Plasmaman: Difference between revisions
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|img_generic = Plasmaman.png | |img_generic = Plasmaman.png | ||
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|specietype = PLASMAMEN | |specietype = PLASMAMEN | ||
|speciename = Plasmamen | |speciename = Plasmamen | ||
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|restricted job roles = Command Roles | |restricted job roles = Command Roles | ||
|guides = No external guides | |guides = No external guides | ||
|languages = [[Languages#Galactic Common|Galactic Common]], [[Languages#Calcic|Calcic]] | |||
}} | }} | ||
Sometimes derogatorily referred to as "Hotheads" or "Gasbags", Plasmamen are sentient non-humans created by Nanotrasen to fill in gaps in their [[Humans|Human]] workforce. Plasmamen are barred from most authority roles on Nanotrasen stations and are not protected by Asimov's laws of robotics.<br> | Sometimes derogatorily referred to as "Hotheads" or "Gasbags", Plasmamen are sentient non-humans created by Nanotrasen to fill in gaps in their [[Humans|Human]] workforce. Plasmamen are barred from most authority roles on Nanotrasen stations and are not protected by Asimov's laws of robotics.<br> | ||
<br> | <br> | ||
Plasmamen are often referred to as a 'hard mode race' for Space Station 13: they must wear a special jumpsuit and helmet in order to avoid burning and they must breathe plasma instead of oxygen, forcing them to carry a plasma tank at all times. Additionally, plasmamen take increased damage from fire and lasers, making them especially fragile. Make sure you get buckled to a [[Medical_items#Lifeform_Stasis_Unit|Stasis beds]] before doing any surgery. | Plasmamen are often referred to as a 'hard mode race' for Space Station 13: they must wear a special jumpsuit and helmet in order to avoid burning and they must breathe plasma instead of oxygen, forcing them to carry a plasma tank at all times. Additionally, plasmamen take increased damage from fire and lasers, making them especially fragile. Make sure you get buckled to a [[Medical_items#Lifeform_Stasis_Unit|Stasis beds]] before doing any surgery (you will need an upgraded [[Cyborg#Medical|mediborg]] for advanced surgeries), or perform in an oxygen-free environment (ask [[Atmos_Tech|Atmosians]]). | ||
=Gameplay= | =Gameplay= | ||
'''NOTE:''' Plasmamen start with their sealed clothing(including gloves), a plasma tank in hand and a breath mask in addition to their job's equipment. '''Keep your internals on at all times, so that you don't suffocate from a lack of plasma.''' | '''NOTE:''' Plasmamen start with their sealed clothing (including gloves), a plasma tank in hand and a breath mask in addition to their job's equipment. '''Keep your internals on at all times, so that you don't suffocate from a lack of plasma.''' | ||
Plasmamen are an optional playable race. You can make a plasmaman character in the character panel. They do not have unique aspects that can be customized. | Plasmamen are an optional playable race. You can make a plasmaman character in the character panel. They do not have unique aspects that can be customized. | ||
Due to their Plasmic based biology, they spontaneously burst into flame in the presence of an oxidizer (oxygen). They have special sealed suits to prevent this, made up of an envirosuit (worn in the jumpsuit slot) and a spaceworthy helmet. A shower or the vacuum of space can prevent a naked plasmaman from burning, but the former only works temporarily when oxygen is present. Additionally, any atmos-sealed suit (either | Due to their Plasmic based biology, they spontaneously burst into flame in the presence of an oxidizer (oxygen). They have special sealed suits to prevent this, made up of an envirosuit (worn in the jumpsuit slot) and a spaceworthy helmet. A shower or the vacuum of space can prevent a naked plasmaman from burning, but the former only works temporarily when oxygen is present. Additionally, any atmos-sealed suit (either EVA suits or [[MODsuits]]) can protect them from the atmosphere. Fireproof clothing won't protect them from reacting with the atmosphere, although it will protect them from other sources of fire. | ||
The jumpsuit contains a self-extinguisher with 5 charges, which activates when the plasmaman is wearing both the jumpsuit and helmet and is on fire. There is a cooldown between automatic extinguishes. Plasmamen helmets have toggleable welding visor, otherwise they are not flash proof. The helmet obstructs eye and ear items from others, and only the plasmaman themself can take them off without removing their helmet. Neither jumpsuit nor helmet are fireproof. | The jumpsuit contains a self-extinguisher with 5 charges, which activates when the plasmaman is wearing both the jumpsuit and helmet and is on fire. There is a cooldown between automatic extinguishes. Refills can be printed at the medical [[Guide_to_Research_and_Development#Techfab|Techfab]] after research. | ||
Plasmamen helmets have toggleable welding visor, otherwise they are not flash proof. The helmet obstructs eye and ear items from others, and only the plasmaman themself can take them off without removing their helmet. Neither jumpsuit nor helmet are fireproof. | |||
Plasmamen additionally have specific gloves (unless you are the <del>Cucktain</del>[[Captain]] or [[Quirks#Neutral|Tongue-tied]]), offering more protection than most gloves, and some bonuses depending on the job: | |||
* [[Station Engineer|Engineers]] and [[CE|Chief Engineers]] receive insulated envirogloves, without the ''Chunky Fingers'' trait disallowing you to use computers. | |||
* [[Botanist|Botanists]] get plant protection—protection against thorny roses, nettles, and killer tomatoes. | |||
* [[Paramedic|Paramedics]] get the carrying and injection speed bonuses from the nitrile gloves (the other [[Medbay]] staff members do not get any special bonus). | |||
Plasmamen may eat, but must take off their helmet and breath mask to do so. However they will not become hungry. | Plasmamen may eat, but must take off their helmet and breath mask to do so. However they will not become hungry. | ||
Plasmamen breathe plasma and carry their own [[Atmospherics_items#Plasma Internals Tank|plasma tanks]] for internals. They are smaller than [[Atmospherics_items#Plasma Tank|standard plasma tanks]] and they can be carried on the waist or in a pocket. These plasma tanks are not stocked on the station, but additional tanks | Plasmamen breathe plasma and carry their own [[Atmospherics_items#Plasma Internals Tank|plasma tanks]] for internals. They are smaller than [[Atmospherics_items#Plasma Tank|standard plasma tanks]] and they can be carried on the waist or in a pocket. These plasma tanks are not stocked on the station, but additional tanks along with plasmaman EVA outfits may be [[Supply crates|ordered]] in plasmaman supply kits from Cargo. You can also make empty belt tanks at a hacked autolathe. | ||
* Those EVA outfits slow you down like other space suits, but protect you from combustion even without gloves and contain 10 extinguisher charges (instead of 5). | |||
Plasmamen are immune to cold, and | Plasmamen are immune to cold, and will take far less damage in space since only the lack of pressure will hurt them (and fire suits are enough to protect against those). | ||
Plasmamen don't have | Plasmamen don't have DNA and therefore can't get [[Guide_to_genetics#List_of_Mutations|mutations]] (thus, no ''Pressure Adaptation''). | ||
Plasmamen are immune to [[Radiation#Radiation| | Plasmamen are additionally immune to [[Radiation#Radiation|radiations]]. | ||
Plasmamen take 50% more damage from brute, fire and laser attacks. They have no blood to remove from them. Chemicals, including food and drinks, can be injected into their bodies through their jumpsuits. Plasmamen are not susceptible to most viruses or diseases, including appendicitis. One disease known to affect them is blight from a [[revenant]]. | Plasmamen take 50% more damage from brute, fire and laser attacks. They have no blood to remove from them. Chemicals, including food and drinks, can be patched and injected into their bodies through their jumpsuits. Plasmamen are not susceptible to most viruses or diseases, including appendicitis. One disease known to affect them is blight from a [[revenant]]. They are also more resistant to wounds (15% resistance). | ||
There are fewer options for bringing a dead plasmaman back to life than most other species. Blood cannot be drawn out of a plasmaman, so they cannot be turned into a [[ | There are fewer options for bringing a dead plasmaman back to life than most other species. Blood cannot be drawn out of a plasmaman, so they cannot be turned into a [[Podpeople|Podperson]]. | ||
Due to their protective armor, plasmamen are '''somewhat''' safer from many antagonists than other crew members. They are particularly safe against xenos because their helmets protect against facehugging, and removing a plasmaman's helmet tends to result in everything being on fire. | Due to their protective armor, plasmamen are '''somewhat''' safer from many antagonists than other crew members. They are particularly safe against xenos because their helmets protect against facehugging, and removing a plasmaman's helmet tends to result in everything being on fire. | ||
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= | =Lore= | ||
See [[Common_Core:Plasmamen|Common Core: Plasmamen]]. | |||
==Fun Factoids== | ==Fun Factoids== | ||
* Since Colonids are native to the Icemoon, the liquid plasma pools on the moon are teeming with them. Falling into one of these pools may result in becoming the next Marcel Delacroix. | * Since Colonids are native to the Icemoon, the liquid plasma pools on the moon are teeming with them. Falling into one of these pools may result in becoming the next Marcel Delacroix. | ||
* Plasmamen can infest any skeleton, or really any organic surface | * Plasmamen can infest any skeleton, or really any organic surface — those seen on Nanotrasen stations are generally human skeletons, as Nanotrasen is able to source them cheaply from the bodies of convicts. Yes, this means plasmamen can infest things like dinosaur skeletons, and yes, this is badass. | ||
* Plasmamen have very human mannerisms, due mostly to their integration with human society on the frontier. That said, they have developed their own distinct culture in their short time on the galactic stage. | * Plasmamen have very human mannerisms, due mostly to their integration with human society on the frontier. That said, they have developed their own distinct culture in their short time on the galactic stage. | ||
* Plasmamen are not only immune to radiation, but utilize it very efficiently as an energy source. Even the small amounts given off as background radiation on the Icemoon are sufficient to sustain them. | * Plasmamen are not only immune to radiation, but utilize it very efficiently as an energy source. Even the small amounts given off as background radiation on the Icemoon are sufficient to sustain them. | ||
{{ | {{Races}} | ||
[[Category:Races]] | [[Category:Races]] | ||
Latest revision as of 17:39, 14 August 2024
PLASMAMEN | |
Plasmamen |
Genus: Ossis Pyrus Homeworld: None Central Authority: Nanotrasen Restricted Job Roles: Command Roles Guides: No external guides Spoken Languages: Galactic Common, Calcic |
Sometimes derogatorily referred to as "Hotheads" or "Gasbags", Plasmamen are sentient non-humans created by Nanotrasen to fill in gaps in their Human workforce. Plasmamen are barred from most authority roles on Nanotrasen stations and are not protected by Asimov's laws of robotics.
Plasmamen are often referred to as a 'hard mode race' for Space Station 13: they must wear a special jumpsuit and helmet in order to avoid burning and they must breathe plasma instead of oxygen, forcing them to carry a plasma tank at all times. Additionally, plasmamen take increased damage from fire and lasers, making them especially fragile. Make sure you get buckled to a Stasis beds before doing any surgery (you will need an upgraded mediborg for advanced surgeries), or perform in an oxygen-free environment (ask Atmosians).
Gameplay
NOTE: Plasmamen start with their sealed clothing (including gloves), a plasma tank in hand and a breath mask in addition to their job's equipment. Keep your internals on at all times, so that you don't suffocate from a lack of plasma.
Plasmamen are an optional playable race. You can make a plasmaman character in the character panel. They do not have unique aspects that can be customized.
Due to their Plasmic based biology, they spontaneously burst into flame in the presence of an oxidizer (oxygen). They have special sealed suits to prevent this, made up of an envirosuit (worn in the jumpsuit slot) and a spaceworthy helmet. A shower or the vacuum of space can prevent a naked plasmaman from burning, but the former only works temporarily when oxygen is present. Additionally, any atmos-sealed suit (either EVA suits or MODsuits) can protect them from the atmosphere. Fireproof clothing won't protect them from reacting with the atmosphere, although it will protect them from other sources of fire.
The jumpsuit contains a self-extinguisher with 5 charges, which activates when the plasmaman is wearing both the jumpsuit and helmet and is on fire. There is a cooldown between automatic extinguishes. Refills can be printed at the medical Techfab after research.
Plasmamen helmets have toggleable welding visor, otherwise they are not flash proof. The helmet obstructs eye and ear items from others, and only the plasmaman themself can take them off without removing their helmet. Neither jumpsuit nor helmet are fireproof.
Plasmamen additionally have specific gloves (unless you are the CucktainCaptain or Tongue-tied), offering more protection than most gloves, and some bonuses depending on the job:
- Engineers and Chief Engineers receive insulated envirogloves, without the Chunky Fingers trait disallowing you to use computers.
- Botanists get plant protection—protection against thorny roses, nettles, and killer tomatoes.
- Paramedics get the carrying and injection speed bonuses from the nitrile gloves (the other Medbay staff members do not get any special bonus).
Plasmamen may eat, but must take off their helmet and breath mask to do so. However they will not become hungry.
Plasmamen breathe plasma and carry their own plasma tanks for internals. They are smaller than standard plasma tanks and they can be carried on the waist or in a pocket. These plasma tanks are not stocked on the station, but additional tanks along with plasmaman EVA outfits may be ordered in plasmaman supply kits from Cargo. You can also make empty belt tanks at a hacked autolathe.
- Those EVA outfits slow you down like other space suits, but protect you from combustion even without gloves and contain 10 extinguisher charges (instead of 5).
Plasmamen are immune to cold, and will take far less damage in space since only the lack of pressure will hurt them (and fire suits are enough to protect against those).
Plasmamen don't have DNA and therefore can't get mutations (thus, no Pressure Adaptation).
Plasmamen are additionally immune to radiations.
Plasmamen take 50% more damage from brute, fire and laser attacks. They have no blood to remove from them. Chemicals, including food and drinks, can be patched and injected into their bodies through their jumpsuits. Plasmamen are not susceptible to most viruses or diseases, including appendicitis. One disease known to affect them is blight from a revenant. They are also more resistant to wounds (15% resistance).
There are fewer options for bringing a dead plasmaman back to life than most other species. Blood cannot be drawn out of a plasmaman, so they cannot be turned into a Podperson.
Due to their protective armor, plasmamen are somewhat safer from many antagonists than other crew members. They are particularly safe against xenos because their helmets protect against facehugging, and removing a plasmaman's helmet tends to result in everything being on fire.
Plasmaman organs (including dismembered limbs) don't burst into flames.
The AI does not consider plasmamen human and is not obligated to listen to them. Also, certain crew members will show depths of racism previously reserved for the clown. Centcom also maintains a strict "Human-Only" policy for Command Staff appointments. But hey, flaming skeletons!
Roleplay
Plasmamen names are of the form "Name RomanNumeral", where the names should generally be something chemistry related. Names such as Halogen XVI, Ionium CVXI, Radon MXI, are generally good examples of the format.
In general, Plasmamen are steadfast, extremely polite and unreasonably concerned about the rank of themselves and others in the station hierarchy. They will often spend a great deal of effort ensuring they have the preferred honorific of those they address, appending it to the end of most sentences. Plasmamen respectfully use common honorifics such as Sir, Ma'am, Officer, Doctor, Captain for crew who request them. Though sometimes slow and difficult to work with at first, once comfortable, Plasmamen tend to be among the most helpful crew on the station, gladly assisting those of any rank above and below themselves, and always looking for opportunities to do so.
Plasmamen, despite their inclination to assist, are often extremely wary of physical intervention in violent events, except in self-defence or defence of the station. In their fragile suits, it is fairly expected that they wish to avoid physical confrontation, though if forced, some have been seen to demask, briefly igniting in a terrifying spectacle before rehooding as a form of threat. Do not be offended if a Plasmaman awaits the aftermath of a conflict before assisting those injured. They are merely preserving their own safety and that of others.
Lore
Fun Factoids
- Since Colonids are native to the Icemoon, the liquid plasma pools on the moon are teeming with them. Falling into one of these pools may result in becoming the next Marcel Delacroix.
- Plasmamen can infest any skeleton, or really any organic surface — those seen on Nanotrasen stations are generally human skeletons, as Nanotrasen is able to source them cheaply from the bodies of convicts. Yes, this means plasmamen can infest things like dinosaur skeletons, and yes, this is badass.
- Plasmamen have very human mannerisms, due mostly to their integration with human society on the frontier. That said, they have developed their own distinct culture in their short time on the galactic stage.
- Plasmamen are not only immune to radiation, but utilize it very efficiently as an energy source. Even the small amounts given off as background radiation on the Icemoon are sufficient to sustain them.
Humanoid Species on /tg/station | |
Roundstart | Ethereals, Humans, Lizardperson, Mothpeople, Plasmaman |
Other | Abductor, Flyperson, Golem, Podman, Jellypeople, Skeletons, Zombies, Shadowpeople |