of giving birth to live children, and no, they do not have breasts without mutation.

Internal and misc. biology

  • Cindarites have four kidneys, packed into a set of two dense "master" kidneys. This halves all toxin damage taken.
  • Cindarites are immune to short-term radiation but are still susceptable to long-term affects, like aging. However, cancer is out of the question.
  • Cindarites have chemical glands inside their body that, when the Cindarite wills it, release a spaceacillin analogue that acts just like 5u of spaceacillin.

History

Cindarites used to have a thriving civilization on Cindar, a very long time ago, however a massive nuclear war forced them all to retreat into heavily rad-shielded bunkers (built to protect them from the harsh radiation of their parent star) for an incredibly long time. In this time, Cindarites had become isolationist, paranoid, communal, and skilled in the art of medicine and engineering. Individual experience within these bunkers may vary, but it wasn't the most glamorous lifestyle. Cindarites were initially discovered by pirates and smugglers who used Cindar's radiation belt as a shield against sensors, and began offering vital survival supplies in exchange for Cindarite goods. While many of these interactions were "positive" (it was still terrifying for the Cindarites), many were negative, with events such as theft, murder, or even raiding occurring. Eventually, SolFed sent a security detachment to deal with the rampant piracy within Cin, which led them to Cindar after a pirate divulged details about the "shy aliens" on the planet.

Integration

Cindarite integration was very difficult, given the isolationist attitude of many Cindarites, as well as many bad experiences, paranoia, and the fact an ALIEN CIVILIZATION wants them to join their federation. In first contact, many bunkers tried to desperately fight them off, some bunkers surrendered, and some Cindarites were even killed. They were then sent to an orbital detention facility where they were held in subpar conditions, fed general alien rations, and given a brief training session on english and history (surprisingly, most Cindarites earned a good grasp of english). After this, they were sent to another holding cell, and put into a queue to see a special council.

In order to achieve SolFed citizenship, a Cindarite had to prove their worth to the council or work for six months at any solfed installation. If you were able to prove your competency in a profession, you were labelled as Trade-Proven, and assigned an apartment and cultural acclimation classes in a certain SolFed city. If not, you were labelled tradeless, and assigned for grunt work duties at a SolFed installation of the council's choosing. Life on these installations/ships/whatever was often gruelling, as Cindarites were given barely any training on anything, and were treated with quite a lot of neglect. It was common to see a maintenance crew aboard a SolFed vessel composed primarily of Cindarites, always huddling in the lower decks away from everyone else.

Trade-proven Cindarites are more educated, more socially active, and overall more "normal" than tradeless Cindarites. They often fill the role of "middle-class". Tradeless Cindarites are less educated, more traditional (isolationist, paranoid), and overall more "primitive" than others. They often fill the role of "lower-class" or even just the very bottom of civilized society. They often have a weaker grasp on english due to worse acclimation.

Modern times and details relevant to roleplay

In modern times, Cindarites are often considered "primitive" to other species, warranted or not. Even trade-proven Cindarites are not immune to this. In SolFed society, Cindarites were viewed as isolationist, primitive, foreign creatures, not that dissimilar to how people viewed foreign refugees in the 21st century. They faced reduced job opportunities, salary, housing, everything typical for this type of discrimination. Some Cindarites are bitter over this racism. In the colony, this racism is less pronounced, considering how often people have to work together to survive (just like bunker life). The true name of the Cindarite species is unknown, and sometimes debated.

Bunkers

While most Cindarites come from small bunkers with only a few families, some Cindarites hail from large, communal bunkers. The culture of these bunkers are somewhat well documented and allow us to build a decent understanding of how things operated within them. (OOC: This is to give people an idea of how they can roleplay out Cindarite culture, despite the culture being fragmented.)

  • Harenhigha (Har-n-high-ah), large metropolitan bunker, population consisted of hundreds of families together, located in northern hemisphere beneath massive ruins: Biggest bunker, melting pot, very diverse population.

Culture and fluff

A noticeable rivalry has developed between many trade-proven and tradeless Cindarites, with tradeless Cindarites envying trade-proven Cindarites, and seeing them as "soft". The sentiment has not yet been reflected by many trade-proven Cindarites, however it is only a matter of time before the relentless resentment grows on them, too.

Bunker-born Cindarites and their children (known as second-wave Cindarites, who are on average more progressive than their parents despite inheriting most of their values, usually) have their own version of "bunkerspeak", a very fragmented language nobody except the speaker can hope to understand in modern times, due to how aggressively SolFed was cracking down on it's use. Cindarites often use it when under duress, when surprised, excited, etc. A good example would be a Cindarite shouting "HRAGH'KHEYLL! MOOORTH-NATH'TAZYN!!" out of fury due to some terrible event happening to them. This is not universal though, and many Cindarites just choose not to use bunkerspeak.

(Bunkerspeak is not a mechanically supported language. As long as you don't turn it into a language actually viable for communication between people, though, it's probably fine to say some gibberish now and then.)

Cindarite frills are oftentimes (excluding mutation) quite sensitive to touch, and thus, it is considered a cultural taboo to touch the frills of a Cindarite without good reason. You may see a Cindarite rubbing the frills of their partner, if they consent.


Canon Species in the Sojourn Universe
Core Species
Akula - Kriosans - Humans - Mar'qua - Sablekyne - Naramad - Abhuman
Non-Core Species
Opifex - Cht’mant - Cindarite - Mycus - Folken - Aulvae - Minor Factions