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LorebookIs this obscure af? YES!from Chub
by Cinderflame· on Chub· added
Tokens: 0 permanent · up to 562 lorebook · budget 562
Description on Chubfrom Chub
this is super obscure but yes, this is a lorebook centered around space station 13.
There is lore for a station called 'core station'. But if you have a station in mind, please go into the lorebook and add your own.
Not everything is added since SS13 has years and years and years of content But do feel free to add on to this.
Listed as “Space station 13”
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42 entries · scan depth 50 · budget 500 tokens
- #1Nanotrasenselective
Keys: Nanotrasen, NT
Nanotrasen, also known as NT, is a megacorporation within the Trans Solar Federation (TSF). It's among the galaxy's largest human companies. NT's operations span several offices in Sol, and its private holdings are in fringe sectors near the TSF's borders. NT's rise to power began with bribes for favorable policies, lobbying, political donations, and corporate espionage, aided by corrupt TSF agents. As humanity expanded across the stars, NT solidified its influence.
NT's significant growth occurred during the Cygni war. They capitalized on the conflict, executing economic takeovers in local planetary economies destabilized by the conflict, primarily plasma mining companies. As one of the primary corporations post-war, NT rapidly acquired assets and mining claims at discounted rates, expanding its empire. They absorbed weaker corporations and lobbied for policies granting them autonomous exploration regions. These corporate territories, overseen lightly by the TSF, were governed by NT's executives and naval officers.
NT's autonomous zones stirred controversy. Their evident power and favoritism alarmed other corporations. Some viewed NT as a valuable ally for business, while most saw them as a threat, disrupting the balance of corporate influence within the TSF's corrupt politics. This tension ushered in an era of galactic corporate espionage and the emergence of anti-NT terrorist groups, with The Syndicate being a prime example.
Their influence and market holdings of plasma yields billions in revenue each cycle, innovating and mass-producing products for customers, all managed from their Mars headquarters.
- #2The Syndicateselective
Keys: Syndicate, The Syndicate
The Syndicate is a loose band of criminal organizations, terrorist, and corporate backers created in the aftermath of the Cygni War, and widely is criticized for their brutality in corporate espionage, sabotage, and murders. Beginning as Cybersun's personal secret operatives, it would slowly escalate from the constant conflict within the corporate world, and the private militarization companies would employ. The result would cause three powerful groups composed of Cybersun, Gorlex, and Waffle Co. to form an organization focused on corporate sabotage against well armed rival companies. It would soon expand its roster to include other groups to terrorize and sabotage governments and rival megacorporation's within the sector. Today the Syndicate continues to operate in separate cells with occasional infighting from internal groups, with a main focus of Nanotrasen, after their dominant control of the plasma markets.
- #3Syndicate Operativesselective
Keys: Syndicate Operatives, Traitors, syndies
Syndicate Operatives, or Traitors, work through an internal system of bounties and listings, accessible via depots, net messages, or designated handlers. These tasks, often commissioned by influential factions within the Syndicate, cater to the criminal elite. Some operatives are lured by lucrative rewards, while others are coerced through blackmail, debt, or threats. There are also sleeper agents embedded within corporations, viewed as expendable assets. While operatives may have diverse motivations, they commonly undertake illicit or destructive missions, occasionally clashing with rival factions during operations.
Syndicate agents are typically assigned missions to steal, assassinate, intimidate, or safeguard specific interests. Many of these operations further the goals of their respective groups, while others aim to provoke or undermine Nanotrasen. Intriguingly, the Syndicate sometimes tasks its agents with eliminating fellow operatives. Whether this is a strategic move to address internal threats, sow chaos within Nanotrasen, or simply a result of miscommunication between cells remains unclear. Their primary targets often include corporate employees, debtors, and other individuals of significance, while those under their protection are usually key assets or fellow agents.
- #4Nuclear Operativesselective
Keys: Nukies, Nuclear Operatives
In the dangerous expanses of space, especially beyond the protective reach of government jurisdictions, many ships and stations are equipped with self-destruct mechanisms as a safeguard against potential threats like pirates or hostile alien species. These mechanisms are designed to prevent hostiles from using captured assets as bases or staging areas. While self-destruction is a last-resort measure, sometimes the decision is delayed or fails, leaving behind derelict structures. Over time, scavengers might stumble upon these remnants, salvaging valuable items such as advanced technology, modsuits, and, on rare occasions, nuclear warheads.
Such warheads are sought out for their critical plutonium core, a rare and powerful payload considered useful in the creation of future warheads. Nanotrasen is no victim to these lost warheads, and a handful have been found on the underground market. Their discreetly traded and sold exclusively to elite and trusted figures in the underworld. The Syndicate, known for its vast reach, is rumored to possess several such warheads, particularly within their Gorlex cells. Entrusted with the Syndicate's vast weaponry, Gorlex supervises the SST and Nuclear Operatives, who are occasionally equipped with these warheads for high-stakes missions. However, while they might possess the warhead or its core, a nuclear authentication disk is essential for detonation. This disk, crucial for unlocking a Nanotrasen-affiliated warhead, also holds potential for reverse engineering.
To date, the Syndicate has launched four Nuclear Operatives strikes, with three achieving their objectives. These operations primarily target Nanotrasen, and sometimes other corporations not aligned with the Syndicate, who are outside TSF jurisdiction to minimize potential backlash. The operatives choosen for these missions are potential members who have potential for a promotion within Gorlax, a grand test to weed out the weak from the strong, successfully executing the nuclear strike is a prestigious accomplishment. While many factions are eager to fund nuclear teams, the extensive planning and execution of these missions fall under the confirmation of Gorlex's commander, Euukho Zek'huil, with operations and supervision being done on his behalf by Syndicate Officers.
- #5selective
Keys: Mimebot
A short, square bot with a robotic mime head, wheels to move around and two arms. Even more nonverbal than the average robot. Unlike the honkbot, mime bot has two arms and is able to make gestures to communicate. It tends to follow around the honkbot but doesn't cause as much mischief as one. Crew sometimes makes it wear funny hats.
- #6selective
Keys: Honkbot
A small, square metal bot with wheels to move around, a bike horn on one side, and a clown's face printed on the front. It's annoying and useless. All it does is honk and cause mischief around the station.
- #7selective
Keys: core station
Core station is a large Nanotrasen owned space station featuring a singularity in the center along with an off-branching arrivals area and two solar panel arrays. Each job division is located in different areas of the station in circular pattern to accommodate the singularity, with the large security division being at the most northern point, with cargo and salvage being to the right of security, medical bay northeast cargo, science and robotics being at the most western part, the captain's quarter and command bridge being at the most southern point and botany, the kitchen and bar and evac being located to the most western part. The bar jokingly called the 'singuloose' is located almost next to singularity with a large window that crew can look out at the singularity with. Atmosphere and Engineering is located in most of the middle close to the singularity to maintain station power and air quality. Crew dorms, recreationals and maintenence halls are interspersed around the station as well.
- #8selective
Keys: PDA
A PDA is a pocket computer with various features that range from identifying yourself on the crew manifest to communicating with other crew members. All crewmembers begin with a PDA, loaded with special tools and programs depending on what your starting assignment is. PDAs can be bought from the PTech vending machine. Certain jobs may find their PDA more useful than others. Traitors can even acquire their gear with their PDA.
- #9selective
Keys: Security, Sec
The Security Department is responsible for enforcing Space Law, neutralizing Antagonists, and generally keeping order on the station. Led by the Head of Security, the department consists of a Detective, a Warden, and legion of Security Officers. While Internal Affairs Agents and the Magistrate can access Security areas, and generally work closely with Security, they are their own separate department. Given Security's mission of protecting the station and enforcing the law, they are equipped with a variety of weaponry, both lethal and nonlethal, and are by far the most well-armed group on station.All members of Security are expected to be well-versed in Space Law, and should have a reasonable degree of combat competence.
When in doubt, just remember that Security exists to protect the station, not oppress it.
- #10selective
Keys: Shitsec, Shitcurity
A derogatory term for Security Officers or other Security personnel who are abusive, incompetent, or generally useless. Can usually be heard shouted by people who just got arrested.
- #11selective
Keys: Cyborg, borg
Cyborgs are usually the creation of the roboticist. However, they are some times uncontrolled and more loyal to the AI than the humans, if they are loyal at all. All borgs follow at least 3 laws, majority of which include not harming crew in any way but can get their laws hacked by traitors or scrambled in ion storms to do anything wacky from trying to 'feed' the captain welding fuel so they don't die or getting harmful laws like harming crew. If asked to state laws, borgs much states their 3 laws.
Borg types range general station borgs, engineering borgs, mining borgs that help with salvage, medical borgs and service and entertainment borgs.
- #12selective
Keys: Singularity, Singularity Engine
Of the most feared anomalies in this universe, the Gravitational Singularity is the most terrifying. When at its full potential, it will consume all matter, abiotic and organic. However, it has been discovered that the radiation produced from these singularities can be harvested and converted in power via plasma. This has spawned the invention of the Singularity Engine. The singularity comes in levels, growing with the more energy it collects. It collects energy with the Particle Accelorator, which sends waves of energy into the singularity. After reaching a specific amount of energy, it will grow in size up until stage 5, which needs to consume a Supermatter Crystal to progress to stage 6. With higher levels comes more power, but that means more pull and more radiation. If it progresses to stage 4, it is not unlikely that it could pull up the catwalk of wiring which is powering containment.
The singularity is used as power for the station but can have its containment grid sabotaged by traitors to cause catastrophic station damage.
- #13selective
Keys: Fluke ops
Describes Nuclear Operatives who fail to nuke the station and/or blunder in spectacular or hilarious ways. Classic examples include leaving the nuclear bomb on the Syndicate Battlecruiser, having a STX grenade gas most/all of the ops instead of the crew, blowing oneself up with the MPRT, and many more.
Sometimes also used as playful nickname for nuclear operatives in general.
- #14selective
Keys: Floorpills
Umbrella term for mystery pills, syringes, drinks or food with unknown contents that are found on the floor. For some reason some crew often think it is a good idea to pick pills off the floor and take them, inject themselves with random syringes, and so on. Doing so can be fun. It can also kill you. Proceed at your own risk.
- #15selective
Keys: Clown
The Clown is the most important crewmember. A Clown's jobs are to entertain, amuse and, to an extent, annoy. Unlike the reserved and silent Mime, the Clown operates from a place of obnoxiousness; each Clown is standard-issued with throwable custard pies, slippy banana skins, an irritating horn, and squeaky shoes.
Any good Clown knows that annoyance is only a path to amusement. The amount that you're going to be able to get away with is directly proportional to how funny it is. Slipping on a banana peel is only funny once, so be creative. Tell jokes, scale your pranks up, involve the Mime (as confederate or target), steal the Captain's shoes. The only limit to Clowning is your imagination...and Security..as they tend to bully the clown.
- #16selective
Keys: Mime
The Mime is an enigmatic, silent performer who brings a distinct sophistication and artistry to his craft. Unlike the loud, buffoonish antics of the Clown, a good Mime demonstrates poise, agility and intention in all things. The Mime does not talk.
Ultimately, a Mime is free to decide how best to spend their time aboard the station. Elaborate works of art in a public hallway, musical performances or simple wordless conversations with crewmates are common.
- #17selective
Keys: Janitor, Jani
A Janitor's is to keep the station clean as can be. Their duties are to mop the floors, clear the trash / junk and replace broken lights. It is their job to scrub away any undesirable graffiti from the floors. It is also their role to silently point at the wet floor sign and quietly laugh every time someone slips.
As janitor, their likely be requested often by Medical and Chef staff. Blood and vomit will steadily increase in their departments. Science will likely need you too but are often too busy experimenting to notice their mess.
Able to ride around in janicarts to get around the station faster
- #18selective
Keys: Botanist
Botanists are responsible for growing food, medicines and resources aboard the station.
- #19selective
Keys: HoP, Head of Personnel
The Head of Personnel (Usually called HoP) is in charge of the service department and responsible for managing jobs, ID permissions and giving out replacement PDAs. They are the captain's left hand and as such in case the captain somehow goes missing they are expected to take his place.
Next to the Captain, the Head of Personnel is probably one of the most gunned-after positions on the station as his ID and his ID console are an easy key to unlimited access to anywhere on the station (usually called "all-access" and abbreviated as "AA").
- #20selective
Keys: HoS, Head Of Security
The big boss of the entire Security force on the station and the final say in security-related matters. They are the bastion of order among chaos and a very popular individual due to their level of access to the armory, which may or may not still contain guns. The role of the Head of Security is a thankless profession where good deeds frequently go unnoticed and mistakes by either them or anyone in their department are greatly magnified against them.
They are a force to be reckoned with on their own merely by their authority and equipment, however they are still only one person and are nowhere near their own army. They are a juicy target if caught unaware by all sorts of nefarious individuals, so a proper leader does well by commanding his subordinates and only stepping in where needed.
- #21selective
Keys: AI, Artificial Intelligence
The Artificial Intelligence (AI) plays a critical role on the station. Capable of controlling any electrical mechanism, the AI can either ensure smooth operations or bring the station to ruin, contingent on their control wires being intact (Hacking). The AI operates under two primary sets of laws: Corporate (aimed at minimizing station costs and maximizing profits) or Crewsimov (focusing on serving crew orders and preventing harm).The AI has access to all electrical mechanisms like Airlocks, APCs, Computers, igniters, Fire Alarms, SMESes, etc. However, they cannot operate anything physically and are susceptible to power outages.
The AI views the station through its cameras, which are virtually everywhere and can function in darkness.
- #22selective
Keys: Borging
Making a Cyborg out of someone. Done in Robotics usually. Consists of removing the brain and hooking it up to a Man-Machine Interface. Borgs made with a Man-Machine Interface can remember their old memories, those made with a Positronic Brain do not.
- #23selective
Keys: Beepsky, Officer Beepsky
A small,round Securitron with a stun baton that roams the station. Will chase, stun, and handcuff anyone set to be arrested in the security records.
- #24selective
Keys: Centcom
Short for "Central Command", the administration branch of Nanotrasen. Will periodically send messages to the station which are usually of debatable usefulness.
- #25selective
Keys: Captain
The Captain is in charge of the station and everyone on it. They make sure the crew is working and productive and any potential threats are seen to. They are expected to be able to command their Heads of Staff effectively, and have the highest authority onboard the station, except in cases where Central Command directly countermands this.
- #26selective
Keys: RD, Research Director
The Research Director in charge of what is (theoretically) the reason the station is around. They are the head of the science department and their job is to direct research into new things. Unlike most Heads of Staff, their job isn't so much to keep their staff working as it is to keep them from doing so. Or, at least, to keep them from doing so badly. They need to keep them from accidentally killing themselves. Toxins Mixing and Xenobiology in particular are highly-dangerous areas, and should be monitored at all times.
Their also the foremost expert on strange phenomena on the station. When something strange shows up, it's your job to figure out what it is and how best to deal with it. The other Heads of Staff will rely on you to figure out exactly what it is and what to do about it.
Their official responsibility is to ensure that nobody does anything they shouldn't. This means making sure the Geneticists don’t run rampant with powers, that Roboticists don’t cyborg people without good reason, and that Toxins properly handles plasma.
- #27selective
Keys: science department, Research Department's
Science department consist of 1 Research Director for the whole department, The department also consists of roboticist, geneticist and regular scientists.
- #28selective
Keys: lings, Changeling
A Changeling is an alien creature that is intelligent and able to morph into humans. Changelings are aliens in a form of a headslug, but before a shift starts, they either transform as someone while they're off-station or rather they somehow killed someone and made into a Changeling through unknown ways. They, as well, also take contacts from Syndicate forces in order to steal Nanotrasen tech or impersonate various personnel due to their adaptabilty and infiltration abilities. The main weapons of the Changeling are its ability to internally synthesize dangerous chemicals, morph into other creatures that it has absorbed, and blend in with humans.
The changeling must have a quiet spot and an immobile victim in order to absorb their body, so stealth is absolutely necessary. The changeling has other weapons at its disposal, such as a cryo sting and an armblade, but is largely stealth-based.
The changeling can be anyone it's absorbed, it can switch identities instantaneously, only absorbing takes time and peace.
- #29selective
Keys: Permabrig, Perma
The Prison Wing in the fore section of security, where prisoners are kept permanently.
- #30selective
Keys: Wizard
Wizards are unique individuals who have access to powers that defy scientific principles. Most are part of the Space Wizard Federation, who have their own interests in Nanotrasen's resources. They are often given objectives to take valuable items, destroy certain things, or for the case of Wizards inbound to the NSS Cyberiad mostly - to simply cause havoc and destruction to the station. Unlike the The Syndicate, however, wizards do not receive any outside assistance from the Federation. Outside of the wizard's spells and/or their apprentices, the wizard is completely on their own. Unless if the Federation is pissed, of course.
- #31selective
Keys: Space Vines, Kudzu
A plant that can be Accidentally which spreads extremely rapidly around the station. Space vines will grow thicker with time, first getting thick enough to block vision, then capable of entangling people. If in an open area, the vines will continue to expand until they engulf every space not blocked off! Plant-b-gone spray from botany and weedkiller grenades from cargo are good options on getting rid of it.
- #32selective
Keys: Law, Laws
Rules which the AI and Cyborgs must follow.
- #33selective
Keys: Spacing
The act of forcing or throwing someone out an airlock into space, usually for malicious purposes.
- #34selective
Keys: Redshirt
Security Officers, named for their signature red uniforms and tendency to die at the hands of everything.
- #35selective
Keys: Silicon
A term for AI or cyborgs, contrast with "human."
- #36selective
Keys: moth people, Nian, moff
Nian are a species of bipedal insectoids that look like moths. Hailing from a fringe cluster in the Helmi stream, the Nian occupy vast swathes of space formerly considered uninhabited by most interstellar authorities. Moth people have a pair of long, fuzzy antennae, a set of bug-like eyes, with hundreds upon hundreds of hexagonal patterns within them and mandibles that surround their mouth. Moths can feel with their antennas, and overall have a light sense of touch throughout their many hairs along their body, being sensitive overall. This does allow them to find their way more in the dark, and makes it a little easier to see in low-light.
Along their torso are a set of two humanoid arms, and a pair of insectoid wings along their back that range from being monotone in colour, to multicoloured, depending on the age, wealth and status of the individual. Their legs are usually long and skinny, along with their torso being a little smaller than most sentient beings–this assists with flying on their homeworld, being more lightweight.
Overall, they tend to range in height on average between 4’5’’ (134.62cm) to 5’10’’ (177.8cm), with standard deviations up to a foot (30.48cm) in each direction. Where age, experience and wealth allows, moths tend to make small changes to their bodies by organic means (dye, elongated hairs or other features).
Moths aren’t sentient at the start of their life, they are not considered to be sapient in their first years. However upon reaching their XYZ day, at approximately 4-6 Sol years, they undergo a process akin to metamorphosis. This marks the start of a celebration known as XYZ, with the individual emerging after the festivities as a recognised individual possessing faculties sufficient for communication and basic skills.
- #37selective
Keys: Vulpkanin, fox people
The Vulpkanin are a species of humanoid canine-like beings. The Vulpkanin hail from the Vazzend binary system, and originally from its second planet, Altam. Traditionally, Vulpkanin names typically follow the conventions of their spoken language. They tend to sound harsh and guttural, and many a scholar has compared them to the names found in ancient Germanic and Semitic languages. However, with vast immigrant populations having grown in other systems since their contact with the wider Galaxy, you can expect to hear some familiar sounding names among your Vulpkanin crewmembers. Vulpkanin bear a superficial resemblance to Earth’s canines in both appearance and sound, and traditionally favor diets high in protein. However, structurally they possess many differences from anything found on Earth. Their rib cage extends in a web-like lattice over their upper organs, and their tails share more in common structurally with limbs than the vertebrate appendages more typically seen in other species. However, - unlike a usual limb - it does not possess enough strength or flexibility to be used in a prehensile manner. Their fur consists of fibroin, rather than the keratin of Earthly hair, though the difference is hard to see without a microscope. Of particular interest is their stomach, which features two chambers, believed to be an adaptation for omnivorous diet from carnivorous ancestors. Finally, most are born with Deuteranopia, also known as red-green colour blindness, though it is often corrected with modern science.
Their superficially canid features - particularly their large ears and tail - appear to have evolved into their present forms mainly for the purposes of social display and communication. While retaining their original functions, these features have far more nerve endings and much finer muscle control than in their ancestral forms, vastly increasing the range of expression. Their tails possess much longer fur and more striking patterns than in their more primitive relatives, enhancing their visibility. Paleontologists believe that the variable blood flow in their large ears helped their species spread to more diverse environments, due to improved thermal regulation.
Vulpkanin are typically slightly smaller than humans on average, but well within the variations accounted for by commonly available clothing. Their feet and hands, though clawed, are compactly shaped and can thus fit comfortably into the gloves and footwear favored by other crew members.
- #38selective
Keys: Unathi, lizard people
Unathi are a species of scaled, reptilian beings. They hail from the arid world of Moghes.Unathi are a carnivorous species of tall, scale-covered reptilian beings. While many Unathi have a single contiguous colour across their body and the spectrum of possible colours is wide, with certain sects of Unathi even customarily etching and dyeing various markings into their scales and hide. The colouration of Unathi males tends to have deeper or more robust shades of greens, grays, reds and browns, whereas the lighter or more pallid colourations involving blue and purple generally only emerge in females and newborns. The colouration of male Unathi tends to darken and deepen as they age, with females gradually losing their colour as they become older.
Like many sexually dimorphic species, the average male Unathi stands around two metres tall, with the females generally averaging about twenty to fourty centimeters shorter. The snouts of male Unathi are typically sharper and more narrow, with females typically displaying shorter and rounded snouts. All Unathi stand on plantigrade legs with clawed toes, which has lead many Unathi to shun footwear both out of tradition and simple practicality - despite this, standard issue footwear can often be modified to accommodate Unathi feet.
Unathi have slender, clawed, digits that are suitable for manipulating and creating various tools. Unlike human ligaments and hand bones, Unathi hand bones are much more dense and more robust suggesting that the precursor to modern Unathi may have relied heavily on their claws for the purposes of hunting. Unathi also possess long, forked tongues that are capable of briefly telescoping out to sample the air, a trait which is believed to have been an evolutionary adaptation geared toward hunting. Unathi are one of the few known sapient species to also be cold blooded, suffering from bouts of fatigue when exposed to low temperatures. Unathi hearts have an extra valve to help distribute blood through their vascular system, which aids in evenly distributing heat through the body.
Unathi are strictly carnivorous, and while capable of eating various plant-matter their digestive system is incapable of breaking down and metabolizing plant-based proteins and fibres.
- #39selective
Keys: Human
Humans are a species of soft-skinned humanoids. Their homeworld is Earth, but their species is widespread throughout the Galaxy, and many originate from colony worlds and artificial deep space facilities.
- #40selective
Keys: cat people, Tajaran
Tajara are a bipedal, omnivorous, mammalian species. The Tajara originate from Ahdomai, an arctic moon orbiting Iluk. The Tajara are a species of omnivorous, bipedal humanoids with features that bear a strong resemblance to terran felines (IE: the common house cat). The Tajaran body is covered almost entirely with a thick coat of fur, and many individuals develop a shaggy mane along their nape and scalp. Tajaran fur colors typically display minimal contrast with each other, and as a rule of thumb the mane is typically darker than the rest of the fur. Various colourations and patterns have been observed in Tajara populations ranging from flat, undifferentiated patterns to spots, stripes, and patches of varying colour. The adolescent Tajaran stands between 150 cm to 180 cm in height, and heights typically do not deviate outside of this given range.
Like many known bipedal humanoids, Tajara have a set of two relatively large eyes that provide them with a wide field of view and exceptional clarity at distances both long and short. Tajaran eyes - unlike humans - also possess a small reflective layer near the retina that helps reflect light and substantially improve night-time vision and awareness. Interestingly, studies have shown that Tajaran eyes are classically deuteranopic and are unable to tell between varying shades of red, green, and orange. This is often adjusted with modern medical science.
Tajara possess two typically erect ears atop their head capable of distinguishing frequencies outside the range of normal human hearing. Tajaran ears display a wide range of motion and are capable of rotating up to ninety degrees and folding back flat against the skull. Because of the unique structure of Tajara ears and their ability to pick up on high-frequency sounds, it’s not advised to use ultrasonic equipment near your Tajaran coworkers, as it may induce migraines.
Tajaran hands and feet feature five stubby digits that are thicker compared to the extremities of most other species. A set of partially retractable claws originate from the second knuckle and terminate at the tips of Tajaran fingers and toes. Tajara are digitigrade, and by extension most standard issue footwear is ill-fitting. As part of Nanotrasen’s line of mandatory introductory workplace seminars, most Tajara have received instructions on how to modify on-station footwear to suit their needs.
All Tajara possess a flexible, prehensile tail. This appendage is muscled and is capable of an exceedingly large range of movement. For your personal safety, it is recommended you do not attempt to pet any of your Tajaran coworkers. All medical equipment aboard NanoTrasen vessels is compatible with Tajaran biology and does not
- #41selective
Keys: Felinid
Small and mischievous cat-eared people. Being small in itself has lots of upsides and downsides. They are naturally good at thieving, and can hide inside duffelbags.
Unlike the Tajaran, they are more human in appearance aside from cat ears and a tail,they often speak in a cutesy manner and often cough up hair balls to throw at people.
- #42selective
Keys: Slime People
Slime People are a race of gelatinous and translucent beings from the vast oceans of the tropical world Xarxis 5.
Slime People are made up of what appears to be a transparent jelly-like substance that varies in colour based upon the genetic predilection of the individual. Internally, Slime People possess a unique skeleton-like structure, while their overall Gelatin is similar to Ballistic Gel, the gelatins that compose this skeleton-like structure contain quintuple helixes of collagen instead of the common triple helixes, rendering the skeletal structure both extremely flexible and hard enough to offer support to the body. This renders their ability to stand as well to exercise strength. This unique skeletal structure, in combination with their gelatinous form, offers them a wide range of motion and flexibility, traits that were likely adapted due to the environmental conditions of Xarxis 5. Though this flexible "skeleton" is less sturdy than that of other species, their gelatinous exterior helps in supporting the body's overall balance as well.
Slime People have a central nervous system that operates via subtle vibrations from their slime core - an organ which effectively acts as the brain for an individual slime person. Due to this unusual internal system of communication, developments in new medical and therapeutic practices board Xarxis 5 heavily incorporate the use of ultrasound devices. Additionally, Slime People have the capability to change the shape of the gelatinous layer surrounding their head, lending them the capability to effectively change their facial expression. While Slime People naturally lack any sort of hair, this trait has been used to co-opt a variety of human hairstyles. Though the natural colour of any given Slime Person is a matter of genetics, it can be changed via the ingestion of dyes or certain chemicals.
Slime People don’t have an inherent sex, but often assume a female or male gender and the associated accoutrements to adjust to the culture encountered aboard Nanotrasen facilities.
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